Hi,
Ich fange gerade mit Chaos neu an und frage nach einer Sinnvollen Liste.
Diese soll für 1250 AB sein.
Nehm Ich statt dem Lord, lieber noch ein Apostel mit rein?
Ich fange gerade mit Chaos neu an und frage nach einer Sinnvollen Liste.
Diese soll für 1250 AB sein.
Night lords (Warhammer 40,000 8th Edition) [76 PL, -1CP, 1,250pts]
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 (Night Lords): 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
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. ()
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- Battalion Detachment +5CP (Chaos - Chaos Space Marines) [76 PL, -1CP, 1,250pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Night Lords)- Configuration
- Legion
Selections: Night Lords
Categories: Configuration
Abilities: Terror Tactics
Abilities Description Ref Terror Tactics If your army is Battle-forged, all CHARACTER, INFANTRY, BIKERS and HELBRUTE units in a NIGHT LORDS Detachment gain the following ability: Models in enemy units must subtract 1 from their Leadership characteristic for each unit with this trait which is within 6" of theirs (to a maximum of -3). Codex: Heretic Astartes - Chaos Space Marines p157
- Legion
- Stratagems [-1CP]
- Gifts of Chaos (1 Relic) [-1CP]
Categories: Stratagems
- Gifts of Chaos (1 Relic) [-1CP]
- HQ [12 PL, 191pts]
- Chaos Lord with Jump Pack [6 PL, 103pts]
Selections: 1. Night Haunter's Curse, Claws of the Black Hunt, Frag & Krak grenades, 2x Lightning Claw [10pts], Mark of Khorne, Warlord
Categories: HQ, Faction: Chaos, Chaos Lord, Character, Fly, Infantry, Jump Pack, Faction: <Legion>, Faction: <Mark of Chaos>, Warlord, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Claws of the Black Hunt, Death to the False Emperor, Jump Pack Assault, Lord of Chaos, Night Haunter's Curse, Sigil of Corruption, Unit: Chaos Lord with Jump Pack, Weapon: Claws of the Black Hunt, Frag grenade, Krak grenade, Lightning claw
Abilities Description Ref Claws of the Black Hunt Models with two lightning claws only. The Claws of the Black Hunt replaces both of the bearer's lightning claws. Death to the False Emperor Each 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. Jump Pack Assault During deployment you can set this unit up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Lord of Chaos You can re-roll hit rolls of 1 made for friendly <LEGION> units within 6" of this model. Night Haunter's Curse Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for this Warlord. Sigil of Corruption This model has a 4+ invulnerable save. Unit M WS BS S T W A Ld Save Ref Chaos Lord with Jump Pack 12" 2+ 2+ 4 4 5 4 9 3+ Weapon Range Type S AP D Abilities Ref Claws of the Black Hunt Melee Melee +1 -3 D3 Increase the wielder's Attacks characteristic by 1. In addition, you can re-roll failed wound rolls for this weapon. Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them. - Sorcerer [6 PL, 88pts]
Selections: Bolt pistol, Force sword [8pts], Frag & Krak grenades, Mark of Tzeentch, Prescience, Smite, Warptime
Categories: HQ, Faction: <Legion>, Faction: <Mark of Chaos>, Psyker, Infantry, Faction: Chaos, Faction: Heretic Astartes, Sorcerer, Faction: Tzeentch
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Psychic Power: Prescience, Smite, Warptime, Psyker: Sorcerer, Unit: Sorcerer, Weapon: Bolt pistol, Force sword, Frag grenade, Krak grenade
Abilities Description Ref Death to the False Emperor Each 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 Power Warp Charge Range Details Ref Prescience 7 18" 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. Smite 5 18" 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. Warptime 6 3" If manifested, pick a friendly HERETIC ASTARTES unit 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. Psyker Cast Deny Powers Known Other Ref Sorcerer 2 1 Smite and 2 powers from the Dark Hereticus discipline Unit M WS BS S T W A Ld Save Ref Sorcerer 6" 3+ 3+ 4 4 4 3 9 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Force sword Melee Melee User -3 D3 - Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 -
- Chaos Lord with Jump Pack [6 PL, 103pts]
- Troops [10 PL, 142pts]
- Chaos Cultists [3 PL, 40pts]
Selections: No Chaos Mark
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: <Mark of Chaos>, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist- 9x Chaos Cultist w/ Autogun [36pts]
Selections: 9x Autogun
Weapon: Autogun - Cultist Champion [4pts]
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
- 9x Chaos Cultist w/ Autogun [36pts]
Abilities Description Ref Mere Mortals CHAOS CULTIST units do not gain a Legion Trait. Unit M WS BS S T W A Ld Save Ref Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+ Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+ Weapon Range Type S AP D Abilities Ref Autogun 24" Rapid Fire 1 3 0 1 - - Chaos Cultists [3 PL, 40pts]
Selections: No Chaos Mark
Categories: Troops, Faction: Heretic Astartes, Infantry, Faction: Chaos, Faction: <Mark of Chaos>, Faction: <Legion>
Abilities: Mere Mortals, Unit: Chaos Cultist- 9x Chaos Cultist w/ Autogun [36pts]
Selections: 9x Autogun
Weapon: Autogun - Cultist Champion [4pts]
Selections: Autogun
Unit: Cultist Champion, Weapon: Autogun
- 9x Chaos Cultist w/ Autogun [36pts]
Abilities Description Ref Mere Mortals CHAOS CULTIST units do not gain a Legion Trait. Unit M WS BS S T W A Ld Save Ref Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+ Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+ Weapon Range Type S AP D Abilities Ref Autogun 24" Rapid Fire 1 3 0 1 - - Chaos Space Marines [4 PL, 62pts]
Selections: No Chaos Mark
Categories: Faction: Chaos, Faction: Heretic Astartes, Infantry, Faction: <Legion>, Faction: <Mark of Chaos>, Troops, Chaos Space Marines
Rules: Hateful Assault, Hateful Volleys
Abilities: Death to the False Emperor, Unit: Chaos Space Marine- Aspiring Champion [13pts]
Selections: Chainsword, Combi-bolter [2pts], Frag & Krak grenades
Unit: Aspiring Champion, Weapon: Chainsword, Combi-bolter, Frag grenade, Krak grenade - 3x Marine w/ Boltgun [33pts]
Selections: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades
Weapon: Bolt pistol, Boltgun, Frag grenade, Krak grenade - Marine w/ Plasma pistol [16pts]
Selections: Boltgun, Plasma pistol [5pts]
Weapon: Boltgun, Plasma pistol, Standard, Plasma pistol, Supercharge
- Aspiring Champion [13pts]
Abilities Description Ref Death to the False Emperor Each 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. Unit M WS BS S T W A Ld Save Ref Aspiring Champion 6" 3+ 3+ 4 4 1 2 8 3+ Chaos Space Marine 6" 3+ 3+ 4 4 1 1 7 3+ Weapon Range Type S AP D Abilities Ref Bolt pistol 12" Pistol 1 4 0 1 - Boltgun 24" Rapid Fire 1 4 0 1 - Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Combi-bolter 24" Rapid Fire 2 4 0 1 - Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Plasma pistol, Standard 12" Pistol 1 7 -3 1 - Plasma pistol, Supercharge 12" Pistol 1 8 -3 2 On a hit roll of 1, the bearer is slain.
- Chaos Cultists [3 PL, 40pts]
- Elites [13 PL, 239pts]
- Greater Possessed [4 PL, 60pts]
Categories: Faction: Chaos, Faction: <Mark of Chaos>, Faction: Heretic Astartes, Faction: <Legion>, Infantry, Daemon, Character, Greater Possessed, Elites
Rules: Hateful Assault, Hateful Volleys- Greater Possessed [4 PL, 60pts]
Selections: Daemonic mutations, Mark of Khorne
Categories: Faction: Khorne
Abilities: Champions of the Host, Daemonic, Death to the False Emperor, Locus of Power, Unit: Greater Possessed, Weapon: Daemonic mutations
- Greater Possessed [4 PL, 60pts]
Abilities Description Ref Champions of the Host The first time this unit is set up, all models in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each Greater Possessed is treated as a separate unit. Daemonic This model has a 5+ invulnerable save. Death to the False Emperor Each 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. Locus of Power Add 1 to the Strength characteristic of <MARK OF CHAOS> <LEGION> DAEMON units whilst they are within 6" of any friendly units with this ability. Unit M WS BS S T W A Ld Save Ref Greater Possessed 7" 2+ 3+ 5 5 5 5 8 3+ Weapon Range Type S AP D Abilities Ref Daemonic mutations Melee Melee User -2 D3 - - Khorne Berzerkers [9 PL, 179pts]
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 [25pts]
Selections: Frag & Krak grenades, 2x Lightning Claw [10pts]
Unit: Berzerker Champion, Weapon: Frag grenade, Krak grenade, Lightning claw - 9x Chainsword and Chainaxe [144pts]
Selections: 9x Chainaxe [9pts], 9x Chainsword, 9x Frag & Krak grenades
Weapon: Chainaxe, Chainsword, Frag grenade, Krak grenade
- Berzerker Champion [25pts]
Abilities Description Ref Blood for the Blood God This model can fight twice in each Fight phase, instead of only once. Death to the False Emperor Each 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 Wrath You can re-roll charge rolls for units with an Icon of Wrath. Unit M WS BS S T W A Ld Save Ref Berzerker Champion 6" 3+ 3+ 5 4 1 3 8 3+ Khorne Berzerker 6" 3+ 3+ 5 4 1 2 7 3+ Weapon Range Type S AP D Abilities Ref Chainaxe Melee Melee +1 -1 1 - Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
- Greater Possessed [4 PL, 60pts]
- Fast Attack [12 PL, 190pts]
- Warp Talons [12 PL, 190pts]
Selections: Mark of Khorne
Categories: Fast Attack, Daemon, Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Fly, Faction: Heretic Astartes, Infantry, Jump Pack, Faction: Khorne
Rules: Hateful Assault, Hateful Volleys
Abilities: Daemonic, Death to the False Emperor, Warpflame Strike- 9x Warp Talon [171pts]
Selections: 9x Lightning Claw (pair) [90pts]
Unit: Warp Talon, Weapon: Lightning claw - Warp Talon Champion [19pts]
Selections: Lightning Claw (pair) [10pts]
Unit: Warp Talon Champion, Weapon: Lightning claw
- 9x Warp Talon [171pts]
Abilities Description Ref Daemonic This model has a 5+ invulnerable save. Death to the False Emperor Each 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. Warpflame Strike When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Warpflame Strike to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against units in the same turn that they arrived by warpflame strike. Unit M WS BS S T W A Ld Save Ref Warp Talon 12" 3+ 3+ 4 4 1 1 8 3+ Warp Talon Champion 12" 3+ 3+ 4 4 1 2 8 3+ Weapon Range Type S AP D Abilities Ref Lightning claw Melee Melee User -2 1 You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
- Warp Talons [12 PL, 190pts]
- Heavy Support [16 PL, 279pts]
- Hellforged Leviathan Dreadnought [16 PL, 279pts]
Selections: Butcher cannon array [40pts], 2x Hellflamer [34pts], Hellforged siege drill [30pts], Mark of Slaanesh
Categories: Faction: Chaos, Dreadnought, Heavy Support, Hellforged, Faction: Heretic Astartes, Vehicle, Helbrute, Faction: <Legion>, Faction: Slaanesh
Rules: Hateful Assault, Hateful Volleys
Abilities: Containment Breach, Hellfire Reactor, Machina Malifica, Unit: Hellforged Leviathan, Weapon: Butcher cannon array, Hellflamer, Hellforged siege drill, Wound Track: Hellforged Leviathan, Hellforged Leviathan1, Hellforged Leviathan2, Hellforged Leviathan3
Abilities Description Ref Containment Breach If 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. Hellfire Reactor A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase. Machina Malifica At 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. Unit M WS BS S T W A Ld Save Ref Hellforged Leviathan * * * 8 8 14 4 8 2+ Weapon Range Type S AP D Abilities Ref Butcher cannon array 36" Heavy 8 8 -1 2 If a unit has any models slain by this weapon in the Shooting phase, the unit subtracts 2 from its Leadership for the rest of the turn. This modifier is not cumulative. Hellflamer 8" Heavy D6 5 -1 2 This weapon automatically hits its target. Hellforged siege drill Melee Melee x2 -4 4 - Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref Hellforged Leviathan - M WS BS Hellforged Leviathan1 8-14+ 8" 2+ 2+ Hellforged Leviathan2 4-7 5" 3+ 3+ Hellforged Leviathan3 1-3 3" 4+ 4+
- Hellforged Leviathan Dreadnought [16 PL, 279pts]
- Flyer [9 PL, 140pts]
- Heldrake [9 PL, 140pts]
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
Abilities Description Ref Crash and Burn if 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. Daemonic This model has a 5+ invulnerable save. Infernal Regeneration At the beginning of each of your turns, this model heals one wound. Unit M WS BS S T W A Ld Save Ref Heldrake * * 4+ 7 7 12 * 8 3+ Weapon Range Type S AP D Abilities Ref Baleflamer 18" Assault D6 6 -2 2 This weapon automatically hits. Heldrake claws Melee Melee User -1 D3 When attacking models that can FLY, you may add 1 to this weapon's hit roll. Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref Heldrake M WS A Heldrake1 7-12 30" 3+ 4 Heldrake2 4-6 20" 4+ 3 Heldrake3 1-3 10" 5+ 2
- Heldrake [9 PL, 140pts]
- Dedicated Transport [4 PL, 69pts]
- Chaos Rhino [4 PL, 69pts]
Selections: Combi-bolter [2pts], Combi-bolter [2pts], No Chaos Mark, Smoke Launchers
Categories: Faction: <Legion>, Faction: <Mark of Chaos>, Faction: Chaos, Faction: Heretic Astartes, Dedicated Transport, Transport, Vehicle
Rules: Hateful Assault, Hateful Volleys
Abilities: Explodes (D6"), Self-repair, Smoke Launchers, Transport: Chaos Rhino, Unit: Chaos Rhino, Weapon: Combi-bolter, Wound Track: Chaos Rhino, Chaos Rhino1, Chaos Rhino2, Chaos Rhino3
Abilities Description Ref Explodes (D6") When this model is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6" suffers D3 mortal wounds. Self-repair Roll a D6 at the start of each of your turns; on a 6, this unit heals one wound. Smoke Launchers Once 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. Transport Capacity Ref Chaos Rhino 10 (Legion) Infantry. No Terminator, Cult of Destruction, or Jump Pack Unit M WS BS S T W A Ld Save Ref Chaos Rhino * 6+ * 6 7 10 * 8 3+ Weapon Range Type S AP D Abilities Ref Combi-bolter 24" Rapid Fire 2 4 0 1 - Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref Chaos Rhino - M BS A Chaos Rhino1 6-10+ 12" 3+ 3 Chaos Rhino2 3-5 6" 4+ D3 Chaos Rhino3 1-2 3" 5+ 1
- Chaos Rhino [4 PL, 69pts]
- Configuration
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 (Night Lords): 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
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. ()
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Nehm Ich statt dem Lord, lieber noch ein Apostel mit rein?