D&D Encounters – Storm Kings Thunder – Orc attack!

Posted in D & D 5e, D&D, Encounters with tags , , , , , on October 11, 2016 by vobeskhan

14064236_10209789776363134_3461628604885620888_nWith Jack’s Warlock (and Gobby his teddy bear) manning the north wall the rest of the party headed to the drawbridge to head off the other group of orcs.

The orc chief led his men straight at Jack’s position, weathering his eldritch blasts and making it across the moat and the pallisades before dropping the lonely warlock into unconsciousness. One of the orcs picked the fallen bear up as they continued past into the town itself.

Meanwhile Jon’s warlock created an illusion of a water elemental on the drawbridge in an effort to scare the other orcs off but Liam’s Paladin stumbled through it and spoilt the effect. Emily’s Bard tried to make the orc shaman feel bad about himself but in return it called upon the might of Gruumsh and commanded her to “Dive”, magically compelling her to plunge of the drawbridge into the water below.

The paladin charged forward only to be struck down hard by the mass of orcs, but before they could advance into the town Jon and Lee raised the bridge once more and so they loped along the shoreline towards the broken bridge. Emily at first had trie to swim down towards the same bridge but seeing the orcs heading that way, made her way back and used a healing spell to revive Liam.

Meanwhile Jon and Lee chose to hide in the windmill and a nearby house while the warchief and his orcs sped through the town, intent on reaching the keep. Once the orcs were out of sight once more they recovered Jack (and having been dropped by one of the Orc’s, Gobby) and lowered the drawbridge to exit Nightstone and reunite with their comrades.

Realising they were heavily outnumbered they decided to head for the caves to the north in search of the townsfolk for reinforcements. As they made their way north they came across a group of dead goblins, from the looks of things killed by crossbow bolts. They took a short rest to gather their wits and Jack performed a ritual to summon a familiar which then took the form of Gobby. With nothing else of interest they continued north until they found the cave.

Jack sent Gobby in to investigate as the bear-thing could turn invisible. It came back telling him that there were goblins inside , with several exits leading off a central chamber and a large creature in the centre of a stalactite grove.

With most of the heroes being unable to see in the dark they lit a torch which unfortunately gave their presence away to the goblins, with a cry of “Breeyark!” they began firing shortbows at the party and a bubbling mud pool exploded with a roar as the ogre that had been bathing in it joined the fray too.


It began to go badly for the heroes as they slowly began to fall to the monsters, Jack did use circle of madness on the ogre to make it attack the creature in the stalactites, which turned out to be its mate. However this was shortlived as the second ogre made its way out of the grove and into the melee.

Time beat us once again, so we completed the round of combat we were on and left things dramatically poised, ready to pick up next session…..

All Scars painting challenge – The Survivor Series 2016 – October

Posted in 40k with tags , , , , , , , , , , , , on October 6, 2016 by vobeskhan

survivor series

Well October already, where has the year gone? Originally I was going to pledge a unit of my Thousand Son’s marines (following a colour scheme test during last month), but while attending a game session I spotted a Facebook 14407831_1211321462273593_223900966_opost on the Starbase Leicester page about a case of miniatures that were on sale in a local charity shop at a reasonable price. Myself and Jon hot-footed round there but were five minutes too late, they had closed for the day. Not to be put off I made sure I was there for when they opened for business the next morning and viola! A chunky GW carry case in decent condition, foam included (not in particularly good condition) and the models inside.

Now most are apparently from the Blackreach set of Blood Angels and of no real interest to me, but there was a Land Raider and a Predator which I quite liked the look of.

The Land Raider had been given hull mounted assault cannons, but I could just use them as count as Heavy Bolters. However the sponsons were the issue, one was a Heavy Flamer while the other was Hurricane Bolters, WTF? Thankfully another of my fellow All Scars, Jack, had a spare set of Lascannon sponsons that he said I could have so they were replaceable.

I took the opportunity to test a stripping method on some of the other Blood Angels, and satisfied in its results I’m planning on going ahead and using it on several of the Chaos models I want to strip for repainting.

These are the pictures I took whn I first opened the case.

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I also managed to swap the predators turret with Jon for a twin lascannon one, and following a session of cleaning up and adding various spare Defiler armour plates I “Chaosed” the pair up and got them primed. Then I decided to change my pledge and get the Land Raider painted up (as it would also give me a chance to use more of the excellent custom decals Mark had made for me).

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So there we have it, another months pledge completed. I’ll probably take the opportunity to add decals to another squad of my existing units like I did last month, as well as updating their bases to match the newer models.



SAMCRO Black Legion – roster update

Posted in 40k with tags , , , , , on October 6, 2016 by vobeskhan

SAMCRO-legionWith the advent of the All Scars Survivor Series I have been able to dramatically increase the painted portion of my SAMCRO Black Legion Chaos Space Marine army (though there are still around 300 models to paint, though this does include a ton of cultists).

Fellow All Scar Simon, with who’se Ork army I have an ongoing rivalry, has been urging me to get an updated picture of all my painted stuff so far; so taking advantage of some free time and having my daughter to hand with her camera (its a ton better than my phone camera) thats what we did this morning.

Would have been nice to have had scenery and one of the excellent textured mats but as I don’t play at home they weren’t available.

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I didn’t include the two squads of cultists I have painted so far as they’re not technically part of the Warband, they will eventually be a Renegade Guard ally force.

samcro-painted is an unbound army list of the above taking their standard loadouts (including upgrades and Legacies of Ruin) created using Battlescribe.

It doesn’t include khorne bike squad, Slaanesh bike sorcerer and squad, Cabal of 5 sorcerers on bikes, Raptor Talon formation, 3 squads of possessed, squad of spawns, couple of sorcerers on foot, 3 obliterators, second drake, another Land Raider, 3 predators, 2 rhinos, 2 helbrutes, 2 dreadnoughts, contemptor, a fuck ton of more marines (including 3 sets of DV marines), 20+ Thousand sons, lots of Terminators, Abaddon, Fabus, Ahriman, relic predator, 3 defilers, and a knight. Plus aegis defence line to convert, skyshield landing pad to finish off, and the various add ons to fortifications.

All Scars Damnation narrative campaign – Planetfall

Posted in 40k with tags , , , , , , , , , on October 5, 2016 by vobeskhan

The All Scars are kicking off this years narrative campaign with a bang!60030102012_BlackLegionENG01

We will be playing an updated version of the Cityfight campaign based upon the siege of Vogen. Myself and Gary have played this campaign a few times in the past and it’s always been a blast, with plenty of the locations offering up highly narrative elements in addition to those that the players might introduce themselves anyway.

Rules and information can be found on our newly made wiki site, which all players can access and update for themselves as the campaign progresses.

My SAMCRO Black Legion have joined an alliance with fellow dark lords, Jon, with his Night Lords, Edd, with his Khorne Demonkin, and Simon, with his Orks. We all seemed to get reasonably close on the random deployments (though my Legion did receive a cryptic message to divert due to hostiles being in my original flight path). Once planetside everyone was able to make a round of orders, the Forces of Damnation (our alliance’s name) decided to strike hard.

The Orks attacked nearby Eldar, the Night Lords struck out to capture the Spaceport and engaged Dark Angels, while myself and the Demonkin tag-teamed a pair of Tau cadres holed up in the nearby Palace.

The campaign also allows for random events too, Edd was able to topple an Imperial statue and uncover a relic blade (which he gave Jon to use in return for utilising Jon’s Feel No Pain upgrade from holding a specific location), while I had an interesting risk reward option – in my upcoming battle any unit entering via deep strike could take straight armour saves, failure meant death regardless of number of wounds, but success meant they could assault on the turn they arrived.

We were going to play a 2 v 2 game, 1000 points each, no LoW’s/Super heavies. The others didn’t want to fight a cityfight mission so taking my optional rule into account I suggested the Speartip Assault mission from the Black Legion supplement.


I really wanted to try out some of the new (before Traitor’s Hate was released) formations, and worked out a list using the Black Legion Warband but I didn’t think it fit thematically. Then Simon suggested taking terminators and I looked at the other formations before finally deciding on this:-


+ Abaddon’s Speartip (991pts) +

The Bringers of Despair (420pts)
··Abaddon the Despoiler (265pts) [Warlord]
··Chaos Terminators (155pts) [Bringers of Despair, Mark of Nurgle (18pts), Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]

The Chosen of Abaddon (571pts)
··Chaos Terminators (137pts) [Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]
··Chaos Terminators (137pts) [Veterans of the Long War (9pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Chaos Terminator (39pts) [Combi-melta (5pts), Lightning Claw (3pts)]
····Terminator Champion (50pts) [Combi-melta (7pts), Power Fist (10pts)]
··Sorcerer (160pts) [Additional Mastery Level (25pts), Burning Brand of Skalanthrax (30pts), Force Stave, Spell familiar (15pts), Terminator Armour (25pts), Veterans of the Long War (5pts)]
··Sorcerer (137pts) [Additional Mastery Level (25pts), Combi-melta (7pts), Force Stave, Spell familiar (15pts), Terminator Armour (25pts), Veterans of the Long War (5pts)]

I selected to have everything deepstrike on turn 1 (as per the mission special rules) and when Edd rolled and seized the initiative it looked grim for the Tau.

With the force split into 3 parts (character and termies in each) I placed where I would like them and to the Tau’s horror none of them scattered. Rolling for their armour saves (from my random bonus rule) I lost 2 terminators from Abaddon’s group.

With the only psykers on the board we had free rein, and I used psychic scream to destroy the enemy ghostkeel. The Shooting and Assault phase saw my units decimate the Tau ranks, taking the heads of both of their warlords in the first round and securing 17 VP’s. It was not looking great for the greater good. With my forces either locked in combat or drawing the tau fire, Edd’s demonkin were reasonably clear to advance, but to be honest most of the fight had gone out of the Tau.

After five rounds of battle the final result was 24-11 to the Chaos forces, and the Tau forced out of the Palace as it was their only territory.

It could have all gone horribly wrong as my 12 man army was worth a massive 15 vp all on its own to them, but only gave away 7 in the end. While they remembered the Palace bonus of giving them 3 buildings/ruins with upgraded saves, they totally forgot their own bonus rule allowing them to deploy a number of Sentry towers with automated multi-lasers.

I didn’t remind them of this until after the game, and also waited till then to remind Lee that he’d totally forgotten about a unit of infantry he’d deployed in front of a building (where he couldn’t see them from where he stood) and hadn’t used them all game. Ooops!

With the next round of orders and battles imminent I expect our alliance shall come under heavy fire as we have quite a swathe of occupied territory across the middle of the campaign map and enemy factions on all sides.

Since we have all been requested not to post these reports until the closing date for the Planetfall round, the Traitors Hate supplement has dropped, and I can’t wait to try some of these formations out in upcoming games.


D&D Encounters – Storm Kings Thunder – Arrival in Nightstone

Posted in D & D 5e, D&D, Encounters with tags , , , , , , , , , , on September 15, 2016 by vobeskhan

14064236_10209789776363134_3461628604885620888_nFinally escaping the mists of Barovia I find myself not only transported back the Forgotten Realms but also back into the DM’s chair as we start the new story arc “Storm King’s Thunder” this week.

Down at Tabletop Tyrants we were planning on having 3 tables (2 for SKT while Jon’s table continued their adventures in Barovia), however after running a DM session 0 last week and a couple of players having to drop out due to work and other commitments we just have the 2 tables of SKT.

My table consists of:-

  • Jon – “dragonborn” warlock (his race is in question as he’s a master of disguise).
  • Liam – dragonborn paladin
  • Daniel – human fighter/cleric
  • Sarah – tiefling rogue
  • Jack – tiefling warlock
  • Lee – goliath fighter

Jon, Liam and Daniel all had DM rewards that meant their pc’s began higher than 1st level, while Jack brought an Adventurers League pc that was already level 2, the rest were level 1’s so a reasonable mix.

The heroes began a journey south from Waterdeep to Nightstone where they were looking to find work as guides/guards for the noble hunting parties that frequented the town. Travelling down the high road they reached the junction that would lead off to Nightstone they found the signpost damaged, even though they attempted to repair it they didn’t stop to investigate how it had been done and continued on to Nightstone.

Shortly after turning inland from the coast road they spotted a lone figure loping along on what seemed to be on a path that would intercept their own. Eventually they meet the individual who looks like some sort of woodsman, he introduces himself as Dendar, a ranger, and asks a favour of the party. He has an urgent meeting to get too but needs a package delivering to his friend Darthag who ran the Lionshield Trading Coster in Nightstone. The party is willing dependant upon what the package is so he opens it to show its a simple loaf of elven bread, so they agree and they each go on their way once more.

As they approach the town the church bell is ringing and the town appears abandoned. Entering over the drawbridge they find a pair of worgs in the town square and quickly despatch them. Daniel is eager to see why the bell is ringing but the majority want to deliver the package and hopefully get some answers at the Trading Coster. The place has been ransacked but they find a goblin within ramming things into a sack. Startled he attacks but stands little chance. With no sign of Darthag they head to the church with the fighter/cleric.

Most of the party simply relax on the wooden pews while the cleric, paladin and rogue advance into the rear of the church finding a pair of goblins playing on the bell rope. The first dies quickly but the second cowers in fear. When questioned he reveals that the goblins came to town to find it empty so were just helping themselves, when asked how many of them there were he said lots. The paladin thought they wouldn’t get anything more from the goblin so ran him through – but it didn’t kill the little beast and it gave out a wail, thankfully silenced by a blow by the cleric.

The party decide to head through the town to the keep in search of answers but as they walk down they divert to the windmill, curious as to why it’s still in apparent operation. As the cleric enters he sees the mill stone is still working, powered by  the vanes, but suddenly an arrow strikes from the darkened rafters above. Jon’s warlock makes himself look like the goblin from the church and convinces the pair of goblins within that the heroes will let them go if they just leave now (and since only their first lucky shot actually hit they are eager to agree). Once the goblins have descended to ground level they also convince them to go and tell the rest of their band to leave also, which they seem happy to do.

With the goblins trotting off the heroes turn once more toward the keep but the rogue spots something amiss in the pumpkin field. They investigate and find a pair of goblins wearing pumpkins on their heads (without cutting vision holes) playing hide and seek. However they both seem to have decided to hide with no-one seeking. The heroes again manage to convince them that it’s in their best interest to leave after gaining a little more information about where the goblins were from (caves to the north).

Reaching the bridge that leads to the keep they find it broken, a gap their reluctant to try leaping, but they recall seeing a couple of grappling hooks in the Trading Coster so head back there. As they come back out of the Coster all the remaining goblins seem to have found a little back bone and are waiting outside for them. However, Jon creates an illusion of a third dragonborn warrior rippling with muscles, which seems to tip the balance and the goblins scurry off. The heroes decide that it’s probably best to close the drawbridge once they’ve gone, just in case.

Returning to the bridge they use their ropes and grappling hooks to make a crude crossing and despite the tiefling warlock falling into the water below eventually all make it in to the keep. More signs of boulder damage await them as well as a quartet of town guards protecting the mortal remains of Lady Nandar. After talking to the guards they discover the town was attacked by giants in a floating castle that bombarded the town with the boulders before some of them descended and tore the Nightstone from the town square, taking back to their cloud castle and then going back to the east. The guards tell them that many of the villagers fled, probably to a series  of caves to the north, and that Lady Nandar was killed during the bombardment. The heroes agree to help the guards lay her remains to rest in the family crypt near the church.

While the guards try and mount some semblance of a watch the heroes retire to whats left of the inn, finding it damaged and a goblin with a bolt in its back. Investigating the rest of the inn they find a human woman named Kella that claims she was knocked out during the giant attack and woke to see the goblin so shot it then hid. The party seems to believe her.

Their rest is short-lived though as a guard rushes in to tell them a group of riders had approached the drawbridge. As the party investigate they see 7 riders, and their leader seems to have a winged snake on his shoulder. Many of the heroes recognise this as a symbol of the Zhentarim. They ask to be let in as they have come to offer the town their services in its defence and rebuilding. The paladin and cleric seem set against it but then decide to let them in (telling their companions they intend to lead them to the keep bridge if Jon’s warlock will use illusion to make it appear solid).

The Zhents come in and stable their horses, then head south with the party. But before they get to the bridge their leader calls a halt, tipped off by some sixth sense perhaps. The cleric in the meantime has stayed behind and has taken their horses from the stable and tried to hide them behind the small graveyard. the Zhent leader receives another of the flying snakes, which appears to have a note attached to it, telling him of the horse theft. And they begin heading back north.

The cleric meanwhile is struck by a crossbow bolt from the direction of the inn but can’t see who fired it. As the Zhents and the rest of the party arrive, he spots Kella running along the side of the inn and tries to rugby tackle her only to find as he dives at her that she was a mere illusion as the real Kella nimbly leaps down from the damaged upper floor of the inn.

The Zhents calmly agree that if the party don’t want them here then they’ll leave without further incident and are escorted back out of town and ride into the dark night.

The guards resume their watch and the heroes return to the inn.

Next morning the heroes awake. As they begin to move around they realise they can’t see any of the guards and begin to search for them in earnest. They finally find one laying on the north palisade, a broken arrow shaft sticking out of their neck. First thoughts are the Zhents but they remember that they were armed with crossbows, not bows, though the goblins did have bows…..

They don’t have the opportunity to ponder further as they notice 2 groups of figures approaching from the north at a running pace. Both groups appear to be almost a dozen orcs, while one is heading straight at the towns northern wall (where the heroes currently stand), the other is veering off and heading down the side of the town, perhaps towards the drawbridge area.

And that was where we left it for this week. Some excellent roleplaying from all involved and innovative ways to avoid combat situations so far. Though I wonder how effective those will remain to be once facing less weak-minded foes.

All Scars painting challenge – The Survivor Series 2016 – September

Posted in 40k with tags , , , , , , , , on September 8, 2016 by vobeskhan

survivor seriesWell September is our third Showcase month in the All Scars Survivor Series painting challenge, and with my mojo back on track after last month I decided it was time to paint one of my older models – my metal Deamon Prince, Vobeskhan himself.

I’d built him a while back and added a few bits to his base before using him in games long gone by (mainly in an old Cityfight campaign fought at home with Gary and a few others), but as the club is gearing up to start the Damnation Campaign and it is being fought in and around the same city, Vogen, I wanted to bring the big fella back into the action (also there are some nice new formations I can take him in too).

I decided to strip the base and remake it to fit in more with my current bikers and the one I did last month for the Warpsmith. So used more of the cork tile, to this I added the sandbags and spade that had previously been on his base and then using parts of zombie figures built the remains of a guardsman that hasn’t quite realised he’s dead, still reaching for his lasgun as Vobeskhan begins to stride past him, already looking for his next victim. I also couldn’t resist having his shoe (with foot still in it) discard on there too.

The Deamon prince model itself, I had already modified when I built it to have wings. Now originally the metal version didn’t come with wings, so I used some off of an old Grenadier models Nightmare Dragon. However these needed a little TLC and greenstuff to blend back into the form of the model.

I already knew he’d be in his Black Legion armour but wanted to have something other than the usual red skin tone for his hands, face and wings, so chose to do them in blue (fits nicely with the common use of Tzeentch marks within my force).

Overall I’m happy with the final result (though my wife says that the way they’re positioned with the guardsman’s mouth being open it looks “a bit wrong”, but hey, why should Slaanesh have all the fun!”.  Maybe I’ll finally get around to painting some Possessed now to join him on the blood soaked streets of Vogen to spread the mayhem and madness.

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New Chaos Formations leaked – lets look at the Hate of Traitors

Posted in 40k with tags , , , , , on September 6, 2016 by vobeskhan


So the new Black Crusade Detachment and its formations have been leaked from the imminent Traitor’s Hate book and I thought I’d share my thoughts on them.

First thing I notice is that it says that as an exception to the normal rules  units chosen as part of the Detachment AND the formations all receive associated Command Benefits and special rules.  In the Restrictions it states “Only the datasheets listed here can be included in this Detachment and all units must have the Chaos Space Marine Faction”.


Being new to the use of Formations I consulted with a fellow All Scar and was very happy when he confirmed that Legion formations could be included as additional Detachments (points allowing). But, back to the task at hand.


Command Benefits


Lord of Chaos – If this is your primary detachment you can reroll for Traits. Same as for the basic CAD, useful.


Death to the False Emperor – all units get Hatred (Armies of the Imperium), in addition units can take Veterans of the Long War for free. Firstly we don’t have a detail on what classes as Armies of the Imperium, just Space Marine forces or will it include Guard etc as well. Secondly, WOW, the compulsory tax of the Legion just got made a bonus – happy camper here.


Path to Glory – choose a model with Champion of Chaos at the start of each friendly turn and roll for a Chaos boon (can use his Favoured Scions rule too if he has it). Double-edged sword really, I’ve only remembered to use the rule a few times so far and on at least 2 occasions have gotten Spawn results. But that’s part of the fun of Chaos, so I’ll be using this as often as possible but probably just on Aspiring Champions where possible.


NOTE: Where the formations list Chaos Lord or Sorcerer you may use the equivalent “Special” characters such as Abaddon and Ahriman etc.


0-5 Command – Lords of the Black Crusade, either a Chaos Lord, Sorcerer or Daemon Prince.


1+ Core – Chaos Warband, Maelstrom of Gore or The Lost and the Damned.


1+ Auxiliary – Helforged Warpack, Veterans of the Legions, Cult of Destruction, Heldrake Terror Pack, Fist of the Gods, Raptor Talon,  Terminator Annihilation Force, Favoured of Chaos, Trinity of Blood, and Spawn (1-3 units of Chaos Spawn).


So the Formations:




Chaos Warband

1 Chaos Lord                                                                                         0-1 Sorcerer

1-3 Chosen, Terminators or Possessed                                            2-6 Chaos Space Marines units

1-3 Raptors, Talons or Bikers                                                             1-3 Havocs or Helbrutes

Restrictions: None

Favoured Scions: when rolling for Boons, roll twice and choose either OR both results.

Objective Secured: ALL units in the Warband get this rule.


So the obvious comparison is to the Legion’s Warband formation.  Only difference in composition is Chosen are in the 1-3 Elite slot.  Favoured Scions is a double for the Favoured of the Warmaster, but Objective Secured replaces Thirst for Glory. I’d probably prefer this version as having all units with Objective Secured is a better option as most games are now Maelstrom games.


Maelstrom of Gore

1 Chaos Lord or Kharn the Betrayer                                                                4-8 Khorne Berzerkers

Restrictions: Lord must be given Mark of Khorne for FREE.

Blood Crazed: Units have Fleet and add 3” to charge distances.

Red Rain: Once per battle at start of movement phase summon Red Rain. Every unit locked in combat is allowed to pile in and fight as if it was the fight sub phase but enemy units cannot fight back. They can still fight normally in the assault phase of the same turn.


Again, as with the Legion supplement, why is the only god specific formation Khorne – where’s the love for Tzeentch, Nurgle and Slaanesh. Is it simply because they want to boost sales of the lack lustre khorne units – maybe. It won’t however entice me. If I want to include a Khorne formation I’ll use Hounds of Abaddon. After checking, I realise this is a re-hash of the Apocalypse formation of the same name in the Pandorax book.


The Lost and the Damned

1 Dark Apostle                                                                                      4-9 Chaos Cultists

Restrictions: None

Tide of Traitors: Each time a unit of Cultists is destroyed roll D6, 4+ and you place a new identical unit in Ongoing Reserves. They gain Outflank and count as members of this formation.

Prophet of the Gods: The Apostle’s Zealot rule applies to all Lost and Damned units within 6” of him.


Cheap troop units to capture/deny objectives, cultists are generally underused, but I can’t help but wonder if allied Renegades and Heretics are a better option.




Cult of Destruction

1-3 Warpsmiths                                                                                    3-5 Obliterators or Mutilators

Restrictions: None

Empyrionic Guidance Rituals: At start of movement phase each Warpsmith can perform the ritual on one unit of Oblits or Mutilators within 8”. Oblits get to shoot twice, Mutilators attack twice.


The first of 3 formations to include the Warpsmith.  I’m not sold on this one as it hinders the Deep Strike of the Oblits if you want them to benefit from the Ritual.


Favoured of Chaos

1 Daemon Prince                                                                                 3-5 Possessed

Restrictions: None

Baleful Nexus of Warp Energies: Units of Possessed within 12” of the DP at the start of the Fight sub-phase get all 3 mutations rather than just 1.


Much better than The Tormented from the Legion supplement, though has a minimum of 3 possessed units. Might be tempted to give this one a try at some point.


Fist of the Gods

1 Warpsmith                                                                                         3-5 Predators, Vindicators or Land Raiders

Restrictions: None

Dark Wards: all vehicles within 12” of Warpsmith have 6+invulnerable save.

Unholy Blessings: Warpsmith gets +1 bonus to repair vehicles in this formation.


The second outing for the Warpsmith and the first to include the CSM vehicles. It’s not quite the squadron rules we were hoping for (perhaps they’ll be in the book too, but I doubt it) but certainly an interesting option. Doesn’t specify if Land Raider includes any available variants though (as usual they seem to ignore anything from the Forge World books).


Heldrake Terror Pack

2-4 Heldrakes

Restrictions: None

Rising Terror: Enemy units suffer -1 Ld within 12” of 2 Drakes, -2 for 3 Drakes, and -3 for all 4 Drakes.

Merciless Pursuit: Vector Striking targets that are Pinned, Falling Back or have Gone to Ground, target suffers D6 St 7 AP2 hits instead of 1.


This is what Chaos Marine players have been waiting for, not the ridiculous one from Death from the Skies but a proper Drake formation. I expect we’ll be seeing a lot of these in use, but I think unless its massive point games most of us would just field the 2 Drakes.


Helforged Warpack

1 Warpsmith                                                                                         3-5 Helbrutes, Maulerfiends, Forgefiends, or Defilers

Restrictions: None

Master of Mechanical Warpcraft: While the Warpsmith is in play the Warpack can reuse their Deamonforge rule repeatedly.

Warpack Alpha: Nominate one of the Warpack as the Alpha. They gain the Character type and a 4+ invulnerable save. If the Alpha is destroyed the rest of the Warpack gain the Rage rule.


And the third Warpsmith formation. This one I do like, mainly because it includes Defilers, and the option to make one a character with 4+ invulnerable is bonus. Also there doesn’t appear to be a “within range” requirement for the Warpcraft rule.


Raptor Talon

1 Chaos Lord                                                                                         3-5 Raptors or Talons

Restrictions: Lord must be equipped with Jump Pack – for FREE.

Predatory Warriors: Can charge on the same turn they arrive from Deep Strike Reserve, but count as Disorganised charge when they do.

Cacophonic War Cries: Enemy units charged by 2 or more Talon units must subtract 2 from their Ld until end of the turn.


I know Jon will be salivating at this one, and rightly so. The special rules go some way to mitigate the use of Warp Talons now, as before they couldn’t benefit from their blinding landing ability as unable to assault. I expect we shall see a fair few Night Lords forces being unleashed soon.


Veterans of the Legions

1-4 Khorne Bezerkers, Thousand Sons, Plague Marines or Noise Marines

Restrictions: Unknown

Special Rules: Unknown


This just feels like a shoe horn to get the god squads included. Though I’ll wait and see what Restrictions and Special Rules come with it as this is the only one not leaked – yet.


Terminator Annihilation Force

1 Lord or Sorcerer                                                                              3-5 Terminators

Restrictions: Lord or Sorcerer must be equipped with Terminator Armour for FREE.

Targeted for Annihilation:  Before deployment nominate one enemy unit. This formation has Hatred against it and can make a shooting attack against it immediately after they deep strike, this doesn’t stop them shooting again in the shooting phase either at the same or a different target.

Target Updated: If the nominated unit is completely destroyed, you can immediately pick a new unit as replacement target, this can be done each time the target is destroyed.


I quite like this one, though I think I’d probably use the Bringers of Despair and Chosen of Abaddon instead.

Trinity of Blood

3 Khorne Lords of Skulls

Restrictions: None


Apoplectic Storm: Start of their movement phase, enemy units locked in combat with them suffer a number of St 6 Ap 4 hits equal to the number of models in the unit. These hits have Ignore Cover and Soul Blaze and are randomly allocated.

Crashing Volleys: Weapons used by a Trinity have twin-linked if attacking a target already attacked by another member earlier in that Shooting phase.


I don’t want one Lord of Skulls, why would I want three? Again, this is a re-hash of a Pandorax Apocalypse formation. I think I’ll wait to see the Chaos Knights rules and options in Traitor’s Hate for a Lord of War option thanks.


So, do these options fill you with dread, do they get you excited to be the badass’s of the Galaxy once again? What are your thoughts?