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Discussion Starter · #1 · (Edited)
Hey Heresy! With the new Mantic Zombies coming out, I decided to buy a bunch and create an army. Pyramid (the Red Devil) and Chaos Sorcerers will be leading them into battle. Khorne's bloodthirsty virus will turn zombies into brutal killing machines, whereas Nurgle's outstanding resilience will allow his zombies to march into enemy lines, unscathed.

From the beta tests I've been conducting, certain aspects of this army are underpowered, while some are overpowered. I'd like to hear what you think, and please, don't give crappy advise for the sake of receiving Rep, because you will receive none.:grin:

Alrighty then, let us begin! (Note that I didn't work out all the fluff yet - this is still a beta)

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Introduction:

Why collect Chaos Zombies?
Chaos Zombies are an army to be reckoned with. To be playing a Chaos Zombie army is be fielding a large horde of the undead, that hunger for the living. If even the mightiest of foes finds himself with as much as a scratch on his flesh – only time will tell how long he has until he becomes one of their ranks. The Blood God Khorne and the Plague God Nurgle summon their daemons to join battle as well, from mighty tank-crushing Bloodthirsters, to the very resilient Plaguebearer.

The first Red Devil encounter:
The Red Devil is a fearsome monster; a being created by the Great God Tzeentch to punish those whom caused great trouble to the Chaos army. Why he only appears following an assault of a zombie invasion is unknown, however many speculate that it is the amount of raw Warp energy surrounding the massed number of Sorcerers, or possibly because the zombies need someone to lead them to victory, but whatever the reason, one is never to question The Changer’s will.
The Red Devil first appeared on the planet of Aegis XVII, following a great liberation of millions of citizens that occurred between the Imperial Guard and the forces of Lorgar. Prior to the invasion, many men had been purged for heresy, claiming that they had visions of a large being, neither daemon nor man, following them down an endless corridor, dragging along a giant knife which created a horrible screeching sound, and wearing a large, red triangular helmet. The following day, the battle barge “Maim and Purge” appeared over the skies. Hundreds of shuttles swarmed out of the ship, carrying with them a thousand zombies each. The Imperial world soon found itself drowning under a sea of bloodied and rotted corpses, as one would infect another, and then that victim would turn upon yet another. Defenseless Imperial citizens were overrun in their own homes, as zombies burst through the windows and burst into their homes.
Commissar Ackers and his remaining platoon of Guardsmen ascended the large city walls and began their last stand. The Commissar looked down upon a thick sea of mangled corpses, as they desperately clawed at the walls, swarming over their dead. All of a sudden, the moaning ceased and the zombies shuffled to the sides – either out of respect or fear, was unknown. Emerging from the end of the tide was a muscular figure with a red aura, bearing a metal helmet in the shape of a pyramid. The Commissar immediately recognized this creature by the description given by his fellow men of who had been purged. It slowly stepped forward, causing small tremors in the ground as it stepped, the giant blade dragging behind it. Under the Commissar’s orders, no one dared fire.
The Commissar immediately realized what the creature was about to do. Howling into the vox, the wall beneath him crumbled as the giant blade swung clean through it. Regaining balance, bolt pistol in hand, he steadied his aim upon the creature amidst the chaos around him and fired. The shot merely bounced off its muscled body. Standing dumbfounded, he fired off more rounds, but he knew the end was near.

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HQ:

The Red Devil:
A powerful being, said to rip through even the heaviest battle tanks with ease, the Red Devil was first encountered on Aegis XVII after the Imperials retook the planet from a Chaos Host. He first appeared in a vision by the Astropaths. It was a horrible vision – one of a large man sporting a giant blade and a large, rusted helmet, following behind the Commissar’s back during the victory parade. The Astropaths hastily ran to the Commissar’s chambers to warn him, but upon arrival, found only a corpse with a pool of blood where the head should have been.

WS:6 BS:- S:8 T:6 Wo:5 I:1 A:4 Ld:10 Sv:2+/4+ Pts:275

Type: Monstrous Creature
Wargear: The Great Knife
Special Rules: Feel No Pain, Slow and Purposeful, You Shall Not Tread This Way…, Fearless, Independent Character, Eternal Warrior

You Shall Not Tread This Way…:
If his foes were to sleep, their minds would go insane with visions of a red pyramid stalking them through endless corridors of madness.
All enemy models within line of sight of the Red Devil suffer -2 to their Leadership


Model: Completely custom - nearing completion.

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Nurgle Sorcerer

WS:4 BS:4 S:4 T:4(5) Wo:3 I:4 A:2(3) Ld:10 Sv:3+ Pts:140

Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Nurgle
Special Rules: Fearless, Independent Character, Psyker, FORWARD FOR FATHER NURGLE!

FORWARD FOR FATHER NURGLE!:
When the Nurgle Sorcerer joins any non-Daemon unit with the Mark of Nurgle, the unit’s toughness gets increased by +2, instead of the regular +1 given by Mark of Nurgle.

Model: Chaos Space Marine with minor conversions.


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On top of this, Chaos Sorcerers may choose 2 Psychic Powers for free:

Psychic Powers:

Wind of Chaos:
Range Strength AP Type
Template - - Assault 1
Wind of chaos is a Psychic shooting attack that automatically wounds all models on a 4+, and ignores armor as well as cover saves. Against vehicles, it glances on 4+.

Chaos Glory:
Range Strength AP Type
18” 9 2 Assault 1

Nurgle’s Rot (Nurgle specific)
Nurgle’s rot is a psychic power that damages automatically hits all enemies within 6” of the Sorcerer at strength 3, AP-. Note that this power may be used even if the Sorcerer is locked in combat. In addition, any models killed by Nurgle’s Rot must take a toughness test. If failed, they will become a Zombie with the Mark of Nurgle. If the Nurgle Sorcerer is already with a squad of Nurgle Zombies, the resultant Zombie will join the hoard.
 

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Discussion Starter · #2 · (Edited)
Elite:

Hunters:
Should a human beast grab the attention of a Chaos Sorcerer, it will be specially “blessed” due to its ability to sniff out its prey. The select few, numbering only in the dozens, are then blessed by the Chaos Gods and given inhuman speed, strength, and stealth. When an enemy general rises above the ranks and causes trouble for the Chaos forces, Hunters are usually the first to be upon them. When the general is distracted in battle, these lithe killers will pounce upon him, undetected.

WS:5 BS:- S:5 T:4 Wo:2 I:3 A:3 Ld:8 Sv:2+ Pts:30

Type: Beast
Squad Size: 3-6
Wargear: Slavering Jaws and Rotted Limbs, The Hunter’s Prey
Special Rules: Fearless, Inhuman Strength

Inhuman Strength:
So powerful are these creatures that if focused on one target, may crush them utterly with one fell swipe.
All attacks dealt by Hunters in close combat count as attacks from Power Weapons. Furthermore, the Hunters may sacrifice their speedy attacks to crush one’s skull beneath it fangs, or deliver a fatal claw to the head. This is an optional attack that allows the Hunter squad to sacrifice their 3 attacks, in order to deliver a single S8 Power Weapon attack in close combat.

The Hunter’s Prey:
Hunters prowl undetected around enemy lines, leaping onto bunkers and dashing through forests, searching for their victim…
Hunters arrive from reserve within a secretly nominated piece of difficult terrain. As such, they are not affected by mishap, and if they are to scatter off the difficult terrain, or within 1” of an enemy model, reduce the scatter distance. If there is no room for them to enter play, they are removed as casualties. Hunters must attempt to assault the enemy HQ that was nominated as “the prey”. When/if “the prey” has been killed, the Hunters revert to instinctive behavior and may be used as willed by the owning player. In addition, due to their brutal efficiency, only one squad of Hunters may be taken per battle.

Model: Dire Hounds from Vampire Counts



Nurgle Plaguebearers:
These zombies have either been corpses, miners or hiding in their underground bunkers when they were sniffed out by the Hunters. Now they must claw their way out of the ground, using their supernatural strength and eyesight, they can appear amidst the enemy ranks silently and deadly.

WS:3 BS:- S:4 T:5(6) Wo:1 I:3 A:2 Ld:10 Sv: (5+) Pts:23

Type: Infantry
Squad Size: 5-10
Wargear: Mark of Nurgle, Poisoned Weapons
Special Rules: Fearless, Feel No Pain, Eternal Warrior

Model: Plaguebears from Chaos Daemons.


Burrowers:
These zombies have either been corpses, miners or hiding in their underground bunkers when they were sniffed out by the Hunters. Now they must claw their way out of the ground, using their supernatural strength and eyesight, they can appear amidst the enemy ranks silently and deadly.

WS2 BS- S3 T3 Wo1 I2 A1 Ld6 Save- Points6

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs
Special Rules: Fearless, Feel No Pain, Join Us! (see “Zombies”), “They’re Beneath Us!”

“They’re Beneath Us!”:
Men scramble about as undead torsos burst out of the ground, grabbing and biting, before emerging onto the surface to finish off their prey.
Burrowers always arrive in reserve. Place a Large Blast Template over any enemy model and roll to scatter. Every model under the template suffer S3, AP-, “Join Us!” that hit on a 4+. Proceed to place all models within the blast template. All surviving enemy models that are within 1” of a Burrower must be placed so that he is 1” away. The Burrowers may not move, run, or assault during the phase they enter play.

Model: Mantic Zombies (the models that are bursting from the ground)
 

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Discussion Starter · #3 · (Edited)
Troops:

Zombies

Once loyal Imperial Citizens, these grotesque, despicable sins against nature travel aboard large Chaos Barges, ready to be deployed and wreak havoc onto worlds of the heathen enemies. Each zombie is an individual threat if not treated properly; it only takes one to infect thousands of men. However, against an organized defense, they must function as a whole in order to crush the enemy under sheer weight of numbers. The original Chaos Zombies were created from dark magic, summoned by mighty Sorcerers of the great Gods Khorne or Nurgle. The Chaos Space Marines would capture small villages and lead the people back to the barge in shackles. That’s where the ritual takes place. They are now living undead, controlled only by the will to feed on the hated enemies of Chaos.

Zombie: WS2 BS- S3 T3 W1 I2 A1 Ld6 Sv- Pts4

Shepard: WS3 BS- S4 T4 W2 I3 A2 Ld6 Sv- Pts+7

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs
Special Rules: Fearless, Feel No Pain, Slow and Purposeful, Zombie Plague

Zombie Plague.
The Plague Zombies are the result of a sinister virus created by Nurgle, transforming people into living corpses, bent on fulfilling Nurgle's will; this disease is highly contagious, and it can be transmitted by the merest scratch, transforming the victim into a mindless Zombie within seconds.
Every enemy model that gets killed in close combat by a unit with this rule will become infected. The infected model now shares the zombie statline. Note that Zombie Plague does not affect multi-wound models until they are reduced to a single wound. Also note that Zombie Plague only affects models classified as Infantry. The infected model now shares the zombie statline. Note that Zombie Plague does not affect multi-wound models until they are reduced to a single wound. Also note that Zombie Plague only affects models classified as Infantry.


Note: One zombie per horde may be upgraded to a Shepard for 5 points extra. The Shepard gets Virulent Jaws and Diseased Limbs for free. You may also purchase him Crushing Strength for 20 points extra.


Model: Mantic Zombies






Carriers
These bloated abominations are rare to find amongst zombie hordes, however if one is to get close to a Carrier, he must not panic and kill the creature until he is far enough away for a shot to the stomach. Carriers are zombies who have been turned into walking sacs of disease. If a Carrier is to die, the infectious diseases within its bloated form will pressurize and spew forth in a spray of filth.

WS2 BS- S3 T3 Wo1 I2 A1 Ld6 Save- Points: +5

Type: Infantry
Squad Size: *-
Wargear: Slavering Jaws and Rotted Limbs
Special Rules: Fearless, Feel No Pain, Zombie Plague, Explosion of Filth

Explosion of Filth:
If a Carrier dies, the liquid diseases stored within its stomach will spew forth, turning all who it touched into mindless corpses, further aiding the will of the Chaos Sorcerer.
Whenever a Carrier dies, place a large blast template with its center over the Carrier. Every enemy model that is fully/partially under the template receives a S4, AP- “Join Us!” hit.










*Carriers cannot be taken as an individual horde, but rather as an add-on unit to a Zombie horde.

Model: mantic Zombie with minimal Greenstuff work
 

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Discussion Starter · #4 · (Edited)
Wargear:


Slavering Jaws and Rotted Limbs:
Slavering Jaws and Rotted Limbs count a close combat weapon.


Virulent Jaws and Diseased Limbs:
Virulent Jaws and Diseased Limbs count as two separate close combat weapons, as well as Poisoned.

Crushing Strength:
A model with Crushing Strength counts as being at strength 8 in close combat. Note that this does not ignore armor saves.
 

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HQ:

The Red Devil:
A powerful being, said to rip through even the heaviest battle tanks with ease, the Red Devil was first encountered on Aegis XVII after the Imperials retook the planet from a Chaos Host. He first appeared in a vision by the Apothecaries. It was a horrible vision – one of a large man sporting a giant blade and a large, rusted helmet, following behind the Commissar’s back during the victory parade. The Astropaths hastily ran to the Commissar’s chambers to warn him, but upon arrival, found only a corpse with a pool of blood where the head should have been.

WS:3 BS:- S:10 T:7 Wo:5 I:4 A:3 Ld:12 Sv:2+/4+ Pts:250

Type: Infantry
Wargear: The Great Knife
Special Rules: Feel No Pain, Slow and Purposeful, You Shall Not Tread This Way…, Fearless, Independent Character, Eternal Warrior

You Shall Not Tread This Way…:
If his foes were to sleep, their minds would go insane with visions of a red pyramid stalking them through endless corridors of madness.
All enemy models within line of sight of the Red Devil suffer -2 to their Leadership

The Great Knife:
The Red Devil wields a large, sharpened blade of unknown material. Believed by his foes to be a Daemon weapon, this blade can slice through ceramite armor as though it were bare flesh.
The Great Knife grants the Red Devil 10 + 2D6 for vehicle penetration. It also counts as a Power Weapon, and causes Instant Death.
I'm assuming where you said 'apothecaries' you meant astropaths?

10 + 2d6 seems a little overpowered to me. Drop it to 6,7 or 8 + 2d6. He can still pop an AV 14, but it's a little harder.

Can leadership go over 12? I've never seen one over 10, and most stats seem to cap out at 10. Sorry if I'm wrong there though.

I'll try add more input in tomorrow if you want it, I'm shattered now.
 

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Discussion Starter · #6 · (Edited)
Fast Attack:

Carrion Feeders
Zombies are a prime target for flocks of ravenous birds that feed upon the corpses of the dead. It does not register in these creature’s minds that their victims are still walking, though dead as well. Once undead flesh is devoured, the carrion birds themselves get infected by the zombie plague. A single peck from these creatures is enough to infect their victims. If one is to be found in the middle of a raging swarm of Carrion Feeders, it would be advisable to turn your gun upon yourself, rather than perish under hundreds of stabbing beaks.

WS2 BS- S2 T2 Wo3 I3 A3 Ld6 Save- Points5

Type: Swarm
Squad Size: 5-10
Wargear: Fetid Beak, Wings
Special Rules: Fearless


Wings:
Multiple flaps upon these rotted, diseased wings carry Carrion Feeders through the air.
Wings make the adorned unit count as Jump Infantry in all respects.


Model: HELP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 

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Discussion Starter · #7 · (Edited)
Heavy Support:


Great Unclean One:


WS:4 BS:4 S:6 T:6 Wo:1 I:3 A:3 Ld:10 Sv:2+/4+ Pts:210

Type: Monstrous Creature
Squad Size: 1
Wargear: Close Combat Weapon, Mark of Nurgle, Vomit
Special Rules: Fearless, Feel No Pain, Slow and Purposeful, Eternal Warrior

Vomit:
Vomit is a shooting attack with the following profile:
Range Strength AP Type
12” 6 3 Assault 1, Large Blast
Vomit does not affect friendly models with the Mark of Nurgle.


Model: Great Unclean One from Chaos Daemons



Spitters
Spitters are zombies whom had undergone special treatment by the Sorcerers. Acidic biles are produced within them, and by the will of the carrier, it may gather it into one large projectile and hurl it from their mouths far at a far distance.

WS:3 BS:3 S:3 T:3 Wo:1 I:3 A:1 Ld:6 Sv:- Pts:7
Type: Infantry
Squad Size: 5-10
Wargear: Volatile Acids
Special Rules: Fearless, Feel No Pain, Zombie Plague

Volatile Acids:
The Spitters’ may hurl a glob of bile at the enemy from their hyper-extended jaws.
Spitters may choose to use a different form of attack each turn. They are as follows:

High Acidity:
Range Strength AP Type
48” 8 3 Heavy 1

Moderate Acidity:
Range Strength AP Type
48” 4 5 Heavy 1, Small Blast


Model: Heavily converted Mantic Zombies
 

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umm heavy weapon almagimate its a heavy support option with a selection of heavy weapons?
 

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Zombies should have a mindless rule and be I1

Khorne Sorcerer? You are having a laugh right? The most anti-fluff thing I've heard...ever
 

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Discussion Starter · #10 · (Edited)
I'm assuming where you said 'apothecaries' you meant astropaths?
It does say Astropaths :)

Can leadership go over 12? I've never seen one over 10, and most stats seem to cap out at 10. Sorry if I'm wrong there though.
Right you are! Thanks for the reminder.

Khorne Sorcerer? You are having a laugh right? The most anti-fluff thing I've heard...ever
I said in the intro that I'm working on the fluff. Don't worry about that.

Zombies should have a mindless rule and be I1
I tried that. Plus that's incorrect fluff-wise. The zombies are guided by the Chaos Sorcerors - much like the Tyranids.
 

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Imperials retook the planet from a Chaos Host. He first appeared in a vision by the Apothecaries.
I meant that bit. Shouldn't the Apothecary bit say astropath? If not my bad, but that makes a lot mroe sense lol
 

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Discussion Starter · #13 ·
Ah, right. Thank you!
 

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Discussion Starter · #14 ·
The Red Devil = Pyramid head?
You read the intro or interperted that on your own?:wink: I don't understand your question, but if you're asking who Pyramid Head is, he's like Nemesis, but 10X better and from Silent Hill.
 

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No worries mate.

It would make more sense to have the zombies initiative to 1...Maybe have their stat line as I2, but give them an upgrade for pts that increases it to 4 or 5? Maybe even 6 depending on the point cost.

Or you could have a special rule where if a certain model is on the table, the I is raised to whatever.

Or you could have a leader model, like a sergeant in a tactical squad, that when you add him to the squad (for poitns of course) he raises his squads initiative.

Just some ideas.
 

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Discussion Starter · #16 · (Edited)
Ah yes, good point you rose there ultra. I forgot to mention that Zombies squads may get a Horde Boss at 10 points, not including their Mark. They then may have an ability called "crushing strength" that doubles their S, but doesn't pierce armor.

The reason I'm so reluctant to reduce their In is because Khorne zombies will have a hard time if they anything lower than SM, and Nurgle zombies will remain lower than most anyway.

Also, since you're giving some good thought into this, Ultra111, have some Rep!
 

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Discussion Starter · #18 ·
Thanks! Can't wait to put up the painted pics once my order come in!
 

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Regardless zombies in any game have always had low I. A player who uses them makes sure he outnumbers his opponent by at least 3-1. Ask any Vampire Counts player.

Secondly giving mark of khorne gives not only S but fleet whilst nurgle only gains +1 toughness. Either remove fleet or give more benefits to nurgle blessed zombies or reduce points cost of nurgle marked zombies. I may have missed them but I saw no bloodletter entry in this list?
 

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Well Although it'd be useless at I1, Zombies win in hordes in EVERYTHING... You'd be talking about groups of 20+ Zombies, hitting on 6s (This shows them having to bite you) with Instakill (Because if you get bitten, you're doomed.

You'd have to give them No armour saves, no Invul to show how easy it would be to rip them apart.

But this was a brilliant read dude :D Love full profiles like this! +Rep :)
 
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