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[++Eternal Slaves of Chaos++]
Dark and Terrible is the Universe. Empires rise and fall like the ocean's tide. In the Eye of Terror lies an evil beyond all mortal comprehension, one more fearsome than any threat posed by mortals. It is a rent in the void of space, where the beings of Chaos flow through, unhindered by such primitive ideas like reality.
[++Special Thanks: Black Antelope ++] 1. Introduction and Title Page 2. Special Rules Part I 3. Special Rules Part II 4. Special Rules Part III 5. Paths, Chaos Armor, Chaos Weapons 6. Chaotic Attribute Table and explanations part I 7. Chaotic Attributes explained part II 8. Chaos Rewards 9. Weapons and Mounts 10. Daemon Weapons, Cults, and Veteran Skills 11. Origins and other wargear and psychic wargear 12. Vehicular Upgrades 13. Psychic Powers 14. HQ Choice: Marine Champion 15. HQ Choice: Marine Sorcerer 16. HQ Choice: Dark Apostle 17. HQ Choice: Greater Daemon 18. HQ Choice: Humanoid Champion 19. HQ Choice: Humanoid Sorcerer 20. HQ Choice: Skeletal Champion 21. Dedicated Transports: Rhino and Chimera 22. Dedicated Transports: Renegade Transport 23. Troops Choice: Humanoid Renegades 24. Troops Choice: Marine Renegades 25. Troops Choices: Mutants and Possessed 26. Lesser Daemons 27. Fast Attack Choice: Mounted Renegades 28. Fast Attack Choice: Raptors 29. Fast Attack Choices: Chaos Spawn and Renegade Walkers
30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53.
Chaos Beasts Elites Choice: Chosen Elites Choice: Big Mutants Elites Choice: Chaos Dreadnoughts Elites Choice: Renegade Technological Advisors Elites Choice: Terminators Chosen Daemons Heavy Support Choice: Defiler Heavy Support Choice: Havocs Heavy Support Choices: Predator and Vindicator Heavy Support Choices: Land Raider and Land Raider-Legionnaire Class Heavy Support Choice: Renegade Heavy Vehicles Heavy Support Choice: Obliterator Cult Skarbrand the Exiled and Kairos Fateweaver Kugath, Plaguefather and Hathothamon Saator Deranged Derek Inquisitor Valshezzar and Captain Halgon Ferin Grimjaw and The Black Antelope Lessei Moondancer Abaddon the Despoiler and Ahriman Cypher and Lufgt Huron "Blackheart" Doomrider and Typhus Fabius Bile and Kharn the Betrayer Lucius the Eternal
Animosity: The Chaos gods are all rivals in some way, shape, or form but they each have an archenemy, the polar opposite of themselves. Khorne hates Slaanesh and vice versa, and Tzeentch hates Nurgle and vice versa. If at the start of the movement phase, a marked unit is within 24" of a Rival unit they must take a Ld test: Pass - Act as normal Fail - The unit moves towards the nearest Rival unit by the shortest route possible. If this move brings
them into base contact, they count as charging and assault the rival unit as if it was an enemy. If not in base contact, they must fire any ranged weapons at the unit. Additionally, a Marked IC may not join a unit with a different mark."
Aspire to Glory First of all, there may only be one Aspiring Champion OR an Apprentice Sorcerer in a squad at any time, and there may not be both an Apprentice and an Aspiring Champion in the squad at the same time. Though all Aspiring Champions and Apprentice sorcerers purchased as part of a squad start with all of the weapons and war-gear of that squad, they may only take options from that squad. Aspiring Champions and Apprentice Sorcerers purchased as an HQ choice must purchase any war-gear that modifies movement that the squad they are joined starts out with but they do not lose their original war-gear. For example, an Aspiring Champion as an HQ choice purchased joins a Chaos Biker squad. He must then purchase a Bike. If he joins a Raptor squad, he must purchase a Tactical Assault Pack. Finally, there may only be one Legendary Champion or Major Sorcerer per army. If a Legendary Champion is taken, one Chosen squad may be taken as a Troops Choice. Chaotic Attributes: Troops, Fast Attack, and Heavy Support may purchase up to 2 Chaotic Attributes that are available to squads for that point cost per model unless they are Daemons. Elites may purchase up to 3 Chaotic Attributes that are available to squads for the point cost per model. HQ choices (unless they are Greater Daemons) may purchase up to 150 points of Chaos Attributes or attributes up to their god's sacred number, whichever comes first. HQ choices who have the Mark of Undivided or no Mark at all may only take up to 5 Chaos attributes.
For Daemons: Reroll any Chaotic Attribute if it is Giant Growth Lesser Daemons and Beasts may take up to one free Chaotic Attribute available to squads Chosen Daemons may take up to two free Chaotic Attributes available to squads Greater Daemons may take up to 45 points of Chaotic Attributes free
Chaos Daemons: All Chaos Daemons are Fearless and Eternal Warriors and suffer from Instability. All Chaos Daemons start in Reserve. Next, all Chaos Daemons that have a Save characteristic consider it an invulnerable save with the exception of Daemon Princes. Force Weapons (on a successful psychic test) do d3 wounds to Chaos Daemons. Daemonic Assault: This special rule only comes into play if your army is only comprised of Chaos Daemons and Daemon Princes. No model in this army is ever placed on the field during deployment but your opponent(s) set up as the mission calls for. All units in this army start in reserve even if the mission doesn't call for it. You should declare what the units are and if independent characters are on their own or in squads. At the beginning of your first turn, as best you can divide your army into 2 different blocks that should try and have the same number of models. Then, choose one of the blocks and roll a d6. On a 1-2 the gods are in a fickle mood or perhaps have better plans and choose the other block. On a 3-6, the gods are content with your choice, only because it suits them, not because they care about your 'choice'. If your army consists of only Daemons of a certain mark, add +1 to this roll. If your army consists of daemons with rival Marks, you receive -1 to this roll. The units in that block then Deep Strike on your first turn, and the remaining units in the other block roll for Reserves as normal. Whenever a unit becomes available, it enters via Deep Strike. Icons: There are 2 types of Icons, Summoning and Personal Icons. The type of Daemons that are able to be summoned depend on the Mark of the Icon bearer. An Undivided Icon can summon daemons regardless of mark, and daemons summoned from Undivided icons are not subject to animosity. Summoning: This type of Icon may be used for any type of Daemon except for Greater Daemons. Whenever a Daemon squad becomes available, it may be 'summoned' within 6" of the Icon Bearer. They do not suffer from deep-strike mishaps. Any units besides Possessed and Raptors and Obliterators may take a Summoning Icon for +2 points. Daemons that are summoned from Summoning Icons may move but may not assault. Personal: Personal icons are used for summoning Greater Daemons. When the Greater Daemon becomes available, remove the Personal Icon bearer from the game and place the Greater Daemon over where the Personal Icon bearer once stood. If the icon bearer is slain, place the Greater Daemon where the bearer once stood, but from now on the Greater Daemon takes all Instability tests on 3d6 instead of 2d6. Daemons that are summoned from Personal Icons may move but may not shoot or assault.
Instability: All Chaos Daemons suffer from instability. At the end of the shooting and combat phases, each Daemon or each Daemon squad that takes a wound must take a special LD test. If it is passed, nothing happens. If it is failed, then for each point failed by, the Daemon or Daemon squad takes that many wounds which are unsaveable. For example, a squad of Daemonettes takes a wound in the shooting phase. They take a LD test on their LD of 8 and roll an 11, meaning that they fail by 3. This means that 3 more unsaveable wounds are dealt to the Daemonette squad. Jealous gods: The Chaos gods are jealous gods. Though in the end their champions mean little to the greater scheme of things, they still demand loyalty. If a Marked HQ choice is taken, at least 25% of the game's point values must have that Mark, and at least 1 Troops Choice must be of that Mark. Otherwise you have free reign over the composition of your Champion's warband! This rule does not apply to HQ's with the Undivided mark. Sacred Numbers: Each Chaos entity has a sacred number. Slaanesh: 6 Nurgle: 7 Khorne: 8 Tzeentch: 9 If a non- HQ, non-Mutant squad has a mark of Chaos and its squad size is the same as or is a multiple of the sacred number, you may replace the model with the highest base point cost (you choose if there is a tie) with an Aspiring Champion for free. In addition, Aspiring Champions may always take options available to them via the HQ choice, but cannot take any sort of transport. Also, squads who are Undivided and its squad size is 10 or a multiple thereof, it is also eligible for an Aspiring Champion. Chaos Daemons who are in the Sacred Number of their god or a multiple thereof get +1 to its reserve rolls. Veteran Skills: Most warriors of Chaos are adepts at battle and throughout their fights they have attained various skills that they can put to use on the battlefields. All models in a unit must have the same veteran skills. No model may have more than one of the same skills. If a character joins a squad and has different veteran skills than the rest of the squad, the unit may not use the character's veteran skills and vice versa. Troops and Fast Attack may take up to 1 Veteran Skill Elites and HQ may take up to 2 Veteran Skills.
The first point cost listed is for Independent Characters, the second is PPM (points per model) for units. For example, for Nurgle, an Independent Character would pay 12 points and a unit would pay 3 points per model. Any non-vehicle model or unit may purchase a Mark of Chaos even if it is not shown in their options. A squad must have all the same mark. Khorne: Grants a suit of Chaos Armor, (18) [independent characters] Units: +1 BS as long as the unit moves half its distance or less/does not move at all, or +1 A. Choose before the game starts which bonus the unit receives. (+3 PPM) Tzeentch: May take an additional psychic power. (18) [independent characters] Units: May purchase 1 additional mutation. (+2 PPM) Nurgle: +1T, (12/3 PPM) Slaanesh: Stubborn (12/3 PPM) Undivided: Once per turn, reroll one failed LD test. (8/2 PPM) Chaos Armor: Grants a 2+ save. Where normal attributes may affect armor, Chaos Armor is unaffected. At the beginning of deployment, roll 1d6. On a 4+, this model gets +1T and the armor is called Fused Chaos Armor. Chaos Weapons: Are 1hand CCWs. When purchased, you may give the weapon one of the 6 abilities below. You may purchase up to 2 additional abilities for the weapon for 10 points each. 1. Entrancing (-1 I to Enemy) 2. Hate (Preferred Enemy: Infantry or Independent Characters) 3. Plague (Poisoned 4+) 4. Powered (Power weapon) 5. Strength (+1 Str) 6. Vampyre (Once per combat phase, if this character deals a wound, it gains a wound back) [This stacks with the Chaos Attribute Vampyre]
Chaotic Attributes: If a value is listed, 1st value is Independent Characters, if there is a second value it is for squads. A model without a Mark of Chaos may only ever have 1 Chaotic Attribute. Attributes may only be purchased once, and you may roll up to the model's god's sacred number. For every 2 attributes, armor save is reduced by 1. Giant Growth and Metal Body reduce any non-Chaos armor save by 2 in addition. A model may never have more than 150 points of Chaotic Attributes. For every 60 points of Chaos attributes purchased, roll 2d6 and this model gains one of these attributes. (IC's only) These does not count towards the maximum limit of Chaos attributes that a model may have. 2-3: Coward 4: Dimensional Instability 5: Horrible Stench 6: Illusion of Normality 7: Pin Head 8: Rotting Flesh 10: Silly Voice 11-12: Temporal Instability
Additional Limbs (20) Agile (12/3) Beweaponed Extremeties (20/5) Bestial Face (10/3) Breathes Fire (7) Enormously Fat (15) Evil Eye (15) Giant Growth (30) Hideous Appearance (15/3) Hypnotic Gaze (15/3) Illusion of Normality Inhuman Constitution (20) Levitation (20) Long Legs (11) Magic Resistant (10/3) Metal Body (40) Powerful Tail (15) Razor Sharp Claws (16) Regeneration (10) Strong (12/3) Spits Acid (11) Teleports (30) Tentacles (10) Transparent Skin (30) Warp Aura (23/4) Weapons Master (18/5) Wings (25) Vampyre (15)
Additional Limbs: +1 A, Fire as if a Monstrous Creature Agile: +1 I Beweaponed Extremeties: +1 S, -1 I, -1 to enemy armor saves in close combat. Bestial Face: In CC, one enemy within base contact takes an auto Str 4 hit. If multiple Bestial Faces are rolled, the model grows another head and the effect is multiplied. (I.e. two heads, 2 Str 4 auto hits) Breathes Fire: Gives a 'Str 3 Ap 6 Template Assault 1' attack in addition to shooting. Coward: Whenever an enemy is within 6”, must take a LD test or run. Dimensional Instability: Suffers from instability as per Daemons Enormously Fat: +1 T, -1 I, Slow and Purposeful, may not take any sort of vehicle and counts as an additional model in transport. Terminators are 3 models to transport. Evil Eye: All opponents within base contact must take an I test (6's always fail) each turn or halve their WS, BS, and I, rounding up
Giant Growth: All are to base stats. The model should be at least 8" tall if not more and should be mounted on a 60 mm base. The model gets -1 WS, +1 S, +1 T, -1 I, and becomes a Monstrous Creature and is Vulnerable to Blasts Horrible Stench: Defensive Grenades, -1 WS to enemies within 3", if an IC then cannot join squads unless the squad also has Horrible Stench Hideous Appearance: -1 LD to enemies within 6”, -2 if a Greater Daemon Hypnotic Gaze: -1 I to enemies in assault. Illusion of Normality: Enemies does not suffer any negative modifiers (ex: -1 Ld, -1 I) from this character/models until within 2". Enemies in base contact get -1 I. Inhuman Constitution: +1W Levitation: Ignore dangerous and difficult terrain. May not be combined with Wings. Long Legs: Fleet of Foot Magic Resistant: Whenever this model(s) is affected by a psychic shooting attack, ignore it on a d6 roll of a 1 or 2. Metal Body: Divide WS and BS by 2, rounding up. +2 S and +2 T. One Eye: -1 BS Pin Head: Beginning of turn, take a LD test at -1 or do nothing. -1 LD. Powerful Tail: Gives a WS3 Str8 I1 attack that gives -1 to enemy armor saves Razor Sharp Claws: All attacks are now rending, considered 2CCW Regeneration: At the beginning of each of your turns, roll a d6. On a 6, this model regains one wound. Rotting Skin: Whenever this model takes a wound, roll a d6. On a 1-3, this model gets -1 T. Silly Voice: Enemy gets +2 LD when within 3” Strong: +1 S Spits Acid: Grants a R6" Str 4 Ap 3 Assault 1 shooting attack that hits on a 3+ Teleports: The model(s) may immediately move to anywhere on the table, provided that it is not within 1" of an enemy or within impassable terrain and is in line of sight, and scatters as with Deep Strike. If a squad has this, they all teleport to the position. Tentacles: In CC: Model(s) gets +d3 WS3 S3 attacks. In a squad, roll once and apply that number. Temporal Instability: At the beginning of each of your turns, roll a d6. On a 6, the model(s) is/are removed from the game temporarily for d2 turns; place a chit(s) where it/the squad once stood. When it/they reappears, place it/them exactly where the chit(s) stood. Any models that are on the chit(s) when the model(s) reappears are destroyed when the model(s) reappears, the reappearing model(s) suffers no penalty. Transparent Skin: -1 BS to all enemies firing at this/these model(s) unless a monstrous creature or a metal body. Stealth. Warp Aura: +1 to invulnerable save or a 5+ invulnerable save. Weapons Master: +1 WS or BS Wings: Move as if a Jump Pack Vampyre: Once per turn, regain a lost wound if this/these models has/have done a wound to an enemy. -1 S unless in Night Fighting, in which case +1 S.
(Note that even though Chaotic Attributes are not listed in the options of any unit, ANY non-vehicle unit or model may purchase Chaotic Attributes. )
Rewards of the gods:
A non-Aspiring Champion/Sorcerer with any Mark may purchase: Daemon Prince: Up to 3 different stat areas may be upgraded by 1, with the exception of saves and points value. Remember that the max for any stat is 10. Chaos Daemon, Eternal Warrior. Must have at least 4 Chaotic attributes but no more than 6. Gives a -1 to the Daemon Prince's armor save unless it is Chaos Armor, and the model grows slightly larger and should be mounted on a 40mm base at the very least. The model may not take any sort of mount. (65) Chaos Spawn: The model is accompanied by a Chaos Spawn. It does not Rage unless it is on its own, and the champion/sorcerer may not infiltrate or deepstrike. (35) A non-Aspiring Champion/Sorcerer with the proper Mark may buy any of the rewards pertaining that particular god here: Khorne: Aggression: +1 WS, BS, S. Take a LD test every turn, on a failure this model gains Rage. (35) Brass Body: Ignores psychic shooting attacks on a 4+ or gets +1 to the roll of ignoring a psychic power affecting this model and gives +1T (20) Collar of Khorne: Whenever this model is affected by a psychic power, roll 1d6. On a 3+, it is ignored instead. (12) Face of a Bloodthirster: Gives Hideous Appearance (with the -2 LD for Greater Daemons), Bestial Face. (25) Nurgle: Cloud of Flies: Enemy models get a -1 to hit against this model. (20) Face of a Great Unclean One: Bestial Face. Models with the Mark of Nurgle get +1 LD if within 14" of this model. (28) Nurgling Infestation: All enemies in base contact take an auto Str3 hit. (7) Tzeentch: Face of Lord of Change: Automatically pass one psychic test once per game, Bestial Face. (14) Hand of Tzeentch: In the shooting phase, the model may also do Assault d6 Str3 Ap -- hits to one enemy unit within 12" in addition to any other shooting attacks it has. Is considered a CCW. (10) Reforming Body: At the beginning of each of your turns, roll a d6. On a 5+, this model regains a lost wound but can never have more wounds than it started with. (20)
Slaanesh: Crossbreed: Becomes half-Mount of Slaanesh, half the mutant's original form. The champion moves as if it was Cavalry and gains Fleet of Foot(or may roll 2d6 for fleet if the mutant already has it). The Champion also gets -1 T if its T is higher than 3. (24) Face of a Keeper of Secrets: Hypnotic Gaze (or -2 to enemy I if the mutant already has this Attribute), Bestial Face. (20) Musk: Once per turn, choose one model within 6". It must make a LD test on 3d6 (even if Fearless) or else it must move towards this model but may not charge, however it must still adhere to the 2" it can be from enemies. Its squad may either join the model or choose to leave it to its fate! (25)
1 Hand CCW's: Accursed Crozius Arcanum- Power Weapon, is also an Undivided Personal Icon. Khornate Chain axe- Gives -1 to enemy saves in CC. Only models with the Mark of Khorne may purchase this weapon. Doesn't stack with Beweaponed Extremities. Plague Weapon-Poisoned 4+. Only models with the Mark of Nurgle may purchase this weapon.
2 Hand CCW's: Great Weapon: +1 S, -1 I Daemon Weapons: Detailed on page 10.
Range Dispersed:24" Focused:36"
Strength 6 8
Ap 5 3
24" 4 5 18" 4 -Template 3 6 12" X (poisoned 4+) 5 Dispersed:18" 3 -Focused:24" 5 5 *When in Rapid Fire range, the Combi-bolter gets +2 shots instead of +1. Combi-Bolter Firearms Hand Flamer Needle-Pistol Sonic Blaster
Type Assault 3 Assault 1, Blast, Pinning Rapid Fire* Assault 1 Assault 1 Assault 1 Assault 3 Assault 1
Mounts (Any model may only have one mount at any time, and may not be in a transport. Models in terminator armor and monstrous creatures may never take Mounts.) Chaos Steed: Mount. Move as if Cavalry. Steeds of the gods: All are Mounts. can only ride steeds of the corresponding mark. These stat increases are to base stats. Juggernaut of Khorne: +1 S, T, W, Fleet (46) Disc of Tzeentch: +1W, Move as if an Eldar Jet-bike (32) Palanquin of Nurgle: +1 T, +2W (46) Mount of Slaanesh: -1 I to enemy in assaults, Fleet, Cavalry, Hit and Run (30) Jet-Bikes: Mount. The model moves as if a Jet-Bike and has Hit and Run. In games of 2500 points or less, a maximum of 9 Chaos Jet-bikes may be fielded. In games of 2501+ points, a maximum of 18 Jet-bikes may be fielded. Tactical Assault Pack: Mount. The model moves as Jump Infantry and has Hit and Run. Bike: Mount. The model moves as a Bike and gets +1 T. Xeno Cavalry: Mount. The model moves as Cavalry and gets +1 T.
Daemon Weapons: Do d2 wounds, Power Weapon. At the beginning of the game, roll a d6, 1-4 the daemon is a Lesser Daemon, on a 5 or 6 it is a Greater Daemon. The Daemon will correspond to the mark of the Champion wielding it. I.e., a Tzeentch champion's Daemon weapon will have a Pink Horror or a Lord of Change. The Daemon inside the weapon is still able to take its allotted Chaos Attributes. Any shooting attack (even psychic!) that the daemon has may be fired from the Daemon weapon, even one from the attribute table. Also, at the beginning of each of your turns, roll a d6. On a 1, roll 2d6. 2: The bearer is sucked into the weapon, remove it from the table as a casualty. 3-4: The Daemon leaves, and the weapon becomes a normal CCW 5-9: The Daemon attacks the bearer of the weapon, doing 1 wound that is unsaveable. 10-11: The Daemon appears from the weapon and fights on the side of its former bearer. The weapon becomes a normal CCW. 12: The Daemon may gain up to 15 points of Chaos Attributes. The Daemon weapons, depending on the mark, are also given these abilities: Khornate: +1 A, May add attacks to this model equal to the number of models it has killed last turn. If a Greater Daemon inhabits the weapon, it is not armed with an Axe of Khorne. Tzeentchian: Force Weapon, All the model's psychic powers get +9" range, is also a Psychic Hood with an 18" range. Nurglesque: Poisoned: 3+. Any model wounded by this weapon must take a T test or take an additional wound. Slaaneshi: The model becomes I9, and has Offensive and Defensive Grenades Undivided: +d6 A, +1 S (Models who purchase a Daemon weapon have it automatically synced to their mark. This means that a Champion of Khorne will always have a Khornate Daemon Weapon. Models with no mark or mark of Undivided will always get a Undivided Daemon weapon, etc.) Cults and Veteran Skills (Marine Renegades ONLY) Cults Berserker: +1 WS, Furious Charge (Must have Mark of Khorne) Rubrics: Slow and Purposeful, Relentless, 4+ invulnerable save (or +1 to current invulnerable), may not take Chaotic Attributes or Vet Skills. Must have a unit composition of 8 Rubrics and 1 Apprentice Sorcerer with a Talent Focuser (free) and the Mark of Tzeentch who does not benefit from the above rules. May not have any attributes. Plague: -1 I, Feels No Pain (Must have Mark of Nurgle) Noise: Replace Boltgun with Sonic Blaster (Must have Mark of Slaanesh).The Aspiring Champion/Apprentice Sorcerer may purchase a Blastmaster for +15 points. Veteran Skills Acute Senses Infiltrate Move Through Cover Tank Hunters Counter-Attack Deepstrike
Origin: You may take one Origin choice(Humanoid Renegades only!) Inquisitor: May purchase a retinue from Codex: Daemonhunters (HQ only) Eldar: +1 I, Fleet Imperial Guard HQ: All Imperial Renegades use this model's LD for all LD tests that they take Imperial Guard: +1 LD (Non-HQ choices only) Beastman: +1 WS, +1 T, -1 LD (May not be taken by Psykers, -1 LD for IC's only) Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a minimum of 1". Relentless. Other Wargear Frenzon: At the beginning of your turn, you may choose to roll 1d6 (take a shot). You may continue rolling dice (take more shots) to add bonuses after the first, but doubles means that the model loses a wound and gains Rage permanently, triples removes the model from the game. Doubles stack except in the case of 6. (30) These bonuses last until the beginning of your next turn. 1. 2. 3. 4. 5. 6. May charge an additional d3" +1 WS +1 S +1 I +1 A Reroll any rolls to hit of 1 in close combat
Servo-Harness: Can fortify 1 piece of terrain, meaning that models that take a cover save in the terrain receive a +1 to their cover save. Grants one Servo Arm. Also may use a Flamer or a Twin-Linked Plasma Pistol in the shooting phase. May add up to 2 additional Servo Arms for +10 points per arm. Servo-Arm: Grants a Power WeaponWS4 S4 attack to the user. Also, if the model next to a vehicle, a 5 or 6 you can repair one non-destroyed result. The model gets +1 to the result for each servo arm beyond the first.
Psychic Wargear: Familiar: Allows the Psyker to cast an additional psychic power Force Weapon: (See the 40k Rulebook) Talent Focuser: Gives an additional d6" range to all ranged psychic powers
Unique to Chaos Vehicle Upgrades: (In the sense that no other army can get these upgrades but this one) Combi-bolter: Is a normal bolter, but instead of getting +1 shot for being within Rapid Fire range, gets +2 instead. Broadcaster: All friendly units within 12" of this vehicle that are in combat get +1 to their Combat Resolution.
Daemonic Possession: Ignore and Shaken or Stunned Result. -1 BS.
Psychic Powers: All powers take place in the shooting phase unless otherwise noted.
Generic(Undivided) Powers: 1. Imbue Power: The model's weapon becomes a Force Weapon, unless it is Khornate. 2. Doombolt: The model may use a R24" Str 4 Ap 4 Assault 3 shooting attack until end of turn 3. Slow Time: One squad (or one character) within 18" moves as if in difficult terrain and is I1 until the beginning of your next turn. 4. Mass Mutation: Choose one non-Chaos Spawn squad within 6" and roll for a Chaos Attribute, rerolling it if it is Giant Growth. The entire squad gains this attribute until the beginning of their next turn and then loses it. (Takes place in the Movement phase) Tzeentch: 1. Bolt of Change: R36" Str9 Ap2 Assault1 2. Boon of Tzeentch: Once per turn, if used, is not considered one of the powers used this turn but still requires a psychic test. May cast an additional psychic power this turn. 3. Psychic Duel: Choose any psyker. Both sides roll a d6 and add their LD. If you lose or tie, nothing happens. If you win, the psyker gets -2 LD for psychic tests. 4. Reckoning of Tzeentch: One squad with Tzeentchian allegiance may either re-roll to-hit or to-wound rolls this turn. 5. Tzeentch's Fire Storm: Target one enemy unit within 18", it takes d3+1 Str 9 Ap - hits and that unit moved as if it is in dangerous terrain their next turn. If the unit takes 2 or more wounds from this, place a Pink Horror within 6" of that squad as if summoned by an icon. 6. Warp Time: Until the end of your turn, you may reroll any to-hit or to-wound rolls but you must reroll all of them. Slaanesh: 1. Acquiescence: Select one model (with a WS) in base contact with the psyker. Roll to hit using WS. If a hit is rolled, the models WS, BS, I and A are halved (rounding up), until the start of the psyker's next shooting phase. Then, roll a D6. If the result is a 5+, the model may not attack or make any sweeping advances in that assault phase. If the unit contains one or more models with Mark of Khorne takes D6 wounds, with no cover saves allowed. 2. Bedazzle: All models within 12" must take a LD test to attack this model, if failed they may choose a different target. 3. Pavane: If the power is successfully
Nurgle: 1. Aura of Decay: All models without an allegiance to Nurgle within 3" get -1 to their armor saves until the end of turn. 2. Nausea: A unit/model within 14" must take a T test (Majority Toughness, -1 if MC, natural 6 is always a fail, cannot affect units with MoN) must move 2D6 directly away from the caster. Ignores difficult terrain, but stop instantly if they would move into Impassible/ Dangerous terrain or off the board. 3. Nurgle's Rot: All models without an allegiance to Nurgle within 3" take a Str3 Ap- hit.
cast, the unit must be moved D6" in the direction nominated by the Chaos player but cannot be moved off of the table.
HQ Choice-Chaos Space Marine Champion
WS BS S T W I A LD SV Points 4 4 4 4 1 4 2 10 3+ 19 Aspiring 4 4 4 4 2 4 2 10 3+/5++ 45 Lesser 5 5 4 4 2 5 2 10 3+/5++ 70 Major 6 4 4 3 5 3 10 3+/5++ 95 Legendary 6 Composition: 1 Marine Champion, or 0-3 Aspiring Champions that must be allocated to squads before deployment Weapons and Wargear: Powered Armor, Bolter, Bolt Pistol+ CCW, Frag Grenades Special Rules: Independent Character Options: · Replace Bolt Pistol with: · Replace Powered Armor, Needle Pistol: Free Bolter and Grenades with: Hand Flamer: +4 Terminator Armor and Combi Plasma Pistol: +10 Bolter:+25 Lightning Claw:+15 · Replace Terminator Combi · Replace Bolter with: Bolter: Flamer: +7 Heavy Bolter:+7 Plasma/Melta Gun: +13 Reaper Auto-cannon:+18 Combi-Bolter +4 Combi-flamer, plasma, or melta:+5 · Replace CCW with: · If no Terminator Armor: Khornate Chainaxe: +2 Tactical Assault Pack: +30 Plague Weapon: +2 Bike:+35 Power Weapon:+10 Jet-bike:+45 Power Fist:+20 Chaos Steed:+7 Chaos Weapon:+10 Chaos Mount: Variable points cost Daemon Weapon: +40 · May take: Lightning Claw:+15 Frenzon:+25 · Replace BP+CCW with Great Servo Harness:+25 Weapon:+1 pt Personal Icon:+15 · Replace Powered Armor with: Psyker:+15 Chaos Armor: +22 May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may they take a Jet bike, Daemon Weapon, or a Personal Icon. Champions who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorcerer section. Cults Berserker +25 Plague: +35 Noise: +3, may replace Sonic Blaster with a Blast Master for +13 points Veteran Skills Deepstrike: +15 Infiltrate: +15 Move Through Cover: +1 Tank Hunters: +5 Counter-Attack: +5 Acute Senses: +3
HQ Choice: Chaos Space Marine Sorcerer
WS BS S T W I A LD SV PV 4 4 4 2 4 1 9 3+/5++ 40 Apprentice 4 5 5 4 4 2 5 2 10 3+/5++ 80 Lesser 5 5 4 4 3 5 3 10 3+/5++ 110 Major Composition: 1 Sorcerer. An Apprentice sorcerer may not be taken as your only HQ choice. Weapons and Wargear: Powered Armor, Bolt Pistol, Power Weapon Special Rules: Psyker, Independent Character Options: · Replace Bolt Pistol with: · Replace Powered Armor, Needle Pistol: Free Bolter and Grenades with: Hand Flamer: +4 Terminator Armor and Combi Plasma Pistol: +10 Bolter:+25 Lightning Claw:+15 · Replace Terminator Combi · Replace Power Weapon with: Bolter: Plague Weapon: Free Combi-flamer, plasma, or Melta:+5 Chaos Weapon:+10 · If no Terminator Armor: Force Weapon: +25 Jet-bike:+45 Daemon Weapon:+50 Chaos Steed:+7 · Replace Powered Armor with: Chaos Mount: Variable points cost Chaos Armor: +22 · May take: Personal Icon:+25 Familiar:+20 Talent Focuser: +10 May purchase a Mark of Chaos. Apprentice Sorcerers may not be a Daemon Prince, nor may they take a Jet bike or a Personal Icon. Apprentice Sorcerers may take up to 1 power, Lesser and Major Sorcerers may take up to 2. Powers may either be specific to their god and/or undivided Undivided: · Imbue Power · Doombolt · Slow Time · Mass Mutation Tzeentch: · · · · · · Slaanesh: · · · Bolt of Change Boon of Tzeentch Psychic Duel Reckoning of Tzeentch Tzeentch’s Fire Storm Warp Time Acquiescence Bedazzle Pavane
Nurgle: · · ·
Aura of Decay Nausea Nurgle’s Rot
HQ Choice: Chaos Space Marine Dark Apostle
WS BS S T W I A LD SV PV 5 5 4 4 2 5 3 10 3+/4++ 105 Dark Apostle Unit Composition: 1 Dark Apostle Weapons and Wargear: Accursed Crozius Arcanum, Bolt Pistol, Powered Armor Special Rules: Independent Character, Fearless. Grants Fearless to any squad it joins, and during the first turn the Dark Apostle and its unit charges, it may reroll any failed to-wound rolls. Options: · Replace Bolt Pistol with: Needle Pistol: Free Hand Flamer: +4 Plasma Pistol: +8 Lightning Claw:+15 · Replace Powered Armor with: Chaos Armor: +22 May take: Frenzon+25 Servo Harness:+20 Personal Icon:+25 Psyker:+15 · Replace Powered Armor, Bolter and Grenades with: Terminator Armor and Combi Bolter:+25 Combi-flamer, plasma, or melta:+5 · If no Terminator Armor: Tactical Assault Pack: +30 Bike:+35 Jet-bike:+45 Chaos Steed:+7 Chaos Mount: Variable points cost
Dark Apostles who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorcerer section. If you wish to purchase a Mark for the Dark Apostle, it may only have the Mark of Chaos Undivided. Veteran Skills Deepstrike+15 Infiltrate+15 Move Through Cover+1 Tank Hunters+5 Counter-Attack+3 Acute Senses+3
HQ Choice: Greater Daemon
WS BS S T W I A LD SV PV 10 7(8) 6(7) 4 7 4(6) 10 2+/4++ 295 Bloodthirster 10 6 10 6 6 4 6 2 10 --/3++ 260 Lord of Change 7 7 6 7 7 3 3 10 --/4++ 260 Great Unclean One 8 6 6 6 4 10 6(7) 10 --/4++ 205 Keeper of Secrets 8 6 6 6 4 6 4 10 --/4++ 175 Undivided Greater Daemon Unit Composition: 1 Greater Daemon Weapons and Wargear: (all statistics are already added to the stat line of the Greater Daemon.) · The Bloodthirster has Fused Chaos Armor, Wings, an Axe of Khorne, and a whip (CC weapon) and the Mark of Khorne, has a Collar of Khorne and a 4+ invulnerable save. · The Lord of Change has Wings and the Mark of Tzeentch, and a 3+ invulnerable save · Great Unclean One has a Plague Weapon and the Mark of Nurgle, and a 4+ invulnerable save · Keeper of Secrets has Razor Sharp Claws (Rending, 2 CCW) and the Mark of Slaanesh, and a 4+ invulnerable save Special Rules: There may only be one Greater Daemon per army. All are Monstrous Creatures and Chaos Daemons and as such may roll up to 3 times on the Attribute chart. If in an all-Daemon army, Lesser Daemons of the particular mark become troops, Beasts become Fast Attack, Chosen Daemons become Elite. All Greater Daemons are considered Summoning Icons and as such any non-Greater Daemon may be summoned around them. · Bloodthirster: Fearless. An Axe of Khorne is a one-handed Khornate Daemon Weapon that ALWAYS has a Bloodthirster without an Axe of Khorne. · Lord of Change: Fearless. Knows all Tzeentch and non-specific psychic powers and may cast up to 2 a turn. Automatically passes all psychic tests for psychic powers. · Great Unclean One: Stubborn. Slow and Purposeful, Feels no Pain, may choose up to 4 and use up to 2 psychic powers. · Keeper of Secrets: Stubborn. Hypnotic Gaze, may choose up to 3 and use up to 2 psychic powers a turn. Fleet. · Undivided Greater Daemon: May choose up to 2 Undivided Powers and use up to one, and may be summoned by any icon. May also reroll one failed LD test once per turn.
HQ Choice- Humanoid Chaos Champion
WS BS S T W I A LD SV PV 3 3 3 1 3 2 8 5+ 9 Aspiring 3 4 4 3 3 2 4 2 9 5+/6++ 24 Minor 5 4 3 3 3 4 3 10 5+/6++ 45 Major Weapons and Wargear: Las/Autogun, Las/Autopistol w/CCW, Flak Armor Unit comp: 1 Minor or Major champion or 0-3 Aspiring Champions that must be allocated to squads during deployment. Special Rules: Independent Character. If this HQ choice is taken, must take at least one Humanoid Renegade or Mutant troop choice. Origin. You may choose one Origin choice. If Aspiring Champions are taken, they do NOT have to be of the same origin as the rest of the squad. Options: · Replace Las/Autopistol with: Bolt pistol: +1 Needle Pistol: +1 Hand Flamer: +4 Plasma Pistol: +10 · Replace Las/Autogun with: Plasma/Melta Gun: +15 Flamer: +10 Combi Bolter +6 Bolt Gun: +1 · Replace CCW with: Power Weapon:+7 Power Fist:+15 Chaos Weapon:+10 Daemon Weapon:+40 · Replace Flak Armor with: Chaos Armor: +24 Carapace Armor: +5 Powered Armor: +10 · Replace Flak Armor , Las/autogun and Grenades with: Terminator Armor and Combi Bolter:+35 · If no Terminator Armor: Jump Pack:+24 Bike:+35 Chaos Steed:+7 Chaos Mount: Variable points cost · May take: Frenzon:+25 Servo Harness:+20 Personal Icon:+25 Psyker:+15
May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may they take a Daemon Weapon, or a Personal Icon. Champions who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorcerer section. Origin: · · · · · Inquisitor: +5 Eldar: +15 (may not take Terminator Armor) Imperial Guard: +15 Beastman: +15 Dwarf-like: +15
HQ Choice: Humanoid Sorcerer
WS BS S T W I A LD SV PV 3 3 3 1 3 1 7 5+/6++ 20 Apprentice 3 4 4 3 3 2 3 2 9 5+/6++ 40 Lesser 4 4 3 3 3 4 3 10 5+/6++ 70 Major Weapons and Wargear: Laspistol, CCW Composition: 1 Sorcerer. An Apprentice sorcerer may not be taken as the only HQ choice. Special Rules: Psyker, Independent Character, Origin( You may choose one Origin choice.) Options: · Replace Las/Autopistol with: Bolt pistol: +1 Needle Pistol: +1 Hand Flamer: +4 Plasma Pistol: +8 · Replace CCW with: Power Weapon:+7 Power Fist:+15 Chaos Weapon:+10 Daemon Weapon:+40 Force Weapon: +25 · Replace Flak Armor with: Chaos Armor: +22 Carapace Armor: +2 Powered Armor: +10 · Replace Flak Armor , Las/autogun and Grenades with: Terminator Armor and Combi Bolter:+35 · If no Terminator Armor: Jump Pack:+24 Bike:+35 Chaos Steed:+7 Chaos Mount: Variable points cost · May take: Servo Harness:+20 Personal Icon:+25
Apprentice Sorcerers may not be a Daemon Prince, nor may they take a Daemon Weapon, or a Personal Icon or a Jet bike Origin: · · · · Inquisitor: Daemonhunters +5 pts Eldar: +15 pts (May not take Terminator Armor) Imperial Guard: +15 pts Dwarf-like: +10 pts
Apprentice Sorcerers may take up to 1 power, Lesser and Major Sorcerers up to 2. Powers may either be of the specific to their god and/or undivided
Undivided: · · · · Tzeentch: Imbue Power Doombolt Slow Time Mass Mutation · · · · · · Slaanesh: · · · Aura of Decay Nausea Nurgle’s Rot · · · Acquiescence Bedazzle Pavane Bolt of Change Boon of Tzeentch Psychic Duel Reckoning of Tzeentch Tzeentch’s Fire Storm Warp Time
HQ Choice: Skeletal Champion
To serve Chaos sometimes means to serve it even after death. Skeletal Champions are the result of Champions of Chaos coming back from the dead, forced to continue serving their cruel masters for a year and a day, when they will crumble into dust and be forgotten. WS BS S T X-d2 X-d2 X-d2 X Skeletal Champion Weapons and Wargear: See Special Rules W X-1 I X-d2 A X-d2 LD 10 SV X Points X+2
Special Rules: Eternal Warrior, Fearless, Feels No Pain, Relentless. Skeletal Champion: To create a skeletal champion, first take the stats of any HQ choice with the exception of Greater Daemon. The X indicates the original value. For example, W. If a Marine Champion is taken for a Skeletal Champion, its Wounds with be 3-1, or W2. Roll a d2 at the beginning of the game but before deployment, this is for all its values that have a d2 listed. So if a Marine Legendary Champion is taken and a 2 is rolled for the Skeletal Champion, its stats will be: WS4 BS4 S2 T3 W2 I3 A1 LD10 SV3+. The points cost is the cost of the HQ choice+2. May not used Psychic Powers. Mod the Mark of Tzeentch to grant a Psychic Hood instead. If the Champion is part of the Plague Cult, it has Feels no Pain on a 3+ instead of a 4+. Options: The Skeletal Champion may take options from the HQ that you have chosen. It may not be a Daemon Prince. The Skeletal Champion is armed with all Weapons and Wargear that the HQ originally had.
Dedicated Transports: Rhino
Rhino · · · · · ·
BS AV PV -11/11/10 32 Composition: 1 Rhino Unit Type: Vehicle (Tank) Weapons and Wargear: Combi Bolter, Smoke Launchers Transport Capacity: 10, with 3 access points: 1 on each side, and 1 on the rear Special Rules: Repair Options: Broadcaster: +10 · The BS may either be: BS3 (Free) BS4 (+3) [This must be taken if you have a Marine HQ choice or are transporting Marines]
· May take any of the following: Dozer Blade: +5 Searchlight:+1 Additional Combi-Bolter:+10 Daemon Possession:+15 Extra Armor: +10 Replace Combi-Bolter with a Havoc Launcher: +8
Dedicated Transports: Chimera
BS AV PV 3 12/10/10 55 · Composition: 1 Chimera · Unit Type: Vehicle(Tank) · Weapons and Wargear: Turret Multi-Laser, Hull Heavy Bolter, Smoke Launchers · Transport Capacity: 12, with one access point on the rear · Special Rules: Amphibious, has 5 Fire Points which are assumed to be taken from the top Hatch of the Chimera · Options: · Replace Multi-Laser with: Heavy Bolter, Heavy Flamer: Free TL Heavy Bolter or Autocannon: +5 · Replace Hull Heavy Bolter with Heavy Flamer: Free · Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Daemon Possession:+15 Extra Armor: +10 Broadcaster: +10 Targeters (+1 BS): +15 · Take a pintle weapon: Heavy Stubber: +10 Combi-Bolter: +5
Dedicated Transport: Renegade Transport Vehicle
Renegade Transport Vehicle
Points Value 20
3 9/9/9 Unit Composition: 1 Renegade Transport Unit Type: Vehicle (Tank) Weapons and Wargear: Hull Heavy Stubber Transport Capacity: 5 Special Rules: Open Topped Options:
Unit type May take any Weapons options AV options Transport options options: of these: Skimmer: Replace Hull Upgrade an armor Capacity of 10: May be Close+20 Topped: +5 Heavy Stubber with: facing to 10: +2 pts +7 pts Smoke Heavy Bolter or Upgrade an Armor Fast Heavy Flamer: +5 facing to 11: +7 pts Capacity of 12: launchers: +2 Vehicle: Autocannon +10 +12 pts Upgrade an armor +10 Searchlight: Missile Launcher: facing to 12: +12 pts +1 +15 (Note that the price for Havoc Launcher: +9 side armor is the same, Extra Armor: so upgrading side +10 May take a Turret armor to 10 is still only Weapon: 3 pts) Daemon Heavy Bolter: +10 Possession: Heavy Flamer: +10 +10 Autocannon: +15 TL Heavy Stubber: Targeter (+1 +10 BS):+15
Troops Choice: Humanoid Renegades
Renegade Veteran Instigator Aspiring Champion Weapons and Wargear: Las/Auto-gun, CCW, Flak Jacket (6+ save) Unit Composition: 5-20 Renegades or Veterans and up to 1 Instigator Transport: May take any dedicated transport for the points listed Special Rules: Origin. You may choose one Origin choice. If an Aspiring Champion is taken, it does NOT have to be of the same origin as the rest of the squad. Options: · May take an Instigator for 9 points. · The Instigator may one: Bolt Pistol: +2 pts Las/auto-pistol: +1 pt Plasma Pistol: +10 · Instigator may take one: Power Weapon: +10 pts CCW: +1 pt May replace one Renegade with an Aspiring Champion, it may take any options normally available to it from the HQ selection. Flak Armor: +1 PPM Carapace Armor:+3 PPM
WS 3 3 4 3
BS 3 4 4 3
S 3 3 3 3
T 3 3 3 3
W 1 1 1 1
I 3 3 3 3
A 1 1 2 2
LD 6 7 8 8
SV 6+ 6+ 6+ 6+
Points 3 6 9 +4
For every 10 Renegades, one may take:
Flamer or Grenade Launcher: +5 pts Melta or Plasma Gun: +10 pts Heavy Stubber: +10 pts One Renegade may take:
Mortar: +5 pts Heavy Bolter: +10 pts Autocannon or Missile Launcher: +12 pts Lascannon: +20 pts All Renegades may replace their Las/autogun with Firearms or an additional CCW: Free
Origin: Imperial Guard: The entire unit raises its LD stat by 1. (+1 PPM) Beastman: +1 WS, +1 T, -1 LD (+2 PPM) Eldar: +1 I, Fleet (+2 PPM) Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a minimum of 1". Relentless. (+3 PPM)
If no Heavy Weapons are taken, the squad may take Chaos Steeds for +3 PPM
Troops Choice: Marine Renegades (Chaos Space Marines]
WS BS S T W I A LD SV PV 4 4 4 4 1 4 1 9 3+ 15 Marine 4 4 4 4 1 4 2 10 3+ +10 Aspiring Champion 4 4 4 1 4 1 10 3+ +25 Apprentice 4 Sorcerer Unit Composition: 5-20 Marine Renegades (Chaos Space Marines) Weapons and Wargear: Boltgun, Bolt Pistol and CCW, Powered Armor Transport: May take any dedicated transport for the points listed Special Rules: Cults (if the Marines have the proper mark, they may choose up to 1 Cult option.) Options: May purchase a Mark of Chaos and up to the allowed number of attributes. For every 5 Marines, one may replace its Bolter with: Plasma Gun: +10 Combi Bolter +4 Melta Gun:+10 Flamer: +6 The Aspiring Champion/Apprentice Sorcerer may replace CCW with: Power Weapon: +8 Power Fist: +17 The Aspiring Champion/Apprentice Sorcerer may replace its boltpistol with: Plasma Pistol: +6 Hand Flamer: +6 Needle pistol: +3 May replace CCW’s (not power fists or weapons) with Chainaxes or Plagueswords for +2 PPM. One squad member with any Mark may take a Summoning Icon of that Mark. One Marine may replace its Bolter with: Heavy Bolter:+7 Reaper Auto-cannon:+10 Las-cannon:+18 Combi-flamer, plasma, or melta:+5
If no Heavy Weapons are taken, the squad may purchase Chaos Steeds for +5 PPM The squad may purchase Frag grenades for +1 PPM or Krak grenades for +1 PPM. Cults Berserker+3 PPM Rubric: +4 PPM except for the Sorcerer. Plague: +5 PPM Noise: +2 PPM Veteran Skills Deepstrike: +2 PPM Infiltrate: +2 PPM Move Through Cover: +1 PPM Tank Hunters: +1 PPM Counter-Attack: +1 PPM Acute Senses: +1 PPM
Troops Choice: Mutants
WS BS S T W I A LD SV Points 2 3 4 1 3 2 6 6+ 6 Mutant 3 4 2 3 4 2 3 3 7 6+ +13 Boss Mutant Unit Composition: 15-30 Mutants Weapons and Wargear: 1 CCW Special Rules: May take one free attribute for squads but then must roll on the negative chaos attribute table and apply it to the squad. These count towards the attributes used. Options: May purchase a Mark of Chaos and up to the allowed number of attributes. · Laspistols: +2 PPM Special Attributes: (may only take 1, is one of · Replace CCW or Laspistol with Firearms: the 2 attributes this squad can purchase) +1 PPM · Khornate: Furious Charge(+3 PPM) · May replace one mutant with Boss · Tzeentchian: Cavalry (+2 PPM) Mutant for the points cost listed. · Nurglesque: 4+ Armor save (+3 PPM) The Mutant Boss may take a Power Fist for +15 · Slaanesh: -1 WS to enemy in assaults (+2 points, or a Power Weapon for +10 points PPM) To represent Undead: -2 WS, BS becomes --, -2 I, Feels No Pain, We'll Be Back, Slow and Purposeful. This is not a mutation and the squad may be upgraded to Undead for +3 PPM
Troops Choice: Possessed
WS BS S T W I A LD SV PV 4 5 4 1 4 2 10 3+/6++ 20 Possessed 4 Unit Composition: 5-10 Possessed Weapons and Wargear: Bolter, Bolt-Pistol and CCW Transport: May take any dedicated transport for the points listed Special Rules: Possessed: The possessed may take up to 5 Chaos Attributes. This squad may not have an Aspiring Champion or Sorcerer. They do not get minuses to their armor for Chaos Attributes. In addition, the possessed are Fearless and suffer from Instability like Chaos Daemons except that they may take an invulnerable save to prevent the wounds despite the rules saying otherwise. Options: Of the 5 Chaos Attributes, up to 3 may be purchased from the Independent Character Attribute squad at 1/4th the original price as the cost per model, rounded up. If the Possessed are more than 30 points each as a result of this, also roll to add an attribute as if they had purchased 60 points of gifts, and apply it to the entire squad. (Giant Growth may not be purchased) Cult Options: Cults · · · Berserker: +4 PPM Plague: +5 PPM Noise: +3 PPM
WS 5 Bloodletter Pink Horror 2 Blue Horror 1 Plaguebearer 4 3 Nurgling 4 Daemonette 4 Lesser Daemon Unit Composition:
BS 5 3 2 1 0 3 4
S 4 3 2 4 3 3 4
T 3 3 3 5 3 3 3
W 1 1 1 1 3 1 1
I 5 3 2 3 3 6 4
A 2 1 1 1 3 2(3) 2
LD 8 8 6 8 7 8 8
SV 4+/5++ --/5++ --/5++ --/5++ --/5++ --/5++ --/5++
Points 16 16 -16 16 16 12
Lesser Daemons: 5-20 Nurglings: 1-7 Bases
Weapons and Wargear: · Bloodletters have Hellblades (Power Weapons), Mark of Khorne and a 4+ armor save · Pink and Blue Horrors: Mark of Tzeentch, Flames of Tzeentch · Plaguebearers have Plague Weapons (Poisoned 4+) and Mark of Nurgle · Nurglings: Mark of Nurgle · Daemonettes: Razor Sharp Claws (Rending, are 2 CCW's) · Lesser Daemons: Mark of Chaos Undivided Special Rules: All are Chaos Daemons. Lose Fearless/Stubborn if fighting a Greater Daemon. Pink Horror: Whenever a Pink Horror is eliminated (not by an instability test), place 2 Blue Horrors within 1" of where it once was. Flames of Tzeentch is R18" Str 3 Ap 4 Assault 2 Nurglings: Swarm Options: All Daemons besides Bloodletters and Nurglings: May pay 15 points and one Lesser Daemon may use a psychic power. You should let your opponent(s) know which daemon has the psychic power, and model it differently from the rest of the squad so they know. Just don't be a jerk about it. 0-1 units of Bloodletters may take Juggernauts for +30 PPM and may remain a troops choice in an all Daemon army. Daemonettes may take Beasts of Slaanesh for +15 PPM
Fast Attack Choice: Mounted Renegades
Mounted Humanoid 4 4 4 4 1 4 2 9 3+ 15 Mounted Marine 3 3 3(4) 2 3 2 7 5+ 27 Humanoid 3 Combat Bike 4 4 4 4(5) 2 4 3 9 3+ 40 Marine Combat Bike Unit Composition: 3-9 Mounted Humanoids/Marines or 1 Combat Bike Weapons and Wargear: Bikes have a TL Boltgun Humanoids have a Laspistol and CCW and Flak Armor Marines have a Boltpistol and CCW and Powered Armor Combat Bikes have a Heavy Stubber and a TL Boltgun and 2 crew members Special Rules: If a Bike, Turboboost. Mount options: (Each model must purchase a Mounted Renegade Options: mount, each squad must all have the same mount) Any model may take: Bike: +11 PPM Meltabombs: +5 PPM Xeno Cavalry: +9 PPM rd Every 3 model may purchase: Chaos Steed: +3 PPM Plasmagun: +10 Meltagun: +10 [Note that Humanoid and Marine Combat Flamer:+7 bikes may not the above options.] Combat Bike may replace Heavy You can see what mounts do on page 9. Stubber with: TL Heavy Stubber: +3 Heavy Bolter: +5 Multi-Melta: +15 (marines only) Cult and Veteran Options: Cults · Berserker: (+4 PPM) · Rubrics: (+5 PPM) · Plague: (+7 PPM) · Noise: (in this case, replace the TL Boltgun with a TL Sonic Blaster) +3 PPM Veteran Skills Infiltrate (+4 PPM) Move Through Cover (+2 PPM) Tank Hunters (+2 PPM) Counter-Attack (+1 PPM) Acute Senses (+1 PPM) Origin: Eldar: (+2 PPM) Imperial Guard: (+1 PPM) Beastman: (+4 PPM) Dwarf-like: (+3 PPM)
Fast Attack Choice: Chaos Space Marine Raptors
WS BS S T W I A LD SV Points 4 4 4 1 4 1 9 3+ 24 Raptor 4 4 4 4 1 4 2 9 3+ +3 Leader 4 Unit Composition: 3-10 Raptors Weapons and Wargear: Bolter, Bolt Pistol+CCW, Powered Armor, Assault Pack Special Rules: Tactical Assault Pack: Move as Jump Infantry, Hit and Run. In the Assault Phase, if the Raptors do not assault or are currently not in assault, they may move 3". May not purchase a Mark of Chaos. Options: Frag Grenades: +1 PPM Krak Grenades: +2 PPM Melta Bombs: +4 PPM For every 3 Raptors, one may replace its Bolter with: Flamer: +6 Plasma: +10 Melta: +10
Veteran Options: Veteran Skills Infiltrate (+1 PPM) Move Through Cover (+1 PPM) Tank Hunters (+3 PPM) Counter-Attack (+1 PPM) Acute Senses (+1 PPM)
Fast Attack Choice: Chaos Spawn
WS BS S T W I A LD SV Points 0 5 5 3 3 D6 6 4+ 30 Chaos 3 Spawn Unit Composition: 1-3 Chaos Spawn Weapons and Wargear: You don't want to know. (2 CCW) Special Rules: Fearless, Scout. At the beginning of each of your turns roll 2d6. If the result is higher than the Chaos Spawn's LD, it gains Rage until the end of turn. Receives two free Chaos Attributes that total no more than 30 points, but also gets one of the random, negative Chaos Attributes.
Fast Attack Choice: Renegade Walker
AV I A PV 3 1 20 F S R 10 10 10 Unit Composition: Squadron of 1-3 Walkers Unit Type: Vehicle (Walker, open-topped) Weapons and Wargear: Heavy Stubber, CCW Special Rules: You may choose to upgrade the Renegade Walkers individually though they are part of a squadron. Options: Weapons Armor Other Replace Heavy Stubber with: Increase an armor value to 11: Increase WS or BS or I to Havoc Launcher: +8 +5 4: +13 pts Heavy Bolter: +10 Increase an armor value to 12: Daemon Possession: +10 Autocannon: +12 +15 Extra Armor: +10 Missile Launcher: +15 Vehicle is Close-topped: +10 Broadcaster: +13 Power Weapon: +10 Power Fist: +20 Heavy Flamer: +10 Replace CCW with: Heavy Stubber: +8 Heavy Bolter: +13 Autocannon: +16 Dread CCW: +15 The Walker may have the following special rules for the prices below, but all walkers in that squad must take them: Scouts: +5 PPM Move Through Cover: +2 PPM
WS BS S T W I A LD SV PV 0 4 3 1 5 2 8 5+ 12 Fleshhound 5 3 4 3 3 1 3 1 8 4+ 19 Screamer 4 0 3 3 1 6 2 8 5+ 15 Seeker 4 0 3 3 1 4 1 8 5+ 10 Furies Unit Composition: 3-10 Weapons and Wargear: Flesh-hound: Claws (2 CCW), Mark of Khorne Screamer: Warp Jaws (power weapon), Mark of Tzeentch Seeker: Rending Claws (2 CCW, Rending), Mark of Slaanesh Furies: Claws (2 CCW) Special Rules: All are Chaos Daemons Flesh-hound: Cavalry Screamer: Moves like a Jetbike, has a shooting attack of R36” Str 4 Ap – Assault 2 Seeker: Fleet, Cavalry Furies: Move as Jump Infantry
Elites Choice: Chosen Renegades
. WS BS S T W I A LD SV Points 5 5 4 4 1 4 2 10 3+/6++ 25 Chosen 5 5 4 4 1 4 2 10 3+/6++ +18 Sorcerer 5 4 4 2 5 3 10 3+/6++ +20 Champion 5 Unit Composition: 3-10 Chosen Weapons and Wargear: Bolter, Bolt-Pistol+ CCW, Powered Armor, Frag Grenades Transport: May take any dedicated transport for the points listed Special Rules: The Chosen: If the Chosen take a Mark, the mark's abilities and point costs are changed to: Khorne: +1 BS and +1 A (+5 PPM) Tzeentch: May purchase an additional 2 attributes, ignore minuses to armor. (+3 PPM) Nurgle: +1 to base T (so T5) (+8 PPM) Slaanesh: Fearless. (+3 PPM) Undivided: May choose to pass or fail any LD test (+5 PPM) If the Chosen have the proper sacred number, instead of a free Aspiring Champion, they may take one additional attribute for its point cost. Options: May purchase a Mark of Chaos and up to the allowed number of attributes. · One Chosen may be upgraded to a Champion. · Every other Chosen may be upgraded to a Sorcerer unless they have the Mark of Khorne. They may choose one Psychic power from the list afforded to them. · Every other Chosen may take: Plasma Gun: +10 Combi Bolter +4 Melta Gun:+10 Flamer: +6 · Any Chosen may replace its CCW with: Power Weapon: +7 Power Fist: +15 Khornate Chainaxe: +2 Plague Weapon: +2 · All Chosen may replace their Bolter and Grenades with Terminator Armor and a Combi Bolter: +10 PPM · Every other Chosen in Terminator Armor may replace their Combi Bolter with: Heavy Bolter: +7 Reaper Auto-cannon: +12 Las-Cannon: +18 Combi-Flamer/Plasma/Melta: +5 · If no Terminator Armor, may take: Tactical Assault Pack: +15 PPM Bike:+15 PPM Xeno Cavalry: +12 PPM Jet-bike:+30 PPM Chaos Steed:+4 PPM Chaos Mount: Variable points cost, have the cost rounding down, for the PPM
Veteran Skills Deepstrike: +3 PPM Infiltrate: +3 PPM Move Through Cover: +1 PPM Tank Hunters: +2 PPM Counter-Attack: +1 PPM Acute Senses: +1 PPM
Elites Choice: Big Mutants
WS BS S T W I A LD SV PV 4 2 5 5 3 3 2 8 6+ 30 Big Mutant 5 2 5 5 3 3 3 9 6+ +15 Boss Weapons and Wargear: Las/autogun, CCW Unit Composition: 3-6 Big Mutants Special Rules: May take one free attribute for squads but then must roll on the negative chaos attribute table and apply it to the squad. These count towards the attributes used. Big Mutants take up 2 spaces in a transport. Options: · · Laspistols: +2 PPM Replace Las/autogun with Firearms: +1 PPM Ripper Guns: +4 PPM · May replace one mutant with Boss Mutant for the points cost listed. Special Attributes: (may only take 1, is one of the 2 attributes this squad can purchase) · Khornate: Furious Charge(+4 PPM) · Tzeentchian: Cavalry (+4 PPM) · Nurglesque: 4+ Armor save (+3 PPM) · Slaanesh: -1 WS to enemy in assaults (+3 PPM) To represent Undead: -2 WS, reduce BS to -- (they can never shoot), -2 I, Feels No Pain, We'll Be Back, Slow and Purposeful. This is not an attribute and the squad may be upgraded to Undead for +8 PPM
Elites Choice: Chaos Space Marine Dreadnought
WS Dreadnought 4
AV F S R 12 12 10
Points value 90
Unit Composition: 1 Dreadnought Unit Type: Vehicle(walker) Weapons and Wargear: Heavy Bolter, Dreadnought CCW with Combi-Bolter Special Rules: Insane: Once per turn, at the beginning of each of your turns, if there is not a model with a Servo Harness or Servo Arm within 12”, roll 1d6. On a 1, this model gains Rage and moves towards the nearest model and, if possible, enters in assault against it. On a 6, the model fires all of its weapons-twice at the nearest model. Options: Replace Heavy Bolter with: Autocannon: +2 Reaper Autocannon: +4 Missile Launcher: +5 Dreadnought CCW with Combi-Bolter: +15 Heavy Flamer: Free Multi-Melta or Plasma Cannon: +11 Lascannon: +8 Replace Dreadnought CCW with: Heavy Bolter: +5 Autocannon: +8 Reaper Autocannon: +11 Replace Combi-Bolter with: Heavy Flamer+8 Daemon Possession: +10 Extra Armor: +10 Broadcaster: +13 May purchase an accompanying Techmarine for its point cost, it may not take any other upgrades besides a Mark and upgrades to the Servo Harness, the Techmarine is considered part of the same squad as the Dreadnought and is not an Independent Character and does not take up an Elites choice.
For every 30 points you pay, the Dreadnought may gain +1 WS, BS, and I.
Elites Choice: Renegade Technological Advisors
WS BS S T W I A LD SV Points 4 4 4 1 4 1 9 3+ 40 Techmarine 4 3 3 3 3 1 3 1 8 3+ 25 Techpriest Engineseer 3 3 3 3 1 3 1 10 4+ 12 Servitor Unit Composition: 1 Techmarine/Techpriest Engineseer Weapons and Wargear: Techmarines have a boltgun, boltpistol, CCW, powered armor, and a Servo Harness Techpriest Engineseers have a boltpistol, CCW, powered armor, and a Servo Harness Servitors have a Servo Arm and Carapace Armor Special Rules: Independent Character. For every Technological Advisor taken, you gain an extra Heavy Support slot but lose a Fast Attack slot. Options: May purchase a Mark of Chaos and up to the allowed number of attributes. Techmarine may replace its boltgun with: May be accompanied by a retinue of up to Plasma Gun+10 6 Servitors for 12 points each. Melta Gun+10 The servitors may replace their servo arms Combi-Bolter+5 with: Techmarine/Techpriest may replace its Heavy Bolter+12 boltpistol with: (0-1) Plasma Cannon+25 Hand Flamer+5 Servitors may have one of the following Needle Pistol+2 programs: Techmarine/Techpriest may replace its Ranged Attack (+1 BS) :+4 PPM CCW with: Close Combat(+1 WS) +2 PPM Power Weapon+10 Power Fist+20
May take a dedicated transport for its point cost. Note that while the Techmarine/Techpriest may purchase a mark and chaos attributes, the servitors may do neither. If a Techmarine/Techpriest Engineseer joins a Humanoid squad with Origin:Beastman, up to 3 Beastmen may be fitted with explosive collars for 5 points per collar. You may decide when these collars detonate. When they do detonate, place the small blast template over the model, it is Str4 Ap5. Remove the model from the game. In addition, the Beastmen use the Technological Advisor's LD.
Elites Choice: Chaos Space Marine Terminators
WS BS S T W I A LD SV PV 4 4 4 4 1 4 2 10 2+/5++ 30 Chaos Terminator 4 4 4 1 4 3 10 2+/5++ +15 Terminator 5 Champion Composition: 3-10 Chaos Terminators Weapons and Wargear: Terminator Armor, Power Weapon, Combi-bolter Special Rules: Deepstrike Options: May take a Land Raider/Land Raider: Legionnaire Class as a dedicated transport. Any model may replace its Power Weapon with a: Chain Fist+15 Lightning Claw+7 Power Fist+10 Any model may replace its Combi-bolter with a: Combi-weapon+5 Lightning Claw+3
Every 3rd Terminator may replace its weapon with: (0-1) Assault Cannon+25 Autocannon+15 Heavy Flamer+5 Reaper Autocannon+25
:Note that if a squad is in the correct sacred number, instead of an Aspiring Champion it may take a Terminator Champion for free.
Veteran Skills Move Through Cover (+1 PPM) Tank Hunters (+3 PPM) Counter-Attack (+1 PPM) Acute Senses (+1 PPM)
Cult Options Berzerker+8 Rubric+5 (instead of an Aspiring Sorceror, use a Terminator Champion with a Talent Focuser (free) and the IC Mark of Tzeentch) Plague+14 Noise+1
Beast of Nurgle 5 5 4 2 5 4 9 3+/5++ 50 Bloodcrusher 5 6 0 4 4 2 6 4 9 --/5++ 30 Fiend 3 4 3 3 2 4 1 9 --/4++ 35 Flamer Unit Composition: 3-10 Weapons and Wargear: Beast of Nurgle: 2 CCW, Mark of Nurgle Bloodcrusher: Juggernaut of Khorne, Hellblade, Mark of Khorne Fiend: Rending Claws (2 CCW, Rending), Mark of Slaanesh, Paralyzing Tongue Flamer: Flames of Tzeentch Special Rules: All are Chaos Daemons. With the exception of Bloodcrushers, and unit of Chosen Daemons that is in its patron's sacred number may choose to have one model become a Psyker for +10 points and gain a psychic power of your choice. Fiend: Paralyzing tongue: Any model wounded by a Fiend must take an I test (rolls of 6 always fail, MC's get -1 to the roll) or become I1 next turn. Flamer: Flames of Tzeentch Flames of Range Strength AP Type Tzeentch: Template 4 6 Assault 1 Minimum Power 18" 5 5 Assault 2 Maximal
Heavy Support: Defiler
WS Defiler 5
AV F S R 12 12 11
Points value 140
Unit Composition: 1 Defiler Unit Type: Vehicle(walker) Weapons and Wargear: Battlecannon, Reaper Autocannon, Dreadnought CCW Special Rules: The Reaper Autocannon is considered a Defensive Weapon on this Walker, and this walker may fire any of its weapons and assault. The Defiler may choose to fire its Battlecannon alone and get +1 BS. If fired alone, the Battlecannon may be fired Indirectly. Options: Replace Reaper Autocannon with: Missile Launcher: +5 Dreadnought CCW: +10 Heavy Flamer: Free Multi-Melta or Plasma Cannon: +11 Lascannon: +8 Replace Dreadnought CCW with: Heavy Bolter: +5 Autocannon: +8 Reaper Autocannon: +11 Daemon Possession: +10 Extra Armor: +10 Broadcaster: +13 May purchase an Aspiring Champion with a Servo Harness for +30 points, it may not take any other upgrades besides a Mark and upgrades to the Servo Harness, the Champion is considered part of the same squad as the Dreadnought and is not an Independent Character
Heavy Support: Chaos Space Marine Havocs
Havoc Sergeant Aspiring Champion Unit Composition: 1 Sergeant and 1-9 Havocs Weapons and Wargear: All have Bolters, Bolt pistols and CCWs, Powered Armor Transport: May take any dedicated transport for the points listed Special Rules: If the Sergeant/Aspiring Champion does not fire, any Havoc may fire at any legal target but you must declare what Havocs are firing at what before you start rolling. Havocs with the Mark of Khorne may fire into close combat, even if it involves a friendly unit. After rolling to hit, randomize the hits between the units locked in combat fairly. (I.e., on a 1-3 it hits one side, on a 4-6 it hits the other side.) Then you can proceed to the to-wound phase. Options: 0-4 Havocs may replace its Boltgun (or Sonic Blaster) with one of the following weapons. Only 1 Plasma Cannon may be taken. · Autocannon: +15 · Heavy Bolter: +12 · Heavy Flamer: +10 · Heavy Stubber: +8 · Lascannon: +20 · Missile Launcher: +16 · Multi Melta: +16 · (0-1) Plasma Cannon: +20 Addendum: For Havoc Squads, the Mark of Khorne costs 5 points per model, not 3.
WS 4 4 4
BS 4 4 4
S 4 4 4
T 4 4 4
W 1 1 1
I 4 4 4
A 1 1 2
LD 9 9 9
SV 3+ 3+ 3+
Points 15 15 +3
Heavy Support: Predator
BS AV -13/11/10 Composition: 1 Predator Unit Type: Vehicle(Tank) Weapons and War gear: Autocannon, Smoke Launchers Options: Replace Autocannon with Heavy Bolter: Free Replace Autocannon with Twin-Linked Lascannons: +45 May take side Sponsons with Heavy Bolters: +20 or Lascannons: +50 Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Combi Bolter or Havoc Launcher:+10 Daemon Possession:+15 Extra Armor: +10
Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]
Heavy Support: Vindicator
BS AV -13/11/10 Composition: 1 Vindicator Unit Type: Vehicle(Tank) Weapons and Wargear: Demolisher Cannon, Smoke Launchers Options: Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Combi Bolter +5 or Combi Weapon+10 or Havoc Launcher:+15 Daemon Possession:+15 Extra Armor: +10
Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+15) [This must be taken if you have a Marine HQ choice]
Heavy Support: Land Raider
BS AV PV -14/14/14 206 Composition: 1 Land Raider Unit Type: Vehicle(Tank) Weapons and Wargear: Hull Twin-Linked Heavy Bolter, 2 Twin-Linked Lascannon Sponsons Transport Capacity: 12 models (or 6 Terminators) Special Rules: Machine Spirit (as per Codex: Space Marines), Assault Ramp Options: Take Any of the Following: Searchlight:+1 Daemon Possession:+15 Extra Armor: +10 Smoke Launchers+3 Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]
Heavy Support: Land Raider Legionnaire-Class
Land Raider Legionnaire-Class
-14/14/14 236 Composition: 1 Land Raider Unit Type: Vehicle(Tank) Weapons and Wargear:, 2 Twin-Linked Autocannon Sponsons, Hull Twin-linked Heavy Bolter Transport Capacity: 16 models (or 8 Terminators) Special Rules: Machine Spirit (as per Codex: Space Marines), Assault Ramp Options: Take Any of the Following: Searchlight:+1 Daemon Possession:+15 Extra Armor: +10 May take a hull-mounted: TL Combi-Bolter+5 Combi Flamer, Plasma: +10 Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]
Heavy Support Choice: Renegade Heavy Vehicles
BS Leman Russ Leman Russ Demolisher Basilisk 3 3 3
AV 14/13/10 14/13/11 12/10/10
Points value 150 165 120
Unit Composition: 1 Leman Russ or 1 Leman Russ Demolisher or 1 Basilisk Unit Type: All are Vehicle(Tank), Basilisk is Open-Topped Weapons and Wargear: Leman Russ has a Battle Cannon, a Hull Heavy Bolter, and Smoke Launchers Leman Russ Demolisher has a Demolisher Cannon, a Hull Heavy Bolter, and Smoke Launchers Basilisk has an Earth-shaker Cannon, a Hull Heavy Bolter, and Smoke Launchers Special Rules: For every Imperial Guard or Dwarf-like origin Renegade squad, you may take one of these 3 vehicles in a Heavy Support choice. Options: Leman Russ/Demolisher Basilisk Exchange Heavy Bolter for: Exchange Heavy Bolter for: Heavy Flamer: Free Heavy Flamer: Free Lascannon: +15 Armored Crew Compartment (become closed topped): +15 May take sponsons armed with: Heavy Bolters/Heavy Flamers: +20 Multi-Meltas: +30 Plasma Cannons: +40 Dozer Blade: +5 Any vehicle may take: Pintle-mounted Heavy Stubber or Assault (Storm) Bolter: +10 Hunter Killer Missile: +10 Extra Armor: +10 Daemon Possession: +15 Camo Netting: +20 for Leman Russes, +30 for Basilisks
Heavy Support Choice: Obliterator Cult
WS Obliterator 4
SV PV 2+/5++ 95
Unit Composition: 1-3 Obliterators Weapons and Wargear: Obliterator Virus, Terminator Armor, CCW Special Rules: Obliterator Virus: Considered Beweaponed Extremeties (already included), and in addition: Once per turn, any Obliterator may replace one its CCW weapons with: Great Weapon Lightning Claw Power Fist Power Weapon
Once per turn, any Obliterator may use one of the following ranged weapons: Combi-Bolter Autocannon Heavy Bolter Plasma Cannon TL Plasma Gun
Obliterators may not purchase a Mark of Chaos but may still take attributes. In addition, they may never take a transport.
(Note that these Daemons may only be used in an all-Daemon army) Skarbrand The Exiled WS Skarbrand 10 BS 10 S 8 T 6(7) W 6 I 8 A 7 LD 10 SV 2+/4++ PV 600
Unit Composition: Skarbrand Unit Type: Monstrous Creature Weapons and Wargear: Honorific Daemon Axes, Mark of Khorne, Fused Chaos Armor Special Rules: Fleet of Foot, Fearless
All models, friend or foe within 24" of Skarbrand must reroll all failed to-hit rolls in assault. Honorific Daemon Axes: Is for all intents and purposes an Axe of Khorne, but grants +2 S. They may be split apart and become 2CCW (thus granting +1 A), but don't give a S bonus. Announce which type you are going to use before the beginning of the combat phase. Chaotic Attributes: Agile, Bestial Face, Breaths Fire, Inhuman Constitution, Strong, Spits Acid (All already included) Rewards: Collar of Khorne
Kairos Fateweaver WS 6 BS 10 S 6 T 6 W 3 I 6 A 3 LD 9 SV --/3++ PV 520
Unit Composition: Kairos Fateweaver Unit Type: Monstrous Creature Weapons and Wargear: Staff of Souls, Mark of Tzeentch Special Rules: Independent Character, Stubborn
Staff of Souls: Is a master-crafted Daemon Weapon of Tzeentch that is also a Force Weapon Oracle of Entity: Fateweaver and all allied units within 9" may reroll any failed armor, cover, or invulnerable saves. Whenever Kairos takes a wound, he takes a LD test. If it is a failure, remove him as a casualty. Two Heads are Better than One: Kairos may use three powers a turn instead of two. Chaotic Attributes: Teleport, Wings
Kugath Plague-Father WS 7 BS 4 S 6 T 7 W 8 I 1 A 4 LD 10 SV 4+ PV 580
Unit Composition: Kugath Unit Type: Monstrous Creature Weapons and Wargear: Mastercrafted Plague Weapon, Necrotic Missiles Special Rules: Independent Character, Daemon, Slow and Purposeful, Feels No Pain, Relentless knows all Nurgle Psychic Powers. At the beginning of each of your turns, you may place d3 bases of Nurglings within 7” of Kugath, they are a separate unit. They are worth 0 Killpoints.
Necrotic Missiles: In the shooting phase, Kugath may use Necrotic missiles. Chaotic Attributes: Extremely Fat Rewards: Nurgling Infestation
R” 28 S X (poisoned 4+) Hathothamon-Saator Hathothamon-Saator has only defeated one time in his entire existence, by a human male who lived on Earth while it was still a young planet. He would never forget the bold defiance of that man! The humans spread like wildfire, and Saator could not go back to Earth because of his banishment! Now that man has no power left to fight Saator, so Hathothamon scours the universe in search of his greatest enemy.. Perhaps he will once again visit havoc upon Earth, and if he does the Imperium is truly doomed. WS Hathothamon- 10 Saator BS 8 S 7 T 7 W 6 I 10 A 8 LD 8 SV --/3++ Points 600 AP 2 Type Large Blast, Pinning, Heavy 1
Unit Composition: Hathothamon-Saator Unit Type: Monstrous Creature Weapons and Wargear: Hoofs and Claws (count as 2 CCW), Talent Focuser Special Rules: Is a Undivided Greater Daemon and knows all Undivided Psychic Powers
Evil Breath: Hathothamon-Saator is so intensely evil that even his breath can overcome most foes. He has a shooting attack of R:Template StrX (poisoned 4+) Ap2 Assault 1, Pinning. In addition, all non-Daemon models in base contact at the beginning of the combat phase must take a T test or suffer a wound with no saves, not even invulnerable, allowed. Monstrous creatures get -1 to the roll, and a roll of 6 always fails. Preferred Enemy: Any model with a WS stat from codices Daemonunters, Witch-Hunters, Space Marines (and variants), Chaos Space Marines, Imperial Guard Chaotic Attributes (All already included): Bestial Face, Evil Eye, Hideous Appearance, Wings
Deranged Derek He comes from a planet that is now a nuclear wasteland, one that was formerly one of the most beautiful planets in the entire universe. He lost his former way of life, his wife, and now all he has is hate, a perfect specimen for Khorne. It took little to convince the man that all he had to do get revenge on those who destroyed his life was to destroy theirs as well. WS Deranged 6 Derek BS 5 S 4 T 3 W 2 I 5 A 4 LD 10 SV Points 2+/6++ 70
Unit Composition: Deranged Derek Weapons and Wargear: Custom Shotgun, Autopistol, Khornate Chainaxe, Mark of Khorne, Chaos Armor, Frenzon Special Rules:
Addicted to Frenzon: Must take 2 Frenzon shots every turn, also has Feels No Pain Custom Shotgun: R12" Str6 Ap -- Assault 2, Rending (and rends on a to-wound roll of 5+) Chaos Attributes (All already included): Weapons Master (+1 BS) Chaos Rewards (Already Included): Aggression Options: May purchase Deranged Derek's Annihilator, a converted civilian car, for 50 points.
BS -AV 11/10/10 Points 35
Composition: 1 Annihilator Unit Type: Vehicle(Tank) Transport Capacity: 1 model Special Rules: Extra Armor, 1 Fire Point, Open Topped, If the Annihilator is taken, Derek must start the game mounted in it. No model other than Derek may enter the Annihilator. The Annihilator may tank shock and ram and inflicts a -1Ld penalty on any unit it tank shocks..The Annihilator also has 1 Firepoint, for simplicity's sake which is considered on the top of the car.
Inquisitor Valshezzar Inquisitors are exposed to the warp on a daily basis, and it is only a matter of time before those who are not hardy enough to be weeded out. Valshezzar was not weak-minded in any way, he was strong of mind and 'pure' of heart, as only an Inquisitor can be. But he fell face first to the greatest weakness of man: Desire of power. Not just desired it, craved it. And Tzeentch gave it to him. WS 5 BS 5 S 3 T 3 W 4 I 4 A 3 LD 10 SV Points 2+/4++ 160
Unit Composition: Inquisitor Velshazzar Weapons and Wargear: Force Weapon, Plasma Pistol, Terminator Armor, Mark of Tzeentch Special Rules: Independent Character, Psyker, Iron Will (as per the Inquisitor Lord special rule), knows Doombolt, Bolt of Change, Tzeentch's Fire Storm, and Warp Time, Origin: Inquisitor Chaos Attributes (All already included): Inhuman Constitution, Warp Aura Chaos Rewards (Already Included): Reforming Body
Captain Halgon was a much celebrated Captain of the Promelian 7th Airborne of the Imperial Guard, as much by the press as by his own soldiers. In many ways, he was a father figure to the young men in his company, yet this proved to be their undoing. During a war in the Emersian system, the 7th Airborne came upon a terribly mutated planet. Captain Halgon and his men had unwittingly stumbled upon a planet that had been overrun by a plague, where those who had survived because of their pleas to Nurgle sang a chant called the Chant of the Ever Circling Skeletal Family, in honor of the plague that disintegrated the skin of their loved ones. It was entrancing, and Halgon and his men soon joined. WS Captain 4 Halgon BS 4 S 4 T 3(4) W 3 I 5 A 4 LD 10 SV Points 4+/6++ 175
Unit Composition: Captain Halgon Weapons and Wargear: Mark of Nurgle, Carapace Armor, Master Crafted Heavy Stubber, Laspistol, Chaos Weapon with Plague Special Rules: Independent Character, Origin: Imperial Guard, Fearless. All Origin:Imperial Guard models within 14" use this model's LD for any LD tests they take. In addition, Captain Halgon may issue 2 orders as if he was a Senior Officer at 14" from Codex: Imperial Guard to any Origin: Imperial Guard Renegade squad. Chaos Attributes (All already included): Additional Arms, Magic Resistant Chaos Rewards (Already Included): Face of Great Unclean One Options: One Heavy Support choice in this army may be either a Valkyrie or a Vendetta from Codex:Imperial Guard for the points cost listed in that codex. It may take upgrades from Codex: Imperial Guard for their points cost listed.
They thought that they had killed them all. They thought that they were gone, no more than legend. They were wrong. Manyhad survived through worship to the cruel and bloodthirsty gods of Chaos. His ancestors had not stopped the tyranids, but the deities he now worships do.
WS 4 Ferin Grimjaw BS 6 S 3 T 4 W 3 I 4 A 2 LD 9 SV Points 2+/5++ 180
Unit Composition: Ferin Grimjaw Weapons and Wargear: Mark of Chaos Undivided, Daemon Weapon, Exo Armor with inlaid Assault Cannon Special Rules: Independent, Origin: Dwarf-like
Exo Armor: Against AP 5, 6, and -- weapons, this model may take its armor save and also its invulnerable save if its armor save fails. Preferred Enemies: Orks, Eldar, Tyranids All models with Origin: Dwarf-like gain Preferred Enemies: Orks, Eldar, Tyranids. They may also purchase Exo Armor for +25 PPM. Chaos Attributes (All already included): Regeneration, Weapons Master (+1 BS)
The Black Antelope A former slave to the Imperial Guard, this beastman was helped to escape by a group of Slaaneshi cultists. After experiencing the delights of the Prince, the Black Antelope swore fealty. His already prestigious stealth was increased, and its pelt became the blackest of black, so dark that it absorbed all light. It then left, hunting its former masters across the stars... WS 5 BS 0 S 5 T 4 W 2 I 8 A 3 LD 8 SV Points 5+/5++ 120
The Black Antelope
Unit Composition: The Black Antelope Weapons and Wargear: Slaanesh Daemon Weapon, Flak Armor, Origin: Beastman (included), Mark of Slaanesh Special Rules: Furious Charge, preferred enemy: Imperial Guard, Infiltrate,Hit& Run
Black Pelt: Subtract 6" from the range of any weapon that fires at the Black Antelope. During Night Fight enemies roll D6 x 3 to find spotting distance.] Extreme Stealth: Gets +2 to any cover save or a 5+ cover save if in the open Chaos Attributes (All already included): Strong, Teleports, Warp Aura
Lessei Moondancer WS 7 BS 6 S 4 T 3 W 3 I 7 A 3 LD 10 SV Points 2+/5++ 145
Unit Composition: Lessei Moondancer Weapons and Wargear: Heavy Shuriken Catapult, Powersword, Shuriken Pistol, Hypermesh Armor, Digital Weapon-Needler Special Rules: Independent Character, Origin: Eldar Heavy Shuriken Catapult: R24" Str 4 Ap 5 Assault 2, Rending Hypermesh Armor: 2+ save, 5+ invulnerable Digital Weapon-Needler: May be fired in addition to any other weapons. Is R12" Str 3 Ap - Assault d3. Does d3 Str3 hits at Moondancer's I value in close combat. Chaos Attributes (All already included): Agile, Weapons Master (+1 BS) Chaos Rewards (Already Included):
Options: Any Origin: Eldar squad may purchase 0-2 Heavy Shuriken Catapults for 7 points each.
Abaddon the Despoiler, Chaos Lord and Warmaster WS Abaddon 8 BS 6 S 5(8) T 4(5) W 4 I 5 A 4+D6 LD 10 SV Points 2+/4++ 365
Unit Composition: Abaddon the Despoiler Weapons and Wargear: Terminator Armor, The Talon of Horus, Daemon Weapon Drach'nyen, Mark of Chaos Ascendant Special Rules: Independent Character, Fearless, 4+ invulnerable save. Any Chaos army that has Abaddon ignores the Animosity special rule.
Daemon Weapon Drachn'ynen: An Undivided Daemon Weapon that always has an Undivided Greater Daemon that knows all generic Psychic powers and does d3 wounds and grants +3 Str instead of +1, is a 1H CCW Mark of Chaos Ascendant: All allied Chaos armies (including this one) do not suffer from Animosity. Grants Eternal Warrior, the Terminator Armor does not lose its save because of attributes, +1 T, and Fearless. The Talon of Horus: +3 S, is a Lightning Claw that can reroll both to-wound and to-hit rolls, also grants a R24" Str 5 Ap 2 Assault 3 shooting attack Terminator Armor: Grants a 2+ save and a 5+ invulnerable save and Deepstrike. Chaos Attributes (All already included): Inhuman Constitution, Hideous Appearance, Strength, Warp Aura, Weapon Master
Ahriman WS Ahriman 5 BS 6 S 4 T 4 W 3 I 5 A 3 LD 10 SV Points 3+/4++ 230
Unit Composition: Ahriman Weapons and Wargear: Mastercrafted Bolt Pistol, Bedlam Staff, Talent Focuser, Powered Armor Special Rules: Independent Character, Fearless, Knows all Tzeentch Psychic Powers, Mark of Tzeentch, 4+ invulnerable save
Bedlam Staff: Is a Force Weapon that removes all wounds instead of causing instant death on a successful psychic test Chaos Attributes (All already included): Warp Aura
Cypher WS Cypher 5 BS 8 S 4 T 4 W 2 I 6 A 3 LD 9 SV Points 3+/4++ 165
Unit Composition: Cypher Weapons and Wargear: Cypher's Pistols C'tan Phase Knife Special Rules: Fearless, 4+ invulnerable save, And They Shall Know No Fear
C'tan Phase Knife: Is a 2H CCW and ignores both Armor and Invulnerable saves. Against a C'tan, the weapon is destroyed and Cypher loses all of his attacks. Cypher's Pistols: R18" Str 5 Ap 2 Assault 3, Rending, Pistol Fallen Angels: Cypher and Fallen Angels gets Preferred Enemy: Dark Angels, likewise, Dark Angels get Preferred Enemy: Cypher and Fallen Angels. In addition, Cypher may take a retinue of Chosen which are considered "Fallen Angels". These Chosen may not take a Mark of Chaos, and Cypher loses his Independent Character status. Gunslinger: May fire 2 weapons in the shooting phase, the controlling player chooses what which models any resulting wounds are allocated against. Uncatchable: If Cypher is ever eliminated, roll 3d6. On a 4+, he is not considered worth any VP's or KP's. In addition, in close combat, Cypher may give up his attacks to gain the special rule Hit and Run which he does not have to make an Initiative test for.
Lufgt Huron 'Blackheart', Tyrant of Badab WS 3 BS 3 S 6 T 6 W 3 I 5 A 3 LD 10 SV Points 3+/5++ 220
Unit Composition: Huron Blackheart Weapons and Wargear: Tyrant's Claw, Power Weapon, Familiar, Powered Armor Special Rules: Independent Character, Fearless
Tyrant's Claw: Is a mastercrafted Lightning Claw with a Heavy Flamer Huron knows all generic Psychic Powers Cyborg: Half of his body destroyed by a melta bomb, and with it a large amount of his brain, Blackheart has never recovered fully despite his new body being in full working order thanks to his Techmarines. Huron is considered to have the Metal Body and Pinhead Chaos Attributes but these do not affect his armor save.
DOOMRIDER WS DOOMRIDER 8 BS 6 S 5 T 4(5) W 3 I 5(10) A 4 LD 10 SV Points 2+/4++ 240
Unit Composition: Doomrider Weapons and Wargear: Slaaneshi Daemon Weapon, Chaos Armor, Bike, Plasma Gun, Mark of Slaanesh Special Rules: Independent Character, Stubborn. Unlike most Daemon Princes, Doomrider must be summoned by an icon to first come onto the field, though it does not have to be a Personal Icon.
Ezy Rider: Doomrider moves as if he has a Jetbike but does not count as having a Jetbike.2 Here he comes...there he goes: When rolling for temporal instability, on a 5+ Doomrider is removed from the table. Whenever Doomrider teleports, on a 6+ he is removed from the table as if from Temporal Instability. Never place a marker for Doomrider when he is removed from the table as part of Temporal Instability. Instead, when he reappears he may be placed wherever you wish as if he has just performed a Deepstrike, except that there is no roll for scatter and no mishaps. Chaos Attributes (All already included): Dimension Instability, Teleports, Temporal Instability, Warp Aura Chaos Rewards (already included): Daemon Prince (+1 WS, +1 S, +1 A, Eternal Warrior, Daemon)
Typhus WS Typhus 6 BS 6 S 4 T 5(7) W 4 I 2 A 3 LD 10 SV Points 2+/5++ 300
Unit Composition: Typhus Weapons and Wargear: Manreaper, Terminator Armor, Mark of Nurgle Special Rules: Independent Character, Fearless, Psyker (knows all Nurgle Psychic Powers), Plague Cult (-1I, FNP, already included)
Manreaper: Nurgle Daemon Weapon. Chaos Attributes (All already included): Extremely Fat, Horrible Smell Chaos Rewards: Nurgling Infestation
Fabius Bile, Primogenitor WS 3+D3 BS 3+D3 S 2+D3 T 2+D3 W 2+D3 I 3+D3 A 1+D3 LD 10 SV 3+/5+ Points 150
Unit Composition: Fabius Bile Weapons and Wargear: Xyclos Needler, Rod of Torment, Chirurgeon, Powered Armor Special Rules: Independent Character, Fearless
Xyclos Needler: R12" Str X (poisoned, 2+) Ap 2 Assault 1, Pistol Rod of Torment: Power Weapon, does d2 wounds, any model wounded by the Rod of Torment is considered I1 next turn. Chirurgeon: Grants a 5+ invulnerable save, and gives 2 WS3 Str 4 attacks in addition to any other attacks. Also grants Feels No Pain to any squad he joins. Primogenitor: Before deployment, roll 1d3, and add it to the appropriate statistic for Fabius Bile. For example, first roll 1d3 and add it to Bile's WS, then roll 1d3 and add it to Bile's BS, and so on and so forth. (The +d3 is added to remind the player). Be sure to write down the final statistics for Fabius! Enhanced Warriors: Any non-Daemon Renegade squad may become Enhanced Warriors for +1 PPM. Each squad gets +D3-2 to these statistics: WS, BS, S, T, I, and A.
Kharn the Betrayer WS 8 BS 7 S 6(8) T 4(5) W 3 I 5 A 4 LD 8 SV Points 2+/5++ 305
Unit Composition: Kharn the Betrayer Weapons and Wargear: Plasma Pistol, Gorechild, Fused Chaos Armor, Mark of Khorne Special Rules: Independent Character, Fearless, Furious Charge, Eternal Warrior
The Betrayer: At the beginning of each of your turns, take a LD test. If passed, Kharn may move as normal. If failed, Kharn will Rage towards the nearest friendly unit and attempt to engage in combat with it. In addition, in close combat, if Kharn is joined by any friendly models, any missed to-hit rolls are considered to have hit a friendly model! Gorechild: Kharn always hits on a 2+ in close combat, 1H Power Weapon, +2 S Chaos Attributes (All already included): Magic Resistant, Strong, Weapons Master (+1 WS) Chaos Rewards (already included): Collar of Khorne, Aggression
Lucius the Eternal WS 9 BS 5 S 4 T 4 W 3 I 8 A 3 LD 10 SV Points 2+/4++ 235
Unit Composition: Lucius the Eternal Weapons and Wargear: Power Sword, Lash of Torment, Armor of Shrieking Souls, Mark of Slaanesh Special Rules: Independent Character, Stubborn, Eternal Warrior
Armor of Shrieking Souls: Chaos Armor. Once per turn, you may reduce this model's invulnerable save by 1 to do d6 Str 6 Ap6 hits to one model/squad within 12" Lash of Torment: Subtracts 1 A from all enemy models within 2". Attacks may be reduced to 0 by this. Master Swordfighter: Lucius always hits on a 2+ in close combat, and enemies who have 1/2 this model's WS or less hit Lucius on a 6+. Chaos Attributes (All already included): Agile, Evil Eye, Hideous Appearance, Hypnotic Gaze, Weapons Master (+1 WS) Chaos Rewards (All already included): Musk
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