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Robert Day

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Day_Conquest40k (Warhammer 40,000 9th Edition) [89 PL, 10CP, 1,750pts]

  • Battalion Detachment 0CP (Chaos - Chaos Space Marines) [84 PL, 11CP, 1,665pts]

    Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)

    • Configuration [12CP]
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescriptionRef
        Siege LordsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.Codex: Heretic Astartes - Chaos Space Marines p157
    • Stratagems [-1CP]
      • Gifts of Chaos (1 Relic) [-1CP]

        Categories: Stratagems

    • HQ [19 PL, 355pts]
      • Daemon Prince with Wings [10 PL, 195pts]

        Selections: Hellforged sword [10pts], Malefic talon, Q'O'Ak the Boundless, Warptime, Wings [2 PL, 35pts]

        Categories: HQ, Faction: Chaos, Character, Daemon, Monster, Faction: Heretic Astartes, Faction: <Legion>, Fly

        Rules: Daemon Weapon, Hateful Assault, Hateful Volleys

        Abilities: Daemonic, Death to the False Emperor, Psychic Power: Warptime, Unit: Daemon Prince (Wings), Weapon: Hellforged sword, Malefic talon, Q'O'Ak the Boundless

        • Tzeentch

          Selections: Smite

          Categories: Faction: Tzeentch, Psyker

          Abilities: Prince of Chaos, Psychic Power: Smite, Psyker: Daemon Prince


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Prince of ChaosYou can re-roll hit rolls of 1 made for friendly <LEGION> and TZEENTCH DAEMON units within 6".
        Psychic PowerWarp ChargeRangeDetailsRef
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Warptime63"If manifested, pick a HERETIC ASTARTES unit (excluding AIRCRAFT) within 3" of the psyker. That unit can immediately move as if it were its Movement phase. You cannot use Warptime on a unit more than once in each Psychic phase.
        PsykerCastDenyPowers KnownOtherRef
        Daemon Prince11Smite and one power from the Dark Hereticus discipline-
        UnitMWSBSSTWALdSaveRef
        Daemon Prince (Wings)12"2+2+7684103+
        WeaponRangeTypeSAPDAbilitiesRef
        Hellforged swordMeleeMeleeUser-23-
        Malefic talonMeleeMeleeUser-22Each time this model fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
        Q'O'Ak the BoundlessMeleeMeleeUser-3D3When resolving an attack made with this weapon, invulnerable saves cannot be made.
      • Sorcerer [5 PL, 90pts]

        Selections: Bolt pistol, Force stave, Frag & Krak grenades, Mark of Tzeentch, Prescience, Smite, Weaver of Fates

        Categories: HQ, Faction: <Legion>, Faction: <Mark of Chaos>, Psyker, Infantry, Faction: Chaos, Faction: Heretic Astartes, Sorcerer, Character, Faction: Tzeentch

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Death to the False Emperor, Psychic Power: Prescience, Smite, Weaver of Fates, Psyker:Sorcerer, Unit: Sorcerer, Weapon: Bolt pistol, Force stave, Frag grenades, Krak grenades


        AbilitiesDescriptionRef
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Psychic PowerWarp ChargeRangeDetailsRef
        Prescience718"If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
        Smite518"Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
        Weaver of Fates618"If manifested, select a visible TZEENTCH HERETIC ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, the invulnerable save of that unit is improved by 1 (to a maximum of 3+). Models that do not have an invulnerable save instead gain a 5+ invulnerable save.
        PsykerCastDenyPowers KnownOtherRef
        Sorcerer21Smite and 2 powers from the Dark Hereticus discipline-
        UnitMWSBSSTWALdSaveRef
        Sorcerer6"3+3+444393+
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Force staveMeleeMelee+3-1D3-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
      • Warpsmith [4 PL, 70pts]

        Selections: 2. Daemonsmith, Bolt pistol, Flamer [5pts], Frag & Krak grenades, Mark of Khorne, Mechatendrils, Meltagun [10pts], Power axe [5pts], Techno-venomous Mechatendrils, Warlord

        Categories: HQ, Faction: Chaos, Character, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Warpsmith, Faction: <Mark of Chaos>, Warlord, Faction: Khorne

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Daemonsmith, Death to the False Emperor, Master of Mechanisms, Unit: Warpsmith, Weapon: Bolt pistol, Flamer, Frag grenades, Krak grenades, Mechatendrils, Meltagun, Power axe, Techno-venomous Mechatendrils


        AbilitiesDescriptionRef
        DaemonsmithWhen resolving an attack made by a model in a friendly IRON WARRIORS DAEMON ENGINE or IRON WARRIORS CULT OF DESTRUCTION unit within 6" of this Warlord, an unmodified hit roll of 6 scores 1 additional hit.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Master of MechanismsAt the end of your Movement phase, a Warpsmith can repair a single <LEGION> VEHICLE (other than models that can FLY) within 1". That model regains D3 lost wounds. A Warpsmith can instead curse a single enemy VEHICLE within 18". Roll a D6; on a 2+ that vehicle suffers a mortal wound.
        UnitMWSBSSTWALdSaveRef
        Warpsmith6"3+2+444392+Codex: Heretic Astartes - Chaos Space Marines
        WeaponRangeTypeSAPDAbilitiesRef
        Bolt pistol12"Pistol 1401-
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        MechatendrilsMeleeMeleeUser01Each time the bearer fights, it can make 2 additional attacks with this weapon.
        Meltagun12"Assault 18-4D6Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
        Power axeMeleeMelee+2-21-
        Techno-venomous MechatendrilsMeleeMeleeUser01When the bearer fights, it makes 4 additional attacks with this weapon, and only those 4 attacks can be made with this weapon. When resolving an attack made with this weapon, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
    • Troops [15 PL, 310pts]
      • Chaos Cultists [9 PL, 190pts]

        Selections: Mark of Tzeentch

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Tzeentch, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 27x Chaos Cultist w/ Autogun [162pts]

          Selections: 27x Autogun

          Weapon: Autogun

        • Chaos Cultist w/ special weapon [11pts]

          Selections: Heavy stubber [5pts]

          Weapon: Heavy stubber

        • Chaos Cultist w/ special weapon [11pts]

          Selections: Flamer [5pts]

          Weapon: Flamer

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
        Flamer12"Assault D6401Each time an attack is made with this weapon, that attack automatically hits the target.Warhammer 40,000 Core Book
        Heavy stubber36"Heavy 3401-
      • Chaos Cultists [3 PL, 60pts]

        Selections: Mark of Nurgle

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Nurgle, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 9x Chaos Cultist w/ autopistol and brutal assault weapon [54pts]

          Selections: 9x Autopistol, 9x Brutal assault weapon

          Weapon: Autopistol, Brutal assault weapon

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
        Autopistol12"Pistol 1301-
        Brutal assault weaponMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
      • Chaos Cultists [3 PL, 60pts]

        Selections: Mark of Nurgle

        Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: Nurgle, Faction: <Legion>

        Abilities: Mere Mortals, Unit: Chaos Cultist

        • 9x Chaos Cultist w/ autopistol and brutal assault weapon [54pts]

          Selections: 9x Autopistol, 9x Brutal assault weapon

          Weapon: Autopistol, Brutal assault weapon

        • Cultist Champion [6pts]

          Selections: Autogun

          Unit: Cultist Champion, Weapon: Autogun


        AbilitiesDescriptionRef
        Mere MortalsCHAOS CULTIST units do not gain a Legion Trait.
        UnitMWSBSSTWALdSaveRef
        Chaos Cultist6"4+4+331156+
        Cultist Champion6"4+4+331266+
        WeaponRangeTypeSAPDAbilitiesRef
        Autogun24"Rapid Fire 1301-
        Autopistol12"Pistol 1301-
        Brutal assault weaponMeleeMeleeUser01Each time the bearer fights, it can make 1 additional attack with this weapon.
    • Elites [5 PL, 118pts]
      • Khorne Berzerkers [5 PL, 118pts]

        Selections: Icon of Wrath [10pts]

        Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: Khorne, Elites, Faction: <Legion>

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Blood for the Blood God, Death to the False Emperor, Icon of Wrath, Unit: Khorne Berzerker

        • Berzerker Champion [32pts]

          Selections: Frag & Krak grenades, Plasma pistol [5pts], Power fist [10pts]

          Unit: Berzerker Champion, Weapon: Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge, Power fist

        • 3x Chainsword and Chainaxe [54pts]

          Selections: 3x Astartes chainsword, 3x Chainaxe [3pts], 3x Frag & Krak grenades

          Weapon: Astartes chainsword, Chainaxe, Frag grenades, Krak grenades

        • Chainsword and plasma pistol [22pts]

          Selections: Astartes chainsword, Frag & Krak grenades, Plasma pistol [5pts]

          Weapon: Astartes chainsword, Frag grenades, Krak grenades, Plasma pistol, Standard, Plasma pistol, Supercharge


        AbilitiesDescriptionRef
        Blood for the Blood GodThis model can fight twice in each Fight phase, instead of only once.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Icon of WrathYou can re-roll charge rolls for units with an Icon of Wrath.
        UnitMWSBSSTWALdSaveRef
        Berzerker Champion6"3+3+541383+
        Khorne Berzerker6"3+3+541273+
        WeaponRangeTypeSAPDAbilitiesRef
        Astartes chainswordMeleeMeleeUser-11Each time the bearer fights, it makes 1 additional attack with this weapon.
        ChainaxeMeleeMelee+1-11-
        Frag grenades6"Grenade D6301Blast.
        Krak grenades6"Grenade 16-1D3-
        Plasma pistol, Standard12"Pistol 17-31-
        Plasma pistol, Supercharge12"Pistol 18-32If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
        Power fistMeleeMeleex2-32Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
    • Fast Attack [1 PL, 23pts]
      • Chaos Spawn [1 PL, 23pts]

        Selections: No Chaos Mark

        Categories: Fast Attack, Beast, Faction: Chaos, Faction: Heretic Astartes, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Fearsome, Mutated Beyond Reason, Mutated Beyond Reason: 1 - Razor Claws, 2 - Grasping Pseudopods, 3 - Toxic Haemorrhage

        • Chaos Spawn [1 PL, 23pts]

          Selections: Hideous mutations

          Unit: Chaos Spawn, Weapon: Hideous mutations


        AbilitiesDescriptionRef
        FearsomeEnemy units within 1" of any Chaos Spawn must subtract 1 from their Leadership.
        Mutated Beyond ReasonWhen a unit of Chaos Spawn makes its close combat attacks, roll a D3 and consult the table below.
        Mutated Beyond ReasonEffectRef
        1 - Razor ClawsThe hideous mutations of all Chaos Spawn in the unit have an AP of -4 until the end of the Fight phase.
        2 - Grasping PseudopodsEach Chaos Spawn in the unit adds 2 to its Attacks characteristic until the end of the Fight phase.
        3 - Toxic HaemorrhageYou can re-roll failed wound rolls for this unit until the end of the Fight phase.
        UnitMWSBSSTWALdSaveRef
        Chaos Spawn7"4+-554D695+
        WeaponRangeTypeSAPDAbilitiesRef
        Hideous mutationsMeleeMeleeUser-22-
    • Heavy Support [28 PL, 553pts]
      • Hellforged Scorpius [13 PL, 238pts]

        Selections: Combi-bolter [3pts], Infernal hunger, No Chaos Mark, Scorpius multi-launcher [40pts]

        Categories: Faction: Chaos, Faction: Heretic Astartes, Vehicle, Hellforged, Heavy Support, Faction: <Legion>, Faction: <Mark of Chaos>

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Containment Breach, Machina Malifica, Rocket Barrage, Smoke Launchers, Unit: Hellforged Scorpius, Weapon: Combi-bolter, Infernal hunger, Scorpius multi-launcher, Wound Track: Hellforged Scorpius, Hellforged Scorpius1, Hellforged Scorpius2, Hellforged Scorpius3


        AbilitiesDescriptionRef
        Containment BreachIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of a 6 it explodes and the hellish energies at its core are unleashed. Each unit within 6" suffers D3 mortal wounds unless it is a PSYKER, in which case it suffers D6 mortal wounds instead.
        Machina MalificaAt the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.
        Rocket BarrageOn any turn in which the Scorpius does not move during the Movement phase, it may fire its Scorpius multi-launcher twice in the following Shooting phase.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        UnitMWSBSSTWALdSaveRef
        Hellforged Scorpius***6711483+
        WeaponRangeTypeSAPDAbilitiesRef
        Combi-bolter24"Rapid Fire 2401-
        Infernal hungerMeleeMeleeUser-31-
        Scorpius multi-launcher48"Heavy 3D36-22This weapon may target enemy units the bearer cannot see. Blast.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Hellforged Scorpius-MWSBS
        Hellforged Scorpius17-11+12"5+3+
        Hellforged Scorpius23-66"4+4+
        Hellforged Scorpius31-23"3+5+
      • Obliterators [15 PL, 315pts]

        Selections: Mark of Slaanesh

        Categories: Heavy Support, Faction: Heretic Astartes, Daemon, Infantry, Faction: Chaos, Faction: <Legion>, Faction: <Mark of Chaos>, Cult of Destruction, Faction: Slaanesh

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Daemonic, Death to the False Emperor, Fleshmetal Guns, Teleport Strike

        • 3x Obliterator [15 PL, 315pts]

          Selections: 3x Crushing fists, 3x Fleshmetal guns

          Unit: Obliterator, Weapon: Crushing fists, Fleshmetal guns


        AbilitiesDescriptionRef
        DaemonicThis model has a 5+ invulnerable save.
        Death to the False EmperorEach time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
        Fleshmetal GunsEach time this unit is chosen to attack with fleshmetal guns, roll three D3, one after the other, to determine the characteristics of the unit’s fleshmetal guns when resolving those attacks. The first roll is added to 6 to determine the Strength, the second roll is the AP, and the third roll is the Damage. For example, if the rolls were a 1, followed by a 3, followed by a 2, then the unit's attacks would have a Strength of 7, an AP of -3 and a Damage of 2.
        Teleport StrikeDuring deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
        UnitMWSBSSTWALdSaveRef
        Obliterator4"3+3+554382+
        WeaponRangeTypeSAPDAbilitiesRef
        Crushing fistsMeleeMelee+1-1D3-
        Fleshmetal guns24"Assault 66+D3-D3D3See above
    • Flyer [8 PL, 150pts]
      • Heldrake [8 PL, 150pts]

        Selections: Baleflamer [20pts], Heldrake claws, No Chaos Mark

        Categories: Flyer, Daemon, Daemon Engine, Faction: Heretic Astartes, Vehicle, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Fly

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Crash and Burn, Daemonic, Infernal Regeneration, Unit: Heldrake, Weapon: Baleflamer, Heldrake claws, Wound Track: Heldrake, Heldrake1, Heldrake2, Heldrake3


        AbilitiesDescriptionRef
        Crash and Burnif this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 mortal wounds.
        DaemonicThis model has a 5+ invulnerable save.
        Infernal RegenerationAt the beginning of each of your turns, this model heals one wound.
        UnitMWSBSSTWALdSaveRef
        Heldrake**4+7712*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Baleflamer18"Assault D66-22This weapon automatically hits.
        Heldrake clawsMeleeMeleeUser-1D3When attacking models that can FLY, you may add 1 to this weapon's hit roll.
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        HeldrakeMWSA
        Heldrake17-1230"3+4
        Heldrake24-620"4+3
        Heldrake31-310"5+2
    • Dedicated Transport [8 PL, 156pts]
      • Chaos Rhino [4 PL, 78pts]

        Selections: Combi-bolter [3pts], Mark of Nurgle, Smoke Launchers

        Categories: Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Nurgle

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon:Combi-bolter, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Self-repairRoll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        TransportCapacityRef
        Chaos Rhino10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack
        UnitMWSBSSTWALdSaveRef
        Chaos Rhino*6+*6710*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Combi-bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Chaos Rhino-MBSA
        Chaos Rhino16-10+12"3+3
        Chaos Rhino23-56"4+D3
        Chaos Rhino31-23"5+1
      • Chaos Rhino [4 PL, 78pts]

        Selections: Combi-bolter [3pts], Mark of Khorne, Smoke Launchers

        Categories: Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle, Faction: Khorne

        Rules: Hateful Assault, Hateful Volleys

        Abilities: Explodes, Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon:Combi-bolter, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3


        AbilitiesDescriptionRef
        ExplodesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
        Self-repairRoll a D6 at the start of each of your turns; on a 6, this unit heals one wound.
        Smoke LaunchersOnce per game, instead of shooting any weapons in the Shooting phase, this model can use its Smoke Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
        TransportCapacityRef
        Chaos Rhino10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack
        UnitMWSBSSTWALdSaveRef
        Chaos Rhino*6+*6710*83+
        WeaponRangeTypeSAPDAbilitiesRef
        Combi-bolter24"Rapid Fire 2401-
        Wound TrackRemaining WCharacteristic 1Characteristic 2Characteristic 3Ref
        Chaos Rhino-MBSA
        Chaos Rhino16-10+12"3+3
        Chaos Rhino23-56"4+D3
        Chaos Rhino31-23"5+1
  • Fortification Network -1CP (Chaos - Chaos Space Marines) [5 PL, -1CP, 85pts]

    Rules: Daemonic Ritual, Despoilers of the Galaxy (Iron Warriors)

    • Configuration [-1CP]
      • Detachment CP [-1CP]

        Categories: Configuration

      • Legion

        Selections: Iron Warriors

        Categories: Configuration

        Abilities: Siege Lords


        AbilitiesDescriptionRef
        Siege LordsIf your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in an IRON WARRIORS Detachment gain the following ability: Enemy units attacked by units with this trait do not gain any bonus to their saving throws for being in cover. In addition, you can re-roll failed wound rolls for units with this trait when they target a BUILDING.Codex: Heretic Astartes - Chaos Space Marines p157
    • Fortification [5 PL, 85pts]
      • Noctilith Crown [5 PL, 85pts]

        Selections: Lashing warp energies

        Categories: Fortification, Faction: Chaos, Building, Vehicle, Noctilith Crown

        Abilities: Immobile, Loathsome Aura, Malevolent Locus, Unstable Energies, Unit: Noctilith Crown, Weapon:Lashing warp energies


        AbilitiesDescriptionRef
        ImmobileAfter this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.
        Loathsome AuraCHAOS units have a 5+ invulnerable save while they are wholly within 6" of this model. In addition, you can re-roll Psychic tests for CHAOS PSYKERS while they are within 6" of this model. At the start of the second and third battle rounds, the range of both of these aura abilities is increased by 3" (i.e. it is 9" in the second battle round, and 12" in the third and subsequent battle rounds).
        Malevolent LocusPSYKERS attempting to manifest powers within 24" of this model will suffer Perils of the Warp on any double result rolled for the Psychic test, rather than only double 1 or double 6. CHAOS PSYKERS are not affected by this ability.
        Unstable EnergiesIf this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6, each unit within D6" of this model suffers D6 mortal wounds.
        UnitMWSBSSTWALdSaveRef
        Noctilith Crown--4+-814--3+
        WeaponRangeTypeSAPDAbilitiesRef
        Lashing warp energies6"Pistol D67-22-
Force Rules

Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase, attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).

If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER could only attempt to summon KHORNE DAEMONS.

Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers D3 mortal wounds. ()

Despoilers of the Galaxy (Iron Warriors): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal. ()

Selection Rules

Daemon Weapon: In the Fight phase, when this model is chosen to fight with for the first time that phase, roll one D6. On a 1, the model suffers 1 mortal wound and cannot use this weapon further that phase. On a 2+ the model can fight with the weapon as normal. ()

Hateful Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn. ()

Hateful Volleys: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (e.g. boltgun, bolt pistol, combibolter, Inferno boltgun). Rules that apply to bolt weapons also apply when firing the boltgun profile of combi-weapons and when firing Artefacts of Chaos that replaced a bolt weapon, (e.g. Spitespitter). The Talon of Horus is also a Rapid Fire bolt weapon. ()


Created with BattleScribe

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