Beruflich Dokumente
Kultur Dokumente
CHOOSE A DEITY
Before warband creation the warband must select one of the four Chaos deities to
worship: Khorne, Nurgle, Tzeentch or Slaanesh. The deity chosen will determine
what mark the Chaos Lord can take, the troops that can be chosen for the
warband, and the upgrades and artifacts the warband can accumulate during the
campaign.
RANGED WEAPONS
Range
AP
Bolt Pistol
3S
Boltgun
3M
Flamer
2S
Heavy Flamer
2S
Armor works just as it does in a typical Song of Blades & Heroes game (though
SoBaH only has Heavy Armor). Each armor item will have an Armor Rating
(AR). The AR indicates how many points the attacker needs to roll higher than the
defender in order for the attack to be successful. For example, a model attacking
an enemy with an AR of 3 needs to beat the opponents score by 3 or more.
Plasma Pistol
3S
Plasma Gun
3M
Shotgun
1S
Some armors have very high AR making some models seemingly impossible to
beat. This is where the Armor Piercing (AP) value of weapons comes in. An
attacker subtracts its weapons AP from the defenders AR. Going back to the
example above suppose the attacker had a weapon with an AP of 1. Now, the
opponents AR is reduced to 2, meaning the attacker now only needs to beat the
defenders score by 2 points (instead of 3). If the attacker had an AP 2 weapon, he
simply needs to beat the defenders score as if the defender had no armor!
Heavy Bolter
3M
See Flamer
+1 Combat when shooting. Auto
Fire, Must spend one action to reload
after every shot
THE WARLORD
Each warband must include at least one personality model. In addition, exactly
one of the taken personality models must be made the Warlord. The Warlord
immediately gains the Leader special rule at no cost.
CHAOS ICONS
One model (and one model only!) in the warband may carry a Chaos Icon (if
able). When a Morale test causes a model to flee, it may run towards the Chaos
Icon bearer instead of towards the closest board edge. Models running to the
Chaos Icon must still avoid enemies within 1 Short in their path. However, the
Chaos Icon bearer is the first model to take a Morale test for Leader loss or for
50% losses in the warband.
The Chaos Icon bearer can also be a valid rally point for a Regroup group action.
Regrouping models must end the move with their bases adjacent to the Chaos
Icon bearer if there is space, or to another model adjacent to the Chaos Icon
bearer.
If the Chaos Icon bearer is wounded or killed, the Chaos Icon is dropped, and
while it is on the ground it does not work as a rally point. Any other friendly
model can pick it up using 1 action.
If an enemy picks up the Chaos Icon, the whole warband must make a Morale roll.
If the Chaos Icon bearer is routed off the table, he is assumed to drop the Chaos
Icon at the beginning of his movement.
Combi-bolter
All ranged weapons provide the Unerring Aim special rule (this has already been
calculated in the cost).
MELEE WEAPONS
AP
Special
CC weapon
Chainsword
Power weapon
ARMOR
AR
Special
Basic armor
Power armor
2
3
Terminator armor
SPECIAL
Special
Jump pack
RANGED WEAPONS
3M
Special
MARKS OF CHAOS
MARK OF KHORNE
MARK OF NURGLE
MARK OF TZEENTCH
MARK OF SLAANESH
CHAOS REWARDS
AURA OF DARK GLORY...........................30 POINTS
Some champions of Chaos are so blessed by their patron deity that they are
supernaturally protected from harm. They might be surrounded by a powerful,
crackling shield of energy, or else bullets aimed at them may be strangely
turned aside just before they strike. In either case, it is clear that the Dark
Gods are watching over them.
When a model with an aura of dark glory suffers a kill result it may make a 5+
Quality roll on 3d6. On two successes, it ignores the kill result. All gruesome
kill results against this model are counted as normal kills.
A spell familiar may be a small creature mode of bound psychic energy, such as
the tutelaries of the Thousand Sons, or a living being invested with the power of
the Warp. They can take any form, but are often small imps, evil-looking
mannequins or twisted, dwarfish mutants.
A model with a spell familiar may reroll resistance rolls against Transfix powers
or the Distract ability. The result of the reroll is final. The spell familiar is always
assumed to be on the same base as its master. If you wish to represent it
separately you can. However, the model itself plays no part in the game; if the
model gets in the way, simply move it to one side.
CHAOS BOONS
A Chaos Champion (and followers of Chaos that prove their worth on the battlefield) may roll for a blessing from their patron god. To use this below table
the model rolls 2d6. It is best to roll two different colored dice or to roll each die one at a time. Designate one die as a d3 (meaning that a roll of 1 2 is a 1, 3
4 is a 2, and a 5 6 is a 3). Multiply the d3 result by 10. Next, roll the d6 and add the result.
24
25
13
26
14
31
15
32
16
33
34
35
36
11
12
21
22
23
CHAOS CHAMPIONS
I murdered thousands for the Emperor and he gave me nothing except his damning silence.
Now his lapdogs yap for every life I take, while the gods promise me the galaxy.
A Chaos Champion is a tyrannical warrior-king who likes to
bathe in the blood of worlds. He strives to bring whole star
systems to their knees in the name of his patron deities. Typified
by merciless ambition and fierce pride, many of these champions
of disorder were once noble Chapter Masters and Captains of the
Adeptus Astartes, but long years of unremitting war have twisted
their souls beyond recovery.
CHAMPIONS OF KHORNE
Possessed of a wrath so intense it often clouds their vision, the
champions of Khorne immerse themselves in indiscriminate
butchery. Each champion is a looming brute in gore-stained
armor. Many such champions retain their intellect, but their
blood-greed is so strong that, upon the battlefield, they could
easily be mistaken for mindless savages.
CHAMPIONS OF TZEENTCH
The Changer of the Ways grants his followers access to an almost
limitless supply of arcane power. Such champions have
supernatural ability to outguess their foes and often manifest
mystical mutations, such as halos of dark flame, third eyes,
or crystalline bodies that flicker with the screaming faces of
vanquished foes.
CHAMPIONS OF NURGLE
The champions of Nurgle are lumbering, filth-encrusted hulks.
Their guts are bloated sacs of gas and rancid fat, and their
sagging skin has the waxy pallor of a corpse. Yet the devotees of
Grandfather Nurgle rejoice in the grotesque splendors visited
upon them and work ceaselessly to spread entropy across the stars
in the name of the Father of Plagues.
CHAMPIONS OF SLAANESH
Champions of Slaanesh are gifted with strange sensory organs
and mood amplifiers that allow them to better savor the shocking
stimuli of open warfare. The life of such a champion is a
whirlwind of excess, and his mind reacts so swiftly that he can
fight with blurring speed and dexterity.
Chaos Champion
Combat
4 (3 when shooting)
Cost
78
Quality
3+
Quality
4+
Combat
3
Cost
48
RAPTORS
Look at the corpse-gods runts, scrambling for safety like frightened children.
Descent, then; maximum vox. I want to see my prey debase itself in pure terror before it dies.
The cruel terror troops known as Raptors consider themselves the
elite of the Chaos Space Marine warbands. Their murder squads
epitomize what has become of the Assault Marines of the Traitor
Legions. Though they were once rare and highly valued Imperial
troops, the Raptors have fallen to their own pride and lust for
violence. They now roam the galaxy as merciless hunters,
relishing the fear they cause as they plummet screaming out of
the skies.
Within the Space Marine legions of old, jump pack troops were
relatively rare. Horus knew well the value of the surprise attack,
and such was his military genius that the arrival of his Assault
Marines was the turning point in dozens of critical battles. They
would be held in reserve until the enemy exposed a weakness in
its battle line, whereupon entire jump pack companies would
plunge into the fray, breaking the foes defenses wide open with
meltagun, flamer and chainsword.
Perhaps it was their habit of preying on lesser warriors that led to
the slow corruption of the Assault companies that sided with
Horus. Over time, those of their number who ventured in the
Warp grew to love the exhilaration of soaring through the skies a
little too much. They became addicted to the thrill of looking
down upon the warriors beneath them, and as the rudimentary
machine-spirits of their jump packs also became corrupted, they
melded with their wargear until the power of true flight became
theirs. The Chaos-tainted armor of a Raptor reflects his predatory
nature, usually mimicking the appearance of a vicious bird of
prey or swooping Daemon. Altered vox-casters protrude from
helmet and plate, amplifying the raw hatred of their war cries and
better enabling their wearers to terrify their enemies into
submission before the final strike.
The Raptors' predilection for sadism and psychological warfare is
a dark reflection of the Assault Marine's traditional role. Simple
killing is no longer enough. The Raptors want not only to tear
apart their prey, but to scare them witless beforehand - they will
go to great lengths to see their groveling prey's face distorted with
fear before the final blow is struck. Wherever the Raptors prowl,
ghostly voices and horrific threats are broadcast into enemy
comms, the skies are haunted by daemonic faces, and evil shrieks
echo through the night so that their sleep-deprived quarry is
driven to the edge of madness. Needless to say, the ranks of the
Night Lords, a Legion famous for its terror tactics, attract a great
many Raptors to its banner.
Raptor
Quality
4+
Combat
3
Cost
51
CHAOS TERMINATORS
+++ IMPERIAL DESIGNATOR: Brutus Apex. Engage with extreme caution.
CODEX DOCTRINE: Slay the traitor: Anti-armor fire at range. +++
Chaos Terminators are heavily armored veterans clad in debased
suits of tactical dreadnaught armor. They form the elite of their
masters warbands, for though they are ponderous compared to
their pwer armor clas comrades, nothing short of a dedicated antitank laser can stop a Terminator in full stride. These seasoned
killers often act as the personal guards of an esteemed champion
of Chaos, enforcing the commands of their leader with pitiless
efficiency and taking their pick of the spoils after each victory.
They tend to be egotistical, brutish and crude, using their physical
prowess and the favor of their lord to intimidate other members
of their warband. Far from resenting such behavior, most Chaos
Space Marines simply plot to bring about the day when they can
abuse such power themselves.
As any Space Marine will recount, a suit of Terminator armor is
an ancient and sacred artifact to be treasured and lovingly
maintained. The armor is massively bulky and contains a fill
array of fiber bundles and adamantium rods to support the heavy
gauge plasteel and ceramite plates that form the outer carapace.
Legend has it that the crux terminates emblazoned on each suits
shoulder incorporates a fragment of the Emperors own blessed
armor. Each Chapter can muster only a hundred or so of these
suits, and not all of their systems are properly understood, as their
workmanship is from a bygone age. Nonetheless, those veterans
given the honor of wearing one of these masterpieces to war are
the most formidable foot soldiers in the Imperium.
Chaos Terminator
Quality
4+
Combat
3
Cost
66
OPTIONS
One terminator in the warband may replace his combi-bolter with a heavy
flamer (-X points)
CHAOS CULTISTS
KNOWN SECTOR EXCELSIOR CULTS: Order of Crimson Dawn,
Blood Fraternal, the Sinecure, Chorus of the Void, Blades of the New Sun
The teeming masses of the Imperium have colonized the galaxy
from end to end. Trillions of souls labor night and day in an
increasingly hostile universe. Miles-high hive cities boil with
overpopulation, dense hab-complexes sprawl across continents,
and industrial worlds grind and churn by the efforts of uncounted
workers under the steely gaze of their high-handed overlords. But
the adepts of the established order cannot be everywhere at once.
A regime as restrictive and oppressive as the Imperium provides
fertile ground for insurrection, and there are those that would
foster this discontent for their own black ends. Rebellion festers
in the fetid underbelly of almost every civilized world, a fire just
waiting for a spark. Where the flames of heresy are given fuel,
Chaos is quick to follow, turning desperate men into worshippers
of the Dark Gods.
Chaos Cultist
Quality
4+
Combat
2
Cost
20
KHORNE BERZERKERS
Blood for the Blood God! Skulls for the Skull Throne!
It was the gruesome experiments of Angron, Primarch of the
World Eaters, that led to the creation of the first Berzerkers. By
the ritual lobotomization of his warriors, he removed all sense of
fear and danger and then heightened the rush his soldiers
experienced in combat. When the Legion swore itself to Khorne,
the Berzerkers were no longer bound by Imperial battle doctrine
and were given full reign to exercise their bloodthirsty skills.
They have since become the ultimate close combat shock troops,
entering an uncontrollable frenzy in the heat of battle.
Those who wish to fully dedicate themselves to Khorne usually
join the World Eaters to undergo the complex pyscho-surgery
they employ. Once the procedure is complete, they are one with
their angry god, feeling nothing but the desire to kill, maim and
burn. After the World Eaters Legion disbanded during the
fighting on Skalathrax, most Berzerkers formed separate
warbands, and many bastardized practices of lobotomization
spread to other Chaos Space Marine forces with them. Abaddon,
in particular, has recruited a number of highly-skilled Berzerkersurgeons to his cause, and only the Black Legion is even close to
the World Eaters in their perfection of this barbaric practice.
Khorne Berzerker
Quality
4+
Combat
3
Cost
66
OPTIONS
BLOODLETTERS OF KHORNE
THE WARMONGERS OF KHORNE
Acts of violence rage and deeds of bloody murder resound
through the Warp like a thunderous drumbeat, a booming echo
that calls the Demons of Khorne to war. Endless regiments of
Bloodletters rush to answer the summons, their stopped forms
eager to join in the slaughter. Filled with an insatiable desire
for blood, these Lesser Demons of Khorne are amongst the
most aggressive creatures in the Warp. Their unholy howls of
triumph when spilling blood chill the hearts of all who hear
them. Equally fearsome are their ceaseless screams of Blood
for the Blood God! Skulls for the Skull Throne! Simply put,
Bloodletters are violence and murder given physical form and
purpose by the Blood God.
Bloodletters are Khornes most numerous warriors, the foot
soldiers of his demonic legions. Their horrific appearance is
an assault upon mortal sensibilities. Their skin is the color of
hot blood, and their angry eyes resemble burning coals.
Bloodletters are possessed of an inhuman strength; they can
rip a mortal apart with cold-blooded ease, and in battle they
carry long, jagged Hellblades that glow with the heinous
energies of the Warp. These vicious swords are said to be as
sharp as Khornes hatred. As they cut through flesh and bone,
they become coated with the blood of the slain, glowing ever
brighter as they slay, invigorated by the rich taste of death.
Bloodletters are ferocious demons that descend upon their
foes in baying packs. The sight of spilt blood only drives them
further into a frenzied rage, screaming with fury as they fall
upon mortal flesh with dark blades, teeth and claws. Few
mortals can withstand such an onslaught, for the sight of their
own comrades cut in half and butchered by howling
Bloodletters is enough to break even the stoutest of soldiers.
Whilst Bloodletters are not the subtlest of creatures, they are
not above subterfuge if it will lead to an even greater tally of
skulls to offer the Blood God. However, where another demon
may flatter and ensnare a mortal victim to torture them in
perpetuity, a Bloodletter only ever resorts to persuasion or lies
in order to stab a foe in the back. Bloodletters seek the blood
of mortals to offer at the foot of the Skull Throne, ever hungry
for fresh prey, ever willing to tear the warm red flesh from
their victims with their talons and triumphantly smear the gore
upon their curving horns.
Bloodletter of Khorne
Quality
4+
Combat
3
Cost
69
PLAGUE MARINES
Plague Marine
Quality
4+
Combat
3
Cost
74
OPTIONS
PLAGUEBEARERS OF NURGLE
ROTTEN PALADINS OF THE PLAGUE GOD
The dull knell of bells and the humming of flies herald the
arrival of Nurgles Plaguebearers. Forming the rank and file
of his pestilent legions, the Lesser Demons of Nurgle
shuffle forwards, their ripe bodies swollen with contagion
and rife with the stench of decay. Each demon has a single
rheumy eye and a horn spouting from its skull the mark of
Nurgles Rot that each bears through eternity.
It is the Plaguebearers role to keep stock of the new
diseases and symptoms, and to maintain some semblance of
order amongst Nurgles naturally mischievous hordes. The
Plaguebearers obsessive need to organized is characterized
by their constant counting as they try to calculate every new
outbreak of plague. However, this monotonous chanting
achieves very little it is practically impossible to catalogue
anything amidst the ever-changing nature of Chaos. This in
no way discourages them, however, for they are the
embodiment of the need to impose order upon the
meaningless and uncaring world. In battle, their corpulent
forms resist all but the most fearsome weaponry, and they
wield rusted blades that corrupt flesh and rust metal in an
instant. Unfortunately for the Plaguebearers, they are prone
to losing count during combat, and they stand above their
dying foes groaning in frustration before starting their count
all over again.
NURGLES ROT
Chief among the many gifts that Father Nurgle has
granted an ungrateful galaxy is Nurgles Rot. It is his
most successful endeavor incurable, highly infectious
and with a very, very slow course. This perfect illness
does not kill its host quickly; rather it slowly turns the
victims body into a bloated, rotting, living corpse. At the
same time, it is eroding the soul, painfully corrupting the
spirit to the point where the tortured victim has to choose
between the only two routes left open to him: either end
his own life, or fully embrace the ways of Father Nurgle,
delighting in disease and putrescence, reveling in buboes
and sickness until death puts an end to his suffering. Only
then will he realize the true blessing that has been visited
upon him, as his soul is reborn in Nurgles ream, in the
immortal shape of a new Plaguebearer.
Plaguebearer of Nurgle
Quality
4+
Combat
3
Cost
60
NOISE MARINES
The mind-curdling cacophony of the battlefield! Shape it, savor it,
add to it until your senses shake and your minds quiver with deafening bliss!
The origin of the Noise Marines goes back to the days and nights
when Fulgrim and his Emperor's Children first heeded the silky
whispers of Slaanesh,just before the outbreak of the Horus
Heresy. From the warrior cults founded by the Davinite
tribesmen, Horus introduced Fulgrim and his chief lieutenants to
the practice of elaborate feasting and drinking, including the use
of exotic narcotics and indulgence in other pleasurable
diversions.
Entranced by the ecstatic celebrations, the officers of the
Emperor's Children took these debased practices back to the rest
of their warriors, and in this way, the cult of Slaanesh took root in
the Legion. Ever since then, the Emperor's Children have sought
to indulge every excess and depravity they can imagine, pushing
the boundaries of their minds as far as they can, as they hone their
bodies to the limit of blissful endurance.
As just one example of the rewards granted by the Prince of
Pleasure to those who worship him, a Noise Marine's hearing is a
thousand times more sensitive than normal. They can distinguish
the subtlest pitch in tone and volume, but are only able to enjoy
the most deafening of cacophonies. Such raucous sensory input
electrifies the Noise Marine's brain, causing extreme emotional
stimulation that makes all other sensations seem pale and
worthless. The louder and more discordant the noise, the more
extreme the emotional reaction provoked. Only the din of battle
and screams of the dying can truly stir a Noise Marine's attention
for long. On the battlefield, his mind ceases to function normally
and instead becomes a mere receptacle for the sensations ignited
by the music of the apocalypse, thrilling to hear the shrieks of the
wounded as they dance upon the path of destruction.
Noise Marine
Quality
4+
Combat
3
Cost
65
DEMONETTES OF SLAANESH
MAIDENS OF ECSTASY
Most numerous of Slaaneshs servants are his Lesser Demons,
the Demonettes. They server as courtiers and courtesans in the
Palace of Pleasure, created to fulfil Slaaneshs every passing
whim. They fill Slaaneshs throne room, lounging upon silken
cushions, gossiping endlessly as they scheme to earn greater
favor from their willful master.
The Demonettes are also Slaaneshs warriors and messengers
beyond his realm. Slaanesh is given to extreme changes of
mood and when frustrated, he lashes out with his legions,
sending his Demonettes to tear down everything he finds
repugnant, unsubtle and crude, and replace them with artistic
vistas of destruction.
In battle, Demonettes can be seen dancing across the bloodsoaked ground, dead bodies forming a carpet beneath their feet.
Their honeyed voices are raised in joyous songs of praise to
Slaanesh as they slay and maim in the name of agony and
pleasure. They are lithe, dexterous killers, grifting their victims
with a mixture of excruciatingly painful caresses and the most
delicate and tender of killing strokes. Even in the most
gruesome of conflicts, the Demonettes smile in secret ecstasy
as they go about their deadly work, delighting in the raw waves
of emotion emanating from their enemies.
In appearance, the Demonettes are both beautiful and revolting.
They have an androgynous charm that is heightened by a
permeating sense of beguilement. Though their true forms are
repulsive and terrifying, this supernatural power makes them
appear as the ultimate beauty and object of desire in the eyes of
mortal, regardless of their race, gender or morality. None
exposed to the Lesser Demons of Slaanesh forget the tide of
living sensuality; it evokes both loathing and a perverse
longing that forever gnaws at the minds of those who see them.
Demonette of Slaanesh
Quality
4+
Combat
2
Cost
60
THOUSAND SONS
All is dust... All is dust... All is dust... All is dust... All is dust... All s dust...
Remorseless, implacable foes, the warriors of the Thousand Sons
Legion are forever cursed. They bestride the galaxy in armored
suits that are little more than sealed tombs, within which only a
handful of dust remains of what was once a proud Space Marine.
When the Thousand Sons escaped to the Eve of Terror through a
Warp gate opened by their Sorcerers, their rapid evasion was not
without price. Coupled with decades of harnessing the energy of
the Empyrean the warping effects of Chaos began to take their
toll and mutation spread rapidly and unchecked through the
Legion. Ahliman, one of the greatest of all the Thousand Sons'
Sorcerers, attempted to halt this process of degeneration by
unleashing an incredibly potent spell called the Rubric of
Ahliman. Scaling dozens of daemonic pacts, Ahriman intended to
enchant all of the Thousand Sons, forever shielding them from
the mutating effects of Chaos.
In a way, the Rubric of Ahliman succeeded beyond all
expectation, but at a cost none could have predicted. The
Sorcerers of the Thousand Sons either survived the Rubric of
Ahriman with their knowledge and powers greatly augmented, or
they were utterly destroyed. Those battle brethren whose psychic
powers had been slight or nonexistent were permanently changed.
The armor of the normal battle-brothers was sealed shut, as if
every clasp and joint was welded tight. Inside the heavy shells of
ceramite and adamantium , the bodies of the Chaos Space
Marines were reduced to bone-dry dust. Truly, mutation would
plague them no more, for their fleshless spirits were trapped
inside their battle armor for all eternity.
Thousand Son
Quality
4+
Combat
3
Cost
59
OPTIONS
Although these living suits still move and function, and can
respond to orders just like a sentient man, they are little more
than automatons. They quickly fall into inactivity unless a
Sorcerer is nearby to direct them, although in the fires of battle,
something of their former battle-hunger returns and they move
with greater clarity and purpose. Conversely, they are far more
durable than the Chaos Space Marines of their brother Legions - a
plasma blast or powered blade may tear a Thousand Son's armor
wide open to negligible effect, for the power of Tzeentch
surrounds and sustains them better than physical armor ever
could.
The Thousand Sons Sorcerers use their 'Rubricae' as bodyguards
and enforcers. They make excellent guardians for the libraries of
grimoires and vaults of ancient scrolls hoarded by the Sorcerers,
for they have no spark of curiosity and are utterly loyal without
exception. The Sorcerers will sometimes offer the services of
their unliving warriors to those who promise them knowledge and
magical power. In battle, the Sorcerers enchant their weapons and
those of their unliving bodyguards. The bolts fired by the
Thousand Sons blaze with magical flame and explode with
sorcerous blasts that bum the minds of their targets just as they
melt away armor and flesh.
Pink Horror
Quality
4+
Combat
2
Cost
67
This malefic mace is said to have been cursed by each of the Demon
Primarchs. One who is struck by it instantly collapses into moldering bone,
while the curse spreads in a deadly shockwave.
Dripping with virulent toxins, viruses and bacteria, the rusty Plague Flail of
Nurgle is an anathema to all living creatures, and even the atmosphere
around it writhes and boils at its pestilence.
Followers of Nurgle only. When a melee attack from this weapon scores a
recoil result, the attacker may roll an additional d6. On a 5 or 6 treat the recoil
as a knock-down result instead.
WARPSWORD (36)
These ever-shifting blades are the physical manifestation of an imprisoned
Demons seething hatred at being trapped within the machine-body of a Soul
Grinder.
A model attacking with this weapon in melee may roll 2d6 and choose the
better of the two rolls.
In addition when an opponent loses melee combat against this weapon it must
make a Quality check on 3d6. On two failures the model begins corroding and
must resist the corrosion every turn for the remainder of the game (either during
its activation or immediately after a turn-over). If the corroding model fails three
turns it is killed. Resisting corrosion uses no actions and cannot score a turnover.
As this sword bites into flesh it saps the foes mind, stripping more away with
every cut until nothing of their memories, personality or sanity remain.
The Blade of Blood is etched with the burning runes of slaughter and screams
with the power of the Demon bound inside it.
When a natural 6 is rolled when making a melee attack with this weapon the
attacker rolls an additional d6 and adds the result to his combat score.
Followers of Khorne only. The wielder of the Blade of Blood may perform up to
three melee attacks per turn.
So deadly are the wounds from this ancient blade that rumors persist that it is
actually the Anathame - the very weapon used to lay Warmaster Horus low
within the mist-wreathed swamps of Davin 's moon. The sword is undoubtedly
of eldritch provenance, for with a simple sacrificial ritual, it can be enchanted
to become the bane of a certain foe above all others.
Before the beginning of the game, but after model placement, select one enemy
model (you must announce which model is selected). All melee attacks made
with this weapon against the selected model are lethal.
This coruscating weapon gifted by Tzeentch is renowned for its quite spectacular
effects. Victims of the weapon undergo quick and violent mutations until they are
nothing more than a mindless servant to the wielder.
Followers of Tzeentch only. When an opponent loses combat against this
weapon it must make a Quality check on 3d6. On two or more failures the
opponent becomes transfixed.
D6
14
57
89
10+
D6
14
5 7
8-9
10+
REWARD
Your deity is pleased, but not impressed. You gain no reward (but,
more importantly, suffer no punishment!).
Your deity notices potential in you and sends you one of its Lesser
Demons to aid you in your next battle (after the battle, the demon
will depart).
Your deity is impressed and bestows upon you a new boon. Roll on
the boon table and gain the result for the remainder of the campaign.
Reroll already possessed boons.
Your deity finds you worthy to be its champion and provides you a
Chaos artifact. Roll on the artifact table.
PUNISHMENT
Your deity is indifferent and merely pays you no attention.
Your deity feels that you have taken its gifts for granted. You lose
one random boon for the next game.
Your deity is quite unhappy with you and must make an example.
You permanently lose one random boon. If no boons are left, you
permanently lose one point of Quality.
Your display of weakness and incompetence will not stand. For your
utter disappointment of your deity you pay the ultimate price; the
Chaos Lord is slain and a new one is provided to take his place.
Remove your current lord from your roster and create a new one as
though it were the beginning of the campaign. You have 30 points to
spend on upgrades for this new lord.