DEATH GUARD ADDITIONAL WARGEAR

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Death Guard Specific Additional Wargear

Balesword

Range S AP Keywords
Balesword Melee +1 3 [Plague]

Blightlauncher

Range S AP Keywords
Blightlauncher 24” 6 4 [Assault 2], [Plague]
Heavy Blightlauncher 36” 6 4 [Heavy 1], [Blast], [Plague]

Bubonic Axe

Range S AP Keywords
Bubonic Axe Melee +2 2 [Unwieldy], [Plague]

Flail of Corruption

Range S AP Keywords
Flail of Corruption Melee +2 4 [Flail], [Plague]

Flail: This weapon inflicts 2 Wounds instead of just 1 Wound whenever a saving throw is failed against this weapon. This ability has no effect on Vehicles.

Fleshmower

Range S AP Keywords
Fleshmower Melee User 4 [Shred], [Plague]

Great Plague Cleaver

Range S AP Keywords
Great Plague Cleaver Melee +2 3 [Unwieldy], [Poisoned 3+], [Plague]

Mace of Contagion

Range S AP Keywords
Mace of Contagion Melee +1 4 [Poisoned 3+], [Plague]

Man-Reaper

Range S AP Keywords
Man-Reaper Melee +2 3 [Rending], [Plague]

Plagueburst Mortar

Range S AP Keywords
Plagueburst Mortar 48” 7 4 [Heavy 1], [Barrage], [Large Blast], [Ignores Cover], [Plague]

Plaguereaper

Range S AP Keywords
Plaguereaper Melee x2 2 [Poisoned 3+], [Unwieldy], [Plague]

Plague-Spewer\Twin Plague-Spewer\Plaguespurt Gauntlet

Range S AP Keywords
Plague-Spewer Template 4 5 [Assault 1], [Poisoned 4+], [Plague]
Twin Plague-Spewer Template 4 5 [Assault 2], [Poisoned 4+], [Plague]
Plaguespurt Gauntlet Template 3 5 [Assault 1], [Poisoned 4+], [Plague]

Note: Plaguebelchers are treated as Plaguespewers.

Plaguesword

Range S AP Keywords
Plaguesword Melee User 4 [Plague]

CHAOS SPACE MARINE WARGEAR

This section of Codex: Chaos Space Marines lists wargear (including Melee Weapons, Ranged Weapons, Noise Marine Sonic Weapon, Grenades, Armour, Special Issue Wargear, Chaos Icons, Chaos Rewards, Daemonic Steeds, Chaos Artefacts, Daemon Princes Upgrades, Chaos Space Marine Vehicle Equipment, Chaos Space Marine Psychic Powers, Discipline of Tzeentch, Discipline of Nurgle, Discipline of Slaanesh, Sinistrum Discipline, Heretech Discipline, Ectomancy Discipline, Lords of War Equipment, Geomortis Discipline and Psychic Choir Powers) used by Chaos Space Marines, along with the rules for using them in your games of Warhammer 40,000.


Melee Weapons

Profiles for the following melee weapons can be found in the Warhammer 40,000 rulebook:

Chainfist

Chainsword

Close Combat Weapon

Force Axe

Force Stave

Force Sword

Lighting Claws

Power Axe

Power Fist

Power Lance

Power Maul

Power Sword

Thunder Hammer

Chainaxe

A brutal variant of the chainsword that has its origins in the Horus Heresy, a chainaxe's head whirs with razor-like teeth that chew through armour, ripping and tearing the vulnerable, flesh beneath.
Range S AP Type
- User 4 Melee

Iron Claw

Range S AP Type
- x2 2 Melee, Specialist Weapon, Unwieldy

Plague Knife

The long, pitted knives used by the Plague Marines are encrusted and dripping with the most virulent of viruses. Their wielders believe that they are each blessed by Nurgle himself, for the rot they carry and spread is so powerful that it can lay low even the most monstrous enemies in seconds.
Range S AP Type
- User - Melee, Plague, Poisoned (4+)

Power Scourge

A power scourge is a set of jointed metal arms tipped with blades that crackle with barely suppressed energy. In combat, the scourge lashes back and forth wildly, scything through anything foolish enough to get close.
Range S AP Type
- 8 2 Melee, Flail

Flail: If one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the Fight sub-phase, roll D3 and subtract the result from the Weapon Skill of those models (to a minimum 1) for the dutation of that phase.


Siege Claws

Range S AP Type
- User 2 Melee, Shred, Smash

Smash: When a building or transport takes a penetrating hit from a Decimator's Smash attack, any units inside suffer D6 heavy flamer hits for each heavy flamer the Decimator has, in addition to any other damage inflicted. The Decimator can only benefit from the Smash rule as long as it has at least a single siege claw.


Warp Sword

Range S AP Type
- User 3 Melee, Master-crafted, Specialist Weapon

Ranged Weapons

Profiles for the following ranged weapons can be found in the Warhammer 40,000 rulebook:

Assault Cannon

Autocannon

Bolt Pistol

Boltgun

Combi-weapons

Flamer

Heavy Bolter

Heavy Flamer

Heavy Stubber

Lascannon

Meltagun

Missile Launchers

Multi-melta

Plasma Cannon

Plasma Gun

Plasma Pistol

Shotgun

Baleflamer

Daemon Engines are sometimes equipped with projector muzzles that allow them to heave out great gouts of the Daemon fire roiling inside their chests. The burning ichor that rains down upon their prey ignites flesh and soul alike.
Range S AP Type
Template 6 3 Heavy 1, Torrent, Soul Blaze

Combi-bolter

Essentially a twin-linked boltgun, the combi-bolter emerged from the Horus Heresy as the most tactically flexible weapon available to Space Marine Terminators. Whilst the Space Marines loyal to the Emperor developed the weapon into the storm bolter, the older combi-bolters are still abundant in the armies of the Traitor Legions.
Range S AP Type
24" 4 5 Rapid Fire, Twin-linked

Demolisher Cannon

The demolisher cannon is a short ranged but devastating siege weapon designed to tear down the walls of enemy strongholds and breach their fortifications. The effect it has on living matures is horrifically final.
Range S AP Type
24" 10 2 Heavy 1, Large Blast

Ectoplasma Cannon

Ectoplasma cannons channel the raw daemonic energy of the Warp into searing, cometary blasts that make a noise like the howls of the damned. Harnessing such energies can sometimes prove as dangerous to the wielder as to the target. Anything hit by an ectoplasma cannon is enveloped by screaming, tortured souls that dance in the flames.
Range S AP Type
24" 8 2 Heavy 1, Blast, Gets Hot

Hades Autocannon

The hades autocannon is most frequently seen adorning the hideous Daemon Engines with which the Warpsmiths conquer the planets of the Imperium. Hades autocannons have six barrels and can sustain such a massive rate of fire that they are capable of tearing apart massed infantry, and even well-armoured targets, with each th underous volley of shells.
Range S AP Type
36" 8 4 Heavy 4, Pinning

Reaper Autocannon

There is a particular type of double-barrelled autocannon called the Reaper, which is no longer employed by the forces of the Emperor. It is mostly used by Chaos Terminators, allowing them to lay down a withering hail of shots, which gives them a much greater chance of hitting those unfortunate enough to be in their crosshairs.
Range S AP Type
36" 7 4 Heavy 2, Twin-linked

Reaper Autocannon Battery

Range S AP Type
36" 7 4 Heavy 4, Twin-linked

Accelerator Autocannon

The accelerator autocannon is a potent weapon which fires a hail of medium-calibre high velocity shells with great accuracy. Its bursts of cannon fire can rip through heavy armour with repeated shell impacts or strafe rapidly moving targets with devastating effect.
Range S AP Type
48" 7 4 Heavy 6, Rending, Rapid Tracking

Rapid Tracking: Targets may not take Jink saves against damage from this weapon.


Alchem Cluster Bomb

Range S AP Type
- - 5 Heavy 3, Barrage, Blast, Poisoned (4+), One use only

Avenger Bolt Cannon

Range S AP Type
36" 6 3 Heavy 7

Balefire Incendiary Missiles

Upon detonation, the Balefire missile unleashes a burst of fast-burning, irradiated chemicals infused with the fell taint of the Warp.
Range S AP Type
36" 5 6 Heavy 1, Large Blast, Ignores Cover, One use only

Baletalon Shatter Charge

Range S AP Type
- 8 4 Heavy 3, Unguided, One use only

Unguided: This weapon is always treated as if it was fired as a Snap Shot.


Butcher Cannon

Range S AP Type
36" 8 4 Heavy 4

Cyclotrathe Pattern Conversion Beamer

Range S AP Type
up to 12" 6 - Heavy 1, Large Blast
12"-24" 8 4 Heavy 1, Large Blast
24"-48" 10 1 Heavy 1, Large Blast

Heavy Conversion Beamer

Range S AP Type
up to 18" 6 - Heavy 1, Large Blast, Firing Calibration
18"-42" 8 4 Heavy 1, Large Blast, Firing Calibration
42"-72" 10 1 Heavy 1, Large Blast, Firing Calibration

Firing Calibration: This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless rule or if the carrying model is a vehicle, etc.


Hellmaw Cannon

Range S AP Type
Template 6 3 Assault 1

Hellstorm Autocannon

A specialised variant of the Reaper autocannon produced on the Hell-forge of Xana II, the Helstorm's prodigious rate of fire makes it lethal to even the most agile of enemy aircraft but produces so much recoil that it is only capable of being mounted on vehicles.
Range S AP Type
36" 7 4 Heavy 3, Rending, Twin-linked

Hellstrike Missiles

Range S AP Type
72" 8 3 Ordnance 1

Impaler

This is a massive daemonically possessed barbed harpoon and chain designed to spear a large enemy and drag it within the Blood Slaughterer's reach.
Range S AP Type
12" 8 3 Assault 1, Impaler

Impaler: Using the Impaler counts as a shooting attack, which hits on a 4+. If the harpoon strikes a successful penetrating hit against a vehicle, or an unsaved wounding hit against a Monstrous Creature which survives its attack, then the daemonically empowered chain snaps back and the victim is abruptly dragged toward the Blood Slaughterer. Measure a straight line between the Blood Slaughterer and its target, and move the target model 2D6" towards the Blood Slaughterer If the target model moves in to base contact with the Blood Slaughterer, the Blood Slaughterer then counts as having charged it.


Kharybdis Storm Launcher

Range S AP Type
24" 6 5 Heavy 2, Pinning, Twin-linked

Laser Destroyer

Range S AP Type
36" 9 1 Ordnance 1, Twin-linked

Magna-melta

Range S AP Type
18" 8 1 Heavy 1, Large Blast, Melta

Mawcannon

Range S AP Type
Vomit Template 6 4 Assault 1
Phlegm 36" 8 3 Assault 1, Large Blast

Plasma Blaster

Range S AP Type
18" 7 2 Assault 2, Gets Hot

Plasma Destroyer

Range S AP Type
36" 7 2 Heavy 3, Blast

Pyrax Incendiary Bomb

Range S AP Type
- 5 4 Heavy 1, Blast, Ignores Cover, One use only

Quad Heavy Bolter

Range S AP Type
36" 5 4 Heavy 6, Twin-linked

Quad Lascannon

Range S AP Type
48" 9 2 Heavy 2, Twin-linked

Quad Mortar

The tainted sigil web graven into the vehicle's structure stores the energy of attacks made against it and nurtures it into a bitter warp-tainted charge that it shunts into the cores of the projectiles waiting to be fired by the main weapon.
Range S AP Type
12"-60" 5 5 Heavy 4, Barrage, Blast, Pinning, Shell Shock, Fuelled by Hate

Fuelled by Hate: For every Hull Point the Infernal Relic Achilles has lost, the Strength and AP values of the quad mortar improve by +1 and the Shell Shock penalty suffers a further -1.

For example, if the vehicle has lost two Hull Points, the quad mortar's Strength is 7 and its AP is 3, and Pinning tests are taken.

Shell Shock: Due to the repeated impact of the quad launcher's shells Pinning tests taken because of its attacks are made at a -1 Leadership penalty.


Rancid Vomit

Range S AP Type
Template 5 3 Assault 1, Poisoned (3+)

Rot Cannon

Range S AP Type
36" 6 3 Heavy 1, Large Blast, Rending

Scorpion Cannon

Range S AP Type
36" 6 3 Heavy 10

Soulburner

Range S AP Type
24" 4 4 Assault 1, Blast, Rending

Soulburner Cannon

Range S AP Type
24" 10 2 Primary weapon 1, Large Blast, Ignores Cover

Soulburner Petard

Range S AP Type
24" 5 5 Heavy 1, Large Blast, Rending

Storm Laser

Range S AP Type
36" 6 3 Heavy (D3+2)

Vengeance Launcher

This is a multi-chambered rocket battery which saturates a target area with fragmenting anti-personnel warheads designed for close range ground attack, this weapon allows the Chaos Storm Eagle to both clear a landing zone in a hostile area and to continue to provide direct fire support once it has delivered its deadly cargo of Chaos Space Marines
Range S AP Type
48" 5 4 Heavy 2, Large Blast

Warp-pulse Bombs

Range S AP Type
- 2 2 Heavy 1, Large Blast, Blind, Haywire, One use only

Hellfyre Missile Rack

Mounted atop the shoulders of Scarab Occult Terminators, the hellfyre missile rack fires compact but deadly warheads that detonate in explosions of aetheric light.
Range S AP Type
24" 8 3 Heavy 2

Inferno Weapons

The weapons of the Thousand Sons are shaped by the craft of artificers and sorcerers alike. When their guns roar, they fire not only explosive bolts that tear flesh, but uncanny energies that can melt even ceramite. In such a fashion is the Long War waged anew.
Range S AP Type
Inferno bolt pistol 12" 4 3 Pistol
Inferno boltgun 24" 4 3 Rapid Fire
Inferno combi-bolter 24" 4 3 Rapid Fire, Twin-linked
Soulreaper cannon 24" 5 3 Heavy 4, Rending

Warpflame Weapons

In the hands of the Thousand Sons, flame weapons hurl gouts of transmorphic fire that mutate those touched by them.

Warpflame weapons are flamer weapons for the purposes of any special rules that interact with flamer weapons as described in Warhammer 40,000: The Rules.

Range S AP Type
Warpflame pistol Template 3 5 Pistol, Warpflame
Warpflamer Template 4 4 Assault 1, Warpflame
Heavy warpflamer Template 5 3 Assault 1, Warpflame

Warpflame: At the end of each phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule (or from an attack made by a model with this special rule), must take a Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no armour or cover saves allowed. If the test is passed, all models in the unit gain the Feel No Pain (6+) special rule for the rest of the game. Any models in the unit that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game. Chaos is fickle!


Noise Marine Sonic Weapon

Blastmaster

A blastmaster is a weapon that focuses a throbbing bass note into an explosive crescendo that can burst eyeballs and rupture internal organs. By varying the frequency of the blast, the effect of weapon can be altered to produce differing effects.
Range S AP Type
Varied frequency 36" 5 4 Assault 2, Pinning, Ignores Cover
Single frequency 48" 8 3 Heavy 1, Blast, Pinning, Ignores Cover

Doom Siren

A doom siren is a bizarre weapon indeed - a complex arrangement of pipes, tubes and amplifiers the magnify the ecstatic war cries of a Noise Marine into devastating sonic attacks.
Range S AP Type
Template 5 3 Assault 1

Sonic Blaster

Unleashing waves of crippling harmonics, a sonic balster rips ita target apart, whether unleshing short riffs or a long discordant wail.
Range S AP Type
24" 4 5 Salvo 2/3, Ignores Cover

Grenades

Profiles for the following grenades can be found in the Warhammer 40,000 rulebook:

Frag Grenades (see assault grenades)

Krak Grenades

Melta Bombs

Blight Grenades

Blight grenades are the hollowed-out heads of the Plague Marinas’ enemies, filled with potent contagions and sealed with wax so that they burst apart on impact.
Range S AP Type
Blight Grenades (Shooting) 8" 3 - [Assault 1], [Blast], [Plague], [Poisoned 3+]

Armour

Fleshmetal

A iron-hard fusion of muscle, tendon and powered steel, fleshmetal forms a hideous exoskeleton over those devotees of Chaos whose bodies have melded with their armour.

Fleshmetal confers a 2+ armour save.


Improvised Armour

Chaos Cultists equip themselves with whatever they can scavenge, and their armour combines sturdy metal plates with reinforced leather and snaps of mesh-cloth. Such a motley provides scanl protection at best.

Improvised armour confers a 6+ armour save.


Power Armour

Chaos-tainted power armour bestows great strength, though in time it grows into a carapace, that can never be removed.

Power armour confers a 3+ armour save.


Terminator Armour

Servo-assisted Terminator armour confers the resilience of a walking tank — and quite frequently the weaponry to match.

Terminator armour confers a 2+ armour save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances.


Special Issue Wargear

Chaos Bike

Chaos bikes are incredibly durable and versatile fighting platforms capable of firing on the move and charging into combat.

Bikes unit type; equipped with a Combi-Bolter. Change the movement characteristic to 12".


Inferno Bolts

The shells fired by the Thousand Sans are charged with baleful sorter ous energies that make men ceramite run like molten wax.

Shots from a boltgun or bolt pistol with inferno bolts are resolved at AP3.


Jump pack

Jump packs can lift even heavy power armour from the ground, and a warrior equipped with one. can leap across the battlefield, over obstructions, and slam into combat.

Models equipped with jump packs gain the Jump unit type, and change their movement speed to 12" and can FLY.


Malefic Ammunition

By entering in to unspeakable pacts with the masters of the Hell-forges of the Dark Mechanicus, the warlords of the fallen Astartes gain the use of special ammunition forged in the soul-fires of blasphemy and sin by the hands of the most senior of the fallen artificer-magi. These shells pass through both the material realm and the Immaterium when fired, allowing them to strike their target with out even penetrating its armour.

Weapons with the Malefic Ammunition upgrade gain the Rending special rule.


Mechatendrils

Reminiscent of the servo harnesses worn by the Techmarines of the Adeptus Astartes, these writhing tentacles are warn by - or even implanted into - Chaos Warpsmiths.

Include a Meltagun and Flamer, and grant the wearer 2 aditional Attacks. In the Shooting phase, Warpsmith can fire either both mechatendril weapons or one mechatendril weapon and one other weapon.


Sigil of Corruption

When a Chaos Lord wins glory for the Dark Gods, the corrupted symbols he is adorned with are imbued with daemonic energies that encircle and protect him.

A model with Sigil of Corruption has 4+ invulnerable save.


Warp Amp

The baroque Warp Amplifiers mounted atop the Sonic Dreadnought siphon off and channel the fell powers of the Immaterium, modulated by the sinful soul of the champion interred within. The resulting cacophony is projected outwards through the Dreadnought's sonic weaponry in a torrent of excess before which few can stand.

Should the Sonic Dreadnought choose not to move in any of its controlling player’s player turns, it may double the rate of fire of any of its some weaponry (ie, blastmaster, sonic blaster and doom sirens) for that player turn.


Destroyer of Cities

A veteran of countless assaults against the bastion worlds of the Cadian Gate and other fortified Imperial planets, the Dreadnought is equipped with a fearsome assault drill capable of grinding its way through the most formidable of defences and incinerating the defenders with in using its in-built heavy flamer.

This option replaces the Dreadnought's arm weapons with an assault drill with built-in heavy flamer, and a flamestorm cannon. The Dreadnought's front Armour value is increased by +1 and it has the Move Through Cover special rule. In addition, when playing Cities of Death games, Siege Engines automatically count as being equipped with a Wrecker stratagem for free.

Range S AP Type
Assault drill - x2 2 Melee, Armourbane

The assault drill incorporates a heavy flamer which, in addition to being used as normal, if the Dreadnought close combat weapon inflicts a penetrating hit against a building or vehicle that is occupied but the target is not destroyed outright, then all models inside suffer a single heavy flamer hit automatically after the Dreadnought's other attacks have been resolved. Note that this flamer hit only occurs once per Assault phase, not once per hit.


Host of Daemonic Iron

The warrior within the Dreadnought has transcended the petty limitations of the material realm, yet by the sheer force of his own will remained anchored to reality, refusing to ascend to the Abyss until such time as his foes lay slaughtered by his hand. The raw power of the Immaterium pulses violently within the Dreadnought's reactor and the air all about burns with ravening hellfire.

The Dreadnought has the Daemonic Resilience special rule. In addition, any unit that causes the Dreadnought to lose one or more Hull Points during the Fight sub-phase immediately takes a Str 4, AP 3 hit per Hull Point lost.


Lord of the Long War

The Ferrum Infernus may issue and accept challenges as if it was a character. In addition, the champion interred with in the Ferrum Infernus Dreadnought has long courted the dark benedictions of the Ruinous Powers, and the moment of their judgement is finally at hand Should the Ferrum Infernus ever sustain vehicle damage that causes an Explodes! result, roll D6 and consult the chart below. Note that should the Dreadnought be destroyed by any other means (such as a roll on the Catastrophic Damage table) the model is simply removed from play without rolling, there being no scrap of mortal flesh left for the Chaos gods to pass judgement upon.

D6 Result
1-2 The Ruinous Powers judge that the aspiring champion is worthy only of transformation in to a mindless, thrashing mass of pseudopods and teeth, a Chaos Spawn clawing its way out of the wrecked sarcophagus. Apply the Spawnhood result from the Chaos Boon table in Codex Chaos Space Marines.
3-4 Re-roll the original result on the Vehicle Damage Table. If the result is Explodes!, the Dreadnought is removed from play as per the normal rules.
5-6 The champion is judged worthy at last, his broken body transfiguring into a being of horrifying grandeur. Apply the Dark Apotheosis result from the Chaos Boon Table of Codex Chaos Space Marines Being dedicated to a Chaos God counts the same as having a Mark of Chaos for the purposes of this result.

Chaos Icons

When determining assault results, add one to your total if there are one or more friendly units with a Chaos Icon locked in combat. Chaos Icons also have additional effect, which are listed below.

Icon of Despair

This icon is surrounded by a miasma of disease and hopelessness, turning the thoughts of any nearby foes to the grisly and inevitable deaths that await them.

Mark of Nurgle only; All model in a unit equipped with an Icon of Despair have the Fear special rule.


Icon of Excess

Depravity hangs about this icon like cloying musk, driving those below it into an orgy of sensation-seeking that can only be halted by the total destruction of their bodies.

Mark of Slaanesh only; All model in a unit equipped with an icon of Excess have the Feel No Pain special rule.


Icon of Vengeance

These icons shine l/rightly in the Warp, gathering the malefic energies of Chaos to those who bear them and spurring them on to acts of suicidal bravery in their quest to seize victory from the minions of the Corpse-god.

All model in a unit equipped with an icon of vengeance have the Fearless special rule.


Icon of Wrath

The red-hot curses of the Blond CM resound in the minds of those in the shadow of this icon, compelling them to hurl themselves into the fray with wild abandon.

Mark of Khorne only; All model in a unit equipped with an Icon of Wrath have the Furious Charge and can re-roll charge range.


Icon of Flame

Coruscating energies surround the icon, swathing the weapons of the devout with mutagenic flames.

Mark of Tzeench only; All boltguns, combi-bolters, heavy bolters, bolt pistols and inferno weapons carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the Soul Blaze special rule.


Chaos Rewards

Aura of Dark Glory

Some champions of Chaos are so blessed by their patron deity that they are supernatural!у protected from harm. They might be surrounded by a powerful, crackling shield of energy, or else bullets aimed at them may be strangely turned aside just before they strike. In either case, it is clear that the Dark Gods are watching over them.

A model with an Aura of Dark Glory has a 5+ invulnerable save.


Combat Familiar

A combat familiar may take nearly any form, such as that of a diabolical hound, a stunted humanoid minion, a tumbling nest of metal tentacles, a being of living Warpflame or a thousand other strange and unsettling beasts.

A model with a combat familar makes two additional Strenght 4 AP`-` Melee Attacks. The combat familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets the way simply move it one side.


Gift of Mutation

The Dark Gods have granted their champion a malign reward, which is as likely to be a razor-sharp appendage as it is to be an inconveniently placed tongue.

Before deployment, roll on the Chaos Boon table and mark the result on your army roster. Do not apply any 21-22 or 65-66 result; roll again on the table istead. The model has that result for the entire game.


Ichor Blood

It is not blood that runs through this champion’s veins, but searing ichor, molten brass, psychedelic narcotics, virulent pus or some such vile and deadly substance.

Аny unit causes one or more unsaved Wound on a model with Ichor Blood during the Fight sub-phase immediately takes a Strenght 3 AP 4 hit per Wound caused.


Spell Familiar

A spell familiar may be a small creature made of bound psychic energy, such as the tulelaries of the Thousand Sons, or a living being invested with the power of the Warp. They can take any form, but are often small imps, evil-looking mannequins or twisted, dwarfish mutants.

A model with a Spell Familar may re-roll failed Psychic tests. The spell familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets the way simply move it one side.


Daemonic Steeds

Disk of Tzeench

The champion soars aloft on a predatory disc of Daemon flesh.

The model recive +1 Attack and his unit type becomes Jetbike.


Juggernaut of Khorne

The champion rides to war atop a metallic monstrosity of brass and steaming fury.

The model recive +1 Toughness, +1 Wound, +1 Attack and his unit type becomes Cavalry.


Palanquin of Nurgle

Dozens of giggling, pustulant Nurglings carry the champion to war.

The model recive +2 Wound, +1 Attack and gains the Very Bulky Special rule.


Steed of Slaanesh

The champion’s long-limbed and supple steed bears him towards his unwitting foe.

The model recive +1 Attack ands +3" to his Run moves. Furthermore, he gains Acute Senses and Outflank, and his unit type becomes Cavalry.

Daemon Princes Upgrades

Daemon of Khorne

Daemons of Khorne have the Furious Charge and Hatred (Daemon of Slaanesh) special rules.


Daemon of Nurgle

Daemons of Nurgle have Hatred (Daemon of Tzeentch), Shrouded and Slow and Purposeful special rules. Psyker must generate at least one power from Discipline of Nurgle.


Daemon of Slaanesh

Daemons of Slaanesh have Fleet, Hatred (Daemons of Khorne) and Rending special rules. They can also Run an additional 3" (usually D6+3). Psyker must generate at least one power from Discipline of Slaanesh.


Daemon of Tzeentch

Daemons of Tzeentch have Hatred (Daemon of Nurgle) special rules. In addition Daemons of Tzeentch re-roll all saving throw results of 1. Psyker must generate at least one power from Discipline of Tzeentch.


Wings

Daemon Princes with wings change their type to Flying Monstrous Creature.


Chaos Space Marine Vehicle Equipment

Profiles for the following chaos space marine vehicle equipment can be found in the Warhammer 40,000 rulebook:

Dozer Blade

Extra Armour

Searchlight

Smoke Launchers


Where a vehicle equipment has two points costs, the second is for a Chaos Fellblade, Chaos Typhon Heavy Siege Tank. A model can take up to one of each of the following:

Combi-bolter 5 pts
Dirge caster 5 pts
Dozer blade1 5 pts
Warpflame gargoyles 5 pts
Combi-flamer, -melta or -plasma 10 pts
Extra armour 10 pts
Havoc launcher 12 pts
Destroyer blades1 15 pts
Daemonic possession1 15/30 pts
Armoured ceramite2 20 pts

1 Tank model only

2 Chaos Land Raider Proteus, Chaos Spartan Assault Tank, Chaos Typhon Heavy Siege Tank only

Armoured Ceramite

Once produced by the Mechanicum forth e Emperor's hosts and now forged in the heat of infernal foundries, these heavily armoured plates provide Chaos vehicles with protection against fusion-based weaponry, in particular the melta types used by many foes to defeat tanks and other vehicles.

A vehicle with Armoured Ceramite is not subject to the additional D6 armour penetration caused by weapons with the Melta special rule.


Daemonic Possession

The vehicle's crew has been replaced by a bound Daemon.

The vehicle's Ballistic Skill is reduced to 3. It ignores the effects of Crew Shaken and Crew Stunned results on a roll of a 2+. Embarked units are still affected by these results.

Roll a D6 each time a unit embarks on a vehicle with the daemonic possession upgrade (including rolling at the start of your first turn if a unit begins the game embarked upon such a vehicle). On a roll of a 1, the Daemon devours a randomly chosen model in the unit - remove that model as a casualty with no saves of any kind allowed. The vehicle then recovers one Hull Point lost earlier in the battle.


Destroyer Blades

The hull of this vehicle has been modified with hideously sharp spikes, whirring blades and jagged spars.

Tank Shocked units take D6 Strength 5 AP`-` hits. If they choose Death or Glory, they take 2D6 Strenght 5 AP`-` hits.


Dirge Caster

This device emits a series of terrify ing wails, screams find howls that demoralise and confuse enemies who hear them.

Enemy units within 6" of one or more Dirge Caster cannot fire Overwatch.


Frag Assault Launchers

Any unit charging into close combat on the same turn as it disembarks from this vehicle counts as having frag grenades.


Havoc Launcher

Havoc launchers fire clusters of highly explosive missiles.
Range S AP Type
48" 5 5 Heavy 1, Blast, Twin-linked

Lasher Tendrils

These metallic tendrils entrap their prey in an iron grip.

All model have -1 Attack for each set of lasher tandrils in base contact.


Magma Cutters

These industrial cutting tools are designed to maim and dismember.

If a Maulerfiend hits with at least one Attack in the Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the units it hit. If it hit with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the units it hit. These Attacks hit automatically and are resolved at Initiative 1 with the following profile:

Range S AP Type
- 8 1 Armourbane