Nurgle vs Mechanicus (Warhammer 40,000 8th Edition) [94 PL, 1752pts]

Battalion Detachment (Chaos - Chaos Space Marines) [28 PL, 516pts]

Battalion Detachment (Chaos - Death Guard) [10 PL, 158pts]

Battalion Detachment +3CP (Chaos - Daemons) [56 PL, 1078pts]

Selection Rules

Crash and Burn: if this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes in a fiery explosion and each unit within 6" suffers D3 MW.

Daemonic: This model has a 5++.

Daemonic Ritual: Instead of moving in their Movement phase, any Chaos Character can, at the end of their Movement phase, attempt to summon a Daemon unit with this ability by performing a Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves have been summoned to the battlefield this turn). <br/> <br/> If they do so, first choose one of the four Chaos Gods - Khorne, Tzeentch, Nurgle, or Slaanesh. A Character who owes allegiance to one of the Dark Gods can attempt to summon the units of their patron - for example, a Khorne Character could only attempt to summon Khorne Daemons. <br/> <br/> Roll up to 3 dice - this is your summoning roll. You can summon one new unit with the Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result so long as it has the same Chaos God keyword you chose at the start (in the case of units that have the choice of allegiance, such as Furies, the unit when summoned will have this keyword.) This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is entirely within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient to summon any unit, the ritual fails and no new unit is summoned.<br/> <br/> If your summoning roll included any doubles, your character then suffers a MW. If it contained any triples, it instead suffers D3 MW.

Death to the False Emperor

Disgustingly Resilient: Each time this model loses a wound, roll a D6; on a 5-6, it does not lose that wound.

Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Infernal Regeneration: At the beginning of each of your turns, this model heals one wound.

Might over Magic: A Daemon Prince of Khorne increases its Attacks characteristic by 1.

Prince of Chaos: You can re-roll hit rolls of 1 made for friendly Daemon units within 6" of this model, but only if they owe their allegiance to the same Chaos God e.g., Khorne Daemon units are only affected by Khorne Daemon Princes.

Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models.

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