Chaos War Machines


Introduction

Everyone knows that the Achilles heel in a Chaos army is the lack of missile fire and war machines. But the dark gods finally answered. Here is a sort of catapult for each dark god. These catapults are a cross between a Daemon and a Chaos Spawn, but mutated in a way that can hurl long projectiles by their elastic arms. You must use a type of catapult associated with its god, ie you can't use a Khorne war machine in a Nurgle army.


 

Catapult Type

            Khorne's War Machine  : Bloody skull        (Throws a huge skull filled with boiling blood)

            Nurgle's War Machine   : Rotten head        (Throws a huge diseased head of a horned daemon)

            Tzeentch's War Machine : Infernal ball       (Throws a huge ball of fire)

            Slaanesh War Machine  Madness of hell  (Throws a recipient containing a mass hysteria drug) 

 
Troop Restrictions and Special Rules
To field a catapult, you must have at least two core daemon unit of the same dark god in the army.
All catapults occupy a Rare slot in an army led by a Mortal or Daemon General. If led by a Beastmen General, it will occupy 2 Rare slots.
Minimum army size must be 2000 points.
No more than one catapult is ever allowed in any army.
Choose only the appropriate catapult of your god alignment; chaos undivided armies can never wield a catapult.
Although the Daemon is aligned with a god, it does not receive any benefits or marks, but only suffers from Daemonic Instability if all crew dies.
 
 
Points
Total points : 150 (including catapult & crew)

Crew: 1 Chaos Warrior (having heavy armour and hand weapon) and 2 Marauders (having light armour and hand weapons).

 
 
Movement
Can move 4 inches per turn. Note that it can only move or fire per turn, not both.
 
 
Shooting at Catapult
Roll a D6. On a roll of 1, 2 or 3, the catapult is hit. On a roll of 4 or 5, one of the Marauders is hit, and on a roll of 6 the Chaos Warrior is hit.
 
 
Shooting from Catapult
Use the big template with range of 12" to 48" and roll both artillery and scatter dice. In the event of a misfire, consult the misfire table at the end of this page.
 
In addition, damage / effect is calculated with the following special rules for each catapult type:
 
Bloody skull : Boiling blood hits with Strength 5. Armour saves are allowed at -3 (except the one hit directly at Str 7, D3 Wounds).
 
Rotten head : Disease is spread on the targets, then roll a further D6 : 1 - 2 = Currently hit targets will lose all armour (even partially hit).
                                                                                                         3 - 4 = Currently hit targets will lose all armour and additional weapons.
                                                                                                         5 - 6 = The whole unit loses all armour and weapons.
 
Infernal ball : Treat as a conflagration of doom spell with all its rules, on the models under the template.
 
Madness of hell : Madness is spread on the whole unit, then roll a further D6 : 1 - 3 = Whole unit loses this & next turn but may defend itself.
                                                                                                                      4 - 5 = Whole unit loses this & next turn, cannot defend itself.
                                                                                                                            6 = Whole unit charges nearest friendly unit, if no one is 
                                                                                                                                   near their charge distance, choose previous result.
 
 
Close Combat
In close combat, only the crew may fight, as they defend the infernal machine to death. If all crew dies, the Daemonic machine must then take an immediate Instability test, according to the combat result. When all crew dies, treat catapult as a daemon that causes fear, has an armour save of 4+, can hit ethereal creatures but has no power or dispel dice, and suffers from Daemonic Instability. Additionally it can move and fight in close combat but may not fire any more projectile weapons. It may never march and charges only at 6".
 
M    WS    BS    S    T    W    I    A   LD   US
 4      4       0      4     5     2    4    1     8      2
 
 
Misfires
On a misfire roll a D6, then consult the following: 
 
On a result of 5 or 6, the Daemon Catapult has not thrown the weapon or totally miscalculated the distance, but nothing else happened.
On a result of 3 or 4, the mortal crew have mishandled the Daemon and with Daemonic anger it swallows one of the crew (Marauders first).
On a result of 1 or 2, the Daemon Catapult's energy to maintain its huge physical form on the mortal realm wanes and so it warps back to the
                                Realm of Chaos. Any remaining crew are automatically sucked into the void with the Daemon.

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