Fiche Technique - Blood Slaughterer
Fiche Technique - Blood Slaughterer
Fiche Technique - Blood Slaughterer
Takes up a single Heavy Support Choice in a Chaos Daemons army. Codex: Daemons is required to use these fan-
made rules. Opponent's Consent required.
180 Points
Type: Vehicle(Walker)
Front: 13
Side: 13
Rear: 11
WS: 4
BS: 3
Strength: 7(10)
Intitative: 3
Attacks: 6
Burning Slag:
Range S AP Type
36" 8 3 Assault 1, Large Blast
The Mawcannon automatically has the Liquid Fire option, but the others must be purchased at an additional cost of
+35 points for another option. If the Mawcannon suffers a weapon destroyed result, all profiles are lost.
Blood Frenzy!
Khorne Blood Slaughterers, like all Khorne Daemons, suffer from eternal bloodlust and are thus insane whenever they
are not causing pain, suffering, and bloodshed.
At the start of every Movement Phase, roll a D6 for every unengaged Blood Slaughterer that is on the table and did not
arrive by Deep Strike. The following rule applies for the rest of the turn depending on what the roll of the die was:
1-Fire Frenzy!
The Blood Slaughterer may not move for the turn. Instead, he must fire the Mawcannon three times.
The first time, the controlling player selects a target and chooses a profile to use.
Then the opponent may choose a target from the controlling player's army to be the next target, and the firing mode.
The third time, the controlling player again selects a target from his opponent, and again, the profile to use.
2-4 Sane.
The Blood Slaughterer may move and fire as normal this turn.
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charge in the ensuing Assault Phase if possible. The Blood Slaughterer is so crazed, it ignores Difficult Terrain tests in
its headlong rush and rolls 2D6 for its Run this turn.
If the Blood Slaughterer should make combat while Blood Crazed!!! it will receive +2 A rather than the normal +1.
If the Blood Slaughterer is Immobilised, count this result as a Fire Frenzy result instead.
Anti-Psychic Runes:
Khorne hates Psykers and all things Psychic. As such, he has had anti-psychic runes forged onto and in the Blood
Slaughterer, making it a walking thing of death to Psykers.
Any Psyker attempting to use a Psychic Power against the Blood Slaughterer will automatically suffer a Perils of the
Warp Attack, regardless of the roll on the die. If the power would then work normally, it will. If the result of the dice is
a 2 or 12, the Psyker will not suffer an additional Perils attack.
Troop Type M WS BS S T W I A Ld
Blood Slaughterer 8 4 4 4 5 2 4 3 8
Weapons
Twin Linked Heavy Bolters, Chain Axe, Lash of Khorne
Armour
Special, see below...
Lash of Khorne
The Slaughterer is armed with a powerful energy whip called the Lash of Khorne. The whip crackles with energy,
while the iron claws at the tip of each whip drip with corrosive venom.
In hand-to-hand combat you should note how many of the Slaughterer's attack dice roll a '6'. Each of these dice cause
1 hit from the Lash of Khorne, no matter what was the result of the combat, and no matter who won or lost. So for
example, if two of the Slaughterer's attack dice rolled a '6' it would cause two hits with the Lash of Khorne in addition
to any hits it causes as a result of the combat.
Armour
Due to its part daemonic, part mechanical nature, the Blood Slaughterer gains protection both from physical armour
and daemonic aura.
To represent this the Blood Slaughterer has a Saving Throw of 3+ that cannot be reduced to worst of 5+.
Daemon Engine
The Blood Slaughterer is powerful creation, with weapons built as part of his body.
Like a Dreadnought, the Slaughterer in not subject to the move or fire restriction of heavy weapons.
Fear
A Slaughterer is a horrendous and powerful opponent.
A Slaughterer therefore causes fear as described in the Warhammer 40,000 rulebook.
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