World Eaters Alternative Armylist


Armylist based on the one by: Isaac Tobin
The rest by: Jonas Carlsson













World Eaters Army List




History The World Eaters were First Founding Space Marines, and still regard themselves as such. It is the later Foundings under their false 'Emperor of Mankind' who have turned from the true path and become decadent and depraved. Even before the Horus Heresy, the World Eaters were noted for their bloody handed approach to warfare and the savagry of their training, Chapter rituals and treatment of enemies. Their use of psycho-surgery to alter the pleasure centers of recruit's brains was, however, frowned upon by the Imperium. The link between bloodshed and pleasure became so strong in some World Eater marines that they were almost uncontrollable away from the battlefield. It was a simple matter for the possessed Horus to bring the Chapter over to the worship of Chaos, and Khorne in particular. The Chapter rituals needed little modification, and the World Eaters quickly became loyal to Khorne, the bloodiest of the warp Powers. Once held up as an example of loyalty by the Emperor, the World Eaters were at the forfront of the rebel Legions during the Heresy. Their unit records claim that it was they, and not the sons of Horus, who first breached the walls of the Outer Palace. The World Eaters continued and strengthened their blood traditions while in exile, tying themselves ever closer to Khorne and his daemons. To the Legionnaires this is merely a sign of khorne's esteem, and they take an unholy joy in slaying in his name - a joy reinforced by their altered nervous systems. World Eater Legionnaires carry a large number of close combat weapons into battle, including the dreaded Chain Axe. The chain axe and chainsword are the preffered weapon of combat, unless a Khorne-given Chaos or Daemon Weapon has been granted. Competition to be the first into the fray and the first to kill for the Blood God is fierce. Over the centuries of exile this competition has been refined and formalized in the Legion of Blood, warriors who have demonstrated that their devotion to Khorne is fanatical in the extreme. This devotion is also a result of over- zealous psycho-surgery. Dressed in armour of red and brass, these Chosen Legionnaires are the first into any battle and the last to leave the field. Their delight in death and pain is so strong that they have been known to fall upon their own chainswords as sacrifices to the Blood God. The World Eaters wear armour in Khorne's colours of red and black. Individual patterns vary, but the right gauntlet is always painted red as a mark of loyalty to Khorne. Khorne's stylised skull-rune is painted and carved on many suits of powered armour. However, the original Chapter colours of blue and white are still visible on some items of World Eater armour and equipment. Often a shoulder piece, a breastplate or a single piece of armour has come from one of the Legion's original Space Marines and has been incorporated ( without redecoration) into the Legionnaire's new armour. In this way the courage of the original rebel Trator Legionnaires is passed onto the entire Legion.
Special Rules 1.) The World Eaters Marines make any Psychology tests related to Psychic powers are taken with a +1 bonus to Leadership. 2.) All World Eaters are immune to the fear effects of Khornate Daemons. 3.) Legionnaires from the Company of the Chosen are subject to frenzy when they are within 12" of an enemy model.
Army Composition Characters: 0-50% of your army Squads : 25%+ of your army Demons : 0-50 % of your army Support : 0-50% of your army Allies : 0-25% of your army ( Orks,Chaos and Genestealer-Cult only )
Special Characters
Marduk the Painmaster. Marine Medic - 99 pts (25 pts, Medipac of Marduk) Marduk the Painmaster was and still is one of the best medics of the World Eaters-chapter. His long time in the eye of terror has given him time to develop a very powerfull medipac described on the wargearcard wich is his speciallity. M WS BS S T W I A Ld 4 6 6 5 4 2 6 2 10 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades. Wargear : May have up to 2 wargear of wich one must be the medipac of Marduk. Special: Mark of Chaos : Chaos Armour , Frenzy.
Barak the Praised. Marine Chaplain - 144 pts (20 for Rod of derangement) Barak is one of the most devoted worshippers of Khorne and is the leader of all chaplains in the World Eater-chapter. He has a very powerful Warp-tool given to him by Khorne. In battle Barak is a very inspiring source and he is able to give the World Eaters even further lust of blood. M WS BS S T W I A Ld 4 7 7 5 5 3 7 4 10 Weapons: Bolt Pistol, Frag and Blind grenades,Rosarius (Conversion field 4+ unmodified save). Armor : Chaos Power Armour (2+ save). Wargear: May have up to 2 wargearcards (one must be the Rod of derangement) plus additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts. Squads may retake one Leadership test taken within 12" of the Chaplain. Cause Fear.
Bargal the unyielding. Marine Veteran Sergant - 60 pts Bargal is a very experienced and old sergant of the World Eater-chapter and is one of the most powerful leader of a squad. He has a special ability is to make the squad he is assigned to look very fearsome or to build up hatred amongst them. His normal assignment is in The Legion of Blood but he quite often changes squad and regiment assignment just to experience another battle. M WS BS S T W I A Ld 4 6 6 4 4 1 6 2 10 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades. Wargear : May have 1 wargearcard. Special: Mark of Chaos : Chaos Armour, Frenzy, Causes Fear, Bloodthirst Because of his great charisma he is able to give the squad he is assigned to some special features. For 10 pts the squad he leads causes FEAR or 10 pts they are subjects to HATRED. If he is assigned to The Legion of Blood he can for 20 pts make them cause TERROR towards enemy troops. He may be mounted on a juggernaught for an additional cost of 36 pts.
Anagorn the Destroyer. 175 pts (25 pts,daemon weapon.50 pts,brazen gore) Anagorn the Destroyer is a an ancient World Eater commander, who led the third legion of world eaters in the assault on the emperors palace. He fought next to Horus and Angron, and gained great renown among the chaos rebels. When Horus was killed he fled with the rest of the World Eaters to the daemon world promised to Angron. He has fought in countless battles against countless enemies for 10,000 years. Angron has rewarded him well for his years of service, in the form of the huge Juggernaut of Khorne known as brazen-gore and an ancient daemon sword. He leads the 3rd legion on raids deep into the heart of the Imperium at the command of Angron, relishing every battle. M WS BS S T W I A Ld Anagorn 4 9 7 7 5 4 5 3 10 (includes daemon Brazen-gore 7 4 0 5 5 4 2 3 10 -weapon bonuses) Weapons: Bolt pistol, frag and blind grenades and a special Daemon Weapon (not drawn from the Wargearcard-deck) Armor : Chaos Power armour (2+), Brazen-Gore has a daemonic aura (4+). Wargear: Anagorn may be given up to three wargear cards, one of wich must be the daemon weapon. Special: Mark of Chaos : Chaos Armour, Frenzy Anagorn has fought in so many battles against so many enemies, that he hates all of his enemies. If Anagorn is the armies commander he has a strategy rating of 6. He is also a champion of Khorne and so is frenzied.
Colgroth the Beastmaster of Khorne - 105 pts. (Mutation Whip, 5 pts) Colgroth is a special beastmaster who surrounds himself with very unpleasant beasts that he him self mutates with his mutation-whip. These beasts are so terrible that they cause fear towards enemy models. M WS BS S T W I A Ld Colgroth 4 5 5 4 4 1 5 2 10 5 Beasts D6+3 D6 0 D6+1 D6 D3 D6 D3 D6 Weapons: Bolt Pistol, Frag and Blind grenades and Sword Armor : Chaos Power Armour (2+ save). Refractor field (5+ unmodified save) Wargear: Must have Mutation-whip Wargearcard Special: Mark of Chaos : Chaos Armour , Frenzy Colgroth may set any of his beasts free to charge an enemy. If the beast slays the victim the it will charge the nearest enemy model or be called back by dadadada. If Colgroth is slain all beasts that he has not sent away will charge the nearest model in fury. If a beast is in HTH-combat while Colgroth is killed he will also try to charge the nearest model. While Colgroth is alive, the beasts can never be broken. Colgroth is immune to all psycologic factors described in the WH40k rulebook.
Norhygh the Slayer - 90 pts. (Warp Teleporter, 30 pts) Norhygh was one of the first Orcs to join up with Chaos, even before the Hersey. He has been altered quite some and is half deamonic and half orkish. M WS BS S T W I A Ld 4 6 6 5 5 3 4 3 10 Weapons: Bolt Pistol, Frag and Blind grenades Armor : 'eavy armour(4+ save), Deamonic Aura (4+ unmodified save) Wargear: May take up to 2 wargear / reward cards (of wich one must be warp teleporter) plus any additional wargear allowed by the Chaos Army Wargear List. Special: Mark of Chaos : Deamonic Aura, Cause Fear
Characters
World Eaters Marine Commander - 97 pts Trusted srvants of Khorne, the officers of the World Eaters are held personally responsible for the bloodshed carried out in his name. They are expected to set an example to their underlings by carrying the fight into the heart of the enemy. M WS BS S T W I A Ld 4 7 7 5 5 3 7 3 10 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades. Strategy : Strategy Rating of 5. Wargear : May have up to 3 wargear / reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts.
0-1 World Eaters Company Standard - 66 pts M WS BS S T W I A Ld 4 5 5 4 4 1 5 1 9 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades, and carrying the Battle Standard. Wargear : May have up to 1 wargear/reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts.
0-2 World Eaters Marine Captains - 97 pts M WS BS S T W I A Ld 4 7 7 5 5 3 7 3 10 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades. Wargear : May have up to 3 wargear / reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts.
World Eaters Marine Champion - 40 pts M WS BS S T W I A Ld 4 5 5 4 4 1 5 1 9 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades. Wargear : May have up to 1 wargear/reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: May be added to any Chaos unit to lead it Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts. Note : The Champion replaces the Sergeant in any squad he is assigned to.
World Eaters Marine Medic - 40 pts World eater medics have only one function: the recovery of gene - seed from fallen Legionnaires. Their other medical training is almost non-existent, and they are expected to take as many lives as any other member of the Legion. M WS BS S T W I A Ld 4 5 5 4 4 1 5 1 9 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades and Medi- Pack. Wargear : May have up to 1 wargear/reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts.
World Eaters Chaplain Distinguished by their utter ferocity in battle, Chaplain move among the Legionnaires inspiring further devotion to Khorne. Their acts of insane bravery in spilling blood - and their habit of slaying the tardy in the Legion's ranks - gives new mettle to any squads to which they are attached. Type M WS BS S T W I A Ld Champion 4 5 5 4 4 1 5 1 9 - 60 pts Hero 4 6 6 5 5 2 6 2 9 - 90 pts Mighty Hero 4 7 7 5 5 3 7 4 10 - 124 pts Weapons: Bolt Pistol, Frag grenades, Crozius Arcanum and a Rosarius (Conversion field 4+ unmodified save). Armor : Chaos Power Armour (2+ save). Wargear: May have up to 2 wargear/reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts. May add +1 to any squads Leadership test taken within 6" of the Chaplain. Cause Fear.
World Eaters Techmarine - 40 pts The Techmarines in the World Eaters are among the favoured of Khorne, as they have the specialist knowledge that allows them to use the heaviest of the death dealing devices. The techmarines also determine the number of Slave squads, Support weapons, and Vehicles that are available to a particular commander. M WS BS S T W I A Ld 4 5 5 4 4 1 5 1 9 Armor : Chaos Power Armour (2+ save). Weapons : Bolt Pistol, Frag Grenades, Collar Detonator. Wargear : May have up to 3 wargear/reward cards, and any combination of additional wargear allowed by the Chaos Army Wargear list. Special: Mark of Chaos : Chaos Armour , Frenzy. May ride a Juggernaught of Khorne for an additional 36 pts Note : The Techmarine may trigger the Explosive collars on any particular Slave squad by expending his fire action for that turn.
Stormboy drillboss of Khorne - 18 pts. Leads the Stormboy squad, counts as a sergant. M WS BS S T W I A Ld 4 4 4 4 4 2 3 2 9 Armor : Flak (6+). Weapons : Bolt Pistol, Frag Grenades, Axe Wargear : May have 1 wargear/reward card, and any combination of additional wargear allowed by the Chaos Army Wargear list.
Beastman Champion - 20 pts M WS BS S T W I A Ld 4 5 4 4 4 3 4 2 8 Armour : Primitive Armour (6+ save) Weapons : May be equipped with any combination of assault and basic weaponary allowed by the Chaos Army Wargear list. Note: A beastman champion may be added to a beasman squad to lead it, though they will not then have any explosive collars. And be given back 2 pts per model.
Chaos Cultist Leader - 12 pts M WS BS S T W I A Ld 4 4 4 4 4 1 4 1 8 Armour : Flak Armour (6+ save) Weapons : Lasgun or 2 Laspistols or Laspistol and sword. Additionaly he may be equipped with assault or basic weapons allowed by the Chaos Army Wargear List. Wargear : A Cultist leader may have one Wargear/reward card. Note: A Cultist leader may be added to a Cultist squad to lead it, though they will not then have any explosive collars. And be given back 2 pts per model.
Squads

World Eater Legion of Blood Marine Squad - 200 pts per squad This legion includes the best marines from the World Eater-chapter. They are especially favoured by the Blood-god and is a fearsome enemy to meet for any enemy they might wander onto, especially in hand-to-hand combat. M WS BS S T W I A Ld 4 5 5 4 4 1 6 2 9 Squad : 5 models. Armor : Chaos Power Armour (2+ save). Weapons : Boltgun, Bolt pistol, Frag grenades, any model can be equiped with any assault- or basic weapon chosen from the Chaos Wargearlist. Special : Subjects to Frenzy, Causes Fear, Bloodthirst The whole squad can be mounted on juggernauts for an additional cost of 180 pts.
World Eaters Terminator Squad - 325 pts per squad Only the oldest and most deranged of the World Eaters are allowed to wear the Chapters limited suits of Terminator armour. Many of the wearers still remember the great battles of the Horus Heresy and revile what the Empire has become. M WS BS S T W I A Ld 4 5 5 4 4 1 5 1 9 Squad : 5 models. Armour : Terminator Armour (3+ save on 2d6) Weapons : Storm Bolter and Power Glove , one model may be equipped with a Terminator heavy weapon chosen from the Chaos Terminator Weapons chart. Any model can replace their Power glove with a Power Sword or Chainfist, or can replace their storm bolter and power glove with a thunder hammer and storm shield or with a pair of lightning claws at no additional points cost.
World Eaters Assault Marine Squad - 260 pts per squad The Assault Squads of the World Eaters are as you might think especially traine in hand-to-hand combat. Altered by psycho - surgery, they find pleasure only in bloodletting for Khorne. Assault squads within 12" of the enemy are subject to Frenzy. M WS BS S T W I A Ld 4 5 4 4 4 1 5 2 8 Squad : 8 models. Armour : Power Armour (3+ save) Weapons : Bolt pistol and Chainsword or two bolt pistols, Frag & Krak grenades , one model may be equipped with a special weapon chosen from the Chaos Army Wargear List. Any number of models may be equipped with additional assault weapons chosen from the Chaos Wargear List. The entire squad may be equipped with blind grenades (+16 pts), melta bombs (+40 pts) and/or jump packs (+40 pts.) Notes : Subject to Frenzy.
World Eater Marine Squad - 240 pts per squad Brutal and aggressive in the extreme, World Eater squads are the basic unit of the Legion companies. They have sworn terrible oaths to the Blood God, promising to slay endlessly in his name. M WS BS S T W I A Ld 4 4 4 4 4 1 4 1 8 Squad : 8 models. Armour : Power Armour (3+ save) Weapons : Boltgun, Bolt pistol, Frag grenades , one model may be equipped with a special or heavy weapon chosen from the Chaos Army Wargear List, the entire squad may be equipped with Krak grenades for +24 points.
World Eaters Support Marine Squad - 240 pts per squad As the teeth of the World Eaters, Support Squads rarely limit themselves to providing tactical support. They are often found in the thick of any fight, taking blood with as much abandon as their comrades - in - arms.. M WS BS S T W I A Ld 4 4 4 4 4 1 4 1 8 Squad : 8 models. Armour : Power Armour (3+ save) Weapons : Boltgun, Bolt pistol, Frag grenades , up four models may be equipped with a special or heavy weapon chosen from the Chaos Army Wargear List.
Eldar Slayers - 135 pts per squad. These Slayer eldars are a few very dark-nihilistic eldar females who has submitted to the God of Blood. They are very brutal and one of the first to arrive to the battlefield. M WS BS S T W I A Ld 6 5 4 3 3 1 6 2 10 Squad : 5 models. Armor : Carapace (4+ save). Weapons : Two swords or shuriken pistol and sword. Special : First at Battle, they are therefor allowed to deploy at double range onto the battlefield. For example if the Khorne player are allowed to deploy 8" from the longside, the Eldar Slayers are able to deploy 16".
Stormboys of Khorne - 11 pts per model. These orcs are the most battle-loving of all and therefor they have joined up with the god of blood to get to spill some more blood. They are not member of any orc-tribe and lives in the eye of terror. M WS BS S T W I A Ld 4 3 3 3 3 1 2 1 7 Squad : 4-16 models per squad. Armor : Flak (6+ save). Weapons : Axe, Boltpistol and Frag grenades. Up to four models may be equipped with a special or heavy weapon chosen from the Chaos Army Wargear List. They can buy jumppacks for 5 pts per model.
Beastman Slave Squads - 12 pts per model M WS BS S T W I A Ld 4 4 3 3 4 2 3 1 7 Squad : 8 - 32 models. Armour : Primitive Armour (6+ save) Weapons : Sword or Axe, Explosive Collar, Any number of models may be equipped with additional assault or basic weapons chosen from the Chaos Army Wargear List. Any model may take a primitive shield (+1 pt), or a double handed weapon (+2 pts, increases HtH strength by +1 ) Note: The Explosive collar can be detonated at any time by the Techmarine controlling them. The Collar explodes as if a frag grenade had gone off directly over the model, killing the model instantly and possible catching his enemy in the blast. All collars belonging to the same squad must be detonated at the same time.
Chaos Cultist Slave Squad - 8 pts each M WS BS S T W I A Ld 4 3 3 3 3 1 3 1 7 Squad : 8 - 32 models. Armour : Flak Armour (6+ save) Weapons : Lasgun, or 2 Laspistols, or Laspistol and sword, Explosive Collar. Any number of models may be equipped with additional assault or basic weapons chosen from the Chaos Army Wargear List.
Chaos Hounds - 16 pts each M WS BS S T W I A Ld 6 4 0 4 4 1 4 2 6 Squad : 4 to 16 models. Champion: Must be led by a champion. See champion in the characters section.
Daemons
Type M WS BS S T W I A Ld Bloodthirster 6 10 10 8 7 10 8 10 10 - 275 pts Bloodletters 4 5 5 4 3 1 6 2 10 - 30 pts Flesh Hound 10 5 0 5 4 2 6 1 10 - 35 pts Juggernaughts 7 3 0 5 5 3 2 2 10 - 36 pts Notes: Juggernaughts, Bloodletters, and Flesh Hounds come in units of 5 to 10. Juggernaughts may be used as mounts for characters and some troops.
Support
Beam Master Ram Value strength 8 d12 damage -5 save Movement slow 7" combat speed 20" Fast speed 25" Type Tracked Crew 3 marines, two gunners and a gunner/driver Weapons 2 (TWO!!!) conversion beams (side mount 180 field of fire),1 Heavy bolter (90 field of fire to the front). Armour Front Back 1 Track 20 20 2-4 Hull 25 25 5-6 Beams 22 22 This tank is based loosely arround the preaditor tank, and the model was made from a rhino the suggested points value for this evil vehicle is 200 points. It is incapable of carrying troops The Beam master was developed by An Yelm a child of Khorne! BLOOD AND SKULLS FOR THE BLOOD GOD! The tank is quite capable of giving a verry proper offering in blood, but the skulls tend to disolve.
Support Weapon - 9 pts + Support Weapon each You may take up to three support weapons for each Techmarine in your force. Consists of a support weapon and a crew of two slaves. The support weapon is chosen at additional cost from the Space Marine Wargear List. M WS BS S T W I A Ld Slave 4 3 3 3 3 1 3 1 7 Armour : Flak Armour (6+ save) Weapons : Lasgun, or 2 Laspistols, Explosive Collar.
Vehicles - See Datafax NOTE: All Traitor Vehicles use the same rules as regular Space Marines (IE: The Dreadnought may ignore the first jam rolled, etc.) You may take any vehicle listed in the appropriate section in the Chaos Wargear List. M WS BS S T W I A Ld Crew 4 4 4 4 4 1 4 1 8 Armour : Power Armour (3+ save) Weapons : Bolt Pistol.
New Equipment
Explosive Collars All the Traitor Legions fit their slave with explosive collars as a matter of course. Each collar has a powerful explosive charge, sufficient to decapitate it's wearer, which can be remotely detonated by a command signal. The threat of summary beheading ensures obedience from the most truculent of servants. Often the explosive collars are also outfitted with a frenzon dispenser. In battle the slave squads are controlled by a techmarine. His frenzon controller and comminicator allows him to control the squad's behavior and punish it. Cowardice, for example, usually results in explosive decapatations. Explosive collars can be detonated at the start of any combat phase by either the Techmarine or the army commander. All the collars on the same squad will be detonated at the same time ( a particular slave cannot be singled out for summary punishment) . The detonation of an explosive collar has the same efect as a frag grenade. As a result collars are often detonated when slave units are in close combat, and not only when a slave unit has broken and run.
Wargearcards.
Medipac of Marduk. 25 pts This Medipac has the ability to awaken the dead. Any model Marduk is able to get in base-to-base contact with one round from that it is killed he is able to wake up and be a part of the battle again in a roll of 3+. The thing is that the model looses any magical powers he might have possesed and also gets a modification of -1 on M,WS,BS & I. But any wargearcards or wargear is still the same (if it's not a forceweapon). This he is also able to do towards enemies and then they are a part of the side where he fights. After the battle, the models awaken by the Medipac is dead and Marduk takes the genes of the model to the eye of terror. He is able to try to raise ALL models he's in base-to-base contact with, that haven't been dead for more that one round. Marduk Only. Axe of Khorne 35 pts. The Blood God has rewarded his Champion with a mighty Axe of Khorne, the most potent of all Chaotic weapons, the ultimate armament of the Chaos God of Battle. A Champion of Khorne using this weapon in close combat rolls to hit, wound and make armour saves as normal. If any wounds are scored at all, even a single wound, then the foe is automatically slain regardless of how many wounds he has. Each time you slay an enemy with the Axe of Khorne you must roll a d6 to determine if the weapon is sated. On a roll of 6 then the weapon is sated and cannot be used again. Khorne Only. Collar of Khorne 50 pts. The Collar of Khorne is forged from thick black iron, and set with many spikes. The collar is infused with the Blood God's loathing of psionics, and it protects the Champion from the effects of all kinds of psionics. if the Champion of Khorne is attacked by a Force weapon and makes a successful armour save for his Chaos armour then the force weapon is destroyed. If the Champion or any squad of which he is a part is attacked by a psykic power then it is nullified on a d6 roll of 4+. If successfully nullified roll a d6 - on a score of 4+ the power is destroyed and the psyker sustains 1 wound (No Save). The destroyed power is removed from your opponent's hand and cannot be used for the rest of the game. Khorne Only. Rod of derangement 20 pts. The rod of derangement is a very powerful warp-tool. It has the ability to disturb the warp and lessen it. Every magic-phase the Rod lessens the enemies warp-card-hand with 1D6-2 warpcards drawn by the Khorne player, results of 0 or lesser than 0 will result in the opposing player (of the Khorne-player) to draw 1 card from the Khorne-players hand. It's also possible to fight in hand- to-hand combat with this Rod it then has a the following attributes: S 5, D D3, AP 2D6+D3+5 (D6-bonus for HTH-combat already included) Barak only. Calduron of Blood 16 pts. This is a mighty artefact of the Blood god. It is always filled with blood and persons who drink of it gains +1 in WS and I. It has also the ability to strengtehen the minds of troops within sight of the one who is holding it and they can therefor never break while seeing it. It is possible for troops to drink from the calduron but they have to be in base to base contact with the person who has it and must stay stationary for 1 round. Khorne Only. Mutation Whip 5 pts. This whip is the weapon and tool of Colgroth the Beastmaster. It has the power to mutate the beasts that he sourrunds himself with. It's also a HTH-combat weapon with the following characteristics: S 4, D 1, AP D6+4 (D6-bonus for HTH- combat already included). It is not possible to parry this whip because it has so many fangs. Colgroth Only. Warp teleporter 30 pts This Orkish wargear was made by the brainboys before they fell. They made this warp tool especially for Norhygh and there are only one of it's kind. It has the power of teleporting either Norhygh himself or an enemy to a point selected by Norhygh. Do like this. Put out a point to where either Norhygh or any enemy model should be teleported. Roll scatter dice and D3 scatter from that poin. It has a range of 24". Norhygh Only. Tzeench Node-Rod 20 pts This forcerod has the ability to make up especially powerful warp-nodes on the battlefield. So, before the battle the Tzeench-player points out one point on the battle field. From there five magical nodes will be scattered. For every magical node first roll a direction dice. Then roll the artillery dice and multiply it with 5 (on a misfire it disappears). Put the magical node where it should be placed. Now do this peocedure for all five nodes. Altogether there will now be 6 markers on the battlefield. These works as a kind of teleporters, so when models move into one of these nodes he will be randomly will be teleported to one of these nodes(mark all nodes with numbers 1 to 6 and roll a D6 to know wich he will be teleported to (if the roll is the same number as the node the troop is teleporting from nothing happens)). For squads, count them as one model, so they'll come to the same node. If in the beginning a node should happen to get outside the battlefield or if you should happen to roll a misfire on the artillery dice the node is gone and will not be a part of the battle (and can therefor not be teleported to). Remember that enemy troops may use these nodes too, they are quite easy to spot. Though if enemy squads move into one of these nodes they will be treated model for model and scattered one by one to different nodes. Tzeench Only. Possession Sword 17 pts This is an artefactic weapon with summoned deamons inside it. Every time it scores a wound on an enemy model the enemy model must take a Ld test. If he fails he is possesed by a lesser deamon of a chaos aligment. The aligment must be of the same as the wielder of the sword. For example if the wielder is a Nurgle champion the enemy model is possesed and transformed into a plague- bearer. But with the same wargear as before. All characteristics is also transformed into the ones of a lessser deamon. The model is now under the control of the chaos player. Chaos Only. Mask of Pleasure 8 pts This mask will make the champion emit pure pleasure towards the enemy-model. The enemy model must roll under his Ld with 3D6 to be able to hit the champion. I.e if he fails he will just have his WS, no attacks. Every round of HTH-combat the enemy-model may try to roll under his Ld to be able to resist the pleasures. Slaanesh Only. Hood of Tzeench 20 pts This is a very powerful type of aegis suit that will nullify any magic casted towards the wearer on 3+. If the magic is nullified then roll a D6. If the Tzeench-psyker has 1 psychic-level higher than the enemy psyker it will additionally destroy the power on a roll of 6 on a D6. If he has two levels higher it will be destroyed on 5 and 6 on a D6 and so on. Tzeench Psyker Only. Decaybolter 15 pts The Nurgle medics are not especially known for their great healing art. Instead the Nurgle medics are collectors of decseases. This great knowleauge they have developed a very effective weapon of wich they use in combat. It shoots out a small bolt filled with desceases. Any model hit by it will have to roll under his toughness (no armour save) or be killed at instant. On a vehicle roll under the streght of the ram value. If it fails roll for every crewmember as above. With a sealed suit you get a bonus of 1 on the roll. The weapon has the following characteristics: range to hit save armor Weapon short long short long str dam mod. pene. Special Decaybolter 0-8" 8-24" 0 -1 s p e c i a l 1 1/2" blast Nurgle Medics Only.
Chaos Reward Cards
Praise of Khorne 15 pts. The Blood God has judged the Champion worthy of his favour. If the Champion fails any armour saving roll then he may immediately retake it. However, each time he retakes a roll a test must be made. On a d6 roll of a 1 Khorne is displeased that the Champion is making free with his generosity and withdraws his reward - discard this card. Khorne Only. Battle Fury of Khorne 10 pts. The Blood God has favoured his Champion with uncontrollable rage. The Champion must charge any enemy within charge reach at the start of the turn regardless of the circumstances. If the enemy is behind an impenetrable barrier or uncrossable terrain the Champion must advance as close as possible. If the Champion is part of a unit he will leave it in order to charge an enemy. The Champion fights with irrepressable fury, and adds +1 onto his attack characteristic and a further +1 onto his A characteristic when he charges. Because Khorne's Champions are subject to Frenzy this will normally double up to +2 and +4. Khorne Only. Regenerate 10 pts per wound See the Regenerate Biomorph in Codex Tyranids All Chaos. Deamonic Aura 10 pts Unmodified deamonic save of 4+. All Chaos. Sporadic Possesion 50 pts For one round of battle a greater deamon of the same aligment as the champion takes over the body and wargear of the champion. The champion will get the characteristics and abilities from the greater deamon. The round when this will happen is up to the Chaos player to decide. The champion will stay in this condition for one round, or two subsequent turns. All Chaos. Cloud of Foul Desceases 15 pts This reward from the god of deceases gives the champion a cloud or aura of different unpleasant desceases. Any non-Nurgle follower within 6" who wears non sealed suits will have to roll under his toughness to escape being infected with these foul desceases and die no matter how many wounds he might have. Nurgle Only.



A couple of my favorite links.

My Own Homepage

Isaac Tobins Homepage

Libirum Impiratori

Blackwind and Raddix Gaming


Thanks to Stefan M Kvist, for suggestions to this homepage. If you have any alernative armylist for your favorite army, of like to add something to this army-list mail me.

This page was created by Jonas Carlsson and last updated 02-05-97.