New Roster (Warhammer 40,000 9th Edition) (116 PL, 4CP, 2,190pts)
New Roster (Warhammer 40,000 9th Edition) (116 PL, 4CP, 2,190pts)
New Roster (Warhammer 40,000 9th Edition) (116 PL, 4CP, 2,190pts)
Configuration
Detachment CP
Categories: CONFIGURATION
Dread Household
Selections: House Khomentis
Categories: CONFIGURATION, FACTION: INFERNAL HOUSEHOLD
Household Bonds: House Khomentis
Household
Ability Ref
Bonds
Whilst a model with this bond has lost half or more of its wounds, add 1 to
its Attacks characteristic and when resolving an attack made with a melee
House
weapon by that model, add 1 to the hit roll. In addition, when a model with
Khomentis
this model would lose a wound in the Psychic phase, roll one D6; on a 5+
that wound is not lost.
6. Defiant Whilst this Damnation applies, when an Advance roll or Charge roll is
Machine- made for this model subtract 1 from the result, and when an attack made
spirit by this model subtract 1 from the hit roll.
Dreadblade Pacts (Reference)
Categories: CONFIGURATION
Abilities: 0. Dreadblade Pacts, 1. Path to Glory, 2. Thunderous Charge, 3. Daemonic Vigour, 4.
Knower of Profane Secrets, 5. Galvanised Hull, 6. Arch-Fiend
When this model is destroyed, roll one D6 before removing it from play.
Explodes
On a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
The model has a 5+ invulnerable save against attacks made with ranged
Ion Shield
weapons.
This model is eligible to declare a charge in a turn in which it Fell Back.
Each time this model makes a Normal Move, Advances or Falls Back, it
can be moved across other models (excluding Monster and Vehicle
Super-heavy models) as if they were not
Walker there, and when it does it can be moved within Engagement Range of
such models, but cannot finish its move within Engagement Range of
any of them.
The A model with this Relic is considered to have double the number of
Blasphemous wounds remaning for the purposes of determining what row to use on its
Engine damage table.
3. When this Pact is chosen or generated, roll one D6; on a 1-3, add 2" to this
Daemonic model's Move characteristic; on a 4-5, improve this model's Weapon Skill
Vigour characteristic by 1 (e.g. WS 3+ becomes WS 2+); on a 6, improve this
model's Ballistic Skill characteristic by 1 (e.g. BS 3+ become BS 2+).
4. Warp Whilst this Damnation applies, this model always fights last in the Fight
Fugue phase, even if it has charged or has an ability that would allow it to fight first.
When this model is destroyed, roll one D6 before any embarked models
Explodes
disembark and before removing it from play. On a 6 it explodes, and each
(D6")
unit within D6" suffers D3 mortal wounds.
The model has a 5+ invulnerable save against attacks made with ranged
Ion Shield
weapons.
The first time this unit is set up, all of its models must be placed within 6" of
Vehicle
each other. From that point onwards, each operates independently and is
Squadron
treated as a separate unit.
Super-Heavy Auxiliary Detachment -3CP (Chaos - Chaos Space Marines) [23 PL,
9CP, 465pts]
Rules: Daemonic Ritual, Despoilers of the Galaxy (Alpha Legion)
Configuration [9CP]
Detachment CP [-3CP]
Categories: CONFIGURATION
Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight
Configuration [-3CP]
Detachment CP [-3CP]
Categories: CONFIGURATION
Legion
Selections: Alpha Legion
Categories: CONFIGURATION
Abilities: Hidden In Plain Sight
Stratagems [-1CP]
Flames If the wound roll for a melee weapon attack made by your Warlord is 6+, it
of Spite inflicts 1 mortal wound on the target in addition to any other damage.
At the start of your Movement phase, if a model with this Relic is on the
battlefield, roll 3D6; until the end of that phase, that model’s Move
characteristic is equal to the result. In the Movement phase, a model with this
Mindveil Relic can move across other models and terrain as if they were not there. In
the Charge phase, a model with this Relic can move across other models
(other than BUILDINGS) as if they were not there. A model with this Relic can
charge in a turn in which they Fall Back.
Trophy- Once per Fight phase, you can re-roll one hit roll, wound roll or damage roll
taker for an attack made by this model that targets a CHARACTER.
After the enemy has completed all of their charge moves, this model can
perform a Heroic Intervention if it is within 3" of any enemy models, or 6" of
Warp-
any enemy CHARACTERS. If this model is within 6" of any enemy
sighted
CHARACTERS, it can move up to 6" when performing a Heroic Intervention
Butcher
instead of 3" as long as it finishes this move within 1" of the nearest enemy
CHARACTER.
Psychic Warp
Range Details Ref
Power Charge
If manifested, then until the start of your next Psychic phase,
Cursed the invulnerable save of friendly <LEGION> DAEMON units
7 N/A
Earth is improved by 1 (to a maximum of 3+) whilst they are within
6" of this psyker.
If manifested, then until the start of your next Psychic phase
Infernal re-roll hit and wound rolls of 1 for attacks made by friendly
6 N/A
Power <LEGION> DAEMON units whilst they are within 6" of this
psyker.
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker suffers D3
Smite 5 18"
mortal wounds (pg 181). If the result of the Psychic test was
more than 10 the target suffers D6 mortal wounds instead.
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 (Alpha Legion): 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
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both,
subtract 1 from all hit rolls for this weapon. ()
Daemonic Surge: At the start of your Movement phase, each model with this ambition can use a daemonic
surge. If a model uses a daemonic surge, it suffers 1 mortal wound, and then you roll one D3 on the table
above to determine the rule that applies to that model until the start of your next Movement phase. When a
model uses a daemonic surge you can choose for that model to suffer D3 mortal wounds instead of 1; if you
do, you can select the result from the table instead of rolling to determine it. A model can only use a
daemonic surge once per battle round. ()
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. ()