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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.

*****************************************************************************

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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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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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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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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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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Discussion Starter · #21 ·
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.
This isn't a Vampire counts army, and there are plenty of armies you can play if you want to outnumber your opponent (Orks, Tyranids, or IG) this is a semi-horde army, where you focus upon the quality of your combat, and the survival of certain units.

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?
I tested the Marks many times, and many times they either proved too powerful, or not powerful enough. Like this they are almost perfectly balanced. Because paying 8 points for a zombie at T5, but a 6+ save and S3 balances out - theyu don't need more power.

As of the Bloodletters, I did make an entry for them, but with the Hunters they proved uterly useless, so I scrapped them. May go back to them though.
 

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Discussion Starter · #22 ·
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
Thanks ROT! As for what you said, as stated in the above post I'm not looking to outnumber anyone, but simply dish out heavy damage while also having larger-than-normal size squads to help them survive longer. And about the no armour save: It isn't easy to rip a zombie apart. Even blowing off their limbs won't kill them. Anything but the head and they'll keep on moving!

+Rep. (edit, damnit, sorry, I have to... uh... you know, spread some love to others before I spread more love unto you. Now replace the word "love" with the word "Rep"... :wink:)
 

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Discussion Starter · #24 ·
Well maybe replace any armour save with feel no pain. It might work better.
Hmmm... now there's an idea... Alright, done! Here's yours...
 

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Discussion Starter · #26 · (Edited)
Maybe your right, I'm just so used to it being Isaac Haze vs Zombies..
And we all know if Isaac Haze was in 40k he'd be:

WS10 BS10 S20 T100 W100 I10 AOver9000 Ld12 Sv 1+

:D But Maybe you'd have to take Head-shots into account against the Zombies; Because the more you make them strong; You have to make them equally as disposable, else the point value will continue to rocket upwards!

Could say every weapon Vs a Zombie counts as Rending (The 6 being a clean removal of the Head)

Will be watching this closely :D
AMAZING!!!! THANKS! I'll definately use this.

Edit: Okay, applied to all zombie units, (i.e. Hunters, Burrowers, Zombies, Runners). If you check the "Zombies" entry, it says that every shooting/close combat attack counts as Rending.
 

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Discussion Starter · #34 · (Edited)
Also nothing in the army should be affected by Ld, either they're nightmares that only know how to inflict fear or they're mindless to where they have no clue to what it is.
They're all fearless:wink:

Perhaps a unit that is similiar to a swarm. Arms and body parts that continue to live and go forward. Mangled bodies so messed up they can't stand but never the less go onward to wreak havoc. Arms, lower body, head attached to arm, even alien corpses.
Absolutely beautiful! +Rep!

Might wanna tone down zombies but make it to where if they kill an enemy with 1 wound (at the beginning) they come back as a zombie. Have a tough fight? Oh look a weak unit. Bam! guys are back to full size and than some!
I toyed around with that idea, but realized it was too cheap. Therefore I made my fe make a T test. I had 27 Plague Zombies assault 15 Termagants. 1 Gaunt survived. 7 were now mine!! MUAHAHAHA!!!:laugh:

Khorne: Though Daemonic possession, Khorne can spread a contagious bloodlust through a people, turning them into mindless animals intent on little more than slaughter.

Nurgle: Zombie Plague, we already know this.

Tzeench: He probably wouldn't bother.

Slaanesh: I can't see him doing it either.
Now there's some good fluff fora Khorne "Sorcerer" I'll try to find a name for this chap :). Also, I'm glad you share my point of view on Tzeentch and Slaanesh not being a part of this.


As for the rest of your stats you gave me... WUNDERBAR! I'll give those a test run! the only thing I'd change is the S&P on the Plague Zombies. I'm not too crazy about that idea.

@gen.Ahab: Thanks for the input, but my mind is set on Chaos zombies :(. They'll be awsome to paint that way; Khorne zombies will have white-tan skin, but covered in blood, and Nurgle will have green-gray skin.
 

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Discussion Starter · #35 ·
Alright, guys. May I have your attention please... "Uh, in episode 214-" "MAY I HAVE YOUR ATTENTION PLEASE!" *cough* alright, I'm now calling a vote on which stats to use for the zombies. Winterous' or mine. I personally love Winterous' more than mine, but it's hard to part with my carefully written stats :sad:, so I'll call a vote.


Winterous: 1 vote

Khorne: 3 points a model.
WS3 BS- S3 T3 W1 I3 A1(2) Ld6 Sv-
Two CCW.
Furious Charge, Fearless, Fleet, Mindless Fury!, Contagious Possession.

Mindless Fury!
Khornate 'Zombies' are subject to the Rage USR, unless any model in the unit is within 12" of a Chaos Lord (their HQ choice, since a Sorcerer is not an option).

Contagious Possession.
If an enemy unit loses a combat against Khornate 'Zombies', and fall back as a result, then every surviving model is possessed by a Daemon.
Every model that gets possessed is added to the unit of Khornate Zombies (split them evently in a multiple combat), lose all Wargear that can be used as a weapon, and count as having two CCW, they also gain the Furious Charge, Fearless, Fleet, Mindless Fury!, and Contagious Possession special rules.


Plague Zombies: 3 points a model.
WS2 BS- S3 T3 W1 I2 A1 Ld6 Sv-
Hands and teeth, Defensive Grenades.
Feel No Pain, Zombie Plague, Lurching Gait.

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 in seconds.
At the end of every round of a combat, roll a Toughness test for every killed model that belongs to a unit that was, at the beginning of the combat, engaged with any models with this special rule; for every test failed, that model immediately joins the unit of Plague Zombies (distribute evenly if there are multiple units), any models joining this way lose all pieces of Wargear which can be used as a weapon, gain Defensive Grenades, and the Feel No Pain, Zombie Plague, and Lurching Gait special rules.

Lurching Gait.
Plague Zombies are naturally slow and ponderous, due to rotting flesh, missing limbs, or any number of other horrible deformities.
A model with this rule has the Slow and Purposeful USR, however if any model in the unit is withing 12" of a Sorcerer of Nurgle, they also gain the Move Through Cover USR.


DestroyerHive:

Plague Zombies:
WS:3 BS:- S:3 T:4(5) Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:8

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs,
Special Rules: Feel No Pain, Fearless, Join Us!, Killing Blow

Join Us!:
After every round of close combat, every enemy defeated in battle must take a Toughness Test. If failed, that model joins the assaulting squad in question, and will share the same mark. Note that this only applies to models that are considered Infantry.


Killing Shot:
Zombies are vile creatures that, unlike normal men, cannot be felled by mortal wounds. Instead, one must sever the head from the torso to fully kill these creatures.
Every attack, whether in close combat or shooting, directed towards this unit counts as Rending.


Khorne Zombies:
WS:3 BS:- S:3(4) T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:- Pts:8

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs, Fleet, Furious Charge
Special Rules: Feel No Pain, Fearless, Join Us!, Killing Blow
 

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Discussion Starter · #37 ·
Thanks both of you!

@evilbeaver2: I considered it, but figured it coincides with the fluff. What happens is that chaos sorcerers want to control their own armies of chaos, so they create zombies from captured populations. The chaos fleet then drops off the zombies onto a planet that aren't worth astartes lives, along with the sorcerers to guide them. After the fleet abandkns them, they are essentially left to rot.
 

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Discussion Starter · #39 ·
I still don't see why Khorne would have anything to do with zombies, but its your call.
Ever play Left 4 Dead? :)
 

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Discussion Starter · #42 ·
Thanks for the support Ultra. As for you gen.ahab, please quit your pestering me, I'll work out the fluff surrounding the army. Constructive critism will be accepted, but if you can't offer any advice, please don't bother posting.

Thank you.
 
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