Beiträge von Serash

    Selbst wenn die meisten Gerüchte schon als "sicher" abstempelt wurden, weist du nie ob die gerüchte auf den weg ins internet nicht irgendwie durch mundpropagande zb verändert oder verfälscht wurden. Also jetzt schon ne liste schreiben, ist ein bisschen gewagt ;)

    Verände doch mal bitte das Aussehen deiner Armeeliste^^ Bei mir sieht das alles sehr auseinander gezogen aus. Sieht so aus als hättest du das woraus eingefügt,

    Ich hab nochn altes Chaos Armee Buch. Reich des Chaos und das Rote ... mir fällt der name gerade nicht ein. Kann sein dass das einfach nur Chaos heisst.^^ Magie und Ausrüstungskarten hätt ich sogar auch noch. Nur wohn ich nicht in Leipzig :I

    Wenn eine Einheit mit der Sonderregel Untot den Nahkampf verliert, verliert sie ja soviele Lebenspunkte wie sie den Nahkampf verloren hat. Wenn nun mehrere untote Einheiten in einem Nahkampf beteiligt waren, und sagen wir mal die Untoten um 5 verlieren, verliert dann nur eine Einheit 5 LP oder verlieren alle Einheiten 5 LP?
    Hatte die Situation vor kurzen und war mir allerdings nicht ganz sicher...ich denke das alle Einheiten 5 LP verlieren oder?

    Teil 4
    Special


    Knights 40pts
    M7 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS1+
    Have magic weapon that confers +1S basic; thus making them S5, may be upgraded to a lance for 5pts/model; CAUSE FEAR
    Marks same as Warriors
    Command same as Ogres
    May take magic banner for 50pts

    Chariots 120pts
    M7 S5 T5 W4 AS3+
    scythed wheels
    Marks same as Warriors
    A chariot taken for a character does not take up a special slot but must have the same mark as the character riding it

    Chosen Warriors 18pts
    M4 WS6 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
    "Chosen of the Dark Gods" allows a roll on the Eye of the Gods table at the start of the game, re-roll results of "Insanity" and "The Eye is Closed"
    Minimum unit size 5+
    Must take at least one weapon upgrade
    Great Weapons 2pt/model
    Shield/XHW/Halberd 1pt/model
    Marks same as Warriors
    Musician 10pts
    Champion 20pts may take 25pts of magic items
    SB 20pts may take magic banner up to 50pts

    Forsaken Warriors 18pts
    M6 WS4 BS4 S4 T4 W1 I5 AD3+1 Ltd8 AS5+
    Frenzy - included in profile
    Minimum unit size 5+

    Trolls 45ptsNEW
    M6 WS3 BS1 S5 T4 W3 I1 A3 Ltd4
    Stupid; Regeneration; Fear; Vomit Attack

    Ogres 35pts NEW
    M6 WS3 BS2 S4 T4 W3 I2 A3 Ltd7 AS5+
    heavy armour; Fear
    Marks same as Warriors
    Chaos Armour 5pts
    Great Weapons 10pts
    Extra HW 5pts
    Musician 10pts
    SB/Champ 20pts

    Dragon Ogres 65pts NEW
    M7 WS4 BS2 S5 T4 W4 I2 A3 Ltd8 AS4+
    fear; storm rage (as before); light armour; may take a unit champion for 20pts
    XHW 8pts/model
    GW 12pts/model


    Rare


    Spawn 55pts
    M2D6 WS3 BS0 S4 T5 W3 I2 AD6+1 Ltd10
    can once again take marks, however more expensive to do so than before; fear; unbreakable; lurching horror; flailing appendages; 2 for 1
    Mark of Khorne 20pts
    Mark of Nurgle 30pts
    Mark of Tzeentch 10pts
    Mark of Slaanesh 20pts

    Giant 225pts
    M6 WS3 BS3 S6 T5 W6 I3 A* Ltd10
    may now be marked; marks differ; stubborn; *special attacks; Itp; longshanks; large target
    Mark of Khorne 30pts
    Mark of Nurgle 40pts
    Mark of Tzeentch 20pts
    Mark of Slaanesh 40pts

    Hellcannon 205pts
    M6 WS4 BS3 S5 T6 W5 I1 A5 Ltd4
    Dwarfs M3 WS4 BS3 S3 T4 W1 I2 A1 Ltd9
    Must test Ltd at the start of any turn it's not in combat, if failed moves 3D6" to the nearest enemy, charges if able; stone thrower S5(10), models under the template must test for panic at -1 to Ltd;
    Misfire chart:
    1. Every unit within 3D6" takes D6 S5 hits and then remove the cannon.
    2. Remove the crew.
    3. All Wizards immediately suffer a miscast.
    4. Remove D3 crew.
    5. Rampage (as above).
    6. Fires a normal shot, all models under template hit at S10 not just the centre, Hellcannon cannot fire for the rest of the game afterwards.

    Shaggoth 265pts NEW
    M7 WS6 BS3 S6 T5 W6 I4 A5 Ltd9 AS4+
    terror; large target; ItP; light armour; storm rage (as before)
    GW 20pts
    XHW 10pts

    Chaos War Shrine 130pts NEW
    M4 WS5 BS3 S4 T6 W4 I5 A5 Ltd8 AS4+
    chariot base, moves and fights like a monster; 4+ ward; can be marked; in the shooting phase give one unit within 12" a roll of the EOTG table; effect is RiP, if you try to bestow another benefit on any unit, then the previous effect ceases to work; unit champions may roll on the table when they win challenges (much like characters can do normally) provided there is a War Shrine on the table (this includes Ogre and Dragon Ogre champions)
    Marks same as Warriors

    Teil 3
    Gifts of the Gods: NEW


    Mantle of Chaos - 75pts
    when been targeted by any shooting attack roll a D3 and subtract it from the S of the attack. If it is reduced to 0 the attack is ignored
    Tendrils of Tzeentch - 60pts
    may reroll one PD or DD per player turn
    Distendable Maw - 40pts
    special attack may be made instead of normal attacks against a single man sized infantry model. Must pass an I test or die.
    Word of Agony - 40pts
    once per game at the start of the CC phase, a model in B2B takes D6 S4 hits with no AS
    Diabolic Splendour - 35pts
    any fear, terror, or panic tests caused by the bearer are at -1 Ltd
    Stream of Corruption - 20pts
    once use only breath weapon, at S3 and -1 to AS
    Third Eye of Tzeencth (Sorcerers only) - 25pts
    in magic phase may choose an enemy spellcaster within LOS, knows all this wizards spells bar summoning or healing spells for the rest of the turn, may not use own spells if this ability is used
    Sopoforic Musk - 20pts
    units fleeing from this character roll an extra D6 and discard the highest roll
    Bloodcurdling Roar - 20pts
    12" range shooting attack that cause 2D6 S1 hits with no AS
    Conjoined Homunculus (Sorcerers only) - 20pts
    once per turn may add D3 to a casting roll but must test for stupidity next turn
    Fury of the Blood God - 20pts
    Magic Resistance(2); 4+ ward save against wounds caused by spells; may not carry magic items
    Acid Ichor - 15pts
    when the bearer loses a wound in CC, the causer takes a S4 hit for each wound caused



    The List:
    Lords


    Chaos Lord 210pts
    M4 WS8 BS3 S5 T5 W3 I7 A5 Ltd9
    GW 12pts
    Flail/Halberd/XHW 8pts
    shield still costs 10pts
    Mark of Khorne 15pts
    Mark of Nurgle 20pts
    Mark of Tzeentch 10pts
    Mark of Slaanesh 5pts
    100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)

    Sorcerer Lord 235pts
    M4 WS5 BS3 S4 T4 W3 I5 A3 Ltd8
    Mark of Nurgle 20pts
    Mark of Tzeentch 20pts
    Mark of Slaanesh 5pts
    100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)

    Daemon Prince 300pts NEW
    M8 WS8 BS0 S5 T5 W4 I7 A5 Ltd8
    Mark of Khorne 10pts
    Mark of Nurgle 30pts
    Mark of Tzeentch 15pts
    Mark of Slaanesh 5pts
    Magic levels are 40pts each up to level 4
    100pts of Chaos Gifts; stubborn; fly; terror; US3; not effected by Eye of the Gods; 5+ ward save; may not join units


    Mounts NEW


    Chaos Dragon 360pts
    M6 WS6 BS0 S6 T6 W6 I3 A6 Ltd8 AS3+
    Fly; Terror; Large Target; two breath weapons, may use both in the same turn, one is S4, other is S2 at -3 to AS; extra hero slot

    Manticore 200pts
    M6 WS5 BS0 S5 T5 W4 I5 A4 Ltd5
    Fly; Killing Blow; Terror; Large Target; rider must test Ltd every turn or him and Manticore subject to Frenzy that turn, if rider dies Manticore is subject to "Raaargh" on monster reaction chart

    Daemonic Steed 50pts
    M8 WS4 BS0 S5 T5 W1 I3 A2 Ltd8
    Cause Fear

    Juggernaut of Khorne 50pts
    M7 WS5 BS0 S5 T4 W1 I2 A2 Ltd7
    Fear, MR(1), adds +3 to it's riders AS

    Palanquin of Nurgle 50pts
    M4 WS3 BS0 S3 T3 W1 I3 A6 Ltd7
    Fear; Poisoned Attacks

    Steed of Slaanesh 25pts
    M10 WS3 BS0 S3 T3 W1 I5 A1 Ltd7
    Cause Fear; Poisoned Attacks; Fast Cavalry

    Disk of Tzeentch 20pts
    M1 WS3 BS0 S3 T3 W1 I4 A1 Ltd7
    Causes Fear; Flaming Attacks; Fly

    Chaos Steed 24pts (16pts for hero choices)
    M8 WS3 BS0 S4 T3 W1 I3 A1 Ltd5


    Heroes


    Exalted Champion 110pts
    M4 WS7 BS3 S5 T4 W2 I6 A4 Ltd8
    GW 8pts
    Shield 5pts
    XHW/Halberd/Flail 4pts
    Mark same as Lord of Chaos
    50pts of magic items; 25ptsof gifts; may be a BSB for 25pts; if BSB takes a magic banner then he cannot carry any other magic items; can have any of the God specific steeds and the daemonic steed, aswell as the chaos steed

    Sorcerer 85pts
    M4 WS5 BS3 S4 T4 W2 I5 A2 Ltd8
    Marks cost same as for Sorcerer Lord
    50pts of magic items; 25ptsof gifts; mounts as above


    Core


    Warriors 15pts
    M4 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
    Shield/XHW/Halberd 1pt/model
    GW 2pt/model
    Mark of Khorne 30pts
    Mark of Nurgle 30pts
    Mark of Tzeentch 20ts
    Mark of Slaanesh 10pts
    Musician 6pts
    SB/Champ 12pts
    Magic Banner 50pts

    Marauders 4pts NEW
    M4 WS4 BS3 S3 T3 W1 I4 A1 Ltd7
    Marks same as Warriors
    Shield 1pt/model
    Flail 1pt/model
    Light Armour 1pt/model
    Great Weapon 1pt/model
    Champion 8pts
    Standard Bearer 8pts
    Musician 4pts

    Hounds 6pts NEW
    M7 WS4 BS0 S3 T3 W1 I3 A1 Ltd5
    may be given scaly skin (6+) for 1pt/model or/and poisoned attacks for 3pts/model

    Horsemen 13pts
    M8 WS4 BS3 S3 T3 W1 I4 A1 Ltd7 AS6+
    can re-roll pursuit rolls
    Marks and command same as Warriors
    LA/Shield/Spears/Throwing Spears 1pt/model
    Flail/Throwing Axes 2pts/model

    Teil 2
    Chaos Daemon Sword - 75pts
    +D6A, +D3S; 1's hit the bearer and may never be re-rolled
    Hellfire Sword - 75pts
    flaming attacks; causes D3+1 wounds
    Sword of Change - 65pts
    +1S; any model taking a wound from the sword must make a T test or turn into a Spawn which causes S4 hits to all his own models within B2B and then dies
    Chaos Runesword - 50pts
    +1WS, +1S, +1A
    Berserker Sword - 50pts
    models on foot only; +1A for every model in B2B
    Ethersword - 50pts
    ignores AS
    Rapier of Ecstasy - 45pts
    when the Rapier causes a wound the target may pass a S test or be removed from the game
    The Father of Blades - 40pts
    any to hits rolls against the bearer that roll a 1 hit the attacker instead
    Axe of Khorne - 45pts
    +1S; killing blow
    Filth Mace - 35pts
    poisoned attacks, once the bearer kills a model in CC he cause terror for the rest of the game
    Rending Sword - 30pts
    re-roll wound rolls (not 100% on this one)
    Whip of Subversion - 25pts
    if the bearer wounds an enemy character of monster who has not yet attacked yet, the enemy model attacks his own side on models of the Chaos players choosing
    Glaive of Putrifaction - 25pts
    any models that suffer a wound from the Glaive are reduced to S2 and T2 for the rest of the game


    Skinhidden Plate - 60pts
    +1T
    Chaos Runeshield - 50pts
    negates enemy magic weapons
    Armour of Damnation - 45pts
    enemies must re-roll successful hits in CC
    The Crimson Armour of Dargan - 40pts
    immune to killing blow; can never take multiple wounds
    Armour of Morrslieb - 35pts
    Chaos Armour; 4+ ward save against non-magical attacks
    The Bronze Armour of Zhrakk - 15pts
    Chaos Armour; is immune to psychology, killing blow and poisoned attacks, but no unit may ever use his Ltd


    The Beguiling Gem - 50pts
    all enemies in B2B with the bearer in CC must pass a Ltd test at the start of the phase or may not attack this turn and are hit automatically
    Crown of Everlasting Conquest - 50pts
    regeneration
    The Black Tongue - 50pts
    one use only; bearer takes a wound to convert an enemies failed casting into a miscast[/color
    Blasphemous Amulet - 25pts
    at the start of the Chaos magic phase, enemies in B2B with the bearer must pass a T test or take a wound with with no AS
    The Collar of Khorne - 25pts
    6+ ward save; MR(2)
    Golden Eye of Tzeentch - 25pts
    4+ ward save against all missiles
    Necrotic Phylactery - 10pts
    immune to poison, and spells from the Lores of Death and Nurgle, also auto passes all characteristic tests bar Ltd


    Skull of Katam - 50pts
    bearer and any wizards within 3" add +1 to their casting rolls
    Infernal Puppet - 35pts
    bearer may modify miscast rolls of all wizards on the field by D3
    Blood of Tzeentch - 30pts
    bearer may re-roll one casting dice per turn so as long as it's not a 1
    Power Familiar - 25pts
    adds 1 PD to the pool
    Warriors Familiar - 20pts
    inflicts one S5 hit against an enemy in B2B with the bearer at the start of the CC
    Spell Familiar - 15pts
    bearer knows an additional spell


    Rod of Torment - 45pts
    bound spell (3); magic missile of 18" inch range, 2D6 S3 hits
    Bloodskull Pendant (models on foot only) - 45pts
    instead of normal attacks may make one S8 killing blow hit on each model in B2B
    Book of Secrets - (no Mark of Khorne) 25pts
    knows a random spell from Fire, Shadow or Death, generates one PD and rolls 1D6+1 on miscast table
    Helm of Many Eyes - 25pts
    ASF; stupid
    Pendant of Slaanesh - 20pts
    each unsaved wound suffered by the character gives him +1A for the rest of the battle
    Death's Head - 20pts
    one use only thrown weapon of 12" range; hits on a 2+, target takes D6 T tests, each failed is one wound with no AS
    Favour of the Gods - 5pts
    [color=red]when rolling on the EOTG table, bearer may change his result by 1 unless he rolled snake eyes

    So hier mal was konkreteres was ich in den Tiefen des internets gefunden habe^^ Wenns nicht legal oder erwünscht ist, einfach löschen :)
    Teil 1
    Rules:
    - "Will of Chaos" rule, army wide re-roll panic
    - Mark of Khorne causes Frenzy, +1S for Giant and Spawn
    - Mark of Nurgle causes -1 WS in combat and to hit with shooting
    - Mark of Slaanesh benefits the unit with immunity to fear, terror and panic, also gives ASF to rare choices
    - Mark of Tzeentch gives +1 to ward save (6+ ward to models without one), also +1 to cast for sorcerers
    - Note that the price of marks may be different for some units
    - Eye of the Gods table, roll 2D6 for the following:
    - Characters roll every time they win a challenge or kill a large target
    - Chosen roll once at the start of the game
    - Trolls roll every time they successfully regenerate two or more wounds at once
    - 2: Stupidity (chosen re-roll)
    3: +1 Toughness
    4: +1 Strength
    5: +1 Attack
    6: +1 Armour (max. 0+)
    7: Nothing (chosen re-roll)
    8: Magic Resistance (3)
    9: +1 Leadership
    10: Cause fear (cause terror if already cause fear)
    11: Cause terror
    12: Stubborn and 4+ Ward Save
    (note: duplicate gifts must be rerolled)
    - Chaos characters may now take Chaos Gifts on top of Magic Items, much like the VC's Vampiric Powers
    - NEW
    - Lore of Slaanesh
    1. Lash of Slaanesh. 24" D6 S3 hits. Units that take wounds cannot march in their following movement phase.
    2. Hellshriek. 7+ to cast. Every enemy unit within 18" make take a panic test.
    3. Hysterical Frenzy. 8+ to cast. Remains in Play. Make a unit (friend or foe) within 24" frenzied. Takes D6 S3 hits at the start of every turn while effected.
    4. Titillating Delusions. 8+ to cast. Remains in Play. 24" range. Unit must follow to a point on the table.
    5. Aura of Acquiescence. 9+ to cast. Make a friendly unit within 18" cause fear or terror if already causing fear. Enemies fighting the target must pass a Ltd test to attack it in CC.
    6. Ecstatic Seizures. 12+ to cast. Enemy unit within 24" takes T tests for every model. Those who fail take a wound with no saves of any kind.

    - Lore of Nurgle
    1. Magnificent Buboes. 5+ to cast. Choose an enemy single model. It loses a wound if within 24".
    2. Fleshy Abundance. 7+ to cast. Give regeneration to a friendly unit within 18".
    3. Plague Squall. 8+ to cast. Attack as Stone Thrower. Any units touched by the template take 3D6 S1 hits with no AS.
    4. Cloying Quagmire. 8+ to cast. All models in unit must take an I test. Those who fail must then take an armour save. If they pass the armour save after failing the I test, they die. No effect on flyers, ethereals, or amphibians.
    5. Curse of the Leper. 10+ to cast. Remains in Play. Add a counter to the target unit every turn. Take the number of counters each turn from the units S and T. If either reaches 0 remove the unit from the table.
    6. Rot, Glorious, Rot! 13+ to cast. D6 SD6 hits with no armour saves to every unit within 18".

    - Lore of Tzeentch
    1. Flickering Fire of Tzeentch. 4+ to cast. 18" range. D6+1 SD6+1 flaming hits.
    2. Baleful Transmogrification. 7+ to cast. Target within 24" takes a Ltd test. Takes wounds equal to how much they fail by with no AS.
    3. Pandemonium. 8+ to cast. Remains in Play. Enemy units cannot benefit from their general's Ltd, enemy wizards miscast on any doubles.
    4. Treason of Tzeentch. 9+ to cast. Target a unit within 24" and NOT Itp. Each model in unit attacks itself (does not effect characters or steed). Chaos player decides what weapons are used and HW + Shield bonus is not allowed. Panic tests are taken if 25% casualties sustained.
    5. Call to Glory. 12+ to cast. Remains in Play. Make one normal warrior within 18" an Exalted Champion with HW and Shield.
    6. Infernal Gateway. 15+ to cast. 2D6 S2D6 hits. If 11 or 12 is rolled for strength, remove the target unit from play.

    - All Chaos models must challenge in combat if they can; characters must accept challenges;
    - Spellcasters may take spells from lores of Fire, Shadow, Death, or Heavens, or the lore of their God if marked
    Magic Items:
    Banner of the Gods - 125pts
    unit cause terror and all units within 6" are stubborn
    Doom Totem - 75pts
    all enemy units with LOS to the banner suffer -1 to their leadership
    Banner of Wrath - 45pts
    Bound spell (4); 24" in range MM causing D6 S4 hits
    Blasted Standard - 40pts
    5+ ward save against ALL attacks made in the shooting phase
    Banner of Rage - 35pts
    frenzy that can never be lost
    Festering Shroud - 25pts
    models in B2B with the banner holder at the start of the Chaos magic phase who do not have the Mark of Nurgle must pass a T test or take a wound with no AS
    Rapturous Standard - 20pts
    any break test that rolls a double or a 1 on a dice counts as having rolled insane courage



    Kann mir einer erklären welche sagenhafte Flüssigkeit man fürs Dippen verwendet? Stinknormaler Lack oder eine Lasur?
    Und: Wie dippt man richtig?^^
    MFG

    Hmm für Chaos^^ Aber eig. muss es ja keine kanone sein oder? Der Todbringer könnte ja auch die Form einer rBalliste annehmen die anstatt Seelen in Kugelform, Seelen in Bolzen Form abschiesst. Natürlich mit der gleichen Sprengkraft ;)
    Das ich den umbauen werde ist natürlich selbstverständlich^^

    Wie man im Titel lesen kann lautet meine Frage: Wie bastel ich mir (billig^^) einen Todbringer?
    Ich hatte da schon einige Ideen, wovon ich die meisten aber schon verworfen habe... Die einzigste die hängengeblieben ist, ist die eine Belagerungsballiste der Uruks umzubauen. Denke die sollte groß genug sein um einem Todbringer gerecht zu werden^^
    Da dies allerdings auch meine einzige übrig gebliebene Idee ist, möchte ich wissen: Woraus (oder wie) würdet ihr einen Todbringer bauen?
    MFG und Danke im Vorraus,
    Serash :)

    Zitat

    Wie kommen die Marines in die ander Dimension?

    "Tzierep ist es möglich einen Riss in den Teil des Chaosreiches zu öffnen in sich alle Universen und Dimensionen schneiden. So ist es ihm möglich Diener des Chaos aus anderen Epochen oder sogar Welten zu rufen." So kommen die in die andere Dimension ;)

    So heute will ich mal wieder Leben in diesen Thread einhauchen^^ Diesmal mit einem Dämonen Charaktermodell! Viel Spass ;)
    Tzierep, Wandler der Welten
    B / KG / BF / S / W / LP / I / A / MW
    4 / 4 / 4 / 4 / 4 /2 / 4 / 2 / 9
    Punkte: 350
    Ausrüstung: Tzierep ist mit dem Dämonengeschenk „Weltenriss“ gesegnet.
    Auswahlen: Als Herold des Tzeentch verbraucht Tzierep eine Heldenauswahl, aber zusätzlich noch eine seltene Auswahl.

    Weltenriss: Tzierep ist es möglich einen Riss in den Teil des Chaosreiches zu öffnen in sich alle Universen und Dimensionen schneiden. So ist es ihm möglich Diener des Chaos aus anderen Epochen oder sogar Welten zu rufen.
    Einmal während der Schussphase der Dämonen, darf Tzierep versuchen einen Riss zu öffnen. Bestimme dafür einen Punkt auf dem Spieltisch der maximal 12 Zoll von Tzierep entfernt ist, und vollkommen frei von Gelände und Einheiten ist. Wirf danach einen Abweichungs- und einen Artilleriewürfel um zu bestimmen wo Tzierep den Riss öffnet. Bei einer Fehlfunktion, oder wenn der Riss über unpassierbaren Gelände oder einer nichtplänkelnden Feindeinheit mit mindestens einer Einheitenstärke von 10 geöffnet werden soll, passiert Garnichts und Tzierep erhält einen Treffer der Stärke 10 gegen den keine Schutzwürfe erlaubt sind durch die zurückgeschleuderten Chaosenergien.
    Falls das obengenannte nicht eintrifft, und der Riss über einen legalen Zielpunkt verfügt lege die große 5-Zoll Schablone über diesen Punkt. Wirf danach einen W6 um zu sehen was passiert:
    1: Ein Chaos Space Marine Terminator wandert durch den Riss. Der Terminator ist mit einer Maschinenkanone bewaffnet.
    2: Ein Chaoshexer hat sich in diese Welt verirrt. Der Hexer verfügt über die „Schusswaffe“: „Blitz des Tzeentch“.
    3: 3 Chaos Space Marines stürmen aus der anderen Dimension. Zwei Space Marines sind mit je einem Bolter und einer mit einem Plasmawerfer bewaffnet.
    4: Ein Kyborg manifestiert sich auf dieser Ebene. Der Kyborg ist mit einem schweren Bolter, einer Laserkanone oder einem Plasmawerfer bewaffnet.
    5: Ein Chaos Cybot erscheint. Der Cybot ist mit einem schwerem Flammenwerfer bewaffnet.
    6: Ein Chaos Land Raider rattert durch den Spalt! Der Chaos Land Raider ist mit zwei schweren Boltern und einer Laserkanone bewaffnet.
    Alle herbeigerufenen Einheiten erscheinen an der Stelle an der sich die Schablone befindet.


    Eine herbeigerufene Einheit ist an ihrem Standort gebunden und kann auf keine Weise irgendwelche Angriffe ansagen. Ihnen ist nur erlaubt ihre Waffen abzufeuern. Die Werte der einzelnen Einheiten werden weiter unten aufgelistet.
    Jede herbeigerufene Einheit wird nach Ende der Schussphase wieder in ihre Dimension zurückgesogen, da Tzierep den Riss nicht ewig aufrecht erhalten kann.


    Herbeigerufene Einheiten
    Nur die Ballistische Fertigkeit der Herbeigerufenen ist für das Spiel notwendig, so liste ich auch nur dieses auf. Der Trefferwurf wird ganz normal modifiziert.
    Chaos Space Marine Terminator: 5
    Chaoshexer: 6
    Chaos Space Marine: 4
    Kyborg: 4
    Chaos Cybot: 4
    Chaos Land Raider: 5
    Bewaffnung
    Bolter: Schusswaffe mit einer Reichweite von 24 Zoll und einer Stärke von 5.
    Schwerer Bolter: Schusswaffe mit einer Reichweite von 24 Zoll, einer Stärke von 5 und mehrfachen Schüssen: 3.
    Maschinenkanone: Schusswaffe mit einer Reichweite von 30 Zoll, einer Stärke von 4, mehrfachen Schüssen: W6+1 und der Sonderregel rüstungsbrechend.
    Plasmawerfer: Schusswaffe mit einer Reichweite von 18 Zoll, einer Stärke von 6 und verwendet die Explosionsschablone. Die Explosionsschablone wird auf ein Modell der Wahl des Schützen platziert.
    Laserkanone: Schusswaffe mit einer Reichweite von 48 Zoll und einer Stärke von 8. Jeder Treffer aus einer Laserkanone wird wie ein Treffer aus einer Speerschleuder behandelt.
    Schwerer Flammenwerfer: Schusswaffe die die Flammenschablone verwendet. Jedes Modell das sich ganz oder teilweise unter der Schablone befindet erleidet automatisch einen Treffer der Stärke 5 der Rüstungswürfe ignoriert.
    Blitz des Tzeentch: Schusswaffe mit einer Stärke von 6. Bestimme einen Punkt auf den Spielfeld den der Chaoshexer sehen muss und ziehe eine Linie zwischen ihm und den Punkt. Alle Modelle die sich in der Linie befinden erleiden einen automatischen Treffer.