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Codex

Black Legion
Black Legion Special Rules
The models in the Black Legion army use a number of special rules that are common to more
than one unit, as specified in the individual entries that follow. Given here are either the details
of those rules or reference to where you can find them.
Executioner’s Strike
Any model in Terminator Armor that chooses to Deep Strike only rolls a single D6 for scatter,
rather than the usual 2D6. In addition, the unit may re-roll its reserve roll dice if the player so
chooses.
In addition to those units listed with this rule, any Black Legion model wearing Terminator
armor also gains Executioner’s Strike. Also, all models in a unit must have this rule to benefit
from it.

Forces of the Black Legion
Abaddon the Despoiler
Abaddon is the supreme leader of the Black Legion, their new and dreaded Warmaster. For
10,000 years he has led his legion in an endless war against the Corpse God and his minions,
sustained by his hatred and his desire for revenge.
Special Rules
Fearless, Eternal Warrior, Daemonic Aura, Executioner’s Strike, Independent Character
 Commanding Presence
Abaddon is a consummate leader, controlling his forces through a mixture of fear, respect, and
masterful abilities of oration.
Any friendly Chaos units within 12” of Abaddon gain the Fearless special rule.
 Warmaster of the Black Legion
After they became the Black Legion, Abaddon has lead his warriors through countless battles.
They, like their master, have become hard-bitten and experts at war.
If Abaddon is included in a Black Legion army, you may select up to three units of Chaos
Chosen.
Wargear
 Mark of Chaos Ascendant

Like Horus before him, Abaddon has managed to serve all the gods without giving himself to
any one god. This is signified by a unique mark, which combines the powers of all four Dark
Gods. Abaddon’s profile is modified accordingly, including his invulnerable save being
modified to a 4+.
 Talon of Horus
The Talon of Horus counts as a master-crafted lightning claw. It also incorporates an early,
custom storm bolter with the following profile:
Range
24”

Strength
5

AP
5

Type
Assault 3

In addition, any enemy unit in close combat with Abaddon suffers a -1 penalty to all Morale
checks.
 Drach’nyen
Drach’nyen counts as a power weapon. In the Assault phase, Abaddon may make a single
special attack with Drach’nyen, in addition to his normal attacks. If he hits, the attack wounds
automatically. In addition, any model wounded by this attack suffers Instant Death. Vehicles
struck by this attack suffer an automatic penetrating hit.
 Chaos Terminator Armor
The armor worn by Abaddon is blessed by the Dark Gods, granting him protection against the
psychic powers of his enemies.
If Abaddon, or the unit he is with, is affected by an enemy psychic power, roll a D6. On a roll of
4+ that power is nullified.
Mordred the Black
Mordred was once a marine of great ambition. A rival to Abaddon, the two vied for their
Primarch’s favor on many occasions. One such time would irrevocably change Mordred from
the proud warrior he was, to the taciturn marine he is today.
During an engagement against a hostile xenos battle cruiser, Abaddon and Mordred were each
given command of a squad of Terminators and tasked with wiping the vessel clean of the filthy
aliens. What transpired after the legionaries were teleported on board the enemy ship is known
only to Abaddon and Mordred, for they were the only ones to return. After their report to him,
Horus bade them never speak of it, and he gave no official report of it.
Afterwards, Mordred was never the same, and became like a shadow to Abaddon. Though is
skill of arms and many victories in battle would have surely propelled him through the ranks,
Mordred never sought such honors and even refused them when they were suggested.
Forevermore he would stand with Abaddon – no longer as his peer, but as his servant and silent
bodyguard.
Special
Fearless, Executioner’s Strike
 Defend the Warmaster

Mordred has dedicated his life to safeguarding Warmaster Abaddon, and spends countless hours
drilling his squad in protective stances and techniques.
A single Independent Character that has joined Mordred’s squad (chosen at the start of each of
the Chaos player’s turns) gains a 5+ Invulnerable save, or has his existing Invulnerable save
increased by +1. If Abaddon has joined Mordred’s squad, he must be selected as the recipient of
this bonus. Note that this bonus applies even if Mordred is removed, as he has trained his squad
extensively.
Wargear
 The Hand of Strife
The Hand of Strife is a massive, two-handed power mace. It was said to be a gift from Horus
himself, and now symbolizes Mordred’s brutal, unflinching command of his squad.
The Hand of Strife is a power weapon that adds +2 to the wielder’s Strength in close combat. In
addition, such is the force of a blow from the weapon that all models that suffer an unsaved
wound from it and are not killed must make an immediate Toughness test or suffer an additional
wound, with no armor or invulnerable saves allowed.
Because of its size, the Hand of Strife requires two hands to use, so Mordred may not claim the
bonus for a second close combat weapon.
Daemon Prince
Daemon Princes are the mightiest of the Chaos God’s followers, having been elevated by their
dark masters to the immortal ranks of daemonhood. These princes of the Warp lead mighty
hosts of Chaos or act as patrons to powerful Chaos Lords.
Special Rules
Fearless, Eternal Warrior
 Psyker
Some Daemon Princes are gifted with psychic abilities by their patron god. If a Daemon Prince
does not have the Mark of Khorne, he may be upgraded to a psyker. He may choose one psychic
power from those available to Sorcerers. He may use one psychic power per turn.
Wargear
 Kai Gun
Ancient and terrible weapons, kai guns are the mad creations of a lost race. Infused with the
power of the Warp, these guns are wielded by only the most powerful of Daemon Princes.
A kai gun is a ranged weapon that uses the following profile:
Range
24”

Strength
6

AP
3

Type
Rapid Fire

 Wings
A daemon prince equipped with wings function in all ways as jump infantry, though its unit type
doesn’t change. As such, a daemon prince with wings may be held in reserve and arrive using
the deep strike rules.

Chaos Lord
Special Rules
Fearless, Independent Character
Wargear
 Daemon Weapon
See the Daemon Weapon section below.
Chaos Champion
The path to immortality is a long and bloody struggle for a champion of Chaos. Those who
distinguish themselves from their battle-brothers, through acts of carnage and victories on the
battlefield, rise to become Chaos Champions. Favored by the Dark Gods, they serve as
lieutenants to mighty Lords and Daemon Princes, or lead their own small warband of Chaos
Marines. They fight the Long War in hopes of rising to the rank of Chaos Lord, and perhaps
someday achieving the immortality of daemonhood.
Special Rules
Fearless, Independent Character
Chaos Sorcerer
Special Rules
Independent Character
 Psyker
A Sorcerer is a psyker. He may choose any two psychic powers from those available to
Sorcerers. He may use one psychic power per turn.
 Master Sorcerer
A Sorcerer that has been upgraded to a Master Sorcerer may use a second psychic power each
turn, for a total of two powers each turn.
Wargear
 Force Weapon
See the Warhammer 40,000 rulebook.
 Warp Talisman
Any enemy pskyer within 36” of a Warp Talisman suffers a -1 penalty to its Leadership when
attempting use a psychic power. If the enemy psyker is within 18” of the Warp Talisman, this
penalty increases to a -2.
If an enemy is within range of multiple Warp Talismans, the effects are cumulative up to a
maximum of a -3 penalty.
 Warp Focus
All of the sorcerer’s psychic shooting attacks count as twin-linked.
Chaos Psychic Powers

A Chaos Sorcerer has two psychic powers; an Aspiring Sorcerer and a Daemon Prince with the
Psyker upgrade have a single psychic power (chosen when the army is picked). A model may
use one power per player turn, with the exception of a Sorcerer that has been upgraded to a
Master Sorcerer, in which case he can use up to two psychic powers each turn. All Chaos
psychic powers are used following the rules given in the main Warhammer 40,000 rulebook.
Doombolt
The sorcerer blasts the enemy with a succession of bolts made of raw Chaos energy.
This power is a psychic shooting attack and has the following profile:
Range
18”

Strength
4

AP
3

Type
Assault 6

Warptime
The sorcerer surrounds himself with a dimensional instability, which warps the passage of time
and grants him the opportunity to place his attacks with supernatural precision.
This power is used at the start of any player’s turn. If successful, the Sorcerer may re-roll all
rolls to hit and rolls to wound for the duration of that player’s turn.
Gift of Chaos
The sorcerer unleashes a whirling flash of Chaos energy, which envelopes the target and rapidly
mutates them. As the power of Chaos flows through the target, the unfortunate victim’s bones
writhe, its flesh distorts and agonizing mutations tear the enemy apart.
This power is used at the start of the Chaos player’s turn. The sorcerer may by in close combat
at the time, as may the target. If successful and the target is found to be within 6” of the sorcerer,
the target must make a Toughness test. If it fails, it is removed as a casualty. Use the model’s
base toughness and a roll of 6 is always a failure, regardless of Toughness. Models without a
Toughness characteristic cannot by affected.
If the player has a model available, he may replace the slain victim with a Lesser Chaos Spawn.
The spawn is immediately under the Chaos player’s control. A Lesser Chaos Spawn is treated as
an individual unit and is always ignored for the purposes of any and all mission objectives. If the
victim was in base contact with friendly models, they are now engaged in combat with the
spawn, though it doesn’t count as charging.
Wind of Chaos
The sorcerer unleashes a torrent of Chaos energy, which engulfs his foes and sears flesh from
bones and blasts through even the thickest armor.
This power is a psychic shooting attack and has the following profile:
Range
Template

Strength
X*

AP
2

Type
Assault 1

*Wind of Chaos always wounds on a 4+, regardless of the target’s Toughness. Vehicles struck
suffer a Glancing hit on a 4+.

any models in Terminator armor. making it easier for his allies to arrive from the Warp. writhing chains erupt from the ground around his enemies. Eternal Hatred Calling forth his and his allies disdain for the weak.Chaos Gate Summoning forth the power of Chaos. Lash of Submission (Slaanesh only) A glowing whip of immaterial energy snakes out from the sorcerer’s hand and lashes across the battlefield. to a maximum of 2+. the sorcerer blurs the line between the immaterium and reality. If a model already has an invulnerable save from another source. This power is a psychic shooting attack and has the following profile: Range 36” Strength 6 AP 5 Type Assault 1. Shield of the Empyrean The sorcerer raises his hand on high. Note that Lesser Daemons may be Summoned within the area exactly as if the power were an Icon of Chaos. pinning A unit forced to take a Pinning test suffers a -1 penalty to their Leadership test. this save is improved by 1 instead. The sorcerer and any unit he is with receive a 6+ invulnerable save until the end of the following player turn. binding them where they stand. This power is used at the start of the sorcerer’s Movement phase. Those caught within its ethereal barbs are momentarily in thrall to the sorcerer’s will. This power is a psychic shooting attack and has the following profile: Range 24” Strength n/a AP n/a Type Assault 1 . This power is used at the start of the Chaos player’s turn and the Sorcerer may not use this power in the same turn that he arrives from Reserves. This power is used at the start of the sorcerer’s Movement phase. Obliterators. For the duration of the Chaos player’s turn. Chains of Torment Balefire burns in the sorcerer’s eyes as barbed. The sorcerer and any unit he is with gain the Rage and Preferred Enemy universal special rules for the duration of the Chaos player’s turn. blast. and swirling torrent of warp energy surrounds him and his allies. the sorcerer infuses them with a warpspawned hate. or Lesser Daemons that wish to teleport onto the battlefield via the Deep Strike rule and choose to do so within 18” of the sorcerer won’t scatter.

Vehicles are unaffected by this power. no damage is done.If the target is hit. the sorcerer discerns the path of his enemies and redirects their fate toward their own demise. the target must re-roll any successful armor saves and/or cover saves for the duration of the Chaos player’s turn. which causes rapid mutation. This power is a psychic shooting attack and has the following profile: Range 36” Strength 8 AP 1 Type Heavy 1. Poisoned (4+) All enemy models within 6” of the sorcerer are hit automatically. Models that have arrived from Reserve in the same turn cannot be possessed. the target must take a Pinning test. This moved is not slowed by difficult terrain. The sorcerer may be in close combat at the time. Nurgle’s Rot (Nurgle only) Gurgling praise to Grandfather Nurgle. the sorcerer belches forth a disgusting miasma of disease. replacing it with the Greater Daemon model. but dangerous terrain tests are taken as normal. the Greater Daemon possesses the body of an Independent or Upgrade Character in the Chaos Marine army. . After this. the target is moved 2D6” by the Chaos player. Melta Twisting Path (Tzeentch Only) Calling upon the Changer of Ways. Instead. as may the targets. or within 1” of enemy models. formed of raw Chaos. On the turn in which it becomes available. Victims may not be moved off the table. If there are no suitable models on the table at the time the Greater Daemon becomes available. This power is used at the start of the Chaos player’s turn. Select one enemy unit within 24” of the sorcerer. it cannot enter the battle and is destroyed. Greater Daemon of Chaos Special Rules Fearless  Blood Sacrifice A Greater Daemon of Chaos always begins the game in Reserve. Bolt of Change (Tzeentch only) The sorcerer hurls a ball of roiling energy. tearing the target apart. The controlling player chooses any suitable model in his own army and removes it from play. This power is a psychic shooting attack and has the following profile: Range n/a Strength 3 AP - Type Assault 1. into impassable terrain. If the psychic test is successful.

all models in the same unit as the Banner of the Black Legion gain the Counter Attack universal special rule whilst the Banner Bearer is still alive. Operating away from bulk of the army for extended periods of time. it is a symbol of both their glorious past and their quest to overcome their shame. In addition. The Banner of the Black Legion functions as an icon of chaos. this ancient banner bears the sigils and heraldry of the entire legion. moving ahead of the main force to provide intelligence to their lord and wreak havoc amongst the enemy. the Greater Daemon cannot do anything in that turn’s Movement phase. the possessed model is killed and the Greater Daemon is deployed anywhere within 2” of one of the vehicle’s access points. often acting as his personal guard.If the model that is possessed is inside a transport. Scout. but may otherwise act normally (including charging in the Assault phase). they often have access to the choicest of weapons. Special Rules Infiltrate. They are amongst a Lord’s most trusted and devoted followers. Special Rules Fearless  Psyker (Aspiring Sorcerer only) An Aspiring Sorcerer is a psyker. Often veterans of the Long War. He may use one psychic power per turn. He may choose any one psychic power from those available to Sorcerers. Wargear  Banner of the Black Legion Carried by the most favored of the legion’s warriors. If the possessed model was engaged in close combat. they are masters of combat. the former Sons of Horus ever fight to defend their dark honor and martial supremacy. With grim pride. Chaos Marine Chosen The ranks of the Traitor Legions are filled with brutal and skilled warriors. Chaos Terminators Special Rules Executioner’s Strike Wargear Chaos Marauders Marauders form the vanguard of the Chaos Marine armies. Move Through Cover . For the Black Legion. Amongst the most powerful of these are the Chosen. Veterans of a thousand wars. their skill lies in infiltration and stealth rather than brutal combat. Once deployed. the Greater Daemon is placed as close as possible to the spot it occupied. but at least 1” away from any enemy models.

Daemonic Fire The unit gains the following shooting attack: Range Strength AP Type 12” 4 5 Assault 2  Daemonic Strength In the Assault phase. Possessed Chaos Marines Special Rules Fearless Wargear  Greater Daemonic Gifts .  Fire Frenzy . In addition.Daemonic Speed The unit gains the Fleet special rule. the model gains the Rage and Fleet universal special rules for the remainder of the turn. .Wargear  Camo Cloaks A model equipped with a camo cloak gains the Stealth universal special rule.Daemonic Talons In the Assault phase.  Daemonic Blast The Possessed Champion gains the following shooting attack: Range Strength AP Type 12” 6 3 Assault 1 Chaos Dreadnought Special Rules  Crazed At the start of the Chaos player’s turn. all of the unit’s attacks gain the Rending special ability. .  Lesser Daemonic Gifts . .Daemonic Fury The unit gains the Furious Charge special rule. This rule is ignored if the Dreadnought is Immobilized. the Dreadnought may not fire in that turn’s shooting phase. all of the unit’s attacks gain the Poisoned (4+) special ability. .Daemonic Visage The unit counts as being armed with Assault grenades. all of the Possessed Champions attacks count as a Power weapon. .Daemonic Resilience The unit gains the Feel No Pain special rule.Daemonic Venom In the Assault phase. On a 1. roll a dice for each Chaos Dreadnought in the army.

 Chaos Hammer During the Horus Heresy. but are considered to be AP -. A Dreadnougth armed with two power scourges may re-roll failed to hit rolls in close combat. Chaos Bikers. all models that suffer an unsaved wound from a chaos hammer and are not killed will be knocked reeling. Furious Charge Plague Marines Special Rules Fearless. See the Warhammer 40. This weapon eventually became the Thunder Hammer. . Wargear  Dreadnought Close Combat Weapon A dreadnought close combat weapon is a power weapon and doubles the Dreadnought’s Strength in close combat (to a maximum of 10). After firing and for each weapon it does this with. a Chaos Dreadnought may fire any of its Heavy weapons twice (doubling its rate of fire). Against vehicles with no Initiative value. a massive powered hammer used to smash asunder armor and fortifications. whenever a chaos hammer inflicts any damage result. it also inflicts a Crew Shaken result. One example of this is the Chaos Hammer. reducing their Initiative to a value of 1 until the end of the next player’s turn. Chaos Marines. it suffers an automatic hit to its side armor at the Strength and AP of the weapon fired. In addition.000 rulebook for details.In the Shooting phase. as both are considered special weapons. Weapons with a Strength of 5 or lower will inflicting a glancing hit a roll of 6. Feel no Pain Wargear  Blight Grenades Blight grenades function of defensive grenades. A Dreadnought armed with both a power scourge and a dreadnought close combat weapon may not use both weapons in the same turn. Dreadnoughts were often used as test beds for weapon systems intended for Terminator units. Chaos Havocs Khorne Berzerkers Special Rules Fearless. but still sees use by the Traitor Legions on their war machines. A chaos hammer counts as a dreadnought close combat weapon.  Power Scourge A power scourge is composed of a number of lashing arms or tendrils covered in razor sharp barbs and blades. A power scourge is a power weapon that grants +2 Attacks to the Dreadnought in close combat.

Pinning Heavy 1. the Thousand Sons Marines roll a single dice for their Slow and Purposeful movement. When a Lesser Daemon unit becomes available . He may choose any one psychic power from those available to Sorcerers. against which most mundane armor is no defense. even in missions that do not normally allow the Reserves rule to be used. Slow and Purposeful (Thousand Sons only)  Psyker (Aspiring Sorcerer only) An Aspiring Sorcerer is a psyker. He may use one psychic power per turn. Wargear  Inferno Bolts The shells fired by the bolters of the Thousand Sons Marines are charged with baleful sorcerous energies.  The Sorcerer Commands Unless led by an Aspiring Sorcerer or an Independent Character with the Mark of Tzeentch.  Balefire Flamer Range Strength AP Type Template 4 5 Assault 1. Rending Lesser Daemons of Chaos Special Rules Fearless  Summoned Units of Lesser Daemons always start the game in Reserve. The AP value of the squad’s bolters (and Aspiring Sorcerer’s bolt pistol if taken) is 3 instead of the normal 5. Pinning Blast Master Range 36” 36” Doom Siren Range Strength AP Type Template 4 3 Assault 1 Thousand Sons Special Rules Fearless.Noise Marines Special Rules Fearless Wargear  Sonic Blaster Type Varied Single  Type Varied Single  Range 24” 24” Strength 4 6 AP 5 4 Type Assault 2 Heavy 1 Strength 5 7 AP 4 3 Type Assault 2.

they are deployed via the Deep Strike rule.  Writhing Mass See Chaos Spawn entry. Chaos Raptors Special Rules  Fearsome Visage After millennia within the Eye of Terror and a lifetime of war. the unit must Run towards the closest enemy.from Reserves. Note that the icon must already be on the table at the start of the turn for it to be used. but after that they are free to act as normal. the unit may never board a transport (or enter a building) or be joined by an Independent Character. the unit must always try to assault the closest enemy. including launching an assault in the Assault phase. the unit cannot enter the battle and is destroyed. In addition. Lesser Chaos Spawn Special Rules Fearless  Mindless See Chaos Spawn entry. as though they had suffered one more wound than they would have otherwise. the baroque armor worn by Chaos Raptors is warped into terrifying images of shock and awe. Chaos Spawn Special Rules Fearless. each Chaos Spawn has D3+1 Attacks – roll each time they are about to attack. Rending. If there are no icons on the table at the time the summoned unit becomes available. the unit cannot do anything else in that turn’s Movement phase. except that the first model must be placed within 6” of an Icon of Chaos. further amplifying the baleful war cries of these merciless predators. Deep Strike . Once deployed. In the Shooting phase. Obliterator Cult Special Rules Fearless. Any enemy unit that loses a close combat to one or more units of of Raptors suffers a -1 penalty to their Morale check. Fleet  Mindless Chaos Spawn are subject to the Rage special rule. In the Assault phase. Slow and Purposeful.  Writhing Mass In combat.

Large Blast Range 24” Strength 10 AP 2 Type Ordnance 1. Chaos Rhino Transport The Rhino has a transport capacity of ten models. Roll a D6 in the Shooting phase. heavy flamer. The entire squad must choose the same weapon . . Special Rules  Repair Rhinos are exceptionally resilient vehicles and can often be repaired by their crew in the heat of battle.Wargear  Obliterator Weapons Obliterators may fire one weapon from the following list in each Shooting phase: Lascannon. or twin-linked flamer. multi-melta. Chaos Predator Wargear See Weapons for various weapon profiles Chaos Defiler Special Rules Fleet Wargear  Dreadnought Close Combat Weapon See the Chaos Dreadnought entry  Battle Cannon Name Battle Cannon Range 72” Strength 8 AP 3 Type Ordnance 1. It cannot carry Lesser Daemons or models in Terminator armor. twin-linked meltagun. Large Blast Chaos Vindicator Wargear  Demolisher Cannon Name Demolisher Cannon . plasma cannon. then in subsequent turns the crew can attempt a temporary repair instead of the vehicle shooting.Access Points: Rhinos have one access point on each side of the hull and one at the rear. and on a 6 the vehicle is no longer immobilized. If a Rhino is immobilized for any reason. twin-linked plasma gun.Fire Points: Two models can fire from the Rhino’s top hatch. .

” Only models with the corresponding Mark of Chaos may select these items/powers. Access Points: Land Raiders have one access point on each side of the hull and one at the front. Mark of Khorne Models with the Mark of Khorne gain +1 Attack.Chaos Land Raider. and is granted special powers and gifts by their patron. These are noted both here and in the army list later. In addition. Certain wargear items and psychic powers are granted to servants of a particular Chaos god. For example. a psyker given this mark may re-roll one failed psychic test per turn. Special Rules Assault Vehicle Wargear  Stygian bolters Stygian bolters are a combination of multiple twin-linked bolters and combi-flamers. Each stygian bolter consists of two twin-linked bolters. . Wargear Marks of Chaos A model bearing a mark of Chaos has been claimed by one of the Four Greater Powers of Chaos. the Bloodfeeder is a gift of Khorne. Mark of Tzeentch Models with the Mark of Tzeentch gain a +1 to their Invulnerable save (to a maximum of 2+). and would be noted as: “Bloodfeeder (Khorne only). and Land Raider Depoiler Transport Chaos Land Raiders have the transport capacity listed below: Type Land Raider Land Raider Slaughterer Land Raider Despoiler Transport Capacity 10 16 12 - Fire Points: None. Land Raider Slaughter. fired as a single weapon. If given to a model that does not normally have an Invulnerable save. In addition. once per game it may be fired as a twin-linked flamer.  Frag Assault Launchers The hull of a Land Raider Slaughterer is studded with explosive charges designed to hurl shrapnel at the enemy as the troops inside charge out. this Mark confers an Invulnerable save of 5+. Any unit charging into close combat on the same turn as it disembarks from a Slaughterer counts as having frag grenades.

Weapons Autocannon Range Strength AP Type 48” 7 4 Heavy 2 Auxiliary Bolter An auxiliary bolter can be fired in addition to another weapon.Mark of Nurgle Models with the Mark of Nurgle gain +1 Toughness. Boltgun Range Strength AP Type 24” 4 5 Rapid Fire Bolt Pistol Range Strength AP Type 12” 4 5 Pistol Blast Master See the Noise Marines entry. Battle Spikes The armor of a champion of Chaos is festooned with all manner of blades and spiky bits. Range Strength AP Type 12” 4 5 Assault 2 Balefire Flamer See the Thousand Sons entry. A model armed with Battle Spikes can re-roll a single failed roll to wound in each Assault phase. This bonus does not affect the model’s Toughness in regards to the Instant Death rule. used both for trophy racks and combat. Blight Grenades See the Plague Marine entry . Mark of Slaanesh Models with the Mark of Slaanesh gain +1 Initiative.

as described in the Warhammer 40. Chainaxes and claws are close combat weapons. as Chaos Marines use all manner of weapons. See the Warhammer 40.000 rulebook. combi-plasma gun. Doom Siren See the Noise Marines entry. or combiflamer) can choose to fire either the bolter.000 rulebook. Frag Grenade Frag grenades are assault grenades.Chainfist A chainfist is treated exactly as a power fist. or the secondary weapon. each with the profile listed elsewhere in this section. though the deadly chainaxes and chainswords are the favored weapons of the Traitor Legions. Hand Flamer Range Strength AP Type Template 3 6 Pistol Heavy Bolter Range Strength AP Type 36” 5 4 Heavy 3 Heavy Flamer . Flamer Range Strength AP Type Template 4 5 Assault 1 Force Weapon See the Warhammer 40. The bolter can be fired every turn. Chainaxes and Claws Chaos Marines utilize an array of close combat weapons. You cannot fire both weapons in the same turn. Equally deadly are the claws and warpforged weapons of their daemonic allies. but the secondary weapon can only be fired once per battle (a combi-plasma gun can Rapid Fire). Combi-weapon A Chaos Marine armed with a combi-weapon (combi-meltagun. but rolls 2D6 for its armor penetration value. as described in the Assault Phase chapter of the Warhammmer 40. Note that is perfectly permissible to represent this with chainswords or other close combat weapons.000 rulebook.000 rulebook for details.

Blast Multi-melta Range Strength AP Type 24” 8 1 Heavy 1. a krak grenade rolls 6+D6 for armor penetration. Type Range Krak 48” Frag 48” Strength 8 4 AP 3 6 Type Heavy 1 Heavy 1.Range Strength AP Type Template 5 4 Assault 1 Inferno Bolts See the Thousand Sons entry.000 rulebook for details on using krak grenades.000 rulebook for details of using meltabombs. Melta Missile Launcher Each time a missile launcher fires. the controlling player can choose which type of missile is being used. See the Warhammer 40. See the Vehicles chapter of the Warhammer 40. See the Vehicles chapter of the Warhammer 40. Krak Grenade When used against a vehicle. Master-Crafted Weapons A master-crafted weapon allows the bearer to re-roll one failed to hit per player turn when using the weapon. Meltagun Range Strength AP Type 12” 8 1 Assault 1. Meltabomb When used against a vehicle. Melta Plasma Cannon . a meltabomb rolls 8+2D6 for armor penetration. Lascannon Range Strength AP Type 48” 9 2 Heavy 1 Lighting Claw A lightning claw is a power weapon and it also allows the wielder to re-roll any failed to wound roll in the Assault phase.000 rulebook for details.

Warp Blade Infused with the power of the Warp. Reaper Autocannon Range 36” Strength AP 7 4 Type Heavy 3 Sonic Blaster See the Noise Marines entry. and also doubles the user’s Strength (up to a maximum of 10) in the Assault phase. A power mace counts as a power weapon. . When a mace strikes true. Note that only one Toughness test is taken per Assault phase. the power mace saw wide use during the Great Crusade and later the Horus Heresy. See the Warhammer 40. regardless of how many wounds are inflicted by the power mace. Power Weapon Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armor saves. etc. they are more easily controlled. Gets Hot! Plasma Pistol Range 12” Strength AP 7 2 Type Pistol.000 rulebook for details.Range 36” Strength AP 7 2 Type Heavy 1. In addition. A warp blade is a power weapon that grants the wielder an additional D3 Attacks in an assault. Attacks with a power fist are always delivered at Initiative 1 (ignore Initiative bonuses from special rules. wargear. Blast. it can unleash a powerful burst of energy. Gets Hot! Power Fist A power fist counts as a power weapon. though it is much more limited than its contemporary counterpart. a warp blade contains the bound essence of a lesser daemon. Gets Hots! Plasma Gun Range 24” Strength AP 7 2 Type Rapid Fire.). all models that suffer an unsaved wound from it and are not killed must make an immediate Toughness test or suffer an additional wound – normal saves apply. Power Mace The precursor to the modern thunder hammer. Though weaker than a true daemon weapon.

Plaguebringer (Nurgle only) . Blast Bloodfeeder (Khorne only) Usually taking the form of an axe. Ether Lance Appearing as a great lance or grotesque cannon. Dreadaxe Taking the form of a monstrous axe. Darkblade This blade may take the form of a wicked scimitar. In addition.Because of its size. roll a D6 for each daemon weapon currently on the table. this is no armor or shield that can protect against its bite. or simply an axe or mace. Because of its size. a warp blade requires two hands to use. greatsword. At the start of the Chaos player’s turn. or pick. In the Assault phase. great broadsword. Such power comes at a price. the daemon within has rebelled and attacks the wielder. In addition. attacks from a dreadaxe bypass Invulnerable saves of any kind. the wielder attacks with +2 Strength in close combat. Roll each time the wielder is about to attack. Daemon Weapons A Daemon Weapon is a powerful symbol of the might of Chaos and a devastating weapon in the hands of a champion of the Dark Gods. the wielder gains an additional +1D6 Attacks. swallowing up its enemies. The model suffers an immediate Strength 6. it must be wielded in two hands so the bearer cannot gain an additional attack for having a second close combat weapon. An ether lance is a power weapon. On a roll of 1. it may be fired in the Shooting phase with the following profile: Range 18” Strength AP 5 2 Type Assault 1. it must be wielded in two hands so the bearer cannot gain an additional attack for having a second close combat weapon. AP 1 hit. this frightening weapon opens a hole into the Warp itself. In addition. A bloodfeeder is a power weapon. A dreadaxe is a power weapon. however. In the Assault phase. A darkblade is a power weapon. a bloodfeeder is infused with the essence of a raging Bloodthirster. Because of its size. regardless of its source. so the wielder may not claim the bonus for a second close combat weapon. the wielder may not benefit from any Invulnerable save he may have.

those wounded by a Blissgiver are pitched into an ecstatic coma from which there is no recovery. They may always start the game in reserve and arrive using the deep strike rules. any wounds caused on the enemy by a blissgiver inflict Instant Death. Models equipped with a Daemonic Aura receive an Invulnerable save of 5+. regardless of the target’s Toughness. In addition. a Plaguebringer carries a deadly contagion that can fell even the toughest foes. A plaguebringer is a power weapon. Armor Chaos Armor Models equipped with Chaos armor receive an armor save of 2+. A deathscreamer is a power weapon. . However. A blissgiver is a power weapon.Encrusted with filth. A model equipped with Terminator armor receives an armor save of 2+ and an invulnerable save of 5+. Power Armor Models equipped with Power armor receive an armor save of 3+. during the Assault phase the wielder’s attacks count as Poisoned (3+). even if it is not part of the mission being played. and cannot embark into Rhinos. they cannot perform a Sweeping Advance. In addition. In addition. the Deathscreamer hurls magical blasts at the wielder’s foes. Any model wearing Terminator armor can be teleported onto the battlefield. it may be fired in the Shooting phase with the following profile: Range 24” Strength AP 4 3 Type Assault D6 Blissgiver (Slaanesh only) A slender blade or writhing whip. Terminator Armor Models in Terminator armor have the Relentless universal special rule. Terminators count as two models for the purposes of transport capacity. Deathscreamer (Tzeentch only) Appearing as a blade of fire or a twisted gun. Daemonic Aura Warp energies surround and protect the unit from harm.

or Lesser Daemons that wish to teleport onto the battlefield via deep strike and choose to do so within 6” of a model carrying an Icon of Chaos won’t scatter. Other Equipment Chaos Marine Bike Models equipped with a Chaos Marine bike follow all the rules for bikes as described in the Warhammer 40. Also note that the icon must already be on the table at the start of the turn for it to be used. . Icon of Slaanesh This icon functions as an Icon of Chaos. the units type changes to Jump Infantry. all models (except Independent Characters joining the unit) in the same unit as the Icon of Nurgle gain the Mark of Nurgle whilst the icon bearer is still alive.000 rulebook.Greater Daemonic Aura The warp energies that protect the unit are more powerful than most. If the icon bearer is inside a transport. wings. Icon of Chaos Any models in Terminator armor. In addition. then the range of the Icon is 6” from the transport vehicle’s hull. In addition. all models (except Independent Characters joining the unit) in the same unit as the Icon of Slaanesh gain the Mark of Slaanesh whilst the icon bearer is still alive. not for units entering play using jump packs. Obliterators. all models (except Independent Characters joining the unit) in the same unit as the Icon of Khorne gain the Mark of Khorne whilst the icon bearer is still alive. Note that the icon only works for units that are teleporting. Icon of Khorne This icon functions as an Icon of Chaos. In addition. Icon of Nurgle This icon functions as an Icon of Chaos. In addition. Disc of Tzeentch A model mounted on a Disc of Tzeentch gains a +1 bonus to Attacks in close combat. In addition. Icon of Chaos Glory This icon functions as an Icon of Chaos. Models equipped with a Greater Daemonic Aura receive an Invulnerable save of 4+. or other means of transport. the unit may re-roll any failed Morale checks whilst the icon bearer is still alive. Chaos Marine bikes are fitted with a twin-linked bolter.

but may board a Chaos Land Raider (in which case it counts as two models). Vehicle Armory Battle Cannon See the Defiler entry. Daemonic Possession The vehicle’s crew has been replaced by a daemon. a model mounted on a Juggernaut may not board a transport. In addition. As such. Dirge Caster . The vehicle ignores Shaken and Stunned results on the Vehicle Damage table. Also. Because of its size. a fusion of steel and daemon flesh. as well as a +1 bonus to Wounds. all models (except Independent Characters joining the unit) in the same unit as the Icon of Tzeenthc gain the Mark of Tzeentch whilst the icon bearer is still alive. they may be held in reserve and arrive using the deep strike rules. In addition. as well as a +1 bonus to Toughness.000 rulebook. Juggernaut of Khorne A Juggernaut is a mighty daemonic steed of Khorne. Terrors to behold in battle. Palanquin of Nurgle A model mounted on a Palanquin of Nurgle gains a +1 bonus to Attacks in close combat. A model mounted on a Palanquin of Nurgle may not board a Chaos Rhino. although transported passengers are affected normally.Icon of Tzeentch This icon functions as an Icon of Chaos. these unstoppable beasts are gifted to the greatest of Khorne’s champions. the vehicle’s BS is reduced to 3. Steed of Slaanesh A model mounted on a Steed of Slaanesh gains a +1 bonus to Attacks in close combat. A model mounted on a Juggernaut of Khorne gains a +1 bonus to Strength and Attacks in close combat. the units type changes to Bike. Demolisher Cannon See the Vindicator entry. as described in the Warhammer 40. Jump Pack Models equipped with jump packs are jump infantry.

then either a Weapon Destroyed result or Immobilized result (owning player’s choice) will be repaired. . Parasitic Possession The vehicle is possessed by a particularly cowardly daemonic entity. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but. having acquired a target. Roll a D6 at the start of the Chaos players Shooting phase for each damaged vehicle with this upgrade. See the bolter entry for details. Extra Armor Vehicles equipped with extra armor count Crew Stunned results on the Vehicle Damage table as Crew Shaken results instead. Only then does it work to repair and maintain the vehicle it resides in.When the vehicle uses a Tank Shock attack. Pintle-mounted twin-linked bolter Pintle-mounted twin-linked bolters are treated as an additional weapon. that weapon can be fired in the following Shooting phase. as if the night fighting rules were not in effect. with the profile of a normal combi-weapon.000 rulebook for details. Smoke Launchers See the Vehicle section of the Warhammer 40. Searchlight Searchlights are used when the night fighting rule is in effect. with the profile of a normal twin-linked bolter. Havoc Launcher Range 48” Strength AP 4 6 Type Heavy 2. However. a vehicle that uses a searchlight can be targeted during the following enemy turn. If the result is 5 or more. Blast Pintle-mounted combi-weapon Pintle-mounted combi-weapons are treated as an additional weapon. any other unit that fires at the illuminated unit does not use the night fighting rule. See the combi-weapon entry for details. any enemy unit affected suffers an extra -1 modifier to their Leadership. who only grants its aid when its own since of self-preservation kicks in. Dozer Blade Vehicles equipped with dozer blades can re-roll failed Difficult Terrain tests. For the rest of the Shooting phase. will illuminate it with the searchlight. If a Weapon Destroyed result is repaired. as the enemy can see the searchlight.

. Chains of Torment.………………………120 pts Name Daemon Prince WS 7 BS 5 S 6 T 5 W 4 I 5 A 4 Ld 10 Sv 3+ Unit Composition: Unit Type:  1 Daemon Prince  Monstrous Creature Wargear: Special Rules:  Power armor  Fearless  Daemonic Aura  Eternal Warrior  Chainaxe Options:  May take one of the following: .A power mace +10 pts . Lash of Submission (Slaanesh only). Warptime. Gift of Chaos.Mark of Slaanesh +10 pts . Chaos Gate.Mark of Tzeentch +20 pts .Mark of Nurgle +20 pts  A daemon prince that does not take a Mark of Khorne may be upgraded to a psyker for 30 pts and gains one of the following powers: Doombolt.….………….A power fist +25 pts ..………………. Bolt of Change (Tzeentch only)  Replace chainaxe with: . Wind of Chaos.HQ Abaddon the Despoiler……………………………….. Nurgle’s Rot (Nurgle only).285 pts Name Abaddon WS 7 BS 5 S 4 T 4(5) Unit Composition:  1 (Unique) Wargear:  Drach’nyen  Talon of Horus  Chaos Terminator armor  Icon of chaos  Mark of Chaos Ascendant W 4 I 6 A 4+1 Ld 10 Sv 2+ Unit Type:  Infantry Special Rules:  Fearless  Daemonic Aura  Independent Character  Commanding Presence  Eternal Warrior  Executioner’s Strike Daemon Prince………….A lightning claw +15 pts .A warp blade +20 pts .….Mark of Khorne +10 pts ..

……………………….Mark of Khorne +10 pts .…..A power fist or warp blade +25 pts .A power mace +20 pts .Icon of Chaos .A reaper autocannon .Battle spikes .Plaguebringer (Nurgle only) +25 pts Sv 3+ .90 pts Name Lord WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Unit Composition: Unit Type:  1 Chaos Lord  Infantry Wargear:  Power armor Special Rules:  Daemonic Aura  Fearless  Chainaxe  Independent Character  Bolt pistol  Frag and krak grenades Options:  May take one of the following: .A heavy flamer or heavy bolter .Mark of Slaanesh +10 pts .Auxilliary bolter .Darkblade +35 pts . or plasma pistol +15 pts .Dreadaxe +30 pts .Deathscreamer (Tzeentch only) +25 pts .Wings +10 pts +25 pts +30 pts +15 pts +x pts +5 pts +5 pts +5 pts +20 pts +40 pts Chaos Lord……………………………….Greater daemonic aura .. lightning claw.A power weapon.Mark of Nurgle +20 pts  May replace chainaxe and/or bolt pistol with: .Mark of Tzeentch +15 pts .    May take one of the following: .Ether Lance +30 pts .Bloodfeeder (Khorne only) +30 pts .A Kai gun Replace power armor with chaos armor May become a Disciple of May take any of the following: .

Combi-flamer.Bloodfeeder (Khorne only) +15 pts . frag and krak grenades with Terminator armor with power weapon and: .Chainfist. Name Chosen WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 3+ .Lightning claw or power mace +5 pts .Palanquin of Nurgle (Nurgle only) +30 pts . may have one of the following: .A twin-linked bolter +5 pts . or –plasma +40 pts . or -plasma +10pts Replace power armor with chaos armor +15 pts May become a Disciple of +x pts May take any of the following: .Chaos Marine bike +35 pts .A lightning claw +45 pts Replace Terminator armor’s power weapon with: .Darkblade +20 pts .Disc of Tzeentch (Tzeentch only) +35 pts .Dreadaxe or Ether Lance +15 pts .Power fist +10 pts .Steed of Slaanesh (Slaanesh only) +35 pts .Juggernaut of Khorne (Khorne only) +40 pts Chosen Chaos Marines……………………………….Meltabombs +5 pts .Auxilliary bolter +10 pts .Jump pack +25 pts .       .Plaguebringer (Nurgle only) +10 pts . bolt pistol.Deathscreamer (Tzeentch only) +10 pts .Greater daemonic aura +20 pts Replace power armor.A combi-flamer.Icon of Chaos +5 pts .. This unit does not count against your HQ allowance.……25 pts per model You may include one unit of Chosen Chaos Marines for every Chaos Lord in your army. -melta.….Blissgiver (Slaanesh only) +15 pts If Terminator armor is not chosen.Battle spikes +10 pts .A twin-linked bolter +35 pts .A bolter +2 pts . -melta.Blissgiver (Slaanesh only) +30 pts May take one of the following: .

A combi-flamer. Gift of Chaos. -melta. frag and krak grenades with Terminator armor and: . Eternal Hatred. bolt pistol.A twin-linked bolter +17 pts .Meltabombs +5 pts  Any model may replace power armor.A power fist +25 pts  Any model may replace its power weapon with: . Shield of the Empyrean. Warptime. Options:  Any Chosen may be upgraded to a Chosen Champion +10 pts  One Chosen may be upgraded to an Aspiring Sorcerer.A combi-flamer.A lightning claw free . replacing his power weapon with a force weapon +45 pts  An Aspiring Sorcerer has one of the following powers: Doombolt. Wind of Chaos. or –plasma +22 pts . -melta.A power mace +5 pts .A power fist +10 pts .A plasma pistol or lightning claw +15 pts .A bolter free .A warp blade +15 pts  Any model may take: .Aspiring Sorcerer Chosen Champion 4 4 4 4 4 4 4 4 1 1 4 4 2 3 10 10 3+ 3+ Unit Composition: Unit Type:  3-10 Chosen  Infantry Wargear:  Power armor  Power weapon  Bolt pistol  Frag and krak grenades Special Rules:  Fearless Dedicated Transports:  May select a Rhino or a Land Raider of any type as a dedicated transport.A lightning claw +27 pts  Any model in Terminator armor may replace his power weapon with: . or -plasma +10 pts . Chains of Torment  The Aspiring Sorcerer may take a warp talisman +15 pts  Any model may replace its bolt pistol with: .A twin-linked bolter +5 pts .

.Icon of Tzeentch +40 pts .   .A warp blade or chainfist +15 pts One model may carry one of the following : .Icon of Nurgle +50 pts .A power fist +10 pts .Banner of the Black Legion +35 pts If Terminator armor is not chosen.….……….. but are otherwise treated as separate HQ units.…………………..….Icon of Slaanesh +20 pts . Name Champion WS 5 Unit Composition:  1 Chaos Champion Wargear:  Power armor  Daemonic Aura  Chainaxe  Bolt pistol  Frag and krak grenades Options: BS 5 S 4 T 4 W 2 I 5 A 2 Ld 10 Unit Type:  Infantry Special Rules:  Fearless  Independent Character Sv 3+ .Icon of Khorne +30 pts . the entire squad may be mounted on Chaos Marine bikes +25 pts per model One Chosen Champion per army may be upgraded to Mordred the Black: +85 pts Mordred the Black…………………….A lightning claw or power mace +5 pts .Icon of Chaos +5 pts ...………………….+85 pts Name Mordred WS 6 BS 5 S 4 T 4 Unit Composition:  1 (Unique) Wargear:  The Hand of Strife  Terminator armor  Auxiliary bolter  Battle spikes W 2 I 5 A 3 Ld 10 Sv 2+ Unit Type:  Infantry Special Rules:  Fearless  Executioner’s Strike  Defend the Warmaster Chaos Champion…………………….60 pts You may include up to two Chaos Champions as a single HQ choice..……….

lightning claw. or plasma pistol +15 pts .A power fist or warp blade +25 pts May take one of the following: . bolt pistol.Jump pack +25 pts .Palanquin of Nurgle (Nurgle only) +30 pts .Juggernaut of Khorne (Khorne only) +40 pts .Mark of Nurgle +20 pts May replace chainaxe and/or bolt pistol with: .Mark of Tzeentch +15 pts .A power weapon.Mark of Khorne +10 pts . -melta.A combi-flamer. -melta.Combi-flamer.        May take one of the following: .Steed of Slaanesh (Slaanesh only) +35 pts .Auxiliary bolter +10 pts . or –plasma +40 pts .Disc of Tzeentch (Tzeentch only) +35 pts . or -plasma +10pts May become a Disciple of +x pts May take any of the following: .Power fist or warp blade +10 pts .Meltabombs +5 pts .Chaos Marine bike +35 pts . may have one of the following: .Battle spikes +10 pts Replace power armor.Lightning claw or power mace +5 pts .Icon of Chaos +5 pts .A twin-linked bolter +35 pts .A twin-linked bolter +5 pts .Chainfist +15 pts If Terminator armor is not chosen.A bolter +2 pts .Mark of Slaanesh +10 pts .A lightning claw +45 pts Replace Terminator armor’s power weapon with: .A power mace +20 pts . frag and krak grenades with Terminator armor with power weapon and: .

…………………. bolt pistol. or –plasma +40 pts  If Terminator armor is not chosen.………. Nurgle’s Rot (Nurgle only). Wind of Chaos. -melta. Eternal Hatred.Palanquin of Nurgle (Nurgle only) +30 pts .A twin-linked bolter +35 pts . frag and krak grenades with Terminator armor and: .Steed of Slaanesh (Slaanesh only) +35 pts . Bolt of Change (Tzeentch only)  May become a Disciple of +x pts  May take an Icon of Chaos +5 pts  Replace power armor.Mark of Nurgle +20 pts  A Sorcerer has two of the following powers: Doombolt..Chaos Marine bike +35 pts . Chaos Gate.Mark of Slaanesh +10 pts . Lash of Submission (Slaanesh only).….Disc of Tzeentch (Tzeentch only) +35 pts .……………………. Chains of Torment.A combi-flamer.90 pts Name Sorcerer WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 3+ Unit Composition: Unit Type:  1 Chaos Sorcerer  Infantry Wargear:  Power armor  Daemonic Aura  Warp Talisman  Force Weapon  Bolt pistol  Frag and krak grenades Special Rules:  Independent Character  Psyker Options:  Upgrade to a Master Sorcerer +50 pts  May take one of the following: . may have one of the following: . Warptime.Jump pack +25 pts .. Shield of the Empyrean. Gift of Chaos.Chaos Sorcerer….Juggernaut of Khorne (Khorne only) +40 pts ..Mark of Tzeentch +20 pts .

…………………………….………. Options:  One Terminator may be upgraded to a Terminator Champion: +10 .. Name Greater Daemon WS 8 BS 0 S 6 T 6 Unit Composition:  1 Greater Daemon Wargear:  Claws  Greater Daemonic Aura W 4 I 4 A 5 Ld 10 Sv -- Unit Type:  Monstrous Creature Special Rules:  Fearless  Blood Sacrifice Elites Chaos Terminators………………………………….…….32 pts per model Name Terminators Terminator Champion WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 3 Ld 10 10 Sv 2+ 2+ Unit Composition: Unit Type:  3-10 Terminators  Infantry Wargear: Special Rules:  Terminator armor  Executioner’s Strike  Power weapon  Twin-linked bolter Dedicated Transport:  One Terminator squad in the army may select a Land Raider of any type as a dedicated transport. Name Lesser Spawn WS 3 BS 0 S 5 T 5 Unit Composition:  1 Lesser Spawn Wargear:  Claws W 2 I 2 A D3+1 Ld 10 Sv -- Unit Type:  Infantry Special Rules:  Fearless  Mindless  Writhing Mass Greater Daemon …………. and may not otherwise be purchased.…………. 100 pts You may include a single Greater Daemon..…. This unit does not count against your HQ allowance. Gift of Chaos..Lesser Chaos Spawn This unit is created by the psychic power.

Icon of Tzeentch +40 pts .A chainfist +15 pts Any model may replace their twin-linked bolter with: .A heavy flamer +5 pts .. missile launcher or autocannon +10 pts .A combi-flamer.Plasma gun.A power fist +10 pts .18 pts per model Name Marauder Aspiring Champion WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 9 10 Unit Composition: Unit Type:  5-10 Chaos Marauders  Infantry Wargear: Special:  Power armor  Infiltrate  Chainaxe  Scout  Bolt pistol  Move Through Cover  Bolter  Frag and krak grenades Options:  One Marauder may be upgraded to an Aspiring Champion: +15 pts  One Marauder may replace his bolter with one of the following: .Icon of Khorne +30 pts .Icon of Slaanesh +20 pts .Flamer.Icon of Nurgle +50 pts Chaos Marauders ………….A reaper autocannon +25 pts If the squad numbers ten models.A lightning claw +10 pts One model may replace his twin-linked bolter with: .Icon of Chaos glory +10 pts .Lascannon +15 pts  Up to two Marauders may select one of the following options:  Replace their chainaxe and/or bolt pistol with one of the following: .……………. heavy bolter +5 pts .. or -plasma +5 pts .A lightning claw or power mace +5 pts . a second model may replace his twin-link bolter with one of the above heavy weapons for the points listed..Plasma pistol. One model may carry one of the following : . power weapon or lighting claw +15 pts Sv 3+ 3+ . meltagun.…..     Any model may replace their power weapon with: . -melta. …………………….

Icon of Khorne +30 pts .………….….Power fist +25 pts Or replace their bolter with one of the following: .Daemonic strength or daemonic blast +15 pts  The entire unit may be given one of the following lesser daemonic gifts: .      .Meltagun or plasma gun +10 pts Any model may take: .Icon of Nurgle +50 pts Possessed Chaos Marines…………………….A plasma pistol.A twin-linked bolter +3 pts .Icon of Tzeentch +40 pts .Icon of Slaanesh +20 pts .……….Daemonic speed or daemonic fire +4 pts per model Sv 3+ 3+ .Flamer +5 pts ..Daemonic visage +3 pts per model . or -plasma +10 pts One model may carry one of the following : .A combi-flamer.Icon of Chaos glory +10 pts .A power fist +25 pts The Aspiring Champion may replace his bolter with: . -melta.Meltabombs +5 pts The squad may have camo cloaks: +3 pts per model The Aspiring Champion may replace his chainaxe and/or bolt pistol with: .22 pts per model Name Possessed Possessed Champion WS 4 4 BS 4 4 S 5 5 T 4 4 W 1 1 I 4 4 A 2 3 Ld 10 10 Unit Composition: Unit Type:  5-20 Possessed  Infantry Wargear: Special Rules:  Power armor  Fearless  Daemonic Aura  Claws Dedicated Transport:  May select a Rhino Options:  One Possessed may be upgraded to a Possessed Champion: +10 pts  The Possessed Champion may given any of the following: . power weapon or lighting claw +15 pts .

  The entire unit may be given one of the following greater daemonic gifts: .Chaos hammer (with built in twin-linked bolter) +5 pts  Replace a single twin-linked bolter with heavy flamer +10 pts  Take extra armor +15 pts  Take a havoc launcher +15 pts A 3 .…………….Icon of Slaanesh +20 pts .Additional Dreadnought close combat weapon (with built in twin-linked bolter) free .Power scourge (with built in twin-linked bolter) +10 .Icon of Chaos +5 pts ..……….…………………….Icon of Khorne +30 pts .Plasma cannon or twin-linked autocannon +10 pts .Daemonic fury or daemonic talons +5 pts per model .Power scourge (with built in twin-linked bolter) free ...Daemonic venom +4 pts per model .Twin-linked lascannon +30 pts  Replace a single Dreadnought close combat weapon and twin-linked bolter with: ..Daemonic resilience +8 pts per model One model may carry one of the following : .115 pts Name Dreadnought WS 4 BS 4 S 6 F 12 --Armor-S 12 R 10 I 4 Unit Composition: Unit Type:  1 Dreadnought  Vehicle (Walker) Wargear:  Multi-melta Special Rules:  Dreadnought close-combat weapon  Crazed (with built in twin-linked bolter)  Fire Frenzy  Smoke launchers  Searchlight Options:  Replace multi-melta with: .Twin-linked heavy bolter +5 pts .Twin-linked heavy flamer free .Missile launcher +10 pts .Icon of Tzeentch +40 pts .Icon of Nurgle +50 pts Chaos Dreadnought….

………….A heavy bolter or flamer free .. or missile launcher +5 pts .A meltagun +5 pts .A power fist +25 pts  The Aspiring Champion may replace his bolter with: . or -plasma +10 pts  The Aspiring Champion may take: ..A flamer free . one Chaos Marine may replace his bolter with one of the following: .A meltagun.Meltabombs +5 pts  One model may carry one of the following : . autocannon.A plasma gun or lascannon +10 pts  The Aspiring Champion may replace his chainaxe and/or bolt pistol with: .A plasma gun +10 pts  If the squad numbers ten or more models.A plasma pistol or power weapon +15 pts . 15 pts per model Name Chaos Marine Aspiring Champion WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 9 10 Unit Composition: Unit Type:  5-20 Chaos Marines  Infantry Wargear:  Power armor  Chainaxe  Bolt pistol  Bolter  Frag and krak grenades Dedicated Transport:  May select a Rhino Options:  One model may be upgraded to an Aspiring Champion: +15 pts  One Chaos Marine may replace his bolter with: .Icon of Slaanesh +20 pts .………. -melta.Icon of Khorne +30 pts .Icon of Chaos glory +10 pts .A twin-linked bolter +3 pts .Icon of Tzeentch +40 pts Sv 3+ 3+ .Troops Chaos Marines………………………………….A combi-flamer.

.……….A hand flamer +10 pts .……….……….A hand flamer +10 pts .….- Icon of Nurgle +50 pts Khorne Berzerkers………………………………….………. a second Berzerker may replace his bolt pistol with a weapon from the above list at the cost listed  The Skull Champion may replace his chainaxe and/or bolt pistol with: .Icon of Chaos +5 pts Plague Marines………………………………….Meltabombs +5 pts  One model may carry one of the following : . 21 pts per model Name Berzerkers Skull Champion WS 5 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+ Unit Composition: Unit Type:  5-20 Berzerkers  Infantry Wargear:  Power armor Special Rules:  Chainaxe  Fearless  Bolt pistol  Furious Charge  Frag and krak grenades  Mark of Khorne Dedicated Transport:  May select a Rhino Options:  One model may be upgraded to a Skull Champion: +10 pts  One Berzerker may replace his bolt pistol with: ..A plasma pistol or power weapon +15 pts .A power fist +25 pts  The Skull Champion may take: ...A plasma pistol +15 pts  If the squad numbers eight or more models. 23 pts per model Name Plague Marine Plague Champion WS 4 4 Unit Composition:  5-20 Plague Marines Wargear:  Power armor BS 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 3 3 Unit Type:  Infantry A 1 2 Ld 10 10 Sv 3+ 3+ .

A combi-flamer. 19 pts per model Name Noise Marine Noise Champion Unit Composition:  5-20 Nosie Marines Wargear:  Power armor  Chainaxe  Bolt pistol WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 5 5 Unit Type:  Infantry A 1 2 Ld 10 10 Sv 3+ 3+ .….A flamer +5 pts ..……….A meltagun +10 pts . or -plasma +10 pts  The Plage Champion may take: . -melta.A plasma gun +15 pts  If the squad numbers seven or more models..A power fist +25 pts  The Plague Champion may replace his bolter with: .……….Icon of Chaos +5 pts Noise Marines…………………………………. a second Plague Marine may replace his bolter with a weapon from the above list at the cost listed  The Plague Champion may replace his chainaxe and/or bolt pistol with: . Chainaxe  Bolt pistol  Bolter  Frag and krak grenades  Blight grenades  Mark of Nurgle Special:  Fearless  Feel no Pain Dedicated Transport:  May select a Rhino Options:  One model may be upgraded to an Plague Champion: +10 pts  One Plague Marine may replace his bolter with: .A plasma pistol or power weapon +15 pts .Meltabombs +5 pts  One model may carry one of the following : .A twin-linked bolter +3 pts .

A sonic blaster +3 pts  For every six models in the squad. one Noise Marine may replace his bolter with: .A plasma pistol or power weapon +15 pts .A doom siren +10 pts  One model may carry one of the following : .A combi-flamer.A twin-linked bolter +3 pts . or -plasma +10 pts  The Noise Champion may take: .A blast master +20 pts  The Noise Champion may replace his chainaxe and/or bolt pistol with: .. Bolter  Frag and krak grenades  Mark of Slaanesh Special:  Fearless Dedicated Transport:  May select a Rhino Options:  One model may be upgraded to an Noise Champion: +10 pts  Any model may replace their bolter with: . 22 pts per model Name Thousand Son Aspiring Sorcerer WS 4 4 Unit Composition:  5-20 Thousand Sons Wargear:  Power armor  Daemonic Aura  Inferno Bolts  Mark of Tzeentch  Bolter Dedicated Transport:  May select a Rhino Options: BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 10 10 Sv 3+ 3+ Unit Type:  Infantry Special:  Fearless  The Sorcerer Commands  Slow and Purposeful (Thousand Sons only)  Psyker (Aspiring Sorcerer only) ..……….Meltabombs +5 pts .A power fist +25 pts  The Noise Champion may replace his bolter with: . -melta.Icon of Chaos +5 pts Thousand Sons………………………………….….……….

....... Wind of Chaos...... Shield of the Empyrean. 13 pts per model This unit does not count against your Troops allowance. 35 pts Name Rhino Unit Composition:  1 Rhino Wargear:  Smoke launchers  Searchlight  Twin-linked bolter Transport Capacity: BS 4 F 11 --Armor-S 11 Unit Type:  Vehicle (Tank) R 10 . Name Lesser Daemon WS 4 BS 0 S 4 Unit Composition:  5-20 Lesser Daemons Wargear:  Claws  Daemonic Aura T 4 W 1 I 4 A 2 Ld 10 Sv -- Unit Type:  Infantry Special Rules:  Fearless  Summoned Dedicated Transports Rhino …………………………........A plasma gun +15 pts  If the squad numbers nine or more models.... a second Thousand Son may replace his bolter with a weapon from the above list at the cost listed.A meltagun or balefire flamer +10 pts ...………....Icon of Chaos +5 pts Lesser Daemon of Chaos……………………………...Warp talisman +15 pts  One model may carry one of the following : .... Warptime........ Chains of Torment. One model may be upgraded to an Aspiring Sorcerer armed with a force weapon +55 pts  The Aspiring Sorcerer may exchange his bolter for a bolt pistol for free  The Aspiring Sorcerer has one of the following powers: Doombolt.………..Meltabombs +5 pts ..  The Aspiring Sorcerer may take: . but otherwise count as Troops.. Gift of Chaos.…. Bolt of Change  One Thousand Son may replace its bolter with: ...

Extra armor +15 pts .A combi-melta.A flamer +5 pts . Ten models  May not transport Lesser Daemons.….Combi-flamer.Havoc launcher +15 pts  May take any of the following: .A dozer blade +5 pts .A power fist +25 pts  The Biker Champion may take: Ld 9 10 Sv 3+ 3+ . Obliterators. or -plasma +10 pts . or -plasma +10 pts .Daemonic possession +20 pts Fast Attack Chaos Bikers………………………………….……….A plasma pistol or power weapon +15 pts .A meltagun +10 pts ..26 pts per model Name Biker Biker Champion WS 4 4 BS 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 4 4 A 1 2 Unit Composition: Unit Type:  3-10 Bikers  Bikes Wargear:  Power armor  Chainaxe  Bolt pistol  Frag and krak grenades  Chaos Marine bike Options:  One Biker may be upgraded to a Biker Champion: +15 pts  Up to two Bikers may replace his bolt pistol with: ..A plasma gun +15 pts  The Biker Champion may replace his bolt pistol and/or chainaxe with one of the following: . -flamer. or models in Terminator armor Special Rules:  Repair Options:  May take one of the following pintle-mounted weapons: .Twin-linked bolter +5 pts . -melta.

. power weapon.A meltagun or hand flamer +10 pts .Icon of Tzeentch .  The Aspiring Champion may replace his bolt pistol and/or chainaxe with one of the following: .Icon of Slaanesh +20 pts Sv 3+ 3+ .. or lighting claw +15 pts .19 pts per model Name Raptor Aspiring Champion WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Ld 9 10 Unit Composition: Unit Type:  5-20 Raptors  Jump Infantry Wargear:  Power armor  Chainaxe  Bolt pistol  Frag and krak grenades  Jump packs Special:  Fearsome Visage Options:  One Raptor may be upgraded to an Aspiring Champion: +15 pts  One Raptor may replace his bolt pistol with: . ..….A plasma pistol.Icon of Chaos glory +10 pts .A power fist +25 pts  The Aspiring Champion may take: .Icon of Chaos glory .Icon of Nurgle +5 pts +10 pts +20 pts +30 pts +40 pts +50 pts Chaos Raptors…………………….A hand flamer +10 pts . a second Raptor may replace his bolt pistol with a weapon from the above list at the cost listed.Meltabombs One model may carry one of the following : .…………………….Meltabombs +5 pts  One model may carry one of the following : .A plasma pistol or plasma gun +15 pts  If the squad numbers ten or more models.A flamer +5 pts .Icon of Khorne .…….Icon of Slaanesh .

…….A meltagun +10 pts ... or missile launcher +10 pts .A heavy bolter.…..………….…. autocannon.A flamer +5 pts .A plasma gun +15 pts .. 15 pts per model Name Havoc Aspiring Champion WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 Unit Composition: Unit Type:  5-20 Havocs  Infantry Wargear:  Power armor  Chainaxe  Bolt pistol  Bolter  Frag and krak grenades Dedicated Transport:  May select a Rhino Options:  One Havoc may be upgraded to an Aspiring Champion: +15 pts  Up to four Havocs may replace their bolter with: .…….A lascannon +25 pts Ld 9 10 Sv 3+ 3+ . 40 pts per model Name Spawn WS 3 BS 0 S 5 T 5 Unit Composition:  1-6 Spawn Wargear:  Claws  Daemonic Aura W 3 I 2 A D3+1 Ld 10 Sv -- Unit Type:  Infantry Special Rules:  Fearless  Mindless  Writhing Mass  Fleet  Rending Heavy Support Chaos Havocs…………………………………..…..- Icon of Khorne Icon of Tzeentch Icon of Nurgle +30 pts +40 pts +50 pts Chaos Spawn………………………………….

…….. or -plasma The Aspiring Champion may take: .Meltabombs One model may carry one of the following : .Icon of Slaanesh . plasma cannon. -melta...Icon of Nurgle +15 pts +25 pts +3 pts +10 pts +5 pts +10 pts +20 pts +30 pts +40 pts +50 pts Obliterator Cult………………………………….….A plasma pistol or power weapon . 75 pts per model Name Obliterator WS 4 BS 4 S 4 Unit Composition:  1-3 Obliterators Wargear:  Power fist  Daemonic Aura  Obliterator weapons (one per turn: lascannon.. twinlinked plasma gun.A power fist The Aspiring Champion may replace his bolter with: .. multi-melta.Icon of Tzeentch .A combi-flamer. twin-linked melta gun) T 4 W 2 I 4 A 2 Ld 10 Sv 2+ Unit Type:  Infantry Special Rules:  Fearless  Slow and Purposeful  Deep Strike Chaos Defiler…. twin-linked flamer.…..135 pts Name Defiler WS 3 BS 3 Unit Composition:  1 Defiler Wargear:  Two Dreadnought close combat weapons  Two twin-linked heavy flamers S 6 F 12 --Armor-S 12 R 10 Unit Type:  Vehicle (Walker) I 3 A 3 .…………………………….………………….Icon of Khorne .    The Aspiring Champion may replace his bolt pistol and/or chainaxe with: .Icon of Chaos glory .A twin-linked bolter .

Twin-linked lascannon +45 pts  May take side sponsons with: ..Heavy bolters +25 pts . Battle cannon  Smoke launchers  Searchlight  Daemonic possession Special Rules:  Fleet Options:  Replace either of the twin-linked heavy flamers with: .Dirge caster +5 pts R 10 .Twin-linked heavy bolter ..……….Havoc launcher +15 pts  May take any of the following: .Combi-flamer.Twin-linked bolter +5 pts .Twin-linked reaper autocannon .Heavy flamers +20 pts .Twin-linked heavy bolter +5 pts .Twin-linked reaper autocannons +25 pts .Dreadnought close combat weapon ( +1 Attack) .Lascannons +60 pts  May take one of the following pintle-mounted weapons: .A dozer blade +5 pts . or -plasma +10 pts .Twin-linked lascannon  May take a pintle-mounted havoc launcher free +15 pts +20 pts +35 pts +15 pts Chaos Predator……………………………………….60 pts Name Predator BS 4 F 13 --Armor-S 11 Unit Composition: Unit Type:  1 Predator  Vehicle (Tank) Wargear:  Autocannon  Smoke launchers  Searchlight Options:  Replace autocannon with: .. -melta.

.Twin-linked bolter +5 pts ..Daemonic possession . .A dozer blade +5 pts .Dirge caster +5 pts .………….. or -plasma +10 pts .Parasitic possession +15 pts +20 pts +30 pts Chaos Vindicator………………………………..Daemonic possession +20 pts .Havoc launcher +15 pts  May take any of the following: .………..Combi-flamer.Extra armor May take one of the following: ..……….225 pts Name Land Raider Unit Composition:  1 Land Raider Wargear:  Two twin-linked lascannons  One twin-linked heavy bolter  Smoke launchers  Searchlight Transport Capacity: BS 4 F 14 --Armor-S 14 Unit Type:  Vehicle (Tank) R 14 .115 pts Name Vindicator BS 4 F 13 --Armor-S 11 R 10 Unit Composition: Unit Type:  1 Vindicator  Vehicle (Tank) Wargear:  Demolisher cannon  Smoke launchers  Searchlight Options:  May take one of the following pintle-mounted weapons: .Extra armor +15 pts  May take one of the following: . -melta.Parasitic possession +30 pts Chaos Land Raider………………………….…….

Parasitic possession +25 pts +5 pts +10 pts +15 pts +5 pts +15 pts +20 pts +30 pts Chaos Land Raider Despoiler…………………………. -melta.. or -plasma +10 pts R 14 .Daemonic possession .215 pts Name Land Raider BS 4 F 14 --Armor-S 14 Unit Composition: Unit Type:  1 Land Raider  Vehicle (Tank) Wargear:  Two twin-linked reaper autocannons  One twin-linked heavy bolter  Smoke launchers  Searchlight Transport Capacity:  Twelve models  May not transport Lesser Daemons or Obliterators Special:  Assault vehicle Options:  Replace twin-linked heavy bolter with: .Combi-flamer.Havoc launcher  May take any of the following: .Twin-linked reaper autocannons  May take one of the following pintle-mounted weapons: .Dirge caster .Extra armor  May take one of the following: . -melta. Ten models  May not transport Lesser Daemons or Obliterators Special:  Assault vehicle Options:  Replace twin-linked heavy bolter with: .Twin-linked bolter +5 pts .Twin-linked reaper autocannons +25 pts  May take one of the following pintle-mounted weapons: ..………..Combi-flamer. or -plasma .Twin-linked bolter .

Dirge caster +5 pts .  ..Combi-flamer.Havoc launcher May take any of the following: . or -plasma +10 pts .……….Daemonic possession ...Dirge caster .Daemonic possession +20 pts .Parasitic possession +30 pts R 14 .245 pts Name Land Raider BS 4 F 14 --Armor-S 14 Unit Composition: Unit Type:  1 Land Raider  Vehicle (Tank) Wargear:  Two stygian bolters  One twin-linked heavy bolter  Frag assault launchers  Smoke launchers  Searchlight Transport Capacity:  Sixteen models  May not transport Lesser Daemons or Obliterators Special:  Assault vehicle Options:  Replace twin-linked heavy bolter with: . -melta.Twin-linked bolter +5 pts .Multi-melta +5 pts  May take one of the following pintle-mounted weapons: .Twin-linked heavy flamer free .Parasitic possession +15 pts +5 pts +15 pts +20 pts +30 pts Chaos Land Raider Slaughterer………………………….Extra armor +15 pts  May take one of the following: .Extra armor May take one of the following: .Havoc launcher +15 pts  May take any of the following: .

Summary Troop Types Name Abaddon the Despoiler Aspiring Champion Aspiring Sorcerer Berzerker Biker Biker Champion Chaos Champion Chaos Lord Chaos Sorcerer Chaos Spawn Chosen Chosen Champion Daemon Prince Greater Daemon Havoc Lesser Daemon Lesser Spawn Marauders Mordred the Black Noise Marine Noise Champion Obliterator Plague Champion Plague Marine Possessed Champion Possessed Raptor Skull Champion Terminator Terminator Champion Thousand Son WS 7 4 4 5 4 4 5 6 5 3 4 4 7 8 4 4 3 4 6 4 4 4 4 4 4 4 4 5 4 4 4 BS 5 4 4 4 4 4 5 5 4 0 4 4 5 0 4 0 0 4 5 4 4 4 4 4 4 4 4 4 4 4 4 S 4 4 4 4 4 4 4 4 4 5 4 4 6 6 4 4 5 4 4 4 4 4 4 4 5 5 4 4 4 4 4 T 4(5) 4 4 4 4(5) 4(5) 4 4 4 5 4 4 5 6 4 4 5 4 4 4 4 4 4(5) 4(5) 4 4 4 4 4 4 4 W 4 1 1 1 1 1 2 3 2 3 1 1 4 4 1 1 2 1 2 1 1 2 1 1 1 1 1 1 1 1 1 Vehicles Name Land Raider Land Raider Slaughterer Land Raid Despoiler Rhino Vindicator Predator BS 4 4 4 4 4 4 Front 14 14 14 11 13 13 --Armor-Side 14 14 14 11 11 11 Rear 14 14 14 10 10 10 I 6 4 4 4 4 4 5 5 4 2 4 4 5 4 4 4 2 4 5 5 5 4 3 3 4 4 4 4 4 4 4 A 4+1 3 2 2 1 2 2 3 2 D3+1 2 3 4 5 1 2 D3+1 1 3 1 2 2 2 1 3 2 1 3 2 3 1 Ld 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 10 9 10 10 10 10 10 10 10 10 10 10 10 10 10 Sv 2+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ -3+ 3+ 3+ -3+ --3+ 2+ 3+ 3+ 2+ 3+ 3+ 3+ 3+ 3+ 3+ 2+ 2+ 3+ .

Gets Hot! Heavy 3 24” 24” 4 6 5 4 Assault 2 Heavy 1 A 3 3 . Blast. Rending Ordnance 1. Blast. Melta 48” 48” 24” 36” 24” 12” 36” 4 8 8 7 7 7 7 6 3 1 2 2 2 4 Heavy 1.Name Defiler Dreadnought WS 3 4 BS 3 4 S 6 6 Front 12 12 --Armor-Side 12 12 Rear 10 10 I 3 4 Weapons Weapon Autocannon Auxiliary Bolter Balefire Flamer Battle Cannon Bolt Pistol Boltgun Blast Master Deathscreamer Demolisher Doom Siren (Varied) (Single) Ether Lance Flamer Hand Flamer Havoc Launcher Heavy bolter Heavy flamer Kai Gun Lascannon Meltagun Missile Launcher (Frag) (Krak) Mulit-melta Plasma cannon Plasma gun Plasma pistol Reaper Autocannon Sonic Blaster (Varied) (Single) Range 48” 12” Template 72’ 12” 24” Str. Gets Hot! Rapid Fire. Blast Heavy 1 Heavy 1. Pinning Heavy 1. Large Blast Pistol Rapid Fire 24” 24” Template 36” 36” 18” Template Template 48” 36” Template 24” 48” 12” 4 10 4 5 7 5 4 3 5 5 5 6 9 8 3 2 3 4 3 2 5 6 5 4 4 3 2 1 Assault D6 Ordnance 1. Twin-linked Heavy 3 Assault 1 Rapid Fire Heavy 1 Assault 1. 7 4 4 8 4 4 AP 4 5 5 3 5 5 Type Heavy 2 Assault 2 Assault 1. Pinning Assault 1. Blast Assault 1 Assault 1 Heavy 1. Large Blast Assault 1 Assault 2. Melta Heavy 1. Gets Hot! Pistol.

+10 pt increase. Used without permission. White Dwarf. units. Citadel Device.Legal Dislcaimer This fan made “codex” is completely unofficial and in no way endorsed by Games Workshop Limited. Tyranid. more options for wargear. Unlocks Chosen units. Necron. the Chaos logo. I did not see why a Chaos Marine would abandon his guns. Morded New SC. the Inquisitor device. Cityfight. Ork skull devices. Didn’t want to nerf. This unit is a no-brainer in the current codex. Eldar symbol devices. Sisters of Battle. locations. and all associated marks. Eye of Terror. race insignia. but decided to increase some costs a bit. Space Hulk. Citadel. Cost of wings increased to 40 pts. where his weapons were used separately. illustrations and images from the Warhammer 40. Warhammer 40k Device. the White Dwarf logo. Inquisitor. Fire Warrior. heavy weapon. Tzeentch. Blood Angels. Forge World. Games Workshop logo. TM and/or © Copyright Games Workshop Ltd 2000-2010. Space Marine chapters. Catachan. Space Marine chapter logos. Space Marine. Slaanesh. Golden Demon. Design Notes HQ Abaddon Changed to be more like earlier versions. and gives options for non-psykers in Shooting phase. the Tau caste designations. Designed to be a bodyguard for Abaddon. and is very powerful. Has many more options. vehicles. Genestealer. Dark Eldar. characters. Tyrannid. but Abaddon is smart enough to use it in moderation and control the daemon. Great Unclean One. variably registered in the UK and other countries around the world. 'Eavy Metal. Daemon Prince No change to stats. Chaos Lord Mostly unchanged. Kroot. Cadian. including the option of carrying a ranged. Eldar. and hope to include at least one in each of my Traitor codexes. based on the points for Winged Hive Tyrant.000 universe are either ®. Nurgle. Bloodquest. Drach’nyen is no longer a Daemon weapon – for fluff. Warhammer. No challenge to their status intended. Adeptus Astartes. Gorkamorka. Keeper of Secrets. I very much like the idea of Upgrade characters. Khorne. Inquisitor:Conspiracies. names. Codex. hopefully making him a more attractive choice. Lord of Change. All Rights Reserved to their respective owners. Ork. races. the Inquisitor logo. Games Workshop. the Chaos devices. . Dark Angels. it is. Daemonhunters. Ultramarines. New weapon: Kai gun – updated version of 3rd ed daemon weapon. Tau.

Stats comparable to Wolf Guard Battle Leader. in line with Pavane of Slaanesh. except for Daemonic weapons and steeds. Should be in line SM Force dome. Should be in line with SM Smite power. but can upgrade to use 2 per turn. Chains of Torment New power. Lash of Submission Changed to a shooting attack. Psychic Powers As is the trend. Doombolt Increased from Assault 3 to Assault 6. May take 2 in one slot. Sorcerer Stats in line with SM Librarian. other powers were improved to be in line with these powers. but has the same affect.Chaos Champion New unit. Written before the BA codex and Unleash Rage. as it confers Rage. psykers do not buy their powers – points are built into the model. Chaos Gate New power. I originally had a Sorcerer Lord/Grand Sorcerer similar to the current Sorcerer also. based on early 2 wound characters (Chaos Lieutenant and Mighty Champion). Warptime Unchanged Gift of Chaos No longer creates a spawn. Name is a reference to the old PC game of same name. based on power from Dawn of War video game. Powers that were around 25-30 points are largely unchanged. as I felt he would not be taken otherwise (except in smaller games). Eternal Hatred New power. but I feel it adds more flavor to it. May use one power per turn. Wind of Chaos Simplified the wording. Slightly weaker than Unleash Rage. Shield of the Empyrean New power. Creates a Lesser Spawn. Nurgle’s Rot Added Poison (4+) Bolt of Change . Has most of the same options as Lord. a version more in line with current codex. but decided to save this for Thousand Sons codex. as Spawn see an increase in power in my version.

Chosen Brought back in line with 3rd ed Chosen and Wolf Guard. in line with SM Command Squad/Captain. Fewer weapon options. Fire Frenzy is now a “special attack” that can be used at will. aside from wording on some of his special rules (included with his entry instead of a separate location). but can be very dangerous to use.Formally Bolt of Tzeentch. lose Infiltrate. May upgrade to Aspiring Champion and Terminator armor. Non-slot unit. Marauders These are the current Chosen. may purchase upgrades similar to 3. +1 to Attack. Lord’s had no really good “bodyguard” unit. Points decreased from 26 to 22. limited by Chaos Lord. Chaos Dreadnought Streamlined Crazed to speed up game play and give some control to the player. with the addition of Scout. wanted to return them to that. May include an Aspiring Sorcerer. Greater and Lesser. Costed similar to SM veterans and honor guard. update of 3rd ed power of same name. Stats unchanged. went back to the 2nd ed name. as some options are not as good as others. Daemonkin is gone. Plus. Greater Daemon Unchanged. Brought back the “Thunder” hammer (now Chaos Hammer) and Power Scourge from 2nd ed. Elites Terminators Only one model may upgraded to a Champion. Power weapon standard. Champion has options. Options split into two groups.5 book that they were the best of the best. Has an option for Camo cloaks – was going to include this standard but wanted to keep costs down. changed from Assault to Heavy. added Melta Twisting Path New power. I like in 3.5 codex. since Chosen can do this now. Increased range from 24 to 36. gain Fearless. Added option for TL Heavy flamer. Possessed Major overhaul. Basic trooper Ld reduced to 9. all models may upgrade weapons. is powerful. Was careful to avoid overly powerful combos with these. Brought weapons points in line with SM . as per SM codex. Seemed to weak compared to BA Blood Lance. More options. and would likely never be used. the Chaos Lord’s ultra-elite.

Rubric marine reduced from 23 to 22 pts. as per BA codex. anti-infantry. May take more Blast Masters. Noise Marines Largely unchanged. Designed to be mid-range. as they were the original test bed for them (would later be used on Titans). Lesser Daemons Unchanged. Doom Siren reduced from 15 to 10. Special weapon availability based on sacred number. This will feature heavily in Thousand Sons codex. 33 to 26 pts. and didn’t want to mix the two. Blast Master reduced from 35 to 20 pts. Plague Marines Special weapon availability based on sacred number. Model points reduced from 20 to 19. brought weapons cost in line with SM codex. Thousand Sons Aspiring Sorcerer is an upgrade option. Raptors . Fast Attack Bikers Points brought in line with SM codex.codex. Sonic Blaster reduced from 5 to 3 pts. Added in special weapon options. Sonic weapons changed to reflect reduced cost and give some consistency between the Blaster and the Blast Master. Despite not liking this change to “generic” daemons. the book needs a cheap. Also. Troops Chaos Marines Largely unchanged. I felt the Daemon codex covers the “specific” versions of old. Added option for Havoc Launcher. Special weapon availability based on sacred number. Special weapon availability based on sacred number. due to weaker stats. Khorne Berserkers Added option for hand flamer. New weapon: Balefire flamer. scoring unit. One point more than SM bikers due to being double armed.

Popular opinion is that current Spawn are useless. set up is more in line with Predator. Restricted special weapons based on squad size. Still can’t be joined or ride a transport. Weapons cost on Predator brought in line with SM codex. Cost brought in line with SM codex. and Land Raider Unchanged. Defiler Stats unchanged. 1 pts more due to Fearsome Visage. Heavy Support (and Rhino) Havocs Unchanged. Weapon load-out more customizable. Spawn Major overhaul. Points brought in line with SM codex. Based on SM variants. The Despoiler features one of the iconic chaos marine weapons. but may have larger squad size. the Reaper Autocannon. Fleet. Unit type changed to Infantry. No longer a non-slot. lower but more reliable. anti-infantry. The current load-out seems a bit random.Added Fearsome Visage. and Nurgle Unchanged Mark of Tzeentch . I felt their lack of any kind of save made them too weak. Obliterators Added heavy flamers to Oblit weapons. Vindicator. Wargear Mark of Khorne. Added option for hand flamer. from 3rd ed Daemonic Visage. primarily used as a troop transport. due to erratic movement. to some degree. Weapon cost brought in line with SM codex. The Slaughterer is a short-ranged. Added 5+ Inv. Predator. Champion can have Lightning claw. Land Raider Slaughterer and Despoiler Two LR variants I had come up with prior to writing this. Initiative decreased from 3 to 2. Slaanesh. Rhino. Random attacks changed from D6 to D3+1. Removed Slow and Purposeful. and Rending. Havoc launcher now an additional weapon option instead of main weapon.

Ether Lance Update of 3. they can be very powerful. Hand Flamer Same as BA version Power Mace Old 2nd weapon. Darkblade Reverted to 3. increased from Heavy 2 to Heavy 3. too. as this seems to balance out. I didn’t see why Sorcerers weren’t as good as Librarians in this regard. Auxiliary Bolter Similar to SM aux grenade launcher. Limited to characters. Based off Mordred’s weapon.5 version. I wanted to make them a bit less random and dangerous.5 version. but is detrimental to user. or utterly useless – I tried to find a balance. Also. it makes the weapon seem even more inferior to Assault cannon. No change in cost. inspired by Abaddon and Zhufor’s custom bolters built into their gauntlets.5 daemon weapon – a bit more powerful than old version. as this is now based on Master Sorcerer upgrade. Dreadaxe Another 3. Reaper Autocannon Didn’t like the idea of a built-in twin-linked ability. Daemon Weapons I do not like the current Daemon Weapons. Battle Spikes Spiky bits from 3rd ed. Limited to characters. which seems unoriginal. was the precursor to thunder hammer. but weaker. and felt Tzeentch sorcerers should be even better. Weapons Most are largely unchanged. Limited to Characters and Terminators. Added ability to re-roll psychic test.Removed ability to cast a 2nd power. Bloodfeeder . Also. as it couldn’t be TLed on a tank. it’s just a TL autocannon with 12” range decrease. Removed TL. Simply bypassing inv saves did not seem too useful. Currently.

does NOT gain Toughness bonus (just movement). Steed of Slaanesh Change to Bike. Juggernaut of Khorne Brought in line with Daemon Codex. Vehicle Armory Largely unchanged Havoc Launcher . Made this change to streamline other icons. but there are no other cavalry/beast in the army. I felt a large wolf (thunderwolf from SW codex) should not be more powerful than a daemon. meaning a model would either be alone or wasting the speed bonus as cavalry. Terminator Armor Brought in line with SM version (ie Relentless) Daemonic Aura Gave the “5+ Invulnerable save” special rule a name… Greater Daemonic Aura A 4+ Inv. Also.Only adds +1d6. Cavalry is more appropriate. Unlike other bikes. upgrade to Lords and Princes (and the Greater Daemon comes with it) Other Equipment Mostly unchanged Icon of Chaos Personal icon of current version. in line with Artificer armor. due to change in how all daemon weapons work Plaguebringer Improved from Poison 4+ to 3+ Deathscreamer and Blissgiver Unchanged Armor Chaos Armor This has been around since 2nd ed.

as melta and plasma components are not defensive. Parasitic Possession Parasitic possession from 3. . This is more in line with the 3rd ed version. but less powerful.Reduced Strength from 5 to 4 and decreased AP from 5 to 6. Fluff-wise. Works much like Techmarine’s Blessing of the Omnissiah.5. removed twin linked. As with the Reaper. these are the precursor to the Cyclone and the larger missile racks on Titans. Pintle mounted combi-weapon and twin-linked bolter Changed wording from “additional defensive weapon” to “additional weapon”. but the Predator is the only one that greatly benefits from this. increased from Heavy 1 to to 2. so it is essentially a 2 shot missile launcher (frag only). It’s decreased strength makes it a Defensive weapon. didn’t like the built-in twin-linked aspect.