Escolar Documentos
Profissional Documentos
Cultura Documentos
Bloodletters (85pts)
Upgrade one Bloodletter to Bloodreaper (5pts)
Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Skulls for the Skull Throne!
8x Bloodletters (80pts)
8x Hellblade
Bloodletters (85pts)
Upgrade one Bloodletter to Bloodreaper (5pts)
Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Skulls for the Skull Throne!
8x Bloodletters (80pts)
8x Hellblade
7x Cultists (42pts)
7x Close Combat Weapon, 7x Improvised Armour
Possessed (197pts)
Blood for the Blood God!, Daemon of Khorne, Fearless, Fleet, Mark of Khorne, Vessels of Chaos
4x Possessed (120pts)
4x Close Combat Weapon, 4x Power Armour
Unit Type
WS BS S T W I
Bloodletters
Infantry
4 3 1
4 1 7
6+/5++
Bloodreaper
Infantry (Character) 5
4 3 1
4 2 7
6+/5++
Chaos Cultists
Infantry
3 3 1
3 1 7
6+
Cavalry
4 5 4
5 4 10 3+/4++
Cultist Champion
Infantry (Character) 3
3 3 1
3 2 8
6+
Possessed
Infantry
5 4 1
4 2 9
3+/5++
Possessed Champion
Infantry (Character) 4
5 4 1
4 2 9
3+/5++
Name
A Ld Save
Chaos
Rhino
11
11
10
Vehicle (Tank)
Name
Description
Improvised
Armour
Juggernaut of
Khorne
Power Armour
Searchlight
Night fighting only. It can illuminate a target it has fired at. Illuminates itself in the process (illuminated units
loses Night Fighting benefits)
Sigil of
Corruption
Smoke
Launchers
Once per game, instead of shooting or flat out movements/running, the vehicle can activate smoke
launchers. May not fire its weapons that turn but recieves a 5+ cover save until next player turn.
Unaffected by weapon destroyed, crew shaken and crew stunned results.
Name
Assault Grenades
8"
Assault 1, Blast
Autogun
24"
Rapid Fire
Autopistol
12"
Pistol
Axe of Khorne
User
Close Combat
Weapon
User
Meele
Combi-Bolter
24"
Goredrinker
+1
Havoc Launcher
48"
Hellblade
User
Melee
Krak Grenades
8"/ -
Assault 1/ -
Auxiliary (567pts)
Gorepack (427pts)
Move through Cover, Preferred Enemy (Psykers), Run them to Ground!
2x Bikers (44pts)
2x Bolt Pistol, 2x Chaos Bike, 2x Close Combat Weapon, 2x Frag Grenades, 2x Krak Grenades, 2x Power Armour, 2x
Twin-Linked Boltgun
2x Bikers (44pts)
2x Bolt Pistol, 2x Chaos Bike, 2x Close Combat Weapon, 2x Frag Grenades, 2x Krak Grenades, 2x Power Armour, 2x
Twin-Linked Boltgun
Blood for the Blood God!, Daemon of Khorne, Deep Strike, Fearless, Scout
Unit Type
WS BS S T W I
A Ld Save
Biker
Champion
Bike (Character) 4
4 5 1
4 2 9
3+
Bikers
Bike
4 5 1
4 1 8
3+
Flesh Hounds
Beasts
4 4 2
4 2 7
6+/5++
Name
Description
Chaos Bike
Collar of
Khorne
A Unit containing 1 or more collar of Khorne adds +2 to all Deny the Witch rolls.
Power Armour
Name
Assault Grenades
8"
Assault 1, Blast
Bolt Pistol
12"
Pistol
Boltgun
24"
Rapid Fire
Close Combat
Weapon
User
Meele
Krak Grenades
8"/ -
Assault 1/ -
Lightning Claw
User
Meltagun
12"
Assault 1, Melta
Maulerfiend 3
6 12
12
10
A HP Type
3 2 3
Vehicle
(Walker)
Name
Description
Daemonic
Possession
Reduces the BS to 3. Ignores Crew shaken and stunned results on a 2+ (embarked models remain
affected). Roll a D6 each time a model embarks/disembarks. On a 1 it eats a random model (with no saves
allowed) and regains a Hull Point.
Lasher Tendrils
Each set of Lasher Tendrils reduce the base attacks of all models in base contact with the Maulerfiend by 1
to a minimum of 1.
Name
Power
Fist
x2
Roster Rules
Blood Frenzy (Chaos KD Blood Host Detachment): At the beginning of your turn, before deciding to spend blood tithe points, you
automatically generate an additional Blood Tithe.
Chosen of Khorne (Chaos KD Blood Host Detachment): If this detachment is your primary detachment, you may re-roll the result of the
Warlord traits in Codex: Khorne Daemonkin.
Selection Rules
Access Points: Rhino: 2 Side access points, 1 Rear access point.
Blood Feast: Keep a track of the casualties infliced by the Goredrinker. At the start of the controlling players turn, consult the chart in Codex:
Khorne Daemonkin for what effects are bestowed upon the blade (effects are cumulative until model is lost or game ends).
Blood for the Blood God!: A Khorne Daemonkin army generates Blood Tithe points that the player keeps track of (up to a max of 8 Tithes).
These Blood Tithes are earned by:
1. A unit containing this rule either being completely destroyed, or completely destroying an enemy unit.
2. A Character with this rule is either slain, or slays an enemy character in a challenge.
At the start of the player turn, the player may choose to spend the Blood Tithes (Blood Tithe chart is found in Codex: Khorne Daemonkin). The
remaining Blood Tithes are then lost as part of the purchase. The player may still continue to harvest Tithe after all purchases.
Blood Sacrifice: If a cultist unit fails a morale check, you can choose to remove the remaining models as casualties.
Boon of Khorne: When you choose a Blood Tithe result on the table, select a second Tithe (that is both under 4 Tithe's and under the original
Tithe reward) and that Tithe is applied as well. The second Tithe affects all units in the formation and lasts until end of turn.
Chosen of Khorne: If this formation is the Primary detachment, you may re-roll the result of the Warlord Traits table.
Daemon of Khorne: Confers Furious charge, Daemon and Hatred (Slaanesh) to its models. Hammer of Wrath from chariots are resolved at
Strength 7.
Daemonforge: Once per game, at the start of any shooting or assault phase, the model may activate its Daemonforge.
Until the end of that phase, the model in question may re-roll all its failed to-wound/armour penetration rolls.
At the end of the phase in which this is used, roll a D6. On a 1 the model immediately loses a Hull Point with no save allowed.
Decapitating Blow: Any roll of a 6 on the to-wound chart confers Instant Death
Deep Strike
Fearless
Fire points: Rhino: Two models can fire from the top hatch.
Fleet: A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge
ranges (such as a single D6 from a charge range roll, for example).
Independent Character
It Will Not Die!
Mark of Khorne: Confers Rage and Counter-attack to the model.
Move through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult
terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and
picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Preferred Enemy (Psykers)
Repair: If a Chaos Rhino is Immobilised, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll
a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful repair does not restore a Hull Point.
Run them to Ground!: Flesh hounds in this formation have Hammer of Wrath. Chaos bikers have shred on their Hammer of Wrath attacks.
Scout
Siege Crawler: Maulerfiends can move up to 12" in the movement phase and are not slowed by difficult terrain (even when charging). This unit
gets +1 Armour penetration rolls against buildings in Close Combat.
Skulls for the Skull Throne!: Model must issue and accept challenges. If multiple models have this rule then the controlling player chooses.
Transport Capacity: Rhino: Can carry 10 models. Cannot carry Bulky, Very Bulky or Extremely Bulky models.
Vessels of Chaos: At the start of each fight sub-phase, roll a D3 on the mutation table provided in Codex: Khorne Daemonkin for each friendly
Possessed unit locked in combat. The unit (and all models in it,) recieves the corresponding result until the end of the Game Turn.
D3 / Mutation
1 Strength of the Damned: The Possessed re-roll all failed To Wound rolls.
2 Vorpal Claws: The Possessed s Melee weapons are AP3.
3 Supernatural Speed: The Possessed gain +1 Attack and +1 Initiative.
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