DAEMONS

BLOOD HUNTERS

Points/Mdl

WS

BS

S

T

W

I

A

Ld

Sv

Blood Hunter

28

4

0

4

4

1

5

2+1

10

3+/5+

Blood Hunters fight with large daemonic claws that are embued with the raw power of the Warp. Similar to Bloodletters, Blood Hunters are vast monsters of muscle. Each fights with a tenacity that is unseen, even amongst the minions of Khorne.

Alighment: Blood Hunters are aligned to Khorne and any Chaos Space Marine army that includes at least one unit bearing the Mark of Khorne may include a pack of Blood Hunters.

Section: Blood Hunte are a Troops choice.

Number: A pack of Blood Hunters consists of between 5-10 Blood Hunters.

Weapons: Daemonic claws (counts as lightning claws).

SPECIAL RULES

Instability: Blood Hunters are subject to Daemonic instability as described upon page 12 of the Codex: Chaos Space Marines.

Invulnerable: Blood Hunters are unearthly creatures, existing from the very stuff of chaos itself, and therefore, their 5+ save is Invulnerable.

Daemons: The Blood Hunters enter play just like any other daemon and are subject to daemon summoning rules as described in the Codex: Chaos Space Marines.

CREEPERS

Points/Mdl

WS

BS

S

T

W

I

A

Ld

Sv

Creeper

+14

4

0

4

3

1

4

1+1

9

5+

Bloody rituals are used to insite a bond with those within the Warp. In exchange for eternal damnation, those who bear the mark of the creeper are embued with daemonic resistence, but this is often short lived as the Creeper bursts into the universe in a bloody melee of emerging destruction.

Alighment: Creepers are aligned to Chaos Undivided and may be used in any Chaos Space Marine army.

Section: Creepers are a Troops choice.

Number: You may include up to twenty Creepers as a single Troops choice and must be taken as an upgrade for an existing Troop choice.

Weapons: Claws. They counts as having daemonic talons, visage and glare.

SPECIAL RULES

Daemonic Glare: If a unit with at least one Creeper model in it charges, the enemy must pass a Leadership test (with the -1 penalty for daemonic visage), or count as having a I of 1 for that round of combat, even applies to units in cover.

Daemonhosts: The unit that are the Daemonhosts automatically gain Daemonic aura as a benefit of the possession.

Instability: Creapers are subject to Daemonic instability as described upon page 12 of the Codex: Chaos Space Marines.

Invulnerable: Creepers are unearthly creatures, existing from the very stuff of chaos itself, and therefore their save is Invulnerable.

Possession: The Creepers can only exist in the material universe after first taking a prepared sacifice, akin more like the Greater Daemons rather then 'conventional' daemonic entities. A the beginning of each Assault phase, roll a D6 for each host model still alive in the daemonhost unit. On a roll of a '1', the one model is transformed immediatally, whilst on a roll of a '6', the Chaos player may choose to possess or not. If one or more models are killed, then the Creeper that would otherwise take their place are killed as well. Note that until the first Creeper is revealed, the Chaos player doesn't have to tell the opponent which unit are the Daemonhosts.

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