The Unit Until All Other Fallen Angels Are Killed, at Which Point He Regains His Independent Character Status
The Unit Until All Other Fallen Angels Are Killed, at Which Point He Regains His Independent Character Status
The Unit Until All Other Fallen Angels Are Killed, at Which Point He Regains His Independent Character Status
151 points
Note: Cypher may be taken as an Elite choice for Chaos Space Marine or Imperial Guard army.
SPECIAL RULES
Fallen Angel: Cypher is often accompanied by a retinue of Fallen Angels. The Fallen Angels are a squad of
Chaos Space Marines selected as normal from the Codex: Chaos Space Marines, except they may not be
upgraded with Squad Icons.
Note: As long as Cypher is attached to the squad, the Fallen Angels benefit from Cypher's And They Shall
Know No Fear special rule.
Gunfighter: Cypher's skill with his exquisite pistols are legendary. His shots wound on a 4+, regardless of
the victim's Toughness. Such is Cypher's skill that wounds caused by his Shooting attacks are allocated by
his controlling player, rather than the opposing player. His pair of pistols fire together as a single ranged
weapon with the following profile:
In addition, Cypher continues to fight with his pistols in close combat. He counts counts as being armed with
a power weapon and gains the +1 Attack bonus for being equipped with two close combat weapons.
Divine Protection: If Cypher is ever affected by an attack that would cause Instant Death or remove him
from play, he instead takes a single wound (saves apply normally). If Cypher is reduced to 0 Wounds or
would be removed as a casualty for any reason, don't remove him from the battlefield -- just place the
model on its side to note his location.
At the beginning of his controlling player's turn, roll a D6. On a 1 or 2, Cypher is removed from play without
a trace. On a 3+, he has cheated certain death again, scrambling into view of his attackers, bloodied but
unbowed. Cypher is restored to 1 Wound and may be placed anywhere on the battlefield within 12" of his
current location. He can move and fight normally in the turn he reappears. Furthermore, in missions that
use kill points, Cypher (and his squad of Fallen Angels) never concedes a kill point.
Note: While joined to his retinue of Fallen Angels, Cypher counts as an upgrade character and cannot leave
the unit until all other Fallen Angels are killed, at which point he regains his Independent Character status.
DOOMRIDER..........................................................150 points
Note: Doomrider is an Independent Character and may be taken as an HQ choice for Chaos Space Marine
army. Doomrider rides a Chaos Space Marine bike fitted with a twin-linked meltagun.
SPECIAL RULES
Invulnerable: Although once mortal, Doomrider has been raised to Daemonhood by the Chaos God
Slaanesh. He has a 4+ Invulnerable save.
Wheels of Fire: Doomrider rides a bike with an unearthly ability to leap over things. Doomrider counts as
being mounted on a jetbike.
Summoned: Doomrider must be held in reserve and summoned to the battlefield using the Deep Strike
rules. When deployed, he must be placed within 6" of an Icon of Slaanesh and will not scatter. If there are
no Icons of Slaanesh when Doomrider becomes available, he cannot enter the battle and is destroyed. Once
deployed, Doomrider cannot do anything else in that turn's Movement phase, but after that Doomrider is
free to act as normal (including Assaulting on the turn he enters the game).
He Comes, He Goes: While Doomrider is on the table, roll a D6 for Doomrider at the end of the controlling
player's turn. On a 1, Doomrider disappears as mysteriously as he appeared and is removed from play. He
can vanish on the same turn he arrives. If Doomrider leaves play using the He Comes, He Goes rule, he
does not concede a kill point in missions that use kill points.
Radical wargear may only be used by Independent Characters from the Relictors Space Marine Chapter and
by Deamonhunter Inquisitors. Armies that include Radical wargear may not also include any Grey Knights.
These artifacts are ancient and unique; each is kept safe in stasis chambers deep within heavily fortified
reclusiams and unobtainium-lined sacristies. Since only one of each of these artifacts exists, only one of
each type may be taken in any given army.
The Books of Pain can be used once per game at the beginning of any Movement phase. All units, friend or
foe (including the bearer's own unit), with a model within 6" of the bearer are immediately forced to go to
ground (as if it failed a Pinning test) until the beginning of the bearer's next turn.
Note: Since no Pinning test is taken, Books of Pain force units that normally automatically pass Pinning
tests (e.g., Fearless units) to go to ground.
The Arketus Scourge is a Daemon Weapon, and follows the appropriate rules from Codex: Chaos Space
Marines. If the Scourge wounds a model with more than 1 Wounds, that model must roll under its
Leadership on 3D6 or be removed as a casualty. If the bearer takes a wound from rolling a 1 for the number
of attacks, then the bearer is effected by the Scourge and must roll under its Leadership on 3D6 or be
removed as a casualty.
The Sword of St. Aquitaine is a Daemon Weapon, and follows the appropriate rules from Codex: Chaos
Space Marines. Once per game, after causing at least one Wound in close combat, the wielder may force the
entirety of the next game turn to be fought with the Night Fight rules. If the bearer is not in close combat,
he may sacrifice a single Wound (or remove a model from his squad as a casualty) to use the power of the
Sword.
Note: When sacrificing a Wound (or a member of his squad) to power the Sword, no saves of any kind are
allowed.
The bearer gains +1 Strength and +1 Initiative. The model (and any unit he joins) gains the Rage special
rule.
At the beginning of his Movement phase, the bearer of the Grimoire Pandaemonica may choose one of the
following effects. The chosen effect lasts until the beginning of the bearer's next Movement phase. The
controlling player may use the Grimoire even if the bearer has been removed as a casualty or is not on the
table.
The bearer may obfuscate the pathways daemons use to breaching the Warp. The bearer may
prevent a single Icon of Chaos from being used by Lesser Daemons arriving from Reserve. In
addition, when an opposing Greater Daemon becomes available from Reserve, the bearer may may
select the model that is possessed instead of the Chaos Space Marines player. This must be one of
his opponent's suitable models (i.e., Champion, Aspiring Sorcerer, Sorcerer of Chaos or Chaos
Lord).
The bearer may provoke bound daemons into rebelling against their masters. The bearer may
require that any Daemon Weapon re-roll of the die for determining its number of attacks.
The bearer can weaken the barriers between the physical and the Warp. Eldar Ghost Helms and
Runes of Warding offer no protection. Tyranid Shadows of the Warp is negated. All Psychic Hoods
(and Rune Staffs) only negate psychic powers that target the bearer of the Psychic Hood (or Rune
Staff)..
The bearer can make using psychic powers more dangerous. If any model (friend or foe!) takes a
wound from Perils of the Warp, it explodes and is immediately removed from play. Warp-charged
debris is scattered D6" from the model, and all models in range suffer a Strength 3, AP - hit.
The bearer may strengthen the barriers shielding the physical world. The bearer forces a -1 penalty
to any Chaos Daemon Reserve rolls.
The bearer may use the Grimoire to trick daemons into manifesting in a dangerous location. Any
unit of daemons arriving via Reserves must make a dangerous terrain test.
Blade of Phaedron (35 points)
Inside the Blade of Phaedron lies the seething soul of a Daemon with a great enmity for all its kin. Although
the weapon is unremarkable when employed against a living thing, against a Daemon, the blade will blaze
white with the pure heat of the captive Daemon's rage.
The Blade of Phaedron is a Daemon Weapon, and follows the appropriate rules from Codex: Chaos Space
Marines. The Blade wounds all Daemons on a 2+ and adds D3 tp the bearer's Attacks characteristic when
charging a Daemon instead of the usual +1.
SPECIAL RULES
Battle-Frenzied: Moriar has a random number of attacks. For each round of close combat that Moriar is
fighting, roll D6+2 to determine the number of Attacks he receives. This includes the bonus attack for two
blood fists, but if he charges then he gains the additional +1 Attack as normal (i.e., D6+3 Attacks).
Rampage: Moriar is impossible to stop once he is in battle, as he simply ploughs into the enemy,
disregarding any danger or damage to himself. As a result, Moriar ignores all Shaken, Stunned and
Immobilized results.The only way to prevent Moriar from getting into assault, is to destroy him.
Tear Attack: In close combat, Moriar can use his two close combat weapons to tear apart enemy vehicles.
Moriar rolls an extra D6 for his armor penetration value.
Design Note: This gives you a fleet, venerable Dreadnought that ignores Shaken, Stunned and Immobilized
results. Once he gets into close combat, he's effectively a monstrous creature with D6+3 attacks on the
charge. Ouch