You are on page 1of 9

CODEX: WORD BEARERS NOTE: You will need Codexs: Chaos Space Marines and Chas Daemons.

SPECIAL RULES: Daemonic Bulk: The Word Bearers willingly use daemons as the bulk of their army, and their numbers are nearly endless. Lesser Daemon units do not count towards the minimum Troop choices. However you may not have more than 3 of the same Lesser Daemon unit in the army. As it is Written: The Word Bearers are devout followers of the Word of Lorgar, and will follow it until death. They are utterly devoted and are fearless. All models with the CSM written in their special rules are Fearless. FANE OF CHAOS: SINGLE-HANDED WEAPONS: Bolt Pistol (1pt) Power Weapon (15pts) Anointed Weapon (30pts) Rod of the Unbound (20pts) One per army. DOUBLE-HANDED WEAPONS: Bolter (1pt) Twin-linked Bolter (5pts) Combi-bolter (10pts) Heavy Flamer (12pts) Daemon Weapon (45pts) One per army. WARGEAR: Armour of Chaos (15pts) Daemonic Restraints (15pts) Horoscope of Chaos (20pts) Instrument of the Gods (15pts) GIFTS OF CHAOS: Purifying Flames (10pts) Chitinous Carapace (15pts) Unholy Might (15pts) Fury of Chaos (10pts)

NOTE: Nothing can be taken more than once. ARMOURY DESCRIPTIONS: Anointed Weapon: Usually a brass cross dipped in holy water made of consecrated blood, this is a weapon that is drains the blood of the enemy. Any model with this weapon may re-roll fails to wound, and is a power weapon. Rod of the Unbound: This is a very simple rod that contains a Daemon in a similar way to a Daemon Weapon, and for each soul collected generates more and more Daemons. Each time the model kills an enemy model, add a counter or a similar marker. Once a game, the wielder may release the Daemons inside, and a unit of Lesser Daemons from Codex: Chaos Space Marines is formed up to 12 away from the model, with models equal to the number of markers on the wielder. The unit may assault the turn it arrives. The effect may be combined with a power weapon. Daemon Weapon: These are weapons containing the essence of a Daemon, whether it be a mighty Bloodthirster or a lowly Nurgling. Daemon Weapons greatly enhance the capability of the wielder, and all grant the following: Require two hands to use. Is a power weapon. Adds an extra D6 Attacks in close combat. Roll the dice each time the model is about to attack. If the result is a 1, the Daemon rebels. The model makes no attack that turn and suffers one wound with no saves allowed. Grant a special power to the wielder. At the start of the game roll a dice and apply the following effect. 1. The Daemon spits on the wielder, feeling that the wielder is not worthy of some of its considerable power. Whenever rolling for the extra D6 attacks in close combat subtract 1 from the roll. 2. The Daemon contained inside is a destructive Bloodletter, wishing nothing else but the destruction of the enemy. The wielder is granted +1 Strength. 3. Most probably possessed by a Daemonette, the carrier sees everything exceptionally slowly, and can react much faster. The wielder is granted +1 Initiative. 4. Nurgle has granted the Daemon inside the weapon a deadly disease, and the weapon weeps filth and disease. Any model with this has Poisoned Attacks. 5. Torrents of warping energy are unleashed as the Tzeentch Daemon inside brings forth the power of Change, changing reality and distorting bodies

6.

into withering carcasses. The model has a force weapon. Every model within 6 takes a Strength 3 hit. In exchange for every roll of a 1 to hit in close combat the blow is struck against a friendly model other then the user, for the Daemon cares not for who is changed, only that it happens. Seeing all sides of reality, the Daemon is a dreaded mixture of everything the warp represents. Enemy models within 6 must take a Leadership test at the start of each turn or automatically fall back. Also the wielder is granted the Eternal Warrior special rule.

Armour of Chaos: Ornate golden armour, the wielder is granted a 2+ armour save. Daemonic Restraints: These usually come in the form of chains that are wrapped in a special fashion around the body of a chosen warrior. They contain the Daemon inside the warrior, and are released from the warrior when it is the correct time, usually commanded by the Dark Apostle. If a model with this is chosen to be possessed by a Greater Daemon of any form, then instead of rolling a dice to possess the model, you may choose when the model is possessed by the Greater Daemon. This does mean that you can hold back the Daemon until you so choose. Horoscope of Chaos: This is a simple divining object, quite commonly a ring, or a bangle inscribed with runes. It can help predict the Warp, and unleash Daemons at the correct time. When any units of Lesser Daemons are Deep Striking from Reserves, the wielder of the Horoscope may choose to re-roll the Reserves dice, which can help time the arrival of the Daemon units. Instrument of the Gods: Quite commonly a flute or a harp that amplifies the effect of Chaos, these instruments are designed to help summon Daemons. This is a Chaos Icon as written in Codex: Chaos Daemons, only that the range is extended by 6. Purifying Flames: The Word Bearer has been purified in the fires of Chaos, and is forever enveloped in fire to remind others of his purification. He may control these fires to destroy his enemies, or use them to provide other functions. Any enemy within 6 takes an immediate Strength 3 hit, and if in close combat the Strength is increased to 4. Chitinous Carapace: Scales and other hardened substances are part of the skin of the Champion, protecting him from harm. The model gains +1 to his Toughness as bolt rounds and swords merely scrape his armour. This does account for Instant Death.

Unholy Might: See Codex: Chaos Daemons. Fury of Chaos: The blessed warrior is enhanced beyond mortal power, and is a whirlwind of total destruction. The model is granted Furious Charge and Rage. HQ: 0-1 Dark Apostle (115pts) WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

Any Word Bearers army must include a Dark Apostle, although he does not take up a HQ choice. Unit Type: Infantry. Number/squad: 1. Wargear: Accursed Crozius, Rosarius. Special Rules: Fearless, Independent Character, 4+ Invulnerable Save, CSM, Dark Apostle: At the word of the Apostle, the Word Bearers will do anything. The Dark Apostle commands the total respect of the Host, and is the most powerful person in the Host. All models in the army will only fall back at the word of the Apostle, who is wise enough to see a lost cause. The Dark Apostle may choose to force any Chaos Space Marine unit on the board to fall back up to 12 in any direction. If the unit was in close combat then the opposing unit may consolidate. Sacred Ritual: The Dark Apostle performs rituals dedicated to the Chaos Gods to gain their favour. Select a point on the board at the start of the game and make sure your opponent knows about it, preferably by placing a marker of some sort that is easily distinguishable. One Lesser Daemon unit Deep Striking may come out from that point on the board. Accursed Crozius: The Crozius Arcanum is the symbol of office for a Space Marine Chaplain, and although during the Heresy the Traitor Legions destroyed their Chaplains the Word Bearers kept theirs, the Dark Apostles. The Accursed Crozius is a desecrated form of the Chaplains weapon. It is a power weapon. Rosarius: This is also used by a Chaplain, and grants a 4+ Invulnerable save. It also adds 1 to the Leadership of a unit of Cultists within 6. Options: The Dark Apostle may take up to 100pts of items from the Armoury. Sorcerer of the Word (115pts) WS BS S T W I A Ld Sv

10

3+

Unit Type: Infantry. Number/squad: 1. Wargear: Force weapon, Bolt pistol, Scroll of Lorgar. Special Rules: Independent Character, 5+ Invulnerable Save, CSM, Psychic Powers: A sorcerer is a psyker and must have one of the psychic powers from Codex: Chaos Space Marines for the points listed. Forbidden Lore: The Sorcerer automatically has the psychic power Flayer, and this is the psychic power Doombolt only that it has Range 24 and is Strength 5. Scroll of Lorgar: This is a scroll made from torn skin of a psyker, and is only used once per game. Once read, it crumbles into dust, and the psychic power is unleashed, enhancing the Sorcerers psychic potential. It allows the user to use an additional psychic power for two turns. This may be the same psychic power that was cast that turn. Note that you may not re-roll a re-roll. Options: The Sorcerer may take up to 100pts of items from the Armoury. Daemon Prince (115pts) WS 7 BS 5 S 6 T 5 W 4 I 5 A 4 Ld 10 Sv 3+

Unit Type: Monstrous Creature. Number/squad: 1. Wargear: The Daemon Prince has a single close combat weapon. Special Rules: Fearless, 5+ Invulnerable Save, Eternal Warrior, Daemonic Essence: Daemon Princes of the Word Bearers are almost pure daemon, can stay in the material world without any troubles and are still potent psykers. While this makes them very dangerous to mortals, it also means that because of their daemonic and psychic essence they act as a beacon to other Daemons. A Daemon Prince counts as having an Icon of Chaos. Options: The Daemon Prince may have up to 100pts of items from the Armoury. ELITES: Anointed (35pts) WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 2+

Unit Type: Infantry. Number/squad: 3-10. Wargear: Terminator Armour, Twin-linked Bolter, Power weapon.

Special Rules: CSM, Terminator Armour: Terminator Armour was originally designed for close fighting aboard space hulks and other confined areas. Anointed have 5+ Invulnerable Saves. They may move and fire with heavy weapons and may assault after firing rapid fire and heavy weapons. However, they may not Sweeping Advance after assaults. Also, Anointed may Deep Strike onto the board and be held in Reserves. Anointed Cult: The Anointed are the most religious of the Word Bearers other than the Dark Apostle, and are trained to protect him at all costs. As a result, the Dark Apostle must join the Anointed unit if there is an Anointed unit in the army. As long as the Apostle is alive, the Anointed have Furious Charge. Options: Up to two Anointed may take the following: Heavy Flamer (12pts), Pair of Lightning Claws (15pts), Power fist (10pts). Possessed Chaos Space Marines. For rules see Codex: Chaos Space Marines. They cannot take any Icons of Chaos, although one model may be an Aspiring Champion for 10pts. Chaos Dreadnought. For rules and options see Codex: Chaos Space Marines. TROOPS: Chaos Space Marines (16pts) WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 10 Sv 3+

Unit Type: Infantry. Number/squad: 5-10. Wargear: Bolt Pistol, Close Combat Weapon, Bolter. Special Rules: CSM. Options: One Marine may take a meltagun (10pts) or a flamer (5pts). One model may take a Missile launcher (10pts), Autocannon (10pts), Lascannon (20pts), or Heavy bolter (10pts). Character: One model may be an Aspiring Champion for 15pts. He may take a power weapon (15pts) or a power fist (25pts). He may take an Icon of Chaos (20pts). Lesser Daemon Units. The rules for each Daemon unit are found in Codex: Chaos Daemons. Lesser Daemon WS BS S T W I A Ld Sv

Bloodletters Daemonettes Pink Horrors Cultists (5pts) WS 2 BS 3

5 4 2

0 0 0 3

4 3 4 3

4 3 5 3

1 1 1 1

4 6 2 3

2 3 1 1

10 10 10 10

5+ 5+ 5+ 4+

Plaguebearers 3

S 3

T 3

W 1

I 3

A 1

Ld 7

Sv 5+

Unit Type: Infantry. Number/squad: 10-20. Wargear: 1 Close Combat weapons. Special Rules: Body Pile! : Quite commonly during battle commanders do not want the enemy coming towards their men. Some twisted men, usually Dark Apostles, will call upon a body pile. This is where the Word Bearers or allied Daemons will open fire on a Cultist unit in an attempt to use the body pile remaining to hold off the enemy for a while longer. The Word Bearer player may declare a Body Pile move in his Shooting Phase. This is where a friendly unit with ranged attacks may open fire on a Cultist unit. Once at least half of the Cultists are dead place a marker the size of the large blast marker. That area is difficult terrain and grants a 5+ Cover Save. NOTE: Only half need to die because the remaining Cultists will probably commit suicide in fright. Options: Any model may take a Bolter (1pt), Frag Launcher (3pts), or a Bolt Pistol (1pt). Three models can form a heavy weapons team that may take one of the following: Plasma Cannon (25pts), Lascannon (25pts), Heavy Bolter (15pts). NOTE: If the Plasma Cannon overheats and the Cultist fails the save all 3 models are killed. Plasma Cannons for Cultists will overheat on a 1 or a 2. This is because the Word Bearers will give Cultists weapons that are of poorest quality, barely functional. Frag Launcher: This is a cheap, easy to use grenade launcher that is best used against massed infantry. Range 18 Strength 3 AP Type Assault 1, Blast

Psyker-Helots (10pts) WS 2 BS 2 S 2 T 2 W 1 I 2 A 1 Ld 5 Sv -

Unit Type: Infantry. Number/squad: 5-15.

Special Rules: 5+ Invulnerable Save, Fearless, Psyker Bombs: These are twisted depraved souls, usually innocent and are used as living psyker bombs. If a Psyker-Helot unit is within 6 of an enemy unit, then a Dark Apostle, Daemon Prince, or Sorcerer may activate their psychic power. Every model in the unit dies and all enemy units within 6 take a Strength 4 hit with no armour saves allowed. Amplifiers: Helots are quite commonly used as amplifiers for a Sorcerer. A Sorcerer may remove 1 Helot in order to cast a spell from the line of sight of the Psyker-Helot unit. The Sorcerer does not need to see the Helot unit. FAST ATTACK: Chaos Bikers (30pts) WS 4 BS 4 S 4 T 4 (5) W 1 I 4 A 1 Ld 10 Sv 3+

Unit Type: Bikes. Number/squad: 3-10. Wargear: Chaos Bike has a twin-linked bolter, Bolt pistol, Close combat weapon. Special Rules: CSM, Options: One model may take an Icon of Chaos (15pts). Up to two models may replace the twin-linked bolter with a meltagun (10pts), flamer (5pts), or a plasma gun (15pts). Chaos Spawn Clusters (50pts) WS 3 BS 0 S 5 T 5 W 3 I 3 A D6 Ld 10 Sv -

Unit Type: Beast. Number/squad: 1-6. Special Rules: Fearless, Slow and Purposeful, 5+ Invulnerable Save, Deep Strike: Chaos Spawns are very odd creatures, and quite often they will materialize right in front of the enemy lines. Chaos Spawn Clusters may Deep Strike and therefore be held in Reserves. Mutating Mass: Chaos Spawns are ever-mutating, and can absorb hits whilst mutating their body, making it very hard to hurt one. Chaos Spawns have the Feel No Pain special rule. This may be given to the unit for 40pts. HEAVY SUPPORT: Greater Daemons. The rules and options for Greater Daemons are found in Codex:

Chaos Daemons. Daemon WS BS 4 4 4 5 S 7 6 6 6 T 6 6 6 6 W 4 5 4 4 I 5 2 10 5 A 5 4 6 3 Ld 10 10 10 10 Sv 4+ 4+ 4+ 3+ Bloodthirster 10 Great 6 Unclean One Keeper of Secrets Lord of Change 8 5

Special Rules: Possession: Greater Daemons must possess mortal bodies in order to be brought into the material world. They are kept in Reserves and can only possess an Independent Character, or an Aspiring Champion. Alternatively you may choose to allow the Daemon to possess D6+3 Cultists, representing how much a Word Bearer is worth to a mere Cultist. When the Daemon can arrive from Reserves, the model/s required are removed and replaced with the Greater Daemon. The Greater Daemon no longer counts as part of the unit. No victory points are gained from the possessed model. If a Cultist unit suffers 25% casualties, then they do not have to take a Morale test, for although their fellow cultists just got obliterated a Greater Daemon of the Gods is before them. If there are no adequate units to be sacrificed, then the Greater Daemon cannot be summoned and the opponent gains no victory points. Land Raider. The rules and options for a Land Raider are found in Codex: Chaos Space Marines. Predator. The rules and options for a Predator are found in Codex: Chaos Space Marines.

You might also like