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EPIC Armaggedon - Printable Version +- Forum du Mamarland (http://forum.chezseb.ovh) +-- Forum: Autres Loisirs (http://forum.chezseb.ovh/forumdisplay.php?fid=4) +--- Forum: Warhammer 40K (http://forum.chezseb.ovh/forumdisplay.php?fid=17) +--- Thread: EPIC Armaggedon (/showthread.php?tid=645) |
EPIC Armaggedon - Darth Nico - 29-04-2004 Quote:Quote:Soit dit au passage, je peux bien donner mes figs eldars (et évidemment, je garde mes marines) T'avais promis d'en faire un pour le 40.000e msg du site. ![]() EPIC Armaggedon - sdm - 29-04-2004 Le 10 000ème est pour aujourd'hui 8) EPIC Armaggedon - CROM - 29-04-2004 ![]() EPIC Armaggedon - Philou - 29-04-2004 Bon, je vais aller faire ma compagnie de Land Raider....... :P EPIC Armaggedon - CROM - 29-04-2004 Gamin vas ![]() EPIC Armaggedon - Philou - 29-04-2004 Ca est :P Pour 3025 pts: 4 socles de Termi avec 1 land raider par escouade + le commandant suprême 6 socles de marines (+ rhino) avec commandant 6 socles de marines (+ rhino) avec commandant 4 socles de marines d'assauts 4 socles de marines d'assauts 5 socles de land speeder 5 socles de motos 4 predators (2 annihilator, 2 destructors) 4 vindicators 4 lands raiders avec 2 vindicators 6 marines avec Rhino. J'ai laissé mes titans et mes tunderhawk dans mon carton de rangement. Il ne s'agit que de tester le système (qui est très bien sur le papier). EPIC Armaggedon - Darth Nico - 29-04-2004 Quote:Bon, je vais aller faire ma compagnie de Land Raider....... :P ![]() EPIC Armaggedon - Guest - 29-04-2004 Non, il donne des cours ![]() EPIC Armaggedon - Philou - 29-04-2004 Celui-là, facile à mettre sur le forum.... :P C1.0 THE FORCES OF CHAOS <Quote> <Background Information on Chaos In General> C1.1 CHAOS SPECIAL RULES The following special rules apply to all Chaos armies. C1.1.1 Strategy Rating Chaos armies do not have a fixed strategy rating. Instead you should roll 2D6 in the strategy phase for a Chaos army, and use the combined total of the two dice as the Chaos army’s strategy value for that turn. IMPORTANT: If you roll a double on the dice (i.e. two 1’s or two 2’s etc), then the Chaos Gods have smiled upon you and you may add one sacrifice point to any formation in the army (see summoned units below). C1.1.2 Factions Each formation in a Chaos army belongs to a faction that owes allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to at the start of the battle and note it down on your army list. With the exception of those formations that worship Chaos Undivided, the different factions do not get on all that well, and some factions hold a millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to take on a common enemy, their enmity can cause problems during a battle. To reflect this when a Chaos formation takes an action test there is a modifier to the rolls depending on the proximity of other any other factions, as shown on the chart below. Note that the modifiers only apply to action tests. Chaos Army Action Test Modifiers Belong to same faction as the army’s Warlord +1 There are no units from a hated faction within 30cms +1 Warlord: If a Chaos army is led by a Chaos Warlord then all formations that belong to the same faction as the Warlord receive a +1 modifier to their initiative tests, to represent their greater loyalty and reliability. Hated Factions: The following factions hate each other. Khorne hates Slaanesh, and vice-versa. Tzeentch hates Nurgle, and vice-versa. As long as there are no units from a hated formation within 30cm then a formation receives a +1 initiative test modifier. If even one hated unit is within 30cms then this bonus is lost. C1.1.3 Summoned Units Certain Chaos units may be summoned to appear at the start of a Chaos formation’s action through the use of sacrifice points. Sacrifice points are purchased for a formation at the start of the battle (see the army lists below). The sacrifice points purchased for a formation can be ‘spent’ to summon daemonic units to the battlefield at the start of the formation’s action. Each sacrifice point that is spent allows you to call D6 points worth of summoned units to the battlefield (the number of points it costs to summon a unit will be listed on its data sheet, but as a rule of thumb Greater Daemons cost five points and all other units one each). Summoned units are called to the battlefield at the start of a formation’s action. They may be set up within 5cms of any unit from their formation, apart from other summoned units that have already been placed (i.e. you cannot place a ‘chain’ of summoned units). They may not be set up in the ZOC of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows: Chaos Undivided: Furies Khorne: Bloodthirster, Bloodletters, Flesh Hounds Nurgle: Great Unclean One, Plaguebearers, Nurglings Slaanesh: Keeper of Secrets, Daemonettes Tzeentch: Lord of Change, Horrors, Screamers Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. The only exception to the normal rules is that the loss of a summoned unit does not cause a blast marker to be placed on the formation. This aside they are counted as normal units, and should be included when working out if a formation outnumbers an opponent in an assault or is broken by blast markers, etc. Note that Daemons that are killed in an assault DO count towards the number of units killed by the enemy when working out modifiers to the result dice roll. Summoned units remain on the battlefield until the end phase. In the rally phase the formation may ‘spend’ one summoning point to keep any and all summoned units that belong to the formation in play for a further turn. If the sacrifice is not made then all summoned units in the formation vanish back to the warp and are removed from play. In addition any summoned units will vanish back to the warp when a formation breaks. In this later case a sacrifice point may not be spend to keep the summoned units in play. C1.2 CHAOS SPACE MARINES <Quote> <Background information about Chaos Space Marines> C1.2.1 Chaos Space Marine Initiative Rating The majority of Chaos Space Marine formations have an initiative rating of 3+. You may vary this value when devising scenarios to represent things like elite formations (higher initiative value) or exhausted troops (lower initiative value), etc. C1.2.2 Chaos Space Marine Units <Add picture and 100-200 words describing each unit> CHAOS SPACE MARINE LORD OR WARLORD Type Speed Armour Close Combat Firefight Na na na na na Weapons: na Weapon Range Firepower na Notes: Character, Commander, Leader. If upgraded to a Warlord then the character also counts as a Supreme Commander. CHAOS SPACE MARINES Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 4+ 4+ Weapons: Bolters plus 1 Autocannon Weapon Range Firepower Bolters (15cms) Small Arms Autocannon 45cm AP5+/AT6+ Notes: Chaos Space Marines are veterans of the Long War. To represent their finely honed combat skills they all count as Scouts. CHAOS SPACE MARINE BIKES Type Speed Armour Close Combat Firefight Infantry 35cm 4+ 3+ 4+ Weapons: Bolters & Chainswords Weapon Range Firepower Bolters (15cms) Small Arms Chainswords (base contact) Assault Weapons Notes: Mounted. CHOSEN Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ 3+ Weapons: Combi-bolters & power weapons, plus two Reaper Autocannon Weapon Range Firepower Combi-Bolters (15cms) Small Arms Power Weapons (base contact) Assault Weapons, macro-weapon, extra attacks (+1) Reaper Autocannon 30cm AP4+/AT6+ Notes: Reinforced Armour. Thick Rear Armour. Teleport. BERZERKERS Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 2+ 5+ Weapons: Bolt pistols and chainaxes Weapon Range Firepower Bolt Pistols (15cms) Small Arms Chainaxe (base contact) Assault Weapons Notes: Immune to panic. NOISE MARINES Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 4+ 3+ Weapons: Sonic Blasters plus 1 Blastmaster Weapon Range Firepower Sonic Blasters (15cms) Small Arms Blastmaster 30cm AP4+/AT5+ Notes: Immune to panic. PLAGUE MARINES Type Speed Armour Close Combat Firefight Infantry 15cm 3+ 3+ 4+ Weapons: Bolters & plague knives Weapon Range Firepower Bolters (15cms) Small Arms Plague knives (base contact) Assault Weapons Notes: Immune to panic. THOUSAND SONS Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 4+ 4+ Weapons: Bolters Weapon Range Firepower Bolters (15cms) Small Arms Notes: Reinforced armour. Immune to panic. OBLITERATORS Type Speed Armour Close Combat Firefigh Infantry 15cm 4+ 3+ 2+ Weapons: 3 body weapons Weapon Range Firepower Body weapons 45cm AP5+/AT5+/AA5+ Notes: Reinforced Armour. Thick Rear Armour. Invulnerable Save. Immune To Panic. Teleport (May be kept off table away from rest of formation and teleport to join formation at start of any turn. Must be placed within 5cms of a unit in their formation, not in an enemy ZOC, and not in impassable terrain) RAPTORS Type Speed Armour Close Combat Firefight Infantry 30cm 4+ 3+ 5+ Weapons: Bolt pistols & chainswords Weapon Range Firepower Bolt pistols (15cms) Small Arms Chainswords (base contact) Assault Weapons Notes: Jump Packs. HAVOCS Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 5+ 4+ Weapons: Two heavy weapons Weapon Range Firepower Heavy Weapon 45cm AP5+/AT6+ Notes: None CHAOS RHINO Type/Hits Speed Armour Close Combat Firefight Armoured Vehicle 30cm 5+ 6+ 6+ Weapons: Storm bolter Weapon Range Firepower Storm bolter (15cm) Small Arms Notes: Transport (May transport two of the following units: Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs) CHAOS PREDATOR Type Speed Armour Close Combat Firefight Armoured Vehicle 30cm 4+ 6+ 5+ Weapons: 1 turret mounted twin lascannon, plus 2 sponson mounted heavy bolters. Weapon Range Firepower Twin-linked Lascannon 45cm AT4+ Heavy Bolter 30cm AP5+ Notes: none. CHAOS LAND RAIDER Type Speed Armour Close Combat Firefight Armoured Vehicle 25cm 4+ 6+ 5+ Weapons: 2 sponson mounted twin lascannon, plus 1 hull mounted twin heavy bolter. Weapon Range Firepower Twin Lascannon 45cm AT4+ Twin Heavy Bolter 30cm AP4+ Notes: Reinforced Armour. Thick Rear Armour, Transport (May transport one Chosen or two of the following units: Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs) CHAOS DREADNOUGHT Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 4+ 4+ 4+ Weapons: One twin autocannon and one power fist. Weapon Range Firepower Twin Autocannon 45cm AP4+/AT5+ Powr Fist - Assault Weapon, macro weapon, extra Attacks (+1) Notes: Walker. Immune To Panic. DEFILER Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 4+ 4+ 5+ Weapons: 1 Defiler cannon, 1 Reaper autocannon, 1 heavy flamer, twin battle claws Weapon Range Firepower Defiler cannon 75cm AP4+/AT4+ or 1BP, indirect fire Reaper 30cm AP4+/AT6+ Heavy flamer 15cm AP4+, ignore cover Twin Battle Claws (base contact) Extra attacks (+2), macro-weapon Notes: Walker. C1.3 CHAOS TITAN LEGIONS <Quote> <Background information about Chaos Titan Legions> C1.3.1 Chaos Titan Legion Initiative Rating The majority of Chaos Titan Legion formations have an initiative rating of 3+. You may vary this value when devising scenarios to represent things like elite formations (higher initiative value) or exhausted troops (lower initiative value), etc. C1.3.2 Chaos Titan Legion Units <Add picture and 100-200 words describing each unit> BANELORD TITAN Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 2+ 4+ Weapons: 1 Havoc Missile rack (FxF), 1 Hellstrike Cannon (FF), 1 Doomfist (FF)1 Battle Head (FxF), 1 x Battlecannon (in tail, may shoot all round) Weapon Range Firepower Havoc Missile Rack 60cm 2BP, indirect fire. Hellstrike Cannon 120cm 3BP, macro weapon Doomfist 30cm 2 x AP4+/AT4+ or Close Combat, extra attack (+1), macro-weapon,Titan Killer D6 Battlehead (15cm) Small Arms, extra attack (+2) Battlecannon 75cm AP4+/AT4+ or Assault Weapon, extra attack (+1) Notes: 6 Void Shields. Damage Capacity 8. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Reinforced armour. Thick rear armour. Immune to panic. Critical Hit Effect: The Banelord is driven into a Blood Rage. In it’s next action it must either take a charge action if there are any enemy units within 15cms, or take a double action and shoot at the nearest formation after it has made the move, friend or foe! DECIMATOR (New Chaos war engine, very tank like, but big and imposing and slightly mad, with plenty of spikes etc. Imagine a steam-punk chaos 1st WW tank and you’ll start to get an idea of what I’m thinking of) Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 4+ 4+ Weapons: 2 x Twin Reaper Autocannon (Left Side), 2 x Twin Reaper Autocannon (Right Side), Hellstrike Cannon (FxF) Weapon Range Firepower Twin Reaper 30cm AP3+/AT5+ Decimator Cannon 45cm 3BP, macro weapon Notes: Damage Capacity 4..Reinforced armour. Immune to panic. Critical Hit Effect: The Decimator’s boiler explodes. The Decimator is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6 . DEATH WHEEL(New Chaos war engine that is basically a giant wheel with guns on the hub. No really, it will look cool, trust me!) Type Speed Armour Close Combat Firefight War Engine 30cm 4+ 6+ 4+ Weapons: 1 x battle cannon (left side) 2 x Reaper Autocannon (Left Side), 1 x Battle Cannon (right side), 2 x Reaper Autocannon (Right Side) Weapon Range Firepower Reaper 30cm AP4+/AT6+ Battle Cannon 75cm AP4+/AT4+ Notes: 2 Void Shields. Damage Capacity 4..Reinforced armour. Immune to panic. Critical Hit Effect: The Death Wheel’s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cms in a random direction (stopping if it contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed. C1.4 CHAOS NAVY <Quote> <Background information about Chaos Navy > C1.4.1 Chaos Navy Units Initiative Rating The majority of Chaos Navy formations have an initiative rating of 3+. You may vary this value when devising scenarios to represent things like elite formations (higher initiative value) or exhausted troops (lower initiative value), etc. C1.4.2 Chaos Navy Units <Add picture and 100-200 words describing each unit> SWIFTDEATH FIGHTER (stats based on Thunderbolt for moment, will update once we have model) Type Speed Armour Close Combat Firefight Aircraft fighter-bomber 6+ na na Weapons: 1 storm bolter (FxF), 1 heavy bolter (FxF), and 1 set of bomb racks (FxF). Weapon Range Firepower Stormbolters 15cm AP5+/AA5+ Heavy Bolter 30cm AP5+ /AA6+ Bomb Racks 15cm 1BP Notes: None DOOMFIRE BOMBER (as above, but based on Marauder) Type Speed Armour Close Combat Firefight Aircraft bomber 4+ na na Weapons: 2 twin heavy bolters ,1 twin lascannon (FxF),1 set of heavy bomb racks (FxF) Weapon Range Firepower Twin Heavy Bolters 30cm AA5+ Twin lascannon 45cm AT4+/AA4+ Heavy Bomb Racks 15cm 2BP Notes: None DEVESTATION CLASS CRUISER Type Speed Armour Close Combat Firefight Spacecraft na na na na Weapons: 1 Orbital Bombardment and1 Pin-Point attack Weapon Range Firepower Orbital Bombardment na 3BPs Pin-Point Attack 30cms MW2+, Titan Killer (D3) Notes: Spacecraft. May carry one Chaos Space Marine Company and deploy them with Dreadclaws. DESPOILER CLASS BATTLESHIP Type Speed Armour Close Combat Firefight Spacecraft na na na na Weapons: 1 Orbital Bombardment and3 Pin-Point attacks Weapon Range Firepower Orbital Bombardment na 3BPs Pin-Point Attack 30cms MW2+, Titan Killer (D3) Notes: Spacecraft. May carry two Chaos Space Marine Companies and deploy them with Dreadclaws. C1.5 CHAOS CULTISTS - THE LOST & THE DAMNED <Quote> <Background information about Cultists> C1.5.1 Cultist Unit Initiative Ratings The majority of Cultist formations have an initiative rating of 4+. You may vary this value when devising scenarios to represent things like elite formations (higher initiative value) or exhausted troops (lower initiative value), etc. C1.5.2 Chaos Cultist Units <Add picture and 100-200 words describing each unit> ARCH HERETIC Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 5+ 5+ Weapons: Lasguns & chainswords, plus Arcane Powers Weapon Range Firepower Lasguns (15cm) Small Arms Chainswords (base contact) Assault Weapons Arcane Powers 30cm MW6+ Notes: Command. Invulnerable save. DAEMON PRINCE Type Speed Armour Close Combat Firefight Infantry 15cm (30cm) 3+ (4+) 3+ 5+ Weapons: Daemon Weapon, Weapon Range Firepower Daemon Weapon Base Contact Assault weapon, macro-weapon, extra attack (+1) Notes: Leader. Inspiring. Invulnerable save. The Daemon prince may have wings. If this option is taken he counts as having a jump pack and his speed is increased to 30cms. However his armour save is reduced to 4+. The different values for taking wings are shown in (brackets) above. CHAOS SPAWN Type Speed Armour Close Combat Firefight Infantry 15cm 3+ 3+ na Weapons: Horrific Mutations Weapon Range Firepower Horrific Mutations Base Contact Extra Attacks (D3) Notes: Invulnerable save. TRAITORS Type Speed Armour Close Combat Firefight Infantry 15cm none 5+ 5+ Weapons: Firearms plus 1 Plasma Gun Weapon Range Firepower Firearms (15cm) Small Arms Plasma Gun 30cm AP5+/AT6+ Notes: None. MUTANTS Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 4+ 6+ Weapons: Firearms and assorted combat weapons Weapon Range Firepower Firearms (15cm) Small Arms Assorted Weapons (base contact) Assault weapons Notes: None. BIG MUTANTS Type Speed Armour Close Combat Firefight Infantry 15cm 3+ 4+ 4+ Weapons: Big combat weapons plus 1 Heavy Stubber Weapon Range Firepower Big Weapons (base contact) Assault weapon, macro-weapon, extra attack (+1) Heavy Stubber 30cm AP5+ or small arms Notes: Big mutants are strong enough to wield a heavy stubber in much the same manner that other troops use autopistols, and this is why they have such a high firefight value. CHAOS HOUNDS Type Speed Armour Close Combat Firefight Infantry 30cm 6+ 4+ - Weapons: Teeth! Weapon Range Firepower Teeth (base contact) Assault weapons Notes: None. LAND TRANSPORTER – no model yet Type Speed Armour Close Combat Firefight Light vehicle 30cm 6+ 6+ na Weapons: 1 Heavy Weapon Weapon Range Firepower Heavy Weapons 45cm AP5+/AT6+ Notes: Transport (May transport four of the following units: Demagogue, Chaos Spawn, Traitors, Mutants, Big Mutants, Chaos Hounds. Chaos Spawn and Big Mutants take up two transport spaces each.) CHAOS ALTAR – no model yet. These represent huge mobile altars to the Chaos gods, and can be represented by things like the old Cauldron of Blood, Tower of Skulls, Silver Tower etc etc etc. Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 4+ 4+ Weapons: Arcane Technology Weapon Range Firepower Arcane Technology 45cm D3 x AP4+/AT4+ Notes: Damage Capacity 3. Invulnerable Save. Reinforced Armour. Immune To Panic. Inspiring. Generates one sacrifice point at the start of each turn for it’s formation. Critical Damage: The Altar is dragged back to the warp. Remove it from play along with any sacrifices the formation may have saved up. KHORNE LORD OF BATTLES Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 3+ 4+ Weapons: 1 Death Storm (FF), 1 Chain Fist (FF), 2 Battle Cannon Weapon Range Firepower Death Storm 45cm 4 x AP4+/AT4+ Chain Fist na Assault Weapon, Macro-weapon, extra attacks (D3) Battlecannon 75cm AP4+/AT4+ Notes: Damage Capacity 6. Reinforced armour. Thick rear armour. Immune to panic. Critical Hit Effect: The Lord of Battle is driven into a Blood Rage. In it’s next action it must either take a charge action if there are any enemy units within 15cms, or take a double action and shoot at the nearest formation after it has made the move, friend or foe! CANNON OF KHORNE Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 4+ 6+ 4+ Weapons: Cannon Of Khorne Weapon Range Firepower Cannon Of Khorne 75cm MW4+ Notes: Reinforced Armour. Immune to Panic. NURGLE PLAGUE TOWER Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 3+ 4+ Weapons: 1 Plague Mortar (FxF), 1 Rot Cannon (FxF), 2 x Battle Cannon Weapon Range Firepower Plague Mortar 60cm D6BP, ignore cover, indirect fire Rot Cannon 90cm AP3+/AT5+, ignore cover Battlecannon 75cm AP4+/AT4+ Notes: Damage Capacity 6. Reinforced armour. Immune to panic. Transport (May transport twelve of the following units: Demagogue, Daemon Prince, Chaos Spawn, Traitors, Mutants, Big Mutants, Chaos Hounds, Plague Marines, Plague Bearers, Nurglings, Great Unclean One. Chaos Spawn, Big Mutants, Daemon Princes, Great Unclean Ones and Chaos Terminators take up two transport spaces each) Critical Hit Effect: Internal explosions cause an extra point of damage and kill D3 randomly selected passengers (no saves allowed). CONTAGION TOWER Type Speed Armour Close Combat Firefight Armoured Vehicle 15cm 5+ 5+ 5+ Weapons: Plague Catapult Weapon Range Firepower Plague Catapult 45cm D3BPs, ignore cover, indirect fire Notes: Immune to Panic. Invulnerable Save. SLAANESH SUBJUGATOR Type Speed Armour Close Combat Firefight War Engine 25cm 4+ 2+ 5+ Weapons: 2 x Hellslicers, 2 x Battlecannon Weapon Range Firepower Hellblade (base contact) Assault Weapon, Extra Attacks (+2) Macro- Weapon, Titan Killer Battlecannon 75cm AP4+/AT4+ Notes: Damage Capacity 3. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Reinforced armour. Immune to panic. Critical Hit Effect: The Subjugator is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Subjugator into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). SLAANESH QUESTOR Type Speed Armour Close Combat Firefight War Engine 25cm 4+ 2+ 4+ Weapons: 2 x Castigator Cannon, 2 x Battlecannon Weapon Range Firepower Castigaor Cannon 45cm 3 x AP3+/AT5+ Battlecannon 75cm AP4+/AT4+ Notes: Damage Capacity 3. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. Reinforced armour. Immune to panic. Critical Hit Effect: The Questor is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the Questor into impassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally). TZEENTCH DOOMWING Type Speed Armour Close Combat Firefight Aircraft fighter 6+ na na Weapons: 1 Flame Cannon (FxF) Weapon Range Firepower Flame Cannon 15cm AP4+/AT5+/AA5+, ignore cover Notes: None TZEENTCH FIRELORD Type Speed Armour Close Combat Firefight Aircraft bomber 4+ na na Weapons: 1 twin lascannon (FxF), 1 Flame Cannon (FxF), Firestorm Bombs (FxF) Weapon Range Firepower Flame Cannon 15cm AP4+/AT5+/AA5+, ignore cover Twin lascannon 45cm AT4+/AA4+ Firestorm Bombs 15cm 3BPs, ignore cover Notes: None C1.6 CHAOS DAEMONS <Quote> <Background information about Daemons> C1.6.1 Daemon Unit Initiative Ratings All Daemon formations have an initiative rating of 3+. C1.6.2 Daemon Units <Add picture and 100-200 words describing each unit> FURIES Type Speed Armour Close Combat Firefight Infantry 30cm 6+ 4+ none Weapons: Claws and fangs Weapon Range Firepower Claws and fangs (base contact) Assault Weapons Notes: Jump Packs. Invulnerable Save. Scouts. Costs one point to summon. GREATER DAEMON OF KHORNE Type Speed Armour Close Combat Firefight War Engine 30cm 2+ 2+ na Weapons: Axe Of Khorne Weapon Range Firepower Axe Of Khorne (base contact) Extra attacks (+1), Titan Killer Notes: Damage Capacity 2. Leader. Inspiring. Walker. Wings (count as Jump Pack). Invulnerable save. Immune to panic. Costs five points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. BLOODLETTERS Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ none Weapons: Hellblades Weapon Range Firepower Hellblades (base contact) Assault Weapons, macro-weapon, extra Attacks (+1) Notes: Invulnerable Save. Costs one point to summon. FLESH HOUNDS Type Speed Armour Close Combat Firefight Infantry 30cm 4+ 3+ none Weapons: Claws and fangs Weapon Range Firepower Claws and fangs (base contact) Assault Weapons Notes: Invulnerable Save. Costs one point to summon. GREATER DAEMON OF NURGLE Type Speed Armour Close Combat Firefight War Engine 15cm 3+ 4+ 5+ Weapons: Stream Of Corruption Weapon Range Firepower Stream Of Corruption 15cms AP4+, AT6+, ignore cover Notes: Damage Capacity 3. Leader. Inspiring. Walker. Invulnerable save. Immune to panic. Costs five points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. PLAGUEBEARERS Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ 6+ Weapons: Plague Swords, Cloud of Flies Weapon Range Firepower Plague Swords (base contact) Assault Weapons Cloud of Flies (15cm) Count as Small Arms Notes: Invulnerable Save. Costs one point to summon. NURGLINGS Type Speed Armour Close Combat Firefight Infantry 15cm 3+ 4+ none Weapons: None Weapon Range Firepower None Notes: Invulnerable Save. Note that the Nurgling’s high armour save represents their numbers rather than toughness. GREATER DAEMON OF TZEENTCH Type Speed Armour Close Combat Firefight War Engine 30cm 3+ 3+ 5+ Weapons: Bolt Of Change Weapon Range Firepower Bolt Of Change 30cms MW5+ Notes: Damage Capacity 2. Leader.. Inspiring. Walker. Wings. Invulnerable save. Immune to panic. Costs five points to summon Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. HORRORS Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 4+ 5+ Weapons: Daemonic Fire, 1 Doom Bolt Weapon Range Firepower Daemonic fire (15cms) Count as Small Arms Doom Bolt 15cm AP4+ Notes: Invulnerable Save. Costs one point to summon. SCREAMERS Type Speed Armour Close Combat Firefight Infantry 30cm 6+ 3+ none Weapons: Claws and fangs Weapon Range Firepower Claws and fangs (base contact) Assault Weapons Notes: Jump Packs. Invulnerable Save. Costs one point to summon. GREATER DAEMON OF SLAANESH Type Speed Armour Close Combat Firefight War Engine 15cm 3+ 3+ 5+ Weapons: Aura Of Slaanesh Weapon Range Firepower Aura Of Slaanesh 30cms 2BP, macro weapon Notes: Damage Capacity 2. Leader. Inspiring. Walker. Invulnerable save. Immune to panic. Costs five points to summon Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. DAEMONETTE Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 3+ none Weapons: Warp Scream, Daemonic Talons Weapon Range Firepower Warp Scream (base contact) First strike Daemonic talons (base contact) Assault Weapons Notes: Invulnerable Save. Costs one point to summon. C2.0 BLACK LEGION CHAOS ARMY LIST The Black Legion were originally known as the Luna Wolves and later as the Sons of Horus, Abaddon the Despoiler rose to command of the legion following their defeat during the Horus Heresy, and commanded that there armour be painted jet black to morror their shame. From that time on they have been known as the Black Legion. The Black Legion are the most diverse of the Traitor Legions and at any one time will include factions loyal to each of the Chaos Gods. Occasionally the bitter rivalry between the followers of the different Chaos gods can lead to problems, but in general the different factions are united by the implacable will of Abaddon the Despoiler. Thus companies including Khorne Berzerkers will march side by side with companies that include Sorcerors of Tzeentch, and either or both could be commanded by a Chaos Lord that bears the mark of Chaos Undivided. At the time of the Heresy the Space Marines were organised into huge armies known as Legions. There were only twenty such Legions, but each was many, many times greater in size than the Space Marine Chapters of the 41st Millennium. The purpose of the Legions was to carve out a new empire for mankind, a task that they carried out with great success until the Horus Heresy caused them to turn on themselves and bring the Emperor’s re-conquest of the galaxy to a premature end. Because of this the formations in a Space Marine Legion were rather larger than those found in the later Space Marine Chapters, as the Space Marine were intended to deliver hammer blows against an enemy rather than a surgical strike. This rather different organisation is sustained until this day amongst the Traitor Legions, who still operate in much larger formations than their loyal counter-parts that follow the teachings of the Codex Astartes. C2.1 Using The Army List The following army list allows you to field a Chaos Space Marine army based on Abbadon’s Black Legion. It can also be used as a ‘stand in’ army list for other Traitor Legions, such as the Death Guard, World Eaters, Night Lords and Iron Warriors. Note that the army does not include Chaos cultists, which will be covered instead by a separate army list. Chaos Space Marines are organised into formations called companies. Each company is made up of four or more units, and may also include a number of extra units called upgrades. The companies that may be taken are shown on the chart below. The chart also shows what units comprise the company, what upgrades are allowed, and its points cost. For example, an Black Legion Armoured company consists of four Chaos Predator units and costs 250 points, and may include Chaos Land Raider upgrade at an additional cost in points. Each upgrade that is taken adds to the cost of the company, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taking for, and sometimes take the form of additional units for the detachment. Each upgrade may be taken once per formation. A maximum of four upgrades may be taken for each formation. Black Legions armies may be supported by Black Legion War Engines, Aircraft and Spacecraft. Up to a third of the points available to the army may be spent on these formations. C2.1.1 Chaos Warlord One Chaos Lord character in the army must be upgraded to a Chaos Warlord character. This additional upgrade does not cost any additional points. Any formations belong to the same faction as the Warlord’s formation receive a +1 initiative modifier (see above). C2.2 Black Legion Army List C2.2.1 Black Legion Formations Formation Type Units Upgrades Allowed Points Cost Black Legion Company One Chaos Lord character upgrade and eight Chaos Space Marines units Rhinos, Chosen, Havocs, Cult Marines, Dreadnought, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Sacrifices 250 points Black Legion Bike Company One Chaos Lord character upgrade and eight Chaos Space Marines Bike units Sacrifices 200 points Black Legion Raptor Company One Chaos Lord character upgrade and eight Raptor units Sacrifices 250 points Black Legion Armoured Company Four Chaos Predators Chaos Land Raiders, Sacrifices 250 points C2.2.2 Black Legion Upgrades Upgrade Units Cost Rhinos Up to eight Rhinos 10 points each Chosen Four Terminator units 200 points Cult Marines If it belongs to the correct faction then the formation may include units belonging to one of the following Chaos Marine Cults: Four Berzerkers (Khorne), Four Noise Marines (Slannesh), Four Plague Marines (Nurgle), Four Thousand Sons (Tzeentch) 100 points Obliterators Up to three Obliterators 100 points each Dreadnought Up to three Dreadnoughts 50 points each Chaos Land Raiders Four Land Raiders 350 points Sacrifices Up to three Sacrifices 25 points each Defilers Up to three Defilers 100 points each Dreadclaws <These work in the same manner Marine Drop Pods. May not be taken by formations that include any vehicles other than Dreadnoughts. In addition they require a Devestation class cruiser or Despoiler class battleship in order to be used.> 10 points per unit in the formation Havocs Four Havoc units 150 points C2.2.3 CHAOS TITAN LEGION WAR ENGINES Banelord Titan (875 points each) Death Wheel (350 points each) Decimator (250 points each) C2.2.4 CHAOS NAVY AEROSPACE UNITS Swiftdeath Interceptor (200 points for three) Doomfire Bomber (400 points for three) Devastation Class Cruiser (150 points) Despoiler Class Battleship (250 points) C3.0 THE STIGMATUS COVENANT CHAOS CULTISTARMY LIST <<< Insert Background >>> C3.1 Using The Army List The following army list allows you to field a Chaos Cult army based on the Stigmatus Covenant Cult that arose in the Mackan system during Abaddon’s 13th Crusade. It can also be used as a ‘stand in’ army list for other Cult armies. The followers of the Stigmatus Covenant cult are organised into formations called covens. Each coven may also include a number of extra units called upgrades. The charts below shows what units comprise a coven, what upgrades are allowed, and their points cost. Each upgrade that is taken adds to the cost of the coven, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Each upgrade may be taken once per formation. Each coven included in the army allows the player to take one Chaos Daemon Engine formation. The Chaos Daemon Engine formation taken must belong to the same faction as the coven associated with it. For example, if the army included two Khorne covens that it could also include two Khorne daemon engine formations. C3.1.1 Daemon Prince The army may include a Daemon Prince. If it does so then the Daemon Prince counts as the armies Warlord, and any formation’s belonging to the same faction can add +1 to any initiative rolls. C3.2 Stigmatus Covenant Army List C3.2.1 Stigmatus Covenant Covens Formation Type Units Points Cost Stigmatus Covenant Coven One Arch Heretic and eleven Traitor units 200 points C3.2.2 Stigmatus Covenant Upgrades Upgrade Units Cost 0-1 Daemon Prince Replace one Arch Heretic with a Daemon Prince 25 points Mutants Replace any number of Traitor units with an equal number of Mutant units free Big Mutants Replace any number of Traitor units with an equal number of Big Mutant units 10 points each Chaos Spawn Add one Chaos Spawn unit to the coven 50 points Land Transporters Add up to eight Land Transporter units to the coven 5 points each Sacrifices Add up to three Sacrifices to the coven 25 points each Chaos Hounds Add up to three Chaos Hounds to the coven 10 points each Chaos Altar Add one Chaos Altar to the coven 100 points each C3.2.3 Stigmatus Covenant Daemon Engines Khorne: Lord of Battles (500 points each) Khorne: Cannon Of Khorne (150 points for a formation of three) Nurgle: Plague Tower (300 points each) Nurgle: Contagion Towers (150 points for a formation of three) Slaanesh: Subjugator (300 points each) Slaanesh: Questor (250 points each) Tzeentch: Firelord (100 points each) Tzeentch: Doomwing (100 points for a formation of two) CX1 APPENDIX ONE - OLD CHAOS TITAN MODELS When the first version of Epic (called Adeptus Titanicus) was released back in the eighties it was set some 10,000 years before the 41st millennium, during a period known as the Horus Heresy. Although I’d love to be able to say that we’d done this to illuminate a fascinating period of Imperial history, it actually came about because we could only afford to make one Titan model, and so came up with a background that allowed it to be used by both sides. This in those early days the plastic Warlord Titan model was used to represent both loyal and traitor Titans, and either side could use any of the variants described in the game. In those days Warhounds and Reavers were represented by the simple expedient of arming a Warlord with three weapons (for the equivalent of a Reaver) or two weapons (for the equivalent of a Warhound). Ahhh, life was so much simpler then… But I digress. Later we brought out metal Warhound and Reaver models, and the Warlord was restricted to having four weapons in the form we know so well today. We still didn’t make specific Chaos versions of any of the models though, so the metal Reaver and Warhound Titans could be used by either Imperial or Chaos armies. Later on we decided to make some metal ‘conversion’ kits that allowed you to add different heads and weapons to the Titan to give it a more ‘Chaosy’ look, and later on still we made specific Chaos Titans as metal kits, which gave raise to the Banelord Titan included in the army list above. The effect of all this is that there are quite a few Warlord, Reaver and Warhound Titans still knocking around that were painted up by their proud owners as part of their Chaos army. Unfortunately, while these models are perfectly acceptable for games set during the Heresy, they are a lot less so for games set 10,000 years later when Chaos Titans have mutated into different forms like the Banelord. Because of this the Epic Armageddon model range will only include ‘later day’ Chaos Titans or their equivalents – or at least it will until we decide to do models and army lists set during the Heresy... But I digress again. None of the forgoing is meant to imply that players with Heresy period Titans in their collection shouldn’t use them. Quiet the reverse in fact; you should use the models with pride, and make sure to tell less experienced players what things were in the early days of the hobby (just remove the rose-tinted lasses first, and keep in mind that the models are something of an anachronism for games set in the 41st millennnium!) Players with Warlord Titans can simply count them as Banelords in tournament games, and may use the Imperial Warlord Titan datasheets in non-tournament games. I’ve included a weapon list covering the Chaos weapons we produced which can be used in conjunction with the Imperial datasheets to cover the specific weapons mounted on the Titan in non-tournament games. Chaos Reaver and Chaos Warhound Titans are rather more difficult to incorporate into tournament games. I recommend counting the Reaver as a Banelord, and the Warhound as a Death Wheel. In non-tournament games simply use the appropriate Imperial datasheets, plus the weapon lists below if required. Chaos Titan Weapon List Over the years Games Workshop has made dozens of alternative weapons to be mounted on Chaos Titans. The following table lists the weapon characteristics for these weapons for use in non-tournament games. In tournament games simply say that a Titan carrying these weapons ‘counts as’ one of the Titans in the Grand Tournament army list. See also the Banelord Titan datasheet for the stats for other Chaos Titan weapons. Weapon Range Firepower Battle Claw na Assault Weapon (MW), Extra Attacks (+1), Titan Killer (D3) Battle Head* (15cms) Small Arms, Extra Attack (+2) Chaos Energy Whip (base contact) Assault Weapon, Macro-Weapon, Titan Killer (D3), first strike Chaos Titan Tail na Assault Weapon, Extra Attack (+1) Death Storm 45cm 3BP Doomburner 45cm MW2+, ignore cover Hellblade (base contact) Assault Weapon, Extra Attacks (+2) Macro- Weapon, Titan Killer * Battle Heads include all of the following variants: All ‘Close Combat Heads’, Nurgle Head, Slaanesh Head, Khorne Hound Head, Khorne Skull Head, Horned Helm Head, Dragon Head,Tzeentch Head CX2 APPENDIX TWO – OTHER HARD TO FIND MODELS <<< Add appendix covering all OOP models and any FW resin models >>> CX3 APPENDIX THREE – TRAITOR MARINES AND TRAITOR GUARD <<< Add section explaining how to use the Space Marine and Imperial Guard army lists to represent armies that have just turned to Chaos. Basically, the only difference between loyalist and traitor in such armies will be in paint schemes and iconography. >>> EPIC Armaggedon - Guest - 29-04-2004 :shock: Woaw!!!! ça c'est du pavé... |