1|Chaos Space Marines

Special Rules Marks of Chaos............................................................ 3 Chaos Icons.................................................................. 3 Daemon Weapons....................................................... 4 Chaos Psychic Powers.................................................. 5 Daemonic Gifts............................................................ 7 Daemonic Steeds......................................................... 7 Arcane Wargear........................................................... 8 Special Equipment....................................................... 9 Vehicle Armoury.......................................................... 10 Veteran Skills............................................................... 10 Army List...................................................................... 11 Legions of Chaos.......................................................... 11 Summoned Daemons...................................................32 Summary...................................................................... 36

Army List Entries Abaddon the Despoiler................................................ 14 Kor Phaeron................................................................. 15 Arkos the Faithless....................................................... 15 Krieg Acerbus............................................................... 16 Warsmith Honsou........................................................ 16 Ahriman....................................................................... 17 Typhus..........................................................................17 Kharn the Betrayer.......................................................18 Lucius the Eternal........................................................ 18 Huron Blackheart......................................................... 19 Fabius Bile.................................................................... 19 HQ................................................................................ 20 Elites............................................................................ 22 Troops.......................................................................... 25 Fast Attack................................................................... 29 Heavy Support............................................................. 30 Summoned Lesser Daemon Packs............................... 34 Summoned Greater Daemons..................................... 35

2|Chaos Space Marines

MARKS OF CHAOS
Some Chaos Space Marine units may be given a mark of chaos, denoting which of the great chaos gods they have dedicated themselves to. A model or unit given a Mark of Chaos gains the blessings that come with serving their respective deities. Servants of Slaanesh are gifted with heightened senses and crave experience in all forms and have little fear of pain or death at it is just one more sensation to savour. Servants of Khorne are fierce warriors whose sole purpose is to wage war at collect skulls in the name of the Blood God. Servants of Tzeentch are schemers and practitioners of the arcane who benefit from the magical wards and protection of their master. Finally the servants of Nurgle are disgusting monuments to death who gleefully spread disease in the great Lord of Decay's name, the very poxes they spread inflicting their bloated bodies, numbing them to the most horrific pain. In game terms a unit given a Mark of Chaos gains the benefit that comes with their associated mark. However the chaos gods are always in a constant struggle with one another for dominance, and thus, their servants as well are at constant odds. An independent character with a mark of chaos may only join a unit with either no mark of chaos or the same mark of chaos as himself. An independent character with no mark of chaos may always join any unit irrespective of what mark they bear. In addition an independent character with a mark of chaos may not join a unit bearing an Icon of Chaos other than the Icon of Chaos Glory or the Icon of the god to which he has been marked. (see below for details on Icons).

Mark of Slaanesh
Models with the Mark of Slaanesh gain the Fearless universal special rule and add +1 to their initiative characteristic.

Mark of Khorne
Models with the Mark of Khorne gain +1 attack. A Chaos Lord, Chaos Lieutenant or Daemon Prince given the Mark of Khorne also gains the Berserker Veteran Skill but may not choose any other Veteran Skills. Chaos Cultists given the Mark of Khorne gain +1 WS instead of +1 attack.

Mark of Tzeentch
A unit with the Mark of Tzeentch gains a 5+ invulnerable save. If a unit already has an invulnerable save then it is improved by 1 instead. Chaos Dreadnoughts with the Mark of Tzeentch may take their 5+ invulnerable save against each role on the vehicle damage chart they sustain.

Mark of Nurgle
A model with the Mark of Nurgle gains +1 toughness. Like the toughness bonus for riding a bike this mark does not affect the model's toughness in regards to the Instant Death rule. The following units also gain the Feel No Pain universal special rule when given the Mark of Nurgle: Chaos Lords, Chaos Lieutenants, Daemon Princes, Sorcerer Lords, Sorcerers, Chosen and Plague Marines. Chaos Dreadnoughts given the Mark of Nurgle instead gain offensive and defensive grenades to represent the cloud of flies and choking clouds of disease surrounding them

CHAOS ICONS
Personal Icon
Some followers of Chaos go to battle toting high the symbols of their dark gods whether it be to further show their allegiance, so that their deeds be done in that god's name, to warrant favour from that particular deity or in an attempt to draw that god's attention. Whatever the reason the sight of such unholy idol inspires those warriors who carry it into battle. Icons also act as psychic beacons allowing the Sorcerers in the chaos fleet to easily locate them from orbit and accurately direct towards them any warriors that are teleporting to battle. A unit that takes an Icon benefits from the ability of that Icon for as long as the Icon Bearer remains in play. If a unit bears a Mark of Chaos then they may only choose a personal icon, the Icon of Chaos Glory or the Icon associated with their Mark. In addition any friendly chaos models arriving by teleporting who do so within 6" of a Chaos Icon will not roll for scatter. If an independent character joins a unit with a Chaos Icon, they only benefit from the effects of that Icon if they also have the mark of chaos associated with it, with the exception of the Icon of Chaos Glory which they always benefit from. A personal icon simply guides teleporting models and daemons.

Icon of Chaos Glory
The unit may re-roll any failed morale or pinning tests it is required to take.

Icon of Slaanesh
The unit benefits from the Fleet universal special rule.

Icon of Khorne
The unit gains the Counter-attack universal special rule.

Icon of Tzeentch
Any enemy psychic powers targeting the unit or including the unit it its area of effect will be nullified on a D6 roll of 4+.

Icon of Nurgle
At the start of each friendly assault phase all models (friend or foe) without the Mark of Nurgle (or Daemons of Nurgle) within 6" of the icon bearer must pass a toughness test or suffer a wound with armour saves as normal (but no cover saves).

3|Chaos Space Marines

DAEMON WEAPONS
A Daemon Weapon is a mighty artefact of chaos which possesses the very essence of a daemon of chaos. A model that is equipped with a Daemon Weapon may choose one of the weapons listed below, though some require you to have a certain Mark of Chaos in order to do so listed beside the weapon's name. If a model with a Daemon Weapon causes a wound using his Daemon Weapon in any assault phase then he must take a leadership test as the Daemon bound within gains enough strength to try to gain mastery. If the test is passed the bearer succeeds in holding control over his weapon and nothing further happens. If the test is failed the model immediately takes a perils of the warp as the daemonic entity gains temporary control and lashes out at its captor. Dark Blade Imbued with a powerful daemon of chaos the Dark Blade typically takes the form of a great sword, axe or scythe the colour of the blackest void that yields no reflection. It radiates raw chaos energy and imbues its wielder with malevolent power. The Dark Blade is treated as a power weapon that strikes at +2 strength. Warp Glaive Constantly hungering for the life essence of mortals the daemon imbued in a Warp Glaive strikes down to the very soul where it feeds greedily. The Warp Glaive is a power weapon. Target models must reroll any successful invulnerable saves they may have taken due to wounds caused by a Warp Glaive. Axes of Khorne (Mark of Khorne) Usually taking the form of two barbed bronze axes the Axes of Khorne are imbued with the angered essence of two raging Bloodletters. The blades have an insatiable thirst for blood and carnage driving their wielder to new heights of bloodshed and violence with each taste of the enemy's vital fluids. The Axes of Khorne count as a pair of power weapons. In addition any roll of 6 to hit in close combat allows the wielder to make an additional attack. If any additional attacks also yield the result of a 6 then continue rolling additional attacks until you roll no further 6s. Roll to wound as normal with all attacks that score a hit.

Death Screamer (Mark of Tzeentch) Usually taking the form of a flaming sword whose embers flicker in multi-coloured spectral light a Deathscreamer is as equally capable of flinging flaming missiles or raw, mutating chaos energy as it is to effortlessly slice through an enemy opponent in the confines of close combat. The Death Screamer is treated as a power weapon in close combat. In addition it may be used in the shooting phase with the following profile; Range Template* Strength 4 AP 3 Type Assault 1

*Place the template up to 12" from the wielder with the large end no closer to the wielder than the narrow end. Man Reaper (Mark of Nurgle) A Man Reaper usually takes the form of a rusted and corrupted scythe who's blade has been dipped in the filth seeping from the very throne of Nurgle, absorbing the essence of one of the daemons that cavorts there. The large and somewhat cumbersome blade can be swung in large arcs catching all its path where even the smallest cut from instantly becomes infected. The Man Reaper is a two handed power weapon. A model wielding a Man Reaper gains an additional attack for each enemy model in base contact with himself but always strikes at -1 initiative. All hits from the Man Reaper are poisoned (4+).
Designer's Note: A Chaos Lord with a Man Reaper should not be mounted on a base any larger than 40mm and a Daemon Prince with a Man Reaper should not be mounted on a base any larger than 60mm.

Bliss Giver (Mark of Slaanesh) The Blissgiver typically takes the form of a barbed, writhing whip or a slender, elongated blade. When the Bliss Giver strikes against the central nervous system of its victim it sends them in a ecstatic convulsion of both pain and agony raising the target's consciousness from their body while the daemon within feeds on their tormented soul. The Bliss Giver is a power weapon. In addition any to hit rolls made with the Blissgiver that result in the roll of a 6 automatically wound the target. Before making any other rolls to wound with the weapon the target unit must allocate any such hits and after taking any saves that apply, pass a toughness test for each or suffer instant death.

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4|Chaos Space Marines

CHAOS PSYCHIC POWERS
Each Chaos Psyker has two of the following psychic powers (chosen when the army is picked). A Sorcerer and Aspiring Sorcerer may cast one psychic power per turn. A Daemon Prince and a Sorcerer Lord may always cast two psychic powers per turn. Models with the Mark of Tzeentch may have up to three psychic powers and may re-roll any failed psychic tests.

Gift of Chaos
The psyker unleashes a whirling flash of Chaos energy that envelopes the target and rapidly mutates them. As the power of Chaos flows through them, the unfortunate victim's bones writhe, its flesh distorts and agonising mutations tear the enemy apart. Gift of Chaos may be used in the model's shooting phase instead of using another ranged weapon. A psychic test must be passed in order to use the power. If successful target one enemy model. Gift of Chaos may be cast even if the psyker is in close combat and may also target an enemy model already in close combat. If the model is found to be within 6" then he must take a toughness test. If the test is failed the model turns into a shapeless blob of flesh and is removed from play (and, as no wound are taken, no saves apply!), the target model is immediately replaced with a friendly Spawn model if one is available. The newly formed Spawn is placed as close to the target model's original position while still maintaining at least 1" between itself and any enemy models. This spawn follows all the normal rules for a Chaos Spawn and has the same Mark of Chaos as the psyker who cast this power, if any. Furthermore it is never worth any kill points if slain.

Doombolt
Tapping into the raw power of the Immaterium the psyker unleashes a storm of warp lightning upon his foes. Doombolt may be used in the model's shooting phase instead of using another ranged weapon. A psychic test must be passed in order to use the power. If successful resolve the attack using the following profile.
Range 18" Strength 5 AP 3 Type Assault 3

Warptime
The psyker surrounds himself with a dimensional rift which warps the passing of time around himself allowing him to place his attacks with supernatural precision. The power is used at the beginning of any player's turn. A psychic test must be passed in order to use the power. If successful the psyker may re-roll any rolls to hit and wound for the entirety of that turn.

Mass Mutation
Opening a small rift to the Warp the psyker calls upon a host of daemons to temporarily possess himself and those allies around him. As the daemons inhabit their new bodies they reform their host in any way they see fit to enhance their short experiences in the material realm. Mass Mutation may be used at the start of the psyker's movement phase. This power may be cast even if the psyker is in close combat. The power effects the psyker and any unit the psyker has joined. A psychic test must be passed in order to use the power. If successful roll a D6 and consult the chart below, the psyker and any unit he has joined benefits from the result rolled until the beginning of the next Chaos turn;
1. No benefit, the mutation occurs but is insignificant or unpredictable. If the psyker is joined with a unit remove one model and replace it with a Chaos Spawn. The spawn forms a new unit of its own but is worth no kill points if slain. 2. The unit gains Daemonic Speed 3. The unit gains Daemonic Visage 4. The unit gains Daemonic Aura 5. The unit gains Daemonic Strength 6. The unit gains Daemonic Mutation

Wind of Chaos
This power takes different forms depending on the Sorcerer. Worshippers of Nurgle project a stream of bilious, acidic slime that burns and infects the target, worshippers of Slaanesh create a golden cloud that sets every nerve end alight with rapturous agony and worshippers of Tzeentch project a storm of raw chaos energy mutating and changing all in its path into mewling spawn-things. Wind of Chaos may be used in the model's shooting phase instead of using another ranged weapon. A psychic test must be passed in order to use the power. If successful it is resolved in the same way as firing a template weapon. Any models fully or partially under the template suffer a wound on a D6 roll of 4+ with no armor or cover saves allowed. Models without a toughness value are unaffected by Wind of Chaos.

Note that if any members of the unit already possess one of the above daemonic gifts then the effects are not cumulative.

5|Chaos Space Marines

Slaanesh Psychic Powers
A model given the Mark of Slaanesh may select the following psychic powers in addition to the psychic powers on the page 5.

Tzeentch Psychic Powers
A model given the Mark of Tzeentch may select the following psychic powers in addition to the psychic powers on page 5.

Warp Scream
Throwing back his head the psyker emits a chorus of diabolic warp fuelled screams and hellish shrieks, shattering the senses and inducing painful spasms in all those nearby. This hellish cacophony of agony and hysteria soon coaxes even the most stout of heart to fall away from its source, desperate to ease their suffering. A psyker may use this psychic power at the start of his assault phase. A psychic test must be passed in order to use the power. If successful all enemy units within 12" must pass a morale test or immediately fall back. This may even effect enemy units in close combat. Units within 6" suffer -1 to their leadership, enemy units in combat with the psyker suffer a -2 to their leadership. The Psyker and any friendly units may not perform a sweeping advance and may only consolidate if an enemy unit falls back out of combat due to this power.

Bolt of Change
The psyker hurls a ball of roiling energy, formed of raw magic which rapidly mutates the target, tearing it apart. Bolt of Change may be used in the model's shooting phase instead of using another ranged weapon. A psychic test must be passed in order to use the power. If successful he may resolve the attack using the following profile. Range 24" Strength 6+D3 AP 1 Type Assault D3

Fuelled by Pain
The psyker takes great delight in each laceration and pang of torment, harnessing the sweet emotions swelling inside and driving himself to heightened levels of adrenaline as the dark energy flows through his veins. Fuelled by Pain may be used at the start of any player's assault phase. A psychic test must be taken in order to use this psychic power. If successful keep track of each wound saved by the psyker by any means. After all attacks are made by both sides, but before combat is resolved, the psyker makes an additional attack for each of these saved wounds.

Roll to determine the number of shots and strength of the attack after selecting a target unit but before making any rolls to hit. Also due to the horrific nature of the mutations inflicted, any unit suffering any casualties from a Bolt of Chang must take a morale test at the end of the Chaos shooting phase as if they had suffered 25% casualties.

Grand Illusion
Planting grand and illustrious lies into the target's mind the psyker convinces his target that his enemies are in fact allies and his true allies in fact foes. A psyker may use this psychic power in the enemy shooting phase. He may not be in close combat and a psychic test must be passed in order to use the power. If successful pick one enemy unit within line of sight. If the target unit wishes to shoot that turn they must pass a leadership test. If the test is failed the target unit must fire at their closest visible friendly unit using whichever weapons chosen by the chaos player. Models without a leadership characteristic are considered to be leadership 10.

Nurgle Psychic Powers
A model given the Mark of Nurgle may select the following psychic powers in addition to the psychic powers on page 5.

Nurgle's Rot
Gurgling praise to Grandfather Nurgle the psyker belches forth a disgusting miasma of disease. A psyker may use this psychic power in the shooting phase instead of firing another weapon. The power is cast automatically and no psychic test is required. If successful each model within 7" (friend or foe) must pass a toughness test or take a wound with no cover saves allowed (they may take armour saves as normal). Models with the Mark of Nurgle and Daemons of Nurgle are unaffected.

Psychic Duel
Reaching out with his mind across the battlefield the psyker seeks to undermine the concentration of enemy psykers. A psyker may use this psychic power at the beginning of his movement phase. A psychic test must be passed in order to use the power. If successful pick one enemy psyker anywhere on the battlefield within line of sight to the psyker. Until the beginning of the chaos psyker's next turn any psychic test the target psyker is required to take must be taken on 3D6 discarding the lowest result.

Pestilent Smog
Calling upon the blessings of Nurgle the psyker summons a great cloud of noxious fumes and choking clouds of daemonic flies to engulf himself and his followers. This psychic power may be cast at the beginning of the psyker's movement phase. A psychic test must be passed in order to use the power. If successful any friendly units within 6" of the psyker benefit from a 5+ cover save and count as equipped with defensive grenades until the beginning of their next movement phase.

Guiding Eye of Tzeentch
Blessed by Tzeentch with a glimpse of the strands of fate themselves the Sorcerer is able to decipher the events yet to come allowing him to better predict and prepare for enemy movement. A psyker may use this psychic power at the beginning of his own shooting phase. A psychic test must be passed in order to use the power. If successful he and any unit he has joined may re-roll to hit during that shooting phase.

6|Chaos Space Marines

DAEMONIC GIFTS
Those who excel in the service of the dark gods attract their lavishing attentions resulting in all sorts of strange gifts and mutations. The following daemonic gifts can be purchased by various chaos units and the effects of each are permanent with the exception of the gifts gained due to the Mass Mutation psychic power. Daemonic Visage The model radiates dark energy which fills his enemies with preternatural dread. Enemy units in close combat with a model with Daemonic visage suffer a -1 modifier to their leadership. The effects of multiple Daemonic Visages are not cumulative but if all chaos models in the close combat have Daemonic Visage then the modifier is increased to -2. Daemonic Aura A shadowy aura distorts the champion's presence causing enemy blows which appeared to be on mark to harmlessly pass through the black void. The model gains a 5+ invulnerable save or if he already has an invulnerable save improves his existing save by 1. Daemonic Speed The champion has been gifted with unnatural speed and agility. His motions appear as a blur to those around him as he effortlessly slips past his enemy's defences to land the killing blow. A model with daemonic speed adds +1 to their initiative characteristic.

Daemonic Essence Invigorated by the very essence of the warp the champion displays unnatural determination and will to fight on. A model with daemonic essence gains +1 wound. Daemonic Strength The champion has been blessed with unnatural physical power such that he can snap the spine of even an Astartes with the greatest of ease. A model with daemonic strength gains +1 strength. Daemonic Mutation This gift can take many ghastly forms, a third clawed appendage, long spines and horns, a lashing tail or any otherworldly mutation that would grant the champion an advantage in close combat. A model with daemonic mutation gains +1 attack. Daemonic Armour The Champion's armor has been blessed by the chaos gods, warping and reforming itself to better protect its wearer against oncoming enemy blows. A model with daemonic armor has a 2+ armour save. Daemonic Rune The champion has been gifted with a daemonic rune, a powerful symbol of the gods' will made manifest. It radiates dark energy, their essence flowing through him proving his favour in their eyes. The chaos gods will not let a champion of such greatness slip easily into death. A model with a daemonic rune gains the Eternal Warrior Universal Special Rule.

STEEDS DAEMONIC STEEDS
The mightiest of Chaos champions might be gifted with one of the gods' mighty daemonic steeds. Which Steed he takes depends on the mark of chaos he bears. Chaos Warp Beast (No Mark of Chaos) The model's type changes to cavalry and he benefits from +1 toughness just as if riding a bike. In addition he gains +D3 additional attacks when charging instead of the normal 1. Disc of Tzeentch (Requires the Mark of Tzeentch) The model's type changes to Jump Infantry and he benefits from +1 attack. The model also gains the Hit and Run universal special rule.

Juggernaut of Khorne (Requires the Mark of Khorne) The model adds +1 to his strength, toughness, wounds and attacks characteristics and receives the Daemonic Armour gift. He may never embark in a transport. Mount of Slaanesh (Requires the Mark of Slaanesh) The model's type changes to Cavalry and he benefits from +1 attack. The model is never slowed by difficult terrain and when making a run move rolls 3D6 and picks the highest. Palanquin of Nurgle (Requires the Mark of Nurgle) The model gains +1 wound and in the assault phase an additional D6+3 strength 3 attacks at initiative 2 allowing armour saves as normal. He counts as wearing Terminator Armor for transport purposes only.

7|Chaos Space Marines

ARCANE WARGEAR
There are all manner of strange weapons and artefacts used throughout the various Legions and Warbands of Chaos. A great many are engineered by the malevolent Dark Mechanicus, many more an innovation of traditional technology transformed by the daemonic and few still gifts from the gods themselves.

Plague Swords
Plague swords are poisoned close combat weapons that always wound on a 4+ in close combat.

Doom Siren
One of the archaic sonic weapons pioneered by the Emperor's Children, a doom siren is an arrangement of pipes and tubes that amplifies the warrior's war cry into sonic attacks. With a high pitch scream the weapon unleashes a unrelenting sonic assault loud enough to burst insides and rupture the ears, or with a low growl emit a constant throbbing bass tone powerful enough to send enemies into sudden seizures. It may be fired in the shooting phase instead of another weapon using one of the frequencies below High Frequency Range Template* Strength 5 AP 3 Low Frequency Range Template* Strength 6 AP Type Assault 1, Pinning Type Assault 1

Skull Rune
Bearing the skull rune of the blood god the warrior receives Khorne's blessing and protection warding away cowardly magics. A Model with a Skull Rune is immune to the effects of psychic powers and may take a 2+ invulnerable save against any wounds caused by force weapons or witch blades.

Blight Grenades
Servants of the lord of decay carry to battle grenades often made from the shrunken heads of defeated enemies which upon impact detonate in a cloud of virulent toxins that fills the air with thick clouds of blinding spores. These grenades are thrown at charging enemies chocking them to a halt and slowing their advance. A model equipped with Blight Grenades counts as being equipped with defensive grenades.

*Place the template so that the large end is touching the firer.

Inferno Bolts
The great Sorcerers of Tzeentch are known to inscribe their bolt rounds with daemonic runes bestowing on them magical properties. These yield varying results ranging from bolts that effortlessly phase through even the thickest armour, to bolts that burst into multispectral flames on impact or even bolts which corrupt and mutate the target on impact. Any Bolter, Bolt Pistol or twin-linked Bolter carried by a model which takes Inferno bolts must choose one of the following at the beginning of the game after sides have been chosen but before either player has deployed • The AP value of their weapon is changed to 3 • Shots from the weapon ignore cover saves • Shots from the weapon always wound on the roll of 2+

Sonic Blaster
Another of the sonic weapon used by the Noise Marines of the Emperor's Children, a Sonic Blaster unleashes waves of devastating harmonics that rips it targets apart. It has two firing modes depending on whether it is used to unleash short riffs or long discordant wails. The whole unit must choose the same firing mode. Short Riffs Range 24" Strength 4 AP 5 Type Assault 2

Long Discordant Wail Range 24" Strength 4 AP 5 Type Heavy 3, Pinning

Talisman of Tzeentch
A Talisman of Tzeentch is a potent psychic gem which incorporates pure warp energy in crystal form. A psyker wearing such a gem can focus his psychic talents through the talisman to disrupt enemy psychic attacks and even draw warp entities to the opposing psyker's mind. A model equipped with a Talisman of Tzeentch may attempt to negate an enemy psychic power if the opposing psyker is found to be within 24". Both psykers roll a D6 and add the result to their leadership value. If the opposing psyker scores equal to or higher than the chaos psyker then the power goes off as normal but if the Chaos psyker's total is higher than the opposing psyker's then the power is immediately negated. In addition if the Chaos psyker rolls a 6 and also beats the enemy psyker's total then the enemy psyker suffers a perils of the warp attack. Only one Talisman of Tzeentch may be used per enemy psychic power no matter how many might be in range.

Blastmaster
The final and most devastating of the Emperor's Children born sonic weapons, the Blastmaster focuses a throbbing base note into an explosive crescendo that can burst eye balls and rupture organs. By varying the frequency the effects of the weapon can be altered to produce differing results. Announce which frequency is being used when nominating the enemy unit being targeted. Varied Frequency Range 36" Strength 5 AP 4 Type Assault 3, Pinning

Single Frequency Range 48" Strength 8 AP 3 Type Heavy 1, Blast, Pinning

8|Chaos Space Marines

SPECIAL EQUIPMENT
Raptor Jump Pack
Raptor jump packs contain jets or turbines that can lift even heavy power armour from the ground. A warrior equipped with a Raptor jump pack can make great bounding leaps across the battlefield allowing the wearer to travel incredibly quickly passing over obstructions and racing swiftly into close combat. A model equipped with a Raptor jump pack belongs to one of the Raptor cults and so gains the Hit and Run universal special rule and changes its unit type to jump infantry. In addition units with Raptor jump packs can be dropped from low-flying gunships using their jump packs to swoop down on the battlefield. A unit with Raptor jump packs held in reserves may enter play by deep strike in any mission that allows it (See the Mission Special Rules section of the Warhammer 40,000 rulebook).

Combi-Weapons
Combi-weapons are bolters that have been converted to house another weapon; a melta gun, plasma gun or flamer. Each of the housed weapons only contains enough charge or fuel for a single shot. A Model armed with a Combi-weapon may choose to fire the bolter or the other weapon. The bolter may be fired every turn but the other weapon may only be used once per battle.

Melta Bombs
Melta bombs are deadly demolition charges, powered by a subatomic charge and capable of melting through even the most heavily armoured targets. They have a much more sophisticated detonation mechanism and are carried into battle by chaos space marines for the purpose of destroying enemy heavy armor and bunkers. See the Warhammer 40,000 rulebook for details on using Melta Bombs.

Daemonic Wings
The warrior has grown immense bat like wings by some unnatural means that enable him to sweep effortlessly across the battlefield and glide short distances. A model given daemonic wings may move as jump infantry but remains its original movement type in all other respects. In addition units with daemonic wings can be dropped from low-flying gunships using just as a unit with jump packs is able to do. A unit with daemonic wings held in reserves may enter play by deep strike in any mission that allows it (See the Mission Special Rules section of the Warhammer 40,000 rulebook).

Frag Grenades
Frag grenades are hurled just prior to an assault unleashing a storm of shrapnel that drives the enemy further under cover for those few precious moments where breaching their defences is paramount. Frag Grenades are offensive grenades as described in the Warhammer 40,000 rulebook.

Krak Grenades
Krak grenades are specialized anti-tank explosives designed to exploit the weak points in enemy armor at close ranges disabling heavy armor that would otherwise be impenetrable. See the Warhammer 40,000 rule book for details on using Krak Grenades.

Chaos Space Marine Bike
Chaos Space Marine bikes are fitted with powerful engines, bullet proof tires and are incredibly durable. Chaos bikes are armed with a twin-linked bolter and scythes. Any models mounted on a chaos bike follows the rules for bikes as described in the Warhammer 40,000 rulebook. Scythes Chaos Warriors often fit vicious snares, scythes and other malicious cutting devices on their bikes to ensnare and tear at their enemy as they thunder by lashing out with their own vicious assaults. A model on a Chaos Bike may re-roll to hit in the turn he charges into an assault.

Terminator Armour
Originally designed for close fighting aboard space hulks and in other confined areas, Terminator armour offers the same protection as an armoured tank and includes a force field generator making it capable of withstanding almost any attack. A Model wearing Terminator Armour has a 2+ armor save and a 5+ invulnerable save and benefits from the Relentless Universal Special Rule. On the other hand models in Terminator Armour may never make a sweeping advance. In addition any model wearing Terminator Armour can be teleported onto the battlefield. They may always start the game in reserves and arrive using the deep strike rules even if not part of the mission being played (See the Mission Special Rules section of the Warhammer 40,000 rulebook).

Chaos Familiar
A familiar is usually an impish figure that follows around its master. They take many forms but each is made of pure psychic power or raw chaos energy and each enhances the psychic potential and focus of its master. A Model given a Chaos Familiar rolls 3D6 and discards the highest roll whenever a psychic test is taken.

9|Chaos Space Marines

VEHICLE ARMOURY
Daemonic Possession The vehicle's crew is replaced with a daemonic entity bound within its warped, rune-carved hull. It ignores Shaken and Stunned result completely (its passengers if any are effected normally), but its BS is reduced to 3. Dirge Caster The device emits terrifying screams and wails, often recordings of the enemy comrades in their dying throws, over loud blaring speakers. This serves well to demoralize the enemy. Enemy units suffer an extra -1 modifier to their leadership when tank shocked by a vehicle with a Dirge Caster. Dozer Blade Dozer blades are heavy ploughs, rams, blades or scoops, used to clear obstacles from the vehicle's path. A vehicle with a dozer blade may re-roll a difficult terrain tests so long as it is not going to be moving more than 6" that turn. Extra Armour Some vehicle crews add additional armour to their vehicles to provide a little extra protection. Vehicles with extra armour count crew stunned results on the vehicle damage chart as crew shaken results instead. Havoc Launcher Havoc Launcher fire clusters of high explosive missiles, used to provide long range support and to clear out tightly packed enemy infantry. A Havoc Launcher has the following profile. Range 48" Strength 4 AP 6 Type Heavy 2, Blast

Pintle-mounted Combi-weapon Pintle-mounted combi-weapons are fitted to Chaos Space Marine vehicles to add additional close range firepower to their vehicles. Pintle-mounted combiweapons are counted as additional defensive weapons that use the rules for standard combi-weapons. See the combiweapon special equipment entry on page 8 for details. Searchlight Chaos Space Marines often equip their vehicles with searchlights to pierce the twilight black of the daemon worlds of the Eye of Terror. Searchlights are used when the Night Fight rules are in effect. If the unit has a searchlight it must still test to see as per the Night Fight rules but having seen the enemy unit, will illuminate it. An illuminated unit can be seen as normal for the remainder of that turn so no unit has to test to see them because of the Night Fight conditions. Likewise the searchlight on the vehicle illuminates its own position and can also be targeted without a test needed to see it in the next enemy shooting phase. Smoke Launchers Smoke Launchers are used to create a cloudy haze to obscure the vehicle while it crosses open ground. See the Warhammer 40,000 rulebook for details on smoke launchers. Mutated Hull The hull of the vehicle has been warped by the very essence of chaos and is constantly reforming and mutating its exterior as well as rapidly repairing damaged armour as the warp energy possessed inside of it re-grows its metal skin. A vehicle with a mutated hull adds +1 to its front, side and rear armour values.

VETERAN SKILLS
Many units of Chaos Marines are experienced veterans who fought during the Great Crusade and for the countless centuries since in which time they have mastered many of the arts of war. A unit given Veteran Skills must pick one of the abilities below representing the specific area of warfare mastered by the unit. A unit including any models in Terminator Armour may not choose the Vanguard skill. A unit including any models riding a Chaos bike may not take the Stealth Adepts or Vanguard skills. Stealth Adepts The unit has become especially adept at covering ground quickly and quietly, taking a liking to ambushes and guerrilla warfare. The unit gains the Stealth and Move Through Cover Universal Special Rules. Vanguard The members of this unit are highly trained vanguard troops, the first into battle fighting to secure a beachhead for the rest of their forces. The unit gains the Infiltrate Universal Special Rule. Berserkers The unit has over time have become especially taken by the visceral nature of close quarters combat and hinge success on brutal and overwhelming assaults. The unit gains the Furious Charge Universal Special Rule. Tank Hunters The unit has become especially well versed in the destruction of enemy vehicles and have a distinct knack for exploiting weak points in the enemy armour. The unit gains the Tank Hunters Universal Special Rule. Skirmishers The unit is perfectly at home in close range firefights, able to quickly adapt to the situation at hand and equally capable of holstering their weapon to join in bloody melee combat or lay down covering fire to pull back as the situations demands. The unit gains the Counterattack and Hit and Run Universal Special Rules.

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ARMY LIST
On the following pages you will find the point values and options allowing you to make your own Chaos army list representing one of the many Legion or renegade warbands.

Children of the Emperor! Death to His Foes! Legion: Emperor's Children

THE FORCE ORGANIZATION CHART
The army list is used in conjunction with the force organization chart for the scenario being played. Each box indicates that you may take one choice from that section of the army list while a dark toned box he indicates a compulsory choice that you must take. The following chart applies to standard missions.

The Emperor's Children once strove for perfection in all things but hildren influenced by Slaanesh they now seek only personal pleasure, following their twisted desires in acts of unfathomable debauchery. They go to battle wielding archaic weaponry using vibrations and sound to deadly force while they consume drugs of every fashion, many even made of the extracted remains of their foes. Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Slaanesh. The only Summoned Daemons that may be he included in the army are Daemonettes and the Keeper of Secrets. In addition the following rules apply to the entire army; • Up to four Noise Marines may exchange their sonic blaster for a Blastmaster at the point cost indicated in their entry instead of the normal one allowed. If more than one Blastmaster is taken then the unit counts as a Heavy Support choice. • Any models in Terminator Armour may exchange their twinlinked bolter for a sonic blaster for 5 pts or exchange their Reaper Autocannon for a Blast Master for 15 pts. • Any Aspiring Champion may take a doom siren for 15 pts. • Chaos Predators may replace their Autocannon with a Blastmaster and/or their sponsons Heavy Bolters with Sonic Blasters free of charge.

LEGIONS OF CHAOS
Of all the marauding warbands of Chaos it is the original traitor leg legions who hold the most power and pose the most threat to the Imperium of Man. You may choose any of the Legions below when creating your army list but must follow the additional restrictions and special rules of each and may not choose more than one. In addition some special dition characters list a legion in their entries. If these characters are chosen then the army must use the corresponding Legion rules.

Blood for the Blood God!
Legion: World Eaters

d The World Eaters were always a brash and blood thirsty legion, even before their pledge of allegiance to Khorne. In battle they ignore mortal peril working themselves into an unstoppable berserker frenzy. Nothing can satiate their blood lust and battle is their only form of worship. on Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Khorne. The only Summoned Daemons that may be included are Bloodletters and the Bloodthirster. The following units may not be included in the army; Chaos Havocs, Chaos Space Marines. s Ma In addition the following rules apply to the entire army; • Any unit bearing an Icon of Khorne benefits from the Preferred Enemy Universal Special Rule on the turn it charges. • All units must declare a charge in the assault phase if able to do phas so. • All units roll 2D6 and pick the highest when consolidating. l

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All is Dust!
Legion: Thousand Sons

Death to the False Emperor!
Legion: Black Legion

The Thousand Sons as a Legion have suffered great change since their fall during the Horus Heresy. Alarmed by the amount of mutations plaguing his Battle Brother the Sorcerer Ahriman set into action the Rubric of Ahriman leaving all those with psychic potential with incredibly enhanced powers but those without turned to dust, their souls forever sealed in their power armour. Now when the T Thousand Sons march to war it is but a tide of emotionless, unthinking automatons slowly plodding forward unleashing torrents of fire at the command of powerful Sorcerers. Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Tzeentch. Units of Chaos Space Marines become an Elites choice. The only Summoned Daemons that may be included in the army are Pink Horrors and the Lord of Change. In addition the following rules apply to the entire army: • Cults of Chaos lose their Aspiring Champion Option but may hampion include an Aspiring Sorcerer (See Thousand Sons entry for point cost and options). • You may re-roll the die when determining who deploys first roll and receives the first turn. Any Chaos Dreadnoughts in the army loose the crazed rule. •

The Black Legion of all the Chaos Legions are the most dedicated to the long war and the fall of the Imperium. They fight with a cause and l bitter determination unlike any other force in the galaxy. No HQ choices may be given a Mark of Chaos and the following become an Elite choice; Khorne Berserkers, Noise Marines, Thousand Berserker Sons, Plague Marines. In addition the following rules apply to the . entire army; • Any unit in the army may attempt to regroup even when below 50% of their original starting number. • Units of Chosen Chaos Space Marines may be taken as a troops choice.

Iron Within! Iron Without!
Legion: Iron Warriors

For the Lord of Decay!
Legion: Death Guard

The Iron Warriors are experts in overwhelming enemy fortifications and all manner of siege tactics. When an Iron Warriors warband sets it sights on demolishing enemy fortifications it is but a matter of time until they succeed, grinding down the enemy in a war of attrition. nding Likewise when in the defence of their own mighty strongholds and Iron Warriors army is near impossible to dislodge. They fight with grim determination, taking solace in their near impenetrable fortifications. No model in the army may have a mark of chaos and no model may o purchase an icon of chaos other than a personal icon or the icon of chaos glory. The only exception to this are Khorne Berserkers which become a 0-1 Elite choice. Chaos Bikers and Raptor Cults both become 1 b a 0-1 selection. In addition the following rules apply to the entire army; 1 • After sides have been chosen, but before either side deploys any models, roll a D3. The Iron Warriors player may choose as many terrain pieces as equal to the D3 result in his own deployment zone and fortify them. Fortified terrain yields a +1 to the cover save the terrain piece would normally provide (to a maximum of 2+). Furthermore any friendly Chaos units . benefit from the Stubborn Universal Special Rule while occupying any such fortified terrain. Any model able to take melta bombs may do so free of charge. All friendly Chaos units receive a +1 bonus on the damage chart when targeting a building or fortification.

The Death Guard were trained personally by their Primarch Mortarion to adapt to any situation. They favour marching to war on foot and utilize no special troops of any kind, preferring each unit to be self sufficient and adaptable. This tactic has only been furthered by their ient service to grandfather Nurgle, their now bloated and diseased bodies feeling no pain as they shrug off enemy fire in a slow but never ending march. Models with a Mark of Chaos or able to take a Mark of Chaos must ke have the Mark of Nurgle. The only summoned Daemons that may be included in the army are Plaguebearers and the Great Unclean One. The army may not include Chaos Space Marines or Chaos Bikers. In addition the following rules apply to the entire army: • Any vehicles chosen as a dedicated transport option counts as a single Fast Attack choice as well. • Any unit with the Mark of Nurgle may choose to subject themselves to the slow and purposeful universal special rule if they did not start the turn embarked in a transport. Units including any models with a heavy weapon may not make use of this rule.

• •

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We Have Come For You!
Legion: Night Lords

For the Dark Gods!
Legion: Word Bearers

ht The Night Lords crave one thing, the sewing of fear and confusion. They are the masters of terror tactics and overwhelming force, crushing their cs enemies utterly. To know you are facing the Night Lords is to know you are facing unrelenting butchers who will not stop and will not show op mercy. No model in the army may have a mark of chaos and no model may purchase an icon of chaos other than a personal icon or the icon of chaos glory. The army may not include any Summoned Great Greater Daemons, Bloodletters, Daemonettes, Pink Horrors or Plaguebearers. ink In addition the following rules apply to the entire army; • All friendly units benefit from the Night Vision Universal Special Rule. This does not apply to Summoned Daemons, Obliterator Cults or Cults of Chaos. Any models with access to daemonic gifts gain the Daemonic Visage gift for free. All Aspiring Champions may purchase . Daemonic Visage for an additional 5 pts. (Models able to select Models Daemonic Gifts may still select their usual allotment in addition to this) Raptor Cults count as scoring units.

The Word Bearers are religious fanatics, worshiping and serving the chaos gods with a determination and fervour unmatched by even the Imperial Ecclesiarchy. No model in the army may have a mark of chaos and no model may m purchase an icon of chaos other than a personal icon or the icon of chaos glory. In addition the following rules apply to the entire army; • Any units carrying an Icon of Chaos Glory benefits from the Stubborn Universal Special Rule. This does not apply to Cults of Chaos. Summoned Lesser Daemon Packs and Cults of Chaos do not take up a slot on the Force Organization chart but neither ever count as scoring. Friendly Possessed Chaos Space Marines may re-roll the die s re when rolling for their Daemonkin rule. Any friendly model able to take a personal icon may do so for free.

• •

For the Emperor! Hydra Dominatus!
Legion: Alpha Legion

Alpha Legionnaires are masters of subterfuge, infiltration and sabotage. They specialize in information warfare and plan for every eventual outcome. It has been said engaging the Alpha Legion is e exactly as engaging their name sake would be. For every front they are defeated on, they rise up in two others until their enemy is left confused, surrounded and completely defeated. No model in the army may have a mark of chaos and no model may purchase an icon of chaos other than a personal icon or the icon of chaos glory. In addition the following rules apply to the entire army; • • Cults of Chaos may count towards your compulsory troop choices. es Any friendly infantry units left in reserves may make use of the outflank special rule. This does not apply to Summoned Daemons, Obliterator Cults or Raptor Cults. Summoned Greater Daemons may not be used and only the icons carried by Cults of Chaos may be used to summon Lesser Daemon Packs.

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ABADDON THE DESPOILER COST: 300 POINTS
Abaddon WS 8 BS 5 S 5 T 4(5) W 4 I 6 A 6 Ld 10 Sv 2+

Abaddon is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord. Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Black Legion Wargear: • Terminator armour • Talon of Horus • Drach'nyen • Mark of Chaos Ascendant • Personal Icon Special Rules: • Fearless • Independent Character • 3+ Invulnerable Save • Eternal Warrior • Champion of the Gods • Lord of the Black Legion

Talon of Horus The Talon of Horus is an ancient Lightning Claw with one of the first Storm Bolters ever produced built into it. It is a masterfully crafted weapon once use by the Primarch Horus himself and taken from his broken body by Abaddon in the final moments of the battle for Terra. It counts as a Lightning Claw in all respects that may also re-roll any failed to hit rolls in close combat. In addition the storm bolter may be fired in the shooting phase with the profile below; Range 24" Strength 4 AP 2 Type Assault 2

Drach'nyen Found in the crypts below the Tower of Silence on Uralan, Drach'nyen is an ancient and powerful daemon weapon which rends apart reality itself. Abaddon wields the mighty sword along with his Talon of Horus making him a nigh unstoppable terror in close combat. Drach'nyen confers an additional attack to Abaddon in the assault phase. This attack is in addition to his normal attacks. It is resolved at double Abaddon's strength and will always hit on the roll of a 2+ against any model with a weapon skill characteristic. No armour saves may be taken against wounds caused by Drach'nyen and if the target unit suffers an unsaved wound then they suffer Instant Death. Against a vehicle Drach'nyen always inflicts a single glancing hit in addition to any other damage caused if the attack scored a hit. Drach'nyen is a Daemon Weapon in all respects and if it causes a wound Abaddon must pass a leadership test or suffer a perils of the warp as normal. Mark of Chaos Ascendant Abaddon is the foremost champion of the entire Chaos pantheon. He is their chosen one and has earned each of their favours in turn. Each has blessed him with their mark which have been combined into the Mark of Chaos Ascendant. From Khorne he is blessed with +1 attack, from Nurgle +1 toughness, from Slaanesh +1 Initiative and from Tzeentch +1 to his Invulnerable save. All of these are already included in his profile. Abaddon may join any unit regardless of the Mark they bear or Icon they carry but will not benefit from the ability provided by any icon other than the Icon of Chaos Glory. Champion of the Gods Abaddon is the mightiest of all Chaos Champions and has earned untold gifts and blessings from the dark gods. He has the following Daemonic Gifts; Daemonic Visage, Daemonic Aura, Daemonic Essence, Daemonic Strength, Daemonic Mutation and Daemonic Rune. The effects of each of these have already been included in his profile. Lord of the Black Legion Abaddon is the unquestioned ruler of the Black Legion and the mighty leader of the terrifying Black Crusades. His presence commands respect from those who follow him and sews dread in those who oppose him. All Chaos units in an army lead by Abaddon benefit from the Stubborn Universal Special Rule and any unit Abaddon joins becomes Fearless. Furthermore enemy units in combat with Abaddon suffer -2 to their leadership value from his Daemonic Visage instead of the normal -1.

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KOR PHAERON, MASTER OF THE FAITH COST: 200 POINTS
Kor Phaeron WS 7 BS 5 S 5 T 4 W 4 I 5 A 3 Ld 10 Sv 3+

Kor Phaeron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord. Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Word Bearers Wargear: • Power armour • Accursed crozius • Bolt pistol • Frag grenades • Krak grenades Daemonic Gifts: (already included in profile) • Daemonic strength • Daemonic essence • Daemonic rune Special Rules: • Fearless • Independent Character • Demagogue • 4+ Invulnerable Save

Accursed Crozius As a Dark Apostle of the Word Bearers legion Kor Phaeron was once a Chaplain before he lead his Legion into its embrace of Chaos. Like all his fellow Chaplains he once branded their badge of office, the mighty Crozius Arcanum. It has since been desecrated and is now a dark symbol of the chaos gods themselves and bestows the wielder the protection of his malevolent benefactors. An Accursed Crozius is a power weapon and personal icon that also grants Kor Phaeron a 4+ invulnerable save. Demagogue Kor Phaeron is an incredibly skilled orator and well versed in the counter arguments of the Imperial creed. He is able to inspire those around him under his charge to great heights of fanatical fervour. Any friendly Chaos models aside from Daemons within 12" of Kor Phaeron use his Leadership value and any unit Kor Phaeron joins becomes Fearless. In addition on any turn which he assaults, Kor Phaeron and all members of any squad he has joined may re-roll any failed rolls to hit in that round of close combat.

ARKOS THE FAITHLESS COST: 175 POINTS
WS BS S T W I A Ld Sv Arkos 7 5 4 4 3 5 4 10 3+ Arkos is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Alpha Legion Wargear: • Power armour • Dark Blade • Combi-melta gun • Frag grenades • Krak grenades Special Rules: • Fearless • Independent Character • Infiltrate • 5+ Invulnerable Save • We Are Alpharius • For the Emperor

We Are Alpharius As is common among the warriors of the Alpha Legion, Arkos strives to make his appearance identical to each of the battle brothers in his legion and wears rather plain, unassuming armour blending in seamlessly with the lowliest recruit to highest officer alike. If Arkos joins a friendly unit then he counts as an upgrade character for that unit in all regards and so acts as a normal member of the squad and may not be picked out as a separate unit in close combat. He may still choose to leave the unit whenever he wishes and follows all the other Independent Character rules normally. For the Emperor The Alpha Legion is known for its use of subterfuge, infiltration and sabotage. Arkos and his Warband are no exception and have even on many occasions disguised themselves and infiltrated Imperial forces as friendly Imperial Marines, using this position to manipulate the enemy and draw information and support for the rest of their forces. Arkos may join one friendly squad before deployment, he and that unit then both benefit from Arkos' Infiltrate Universal Special Rule. If Arkos and his unit are held in reserves and make use of the outflank special rule then when rolling to determine which board edge they enter from on the roll of a 5 or 6 the unit may choose any table edge.

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AXEMASTER KRIEG ACERBUS COST: 195 POINTS
WS BS S T W I A Ld Sv Krieg Acerbus 8 5 6 5 4 5 4 10 3+ Krieg Acerbus is a unique character, only one of him may ever be taken in any army. He also counts as a Daemon Prince in all respects and thus an army including him may not also include another Daemon Prince, Chaos Lord or Sorcerer Lord.
Unit Type: • Monstrous Creature Number/squad: • 1 (Unique) Legion: Night Lords Wargear: • Daemonic wings • Massive claws (counts as a close combat weapon) Daemonic Gifts: (already included in profile) • Daemonic Strength • Daemonic visage Special Rules: • Fearless • 5+ Invulnerable Save • Eternal Warrior • Nightmare Shroud • The Shadow King

Nightmare Shroud Krieg radiates an aura of blackness and despair as a fire emits heat. His voice is a thing of mingled screams and the echoes of tortured souls, harmonised and directed. This potent mix sews absolute dread into those who look upon him or hear his mighty voice. All enemy units with at least one model within 12" of Krieg suffer a -1 modifier to their leadership value. This modifier is cumulative with Krieg's Daemonic Visage. The Shadow King Krieg is a creature of shadow who appears to exist between our world and the boundless expanse that is the Immaterium. His folded wings of tattered leather slip between material and ether as if on fire, venting smoke and ash, he moves on legs of in-corporeality, his clawed hands formed not of flesh or metal but from the raw stuff of darkness itself. In every dimension he ghosts and hardens, then fades to smoke, as if uncomfortable with solidity. Any enemy unit wishing to target Krieg with a ranged attack must test to see him using the Night Fight special rules. In addition any successful to hit rolls made against Krieg in close combat must be re-rolled.

WARSMITH HONSOU COST: 180 POINTS
Honsou WS 7 BS 5 S 4 (5) T 4 W 3 I 5 A 4 Ld 10 Sv 2+

Honsou is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord. Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Iron Warriors Wargear: • Power armour • Siege Fang • Combi-melta gun • Servo Arms • Frag grenades • Melta bombs Daemonic Gifts: (already included in profile) • Daemonic armour Special Rules: • Fearless • Independent Character • 5+ Invulnerable Save

Siege Fang Honsou carries a modified chainsword with increased size, power and barbed adamantium teeth. It is a close combat weapon that grants Honsou +1 strength in close combat and the Rending special rule. In addition Honsou rolls 2D6 for armour penetration. Servo Arms Honsou, as many in the Iron Warriors, has great servo arms attached to the back of his power armour. Their original function was for battlefield repairs but serve him just as well as powerful limbs for breaching enemy fortifications, crushing unwary foes in close combat or destroying enemy armour. In the Assault Phase, Honsou may make two attacks in addition to his normal attacks worked out as a power fist. In addition he may attempt hasty battle field repairs and mend friendly vehicles. In his shooting phase instead of firing any weapons he may attempt to repair any vehicle in base contact. Roll a D6 and on the result of a 4+ one Immobilized or Weapon Destroyed result is repaired. Note that a weapon repaired in this way may not fire in the same shooting phase but is then used as normal in any following shooting phases.

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AHRIMAN COST: 250 POINTS
Ahriman WS 6 BS 6 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

Ahriman is a unique character, only one of him may ever be taken in any army. He also counts as a Sorcerer Lord in all respects and thus an army including him may not also include another Sorcerer Lord, Daemon Prince or Chaos Lord. Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Thousand Sons Wargear: • Power armour • The Black Staff • Bolt pistol • Inferno Bolts • Frag grenades • Krak grenades • Mark of Tzeentch Special Rules: • Fearless • Independent Character • 4+ Invulnerable Save (Mark of Tzeentch already included) • Master of Sorcery

The Black Staff The Black Staff is a potent focus for Ahriman's psychic abilities. He may cast three psychic powers every turn and may cast any amount of psychic powers that count as a ranged shooting attack. He may even cast the same power more than once each turn if he wishes. Furthermore the Black Staff also counts as a Force Weapon, Talisman of Tzeentch and Icon of Tzeentch. Master of Sorcery Ahriman is one of the most potent psykers in the known universe, his powers increased tenfold by the Rubric of Ahriman and further enhanced by centuries studying and perfecting his black art. He knows the following psychic powers; Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Mass Mutation, Bolt of Change, Grand Illusion, Psychic Duel and Guiding Eye of Tzeentch.

TYPHUS, HERALD OF NURGLE COST: 235 POINTS
Typhus WS 6 BS 5 S 4 T 5(6) W 4 I 5 A 3 Ld 10 Sv 2+

Typhus is a unique character, only one of him may ever be taken in any army. He also counts as a Sorcerer Lord in all respects and thus an army including him may not also include another Sorcerer Lord, Daemon Prince or Chaos Lord. Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Death Guard Daemonic Gifts: (already included in profile) • Daemonic visage • Daemonic essence Wargear: • Terminator armour • Man Reaper • Blight Grenades • Mark of Nurgle
(already included in profile)

Special Rules: • Fearless • Independent Character • 5+ Invulnerable Save • Feel No Pain • The Destroyer Hive • Nurgling Infestation

Typhus' Man Reaper Typhus is not only a mighty champion of Nurgle but also a powerful psyker. His Man Reaper follows all the normal rules for the weapon but in addition counts as a force weapon. The Destroyer Hive Typhus is the host of Nurgle's great Destroyer Plague, his armour becoming the Destroyer Hive belching forth great flies, disease and pestilence from chocking spore stacks. Typhus is a psyker and knows the following psychic powers; Wind of Chaos, Nurgle's Rot and Pestilent Smog. He automatically passes any psychic test required to cast these powers and may cast up to two powers per turn (one of which may be his force weapon which must still pass a psychic test as normal). In addition Typhus, and any unit he joins, count as having offensive and defensive grenades as the miasma of disease chokes the enemy into submission. Nurgling Infestation Typhus' armour is home to many mischievous Nurglings who will fight to protect their stinking, bloated abode in close combat. In the Assault Phase Typhus makes an additional 3+D3 attacks at strength 3 and initiative 2. Armour saves may be taken as normal against these attacks.

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KHARN THE BETRAYER COST: 195 POINTS
WS BS S T W I A Ld Sv Kharn 7 5 4 (5) 4 3 5 5 10 2+ Kharn is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: World Eaters Wargear: • Gorechild • Plasma Pistol • Skull Rune • Frag grenades • Krak grenades • Mark of Khorne
(already included in profile)

Daemonic Gifts: (already included in profile) • Daemonic armour • Daemonic rune Special Rules: • Fearless • Independent Character • 5+ Invulnerable Save • Furious Charge • The Betrayer

Gorechild Gorechild is Kharn's huge and ancient chain axe, it's whirring adamantium teeth able to tear through any armour. Gorechild is a power weapon that allows Kharn to strike at +1 strength and he will always hit on a 2+ when attacking a unit with a weapon skill characteristic. In addition Kharn rolls 2D6 for armour penetration. The Betrayer Kharn is prone to attack anyone nearby in his berserker fury. He must always charge if able to do so. In addition any rolls to hit of 1 in close combat are resolved against Kharn's own side in any assault. The Chaos player may decide which unit these attacks effect. If no other friendly units are in the same close combat as Kharn then any rolls of 1 simply miss as normal.

LUCIUS THE ETERNAL COST: 185 POINTS
WS BS S T W I A Ld Sv Lucius 8 4 5 4 3 7 3 10 3+ Lucius is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type: • Infantry Number/squad: • 1 (Unique) Legion: Emperor's Children Wargear: • Armour of Shrieking Souls • Lash of Torment • Power Weapon • Combat Drugs (see page 27) • Frag grenades • Krak grenades • Mark of Slaanesh
(already included in profile)

Daemonic Gifts: (already included in profile) • Daemonic strength • Daemonic speed Special Rules: • Fearless • Independent Character • 4+ Invulnerable Save • Martial Pride

Armour of Shrieking Souls The armour Lucius has worn for countless millennia is a baroque monstrosity writhing with the howling souls of those who have killed him over the aeons. The armour grants Lucius a 4+ invulnerable save and he may release the cacophony of souls in the shooting phase resolved as a Doom Siren. In addition if Lucius is ever removed as a casualty roll a D6 and on a result of 2+ the enemy army is not awarded a kill point for slaying him. Lash of Torment The Lash of Torment writhes out from Lucius hands ensnaring his foes, each barb's caress causing agonising pain. The Lash of Torment is a Blissgiver that also lowers the attack characteristic of any enemy models in base contact by 1 to a minimum of 1. Martial Pride Lucius has little interest in slaughtering hapless mortals but when confronted with a worthy foe he fights as an enraged daemon. If Lucius is in base contact with an independent character who has a weapon skill characteristic of 5 or higher, then he doubles his attacks characteristic but must direct all of his attacks against that model.

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HURON BLACKHEART COST: 165 POINTS
WS BS S T W I A Ld Sv Huron 6 5 4 5 3 5 3 10 3+ Huron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type: • Infantry Number/squad: • 1 (Unique) Wargear: • Power armour • Power weapon • The Tyrant's Claw • Frag grenades • Krak grenades • Personal Icon Special Rules: • Fearless • Independent Character • 5+ Invulnerable Save • Feel No Pain • The Hamadrya

The Tyrant's Claw The Tyrant's Claw is a monstrous, bear-like bionic arm and shoulder built to replace Huron's own missing arm. The Claw is a Power Fist that incorporates a built in Heavy Flamer. The Hamadrya Huron has a pet creature of unknown origin which he calls his Hamadrya. The creature never fights or try to help it's master directly but it seems to manifest curious psychic powers which Huron uses to his advantage. The Hamadrya is a Chaos Familiar which also grants Huron the Warptime psychic power. Huron himself does not count as a psyker and if he ever suffers a perils of the warp then instead of taking a wound as normal the Hamadrya is simply removed from play and he may not use Warptime for the remainder of the game.

FABIUS BILE COST: 125 POINTS
WS BS S T W I A Ld Sv Fabius Bile 5 4 5 4 3 4 5 10 3+ Fabius is a unique character, only one of him may ever be taken in any army.
Unit Type: • Infantry Number/squad: • 1 (Unique) Wargear: • Power armour • Rod of Torment • Xyclos Needler • Frag grenades • Krak grenades Special Rules: • Fearless • Independent Character • Feel No Pain • Enhanced Warriors

Rod of Torment The slightest pin prick from the daemon-forged Rod of Torment sends agonizing waves of agony through the target victim's body. Any model that takes an unsaved wound from it is immediately disabled by the pain and suffers Instant Death. Xyclos Needler This gun fires a virulent toxin into the target's blood stream. It uses the following profile; Range 18" Strength 1 AP 6 Type Assault 3

The Xyclos Needler is a poisoned weapon and always wounds on the roll of a 2+ regardless of the target's toughness. Enhanced Warriors If Fabius Bile is included in the force then he can enhance some of the warriors in the army through genetic manipulation and drugs. Chaos Space Marines units may undergo these procedures (see the Chaos Space Marine entry). Bile's handy work is not always stable however. Roll a D6 for each unit of Enhanced Warriors. On the result of 2-5 the procedure went as planned with no ill effects, the unit benefits from +1 strength and is Fearless for the duration of the game. On the result of a 1 the enhancements are successful but the warriors fall into a berserk fury, they benefit from +1 strength and are Fearless for the duration of the game but are also subject to the Rage universal special rule. On the result of a 6 Bile's experiments surpassed even his wildest dreams, creating the ultimate, albeit unstable warriors. The unit benefits from +1 to their strength and attack characteristics and are Fearless for the duration of the game. However not even these warriors' enhanced constitutions can withstand the high level of performance for long. Remove one model as a casualty at the end of each Chaos turn.

19 | C h a o s S p a c e M a r i n e s

0-1 CHAOS LORD COST: 100 POINTS
Chaos Lord
Unit Type: • Infantry Number/squad: • 1 Wargear: • Power armour • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades Special Rules: • Fearless • Independent Character • 5+ Invulnerable Save Options: • He may be given one of the following marks of chaos; o Mark of Slaanesh for 5 pts o Mark of Khorne for 25 pts o Mark of Tzeentch for 15 pts o Mark of Nurgle for 30 pts • • He may take melta bombs for 5 pts He may be given a single Veteran skill for 15 pts.

WS 7

BS 5

S 4

T 4

W 3

I 5

A 4

Ld 10

Sv 3+
He may choose up to three of the following daemonic gifts; o Daemonic Visage for 5 pts o Daemonic Speed for 5 pts o Daemonic Essence for 10 pts o Daemonic Aura for 15 pts o Daemonic Strength for 15 pts o Daemonic Mutation for 15 pts o Daemonic Armor for 20 pts o Daemonic Rune for 35 pts He may be given one of the following: o Combi-flamer, -melta or -plasma for 10 pts o Twin-linked bolter for 5 pts He may replace bolt pistol and/or close combat weapon with one of the following: o Plasma pistol, power weapon or lightning claw for 15pts o Power fist for 25 pts o Daemon weapon for 30 pts He may replace his power armour, bolter, bolt pistol, close combat weapon, frag and krak grenades for terminator armour, twin-linked bolter and power weapon for 15 pts • Replace his terminator armour's twinlinked bolter with one of the following: o Combi-flamer, -melta, -plasma for 5 pts o Lightning claw for 5 pts Replace his terminator armour's power weapon with one of the following: o Lightning claw for 5 pts o Power fist for 10 pts o Chainfist for 15 pts o Daemon weapon for 15 pts If terminator armour is not chosen he may take one of the following: o Daemonic wings for 20 pts o Raptor jump pack for 25 pts o Daemonic steed for 35 pts o Chaos bike for 45 pts He may take one of the following; o Doom Siren for 15 pts (Mark of Slaanesh only) o Skull Rune for 10 pts (Mark of Khorne only) o Inferno Bolts for 10 pts (Mark of Tzeentch only) o Blight Grenades for 5 pts (Mark of Nurgle only)

A Chaos Lord may not be included in the same army as a Daemon Prince or Sorcerer Lord.

0-1 DAEMON PRINCE COST: 110 POINTS
WS BS S T W I A Ld Sv Daemon Prince 8 5 5 5 4 5 4 10 3+ A Daemon Prince may not be included in the same army as a Chaos Lord or Sorcerer Lord.
Unit Type: • Monstrous Creature Number/squad: • 1 Wargear: • Close combat weapon Special Rules: • Fearless • 5+ Invulnerable Save • Eternal Warrior Options: • He may be given one of the following marks of chaos; o Mark of Slaanesh for 5 pts o Mark of Khorne for 20 pts o Mark of Tzeentch for 25 pts o Mark of Nurgle for 40 pts • He may choose any of the following daemonic gifts; o Daemonic Visage for 5 pts o Daemonic Speed for 5 pts o Daemonic Mutation for 15 pts o Daemonic Strength for 20 pts o Daemonic Essence for 20 pts o Daemonic Aura for 25 pts o Daemonic Armour for 40 pts • • He may take daemonic wings for 40 pts He may take a daemon weapon for 30 pts May choose one of the following Doom Siren for 15 pts (Mark of Slaanesh only) o Skull Rune for 10 pts (Mark of Khorne only) o Talisman of Tzeentch for 15 pts (Mark of Tzeentch only) o Blight Grenades for 5 pts (Mark of Nurgle only) Unless given the Mark of Khorne he may become a Psyker for 40 pts and choose psychic powers as described on page 5.

o

20 | C h a o s S p a c e M a r i n e s

0-1 SORCERER LORD COST: 175POINTS
Sorcerer Lord WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+

If an army includes a Sorcerer Lord then it may not include a Chaos Lord or Daemon Prince. Unit Type: • Infantry Number/squad: • 1 Wargear: • Power armour • Bolt pistol • Force Weapon • Frag grenades • Krak grenades Special Rules: • Independent Character • 5+ Invulnerable Save • Fearless (Sorcerer Lord only) Options: • He may be given one of the following marks of chaos; o Mark of Slaanesh for 5 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 25 pts • He may choose up to two of the following daemonic gifts: o Daemonic Visage for 5 pts o Daemonic Speed for 5 pts o Daemonic Essence for 10 pts o Daemonic Aura for 15 pts o Daemonic Strength for 15 pts o Daemonic Mutation for 15 pts o Daemonic Armor for 20 pts A Sorcerer Lord is a psyker and must choose psychic powers as described on page 5. He may replace his power armour, bolt pistol and frag and krak grenades for terminator armour and twin-linked bolter for 10 pts. May replace his twin-linked bolter with one of the following: o Combi-flamer, -melta, -plasma for 5 pts • If terminator armour is not chosen he may take one of the following: o Daemonic wings for 15 pts o Raptor jump pack for 20 pts o Daemonic steed for 35 pts o Chaos bike for 35 pts He may take any of the following; o Chaos Familiar for 20 pts o Doom Siren for 15 pts (Mark of Slaanesh only) o Blight Grenades for 5 pts (Mark of Nurgle only) o Inferno Bolts for 10 pts (Mark of Tzeentch only) o Talisman of Tzeentch for 15 pts (Mark of Tzeentch only)

CHAOS LIEUTENANT COST: 50 POINTS
Lieutenant
Unit Type: • Infantry Number/squad: • 1 Wargear: • Power armour • Bolter • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades Special Rules: • Independent Character Options: • He may take melta bombs for 5 pts • He may be given a single Veteran skill for 10 pts. •

WS 6

BS 4

S 4

T 4

W 2

I 5

A 3

Ld 10

Sv 3+
He may be given one of the following marks of chaos; o Mark of Slaanesh for 10 pts o Mark of Khorne for 15 pts o Mark of Tzeentch for 10 pts o Mark of Nurgle for 20 pts He may choose up to two of the following daemonic gifts; o Daemonic Visage for 5 pts o Daemonic Speed for 5 pts o Daemonic Essence for 10 pts o Daemonic Aura for 10 pts o Daemonic Strength for 15 pts o Daemonic Mutation for 15 pts May replace bolter with one of the following o Combi-flamer, -melta or plasma for 10 pts o Twin-linked bolter for 5 pts • May replace his bolt pistol and/or close combat weapon with one of the following o Plasma pistol, power weapon or lightning claw for 10 pts o Power fist for 20 pts May take one of the following o Daemonic wings for 15 pts o Raptor jump pack for 20 pts o Chaos bike for 30 pts He may take one of the following; o Doom Siren for 15 pts (Mark of Slaanesh only) o Skull Rune for 10 pts (Mark of Khorne only) o Inferno Bolts for 5 pts (Mark of Tzeentch only) o Blight Grenades for 5 pts (Mark of Nurgle only)

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CHOSEN CHAOS SPACE MARINES COST: 20 POINTS EACH
Chosen Aspiring Champion WS 4 5 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 10 10 Sv 3+ 3+

A single unit of Chosen Chaos Space Marines may be taken as a troops choice if the army also includes a Chaos Lord.
Unit Type: • Infantry Number/squad: • 3-10 Wargear: • Power Armour • Bolter • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades Special Rules: • The Lord's Chosen (see page 23) Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model. Character: • Any model may be upgraded to an Aspiring champion at 5 pts per model. • Any Aspiring Champion may choose one of the following Daemonic Gifts; o Daemonic Aura for 5 pts o Daemonic Visage for 5 pts o Daemonic Mutation for 5 Pts o Daemonic Essence for 10 pts o Daemonic Strength for 10 pts • Up to three chosen may replace their bolter with one of the following: o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 15 pts o Combi-flamer, -melta, or -plasma for 10 pts One chosen may replace their bolter with one of the following: o Heavy Bolter for 5 o Missile Launcher or autocannon for 10 pts o Lascannon for 15 pts One unit of Chosen in the army may replace upgrade a single Chosen model with Cypher for an additional 50 pts. If Cypher is taken then the unit may not take a Mark of Chaos.

Options: • They may be given one of the following marks of chaos; o Mark of Slaanesh for 15 pts o Mark of Khorne for 30 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 40 pts • They may be given one of the following chaos icons; o Icon of Chaos Glory for 5 pts o Icon of Slaanesh for 15 pts o Icon of Khorne for 20 pts o Icon of Tzeentch for 10 pts o Icon of Nurgle for 15 pts Any model may replace their bolt pistol and/or close combat weapon with one of the following: o Power weapon, lightning claw or plasma pistol for 10 pts o Power fist for 20 pts

Transport: • May take a chaos rhino (see page 25) or chaos land raider (see page 31) as a dedicated transport.

CYPHER, THE FALLEN ANGEL COST: 50 POINTS
Cypher WS 4 BS 6 S 4 T 4 W 2 I 4 A 3 Ld 10 Sv 3+

A single unit of Chosen Chaos Space Marines may replace one model with Cypher for 50 points. Unit Type: • Infantry Wargear: • Power armour • Bolt pistol • Plasma pistol • Frag grenades • Krak grenades Special Rules: • Fearless • Fallen Angel • Gunslinger

Fallen Angel Cypher is one of the many Fallen sought out so ruthlessly by the Dark Angels and where he is other Fallen gather. The Chosen unit Cypher is taken as a part of is a squad of such gathered Fallen and benefit from the Fearless Universal Special Rule but may not bear any mark of chaos or take any icon other than the Icon of Chaos Glory. In addition whenever playing against a Dark Angels army Cypher and his unit count as a kill point for the Chaos player if the unit survives the game but if the Dark Angels player manages to kill him and his unit then they count as two kill points instead of the normal one. In objective based missions place a new objective marker where Cypher was killed instead. Gunslinger Cypher is famous for his skills wielding both his masterfully crafted bolt pistol and plasma pistol. Cypher may fire both pistols twice each in each shooting phase. In addition when in close combat compare Cypher's BS characteristic to the enemy's WS characteristic to see what score he needs to hit (Enemy models will still compare their WS to Cypher's when calculating what score they need to hit). Furthermore such is his accuracy that in the assault phase his attacks count as if he were wielding a power weapon with the bonus attack for two close combat weapons applying as well.

22 | C h a o s S p a c e M a r i n e s

CHOSEN CHAOS TERMINATORS COST: 30 POINTS EACH
Chosen Terminator Aspiring Champion
Unit Type: • Infantry Number/squad: • 3-10 Wargear: • Terminator armour • Twin-linked boltgun • Power weapon Special Rules: • The Lord's Chosen Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model. Character: • Any model may be upgraded to an Aspiring champion at 5 pts per model.

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4

A 2 2

Ld 10 10

Sv 3+ 3+

Any Aspiring Champion may choose one of the following Daemonic Gifts; o Daemonic Aura for 5 pts o Daemonic Visage for 5 pts o Daemonic Mutation for 5 Pts o Daemonic Essence for 10 pts o Daemonic Strength for 10 pts

For every five models in the unit one model may replace their twinlinked bolter with one of the following: o Heavy Flamer for 5pts o Reaper Autocannon for 15 pts Any model may replace their twinlinked bolter with a Combi-flamer, melta or -plasma gun for 5 pts. Any model may replace their power weapon with one of the following o Lightning claw for 5 pts o Power fist for 10 pts o Chain fist for 15 pts Any model may replace their twinlinked bolter and power weapon with a pair of lightning claws for 10 pts

• Options: • They may be given one of the following marks of chaos; o Mark of Slaanesh for 15 pts o Mark of Khorne for 30 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 40 pts • They may be given one of the following chaos icons; o Icon of Chaos Glory for 5 pts o Icon of Slaanesh for 15 pts o Icon of Khorne for 20 pts o Icon of Tzeentch for 10 pts o Icon of Nurgle for 15 pts

Transport: • May take a chaos land raider (see page 31) as a dedicated transport.

The Lord's Chosen
Units of Chosen are the favoured warriors of the leaders of each of their respected warbands. They radiate this favour and their belief in their own power is unshakable. Chosen may always re-roll any failed morale or pinning test they are required to take. Furthermore if they are joined by a Chaos Lord then they benefit from the Stubborn universal special rule while he remains with the unit and they may not become pinned, nor voluntarily go to ground.

0-1 OBLITERATOR CULT COST: 75 POINTS EACH
Obliterator
Unit Type: • Infantry Number/squad: • 1-3

WS 4

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 10

Sv 2+
Special Rules: • Fearless • 5+ Invulnerable Save • Slow and Purposeful • Deep Strike (Teleport)

Wargear: • Power Fist • Obliterator Weapons

Obliterator Weapons Chaos Obliterators are affected by the Obliterator Virus and as the disease advances they are able to start absorbing weapons, melding them, their armor and their flesh into one and calling upon them at will to lay devastation to their enemies. Obliterators may choose to fire any of the following weapons each shooting phase; Lascannon, Plasma Cannon, Multi-Melta, Twin-linked Plasma Gun, Twin-linked Melta Gun, Twin-linked Flamer, Twin-linked Bolter. Only one weapon may be used per turn and the entire unit must choose the same one.

23 | C h a o s S p a c e M a r i n e s

POSSESSED CHAOS SPACE MARINES COST: 21 POINTS EACH
Possessed Possessed Champion
Unit Type: • Infantry Number/squad: • 5-20 Wargear • Power armour • Claws, spikes, talons and other assorted mutations (counts as a single close combat weapon) Special Rules: • Fearless • 5+ invulnerable save • Daemonkin

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4

A 2 3

Ld 10 10

Sv 3+ 3+

Character: • One model may be upgraded to a possessed champion for 20 pts. (A unit including a possessed champion may make use of the scout universal special rule.) • He may take a personal icon for 5 pts. He may choose one of the following Daemonic Gifts: o Daemonic Aura for 5 pts o Daemonic Visage for 5 pts o Daemonic Essence for 5 pts o Daemonic Mutation for 10 pts o Daemonic Strength for 10 pts

Options: • The unit may be given one of the following marks of chaos; o Mark of Slaanesh for 30 pts (The unit also gains Fleet) o Mark of Khorne for 40 pts (The unit also gains +1 WS) o Mark of Tzeentch for 55 pts (The unit also rolls 2D6 for their Daemonkin special rule, re-rolling matching results) o Mark of Nurgle for 50 pts (The unit also gains the feel no pain universal special rule) Transport: • May take a chaos rhino as a dedicated transport (see page 25).

Daemonkin Roll 1D6 for each unit of Possessed after sides have been chosen but before deployment and then consult the chart below to see what kind of mutation the Possessed have developed. The Possessed gain the bonuses rolled for the remainder of the game. 1 - Daemonic Strength: the unit gains +1 strength 2 - Daemonic Talons: the unit's attacks gain the Rending USR 3 - Daemonic Appendages: the unit gains +1 Attack 4 - Daemonic Horns and Tusks: the unit gains the Furious Charge USR 5 - Daemonic Foresight: the unit gains the Preferred Enemy USR 6 - Daemonic Blades: the unit's attacks ignore armour saves

CHAOS SORCERER COST: 100 POINTS
Chaos Sorcerer
Unit Type: • Infantry Number/squad: • 1 Wargear: • Power armour • Bolt pistol • Force Weapon • Frag grenades • Krak grenades Special Rules: • Independent Character • 5+ Invulnerable Save

WS 5

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 10

Sv 3+
• A Sorcerer is a psyker and must choose psychic powers as described on page 5. He may take one of the following: o Daemonic wings for 15 pts o Chaos bike for 35 pts He may take any of the following; o Chaos Familiar for 10 pts o Doom Siren for 15 pts (Mark of Slaanesh only) o Blight Grenades for 5 pts (Mark of Nurgle only) o Inferno Bolts for 5 pts (Mark of Tzeentch only)

Options: • He may be given one of the following marks of chaos; o Mark of Slaanesh for 5 pts o Mark of Tzeentch for 20 pts o Mark of Nurgle for 15 pts • He may choose one of the following daemonic gifts; o Daemonic Visage for 5 pts o Daemonic Speed for 5 pts o Daemonic Essence for 10 pts o Daemonic Aura for 15 pts o Daemonic Strength for 15 pts o Daemonic Mutation for 15 pts o Daemonic Armor for 20 pts

24 | C h a o s S p a c e M a r i n e s

CHAOS DREADNOUGHT COST: 90 POINTS
WS Chaos Dreadnought
Unit Type: • Vehicle (Walker) Number/squad: • 1 Wargear • Searchlight • Smoke Launchers • Dreadnought Close Combat Weapon w/ built in twin-linked bolter Special Rules: • Crazed • Dreadclaw Insertion

BS 4

S 6(10)

F 12

S 12

R 10

I 4

A 3
• He may replace his pre-existing dreadnought close combat weapon for a missile launcher for 10 points. If this leaves him with no remaining close combat weapons then deduct 1 from his attack characteristic. He may replace on twin-linked bolter with a heavy flamer for 10 pts He may take any of the following; o Extra armour for 15 pts o Havoc launcher for 15 pts o Daemonic possession for 25 pts o Mutated hull for 30 pts If given the mark of Slaanesh he may exchange his twin-linked heavy bolter for twin-linked sonic blasters, his twinlinked lascannon for a blastmaster or his heavy flamer for a doom siren.

4

Options: • He may be given one of the following marks of chaos; o Mark of Slaanesh for 5 pts o Mark of Khorne for 15 pts o Mark of Tzeentch for 15 pts o Mark of Nurgle for 35 pts • He Must be given one of the following additional weapons; o Dreadnought close combat weapon with built in twin-linked bolter for 10 pts o Twin-linked heavy bolters or multi-melta for 10 pts o twin-linked autocannon or plasma cannon for 15 pts o twin-linked lascannon for 30 pts

Crazed For a Chaos Space Marine the prospect of being entombed forever in the sarcophagus of a Chaos Dreadnought is a fate worse than death itself. Forever forced to fight for his masters and never able to ascend to daemonhood or lead a mighty warband under his own command drives the warrior inside to fits of madness. At the start of each of his turns roll a D6. On the result of 2-5 the Dreadnaught acts normally, his sanity holding up. On the result of a 1 he falls into a blood rage, forgoing any thoughts of safety or tactics to seek out the closest enemy to gorge in a bloody escapade of death. On the result of a 6 he falls into a fire frenzy, disregarding anything else as he seeks out the closest enemy unit to lay waste with torrents of fire at range. Such is the Dreadnought's mad rage that should an enemy not be in sight he will even turn on his fellow Chaos Marines. If a Chaos Dreadnought starts with two dreadnought close combat weapons then treat all fire frenzy results as blood rage instead. If it starts with no dreadnought close combat weapons then treat all blood rage results as fire frenzy results instead. Blood Rage: The dreadnought is subject to the rage and fleet universal special rules. If he runs then he must run towards the closest visible enemy unit. In the assault phase he must assault the closest enemy unit if able. If there are no enemy models in sight then he must instead move and run towards and if able assault the closest friendly unit instead. If no models from either side are in line of sight or the dreadnought is otherwise unable to move that turn then treat the Blood Rage result as a 2-5 sane result instead. Furthermore if the dreadnought does participate in a close combat in the turn he suffers from a blood rage then he doubles his attack characteristic (additional attacks for assaulting, and two close combat weapons are not doubled, only the number of attack on the model's profile). Fire Frenzy: The dreadnought may not move at all in the movement phase nor may he assault in the assault phase. In the shooting phase he must turn towards the closest visible enemy unit and fire each of his weapons at them, Twice! If there are no enemy units within line of sight he must instead turn towards the closest visible friendly unit and instead fire each of his weapons at them twice, no holding back, though he may select which profile to use for any weapons that have more than one mode of fire. If no models from either side are in line of sight or the dreadnought is otherwise unable to shoot that turn then treat the Fire Frenzy result as a 2-5 sane result instead. Daemonic Possession When possessed the chaos marine inside the dreadnought is replaced with a daemonic entity who is bound inside by ancient runes and daemonic chains. In addition to the normal Daemonic Possession rules the Dreadnought loses his crazed special rule. Dreadclaw Insertion Due to the crazed nature of most Chaos Dreadnoughts, many warbands a leery of marching to war alongside such unstable allies and so it is not uncommon that Chaos Dreadnoughts are instead launched by Dreadclaw Assault Pod, putting the crazed machines right into the midst of the enemy where their mad rage can cause the most damage. A Chaos Dreadnought may arrive by deep strike if left in reserves.

25 | C h a o s S p a c e M a r i n e s

CHAOS SPACE MARINES COST: 14 POINTS EACH
Chaos Marine Aspiring Champion
Unit Type: • Infantry Number/squad: • 5-20 • Wargear: • Power armour • Bolter • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model. Character: • One model may be upgraded to an aspiring champion for 15 pts. • He may replace his bolter with one of the following: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4
• •

A 1 2

Ld 9 10

Sv 3+ 3+
• One chaos marine may replace his bolt pistol with a plasma pistol for 10 pts, or instead replace his bolter with one of the following: o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 15 pts If the squad numbers 10 models or more, then an additional chaos marine may replace his bolt pistol with a plasma pistol for free for instead replace his bolter with one of the following; o Flamer for free o Melta gun for 5 pts o Plasma gun for 10 pts o Heavy bolter for free o Missile launcher or autocannon for 5 pts o Lascannon for 10 pts If Fabius Bile is included in the army than the entire unit may be enhanced for 3 pts per model. See Fabius Bile's entry for details.

He may take melta bombs for 5 pts. He may take a personal icon for 5 pts. He may replace his bolt pistol and/or his close combat weapon with any of the following: o Plasma pistol for 10 pts o power weapon or lightning claw for 15 pts o power fist for 25 pts

Options: • They may be given one of the following marks of chaos; o Mark of Slaanesh for 20 pts o Mark of Khorne for 30 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 40 pts • They may be given one of the following chaos icons; o Icon of Chaos Glory for 10 pts o Icon of Slaanesh for 15 pts o Icon of Khorne for 20 pts o Icon of Tzeentch for 10 pts o Icon of Nurgle for 15 pts

Transport: • May take a chaos rhino as a dedicated transport (see below).

CHAOS RHINO COST: 35 POINTS
BS Chaos Rhino
Unit Type: • Vehicle (Tank) Number/squad: • 1 Wargear: • Pintle-mounted twin-linked bolter • Searchlight • Smoke Launchers

F 11

S 11

R 10
Transport Capacity: A chaos rhino may transport up to 10 models. Models in terminator armour, lesser daemons of any kind and obliterators may never be transported despite being infantry. Access Points: Three, 1 rear hatch and 2 side hatches. Fire Points: Two from the top hatch Options: • It may take any of the following pintlemounted weapons; o Twin-linked bolter for 5 pts o Combi-flamer, melta or -plasma gun for 10 pts o Havoc launcher for 15 pts • It may take any of the following vehicle upgrades; o Dozer blade for 5 pts o Dirge caster for 5 pts o Mutated hull for 20 pts o Extra armour for 15 pts

4

Certain Chaos Space Marine units may select a Chaos Rhino as a dedicated transport option which uses the following stats and options below.

26 | C h a o s S p a c e M a r i n e s

KHORNE BERSERKERS COST: 21 POINTS EACH
Khorne Berserker Skull Champion
Unit Type: • Infantry Number/squad: • 5-20 Wargear: • Power armour • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades • Mark of Khorne (Already included in profile)

WS 5 6

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4

A 2 3

Ld 9 10

Sv 3+ 3+
Options: • Up to two models may replace their bolt pistol with a plasma pistol for 10 pts each. • One model may take one of the following icons of chaos; o Icon of Khorne for 20 pts o Personal icon for 5 pts

Special Rules: • Fearless • Furious Charge • Blood Frenzy Character: • One model may be upgraded to a skull champion for 15 pts. • He may replace his bolt pistol with a plasma pistol for 10 pts He may replace his close combat weapon with one of the following; o Power weapon for 15 pts o Power fist for 25 pts

Transport: • The squad may take a chaos rhino dedicated transport (see page 25).

Blood Frenzy Khorne Berserkers are possessed of a great bloodlust and when in the swirling confines of combat will set aside reason and all thoughts of self preservation to come to grips with their foes and tear them apart in a shower of gore. At the start of each chaos movement phase each unit of Berserkers must take a leadership test. Subtract 1 from the result for each non-vehicle enemy unit in line of sight. If the test is failed then the unit gains the Fleet universal special rule but is also subject to the Rage universal special rule and must declare a charge in the assault phase if able.

NOISE MARINES COST: 20 POINTS EACH
Noise Marine Noise Champion
Unit Type: • Infantry Number/squad: • 5-20 Wargear: • Power armour • Sonic Blaster • Mark of Slaanesh (Already Included in profile) Transport: • The squad may take a chaos rhino as a dedicated transport (see page 25). •

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 5 5

A 1 2

Ld 9 10

Sv 3+ 3+
Options: • One noise marine may replace his sonic blaster for a blastmaster for 30 pts. • The entire unit may replace their sonic blasters for a bolt pistol, close combat weapon and frag and krak grenades free of charge. If a unit chooses to do so then they may also take combat drugs for an additional 3 pts per model. One model may take one of the following; o Icon of Slaanesh for 15 pts o personal icon for 5 pts

Character: • One model may be upgraded to a noise champion for 15 pts. • He may replace his bolt pistol and/or his close combat weapon with any of the following: o Plasma pistol for 10 pts o power weapon or lightning claw for 15 pts o power fist for 25 pts He May take a Doom Siren for 15 pts.

Combat Drugs At the beginning of the game a unit with combat drugs may consume their deadly narcotics. The unit rolls a single D6 and consults the chart below, gaining the ability rolled for the duration of the game. 1 - +1 Initiative 2 - +1 Weapon Skill 3 - +1 Strength 4 - Feel No Pain 5 - Preferred Enemy 6 - +1 Attack

27 | C h a o s S p a c e M a r i n e s

THOUSAND SONS COST: 22 POINTS EACH
Rubric Marine Aspiring Sorcerer
Unit Type: • Infantry Number/squad: • 5-20 Thousand Sons Wargear: Thousand Sons • Power armour • Bolter • Mark of Tzeentch Aspiring Sorcerer • Power armour • Bolt Pistol • Inferno Bolts • Power Weapon • Mark of Tzeentch

WS 4 5

BS 4 4

S 4 4

T 4 4

W 2 1

I 1 4

A 1 2

Ld 8 10

Sv 3+ 3+
Options: • If an Aspiring Sorcerer is included then all Rubric Marines may take inferno bolts for 3 pts per model. • One model may take an icon of Tzeentch for 10 pts. All models may replace their power armor for terminator armor for 15 points each. Each model in the unit gain +1 attack, Rubric Marines replace their bolters with a twin-linked bolter and power weapon. The Aspiring Sorcerer replaces his bolt pistol with a twinlinked bolter. If this option is chosen the unit becomes an elite choice.

Special Rules: • Fearless • The Sorcerer Commands • Slow and Purposeful (thousand sons only) • 5+ Invulnerable Save
(Mark of Tzeentch already included)

Character: • The unit may include an Aspiring Sorcerer for 60 pts who must select psychic powers as described on page 5. • He may take a personal icon for 5 pts. He may replace his power weapon with a force weapon for 10 pts.

The Sorcerer Commands Thousand Son Rubric Marines are little more than mindless automatons who are most often used by their Sorcerer brethren as bodyguard to keep the enemy at bay while the Sorcerer practices his dark craft. The unit must pass a leadership test or all Rubric Marines may only fire at the closest non-vehicle enemy unit. The Aspiring Sorcerer and any attached characters may target a different enemy unit in the shooting phase than that of the rest of the unit.

Transport: • May take a chaos rhino as a dedicated transport (see page 25).

PLAGUE MARINES COST: 23 POINTS EACH
Plague Marine Plague Champion
Unit Type: • Infantry Number/squad: • 5-20 Wargear: • Power armour • Bolter • Bolt pistol • Plague swords • Frag grenades • Krak grenades • Mark of Nurgle (Toughness bonus already included in profile) • Blight Grenades

WS 4 5

BS 4 4

S 4 4

T 4 (5) 4 (5)

W 1 1

I 3 3

A 1 2

Ld 9 10

Sv 3+ 3+
Options: • Up to two models may replace their bolt pistol with a plasma pistol for 10 pts or replace their bolter with one of the following o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 15 pts • One model may take one of the following icons of chaos; o Icon of Nurgle for 15 pts o Personal icon for 5 pts

Special Rules: • Fearless Character: • One model may be upgraded to a plague champion for 15 pts. • He may replace his bolter and/or plague sword with any of the following: o Plasma pistol or power weapon for 10 pts o power fist for 25 pts He may replace his bolter with one of the following: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts

Transport: • May take a chaos rhino dedicated transport (see page 25).

28 | C h a o s S p a c e M a r i n e s

CULT OF CHAOS COST: 6 POINTS EACH
Chaos Cultist Cult Champion Aspiring Champion
Unit Type: • Infantry Number/squad: • 10-30 Wargear: Cultists • Las pistol or lasgun • Close combat weapon • Aspiring Champion • Power Armor • Bolter • Bolt Pistol • Close Combat Weapon • Frag Grenades • Krak Grenades Special Rules: • Cults of Chaos • Infiltrate Character: • One model may be upgraded to an aspiring champion for 20 pts. • He may take melta bombs for 5 pts.

WS 3 3 5

BS 3 3 4

S 3 3 4

T 3 3 4

W 1 1 1

I 3 3 4

A 1 2 2

Ld 6 7 10

Sv 6+ 6+ 3+
Options: • They may be given one of the following marks of chaos; o Mark of Slaanesh for 25 pts o Mark of Khorne for 15 pts o Mark of Tzeentch for 20 pts o Mark of Nurgle for 30 pts • They may be given one of the following chaos icons; o Icon of Chaos Glory for 10 pts o Icon of Slaanesh for 15 pts o Icon of Khorne for 20 pts o Icon of Tzeentch for 10 pts o Icon of Nurgle for 15 pts For every 10 models in the unit one cultist may exchange his lasgun with one of the following; o Flamer for free o Melta gun for 5 pts o Plasma gun for 10 pts The entire unit may be armed with frag grenades at +1 point per model and/or krak grenades at +2 points per model.

He may replace his bolt pistol with a plasma pistol for 10 pts. He may replace his bolt pistol and/or his close combat weapon for one of the following: o Power weapon or lightning claw for 15 pts o Power fist for 25 pts He may replace his bolter with one of the following: o Twin-linked bolter for 5 pts o Combi-flamer, -melta or plasma for 10 pts For every 10 models in the unit one model may be upgraded to a cult champion for 5 pts. Any cult champion may replace his las pistol and/or close combat weapon for one of the following: o Bolt pistol for 3 pts o Bolter for 5 pts o Plasma pistol for 10 pts o Power weapon for 10 pts Any cult champion may take melta bombs for 5 pts.

Cults of Chaos Throughout the Imperium lay cults of chaos worshipers secretly furthering their dark patrons' wishes. In times of war, especially when the mighty Traitor Legions are at work these cults rise up and fight in their gods' names. These cults differ greatly in behaviour and abilities as befits the deities they serve. A unit of cultists must choose one of the following skills; Scouts: The unit benefits from the Scout and Move Through Cover Universal Special Rule. Assassins: The unit benefits from the Stealth Universal Special Rule. Fanatics: The unit benefits from the Furious Charge Universal Special Rule. Furthermore Cults of Chaos units cannot count towards your compulsory troops choices though each unit still takes up one available slot on the force organization chart.

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CHAOS RAPTOR CULT COST: 21 POINTS EACH
Raptor Aspiring Champion
Unit Type: • Jump Infantry Number/squad: • 5-20 Wargear: • Power armour • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades • Vox amplifiers • Raptor jump pack Special Rules: • Dive Attack

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4

A 1 2

Ld 9 10

Sv 3+ 3+
• He may replace his bolt pistol and/or his close combat weapon for one of the following o Power weapon or lightning claw for 15 pts o Power fist for 25 pts

Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model. Character: • One model may be upgraded to an aspiring champion for 15 pts. • He may replace his bolt pistol with a plasma pistol for 10 pts. He may take melta bombs for 5 pts. He may take a personal icon for 5 pts.

• •

Options: • Up to three raptors may replace their bolt pistol with a plasma pistol for 10 pts each or their close combat weapon for one of the following: o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 10 pts

Vox Amplifiers On the attack Raptors emit high pitch screams from their vox amplifiers sending shivers down their foes spine as the daemon like figures dive into their midst, enough to send any foe running in terror. All Chaos Raptors count as having the Daemonic Visage gift. Dive Attack Instead of using their jump packs to close quickly with the enemy like more conventional assault troops, Raptors make a series of diving hit and run attacks plummeting quickly into the enemy and striking suddenly and without warning. To represent this Chaos Raptors are not affected by the defensive grenades of any enemy units they assault.

CHAOS BIKERS COST: 28 POINTS EACH
Chaos Biker Aspiring Champion
Unit Type: • Bikes Number/squad: • 3-10 Wargear: • Power armour • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades • Chaos bike with twin-linked bolter and scythes Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model.

WS 4 5

BS 4 4

S 4 4

T 4 (5) 4 (5)

W 1 1

I 4 4

A 1 2

Ld 9 10

Sv 3+ 3+
Options: • The unit may be given one of the following marks of chaos; o Mark of Slaanesh for 20 pts o Mark of Khorne for 30 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 40 pts • Up to two bikers may replace their bolt pistol with one of the following: o Plasma pistol for 10 pts o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 15 pts

Character: • One model may be upgraded to an aspiring champion for 15 pts. • He may replace his bolt pistol with a plasma pistol for 10 pts. He may take melta bombs for 5 pts. He may replace his bolt pistol and/or his close combat weapon with any of the following: o power weapon or lightning claw for 15 pts o power fist for 25 pts

• •

30 | C h a o s S p a c e M a r i n e s

CHAOS HAVOCS COST: 14 POINTS EACH
Havoc Aspiring Champion
Unit Type: • Infantry Number/squad: • 5-10 Wargear: • Power armour • Bolter • Bolt pistol • Close combat weapon • Frag grenades • Krak grenades Veteran Skills: • The entire unit may purchase a veteran skill for an additional 3 pts per model. Character: • One model may be upgraded to an aspiring champion for 15 pts. •

WS 4 5

BS 4 4

S 4 4

T 4 4

W 1 1

I 4 4

A 1 2

Ld 9 10

Sv 3+ 3+
• They may be given one of the following chaos icons; o Icon of Chaos Glory for 10 pts o Icon of Slaanesh for 15 pts o Icon of Khorne for 20 pts o Icon of Tzeentch for 10 pts o Icon of Nurgle for 15 pts Up to four havocs may replace their bolter with one of the following; o Heavy bolter for 5 pts o Missile launcher or autocannon for 15 pts o Lascannon for 25 pts o Flamer for 5 pts o Melta gun for 10 pts o Plasma gun for 15 pts

He may replace his bolter with one of the following: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts He may replace his bolt pistol and/or close combat weapon with any of the following: o Plasma pistol for 10 pts o power weapon or lightning claw for 15 pts o power fist for 25 pts

Options: • They may be given one of the following marks of chaos; o Mark of Slaanesh for 20 pts o Mark of Khorne for 30 pts o Mark of Tzeentch for 30 pts o Mark of Nurgle for 40 pts

Transport: • May take a chaos rhino as a dedicated transport (see page 25).

CHAOS DEFILER COST: 150 POINTS
WS Chaos Defiler
Unit Type: • Vehicle (Walker) Number/squad: • 1 Wargear • Searchlight • Smoke Launchers • Reaper Autocannon • Twin-linked Heavy Flamer • Hull-mounted Battle Cannon • Two Dreadnought Close Combat Weapons (Extra attack already included in profile above) • Daemonic Possession

BS 3

S 6(10)

F 12

S 12

R 10

I 3

A 3(4)
• May exchange its twin-linked heavy flamer for one of the following; o Dreadnought close combat weapon (+1 attack) for free o Havoc launcher for 5 pts

4

Special Rules: • Fleet • Engine of Destruction Options: • May be given Mutated Hull for 30 pts. • May exchange its reaper autocannon for one of the following; o Dreadnought close combat weapon (+1 attack) for free o Twin-linked heavy bolter for free o Twin-linked lascannon for 20 pts

Engine of Destruction A Defiler is a walking monument to death. They shamble forward unleashing pure devastation upon their foes. Due to the stability provided by its massive piston driven limbs a Defiler is able to move and fire all of its weapons in addition to its battle cannon instead of one or the other as is normal for ordnance weapons.

31 | C h a o s S p a c e M a r i n e s

CHAOS VINDICATOR COST: 115 POINTS
BS Chaos Vindicator
Unit Type: • Vehicle (Tank) Wargear: • Hull-mounted demolisher cannon • Smoke launchers • Searchlight

F 13

S 11

R 10
Options: • May take any of the following o Dozer blade for 5 pts o Dirge caster for 5 pts o Extra armour for 15 pts o Daemonic possession for 20 pts o Mutated hull for 30 pts

4

May take one of the following pintle mounted weapons: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts o Havoc Launcher for 15 pts

CHAOS PREDATOR COST: 65 POINTS
BS Chaos Predator
Unit Type: • Vehicle (Tank) Wargear: • Turret-mounted Autocannon • Smoke launchers • Searchlight

F 13

S 11

R 10
Options: • May replace its autocannon with a twin-linked lascannon for 35 pts. • May take a pair of sponsons mounted heavy bolters for 25 pts or a pair of sponsons mounted lascannons for 60 pts. • May take any of the following o Dozer blade for 5 pts o Dirge caster for 5pts o Extra armour for 15 pts o Daemonic possession for 20 pts o Mutated hull for 30 pts May take one of the following pintle mounted weapons: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts o Havoc Launcher for 15 pts

4

CHAOS LAND RAIDER COST: 200 POINTS
BS Chaos Land Raider
Unit Type: • Vehicle (Tank) Wargear: • Hull-mounted twin-linked heavy bolter • Two sponsons mounted twin-linked lascannons • Smoke launchers • Searchlight

F 14

S 14

R 14
Special Rules: • Assault Vehicle Transport Capacity: • A Chaos Land Raider may transport up to 10 models (Terminators count as two models each). Summoned Lesser Daemon Packs and Obliterators even though they are infantry may not be transported. Options: • May take any of the following o Dozer blade for 5 pts o Dirge caster for 5pts o Extra armour for 15 pts o Daemonic possession for 20 pts • May take one of the following pintle mounted weapons: o Twin-linked bolter for 5 pts o Combi-flamer, -melta, or -plasma for 10 pts o Havoc Launcher for 15 pts

4

Assault Vehicle Models may assault in the same turn that they disembark from a Chaos Land Raider.

32 | C h a o s S p a c e M a r i n e s

CHAOS SPAWN COST: 30 POINTS EACH
Spawn WS 3 BS S 5 T 5 W 3 I 3 A D6+1 Ld 10 Sv -

You may include any number of Chaos Spawn units. They do not take up any slots on the force organization chart but otherwise count as a heavy support choice. All of the Chaos Spawn in the force must be divided into as few units as possible. Unit Type: • Beast Number/squad: • 1-3 Wargear: • Flailing Appendages (counts as a close combat weapon) Special Rules: • Fearless • Feel No Pain • Rage • Slow and Purposeful Options: • May be given one of the following Marks of Chaos; o Mark of Slaanesh for 5 pts o Mark of Khorne for 10 pts (Add +1 to the number of attacks rolled each combat) o Mark of Tzeentch for 10 pts o Mark of Nurgle for 20 pts (Gains offensive and defensive grenades instead of +1 toughness)

____________________________________________________________________________________________________________

SUMMONED DAEMONS
Many Chaos forces have means of summoning daemonic allies to their aide or even to expend as simple cannon fodder. There are two types of Summoned Daemons available to a Chaos Marine player, Summoned Lesser Daemon Packs and Summoned Greater Daemons. Summoned Lesser Daemon Packs are the many hordes of daemons that inhabit the Warp while Summoned Greater Daemons are the most powerful incarnations of the chaos gods and lead their armies as mighty generals. Due to the differing nature of these creatures the rituals and requirements for summoning them is vastly different. Summoned Lesser Daemon Packs can be summoned directly to our world but their presence here is unstable and their forms will not last long. Summoned Greater Daemons however are far too powerful to channel directly, they need a host in which to possess and break through the barriers of their world and ours. Both Types of Daemons will list what slot they take up on the force organization chart in their individual unit entries (Daemons listed as troops do not count towards the army's compulsory troop choices) and both must be left in reserves at the start of every game, however do not roll for their arrival as you would other reserves. Each Daemon unit will remain in reserves until the Chaos player chooses to attempt to summon them. You may attempt to summon them at the beginning of any turn after the first before moving any other friendly units or rolling for your other regular reserves. Only one greater Daemon may be taken per army. It counts as an HQ unit although it does not take up a slot on the force organization chart.

Summoned Lesser Daemon Packs
When attempting to summon Lesser Daemon Pack choose a friendly icon anywhere on the table to summon the Daemons and roll a D6. Add +1 to the roll If the daemon is summoned by an icon of the god they serve or a personal icon carried by a model with the mark of the god they serve. On a 4+ the unit is summoned successfully. Furthermore Daemons may only be summoned by an icon of their god, the Icon of Chaos Glory, or a personal icon carried by a model with no mark of chaos or the mark of their god. Daemons not associated with any god may be summoned by any icon. If the unit is successfully summoned then place one model in the unit no more than 6" away from the chosen Icon and roll for scatter with 1D6. If a hit is rolled they will not scatter. After determining their final position finish deploying them as if they had arrived by the deep strike special rule. Any Daemon models not able to be placed as per the deep strike rules without remaining at least an 1" away from any enemy models or room to be placed at all because of impassable terrain or friendly models are removed as a casualty. Lesser Daemons may not move the turn they arrive but act as normal in the following shooting and assault phases.

Instability Tests
Lesser Daemons are not long for this world and their forms are unstable. At the end of each player turn they must take a leadership test with a negative modifier equal to how many models the unit lost as casualties over the course of that turn. If they fail the test suffers as many wounds equal to the amount they failed the test by. no saves of any kind may be made against these wounds. In addition Daemons do not take wounds for No Retreat in close combat due to being Fearless, The effects of Instability take precedence and are assumed to take such wounds into account. As is the nature of Daemons.

33 | C h a o s S p a c e M a r i n e s

Summoned Greater Daemons
A Summoned Greater Daemon must possess a friendly model in order to be summoned. When you wish to summon a Greater Daemon pick one friendly model within 6" of an Icon of Chaos and roll a D6. Greater Daemons are better able to enter the material world through mightier worshipers of chaos or those favoured more by the dark gods. After rolling the D6 consult the chart below to see what roll is needed in order for the summoning to succeed, (only units listed below may be possessed by a greater Daemon). 2+ 3+ 4+ 5+ 6 Chaos Lord, Sorcerer Lord Chaos Lieutenant, Chaos Sorcerer Aspiring Champion, Skull Champion, Noise Champion, Aspiring Sorcerer, Plague Champion, Possessed Champion Chosen Chaos Space Marine, Possessed Chaos Space Marine Chaos Space Marine, Khorne Berserker, Noise Marine, Plague Marine, Chaos Havoc, Cult Champion If successfully summoned replace the chosen model with that of the Greater Daemon. It may not move in the following movement phase but may act as normal in the shooting and assault phases. If the possessed model was in combat with an enemy unit then place the Greater Daemon as close as possible to the possessed model without coming within 1" of any enemy models. Independent characters used to summon a greater daemon do not confer a kill point to the enemy army in any mission using Kill Points. A Greater Daemons associated with one of the four chaos gods may only possess models with the mark of their god or with no mark at all. In addition the model they posses may only be chosen if within 6" of an icon of the god they serve, the Icon of Chaos Glory or a personal icon carried by a model with no mark or bearing the mark of their god
.

___________________________________________________________________________________________________________
The many Lesser and Greater Daemons of Chaos also possess some unique wargear and abilities, the rules for which can be found below. Aura of Acquiescence The lesser daemons of Slaanesh are surrounded by a bewitching aura which befuddles the enemy, slowing their reactions when it matters the most. Models with an Aura of Acquiescence count as being equipped with both offensive and defensive grenades. Rending Claws A model with Rending claws has the Rending universal special rule conferred to all of their close combat attacks. Changer of Ways The greatest daemons of Tzeentch are powerful magical beings able to decimate armies with their psychic attacks. A model with this special rule is a psyker and knows the psychic powers Doombolt, Bolt of Change, Grand Illusion and Psychic Duel (See page 5). In addition the model may cast up to two psychic powers each turn and automatically passes any psychic tests they are required to take. Hellblade Serrated swords forged in the fury of the blood god, hellblades are among the most deadly cutting blades in the universe. A Hellblade is a power weapon. Warpfire The daemons of Tzeentch can summon and cast flaming, iridescent magical projectiles at their foes. Warpfire is a ranged weapon with the profile below; Range 18" Strength 4 AP 4 Type Assault 3

Noxious Touch The servant of Nurgle is covered in the most lethal toxins, their every touch instantly infects their target's afflicted bodies. Noxious Touch confers poisoned (2+) on the model's close combat attacks.

SUMMONED LESSER DAEMONS
LESSER DAEMONS COST: 10 POINTS EACH [TROOPS - Do Not take up any slots on the Force Organization Chart] Lesser Daemon
Unit Type: • Infantry

WS 4

BS -

S 4

T 4

W 1

I 4

A 2

Ld 10

Sv Special Rules: • Fearless • 5+ Invulnerable Save

Number/squad: • 5-20

FURIES COST: 12 POINTS EACH [FAST ATTACK] Fury WS 3 BS S 4 T 4 W 1 I 3 A 2 Ld 10 Sv Special Rules: • Fearless • 5+ Invulnerable Save

Unit Type: • Jump Infantry

Number/squad: • 5-15

34 | C h a o s S p a c e M a r i n e s

SUMMONED LESSER DAEMONS
DAEMONETTES OF SLAANESH COST: 12 POINTS EACH [TROOPS] Daemonette
Unit Type: • Infantry Number/squad: • 6-12

WS 4

BS -

S 3

T 3

W 1

I 6

A 3

Ld 10

Sv Special Rules: • Fearless • 5+ Invulnerable Save • Fleet • Aura of Acquiescence

Wargear: • Rending Claws

PLAGUEBEARERS OF NURGLE COST: 14 POINTS EACH [TROOPS] Plaguebearer
Unit Type: • Infantry Number/squad: • 7-14

WS 3

BS -

S 4

T 5

W 1

I 2

A 1

Ld 10

Sv Special Rules: • Fearless • 5+ Invulnerable Save • Slow and Purposeful • Feel No Pain

Wargear: • Plague Swords (see page 8)

BLOODLETTERS OF KHORNE COST: 15 POINTS EACH [TROOPS] Bloodletter
Unit Type: • Infantry Number/squad: • 8-16

WS 5

BS -

S 4

T 4

W 1

I 4

A 2

Ld 10

Sv Special Rules: • Fearless • 5+ Invulnerable Save • Furious Charge

Wargear: • Hellblades

PINK HORRORS OF TZEENTCH COST: 15 POINTS EACH [TROOPS] Pink Horror
Unit Type: • Infantry Number/squad: • 9-18

WS 2

BS 3

S 3

T 3

W 1

I 3

A 1

Ld 10

Sv Special Rules: • Fearless • 4+ Invulnerable Save

Wargear: • Warpfire

NURGLINGS COST: 7 POINTS EACH [TROOPS] Pink Horror
Unit Type: • Infantry Number/squad: • 3-7

WS 2

BS 0

S 3

T 3

W 3

I 2

A 3

Ld 10

Sv Special Rules: • Fearless • Swarms • 5+ Invulnerable Save

Wargear: • Warpfire

35 | C h a o s S p a c e M a r i n e s

SUMMONED GREATER DAEMONS
GREATER DAEMON COST: 90 POINTS Greater Daemon WS 8 BS S 6 T 6 W 4 I 4 A 5 Ld 10 Sv Special Rules: • Fearless • 4+ Invulnerable Save

Unit Type: • Monstrous Creature

Number/squad: • 1 Options: • It may be given daemonic wings for 30 pts

KEEPER OF SECRETS OF SLAANESH COST: 165 POINTS Keeper of Secrets WS 8 BS S 6 T 6 W 4 I 10 A 6 Ld 10 Sv Special Rules: • Fearless • 4+ Invulnerable Save • Fleet • Aura of Acquiescence

Unit Type: • Monstrous Creature

Number/squad: • 1

GREAT UNCLEAN ONE OF NURGLE COST: 135 POINTS Great Unclean One WS 6 BS S 6 T 6 W 5 I 2 A 4 Ld 10 Sv Special Rules: • Fearless • 4+ Invulnerable Save • Slow and Purposeful • Feel No Pain

Unit Type: • Monstrous Creature Number/squad: • 1

Wargear: • Noxious touch

BLOODTHIRSTER OF KHORNE COST: 200 POINTS Bloodthirster WS 10 BS S 7 T 6 W 4 I 5 A 5 Ld 10 Sv 3+
Special Rules: • Fearless • 4+ Invulnerable Save • Furious Charge

Unit Type: • Monstrous Creature Number/squad: • 1

Wargear: • Daemonic wings • Skull rune

LORD OF CHANGE OF TZEENTCH COST: 190 POINTS Lord of Change WS 5 BS 5 S 6 T 6 W 4 I 5 A 3 Ld 10 Sv Special Rules: • Fearless • 3+ Invulnerable Save • Changer of Ways

Unit Type: • Monstrous Creature Number/squad: • 1

Wargear: • Daemonic wings • Warpfire

36 | C h a o s S p a c e M a r i n e s

CHAOS SPACE MARINE RANGED WEAPONS
Range Autocannon Blastmaster (Varied Frequency) Blastmaster (Single Frequency) Boltgun Bolt Pistol Doom Siren (High Frequency) Doom Siren (Low Frequency) Flamer Heavy Bolter Heavy Flamer Lascannon Lasgun Las Pistol Melta Gun Missile Launcher (Frag)* Missile Launcher (Krak)* Multi-Melta Plasma Cannon Template 36" Template 48" 24" 12" 12" 48" 48" 24" 36" 4 5 5 9 3 3 8 4 8 8 7 5 4 4 2 1 6 3 1 2 Template 6 Assault 1, Pinning Assault 1 Heavy 3 Assault 1 Heavy 1 Rapid Fire Pistol Assault 1, Melta Heavy 1, Blast Heavy 1 Heavy 1, Melta Heavy 1, Blast, Gets Hot Rapid Fire Gets Hot Plasma Pistol Reaper Autocannon Sonic Blaster (Short Riffs) Sonic Blaster (Long Discordant Wail) Battle Cannon Demolisher Cannon Havoc Launcher 72" 24" 48" 8 10 4 3 1 6 24" 4 5 Heavy 3, Pinning Ordnance 1, Large Blast Ordnance 1, Large Blast Heavy 2, Blast
* A Missile Launcher may decide to fire either Frag or Krak Missiles each shooting phase.

Strength 7 5

AP 4 4

Type Heavy 2 Assault 3, Pinning Heavy 1, Blast, Pinning Rapid Fire Pistol Assault 1

48" 48"

48" 24" 12" Template

8 4 4 5

3 5 5 3

Plasma Gun

24" 12" 36" 24"

7 7 7 4

2 2 4 5

Pistol Gets Hot Heavy 2, Twin-linked Assault 2

37 | C h a o s S p a c e M a r i n e s

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