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Unbound Army (Faction) (Chaos - Chaos Space Marines) [31 PL, 535pts]
Rules: Bolter Discipline, Daemonic Ritual, Despoilers of the Galaxy (Alpha Legion), Hateful Assault
Legion
Selections: Alpha Legion
Categories: N F O S
Abilities: Hidden In Plain Sight
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Psychic Warp
Range Details Ref
Power Charge
If manifested, then until the start of your next Psychic phase, the invulnerable
Cursed
7 N/A save of friendly <LEGION> DAEMON units is improved by 1 (to a maximum of
Earth
3+) whilst they are within 6" of this psyker.
If manifested, the psyker can immediately summon attempt to summon a unit of
DAEMONS to the battlefield using the Daemonic Ritual ability as if it were the
Incursion 7 N/A Movement phase. When doing so, roll up to 4 dice instead of up to 3. The psyker
will not suffer any mortal wounds as a result of doubles or triples being rolled for
this Daemonic Ritual.
If manifested, then until the start of your next Psychic phase re-roll hit and wound
Infernal
6 N/A rolls of 1 for attacks made by friendly <LEGION> DAEMON units whilst they are
Power
within 6" of this psyker.
If manifested, select a friendly CHAOS SPAWN, <LEGION> POSSESSED, or
<LEGION> CULT OF DESTRUCTION unit within 18" of the psyker. Until the start
of your next Psychic phase, that unit will gain a bonus depending on what unit it
is, as below: 1. You can re-roll the dice when rolling for that Chaos Spawn's
Mutated
7 18" Mutated Beyond Reason ability. 2. You can re-roll the dice when rolling for the
Invigoration
Attacks characteristic of that unit of Possessed due to its Writhing Tentacles
ability. 3. You can re-roll one of the dice when rolling for the Strength, AP and
Damage characteristics of that Cult of Destruction unit's weapons due to its
Fleshmetal Guns or Fleshmetal Weapons ability.
If manifested, then until the start of your next Psychic phase, the Armour
Penetration characteristic of the psyker's melee weapon is improved by 2 (e.g. an
AP of -1 becomes -3). Furthermore, until the start of your next Psychic phase,
each time the psyker destroys an enemy INFANTRY CHARACTER in the Fight
phase, you can add a Chaos Spawn model to your army. If the destroyed model
Possession 5 Melee was ADEPTUS ASTARTES or HERETIC ASTARTES, you can instead add a
Greater Possessed model to your army. If a new model is added to your army,
set it up within 6" of the psyker and more than 1" from any enemy models. In
addition, each time the psyker destroys an enemy VEHICLE model in the Fight
phase that could explode, it automatically explodes; no dice roll is made and any
mortal wounds suffered by the psyker in the resulting explosion are ignored.
If manifested, choose any model within 2" of the psyker; that model suffers a
mortal wound. Then, choose a friendly <LEGION> DAEMON model within 18" of
the psyker. That model regains D3 lost wounds. If that <LEGION> DAEMON
Sacrifice 4 2"
model is a DAEMON ENGINE and the model you chose to inflict the mortal
wound on was a friendly <LEGION> WARPSMITH, the DAEMON ENGINE
regains 3 lost wounds instead.
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Psychic Warp
Range Details Ref
Power Charge
If manifested, select a visible enemy unit within 12" of the psyker. Until the start of
Death Hex 8 12"
your next Psychic phase, that unit cannot take invulnerable saves.
If manifested, select a HERETIC ASTARTES model within 12" of the psyker. Until
Diabolic
6 12" the start of your next Psychic phase, add 2 to the model's Strength characteristic
Strength
and 1 to its Attacks characteristic.
If manifested, select an enemy unit that is within 6" of the psyker and visible to
him and roll a D6. If the result is greater than the enemy's Toughness, it suffers
Gift of
6 6" D3+3 mortal wounds. If a Character is slain by this power, you can add a Chaos
Chaos
Spawn to your army within 6" of the character and more than 1" from any enemy
models before they are removed as a casualty.
Infernal If manifested, select a visible enemy unit within 18" of the psyker and roll 3 dice.
5 18"
Gaze The target suffers one mortal wound for each roll of 4+.
If manifested, select a HERETIC ASTARTES unit within 18" of the psyker. You can
Prescience 7 18"
add 1 to all hit rolls made for that unit until the start of your next Psychic phase.
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit
Smite 5 18" within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the
Psychic test was more than 10 the target suffers D6 mortal wounds instead.
If manifested, pick a friendly HERETIC ASTARTES unit within 3" of the psyker.
Warptime 6 3" That unit can immediately move as if it were its Movement phase. You cannot use
Warptime on a unit more than once in each Psychic phase.
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Force Rules
Bolter Discipline: All ADEPTUS ASTARTES, HERETIC ASTARTES and FALLEN models gain this ability.
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the
number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum range.
• The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
• The firing model is a TERMINATOR, BIKER, CENTURION, DREADNOUGHT or HELBRUTE.
For the purposes of this ability, a Rapid Fire bolt weapon is any weapon with the Rapid Fire type whose profile includes the word ‘bolt’
(e.g. boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, inferno boltgun, etc.). This also applies when firing the boltgun
profile of combi-weapons (including the bolt weapon profile of Relics such as Blood Song and the Lion’s Wrath) and when firing relics
that replace a Rapid Fire bolt weapon, so long as the relic is also a Rapid Fire weapon (e.g. Primarch’s Wrath and Fury of Deimos).
The Gauntlets of Ultramar and the Talon of Horus are also Rapid Fire bolt weapons, as is the guardian spear used by Deathwatch
Watch Masters. ()
Daemonic Ritual: Instead of moving in their Movement phase, any CHAOS CHARACTER can, at the end of their Movement phase,
attempt to summon a DAEMON unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as
reinforcements this turn, or if they themselves have been summoned to the battlefield this turn).
If they do, first choose one of the four Chaos Gods - KHORNE, TZEENTCH, NURGLE, or SLAANESH. A CHARACTER who owes
allegiance to one of the Dark Gods can only attempt to summon the units of their patron - for example, a KHORNE CHARACTER
could only attempt to summon KHORNE DAEMONS.
Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that
has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start. This
unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is wholly within 12" of the character
and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is
summoned.
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If your summoning roll included any doubles, your character then suffers a mortal wound. If it contained any triples, it instead suffers
D3 mortal wounds. ()
Despoilers of the Galaxy (Alpha Legion): If your army is Battle-forged, all Troops units in Chaos Space Marine Detachments gain
this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if
there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then
the objective marker is controlled by the player who has the most models within range as normal. ()
Hateful Assault: Add the following ability to all datasheets that have the HERETIC ASTARTES or FALLEN keyword (excluding units
with the CHAOS CULTISTS keyword):
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this
unit until the end of the turn. ()
Selection Rules
Combi Weapon: When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit rolls
for this weapon. ()
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