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Author Topic: The FULL Codex: Barghesi (Long)  (Read 5089 times)

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Offline Myrmidon

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The FULL Codex: Barghesi (Long)
« on: February 3, 2008, 12:22:51 PM »
Well, here's the full army list (not the full fluff). Kill-suits are, by the way, still called Kill-Suits, and Blood Knights remain called exactly that, but naming suggestions are still welcome.

Codex: Barghesi

Origins of the Barghesi
The Barghesi are a race of hyper violent warriors. They are humanoid, although they have wolf-like fur, heads and claws. Their fur ranges in tone from a copperish colour to a dark, bloody crimson.
   The Barghesi were created eons ago by Khorne drastically altering the evolutionary pattern of life forms from the planet Haemos, near the Eye of Terror. Khorne infused the still simple organisms with parts of his own essence. These predecessors to the Barghesi were similar, but relied heavily on warp energies to survive. As Haemos slowly drifted away from the Eye, the Barghesi’s need for warp energies decreased over generations. Once the planet was no longer in the influence of the Eye and had fallen into the orbit of a nearby star, the Barghesi flourished and evolved into their current form.
   Once they had developed warp travel, the Barghesi travelled around the galaxy, slaughtering and pillaging. For about 4 millennia, the Barghesi were Khorne’s main fighting force. However since the Horus Heresy, they have become somewhat subsidiary, often waging their own wars with other races. Despite this, the Barghesi’s religion still requires them to dedicate every battle to their creator.

  Bloodseeker
Barghesi society is split up into numerous factions called Packs. These packs are led by leaders called Bloodseekers. Not only are they formidable warriors, but Bloodseekers also act as the religious leaders of Barghesi packs. The Bloodseekers are blessed with fur the colour of fresh blood and the innate ability to receive instructions directly from Khorne. Any good Bloodseeker will happily abandon his current agenda should Khorne task his pack with something. In battle, Bloodseekers tend to ride on heavily modified, ornate war engines, or choose to fight on foot, armed with the Pack’s best equipment.

Special Rules: Bloodseeker

Bloodseeker: Instead of having a dedicated stat line, the army’s Bloodseeker(s) are chosen from amongst the ranks of the force. One of the following models may be chosen as your Bloodseeker: Kill-suit, Golem, Brutaliser, Flesh-Render, Turbo Kill-suit, Blood Knight, Chariot. This model counts as an HQ choice and not as one of your choices from its original category. It is taken independently and not as part of a unit. Infantry and Bike models that are promoted gain +1 to all of their stats, whereas vehicles gain +1 to each armour value. The maximum value for any stat is 10 and for any armour facing is 14. All Bloodseekers come with the Special Rules and Wargear of the original model.
An Infantry or Bike Bloodseeker can take any upgrades available to the original model. A Vehicle can take two modifications instead of one. Infantry, Bike and Walker Models become Independent Characters.

Kill-suits
Most Barghesi Packs have a specialty or a common tactic that links the members of the pack. For example, the Orland pack is well known for their extensive use of kill-suits. These are baroque suits of armour covered in blades and flamethrowers, which are mechanically enhanced and altered by khornate energy to enable them to move at incredible, albeit unpredictable, speeds. Kill-suits are often used as the shock troopers of a Barghesi assault, clearing out entrenched units and breaking the front line of an enemy defence.

Name   WS   BS   S   T   W   I   A   Ld   Sv
Kill-suit   4   -   4   4   1   5   4   10   4+

Unit Type- Infantry

Special Rules: Headlong, 6+ Invulnerable Save, Fleet of Foot.

Headlong: Kill-suit Barghesi are not known for their common sense and normally barrel straight towards their chosen target, completely ignoring the terrain below them. As such, Kill-suits may only move in a straight line, and they MUST move ad use Fleet of Foot each turn. When passing through difficult terrain, they must take a dangerous terrain check instead of a difficult terrain test.

Kill-suits: Barghesi Kill-suits are strange contraptions that enable a Barghesi to move at speeds normally beyond the physical boundaries of even the strongest Barghesi. However, they are notoriously unreliable and make the user likely to suffer an unfortunate mishap. To represent this, a unit of Kill-suits moves 2D6” in the movement phase. If a double is rolled, then the unit loses a single model, chosen by the controlling player. Kill suits have a 12’’ charge range. Note that they are not cavalry or beasts.

Mounted Flamers: Kill-suits are often equipped with multiple small flamers attached to the armour. This enables the Barghesi to complement their already deadly charge with a wall of searing fire, burning the opponents and their cover alike. To represent this, if a unit of Kill-suits is upgraded with mounted flamers, then they count as being equipped with frag grenades and gain the furious charge special rule.

Golems
Golems are large, brazen walkers covered with spikes and chains. They are crewed by a single Barghesi and are used in great abundance by the Ferrus Pack. The Golem’s thick armour allows it to wade through scores of enemy troops unscathed, while its prodigious strength and whirling saw blades make it perfectly suited to dismantling enemy tanks. Golems are often built as effigies of Khorne or his Daemons. Some are built to resemble Chaos Space Marines. Golems make a horrific grinding sound that serves to terrify the enemy. Many a veteran of campaigns against the Barghesi still hears the grinding of the Golems in his ears.

Name   WS   BS   S   Front   Side   Rear   I   A
Golem   4   -   6   12   12   11   4   4

Unit Type: Vehicle (Walker)

Special Rules: Terrifying, Fleet of Foot.

Scythes: Golems, like a lot of Barghesi technology, are covered in barbs and scythes that constantly tear away at those that try to attack it. Any models that finish a combat in base to base contact with a model with Scythes automatically take a S4 hit. This is cumulative, so one model could take multiple scythe hits.

Terrifying: The grinding sounds of the Golem’s engines and its frightening, blood drenched armour make it a terrifying prospect to battle. Units that lose a combat against a Golem suffer an additional -1 penalty to their morale check.

Howlers
The basic forces of the Barghesi are called Howlers. They are a disorganised rabble of violent warriors, held in line only by the power of their superiors. Howlers are always mounted in large transport vehicles that enable them to reach the frontlines quickly. They are equipped with crude combat weapons and Khornate Chainaxes. Despite being the lowest amongst the Barghesi, Howlers are still brutal combatants and are quite capable of besting seemingly insurmountable odds with a mixture of frenzy and resilience.

Name   WS   BS   S   T   W   I   A   Ld   Sv
Howler   4   -   4   4   1   4   3   10   -
Brutaliser   4   -   4   4   2   4   4   10   -

Unit Type- Infantry

Special Rules: Fleet of Foot, 6+ invulnerable save.

Grinder
The Grinder is one of the Barghesi’s transport vehicles. Grinders are light APCs, carrying 10 Barghesi into battle. They move along on thick tracks, but the most distinguishing feature of the Grinder is the large rotating blade at the front. This blade makes the Grinder a brutally efficient assault craft, capable of chopping straight through terrain and enemy armour. Unfortunately, Grinders tend to be flimsily constructed and will normally fall apart under any kind of heavy weapons fire.

Name   BS   Front   Side   Rear
Grinder   -   12   10   10

Unit Type- Vehicle (Tank)

Special Rules: Transports 10 models, Open-Topped.

Grinder Blade: The Grinder is fitted with a rotating blade on the front of the vehicle that is used to destroy terrain and other vehicles. Any piece of terrain that the Grinder moves through is completely destroyed on a roll of 2+ (the Grinder must still take its dangerous terrain test.) Any vehicle that the Grinder Blade comes into contact with takes an automatic strength 9 hit. For modelling purposes and for knowing when a vehicle has been hit by the blade, the entire front armour of the Grinder consists of the Grinder Blade. The Grinder Blade counts as a weapon for the purposes of ‘weapon destroyed’ results.

Crusher
The Crusher is the larger counterpart to the Grinder. Although functionally similar, the crusher can transport twice as many men and is considerably more resilient. This means that the Barghesi tend to use the Crusher for large scale conflicts, often at the spearhead of the force, clearing the way for other Barghesi units that might be held back or even killed by the terrain on the battlefield.

Name   BS   Front   Side   Rear
Crusher   -   14   12   10

Unit Type- Vehicle (Tank)

Special Rules- Open Topped, Transports 20 model.

Flesh-Renders
Flesh-Renders are small, one man walkers that form the standard fighting unit amongst some packs. Flesh-Renders are incredibly flimsy, succumbing to even the most basic of infantry weapons. However, Units of Flesh-Renders are still formidable to face on the battlefield, due to their speed, ferocity and savage equipment. Flesh-Renders get their namesake from Shrapnel Launchers attached to the walker’s armour. The pilots activate these as they charge into combat, making the Flesh-Renders an absolutely devastating anti infantry tool.

Name   WS   BS   S   Front    Side   Rear   I   A
Flesh-Render   4   -   5   9   9   9   4   2

Unit Type- Vehicle (Walker)

Special Rules: Fleet of Foot.

Shrapnel Launchers: Barghesi Shrapnel Launchers are notorious amongst those who have faced them for being able to completely annihilate unshielded infantry units. When a unit of Flesh-Renders charges into combat, they activate their Shrapnel Launchers, causing D6 S2 hits for each Flesh-Render in the unit.

Turbo Kill-suits
Most Barghesi regard users of Kill-suits as insane, suicidal lunatics. Those that don Turbo Kill-suits see them as cowards who are not fit to spill blood for Khorne. Turbo Kill-suits are one step up from Kill-suits, sacrificing survivability for even more speed and ferocity. Turbo Kill-suits are rarely seen outside of a few die-hard packs, but when used efficiently they are one of the most deadly units available to the Barghesi.

Name   WS   BS   S   T   W   I   A   Ld   Sv
Turbo Kill-suit   4   -   4   4   1   7   6   10   -
.
Unit Type- Infantry

Special Rules: Headlong, Turbo, Fleet of Foot, 6+ invulnerable save.

Turbo: Turbo Kill-suits are capable of moving at absolutely insane speeds. As such, they may Turbo Boost as if they were using bikes. To represent a Turbo Kill-suit Barghesi’s complete disregard for his own safety, whenever a unit of Turbo Kill-suits is required to take a dangerous terrain test, it must instead take two dangerous terrain tests.

Blood Knights
Blood Knights symbolise the entire military style of the Barghesi- Fast, Brutal and Savage. They are a variation on the bikes of the other species. Blood Knight’s bikes have one large wheel, on top of which is a metal platform that the driver stands on, leaning forward to drive the device. The Wheel is almost completely plated by metal, with two long scythes protruding viciously from either side. Blood Knights reach the frontline as soon as possible, before racing round from unit to unit, mowing enemies down with their scythed wheels.

Name   WS   BS   S   T   W   I   A   Ld   Sv
Blood Knight   4   -   4   4(5)   1   4   2   10   -

Unit Type- Bikes

Special Rules: 6+ invulnerable save, Hit and Run.

Chariot
The Barghesi chariot is one of the most feared and dangerous vehicles that most soldiers will ever face. A combination of great speed, heavy armour and crushingly powerful attacks make the Chariot a deadly assault vehicle. The Chariot is mounted with a Grinder Blade on each of its faces, as well as being equipped with a Gatling Shrapnel Launcher. The Chariot is used frequently by packs that make heavy use of Blood Knights, as despite of its latent power, it still needs support to avoid being destroyed by a crippling blow to one of its weaker facings.

Name   BS   Front   Side   Rear
Chariot   -   14   13   10

Unit Type- Vehicle (Fast)

Special Rules: Open Topped.

Grinder Blades: This is the exact same rule as Grinder Blade, except that the Chariot has a Grinder Blade on each of its armour facings. This means that it does not have to take dangerous terrain tests, as well as that it can use the Grinder Blades on an enemy vehicle from any facing.

Gatling Shrapnel Launcher: The technology used in Flesh-Renders has been adapted and mounted to Chariots, allowing it to damage enemy infantry units profusely. When a Chariot tank shocks an enemy infantry unit, that unit automatically takes 6d6 S2 hits.

Behemoth
The Behemoth is a colossal walker- by far the heaviest standard Barghesi vehicle. The Behemoth is a huge, walking icon to Khorne, normally built to resemble him or one of his Bloodthirsters. On the Battlefield, the Behemoth uses its huge legs and scythed arms to hack down enemies in an instant. Instead of hands, the Behemoth usually has something that resembles a huge hammer or axe. The Barghesi call this weapon the Mouth of Khorne due to its sheer destructive power.

Name   WS   BS   S   Front    Side   Rear   I   A
Behemoth   6   -   8   14   14   14   1   8

Unit Type- Vehicle (Walker)

Special Rules: Symbol of Khorne, Huge, Absolutely Terrifying.

Symbol of Khorne: The Behemoth is a huge, moving temple to Khorne. All Barghesi within 18” of the Behemoth become fearless.

Huge: The Behemoth is vast, and towers above other units. Units always have a line of sight to the Behemoth, and night fighting rules do not apply when shooting at it. The Behemoth is completely unaffected by all but impassable terrain. The Behemoth counts as a Monstrous Creature.

Absolutely Terrifying: Save for a Greater Daemon or a C’tan, there are few opponents in the galaxy that are as terrifying to fight as a Barghesi Behemoth. Units that lose a combat against a Behemoth suffer a -3 Ld penalty in their morale check.

Mouth of Khorne: Behemoths have a special weapon called the Mouth of Khorne that unleashes a powerful blast of warp energy if it successfully takes an enemy soul. When the Behemoth attacks, set aside one dice for the Mouth of Khorne. If the Mouth of Khorne kills an enemy, the unit is subjected to another D6 attacks from the Behemoth (without the Mouth of Khorne being used.)

I am going to ask you a simple yes or no question.<br /><br />Are you going to say no to this question?

Offline Myrmidon

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Re: The FULL Codex: Barghesi (Long)
« Reply #1 on: February 3, 2008, 12:23:35 PM »
Armoury
 
Weapons
Barghesi typically wield crude close combat weapons, eschewing ranged combat in favour of a more personal approach.

Single-Handed Weapons

Rending Weapon: These could take a number of different forms, although they are usually in the shape of a whirling saw blade. As the name implies, these weapons confer the Rending Universal Special Rule on the user.

Hand of Khorne: A variation on the power fists of other races, the Hand of Khorne is a large, armoured gauntlet covered in chainsword blades and spikes. A Hand of Khorne functions exactly as a Power Fist except that instead of doubling the user’s strength it doubles their attacks. This refers only to their base attack value.

Khornate Chainaxe: Chainaxes are weighty and brutally effective close combat weapons. Any models that have an armour save better than a 4+ count as having a 4+ save for the purposes of wounds dealt by a Khornate Chainaxe.

Two Handed Weapons
Great Weapon: Many Barghesi feel that standard weapons are simply not big enough to be effective against their foes. They instead choose to use great weapons which add +1 to their S characteristic.

Thunder Hammer: Barghesi also make extensive use of modified great weapons which are fitted with warp field generators. These have the exact same effect as a Thunder Hammer.

Daemon Weapon: Often seen amongst the ranks of the Chaos Space Marines, Daemon Weapons are also wielded by the Barghesi. A Barghesi Daemon Weapon counts as a power weapon that adds an additional D6 attacks for the user. This role is made at the beginning of every combat phase the wielder participates in. If a 1 is rolled, then the wielder loses a wound and may not attack during that combat phase. The Daemon Weapon also confers a +1 S bonus to the wielder.

Special Equipment
Icon of Khorne: Most Barghesi units carry a great, blood-stained banner onto the battlefield with them. The Icon serves to drive the combatants into a frenzy, shedding ever more blood for their god.  Barghesi models in a unit that has an Icon of Khorne receive +1 A. However, they must charge an enemy unit if possible (even a vehicle they cannot hurt.)

Adrenal Shots: Although they come built into Kill-Suits as standard, many other Barghesi like to keep a steady flow of Adrenaline and Narcotics into their bloodstream. Barghesi that have Adrenal Shots gain +1 I.

Cybernetics: Most Barghesi have a few cybernetic modifications- perhaps a replaced body part or a crudely attached power supply for their weapon. Some Barghesi have endured so many grievous injuries in their time that they are covered in rusty metal attachments. A unit of Barghesi with cybernetics may ignore D3 unsaved wounds when in hand to hand combat. This effect does not apply to hits that ignore armour saves or that are S6 or higher.

Suicide Device: Some of the most devoted Barghesi warriors are determined to shed blood for Khorne- even in death. Most choose a shrapnel launcher implanted into their chest that they can launch as they die. When a Barghesi with a suicide device dies, any model that was in base to base contact with it (even a friendly model) takes a S2 hit.

Vehicle Equipment

Grizzly Trophies: Barghesi often adorn their vehicles with the corpses of their foes or brazen symbols of Khorne. Enemy models in base-to-base contact with the modified vehicle must pass a leadership check or be at -1 S when attacking it.

Demonic Possession- Although they are not a psychic race, the Barghesi have a good knowledge of the warp and its residents. After consecrating a newly made vehicle, they often perform a ritual to invite a bloodletter or even bloodthirster to take up residence within the vehicle. Vehicles with daemonic possession completely ignore all ‘crew shaken’ or ‘crew stunned’ results.

Enhanced Engine: The desire to reach the frontlines faster appeals greatly to Barghesi engineers. Sacrificing reliability for potential, Barghesi engine enhancements are temperamental at best- sometimes even causing considerable damage to the vehicle itself. A vehicle with an Enhanced Engine may move an extra 2d6” every turn. If a double is rolled, then the vehicle takes a S2d6 hit to its front armour facing. (The open topped rule has no effect on these hits). If a unit of vehicles has Enhanced Engines, roll once for the entire unit. If a double is rolled, the unit takes d6 S2d6 hits.

Smoke Launchers: See the Warhammer 40’000 rulebook for more details on Smoke Launchers.

Covered Crew Compartment: A vehicle with a Covered Crew Compartment is no longer open topped.
Barghesi Army List

HQ

Bloodseeker Cost: Varies

Unit Type: Independent Character OR Vehicle.

Number/Squad: 1

Wargear: A Bloodseeker has the wargear and wargear options of the model it is promoted from.

Options: If the Bloodseeker is a vehicle, it may take two Vehicle Modifications from the unit entry it came from originally.

Special Rules: Bloodseeker.

Bloodseeker Points Costs:
Brutaliser: 50 pts
 Kill-Suit: 55 pts
Turbo Kill-Suit: 60 pts
Blood Knight: 50 pts
Golem: 140 pts
Flesh-Render: 40 pts.
Chariot: 160 pts
 
Elites

Kill-Suits Cost: 30 Pts Each

Name   Pts/Model   WS   BS   S   T   W   I   A   Ld   Sv
Kill-suit   30   4   -   4   4   1   5   4   10   4+
Unit Type: Infantry

Number/Squad: 5-15

Wargear: Kill-Suit, Close Combat Weapon.

Special Rules: Headlong, 6+ Invulnerable Save, Fleet of Foot.

Options:
•   One model per 5 may be armed with one of the following weapons (One model per 5 means that to have 3 special weapons, a 15 man unit is required, and to have 2, the unit must contain at least 10 models).
-Rending Weapon at +10 pts
-Khornate Chainaxe at +3 pts
       -Second Close Combat Weapon at +2 pts

•   The Unit may be equipped with Mounted Flamers at +2 pts per model

Golems Cost: 110 pts each

Name   Pts/Model   WS   BS   S   Front   Side   Rear   I   A
Golem   110   4   -   6   12   12   11   4   4

Unit Type: Vehicle (Walker)

Number/Squad: 1-3
 
Wargear: Rending Weapon, Scythes

Special Rules: Terrifying, Fleet of Foot

Options:
•   May have ONE of the following modifications at the points cost indicated
-Smoke Launchers at +3 pts
-Grizzly Trophies at +10 pts
-Enhanced Engine at +10 pts

Troops

Howlers Cost: 15 pts each.

Name   Pts/ Model   WS   BS   S   T   W   I   A   Ld   Sv
Howler   15   4   -   4   4   1   4   3   10   -
Brutaliser   +14   4   -   4   4   2   4   4   10   -

Unit Type: Infantry

Number/Squad: 5-20

Wargear: Close Combat Weapon

Special Rules: 6+ Invulnerable Save, Fleet of Foot.

Transport: The squad may be given a Crusher or Grinder dedicated transport.

Characters: One Howler may be upgraded to a Brutaliser for +14 pts.

Options:
•   The Brutaliser may be given one of the following weapons
-Hand of Khorne for +20 pts
-Thunder Hammer for +20 pts
-Daemon Weapon for +20 pts.
•   One Model per 5 may be given one of the following weapons
-Additional Close Combat Weapon for +2 pts
-Khornate Chainaxe for +3 pts
-Great Weapon for +5 pts
-Rending Weapon for +8 pts.
•   The Entire Unit may be equipped with one of the following wargear options
-Cybernetics at 15pts for the whole unit.
-Adrenal Shots at +3 pts per model
-Suicide Devices at +3 pts per model
- An Icon of Khorne for 40 pts

Grinder Cost: 70 pts each (Purchase only as dedicated transport. Does not use up any slots on the Force Organisation Chart)

Name   Pts/Model   BS   Front   Side   Rear
Grinder   70   -   12   10   10

Unit Type: Vehicle (Tank)

Number/Squad: 1

Wargear: Grinder Blade

Special Rules: Open Topped.

Transport: The Grinder can transport up to 10 Models.

Options:
•   The Grinder May take one of the Following Modifications
-Daemonic Possession at +20 pts
-Smoke Launchers at +3 pts
-Covered Crew Compartment at +15 pts
-Enhanced Engine at +10 pts

Crusher Cost: 100 pts each (Purchase only as dedicated transport. Does not use up any slots on the Force Organisation Chart)

Name   Pts/Model   BS   Front   Side   Rear
Crusher   100   -   14   12   10

Unit Type: Vehicle (Tank)

Number/Squad: 1

Wargear: Grinder Blade

Special Rules: Open Topped

Transport: May Transport up to 20 Models

Options:
•   The Crusher May take one of the Following Modifications
-Daemonic Possession at +25 pts
-Smoke Launchers at +5 pts
-Covered Crew Compartment at +20 pts
   -Enhanced Engine at +15 pts.

Flesh-Renders Cost: 20 pts each

Name   Pts/Model   WS   BS   S   Front    Side   Rear   I   A
Flesh-Render   20   4   -   5   9   9   9   4   2

Unit Type- Vehicle (Walker)

Number/Squad: 3-15

Wargear: Khornate Chainaxe, Shrapnel Launcher

Special Rules: Fleet of Foot

Options:
•   The entire unit may take one of the following modifications
-Smoke Launchers at +3 pts per model
-Enhanced Engine at +5 pts per model
-Grizzly Trophies at +5 pts per model
•   One Model per 5 may be given one of the following weapons
-Rending Weapon at +10 pts
-Power Weapon at +10 pts
-Thunder Hammer at +15 pts
-Additional Close Combat Weapon for +3 pts.

Fast Attack

Turbo Kill-Suits Cost: 35 pts each

Name   Pts/Model   WS   BS   S   T   W   I   A   Ld   Sv
Turbo Kill-suit   35   4   -   4   4   1   7   6   10   -

Unit Type- Infantry

Number/Squad: 5-15

Wargear: Kill-Suit, Close Combat Weapon

Options:
•   One model per 5 may be armed with one of the following weapons
-Rending Weapon at +15 pts
-Khornate Chainaxe at +5 pts
       -Second Close Combat Weapon at +3 pts

•   The Unit may be equipped with Mounted Flamers at +2 pts per model


Special Rules: Headlong, Turbo, Fleet of Foot, 6+ invulnerable save.

Blood Knights Cost: 25 pts each

Name   Pts/Model   WS   BS   S   T   W   I   A   Ld   Sv
Blood Knight   25   4   -   4   4(5)   1   4   2   10   -

Unit Type- Bikes

Wargear: Bike, Close Combat Weapon, Scythes

Number/Unit: 5-20

Special Rules: 6+ invulnerable save, Hit and Run.

Options:
•   One Model in 5 may be given one of the following weapons
-Extra Close Combat Weapon at +2 pts
-Power Weapon at +10 pts
-Hand of Khorne at +10 pts
-Thunder Hammer at +15 pts
•   If the unit numbers 15 Models or more, one Model may be given  Daemon Weapon at +18 pts.
•   The Entire Unit may be given one of the following wargear options
-Icon of Khorne at +45 pts for the whole unit
-Suicide Devices at +5 pts per Model
-Cybernetics at +20 pts for the whole unit
-Adrenal Shots at +5 pts per Model

Heavy Support

Chariot Cost: 140 pts each

Name   Pts/Model   BS   Front   Side   Rear
Chariot   140   -   14   13   10

Unit Type- Vehicle (Fast)

Number/Squad: 1

Wargear: Grinder Blades, Gatling Shrapnel Launcher

Special Rules: Open Topped

Options:
•   The Chariot may take one of the following Modifications
-Smoke Launchers at +3 pts
-Covered Crew Compartment at +20 pts
-Daemonic Possession at +20 pts
-Enhanced Engine at +30 pts

Behemoth Cost: 300 pts each

Name   Pts/Model   WS   BS   S   Front    Side   Rear   I   A
Behemoth   300   6   -   8   14   14   14   1   8

Unit Type- Vehicle (Walker)

Number/Squad: 1
Wargear: Mouth of Khorne, Daemonic Possession.

Special Rules: Symbol of Khorne, Huge, Absolutely Terrifying.

Options:
•   The Behemoth may take one of the following Modifications
-Smoke Launchers for 5 pts
-Grizzly Trophies for 25 pts
-Enhanced Engine for 40 pts

Some of the copy and pasting is a bit dubious, but I'm sure you can all get the idea.
I am going to ask you a simple yes or no question.<br /><br />Are you going to say no to this question?

 


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