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

though some require you to have a certain Mark of Chaos in order to do so listed beside the weapon's name. 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. pass a toughness test for each or suffer instant death. 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. 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. mutating chaos energy as it is to effortlessly slice through an enemy opponent in the confines of close combat. The Dark Blade is treated as a power weapon that strikes at +2 strength. It radiates raw chaos energy and imbues its wielder with malevolent power.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. 6 4|Chaos Space Marines . 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. 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 Bliss Giver is a power weapon. 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. Roll to wound as normal with all attacks that score a hit. 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. Dark Blade Imbued with a powerful daemon of chaos the Dark Blade typically takes the form of a great sword. 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. The Warp Glaive is a power weapon. axe or scythe the colour of the blackest void that yields no reflection. 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. In addition it may be used in the shooting phase with the following profile. writhing whip or a slender. 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. 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. The Death Screamer is treated as a power weapon in close combat. The Axes of Khorne count as a pair of power weapons. absorbing the essence of one of the daemons that cavorts there. elongated blade. All hits from the Man Reaper are poisoned (4+). 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. Bliss Giver (Mark of Slaanesh) The Blissgiver typically takes the form of a barbed. 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. Target models must reroll any successful invulnerable saves they may have taken due to wounds caused by a Warp Glaive. If the test is passed the bearer succeeds in holding control over his weapon and nothing further happens. If any additional attacks also yield the result of a 6 then continue rolling additional attacks until you roll no further 6s. In addition any to hit rolls made with the Blissgiver that result in the roll of a 6 automatically wound the target. The Man Reaper is a two handed power weapon. In addition any roll of 6 to hit in close combat allows the wielder to make an additional attack.

the unfortunate victim's bones writhe. 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. A psychic test must be passed in order to use the power.CHAOS PSYCHIC POWERS Each Chaos Psyker has two of the following psychic powers (chosen when the army is picked). The unit gains Daemonic Speed 3. The unit gains Daemonic Aura 5. its flesh distorts and agonising mutations tear the enemy apart. Doombolt Tapping into the raw power of the Immaterium the psyker unleashes a storm of warp lightning upon his foes. Gift of Chaos The psyker unleashes a whirling flash of Chaos energy that envelopes the target and rapidly mutates them. no saves apply!). A psychic test must be passed in order to use the power. If successful resolve the attack using the following profile. Doombolt may be used in the model's shooting phase instead of using another ranged weapon. If the model is found to be within 6" then he must take a toughness test. If successful target one enemy model. 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. The unit gains Daemonic Strength 6. acidic slime that burns and infects the target. A Sorcerer and Aspiring Sorcerer may cast one psychic power per turn. 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. Mass Mutation may be used at the start of the psyker's movement phase. Note that if any members of the unit already possess one of the above daemonic gifts then the effects are not cumulative. If successful it is resolved in the same way as firing a template weapon. 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. A psychic test must be passed in order to use the power. Gift of Chaos may be used in the model's shooting phase instead of using another ranged weapon. If the test is failed the model turns into a shapeless blob of flesh and is removed from play (and. 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. A psychic test must be passed in order to use the power. If the psyker is joined with a unit remove one model and replace it with a Chaos Spawn. A psychic test must be passed in order to use the power. As the power of Chaos flows through them. The power effects the psyker and any unit the psyker has joined. Any models fully or partially under the template suffer a wound on a D6 roll of 4+ with no armor or cover saves allowed. 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. Furthermore it is never worth any kill points if slain. The spawn forms a new unit of its own but is worth no kill points if slain. 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. the target model is immediately replaced with a friendly Spawn model if one is available. The power is used at the beginning of any player's turn. If successful the psyker may re-roll any rolls to hit and wound for the entirety of that turn. 1. 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. the mutation occurs but is insignificant or unpredictable. Wind of Chaos may be used in the model's shooting phase instead of using another ranged weapon. A Daemon Prince and a Sorcerer Lord may always cast two psychic powers per turn. No benefit. 5|Chaos Space Marines . This power may be cast even if the psyker is in close combat. if any. 2. as no wound are taken. The unit gains Daemonic Visage 4. Models with the Mark of Tzeentch may have up to three psychic powers and may re-roll any failed psychic tests. Models without a toughness value are unaffected by Wind of Chaos. 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.

A psyker may use this psychic power in the enemy shooting phase. 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. This psychic power may be cast at the beginning of the psyker's movement phase.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. 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. Also due to the horrific nature of the mutations inflicted. 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. A psyker may use this psychic power at the beginning of his movement phase. Nurgle's Rot Gurgling praise to Grandfather Nurgle the psyker belches forth a disgusting miasma of disease. 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. Bolt of Change may be used in the model's shooting phase instead of using another ranged weapon. tearing it apart. If the test is failed the target unit must fire at their closest visible friendly unit using whichever weapons chosen by the chaos player. This may even effect enemy units in close combat. 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. formed of raw magic which rapidly mutates the target. shattering the senses and inducing painful spasms in all those nearby. A psychic test must be passed in order to use the power. but before combat is resolved. 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. If successful pick one enemy unit within line of sight. If successful pick one enemy psyker anywhere on the battlefield within line of sight to the psyker. If successful he may resolve the attack using the following profile. Units within 6" suffer -1 to their leadership. the psyker makes an additional attack for each of these saved wounds. 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. If successful all enemy units within 12" must pass a morale test or immediately fall back. He may not be in close combat and a psychic test must be passed in order to use the power. Roll to determine the number of shots and strength of the attack after selecting a target unit but before making any rolls to hit. Fuelled by Pain may be used at the start of any player's assault phase. This hellish cacophony of agony and hysteria soon coaxes even the most stout of heart to fall away from its source. 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). desperate to ease their suffering. Models with the Mark of Nurgle and Daemons of Nurgle are unaffected. A psychic test must be passed in order to use the power. The power is cast automatically and no psychic test is required. Psychic Duel Reaching out with his mind across the battlefield the psyker seeks to undermine the concentration of enemy psykers. A psychic test must be passed in order to use the power. 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. 6|Chaos Space Marines . If successful he and any unit he has joined may re-roll to hit during that shooting phase. 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. A psychic test must be passed in order to use the power. enemy units in combat with the psyker suffer a -2 to their leadership. 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. A psychic test must be passed in order to use the power. A psyker may use this psychic power at the beginning of his own shooting phase. Models without a leadership characteristic are considered to be leadership 10. If the target unit wishes to shoot that turn they must pass a leadership test. A psyker may use this psychic power at the start of his assault phase. harnessing the sweet emotions swelling inside and driving himself to heightened levels of adrenaline as the dark energy flows through his veins. After all attacks are made by both sides. Bolt of Change The psyker hurls a ball of roiling energy. A psychic test must be taken in order to use this psychic power. Warp Scream Throwing back his head the psyker emits a chorus of diabolic warp fuelled screams and hellish shrieks. If successful keep track of each wound saved by the psyker by any means. A psyker may use this psychic power in the shooting phase instead of firing another weapon.

He counts as wearing Terminator Armor for transport purposes only.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. wounds and attacks characteristics and receives the Daemonic Armour gift. their essence flowing through him proving his favour in their eyes. Mount of Slaanesh (Requires the Mark of Slaanesh) The model's type changes to Cavalry and he benefits from +1 attack. 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. Disc of Tzeentch (Requires the Mark of Tzeentch) The model's type changes to Jump Infantry and he benefits from +1 attack. Daemonic Visage The model radiates dark energy which fills his enemies with preternatural dread. A model with daemonic armor has a 2+ armour save. 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 chaos gods will not let a champion of such greatness slip easily into death. 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 lashing tail or any otherworldly mutation that would grant the champion an advantage in close combat. long spines and horns. Which Steed he takes depends on the mark of chaos he bears. STEEDS DAEMONIC STEEDS The mightiest of Chaos champions might be gifted with one of the gods' mighty daemonic steeds. A model with a daemonic rune gains the Eternal Warrior Universal Special Rule. Daemonic Mutation This gift can take many ghastly forms. Juggernaut of Khorne (Requires the Mark of Khorne) The model adds +1 to his strength. Daemonic Speed The champion has been gifted with unnatural speed and agility. 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. A model with daemonic speed adds +1 to their initiative characteristic. A model with daemonic mutation gains +1 attack. A model with daemonic strength gains +1 strength. Daemonic Essence Invigorated by the very essence of the warp the champion displays unnatural determination and will to fight on. 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. Daemonic Rune The champion has been gifted with a daemonic rune. Enemy units in close combat with a model with Daemonic visage suffer a -1 modifier to their leadership. It radiates dark energy. 7|Chaos Space Marines . toughness. The model also gains the Hit and Run universal special rule. 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 Armour The Champion's armor has been blessed by the chaos gods. a third clawed appendage. He may never embark in a transport. The model gains a 5+ invulnerable save or if he already has an invulnerable save improves his existing save by 1. In addition he gains +D3 additional attacks when charging instead of the normal 1. a powerful symbol of the gods' will made manifest. The model is never slowed by difficult terrain and when making a run move rolls 3D6 and picks the highest. A model with daemonic essence gains +1 wound. warping and reforming itself to better protect its wearer against oncoming enemy blows. His motions appear as a blur to those around him as he effortlessly slips past his enemy's defences to land the killing blow.

Blast. 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. many more an innovation of traditional technology transformed by the daemonic and few still gifts from the gods themselves. 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. 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. 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". 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. Only one Talisman of Tzeentch may be used per enemy psychic power no matter how many might be in range. or with a low growl emit a constant throbbing bass tone powerful enough to send enemies into sudden seizures. Varied Frequency Range 36" Strength 5 AP 4 Type Assault 3. Blastmaster The final and most devastating of the Emperor's Children born sonic weapons. Pinning Talisman of Tzeentch A Talisman of Tzeentch is a potent psychic gem which incorporates pure warp energy in crystal form. The whole unit must choose the same firing mode. It has two firing modes depending on whether it is used to unleash short riffs or long discordant wails. 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. Both psykers roll a D6 and add the result to their leadership value. Plague Swords Plague swords are poisoned close combat weapons that always wound on a 4+ in close combat. 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. Any Bolter. Inferno Bolts The great Sorcerers of Tzeentch are known to inscribe their bolt rounds with daemonic runes bestowing on them magical properties. Short Riffs Range 24" Strength 4 AP 5 Type Assault 2 Long Discordant Wail Range 24" Strength 4 AP 5 Type Heavy 3. A model equipped with Blight Grenades counts as being equipped with defensive grenades. a Sonic Blaster unleashes waves of devastating harmonics that rips it targets apart. to bolts that burst into multispectral flames on impact or even bolts which corrupt and mutate the target on impact. Announce which frequency is being used when nominating the enemy unit being targeted. A great many are engineered by the malevolent Dark Mechanicus. 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. By varying the frequency the effects of the weapon can be altered to produce differing results. *Place the template so that the large end is touching the firer.ARCANE WARGEAR There are all manner of strange weapons and artefacts used throughout the various Legions and Warbands of Chaos. With a high pitch scream the weapon unleashes a unrelenting sonic assault loud enough to burst insides and rupture the ears. 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. These grenades are thrown at charging enemies chocking them to a halt and slowing their advance. Pinning Single Frequency Range 48" Strength 8 AP 3 Type Heavy 1. Pinning 8|Chaos Space Marines . These yield varying results ranging from bolts that effortlessly phase through even the thickest armour. the Blastmaster focuses a throbbing base note into an explosive crescendo that can burst eye balls and rupture organs. 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 model on a Chaos Bike may re-roll to hit in the turn he charges into an assault. 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.000 rulebook). Terminator Armour Originally designed for close fighting aboard space hulks and in other confined areas. Frag Grenades are offensive grenades as described in the Warhammer 40.000 rulebook). Melta Bombs Melta bombs are deadly demolition charges. In addition any model wearing Terminator Armour can be teleported onto the battlefield.000 rulebook.000 rule book for details on using Krak Grenades. A Model armed with a Combi-weapon may choose to fire the bolter or the other weapon. Scythes Chaos Warriors often fit vicious snares. In addition units with Raptor jump packs can be dropped from low-flying gunships using their jump packs to swoop down on the battlefield. 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 a Chaos Familiar rolls 3D6 and discards the highest roll whenever a psychic test is taken. See the Warhammer 40. 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. 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. 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. 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.000 rulebook for details on using Melta Bombs.SPECIAL EQUIPMENT Raptor Jump Pack Raptor jump packs contain jets or turbines that can lift even heavy power armour from the ground. bullet proof tires and are incredibly durable. 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. Chaos Space Marine Bike Chaos Space Marine bikes are fitted with powerful engines. 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. See the Warhammer 40. The bolter may be fired every turn but the other weapon may only be used once per battle. Terminator armour offers the same protection as an armoured tank and includes a force field generator making it capable of withstanding almost any attack. Each of the housed weapons only contains enough charge or fuel for a single shot. 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 given daemonic wings may move as jump infantry but remains its original movement type in all other respects.000 rulebook). Chaos bikes are armed with a twin-linked bolter and scythes. 9|Chaos Space Marines . a melta gun. powered by a subatomic charge and capable of melting through even the most heavily armoured targets. On the other hand models in Terminator Armour may never make a sweeping advance. A Model wearing Terminator Armour has a 2+ armor save and a 5+ invulnerable save and benefits from the Relentless Universal Special Rule. 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. Chaos Familiar A familiar is usually an impish figure that follows around its master. Any models mounted on a chaos bike follows the rules for bikes as described in the Warhammer 40. plasma gun or flamer. 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. Combi-Weapons Combi-weapons are bolters that have been converted to house another weapon. 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.

blades or scoops. Dirge Caster The device emits terrifying screams and wails. Range 48" Strength 4 AP 6 Type Heavy 2. used to clear obstacles from the vehicle's path. 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. A unit including any models in Terminator Armour may not choose the Vanguard skill. Skirmishers The unit is perfectly at home in close range firefights. Stealth Adepts The unit has become especially adept at covering ground quickly and quietly. 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. Vehicles with extra armour count crew stunned results on the vehicle damage chart as crew shaken results instead. See the Warhammer 40. will illuminate it.000 rulebook for details on smoke launchers. Extra Armour Some vehicle crews add additional armour to their vehicles to provide a little extra protection. over loud blaring speakers. 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. The unit gains the Counterattack and Hit and Run Universal Special Rules. often recordings of the enemy comrades in their dying throws. 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. 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. 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. Pintle-mounted combiweapons are counted as additional defensive weapons that use the rules for standard combi-weapons. 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. Havoc Launcher Havoc Launcher fire clusters of high explosive missiles. 10 | C h a o s S p a c e M a r i n e s . rams. taking a liking to ambushes and guerrilla warfare. A unit including any models riding a Chaos bike may not take the Stealth Adepts or Vanguard skills. Enemy units suffer an extra -1 modifier to their leadership when tank shocked by a vehicle with a Dirge Caster. Smoke Launchers Smoke Launchers are used to create a cloudy haze to obscure the vehicle while it crosses open ground. The unit gains the Infiltrate Universal Special Rule. Searchlight Chaos Space Marines often equip their vehicles with searchlights to pierce the twilight black of the daemon worlds of the Eye of Terror. 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. The unit gains the Furious Charge Universal Special Rule. Searchlights are used when the Night Fight rules are in effect. Vanguard The members of this unit are highly trained vanguard troops. rune-carved hull. but its BS is reduced to 3. If the unit has a searchlight it must still test to see as per the Night Fight rules but having seen the enemy unit. 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. This serves well to demoralize the enemy. used to provide long range support and to clear out tightly packed enemy infantry. A Havoc Launcher has the following profile. Dozer Blade Dozer blades are heavy ploughs. It ignores Shaken and Stunned result completely (its passengers if any are effected normally). A vehicle with a mutated hull adds +1 to its front. See the combiweapon special equipment entry on page 8 for details.VEHICLE ARMOURY Daemonic Possession The vehicle's crew is replaced with a daemonic entity bound within its warped. side and rear armour values. The unit gains the Stealth and Move Through Cover Universal Special Rules. the first into battle fighting to secure a beachhead for the rest of their forces. A unit given Veteran Skills must pick one of the abilities below representing the specific area of warfare mastered by the unit. The unit gains the Tank Hunters Universal Special Rule.

• Any Aspiring Champion may take a doom siren for 15 pts. If more than one Blastmaster is taken then the unit counts as a Heavy Support choice. 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.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. In addition the following rules apply to the entire army. In battle they ignore mortal peril working themselves into an unstoppable berserker frenzy. In addition some special dition characters list a legion in their entries. Blood for the Blood God! Legion: World Eaters d The World Eaters were always a brash and blood thirsty legion. 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. The only Summoned Daemons that may be he included in the army are Daemonettes and the Keeper of Secrets. They go to battle wielding archaic weaponry using vibrations and sound to deadly force while they consume drugs of every fashion. s Ma In addition the following rules apply to the entire army. 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. The Emperor's Children once strove for perfection in all things but hildren influenced by Slaanesh they now seek only personal pleasure. l 11 | C h a o s S p a c e M a r i n e s . If these characters are chosen then the army must use the corresponding Legion rules. many even made of the extracted remains of their foes. even before their pledge of allegiance to Khorne. Nothing can satiate their blood lust and battle is their only form of worship. • Chaos Predators may replace their Autocannon with a Blastmaster and/or their sponsons Heavy Bolters with Sonic Blasters free of charge. Chaos Space Marines. The following chart applies to standard missions. 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. on Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Khorne. Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Slaanesh. • Any unit bearing an Icon of Khorne benefits from the Preferred Enemy Universal Special Rule on the turn it charges. The following units may not be included in the army. Chaos Havocs. • 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. • 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. following their twisted desires in acts of unfathomable debauchery. • All units roll 2D6 and pick the highest when consolidating. • All units must declare a charge in the assault phase if able to do phas so. The only Summoned Daemons that may be included are Bloodletters and the Bloodthirster.

• You may re-roll the die when determining who deploys first roll and receives the first turn. 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. Plague Marines. No HQ choices may be given a Mark of Chaos and the following become an Elite choice. 1 • After sides have been chosen. taking solace in their near impenetrable fortifications. When an Iron Warriors warband sets it sights on demolishing enemy fortifications it is but a matter of time until they succeed. • • 12 | C h a o s S p a c e M a r i n e s . but before either side deploys any models. entire army. Any Chaos Dreadnoughts in the army loose the crazed rule. Furthermore any friendly Chaos units . 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. • Units of Chosen Chaos Space Marines may be taken as a troops choice. 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). Fortified terrain yields a +1 to the cover save the terrain piece would normally provide (to a maximum of 2+). The only summoned Daemons that may be included in the army are Plaguebearers and the Great Unclean One. Khorne Berserkers. 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: • Any vehicles chosen as a dedicated transport option counts as a single Fast Attack choice as well. All friendly Chaos units receive a +1 bonus on the damage chart when targeting a building or fortification. They fight with grim determination. Units of Chaos Space Marines become an Elites choice. In addition the following rules apply to the entire army. • The Black Legion of all the Chaos Legions are the most dedicated to the long war and the fall of the Imperium. 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. unthinking automatons slowly plodding forward unleashing torrents of fire at the command of powerful Sorcerers. The Death Guard were trained personally by their Primarch Mortarion to adapt to any situation. benefit from the Stubborn Universal Special Rule while occupying any such fortified terrain. This tactic has only been furthered by their ient service to grandfather Nurgle. Thousand Berserker Sons. Now when the T Thousand Sons march to war it is but a tide of emotionless. their souls forever sealed in their power armour. In addition the following rules apply to the .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. preferring each unit to be self sufficient and adaptable. Models with a Mark of Chaos or able to take a Mark of Chaos must ke have the Mark of Nurgle. grinding down the enemy in a war of attrition. • 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. Chaos Bikers and Raptor Cults both become 1 b a 0-1 selection. The army may not include Chaos Space Marines or Chaos Bikers. The only exception to this are Khorne Berserkers which become a 0-1 Elite choice. They fight with a cause and l bitter determination unlike any other force in the galaxy. nding Likewise when in the defence of their own mighty strongholds and Iron Warriors army is near impossible to dislodge. Noise Marines. The Iron Warriors player may choose as many terrain pieces as equal to the D3 result in his own deployment zone and fortify them. • Any unit in the army may attempt to regroup even when below 50% of their original starting number. Models with a Mark of Chaos or able to take a Mark of Chaos must have the Mark of Tzeentch. They favour marching to war on foot and utilize no special troops of any kind. Units including any models with a heavy weapon may not make use of this rule. their now bloated and diseased bodies feeling no pain as they shrug off enemy fire in a slow but never ending march. Any model able to take melta bombs may do so free of charge. roll a D3.

It has been said engaging the Alpha Legion is e exactly as engaging their name sake would be. 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. they rise up in two others until their enemy is left confused. Pink Horrors or Plaguebearers. In addition the following rules apply to the entire army. Daemonettes. infiltration and sabotage. • • Cults of Chaos may count towards your compulsory troop choices. 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. (Models able to select Models Daemonic Gifts may still select their usual allotment in addition to this) Raptor Cults count as scoring units. The army may not include any Summoned Great Greater Daemons. They specialize in information warfare and plan for every eventual outcome. • Any units carrying an Icon of Chaos Glory benefits from the Stubborn Universal Special Rule. 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. This does not apply to Summoned Daemons. Friendly Possessed Chaos Space Marines may re-roll the die s re when rolling for their Daemonkin rule. This does not apply to Cults of Chaos. surrounded and completely defeated. Summoned Greater Daemons may not be used and only the icons carried by Cults of Chaos may be used to summon Lesser Daemon Packs. In addition the following rules apply to the entire army. All Aspiring Champions may purchase . Obliterator Cults or Cults of Chaos. • 13 | C h a o s S p a c e M a r i n e s . ink In addition the following rules apply to the entire army. crushing their cs enemies utterly. Any models with access to daemonic gifts gain the Daemonic Visage gift for free.We Have Come For You! Legion: Night Lords For the Dark Gods! Legion: Word Bearers ht The Night Lords crave one thing. 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. Bloodletters. • • • • • For the Emperor! Hydra Dominatus! Legion: Alpha Legion Alpha Legionnaires are masters of subterfuge. Obliterator Cults or Raptor Cults. Any friendly model able to take a personal icon may do so for free. Daemonic Visage for an additional 5 pts. They are the masters of terror tactics and overwhelming force. the sewing of fear and confusion. The Word Bearers are religious fanatics. • All friendly units benefit from the Night Vision Universal Special Rule. es Any friendly infantry units left in reserves may make use of the outflank special rule. For every front they are defeated on. worshiping and serving the chaos gods with a determination and fervour unmatched by even the Imperial Ecclesiarchy. This does not apply to Summoned Daemons.

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. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. Daemonic Mutation and Daemonic Rune. Champion of the Gods Abaddon is the mightiest of all Chaos Champions and has earned untold gifts and blessings from the dark gods. 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. Furthermore enemy units in combat with Abaddon suffer -2 to their leadership value from his Daemonic Visage instead of the normal -1. from Slaanesh +1 Initiative and from Tzeentch +1 to his Invulnerable save. Daemon Prince or Sorcerer Lord. He has the following Daemonic Gifts. All of these are already included in his profile. 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. Drach'nyen confers an additional attack to Abaddon in the assault phase. The effects of each of these have already been included in his profile. Range 24" Strength 4 AP 2 Type Assault 2 Drach'nyen Found in the crypts below the Tower of Silence on Uralan. 14 | C h a o s S p a c e M a r i n e s .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. Drach'nyen is an ancient and powerful daemon weapon which rends apart reality itself. Each has blessed him with their mark which have been combined into the Mark of Chaos Ascendant. 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. His presence commands respect from those who follow him and sews dread in those who oppose him. from Nurgle +1 toughness. Mark of Chaos Ascendant Abaddon is the foremost champion of the entire Chaos pantheon. 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. In addition the storm bolter may be fired in the shooting phase with the profile below. It counts as a Lightning Claw in all respects that may also re-roll any failed to hit rolls in close combat. Lord of the Black Legion Abaddon is the unquestioned ruler of the Black Legion and the mighty leader of the terrifying Black Crusades. All Chaos units in an army lead by Abaddon benefit from the Stubborn Universal Special Rule and any unit Abaddon joins becomes Fearless. Daemonic Visage. Against a vehicle Drach'nyen always inflicts a single glancing hit in addition to any other damage caused if the attack scored a hit. Daemonic Strength. Abaddon wields the mighty sword along with his Talon of Horus making him a nigh unstoppable terror in close combat. He is their chosen one and has earned each of their favours in turn. Daemonic Essence. Daemonic Aura. 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. This attack is in addition to his normal attacks. From Khorne he is blessed with +1 attack.

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. infiltration and sabotage. unassuming armour blending in seamlessly with the lowliest recruit to highest officer alike. Demagogue Kor Phaeron is an incredibly skilled orator and well versed in the counter arguments of the Imperial creed. Any friendly Chaos models aside from Daemons within 12" of Kor Phaeron use his Leadership value and any unit Kor Phaeron joins becomes Fearless. Arkos may join one friendly squad before deployment. He is able to inspire those around him under his charge to great heights of fanatical fervour. 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.KOR PHAERON. he and that unit then both benefit from Arkos' Infiltrate Universal Special Rule. 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. Arkos strives to make his appearance identical to each of the battle brothers in his legion and wears rather plain. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. He may still choose to leave the unit whenever he wishes and follows all the other Independent Character rules normally. 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. Like all his fellow Chaplains he once branded their badge of office. using this position to manipulate the enemy and draw information and support for the rest of their forces. 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. the mighty Crozius Arcanum. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. 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. 15 | C h a o s S p a c e M a r i n e s . only one of him may ever be taken in any army. only one of him may ever be taken in any army. Arkos and his Warband are no exception and have even on many occasions disguised themselves and infiltrated Imperial forces as friendly Imperial Marines. For the Emperor The Alpha Legion is known for its use of subterfuge. An Accursed Crozius is a power weapon and personal icon that also grants Kor Phaeron a 4+ invulnerable save. 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 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. 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. 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. He also counts as a Daemon Prince in all respects and thus an army including him may not also include another Daemon Prince. crushing unwary foes in close combat or destroying enemy armour. Servo Arms Honsou. only one of him may ever be taken in any army. 16 | C h a o s S p a c e M a r i n e s . has great servo arms attached to the back of his power armour. In every dimension he ghosts and hardens. then fades to smoke. 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. Chaos Lord or Sorcerer Lord. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. All enemy units with at least one model within 12" of Krieg suffer a -1 modifier to their leadership value. Roll a D6 and on the result of a 4+ one Immobilized or Weapon Destroyed result is repaired. power and barbed adamantium teeth. Daemon Prince or Sorcerer Lord. his clawed hands formed not of flesh or metal but from the raw stuff of darkness itself. 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. In addition he may attempt hasty battle field repairs and mend friendly vehicles. This modifier is cumulative with Krieg's Daemonic Visage. 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. This potent mix sews absolute dread into those who look upon him or hear his mighty voice. as if uncomfortable with solidity. His folded wings of tattered leather slip between material and ether as if on fire. It is a close combat weapon that grants Honsou +1 strength in close combat and the Rending special rule. venting smoke and ash. In the Assault Phase. His voice is a thing of mingled screams and the echoes of tortured souls. harmonised and directed. In addition Honsou rolls 2D6 for armour penetration. he moves on legs of in-corporeality. In his shooting phase instead of firing any weapons he may attempt to repair any vehicle in base contact. Their original function was for battlefield repairs but serve him just as well as powerful limbs for breaching enemy fortifications. Honsou may make two attacks in addition to his normal attacks worked out as a power fist. as many in the Iron Warriors.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. The Shadow King Krieg is a creature of shadow who appears to exist between our world and the boundless expanse that is the Immaterium.

Nurgle's Rot and Pestilent Smog. his armour becoming the Destroyer Hive belching forth great flies. Furthermore the Black Staff also counts as a Force Weapon.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. Psychic Duel and Guiding Eye of Tzeentch. Doombolt. Wind of Chaos. He may cast three psychic powers every turn and may cast any amount of psychic powers that count as a ranged shooting attack. Mass Mutation. Warptime. only one of him may ever be taken in any army. Wind of Chaos. 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). count as having offensive and defensive grenades as the miasma of disease chokes the enemy into submission. Bolt of Change. He also counts as a Sorcerer Lord in all respects and thus an army including him may not also include another Sorcerer Lord. Gift of Chaos. 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. Talisman of Tzeentch and Icon of Tzeentch. his powers increased tenfold by the Rubric of Ahriman and further enhanced by centuries studying and perfecting his black art. 17 | C h a o s S p a c e M a r i n e s . He also counts as a Sorcerer Lord in all respects and thus an army including him may not also include another Sorcerer Lord. Nurgling Infestation Typhus' armour is home to many mischievous Nurglings who will fight to protect their stinking. Armour saves may be taken as normal against these attacks. He may even cast the same power more than once each turn if he wishes. Daemon Prince or Chaos Lord. Master of Sorcery Ahriman is one of the most potent psykers in the known universe. In the Assault Phase Typhus makes an additional 3+D3 attacks at strength 3 and initiative 2. Grand Illusion. and any unit he joins. 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. 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. In addition Typhus. The Destroyer Hive Typhus is the host of Nurgle's great Destroyer Plague. He knows the following psychic powers. bloated abode in close combat. His Man Reaper follows all the normal rules for the weapon but in addition counts as a force weapon. disease and pestilence from chocking spore stacks. Daemon Prince or Chaos Lord. Typhus is a psyker and knows the following psychic powers. TYPHUS.

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. In addition Kharn rolls 2D6 for armour penetration. 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. 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. 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. He must always charge if able to do so. If Lucius is in base contact with an independent character who has a weapon skill characteristic of 5 or higher. only one of him may ever be taken in any army. 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. Daemon Prince or Sorcerer Lord. each barb's caress causing agonising pain. then he doubles his attacks characteristic but must direct all of his attacks against that model. The Betrayer Kharn is prone to attack anyone nearby in his berserker fury. 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.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. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. Lash of Torment The Lash of Torment writhes out from Lucius hands ensnaring his foes. 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 any rolls to hit of 1 in close combat are resolved against Kharn's own side in any assault. 18 | C h a o s S p a c e M a r i n e s . it's whirring adamantium teeth able to tear through any armour. Daemon Prince or Sorcerer Lord. Martial Pride Lucius has little interest in slaughtering hapless mortals but when confronted with a worthy foe he fights as an enraged daemon. 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. 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.

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. On the result of a 6 Bile's experiments surpassed even his wildest dreams. creating the ultimate. He also counts as a Chaos Lord in all respects and thus an army including him may not also include another Chaos Lord. albeit unstable warriors. On the result of a 1 the enhancements are successful but the warriors fall into a berserk fury. only one of him may ever be taken in any army. On the result of 2-5 the procedure went as planned with no ill effects. Any model that takes an unsaved wound from it is immediately disabled by the pain and suffers Instant Death. bear-like bionic arm and shoulder built to replace Huron's own missing arm. It uses the following profile. 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. 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. Bile's handy work is not always stable however. the unit benefits from +1 strength and is Fearless for the duration of the game. The Hamadrya Huron has a pet creature of unknown origin which he calls his Hamadrya. 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. 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. The Hamadrya is a Chaos Familiar which also grants Huron the Warptime psychic power.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. 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. only one of him may ever be taken in any army. The unit benefits from +1 to their strength and attack characteristics and are Fearless for the duration of the game. Chaos Space Marines units may undergo these procedures (see the Chaos Space Marine entry). The Claw is a Power Fist that incorporates a built in Heavy Flamer. Daemon Prince or Sorcerer Lord. 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. they benefit from +1 strength and are Fearless for the duration of the game but are also subject to the Rage universal special rule. Roll a D6 for each unit of Enhanced Warriors. Xyclos Needler This gun fires a virulent toxin into the target's blood stream. 19 | C h a o s S p a c e M a r i n e s . 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.

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. bolt pistol. -melta. • o • 20 | C h a o s S p a c e M a r i n e s . 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. twin-linked bolter and power weapon for 15 pts • Replace his terminator armour's twinlinked bolter with one of the following: o Combi-flamer. -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. 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 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. frag and krak grenades for terminator armour. • • • • • • 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. -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. bolter. close combat weapon. 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.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 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. 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.

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. 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. May replace his twin-linked bolter with one of the following: o Combi-flamer. -melta. 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. 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) • • • 21 | 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. -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. -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. 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. • 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. bolt pistol and frag and krak grenades for terminator armour and twin-linked bolter for 10 pts. He may replace his power armour. 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 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.

Gunslinger Cypher is famous for his skills wielding both his masterfully crafted bolt pistol and plasma pistol. 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. 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.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. 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. 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. Cypher may fire both pistols twice each in each shooting phase. 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 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. 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). Options: • They may be given one of the following marks of chaos. If Cypher is taken then the unit may not take a Mark of Chaos. CYPHER. In objective based missions place a new objective marker where Cypher was killed instead. -melta. 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. 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. 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. 22 | C h a o s S p a c e M a r i n e s . • Any Aspiring Champion may choose one of the following Daemonic Gifts. 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. 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. Character: • Any model may be upgraded to an Aspiring champion at 5 pts per model.

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.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. melta or -plasma gun for 5 pts. Character: • Any model may be upgraded to an Aspiring champion at 5 pts per model. 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. Twin-linked Flamer. 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. Plasma Cannon. 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. Twin-linked Bolter. Multi-Melta. The Lord's Chosen Units of Chosen are the favoured warriors of the leaders of each of their respected warbands. 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. 23 | C h a o s S p a c e M a r i n e s . Chosen may always re-roll any failed morale or pinning test they are required to take. They radiate this favour and their belief in their own power is unshakable. Twin-linked Melta Gun. Twin-linked Plasma Gun. 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. their armor and their flesh into one and calling upon them at will to lay devastation to their enemies. 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. Only one weapon may be used per turn and the entire unit must choose the same one. Obliterators may choose to fire any of the following weapons each shooting phase. Lascannon. melding them.

1 .) • He may take a personal icon for 5 pts. 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 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. 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. (A unit including a possessed champion may make use of the scout universal special rule. 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 . The Possessed gain the bonuses rolled for the remainder of the game. 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. 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.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.Daemonic Talons: the unit's attacks gain the Rending USR 3 . spikes.Daemonic Appendages: the unit gains +1 Attack 4 .POSSESSED CHAOS SPACE MARINES COST: 21 POINTS EACH Possessed Possessed Champion Unit Type: • Infantry Number/squad: • 5-20 Wargear • Power armour • Claws. 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.Daemonic Foresight: the unit gains the Preferred Enemy USR 6 .Daemonic Strength: the unit gains +1 strength 2 . 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.Daemonic Horns and Tusks: the unit gains the Furious Charge USR 5 . 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).

Dreadclaw Insertion Due to the crazed nature of most Chaos Dreadnoughts. though he may select which profile to use for any weapons that have more than one mode of fire. 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. no holding back. He may replace on twin-linked bolter with a heavy flamer for 10 pts He may take any of the following. 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. only the number of attack on the model's profile). In addition to the normal Daemonic Possession rules the Dreadnought loses his crazed special rule. his twinlinked lascannon for a blastmaster or his heavy flamer for a doom siren. putting the crazed machines right into the midst of the enemy where their mad rage can cause the most damage.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. 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 the assault phase he must assault the closest enemy unit if able. 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. 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. Fire Frenzy: The dreadnought may not move at all in the movement phase nor may he assault in the assault phase. disregarding anything else as he seeks out the closest enemy unit to lay waste with torrents of fire at range. A Chaos Dreadnought may arrive by deep strike if left in reserves. If he runs then he must run towards the closest visible enemy unit. At the start of each of his turns roll a D6. Blood Rage: The dreadnought is subject to the rage and fleet universal special rules. 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. his sanity holding up. 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. and two close combat weapons are not doubled. 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. If a Chaos Dreadnought starts with two dreadnought close combat weapons then treat all fire frenzy results as blood rage instead. 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. 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. On the result of a 1 he falls into a blood rage. If it starts with no dreadnought close combat weapons then treat all blood rage results as fire frenzy results instead. If this leaves him with no remaining close combat weapons then deduct 1 from his attack characteristic. On the result of 2-5 the Dreadnaught acts normally. On the result of a 6 he falls into a fire frenzy. forgoing any thoughts of safety or tactics to seek out the closest enemy to gorge in a bloody escapade of death. 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. In the shooting phase he must turn towards the closest visible enemy unit and fire each of his weapons at them. 25 | C h a o s S p a c e M a r i n e s . Such is the Dreadnought's mad rage that should an enemy not be in sight he will even turn on his fellow Chaos Marines. 4 Options: • He may be given one of the following marks of chaos.

melta or -plasma gun for 10 pts o Havoc launcher for 15 pts • It may take any of the following vehicle upgrades. 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. Models in terminator armour. 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. 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 Twin-linked bolter for 5 pts o Combi-flamer. He may take melta bombs for 5 pts. Access Points: Three. 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. Fire Points: Two from the top hatch Options: • It may take any of the following pintlemounted weapons. • He may replace his bolter with one of the following: o Twin-linked bolter for 5 pts o Combi-flamer. See Fabius Bile's entry for details. -melta. Character: • One model may be upgraded to an aspiring champion for 15 pts. He may take a personal icon for 5 pts. 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. 26 | C h a o s S p a c e M a r i n e s . 1 rear hatch and 2 side hatches.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. 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. 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. 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). lesser daemons of any kind and obliterators may never be transported despite being infantry.

• Combat Drugs At the beginning of the game a unit with combat drugs may consume their deadly narcotics. 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). gaining the ability rolled for the duration of the game. • 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. One model may take one of the following.+1 Weapon Skill 3 .Preferred Enemy 6 . 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. 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.Feel No Pain 5 . • One model may take one of the following icons of chaos. The unit rolls a single D6 and consults the chart below.+1 Attack 27 | C h a o s S p a c e M a r i n e s . 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). Subtract 1 from the result for each non-vehicle enemy unit in line of sight.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. 1 .+1 Initiative 2 . If a unit chooses to do so then they may also take combat drugs for an additional 3 pts per model. close combat weapon and frag and krak grenades free of charge. • 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.+1 Strength 4 . 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. 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. At the start of each chaos movement phase each unit of Berserkers must take a leadership test. • The entire unit may replace their sonic blasters for a bolt pistol.

• 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. The unit must pass a leadership test or all Rubric Marines may only fire at the closest non-vehicle enemy unit. • He may take a personal icon for 5 pts. Transport: • May take a chaos rhino as a dedicated transport (see page 25). If this option is chosen the unit becomes an elite choice. He may replace his power weapon with a force weapon for 10 pts. 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. 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. 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. or -plasma for 10 pts • Transport: • May take a chaos rhino dedicated transport (see page 25). The Aspiring Sorcerer replaces his bolt pistol with a twinlinked bolter.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. -melta. • One model may take an icon of Tzeentch 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. 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. Rubric Marines replace their bolters with a twin-linked bolter and power weapon. All models may replace their power armor for terminator armor for 15 points each. 28 | C h a o s S p a c e M a r i n e s . Each model in the unit gain +1 attack.

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. -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. A unit of cultists must choose one of the following skills. • • • • • • Cults of Chaos Throughout the Imperium lay cults of chaos worshipers secretly furthering their dark patrons' wishes. 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. Scouts: The unit benefits from the Scout and Move Through Cover Universal Special Rule. 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. In times of war. especially when the mighty Traitor Legions are at work these cults rise up and fight in their gods' names. • He may take melta bombs for 5 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. Fanatics: The unit benefits from the Furious Charge Universal Special Rule. He may replace his bolt pistol with a plasma pistol for 10 pts. 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. These cults differ greatly in behaviour and abilities as befits the deities they serve. Assassins: The unit benefits from the Stealth Universal Special Rule.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. 29 | C h a o s S p a c e M a r i n e s . 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.

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. • He may replace his bolt pistol with a plasma pistol for 10 pts. • He may replace his bolt pistol with a plasma pistol for 10 pts. enough to send any foe running in terror. • • 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. 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. 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. Dive Attack Instead of using their jump packs to close quickly with the enemy like more conventional assault troops. He may take melta bombs for 5 pts. Raptors make a series of diving hit and run attacks plummeting quickly into the enemy and striking suddenly and without warning. Character: • One model may be upgraded to an aspiring champion for 15 pts. He may take melta bombs for 5 pts. All Chaos Raptors count as having the Daemonic Visage gift. 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. To represent this Chaos Raptors are not affected by the defensive grenades of any enemy units they assault. 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 . He may take a personal icon for 5 pts.

-melta. 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. 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). They shamble forward unleashing pure devastation upon their foes.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. 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. • May exchange its reaper autocannon for one of the following. 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. Character: • One model may be upgraded to an aspiring champion for 15 pts. 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. • 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. 31 | C h a o s S p a c e M a r i n e s . 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. 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.

• May take a pair of sponsons mounted heavy bolters for 25 pts or a pair of sponsons mounted lascannons for 60 pts. -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. • 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. 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. -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. 32 | C h a o s S p a c e M a r i n e s . 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.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.

After determining their final position finish deploying them as if they had arrived by the deep strike special rule. Instability Tests Lesser Daemons are not long for this world and their forms are unstable. 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. no saves of any kind may be made against these wounds. or a personal icon carried by a model with no mark of chaos or the mark of their god. There are two types of Summoned Daemons available to a Chaos Marine player. the Icon of Chaos Glory. All of the Chaos Spawn in the force must be divided into as few units as possible. 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. It counts as an HQ unit although it does not take up a slot on the force organization chart. 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. If a hit is rolled they will not scatter. 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. 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. As is the nature of Daemons. They do not take up any slots on the force organization chart but otherwise count as a heavy support choice. 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. 33 | C h a o s S p a c e M a r i n e s . Summoned Greater Daemons however are far too powerful to channel directly. 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.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. Furthermore Daemons may only be summoned by an icon of their god. they need a host in which to possess and break through the barriers of their world and ours. If they fail the test suffers as many wounds equal to the amount they failed the test by. On a 4+ the unit is summoned successfully. Lesser Daemons may not move the turn they arrive but act as normal in the following shooting and assault phases. 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. In addition Daemons do not take wounds for No Retreat in close combat due to being Fearless. Each Daemon unit will remain in reserves until the Chaos player chooses to attempt to summon them. Daemons not associated with any god may be summoned by any icon. Only one greater Daemon may be taken per army. however do not roll for their arrival as you would other reserves. Summoned Lesser Daemon Packs and Summoned Greater Daemons. 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. Due to the differing nature of these creatures the rituals and requirements for summoning them is vastly different. 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. The effects of Instability take precedence and are assumed to take such wounds into account. Summoned Lesser Daemon Packs can be summoned directly to our world but their presence here is unstable and their forms will not last long.

Aspiring Sorcerer. Hellblade Serrated swords forged in the fury of the blood god. SUMMONED LESSER DAEMONS LESSER DAEMONS COST: 10 POINTS EACH [TROOPS . the rules for which can be found below. Noise Marine. 2+ 3+ 4+ 5+ 6 Chaos Lord. Warpfire is a ranged weapon with the profile below. slowing their reactions when it matters the most. hellblades are among the most deadly cutting blades in the universe. Cult Champion If successfully summoned replace the chosen model with that of the Greater Daemon. iridescent magical projectiles at their foes. the Icon of Chaos Glory or a personal icon carried by a model with no mark or bearing the mark of their god . After rolling the D6 consult the chart below to see what roll is needed in order for the summoning to succeed. Plague Champion. (only units listed below may be possessed by a greater Daemon). Chaos Havoc. In addition the model they posses may only be chosen if within 6" of an icon of the god they serve. When you wish to summon a Greater Daemon pick one friendly model within 6" of an Icon of Chaos and roll a D6. Changer of Ways The greatest daemons of Tzeentch are powerful magical beings able to decimate armies with their psychic attacks. their every touch instantly infects their target's afflicted bodies. Warpfire The daemons of Tzeentch can summon and cast flaming. Skull Champion. Rending Claws A model with Rending claws has the Rending universal special rule conferred to all of their close combat attacks. Noxious Touch confers poisoned (2+) on the model's close combat attacks. Independent characters used to summon a greater daemon do not confer a kill point to the enemy army in any mission using Kill Points. It may not move in the following movement phase but may act as normal in the shooting and assault phases. Sorcerer Lord Chaos Lieutenant. In addition the model may cast up to two psychic powers each turn and automatically passes any psychic tests they are required to take.Summoned Greater Daemons A Summoned Greater Daemon must possess a friendly model in order to be summoned. Grand Illusion and Psychic Duel (See page 5). Bolt of Change. Aura of Acquiescence The lesser daemons of Slaanesh are surrounded by a bewitching aura which befuddles the enemy. Models with an Aura of Acquiescence count as being equipped with both offensive and defensive grenades. Chaos Sorcerer Aspiring Champion. A model with this special rule is a psyker and knows the psychic powers Doombolt. Noise Champion. 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. Range 18" Strength 4 AP 4 Type Assault 3 Noxious Touch The servant of Nurgle is covered in the most lethal toxins. Greater Daemons are better able to enter the material world through mightier worshipers of chaos or those favoured more by the dark gods.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 . Possessed Chaos Space Marine Chaos Space Marine. 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. Possessed Champion Chosen Chaos Space Marine. A Hellblade is a power weapon. Khorne Berserker. Plague Marine. ___________________________________________________________________________________________________________ The many Lesser and Greater Daemons of Chaos also possess some unique wargear and abilities.

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 .

Large Blast Ordnance 1. Blast * A Missile Launcher may decide to fire either Frag or Krak Missiles each shooting phase. Pinning Assault 1 Heavy 3 Assault 1 Heavy 1 Rapid Fire Pistol Assault 1. Blast. Twin-linked Assault 2 37 | C h a o s S p a c e M a r i n e s . Blast. Pinning Ordnance 1.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. 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. Melta Heavy 1. Strength 7 5 AP 4 4 Type Heavy 2 Assault 3. Blast Heavy 1 Heavy 1. Pinning Heavy 1. 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. Melta Heavy 1. Large Blast Heavy 2.

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