IN WARHAMMER 40,000
A Relictors force is selected using Codex: Space Marines, with the following additions and amendments. You will also need Codex: Chaos Space Marines to use the wargear options.
Outcasts: A Relictors force may not take allies (such as Deathwatcn, Assassins etc), with the exception of Radical Daemonhunters from Codex: Daemon hunters.
Daemon weapons: One character in the army may be designaled the bearer of a single Daemon weapon at a cost of 25 points, which counts against his wargear limit. Note that the rule requiring a character to bear a specific Mark of Chaos is waived in this case. Daemon weapons come in many forms. Their effects may vary a great deal, but the weapons described in Codex: Chaos Space Marines are a good cross-section and can be used to represent the type of weapon the Relictors might use. Roll a D6 before the game begins to determine what type of weapon he carries. Rules for these items can be found in Codex: Chaos Space Marines.
* - counts as a Daemon weapon in this case.
Chaos relics: Just as the senior members of the Relictors bear Daemon weapons to war, so too does the Chapter make use of captured banners, icons and standards, believing the unholy powers bound within these relics can be turned upon their erstwhile masters. A single Standard Bearer (ie, a member of a Command Squad) may be equipped with a Chaos standard, at the cost of +50 pts. Roll on the following table before the game to determine which relic is available.
** - does not confer Daemon Summoning ability, but any unit or model within 6" becomes Fearless.
CHAOTICIANS AND CATACLYSMS
RADICAL MEASURES IN WARHAMMER 40,000
by Phil Kelly
If you've been following the events surrounding the ever-dubious Relictors Chapter of the Adeptus Astartes over the last few issues of White Dwarf, you'll no doubt be wondering just how far this rogue Space Marine Chapter is prepared to go in its quest to turn Chaos against itself. Well, so are we, but we're prepared to investigate every possible outcome. As a result, here's some extra goodies for those who would battle not just for life or death, but for the souls of an entire chapter...
Daemonhunters players of a Radical bent will no doubt have considered the potential power they could wield with a full chapter ot Space Marines devoted to their cause. No doubt the shadier members of the Ordo Malleus are very glad that instead of asking awkward questions and screaming about heresy, the Relictors actively further their forbidden research. As a result, we've brought a few more tainted artefacts utilised by senior ranking Relictors and the Radical factions of the Ordo Malleus alike out of their thrice-consecrated confinement chambers for those (ahem) open-minded players out there who are not averse to toying with the dark path. But remember, be careful where it leads...
In the Relictors` special rules in WD 281, it states that Relictors may only ally with Radical Daemonhunters. We know that an Inquisitor's loyalty is not always discemable by the company he keeps, so here's a clarification:
Inquisitors that are not accompanied by ANY type of Grey Knight Space Marines may be designated Radical (Grey Knights will not fight alongside those who dabble in the Dark Arts). They may take Daemonhosts in their allied force and use the artefacts printed below.
These artefacts are legendary in their rarity, kept safe in stasis chambers deep within heavily fortified reclusiams and lead-lined sacristies. There exists only one of each of these artefacts, so only one of each type may be taken in any given army.
Books of Pain
The Books of Pain can be used once per game, at the beginning of any movement phase. All units, friend or foe (including the bearer's own) with a model within 3" of the bearer count as pinned until the beginning of the owner's next turn.
The Artekus Scourge is a daemon weapon, and follows the appropriate rules from Codex: Chaos Space Marines. If the Scourge wounds a model with more than one wound, that model mus! roll under its Ld on 3D6 or be removed as a casualty. The Scourge is a power weapon.
Sword of St. Aquitalne
If the Sword of St. Aquitaine causes a wound, and the bearer passes his Mastery test, he may force the entirety of the next game turn to be fought using the Night Fight rules. The Sword of St. Aquitaine is both a daemon weapon and a power weapon.
Shard of the Monolith
The bearer gains +1 S and +1 I. He must always move towards and assault the nearest enemy if possible and must always perform a sweeping advance if at all possible.
The bearer can force his opponent to re-roll Daemonic Possession or a single Summoning roll each game turn.
Blade of Phaedron
The Blade of Phaedron wounds all Daemons on a 2+, and adds +D3 to the bearer's Attacks characteristic when charging a Daemon instead ot the usual +1. The Blade of Phaedron is a daemon weapon.
This mission, Daemonhunt, is along similar lines to the Terminate the Daemonvessel mission from Codex: Daemonhunters, but with more of a Radical bent. It is ideally played with a force of Space Marines (the Relictors) versus a Chaos force (Lost and the Damned or Chaos Space Marines), although enterprising players may like to use the Adversaries rules on page 49 of Codex: Daemonhunters so that they can use an army of their choice. If you haven't got a copy of Codex: Daemonhunters, rules for Inquisitors can be found in the Chapter Approved section of White Dwarf 275 and rules for Daemons can be found in WD 272. Now grab a forbidden tome and a nice sharp daemon weapon and get ghostbusting...
You have located the Chaos worshipper's stronghold, but moments too late! The worst possible fate can only be avoided by turning the tools of Chaos against the foul apparition before you.
The ritual is complete. Only mere seconds stand between you and the incarnation of your god, provided you can contend with the meddling fools of the Ordo Malleus and their Astartes lackeys. Kill them all!
Daemonhunt uses the Deep Strike and Infiltration special rules.
1. Place a suitable terrain piece in the table centre. This is the sacnficial altar and will take the place of the Daemonvessel when the Greater Daemon emerges.
2. The defender deploys his forces anywhere entirely within 12" of the Altar.
3. The attacker's forces are deployed anywhere in the areas marked on the map.
4. Roll a dice, whoever rolls highest gets the first turn.
The attacker must slay the Greater Daemon to achieve victory. Any and all other considerations are irrelevant. If this is achieved it is a victory to the attacker.
The defender must keep the Greater Daemon alive by any means necessary. If this is achieved it counts as a victory to the defender.
The attacker counts as having 1 Inquisitor Lord in addition to his normal force (player's choice). This Inquisitor may spend a free 150 points on any wargear. Henchmen, psychic powers, transports and weapon upgrades. The Inquisitor Lord is automatically equipped with the Blade of Phaedron (see opposite page) in addition to the 150 pt bonus.
The attacker counts as having a Greater Daemon of his choice in addition to his force, held in reserve. Use the normal Reserve rules for the Greater Daemon instead of the usual Summoning rules.
When the Greater Daemon becomes available it will appear directly on the sacrificial altar (which cannot be destroyed) and may move and fight as normal. Note that this bypasses the usual rules for Daemonvessels.
The game lasts for six turns.
Units that are forced to fall back will do so towards the nearest board edge, using the normal Fall Back rules.