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Codex: Chaos Zombies: Good advice will award Rep!

5710 Views 188 Replies 15 Participants Last post by  DestroyerHive
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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I still don't see why Khorne would have anything to do with zombies, but its your call.
It's stretching it, but maybe khorne created them because he realised the amount of death zombies would create, especially if they, say, came from some massive graveyard in the middle of the night. Plus if the zombie died that could be another skull for the skull throne. This is stretching the line very tightly, but you could probably bend it in some way like that.
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.
HQ:

The Red Devil:

WS:3 BS:- S:10 T:7 Wo:5 I:4 A:3 Ld:10 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've already made some notes on this, so refer back to that.


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Khorne Sorcerer

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

Type: Infantry
Wargear: Force Weapon, Bolt Pistol, Mark of Khorne
Special Rules: Fearless, Independent Character, Psyker, BLOOD FOR THE BLOOD GOD!

BLOOD FOR THE BLOOD GOD!:
When the Khorne Sorcerer joins any non-Daemon unit with the Mark of Khorne, the unit’s strength gets increased by +2, instead of the regular +1 given by Mark of Khorne.
Big fluff problem here, khorne=anti-sorcerer. Either replace khorne with tzeentch and change blood for the blood god special rule, or get red of unit all together.


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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.
don't know if any chaos god other than Tzeentch has sorcerers, if so then ok. I would have thought a T +2 would be a bit too powerful, the +1 would be suffice.



Elite:

Burrowers:

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

Type: Infantry
Squad Size: 10-20
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
Special Rules: Feel No Pain, Fearless, Join Us! (see “Zombies”), Killing Shot (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. After the roll has been made, if at least one enemy model is partially under the template, the unit takes X hits at strength 3. X equals the numbers of models in the Burrower horde. As well, the rule “Join Us!” takes effect. Proceed to place all models within the blast template. The Burrowers may not move, shoot, or assault during the phase they entered play.
What happens after this? is that unit in combat?




Hunters:

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.
Power weapons double the users strength, so that means if they have counts as power weapons, their strength is 10, making the inhuman strength role obsolete. Think about it, why would you choose 1 attack at S8 over 3 attacks at S10? You wouldn't :p I would say do not have the counts-as power weapons, but make them rending attacks.

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.
Not sure I like this rule. What if there is no difficult terrain? I would say infiltrate or scout would be better, and allow them to enter play from any table edge. If you want to include the HQ rule, the rule could say "Hunters have a natural sight that identifies the enemy leader. Hunters must always move as quickly towards and assault a HQ unit if there is one on the table. They have the infiltrate rule and may enter from the closest table edge to the enemy HQ." Something like that?


Troops:
Zombies


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

Type: Infantry
Squad Size: 10-30
Wargear: Slavering Jaws and Rotted Limbs, must select a Mark of Chaos
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.
Decrease the T to 3, I to 2, and Ld to 5. Gives them a more zombie-feel, and makes it fairer for 5 points a model. There should be a limit on how many models can be turned in the 'join us!' special rule, otherwise you could have a horde of 50 running around. Just would be stupid lol
Like the rending rule.

I would say add in another Troops choice as well. 1 Troop choice sucks arse :laugh:

Fast Attack:

Runners:

WS:3 BS:- S:3 T:4 Wo:1 I:3 A:1(2) Ld:8 Sv:6+ Pts:12

Type: Infantry
Squad Size: 5-10
Wargear: Slashing Jaws and Rending Limbs, Mark of Khorne
Special Rules: Fearless, Join Us! (see “Zombies”),Killing Shot (see “Zombies”), Meeeeeat!

Meeeeeat!:
As deadly as they are swift, these fiends sacrifice resilience in order to move quickly and cover greater ground, for the thought of gorging upon flesh is unbearable.
Leapers may assault up to 12” as detailed in the “Beast” universal rule.
Sacrificing resilience would give them a 2 or T, not a T which equals space marine armour :p Although i do see what you have done with toughness. I would say decrease T to 3, but increase the special rule so they can have fleet of foot or furious charge, something like that.

I would say you need some long range. I know this could be difficult with a zombie army, but you could say have a unit that is a combination on merged flesh and weapon, so like a zombie-turret combination. This is Chaos after all!
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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.
Dude, I am just trying to tell you the fluff doesn’t support khonrate zombies, but if you don't want to hear that its fine. Good luck.

My suggestion would be to change the name and the fluff a bit to have them be just some average imperial civs who have been touched by khorne and are now mad with anger and hate to the point where that all their being is devoted entirely to murder.
Technically Gen's comments are constructive because he is pointing out MAJOR loop holes that would get a lot of people annoyed
He has said that the fluff isn't finished. but seeing as we don't know your level of knowledge on fluff, gen was just pointing it out. I'm sure he meant no harm mate.

Anyway lets get back on topic!
My suggestion would be to change the name and the fluff a bit to have them be just some average imperial civs who have been toughed by khorne and are now mad with anger and hate to the point where that all their being is devoted entirely to murder.
I had that floating around for a while...


Technically Gen's comments are constructive because he is pointing out MAJOR loop holes that would get a lot of people annoyed
I KNOW there's no such thing as Khorne Sorcerers! I've been playing Chaos since 3rd ed!:ireful2: That's why I start with the name, and then work out the fluff later which is why this is still a beta.

On that note, I was thinking along the lines of a Khorne Lord that forces a possessed spirit upon half of the captives that have been turned into zombies by Nurgle. That way, they can spread the infection, and still be Khornate at the same time. Suggestions?
On that note, I was thinking along the lines of a Khorne Lord that forces a possessed spirit upon half of the captives that have been turned into zombies by Nurgle. That way, they can spread the infection, and still be Khornate at the same time. Suggestions?
Not sure how that would work, a model being both Khorne and Nurgle "/...
What you think of my suggestions above?

Edit - whoop into my 700th post :D
Before yet another thread spirals down the route of disruption; Destroyer, He's trying to help you, through tough critical analysis.

And Gen, remember, if people are taking it the wrong way; Don't keep at it, Just tone it down. I don't want to see another argument here!
Not sure how that would work, a model being both Khorne and Nurgle "/...
What you think of my suggestions above?
You know what? I think you guys are right. Maybe I'm going overboard with the whole Khorne thing. Let's just take Nurgle zombies - it'll make more sense.

Edit - alright, I'm changing up the 1st page posts now.
On that note, I was thinking along the lines of a Khorne Lord that forces a possessed spirit upon half of the captives that have been turned into zombies by Nurgle. That way, they can spread the infection, and still be Khornate at the same time. Suggestions?
It seems like far more cooperation than is usual for the dark gods. Not really sure how to resolve that.

Edit: Good choice, dude.
Exactly what I though gen.
And good decision Hive.
Okay, so I took out the Mark/Psychic power of Khorne, Runners and Bloodthirsters. I also took out Burrowers; not because they're Khorne, but because they just don't seem that useful.

Edit - Okay, everything's been corrected. I would, however like some input on the basic Zombie statline. I changed it a bit from the previous suggestion.

Thank you all for your support!
DH
I just had an idea; how about plague flies?

Carriers: WS:3 BS:3 S:3 T:4 W:2 I:2 A:1 Ld:7 Sv:6+

Special rules: FNP, Stubborn, POP.
Wargear: Fly Cannon, CCW.

Unit size:1-4

May add one zombie for 3(5?) points per zombie up to a total of 15.

Pop: If a carrier is killed in CC he will explode, spewing releasing his deadly cargo of plague flies over his attackers; if he is killed in CC, every enemy unit within 3" of the model takes a single S:4 Ap:5 wound.

Pestilence Cannon:
Zombie Plague: Range: 48" S:4 Ap:- Heavy 3, Blast.
Special rule, every unit who takes a wound is turned into a zombie.

Destroyer Plague: Range 48" S:4 Ap:- Heavy 1, Blast.
Special rules: Infected!

Infected!: IF a model is wounded the wounded model explodes, doing 1 S:4 AP- wound to all units within 3". IF that model takes a wound, it is now infected.

Plague Acid: Range: 48" S:7 Ap:3 Heavy 1, Blast.


What do you think?
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Okay, that sounds great! Except I'm not really getting a visual of what these should look like... Are they like a cross between Boomers and Spitters from Left 4 Dead, or something else?

You gave me an idea though. Maybe for every 10 zombie models, one may be upgraded to a Carrier for +5 points. If they carrier gets killed, every enemy model within 6" gets hit by a S3 hit, with the Zombie Plague rule as detailed in the "Zombies" page. So basically, you die, you're now a zombie.
Kind of, it only just popped into my head so it needs A LOT of refinement. And yeah, that’s kind of the image I am getting
Okay, very good. Thanks for the idea! I'll definately look into it. Have some Rep!
Hooray for an exclusively Plague Zombie army!
Now we're getting somewhere :>

Alright, those Carriers sound cool, and upgrading some of them into a unit of regular Zombies is a great idea.
I think that the Pop! thing shouldn't be a distance, but when one is killed in CC, every unit engaged with the unit of Zombies the Carrier belonged to suffers D6 S3 hits, which cause infection as normal, and this includes ICs, so they get their own batch of hits :D

I don't dig the shooting attacks though.

And here's an idea, how about a type of zombie which is supposed to kamikaze?
They're filled with acid or something, kinda like Spore Mines, and each one can make a single S6 AP3 attack instead of their regular attacks, and every one that hits removes a model from the unit, since they explode.
With 2d6+6 Armour penetration of course :D
And here's an idea, how about a type of zombie which is supposed to kamikaze?
They're filled with acid or something, kinda like Spore Mines, and each one can make a single S6 AP3 attack instead of their regular attacks, and every one that hits removes a model from the unit, since they explode.
With 2d6+6 Armour penetration of course :DIndependent Character (p47 40k 5th)
To do that they'd have to be fast, and to be fast they'd have to be Khorne... Aaaah...:read:
Well.... yeah. The best way to do it would be to refine the shooting rules. Also, perhaps some form of transport would help? Something like a Gorgon?
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