VRAKSIAN HERETICS: SERVANTS OF SLAUGHTER The Vraksian Heretics are an Imperial Guard Regiment that has turned to the patronage of Chaos. This iteration represents a Regiment half way down the path to chaos, with a recognisable imperial structure but many chaotic elements. Specifically, this Regiment has started to worship Khorne.
SPECIAL RULE: ENFORCERS Vraksian armies are allowed one Enforcer for each 500 points available to the army list. The first Enforcer must be attached to the Supreme commander’s Company (If there is one present). Subsequent Enforcers may be attached to any formation in any order. No formation may have more than one Enforcer. Aircraft and Titans are not allowed to carry Enforcers.
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Vraksian Heretics Army List Vraksian Heretics armies have a Strategy Rating of 2. All formations have an initiative rating of 2+, except Khorne Berserkers formations which have an initiative rating of 1+.
Core Companies FORMATION
UNITS
COST
Regimental HQ
One Exalted Champion of Khorne unit and twelve Imperial Guard Infantry units. May add six Chimeras and a Rhino
350 points (+150 points)
Infantry Company
One Renegade Champion unit and twelve Imperial Guard Infantry units
250 points
Leman Russ Tank Company
Ten Leman Russ, 0-1 Leman Russ may be exchanged for a Leman Russ Vanquisher.
625 points (+25 points)
Malcador Tank Company
Ten Malcador, Malcador Annihilator or Malcador Defender tanks in any combination.
650 points
Bloodgor Attack Company
12 Bloodgor Beastmen units.
250 points
Support Formations Two Support Formation may be selected for each Company in your army list. FORMATION
UNITS
COST
Artillery Battery
Three Basilisks, Manticores or Bombards
250 points
Sentinel Squadron
Four Sentinels
100 points
Flak Battery
Three Hydras
150 points
Disciples of Xaphan
Eight Disciples of Xaphan units plus four Chimeras.
300 points
Khorne Berserkers
Six Khorne Berserkers units plus three Rhinos.
275 points
Defiler Squadron
Four Defilers May add a Brass Scorpion
300 points (+200 points)
Brass Scorpions
Three Brass Scorpions
500 points
Armoured Fist Platoon
Ten Infantry units, plus five Chimeras.
300 points
0-1 Deathstrike Platoon
Two Deathstrike Missile Launchers
200 points
Formation Upgrades Each Company in your army list may select 0-3 Upgrades. Each Company may not select each upgrade type more than once. UPGRADE
UNITS
COST
Defilers
Two Defiler units
150 points
Infantry Platoon
Six infantry units
100 points
Tank Squadron
Three Leman Russ, Leman Russ Demolishers, Malcadors, Malcador Defender or Malcador Annihilators.
200 points
Hellhound Squadron
Three Hellhounds
150 points
Hounds of Xaphan
Three Hounds of Xaphan units
75 points
Ogryn Berserkers
Three Ogryn Berserker units
125 points
Flak
One Hydra
50 points
Allies Up to one third of your army list may be Allies. FORMATION
UNITS
COST
Hellblade Squadron
Three Hellblade Fighters
200 points
Hell Talon Squadron
Two Hell Talon Bombers
200 points
Harbinger
One Harbinger Bomber
500 points
Chaos Warhound Titan
One Chaos Warhound Titan
275 points
Chaos Reaver Titan
One Chaos Reaver Titan
650 points
Chaos Warlord Titan
One Chaos Warlord Titan
825 points
Exalted Champion of Khorne >Insert Text
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Insert Text< Chaos Warhound Titan (Standard Configuration) Type
Speed
Armour Save
Close Combat
Firefight
War Engine
30cm
5+
4+
4+
Weapon
Range
Firepower
Notes
Vulcan Megabolter Plasma Blastgun
45cm 45cm
4xAP3+/AT5+ 2x MW2+
Forward Arc Slow Firing, Forward Arc
Damage Capacity 3. 2 Void Shields. Critical Hit Effect: The Chaos Warhound is caught off-balance and staggers. Move it D6cm in a random direction. If thi smove takes the Warhound into immpassable terrain or another unit it can’t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the unit normally). Notes: Fearless, Inspiring, Reinforced Armour , Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide. The plasma blastgun may either fire one shot and still have one shot ‘in reserve’ for next turn, or fire two shots and not shoot next turn at all.
Chaos Reaver Titan
Chaos Reaver Titan (Lord of Battles Configuration) Type
Speed
Armour Save
Close Combat
Firefight
War Engine
20cm
4+
3+
3+
Weapon
Range
Gatling Blaster 60cm Titan Powerfist (Base Contact) Apocalypse Missile Launcher 60cm
Firepower
Notes
4x AP4+/AT4+ Assault Weapons BP3
Forward Arc Extra Attacks (+3), Titan Killer (D3) Fixed Forward Arc
Damage Capacity 6. 4 Void Shields. Critical Hit Effect: The Chaos Reaver’s plasma reactor has been damaged. Roll a D6 for the Chaos Reaver in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Chaos Reaver, on a roll of 2-3 the Reaver suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Chaos Reaver will be hit on a roll of 5+. Notes: Fearless, Inspiring, Reinforced Armour , Walker. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.
Chaos Warlord Titan >Insert Text< Chaos Warlord Titan (Bloodgod Configuration) Type
Speed
Armour Save
Close Combat
Firefight
War Engine
15cm
4+
2+
3+
Weapon
Range
Firepower
Notes
Quake Cannon Titan Powerfist Vulcan Megabolter Vulcan Megabolter
90cm (Base Contact) 45cm 45cm
BP3 Assault Weapons 4xAP3+/AT5+ 4xAP3+/AT5+
Macro-Weapon, Forward Arc Extra Attacks (+3), Titan Killer (D3) Fixed Forwards Fixed Forwards
Damage Capacity 6. 4 Void Shields. Critical Hit Effect: The Chaos Warlord’s plasma reactor has been damaged. Roll a D6 for the Chaos Warlord in the end phase of every turn: on a roll of 1 the reactor explodes destroying the Chaos Warlord, on a roll of 2-3 the Warlord suffers one more point of damage, and on a roll of 4-6 the reactor is repaired and will cause no further trouble. If the reactor explodes, any units within 5cm of the Chaos Warlord will be hit on a roll of 5+. Notes: Fearless, Inspiring, Reinforced Armour , Walker, Thick Rear Armour. May step over units and impassable or dangerous terrain that is lower than the Titan’s knees and up to 2cm wide.