BLOOD FRENZY (khorne only) .................... 5 pts per model
This squad is insane with pyschopathic instincts, and have had their brains altered to make them even more frenzied. The
marines have been frenzied for so long that they may parry, even while frenzied. The entire squad suffers from Frenzy, and
may parry even while frenzied.
WEAPON MASTERS (khorne only) .............. 4 pts per model
This squad is very experienced in hand to hand combat, and are expert murderers. However they are so eager to fight in HTH
that they can not hold still long enough to aim. The squad's WS goes up by 1, and their BS goes down by 1.
HIDE OF NURGLE (nurgle only) .................... 5 pts per model
The member's of this squad's skin is thick and rotting green. The marines feel no pain and can sustain wounds that would
make a tottaly alive man pass out. The squads T goes up by 1.
CLOUD OF FLIES (nurgle only) .................... 5 pts per model
This squad is blanketed by a thick cloud of black evil flies. These flies buzz around enemy models and distract them by cloggin
up breathing tubes, visors, and flying into exposed mouths, ears, noses, and eyes. The squad has a cloud of flies just like a
plaguebearer.
HELL WHIP (slaanesh only) .................... 8 pts per model
This squad has been gited with long, snaking, demonic whips. The whips are black and covered in tiny metal spikes, and end
in a wicked barbed hook. These whips may be used in HTH combat with the same effect as a power sword, except instead
of parrying, they cancel out the enemies parries. Alternatively the marines may use the whips in the shooting phase, in the same
way as tyranid flesh-hooks, except that they have half the range, and a strength of 5.
BEAST-MASTER (slaanesh only) .................... 2 pts per model, + slave
This squad take captives and uses them as personal bodygaurds, ammuntion carriers, and other less wholesome things. The
beastmasters chain the beasts (ussually humans or beastman) to their armor, and use them as living shields. Each member of
the squad may take a slave, either a human (+7), or a beastman (+13). The slave's cost is added to that of the squad's in
terms of VPs, and the slaves are armed with hand weapons (ann axe, sword, club, ect.)
MAGICIAN (tzeentch only) .................... 25 pts per psi-level
The members of this squad have been gifted with powerful psychic powers. During the battle they band together and cast
powerful spells, much to Tzeentch's delight. The squad has a psi-level in the same way as Grey Knights do -- and they may
have a psilevel of 1-3. The first power is tzeentchi, and the rest are either tzeentchi, adeptus, or librarian.
ECSTATIC DUPLICATION (tzeentch only) .................... 13 pts per model
This squad has mutated some, into a form similar to pink horrors. They always have idiot grins on their pinkish faces, and
many of their arms are long and/or double jointed. When a model in the squad is killed, replace the model with two blue
horror models. Note that this is exactly the same as what happens when pink horrors die.
HIDEOUS APPEARANCE .................... 5 pts per model
These marines are a gruesome lot, so horrible that they are impossible to describe. This squad causes fear.
TAILS, HORNS, EXTRA ARMS .................... 4 pts per model
These marines have grown huge sharp horns, wicked mace tipped tails, or 2-4 extra arms, or any combination of these. These
extra limbs grant the model an additional attack, wich is added to its profile AFTER any other bonuses, so this bonus attack is
not doubled by frenzy or combat drugs.
LONG LEGS .................................. 6 pts per model
The marines in the squad's legs are long and powerful. They all have +1 M.
FAVOUR OF CHAOS .................................. 5 pts per model
Chaos has smiled on the marines in this squad, and has rewarded them. Before the battle, right before setup, roll a D10 in
front of your opponent. Count from the left to the right of the characteristic chart, and reroll a 0. Whatever characteristic you
stopped at is increased by 1 (so if you roll a 3 then the entire squads BS is raised by 1).
DEVOTION TO CHAOS ............................... 5 pts per model
This squad is so devoted to chaos that they hate all enemy.
VAMPIRISM .................................. 7 pts per model
These marine have mutated until they resemble the classic vampire. They have a great thirst for blood and flesh, and have
bewitching gazes. All the models in the squad must charge as if they are frenzied (they do NOT double their attacks however).
At the start of HTH each model may attempt to transfix one opponent. The model being transfixed must make a leadership
test. If they fail, they count their WS as 0 for that turn only. In addition each model in the squad must make a LD test at the
end of hand to hand combat if they have inflicted a wound, and are not in base to base contact with an enemy model. If they
fail they continue to feast on the body. Each turn after make another LD test. If you succeed then the squad may move and
fight normally. If for some reason the feasting models are in base to base contact with the enemy, they will stop feasting.
IDIOCY ............................... -6 pts per model
The members of this squad all tend to be moronic, and most of them have small heads and shrivelled brains. These idiots have
trouble concentrating and tend to slip into a stupor even in battle, standing still drooling on themselves. All the member's of this
squad suffer from hatred
ONE EYE ............................... -4 pts per model
All of the marines in this squad have only one large inhuman eye in the middle of their foreheads. Because they each only have
one eye, they have poor depth perception. All member's of the squad have -1 BS.
ALBINO ............................... -5 pts per model
These marines are all deathly pale, have scraggly white hair, and glowing red eyes. They also have weak constitutions.
Because of this they all have -1 T.
GIANT HEADS ............................... -4 pts per model
The members of this squad are bizzare freaks. Their heads have grown until they are the size of normal marine's body, and
theirbody has atrophied away. Now these mutants legs connect to there chin, and there arms connecr to the large head behind
the ears. Because of the mutant's awkward shape they have -1 WS.