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HELLCANNON OF CHAOS
Part daemon, part war machine, the Hellcannon of Chaos
is a massive construct of iron and brass that growls and
shakes with diabolic sentience. In battle these arcane
engines heave great blasts of daemonic energy that arc
through the air toward their targets, incandescent
explosions liquefying anything they touch and sending
the survivors screaming in all directions.
These hell-forged beasts are guided rather than crewed by
a team of corrupt and twisted Chaos Dwarfs, in whose
volcanic furnaces the Hellcannons are created. It is their
duty to restrain the Hellcannon in the fires of battle, for
the daemons bound within each war-construct constantly
hunger for a banquet of warm flesh and hot blood laced
with the taste of fear. The Chaos Dwarfs load their charge
by brutally shovelling the bodies of their foes into the
dire-furnace at the Hellcannon’s rear. Flesh runs like wax,
dribbling onto the earth at the crew’s feet in thick, hissing
gobbets as the daemonic fires strip away the captives’
souls. These are perverted into wailing bolts of pure
change, and vomited toward the Hellcannon’s prey in
powerful spasms of hate and malice.
A Hellcannon, towering above the mortal followers of
Chaos that it accompanies into battle, is virtually
indestructible. Such is the strength and bloodlust of the
daemonic machine that it must be chained to the ground
to prevent it from rampaging toward the enemy lines,
intent on gorging itself on hot flesh. Even these
precautions prove inadequate should the enemy draw
too close; it is whispered that there is nothing that can
truly stay a Hellcannon’s insatiable lust for destruction. A
single Hellcannon is quite capable of blasting apart the
walls of even the most stalwart fortress.
With entire batteries of these snarling, spitting daemon-
machines at his command, it is only a matter of time
before the Lord of the End Times conquers all who stand
before him.
SPECIAL RULES
Unbreakable:
See page 112 of the Warhammer rulebook.
Large Target:
The Hellcannon counts as a large target.
Daemonic Aura & Daemonic Attacks:
See page 29 of
Hordes of Chaos.
Terror:
The Hellcannon emits an aura of palpable horror.
It causes
terror
.
Rampage:
The Hellcannon may not declare charges.
However, in the Compulsory Moves phase, roll 2D6. If the
number rolled is equal to or greater than the distance
between the Hellcannon and the nearest enemy unit, the
Hellcannon will immediately charge into combat with
that unit if possible.
The charged unit may react as usual – treat the number
rolled on the 2D6 as both the Hellcannon’s maximum
and failed charge range. When the Hellcannon is
rampaging or in combat it may only Spew Ichor in the
Shooting phase. It may never pursue.
Loss of Crew:
If all crew are lost, the test for rampaging
must be checked against all units, not just the enemy’s –
it may therefore charge friendly units. Furthermore, it will
move the 2D6 result rolled towards the nearest unit even
if it does not make contact with it.
Firing the Hellcannon:
The Hellcannon has a range of 60",
and fires in exactly the same manner as a stone thrower,
with the exceptions below. Because of its malign intellect,
the first roll of the Scatter dice may be re-rolled each turn.
Once the point of impact has been resolved any unit that is
not Immune to Psychology and would be hit by the
Hellcannon may elect to flee directly away from the
Hellcannon before the hit is resolved.
Place the small template with the central hole over the
point of impact. Anything under the template takes a S10
hit, suffering D6 wounds (D6+2 against buildings and
castle sections). Determine partial hits by rolling a dice,
on a 4+ the model is affected. Then place the large
template with the central hole over the same point. Any
unit (friend or foe) with a model even partially under the
large template must immediately pass a Leadership test or
flee directly away from the Hellcannon. This does not
affect troops which are Immune to Psychology.
Spew Ichor:
Instead of firing normally, the Hellcannon can
opt to spew out a great gout of body parts and daemonic
ichor. Place the Flame template with the narrow end
touching the Hellcannon’s maw and the large end aimed at
the target. Determine which models are hit as per a breath
weapon, these take a Strength 6 hit. Any unit with a model
even partially under the template must take a Terror test.
MWSBS S T
W I A Ld
Hellcannon
–
4
4
6
7
6
1
4
9
Chaos Dwarf
3
4
3
3
4
1
2
1
9
0-1 Hellcannon of Chaos may be taken in a Mortal Chaos
army counting as two Rare choices.
Points:
270
Unit Strength:
6 +1 per Chaos Dwarf.
Options:
May choose Undivided Daemonic Gifts from
page 48 of Hordes of Chaos only, to a total of 50 points.
Armour Save:
3+. The three Chaos Dwarf crew have
heavy armour.
Mixed Unit:
The Hellcannon is treated as a war machine
with the exceptions below. The three crew form a unit
with the Hellcannon. The unit has a 360º arc of sight. The
Chaos Dwarfs act as war machine crew in combat, but will
line up on either side of the Hellcannon instead of in
front of it.
When moving normally, the unit uses the Chaos Dwarfs’
Movement rate. When rampaging, the whole unit moves
2D6" (see below).
Copyright © Games Workshop 2004. The text, rules, diagrams, illustrations and all other materials
contained within this PDF file are the exclusive copyrighted property of Games Workshop Limited. A single
copy may be downloaded and stored temporarily on a single PC for personal, non-commercial, educational
or research use and reference. Additional copies, whether electronic or otherwise, may not be made or
distributed without the advance, written permission of Games Workshop Limited. All other rights reserved.
The Double-Headed/Imperial Eagle device, the Games Workshop logo, Storm of Chaos, GW, Chaos,
Games Workshop, Warhammer, White Dwarf, and all associated marks, names, characters, illustrations and
images from the Warhammer world are either (R), TM and/or © Games Workshop Ltd 2000-2004, variably
registered in the UK and other countries around the world. All Rights Reserved.
16
Unpredictable:
On any roll of a Misfire, the Hellcannon
does not fire as intended. Roll on the following chart:
D6
Result
1
The Hellcannon breaks its bonds, kills its crew and
attempts to charge the nearest unit (see Rampage).
2
The Hellcannon fights against its chains, shaking
itself apart. It takes D6 wounds with no Armour
or Ward saves allowed.
3
The Daemon within the Hellcannon goes
berserk. Remove all of its crew. It may
immediately Spew Ichor.
4
A massive backdraft from the Hellcannon sucks
one of its crew into its furnace. Remove him.
5
The Hellcannon’s arcane workings snarl and
grind; it loses its Daemonic Aura and any other
ward saves for the rest of the battle.
6
The Hellcannon’s Chaotic energies go haywire,
inflicting a wound on every magic user on the
battlefield with no Armour or Ward saves allowed.
17
ARCHAON’S HORDE
Archaon rides at the head of an army of Chaos so huge
that it fills the horizon as it marches relentlessly upon the
Empire. As disciplined as they are warlike, Archaon’s
warriors have a thirst for blood that can only be
quenched by the wholesale slaughter of those that stand
before them. Those brave souls that take arms against
Archaon know full well that at best they will slow his
advance, and at worst suffer an eternity of torment.
There are two ways to play Archaon’s Horde in your games
of Warhammer. The first is to simply use it as any other list,
choosing from the entries below. The second is play the
special scenario ‘Halting the Tide’ as detailed opposite.
HALTING THE TIDE
When led by the Lord of the End Times or his lieutenant,
Archaon’s Horde is very different to a normal Warhammer
army. Such is the number of the warriors in Archaon’s army
that defenders find themselves vastly outmatched. Use the
following rules when attempting to halt the tide. Note that
these rules can easily be adapted to accommodate any other
race, so if you fancy expanding your force, fielding all your
troops at once, or simply taking on a challenge, just change
the race that is attacking.
• In this special variant of the Pitched Battle scenario, the
Horde always has twice the amount of points as the
opponent’s army. So in a 2,000 point game, the player using
Archaon’s Horde will have 4,000 points to spend, subject to
the usual restrictions.
• When playing Halting the Tide, Archaon’s Horde must be
led either by Archaon himself or Crom the Conqueror.
• Those defending against the Horde are prepared to die
and so are Immune to Panic.
• Forewarned of such a massive army’s approach, the player
defending against the Horde always goes first.
• The game lasts for seven turns.
• Archaon and Crom each count as a single Lord choice
when fielded in a Halting the Tide scenario. However, when
using Archaon’s Horde in this manner you may only take
the number of Hero and Lord choices available to your
opponent.
• Marauders and Marauder Horsemen automatically gain
the Mark of Chaos Undivided.
Victory Conditions:
Calculate Victory Points for destroyed
attacking units and attacking units reduced to below half
strength, but nothing else.
ARCHAON’S HORDE ARMY SELECTION
Units of Chaos Warriors and Chaos Knights upgraded to
Chosen become Special choices as listed below – this
means that multiple units of Chosen may be taken.
• Archaon’s Horde armies may not include Daemons or
Beasts of Chaos.
• Any army chosen from this list may only have one type
of Mark other than the Mark of Chaos Undivided. This is
because the worshippers of each Chaos Power have
gathered together into separate armies dedicated to each
of the Ruinous Powers.
• A unit of Marauders of Chaos numbering 25 or more
models may upgrade models to Standard Bearer,
Musician and Champion free of charge.
• A unit of Warriors of Chaos numbering 16 or more
models may upgrade models to Standard Bearer,
Musician and Champion free of charge.
The following troops count as characters, Core, Special
or Rare units in the Archaon’s Horde army list:
LORDS
Lord of Chaos
Exalted Sorcerer of Chaos
HEROES
Exalted Champion of Chaos
Aspiring Champion of Chaos
Sorcerer of Chaos
POINTS ACCUMULATED
If the result is one and a half
times the starting points value
of the defenders or more.
If it is equal to or more than
the starting points value of
the defenders.
If it is between the starting
points value of the defenders
and half of their starting
points value.
If it is less than half the starting
points value of the defenders.
FINAL RESULT
The defenders win a glorious
victory, tearing the heart out
of the Chaos advance.
The defenders win, even if they
were wiped out.
CORE UNITS
Warriors of Chaos
Marauders of Chaos
Marauder Horsemen
Knights of Chaos
Warhounds of Chaos
★
The game results in a draw.
SPECIAL UNITS
Flayerkin (
new unit
)
Chosen Warriors of Chaos
Chosen Knights of Chaos
Chariots of Chaos
The attacking forces score a
solid victory.
RARE UNITS
Hellcannon (
new unit, see p.16-17
)
Spawn of Chaos
Dogs of War
Copyright © Games Workshop 2004. The text, rules, diagrams, illustrations and all other materials
contained within this PDF file are the exclusive copyrighted property of Games Workshop Limited. A single
copy may be downloaded and stored temporarily on a single PC for personal, non-commercial, educational
or research use and reference. Additional copies, whether electronic or otherwise, may not be made or
distributed without the advance, written permission of Games Workshop Limited. All other rights reserved.
★
These units do not count towards the minimum
number of Core units you must include in your army.
The Double-Headed/Imperial Eagle device, the Games Workshop logo, Storm of Chaos, GW, Chaos,
Games Workshop, Warhammer, White Dwarf, and all associated marks, names, characters, illustrations and
images from the Warhammer world are either (R), TM and/or © Games Workshop Ltd 2000-2004, variably
registered in the UK and other countries around the world. All Rights Reserved.
18
FLAYERKIN . . . . . . . . . . . . .
Points/model: 14
These are mutants crafted from a fusion of Chaos
Marauder, Skaven and hell-forged iron. They use long,
sharp claws grafted onto their wrist stumps to behead
their foes and scale castle walls with equal ease. The
chains fused to their spines ensure that even if they are
killed while climbing up to a battlement, their comrades
can scale the walls using the trail of their dangling
corpses.
MWSBS S T W I A Ld
Flayerkin
4
4
3
4
3
1
4
1
7
Wallcreeper
4
4
3
4
3
1
4
2
8
Unit Size:
5-20
Weapons:
Brutal climbing claws (two hand weapons).
Options:
One Flayerkin may be upgraded to a
Wallcreeper at +14 points.
SPECIAL RULES.
Scouts:
See page 112 of the Warhammer rulebook.
Killing Blow:
See page 112 of the Warhammer rulebook.
Skirmishers:
See page 115 of the Warhammer rulebook.
Human Chains:
Flayerkin may scale walls as if equipped
with grappling hooks. If any non-mounted model
reaches any wall or tower section that has had at least five
Flayerkin scale its walls, it may climb up as if it was
equipped with up to five ladders. Flayerkin ignore the
penalty for attacking over a defended obstacle.
19
BE’LAKOR, THE DARK MASTER
Be’lakor uses up a Lord slot and a Hero slot, and may
only be fielded in a Daemonic Legions army list. He will
always be the Army General.
Daemonic:
Be’lakor follows the Daemonic rules on page
29 of the Hordes of Chaos Armies book.
Large Target:
As he is an enormous creature that towers
over the battlefield, Be’lakor counts as a large target.
Fly:
Be’lakor is gifted with immense wings, allowing him
to
fly
.
MWSBS S T W I A Ld
Dark Master
69055595 0
Points:
650
MASTER OF THE SHADOWS
Be’lakor is a Level 4 Wizard. He knows the following spells:
Bolt of Dark Light . . . . . . . . . . . . . . . . . Cast on 7+
The Bolt is a
magic missile
with a range of up to 18". If
successfully cast, it hits its target and causes D6 Strength
5 hits.
SPECIAL RULES
Mark of Chaos Undivided:
Be’lakor counts as having the
Mark of Chaos Undivided.
Whispers in the Darkness:
All enemies suffer -1 on all
attempts to rally. Enemies within 6" of Be’lakor suffer -1
to any Leadership-based tests they take (so an enemy
within 6" of Be’lakor suffers -2 to rally!).
Night Wards:
Any spells directed at Be’lakor will be
Miscast on the roll of any double (if a spell is cast at him
with Irresistible Force, it will be cast with Irresistible
Force, then the wizard will suffer an immediate Miscast).
Eternal Terror:
Be’lakor causes
terror
as described on
page 81 of the Warhammer rulebook. However, so
terrifying is he that a unit must take a Terror test every
time they are charged or wish to charge Be’lakor, or if he
is within 6" of them at the start of their turn, even if they
have already passed a Terror test earlier in the game.
Shadow-shroud:
All enemy shooting aimed at Be’lakor,
or any unit in his army, suffer -1 to hit.
Insurmountable Rage:
At the start of each turn,
Be’lakor must take a Leadership test – if this is failed,
then he must charge an enemy if there is one in range
that he can see. If there are no valid enemies for him to
charge, he must move towards the closest enemy
model, stopping 1" away from them if his movement
would take him further.
Be’lakor may re-roll all his failed rolls to hit, but must
always pursue fleeing enemies that he breaks in combat.
Nightmare . . . . . . . . . . . . . . . . . . . . . . . Cast on 7+
This spell can be cast on an enemy unit visible to and
within 24" of Be’lakor, and which is not engaged in close
combat. If successfully cast, the unit immediately takes a
Panic test. Units Immune to Panic are immune to the
effect of this spell.
Curse of the Dark Master . . . . . . . . . . . . Cast on 8+
Remains in play
This can be cast on an enemy unit anywhere on the
battlefield, even if engaged in close combat. If
successfully cast, all models in the unit suffer a penalty of
-1 to all their rolls to hit (both shooting and close combat
attacks).
Once cast, it remains in play until dispelled, or until
Be’lakor chooses to end it (which he can do at any time),
attempts to cast another spell or is slain.
Fog of Death. . . . . . . . . . . . . . . . . . . . . Cast on 10+
Each enemy unit on the table suffers D6 Strength 3 hits,
randomise as per missile hits.
Be’lakor has only a limited control over the nightmarish
creatures he has summoned, so the casting player must
roll a dice for each of his own units (excluding Be’lakor
himself or the unit he is with). On a 1-3 nothing happens,
on a 4-6 the unit is affected by the spell exactly like an
enemy unit.
Coils of the Serpent. . . . . . . . . . . . . . . . . . Cast on 12+
This can be cast on a single unengaged enemy model
within 12" of the caster (you can even pick a character
inside a unit, a war machine crew, or choose to hit the
character or monster/chariot he is riding, etc).
The victim must immediately take a Toughness test. If
failed, the model is crushed to death (remember a roll of
6 is always a failure and models without a Toughness
value fail only on a 6). No Armour saves or Ward saves
are allowed.
Copyright © Games Workshop 2004. The text, rules, diagrams, illustrations and all other materials
contained within this PDF file are the exclusive copyrighted property of Games Workshop Limited. A single
copy may be downloaded and stored temporarily on a single PC for personal, non-commercial, educational
or research use and reference. Additional copies, whether electronic or otherwise, may not be made or
distributed without the advance, written permission of Games Workshop Limited. All other rights reserved.
The Double-Headed/Imperial Eagle device, the Games Workshop logo, Storm of Chaos, GW, Chaos,
Games Workshop, Warhammer, White Dwarf, and all associated marks, names, characters, illustrations and
images from the Warhammer world are either (R), TM and/or © Games Workshop Ltd 2000-2004, variably
registered in the UK and other countries around the world. All Rights Reserved.
26
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