Codex - Chaos Space Marines Angry Anarchist Edition

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PDF version of the June version of the codex - Click to download.

INTRODUCTION

Abaddon the Despoiler has once again called for a Black Crusade against the Imperium of Man and the Corpse Emperor. Gather your warband of cut throat renegades or ancient traitors. The eyes of the gods are fixed upon you, please them and the eternal life of daemonhood shall finally be yours Chaos Space Marine Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love and punishing people as little as possible for making the "wrong" modeling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example. 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti-armour units should counter heavy armoured anti-armour units and medium armoured anti-armour units) and get countered by all the things they should be countered by (light armoured anti-armour units should get countered by light armoured anti-light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calculations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competitive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

This codex was made by the 1d4chan community and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' web page on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the "fill with colour" tool on the background. After some final minor revisions, the Word document was saved as a PDF.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here.

CHANGES

The following weapons have been changed:

  • Combi-bolter (Rapid Fire, Twin-linked -> Rapid Fire, Shred, Twin-linked)
  • Heavy bolter (Heavy 3 -> Heavy 3, Salvo 2/3 for S 4 models)
  • Missile launcher (buy frag and krak for x pts or flakk, frag and krak for y pts -> buy 1/2/3 types of missiles for x/y/z pts)
  • Flakk missiles (S7 AP4 -> S 8 AP2)
  • Flamestorm cannon -> inferno cannon (S 6 AP 3 -> S 5 AP 4 Torrent)
  • Frag missiles (AP5 -> AP4)
  • Krak missiles (AP 3 -> AP2)
  • note that all shotguns are now Twin-linked.

CHAOS SPACE MARINES WARGEAR LIST

These lists detail the points values of various items of wargear available to Chaos Space Marines units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix

CHAOS RELICS LIST

Only one of each Chaos Artefact may be taken per army. A model can replace one weapon with one of the following:
- Axe of Blind Fury8...35 pts
- Burning Brand of Skalathrax...30 pts
- Coruscator...5 pts
- Dimensional Key4...25 pts
- Scrolls of Magnus4,9...45 pts
- The Black Mace...45 pts
- The Murder Sword...35 pts

- Crucible of Lies4,XVI...25 pts
- Eye of the Night4,XVI...75 pts
- Hand of Darkness4,XVI...50 pts
- Last Memory of Yuranthos4,1,XVI...30 pts
- The Skull of Ker’ngar4,XVI...40 pts
- The Spinshiver BladeXVI...30 pts

- Blade of the Relentless10...30 pts
- Crozius of the Dark Covenant10...30 pts
- The Slaughterer's Horns4,10...30 pts
- The Balestar of Mannon4,10...35 pts
- Prophet of the Voices4,10...40 pts
- Daemonheart4,10...50 pts

- Astral Grimoire4,XV...80 pts
- Athenaean Scrolls4,XV...15 pts
- Helm of the Third Eye4,XV...40 pts
- Seer's BaneXV...60 pts
- Staff of Arcane CompulsionXV...50 pts

CHAOS REWARDS LIST

A model can take up to one of each of the following:
- Aura of dark glory...15 pts
- Combat familiar...5 pts
- Spell familiar...35 pts
- Juggernaut of Khorne3,8...35 pts
- Disc of Tzeentch3,9...30 pts
- Palanquin of Nurgle3,7...25 pts
- Steed of Slaanesh3,6...20 pts

MARKS OF CHAOS LIST

A model may take one of the following special rules:
- Mark of Khorne5...15 pts
- Mark of Tzeentch...15 pts
- Mark of Nurgle...15 pts
- Mark of Slaanesh...10 pts

MELEE WEAPONS LIST

A model may replace his bolt pistol and/or Melee weapon with one of the following:
- Chainaxe...3 pts
- Lightning claw...15 pts
- Power weapon...15 pts
- Power fist...25/35 pts
A model may replace his bolt pistol and Melee weapon with one of the following:
- Two lightning claws...20 pts
- Two power fists...35 pts

RANGED WEAPONS LIST

A model may replace his Melee weapon or boltgun with one of the following:
- Combi-bolter...5 pts
- Combi-flamer...5 pts
- Combi-plasma...10 pts
- Combi-melta...13 pts
- Plasma pistol...5 pts

TERMINATOR WEAPONS LIST

A model may replace his power weapon with one of the following:
- Lightning claw...3 pts
- Power fist...10 pts
- Chainfist...15 pts
A model may replace his combi-bolter with one of the following:
- Combi-flamer...2 pts
- Combi-plasma...5 pts
- Combi-melta...8 pts
- Lightning claw...12 pts
- Power fist...22 pts
- Chainfist...27 pts

SPECIAL ISSUE WARGEAR LIST

A model with access to this list may take any of the following: - Blight grenades7...5 pts
- Inferno bolts9...5 pts
- The butcher's nails8...20 pts - Warp pox7...20 pts - Melta bombs...5 pts
- Jump pack*3...15 pts
- Chaos bike and twin-linked boltgun...20 pts
- Sigil of corruption...25 pts

GIFTS OF MUTATION LIST

A model with access to this list may take up to three of the following:
- All-consuming hatred...10 pts
- Arcane occulum...5 pts
- Berzerker strength...15 pts
- Bloated...2/10/15 pts (if the model has a 6+/3+/2+ armour save)
- Cerebral cogitator...5 pts (multiplied by the model's Attack characteristic)
- Cosmic fate...25/20/15/10/5 pts (if the model has a 6+/5+/4+/3+/2+ armour and/or invulnerable save, choose the highest applicaple cost)
- Crystalline body...5/107 pts (multiplied by the model's Wound characteristic)
- Fleshmetal2...10 pts (multiplied by the model's Wound characteristic)
- Gun morph...10 pts
- Ichor blood...1 pt (multiplied by the models Wound characteristic)
- Icy aura...10 pts
- Venemous...15 pts
- Warp frenzy...15 pts

DAEMONIC FORGE LIST

A model with acess to this list may take items from the Daemonic Weapons and Daemonic Traits lists.

DAEMONIC WEAPONS LIST

A model with access to this list can replace one weapon with one of the following:
- Daemon sword...35 pts
- Daemon axe...35 pts
- Daemon mace...35 pts
- Daemon lance...35 pts
- Bloodthirsty axe (World Eaters only)...35 pts
- Daemonic hand cannon (Iron Warriors only)...35 pts
- Daemon fistXVI...55 pts
- Doomfire revolver (Red Corsairs only)...25 pts
- Quicksilver rapier (Emperor´s Children only)...40 pts
- Life reaper (Death Guard only)...50 pts
- Twin swords (Alpha Legionaires only)...50 pts
- Bat´s Talon (Night Lords only)...50 pts
- Arcane staffXV...35 pts
- Whispering dagger (Word Bearers only)...35 pts
- Skullcrushing mace (Khorne Daemonkin only)...65 pts

DAEMONIC TRAITS LIST

A model which has chosen an item from the Daemon Weapons list may add one of the following special rules to his weapon chosen from above:
- Greedy...15 pts
- Wrathful...5 pts
- Slouthful...5 pts
- Lustful...25 pts
- Chaotic...15 pts
- Envious...5 pts
- Sentient...10 pts
- Deadly...15 pts
- Proud...10 pts
- Gluttonous...5 pts

1 Models with the Psyker special rule only
2 Models with an Armour Save of 3+ only.
3 Chaos Lords and Sorcerers only. Not available to models wearing Terminator armour. These pieces of wargear are all mutually exclusive. For example, a Chaos Lord with a Palanquin of Nurgle cannot also take a jump pack.
4 Does not replact one of the character's weapons.
5 Models with the Psyker special rule may not take this.
6 Models with the Mark of Slaanesh special rule only.
7 Models with the Mark of Nurgle special rule only.
8 Models with the Mark of Khorne special rule only.
9 Models with the Mark of Tzeentch special rule only.
10 Crimson Slaughterers only
12 Daemonkin only
XV Thousand Sons only
XVI Black Legion only

CHAMPIONS OF DARKNESS

HQ

CHAOS LORD

WS BS S T W I A Ld Sv
Chaos Lord 7 5 4 4 3 5 3 10 3+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Chaos Lord ...60 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenade
  • Krak grenade

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Independent Character
  • Fearless

OPTIONS:

  • May take items from the Ranged Weapons, Chaos Rewards, Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, power weapon and combi-bolter ...40 pts
  • If Terminator armour is taken the Chaos Lord may take items from the Terminator Weapons, Chaos Rewards (except daemonic steeds), Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list.

CHAOS SORCERER

WS BS S T W I A Ld Sv
Chaos Sorcerer 5 4 4 4 2 4 2 10 3+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Chaos Sorcerer ...60 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenade
  • Krak grenade

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 1)

PSYKER:

Sorcerers generate their powers from the Biomancy, Pyromancy and Telepathy disciplines.

OPTIONS:

  • May take up to 2 additional Mastery Levels ...25 pts each
  • May take items from the Ranged Weapons, Chaos Rewards, Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, Force weapon and combi-bolter ...25 pts
  • If Terminator armour is taken the Chaos Sorcerer may take items from the Terminator Weapons, Chaos Rewards (except daemonic steeds), Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list.

FABIUS BILE

WS BS S T W I A Ld Sv
Fabius Bile 5 4 5 4 3 4 5 10 3+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...130 pts

WARGEAR:

  • Bolt pistol
  • Frag grenade
  • Krak grenade
  • Xyclos Needler
Range S AP Type
18" 1 6 Assault 3, Poisoned (2+)

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Independent Character
  • Feel No Pain
  • Instant Death
  • Sellsword: Fabius Bile does not benefit from Warband Tactics.
  • Enhanced Warriors: One Chaos Space Marine unit in the same Detachment as Fabius Bile may be upgraded to Enhanced Warriors at no additional cost. Enhanced Warriors add +1 to their Strength characteristic and gain the Fearless special rule.

DAEMON PRINCE

WS BS S T W I A Ld Sv
Daemon Prince 9 5 6 6 4 8 5 9 -


UNIT TYPE

Monstrous Creature (Character)

UNIT COMPOSITION

1 Daemon Prince ...90 pts

SPECIAL RULES:

  • Eye of the Gods
  • Ascended: If a model with this special rule would ever make rolls on the Eye of the Gods Table it instead regains a single wound lost earlier in the battle.
  • Daemon
  • Eternal Crusade
  • Fearless

PSYKER:

Daemon Princes with the Mark of Tzeentch special rule generate powers from Divination, Daemonology Malefic and Change disciplines.

Daemon Princes with the Mark of Nurgle special rule generate powers from Biomancy, Daemonology Malefic and Plague disciplines.

Daemon Princes with the Mark of Slaanesh special rule generate powers from Telepathy, Daemonology Malefic and Decadence disciplines.

OPTIONS:

  • May take one of the following special rules:
- Daemon of Khorne ...10 pts

Daemons of Khorne have the Fearless, Daemon, Counter-attack, Rage and Preferred Enemy (Daemons of Slaanesh) special rules.

- Daemon of Tzeentch ...5 pts

Daemons of Tzeentch have the Fearless, Daemon, Daemonic Instability and Preferred Enemy (Daemons of Nurgle) rules and may never summon units with the Daemon of Nurgle special rule. Models with the mark of Tzeentch may re-roll failed saving throws of 2.

- Daemon of Nurgle ...free

Daemons of Nurgle have the Fearless, Daemon, Shrouded, Slow and Purposeful and Preferred Enemy (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the mark of Nurgle are armed with defensive grenades.

- Daemon of Slaanesh ...5 pts

Daemons of Slaanesh have the Fearless, Daemon, Jink, Rending, Fleet, Swiftstride and Preferred Enemy (Daemons of Khorne) rules and may never summon units with the Daemon of Khorne special rule.

  • Swiftstride: Units with one or more models with this rule may run twice during the shooting phase. Vehicles, which are not walkers, gain the Fast vehicle type.
  • May take the Deep Strike special rule ...10 pts
  • Unless the model has the Daemon of Khorne special rule, it may take one of the following
- Mastery Level 1 Psyker ...25 pts
- Mastery Level 2 Psyker ...50 pts
- Mastery Level 3 Psyker ...75 pts
  • A model with the Daemon of Tzeentch special rule may take one additional Mastery Level ...25 pts
  • Unless the model has the Daemon of Nurgle special rule, it may be upgraded to a Flying Monstrous Creature (Character) ...40 pts
  • A model with the Daemon of Nurgle special rule may be upgraded to a Flying Monstrous Creature (Character) ..60 pts
  • Unless the model has the Daemon of Tzeench special rule, it may take a 3+ Armour Save ..35 pts
  • A model with the Daemon of Tzeentch special rule may take a 3+ Armour Save ..60 pts

DARK APOSTLE

WS BS S T W I A Ld Sv
Dark Apostle 7 5 4 4 3 5 3 10 3+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Dark Apostle ...90 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenade
  • Krak grenade

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Beseech the Dark Gods: After deployment the Dark Apostle may roll once on the Eye of the Gods Table re-rolling results of 1 and 6.
  • Demagogue: All friendly units within 6" of a model with this special rule are leadership 10.
  • Independent Character
  • Zealot

OPTIONS:

  • May take items from the Ranged Weapons, Chaos Rewards, Special Issue Wargear, Marks of Chaos and Chaos Artefacts sections of the wargear list.

WARPSMITH

WS BS S T W I A Ld Sv
Warpsmith 4 5 4 4 2 4 2 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Warpsmith ...80 pts

WARGEAR:

  • Bolt pistol
  • Power maul
  • Frag grenade
  • Krak grenade
  • Meltagun
  • Flamer
  • Mechatendrils

A model armed with mechatendrils add +2 to its Attack characteristic.

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Independent Character
  • Master of Mechanisms: In each of your Shooting phases a model with this special rule may choose to do one of the following instead of firing a single ranged weapon:
- Roll a D6 (add +1 if the the model is armed with mecha tendrils) on a 5+ you may restore a single Hull Point lost earlier in the battle to a friendly vehicle within 6", or remove an Immobilized or Weapon Destroyed result from a friendly vehicle within 6". While embarked upon a vehicle the model the Warpsmith may repair the vehicle he is embarked upon, but no other vehicles.
- Take a leadership test, if succesful all Ranged Weapons on an enemy vehicle within 18" gain the Gets Hot special rule until the end of your opponent's next turn.
  • Shatter Defences: When you deploy your army you may select a number of terrain pieces up to the number of models in your army with this special rule, you may not select the same terrain piece multiple times. All terrain pieces selected in this way provide 1 less cover save than normal.

OPTIONS:

  • May take items from the Ranged Weapons, Chaos Rewards, Marks of Chaos and Chaos Artefacts sections of the wargear list.
  • May replace power maul with one of the following:
- Lightning Claw ...free
- Servo Arm ...10 pts
- Chainfist ...15 pts

TROOPS

CHAOS SPACE MARINE SQUAD

WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 4 1 4 1 8 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+


UNIT TYPE

Infantry. The Champion is Infantry (Character)

UNIT COMPOSITION

4 Chaos Space Marines, 1 Aspiring Champion ...60 pts

WARGEAR:

  • Close combat weapon
  • Bolt pistol
  • Krak grenades
  • Frag grenades

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn

OPTIONS:

  • May include up to fifteen additional Chaos Space Marines ...10 pts/model
  • Any model may do one of the following:
- Take a boltgun ...4 pts/model
- Replace close combat weapon with boltgun ...3 pt/model
  • One Chaos Space Marine may replace bolt pistol with plasma pistol ...5 pts
Or replace boltgun with one of the following:
- Flamer ...5 pts
- Plasma gun ...10 pts
- Meltagun ...15 pts
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...2 pts/model
- Mark of Tzeentch ...2 pts/model
- Mark of Nurgle ...3 pts/model
- Mark of Slaanesh ...2 pts/model
  • The unit may take a Chaos Rhino as a Dedicated Transport.

CHAOS CULTIST SQUAD

WS BS S T W I A Ld Sv
Chaos Cultist 3 3 3 3 1 3 1 7 6+
Cultist Champion 3 3 3 3 1 3 2 8 6+


UNIT TYPE

Infantry. The Cultist Champion is Infantry (Character)

UNIT COMPOSITION

9 Chaos Cultists, 1 Cultist Champion ...50 pts

WARGEAR:

  • Close combat weapon

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn

OPTIONS:

  • May include up to twenty-five additional Chaos Cultists ...3 pts/model
  • The entire unit must take one of the following:
- Autogun and autopistol ...1 pt/model
- Autopistol ...free
- Autopistol and the Beastmen special rule ...1,5 pts/model
- Close combat weapon and the Beastmen special rule ...1 pt/model
- Twin-linked shotgun ...1 pt/model
  • For every ten models in the unit, one Chaos Cultist may replace his autopistol with one of the following:
- Heavy stubber ...5 pts/model
- Flamer ...5 pts/model
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...1 pt/model
- Mark of Tzeentch ...1 pt/model
- Mark of Nurgle ...1 pt/model
- Mark of Slaanesh ...0,5 pts/model

ELITES

CHOSEN SQUAD

WS BS S T W I A Ld Sv
Chosen 5 5 4 4 1 4 2 10 3+
Chosen Champion 5 5 4 4 1 4 2 10 3+


UNIT TYPE

Infantry. The Champion is Infantry (Character)

UNIT COMPOSITION

4 Chosen, 1 Chosen Champion ...90 pts

WARGEAR:

  • Bolt pistol
  • Boltgun
  • Krak grenades
  • Flak grenades
  • Close combat weapon

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Fearless

OPTIONS:

  • May include up to five additional Chosen ...18 pts/model
  • Up to four Chosen may choose one of the following:
- Replace bolt pistol with plasma pistol ...5 pts/model
- Replace close combat weapon with power weapon ...15 pts/model
- Replace close combat weapon with lightning claw ...15 pts/model
- Replace close combat weapon with power fist ...25 pts/model
- Replace bolt pistol and boltgun with two lightning claws ...20 pts/model
- Replace boltgun with combi-bolter ...3 pts/model
- Replace boltgun with flamer or combi-flamer ...5 pts/model
- Replace boltgun with combi-plasma ...5 pts/model
- Replace boltgun with plasma gun ...10 pts/model
- Replace boltgun with combi-melta ...13 pts/model
- Replace boltgun with meltagun ...15 pts/model
  • One Chosen may replace boltgun with one of the following:
- Flamer ...5 pts
- Heavy bolter ...10 pts
- Autocannon ...10 pts
- Plasma gun ...10 pts
- Missile launcher with 1/2/3 ammunition types ...13/17/20
- Meltagun ...15 pts
- Lascannon ...20 pts
  • One Chosen Squad in each Detachment may take flesh armour ...8 pts/model
  • Any Chosen Squad which is not armed with flesh armour may take the Infiltrate special rule ...3 pts/model
  • Chosen Champion may take items from the Gifts of Mutation, Melee Weapons and/or Ranged Weapons sections of the wargear list.
  • Chosen Champion may take melta bombs ...5 pts
  • The unit may take one of the following:
- Mark of Khorne ...2 pt/model
- Mark of Tzeentch ...2 pt/model
- Mark of Nurgle ...3 pts/model
- Mark of Slaanesh ...2 pts/model
  • One model may take one of the following Chaos Icons:
- Icon of wrath (models with Mark of Khorne only) ...20 pts
- Icon of flame (models with Mark of Tzeentch only) ...15 pts
- Icon of despair (models with Mark of Nurgle only) ...10 pts
- Icon of excess (models with Mark of Slaanesh only) ...35 pts
- Icon of vengeance (models without a Mark of Chaos only) ...25 pts
  • The unit may take a Chaos Rhino as a Dedicated Transport.

CHAOS TERMINATOR SQUAD

WS BS S T W I A Ld Sv
Chaos Terminator 5 5 4 5 1 4 2 10 2+
Terminator Champion 5 5 4 5 1 4 2 10 2+


UNIT TYPE

Infantry. The Terminator Champion is Infantry (Character)

UNIT COMPOSITION

2 Chaos Terminators, 1 Terminator Champion ...105 pts

WARGEAR:

  • Terminator armour
  • Combi-bolter
  • Power weapon

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Fearless

OPTIONS:

  • May include up to five additional Chaos Terminators ...35 pts/model
  • Any Chaos Terminator may choose one of the following options
  • Replace power weapon with one of the following:
- Lightning claw ...2 pts/model
- Power fist ...5 pts/model
- Chainfist ...10 pts/model
  • Replace combi-bolter with one of the following:
- Combi-flamer ...free
- Combi-plasma ...5 pts/model
- Combi-melta ...8 pts/model
  • Replace combi-bolter and power weapon with two lightning claws ...2 pts/model
  • For every five models in this unit, one Chaos Terminator may replace his combi-bolter with one of the following:
- Heavy flamer ...10 pts/model
- Reaper autocannon ...25 pts/model
  • Terminator Champion may take items from the Gifts of Mutation and/or Terminator Weapons list.
  • The unit may take one of the following:
- Mark of Khorne ...3 pts/model
- Mark of Tzeentch ...5 pts/model
- Mark of Nurgle ...10 pts/model
- Mark of Slaanesh ...4 pts/model
  • One Chaos Terminator may take one of the following:
- Icon of wrath ...25 pts
- Icon of flame ...15 pts
- Icon of despair ...10 pts
- Icon of excess ...40 pts
- Icon of vengeance ...35 pts
  • The unit may take a Chaos Land Raider as a Dedicated Transport.

POSSESSED SQUAD

WS BS S T W I A Ld Sv
Possessed 4 4 4 4 2 4 2 10 3+
Possessed Champion 4 4 4 4 2 4 3 10 3+


UNIT TYPE

Infantry. The Possessed Champion is Infantry (Character)

UNIT COMPOSITION

4 Possessed, 1 Possessed Champion ...150 pts

Special Rules

  • Eternal Crusade
  • Daemon
  • Fearless
  • Rending
  • Vessels of Chaos: Roll a D6 for each unit with this special rule at the start of the game. On a roll of a 1 or 2 all models in the unit adds two to its Strength characteristic. On a roll of 3 or 4 the unit gains the Rampage special rule. On a roll of 5 or 6 the unit is armed with a power swords.

Wargear

  • Close Combat Weapons

Options

  • May add up to fifteen additional Possessed ...30 pts/model
  • The Possessed Champion may take favour the gods ...20 pts

A unit that includes a model with favour of the gods may re-roll its result on the Vessels of Chaos table.

  • The unit may take one of the following:
- Mark of Khorne ...6 pts/model
- Mark of Tzeentch ...5 pts/model
- Mark of Nurgle ...6 pts/model
- Mark of Slaanesh ...5 pts/model
  • One model may take one of the following Chaos Icons:
- Icon of wrath ...15 pts
- Icon of Flame ...5 pts
- Icon of Despair ...5 pts
- Icon of Excess ...40 pts
- Icon of Vengeance ...25 pts
  • May take the Deep Strike special rule ...10 pts

CHAOS CONTEMPTOR DREADNOUGHT

WS BS S FA SA RA I A HP
Chaos Contemptor 5 4 6 13 12 10 4 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Chaos Contemptor ...175 pts

WARGEAR:

  • Smoke launchers
  • Searchlight
  • Twin-linked heavy bolter
  • Combi-bolter
  • Power fist

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Move Through Cover
  • Fleet
  • Adamantium Will
  • Infernal Relic
  • Atomantic Shielding: A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. '
  • Hellfire Reactor: In the Initiative 10 step of the Fight sub-phase a model with this special rule inflicts a single S 2 AP 2 hit to each enemy psyker in close combat with this model. The range of any Explodes! result a vehicle with this special rule suffers is doubled and is resolved with the Soul Blaze special rule.

OPTIONS:

  • May replace twin-linked heavy bolter with one of the following:
- Power fist and combi-bolter ...free
- Twin-linked autocannon ...5 pts/model
- Multi-melta ...10 pts/model
- Plasma cannon ...10 pts/model
- Twin-linked lascannon ...10 pts
- Butcher cannon ...10 pts
- Heavy conversion beamer ...30 pts/model
  • Any Contemptor Dreadnought may replace power fist and combi-bolter with one of the following:
- Chainfist and combi-bolter ...15 pts/model
- Twin-linked heavy bolter ...free
- Multi-melta ...10 pts/model
- Twin-linked autocannon ...10 pts/model
- Plasma cannon ...15 pts/model
  • May replace combi-bolter with a Heavy flamer ...10 pts/model
  • May take extra armour ...5 pts/model
  • May take a havoc launcher ...35 pts/model
  • May take one of the following special rules:
- Dedication to Nurgle ...25 pts
- Dedication to Khorne ...20 pts
- Dedication to Slaanesh ...10 pts
- Dedication to Tzeentch ...25 pts

CHAOS DREADNOUGHT

WS BS S FA SA RA I A HP
Chaos Dreadnought 4 4 6 12 12 10 4 4 3
Daemonfused Dreadnought 5 5 6 12 12 10 4 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Chaos Dreadnought ...100 pts

WARGEAR:

  • Multi melta
  • Combi-bolter
  • Smoke launchers
  • Power fist

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Daemonic Resilience: (Daemonfused Dreadnought only) A model with this special rule ignore the effects of the Crew Shaken and Crew Stunned vehicle damage table results on a 2+.

OPTIONS:

  • May be upgraded to a Demonfused Dreadnought
  • May take one of the following special rules:
- Glory Eternal ...25 pts

Roll a D3 when a model with this special rule is wrecked but does not suffer an Explodes! result on the vehicle damage table. On a 1 a Spawn appears anywhere in base contact with this model. On a 2 this model suffers an Explodes! result on the vehicle damage table. On a 3 a Daemon Prince appears anywhere in base contact with this model. If a 1 or 3 is rolled but a model cannot be placed for any reason treat the roll as having been a 2.

- Host of Lesser Daemons ...20 pts

Whenever a model with this special rule suffers a glancing or penetrating hit in close combat immediately inflict a hit with S 4 AP 3 to the unit that inflicted the hit. Shooting and close combat attacks made by this model have the Soul Blaze special rule.

- Destroyer of Cities ...30 pts

A model with this special rule has the Armourbane special rule.

  • May replace Multi-melta with one of the following:
- Power fist and combi-bolter ...free
- Twin-linked heavy bolter ...free
- Plasma cannon ...5 pts/model
- Lascannon ...5 pts/model
  • May take extra armour ...5 pts/model
  • May replace combi-bolter with heavy flamer ...5 pts/model
  • May replace one powerfist and one combi-bolter with one missile launcher with 1/2/3 ammunition types ...0/4/7 pts
  • May take one of the following special rules:
- Dedication to Nurgle ...25 pts
- Dedication to Khorne ...20 pts
- Dedication to Slaanesh ...10 pts
- Dedication to Tzeentch ...10 pts

HELBRUTE

WS BS S FA SA RA I A HP
Helbrute 4 3 6 12 12 10 4 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Helbrute ...120 pts

WARGEAR:

  • Multi melta
  • Power fist

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Move Through Cover
  • Daemonic Possession
  • It Will Not Die
  • Crazed: Each time a Helbrute takes a glancing or penetrating hit but isn´t destroyed, place a crazed marker by the model. At the start of each of your Movement phases, roll a D3 on the table below if the Helbrute has one or more crazed markers. The Helbrute gains the appropriate special rule.
D3 result Special Rule
1 Fire Frenzy: The Helbrute is Immobilized until the end of your turn. If unengaged, it must fire all of its weapons twice this Shooting phase. If possible, the target must be a unit that caused one or more glancing or pnetrating hits on the Helbrute in the previous player turn; if not, the target must be the nearest visible enemy.
2 Rising Fury: The Helbrute has the Rage special rule until the end of the turn.
3 Blood Rage: The Helbrute has the Fleet and Rage special rules until the end of the current player turn. If not within 12" of an enemy unit in its shooting phase the Helbrute must run toward the nearest enemy unit. If the Helbrute is Immobilized it may fire its weapons as normal.


OPTIONS:

  • May replace its multi-melta with one of the following:
- Power fist ...free
- Thunder hammer ...5 pts
- Twin-linked heavy bolter ...free
- Reaper autocannon ...5 pts
- Power scourge ...10 pts
- Plasma cannon ...10 pts
- Twin-linked lascannon ..10 pts
  • May take one of the following for each power fist, thunder hammer or power scourge the Helbrute is armed with one of the following:
- Combi-bolter ...5 pts/each
- Heavy flamer ...15 pts/each
  • May take the Deep Strike special rule ...15 pts

DECIMATOR

WS BS S FA SA RA I A HP
Decimator 3 3 8 13 12 11 3 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Decimator ...150 pts

WARGEAR:

  • Two Decimator combat weapons each with an in-built heavy flamer
Range S AP Type
Decimator close combat weapon - User 2 Melee, Smash, Shred

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Move Through Cover
  • Daemon
  • Daemonforge
  • It Will Not Die

OPTIONS:

  • May replace any Decimator close combat weapon and its in-built heavy flamer with one of the following:
- Soulburner petard ...10 pts
- Storm laser ...15 pts
- Butcher cannon ...20 pts
  • May replace one Decimator close combat weapon and its in-built heavy flamer with a heavy conversion beamer ...35 pts
  • May take any of the following:
- Searchlight ...1 pt
- Smoke launchers ...5 pts
  • May take one of the following special rules:
- Dedication to Nurgle ...25 pts
- Dedication to Khorne ...20 pts
- Dedication to Slaanesh ...10 pts
- Dedication to Tzeentch ...10 pts

BLOOD SLAUGHTERER

WS BS S FA SA RA I A HP
Blood Slaughterer 5 1 6 13 12 10 4 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Blood Slaughterer ...125 pts

WARGEAR:

  • Two power fists

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Dedication to Khorne
  • Daemonic Possession
  • Fleet
  • Rage
  • Blind Fury: A model with this special rule must re-roll succesful cover saves.

OPTIONS:

  • May take the Deep Strike special rule ...15 pts
  • May replace one power fist with an impaler cannon ...5 pts

MUTILATOR SQUAD

WS BS S T W I A Ld Sv
Mutilator 4 4 4 4 2 4 2 10 2+


UNIT TYPE

Infantry

UNIT COMPOSITION

1 Mutilator ...45 pts

Special Ruels:

  • Bulky
  • Daemon
  • Deep Strike
  • Slow and Purposeful
  • Fearless
  • Swiftstrike: If this model has the mark of Slaanesh it may attack at Initiative 4 with Unwieldy weapons.
  • Mutilator Weapons: At the start of each Fight sub-phase choose what weapon the unit will use each turn from the following list:
- Two chainfists
- Two power swords
- Two power mauls
- Two power axes
- Two lightning claws
A Mutilator unit cannot choose the same weapons option in two consecutive Fight sub-phases fight sub-phases.

OPTIONS:

  • May add up to four additional Mutilators ...45 pts/model
  • The unit may purchase one of the following:
- Mark of Khorne ...5 pts/model
- Mark of Tzeentch ...8 pts/model
- Mark of Nurgle ...6 pts/model
- Mark of Slaanesh ...6 pts/model

KHORNE BERZERKER SQUAD

WS BS S T W I A Ld Sv
Khorne Berzerker 5 4 4 4 1 4 1 10 3+
Berzerker Champion 5 4 4 4 1 4 2 10 3+


UNIT TYPE

Infantry. The Berzerker Champion is Infantry (Character)

UNIT COMPOSITION

4 Khorne Berzerkers, 1 Berzerker Champion ...80 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • The butcher's nails

SPECIAL RULES:

  • Eye of the Gods
  • Fearless
  • Eternal Crusade
  • Mark of Khorne

OPTIONS:

  • May add up to fifteen additional Khorne Berzerkers ...16 pts/model
  • Any model may take a chainaxe ...3 pts/model
  • Up to two Khorne Berzerkers may replace their bolt pistol with a plasma pistol ...5 pts/model
  • The Berzerker Champion may take take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons sections of the wargear list.
  • The Berzerker Champion may take melta bombs ...5 pts/model
  • One Khorne Berzerker may replace any weapon with an icon of wrath ...15 pts
  • The unit may take a Chaos Rhino as a Dedicated Transport.

RUBRIC MARINE SQUAD

WS BS S T W I A Ld Sv
Rubric Marine 4 4 4 4 1 4 1 10 3+
Aspiring Sorcerer 4 4 4 4 1 4 2 10 3+


UNIT TYPE

Infantry. The Aspiring Champion is Infantry (Character)

UNIT COMPOSITION

4 Rubric Marines, 1 Aspiring Sorcerer ...150 pts

WARGEAR:

  • Boltgun (Rubric Marines only)
  • Frag grenades
  • Krak grenades
  • Bolt pistol (Aspiring Sorcerer only)
  • Force stave (Aspiring Sorcerer only)
  • Aura of dark glory
  • Inferno bolts

SPECIAL RULES:

  • Eye of the Gods
  • Fearless
  • Eternal Crusade
  • Mark of Tzeentch
  • Slow and Purposeful
  • Feel No Pain (Rubric Marines only)
  • Psyker (Mastery Level 1) (Aspiring Sorcerer only)
  • The Rubric of Ahriman: Non-psyker models with this special rule are unaffected by blessings and maledictions from the Biomancy discipline as well as any results on the eye of the gods table.

OPTIONS:

  • May add up to fifteen additional Rubric Marines ...24 pts/model
  • Any model may replace their inferno boltgun with a warpflamer...5 pts/model
  • For every ten models in the unit, one Rubric Marine may replace their inferno boltgun with a soulreaper cannon...25 pts/model
  • The Aspiring Sorcerer may take melta bombs ...3 pts
  • The Aspring Sorcerer may take items from the Gifts of Mutation list.
  • One Rubric Marine may take an icon of flame ...15 pts
  • The unit may take a Chaos Rhino as a Dedicated Transport.

PLAGUE MARINE SQUAD

WS BS S T W I A Ld Sv
Plague Marine 4 4 4 5 1 3 1 10 3+
Plague Champion 4 4 4 5 1 3 1 10 3+


UNIT TYPE

Infantry. The Plague Champion is Infantry (Character)

UNIT COMPOSITION

4 Plague Marines, 1 Plague Champion ...105 pts

WARGEAR:

  • Blight grenades
  • Bolt pistol
  • Boltgun
  • Frag grenades
  • Krak grenades
  • Plague knife

SPECIAL RULES:

  • Eye of the Gods
  • Fearless
  • Eternal Crusade
  • Feel No Pain
  • Slow and Purposeful
  • Mark of Nurgle

OPTIONS:

  • May add up to fifteen additional Plague Marines ...21 pts/model
  • Up to two Plague Marines may do one of the following:
- Replace their bolt pistol with a plasma pistol ...5 pts/model
- Replace boltgun with one of the following:
- Flamer ...5 pts/model
- Plasma gun -...10 pts/model
- Meltagun ...15 pts/model
  • The Plague Champion may take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons sections of the wargear list.
  • The Plague Champion may take melta bombs ...5 pts/model
  • One Plague Marines may replace any weapon with an icon of despair ...10 pts
  • The unit may take a Chaos Rhino as a Dedicated Transport.

NOISE MARINE SQUAD

WS BS S T W I A Ld Sv
Noise Marine 4 4 4 4 1 5 1 10 3+
Noise Champion 4 4 4 4 1 5 1 10 3+


UNIT TYPE

Infantry. The Noise Champion is Infantry (Character)

UNIT COMPOSITION

4 Noise Marines, 1 Noise Champion ...65 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Eye of the Gods
  • Fearless
  • Eternal Crusade
  • Mark of Slaanesh

OPTIONS:

  • May add up to fifteen additional Noise Marines ..13 pts/model
  • Any model may take a close combat weapon ..1 pt/model
  • Any model may replace close combat weapon with one of the following:
- Boltgun ...3 pts/model
- sonic blaster ...5 pts/model
  • For every ten models in the unit one Noise Marine may take a blast master ...30 pts
  • The Noise Champion may take items from the Melee Weapons and/or Ranged Weapons lists.
  • The Noise Champion may take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons sections of the wargear list.
  • The Noise Champion may take any of the following:
- Melta bombs ...5 pts
- Doom siren ...15
  • One Noise Marine may replace any weapon with an icon of excess ...30 pts
  • The unit may take a Chaos Rhino as a Dedicated Transport.

SEKHMET TERMINATOR SQUAD

WS BS S T W I A Ld Sv
Sekhmet Terminator 5 5 4 5 1 4 2 10 2+
Sekhmet Champion 5 5 4 5 2 4 2 10 2+


UNIT TYPE

Infantry. The Sekhmet Champion is Infantry (Character)

UNIT COMPOSITION

4 Sekhmet Terminators, 1 Sekhmet Champion ...290 pts

WARGEAR:

  • Terminator armour
  • Combi-bolter (Sekhmet Terminators only)
  • Force stave (Sekhmet Champion only)
  • Force sword
  • Sigil of Corruption
  • Inferno Bolts

SPECIAL RULES:

  • Brotherhood of Psykers (Mastery Level X): The Mastery Level of this unit is equal to the remaining number of models with this special rule in the unit.
  • Eye of the Gods
  • Eternal Crusade
  • Fearless
  • Mark of Tzeentch
  • Thousand Sons: Units with this special rule may only be included in Detachments using the Thousand Sons special rules.

PSYKER:

Sekhmet Terminator Squads know all the powers from the Tzeentch discipline.

OPTIONS:

  • May include up to seven additional Sekhmet Terminators ...58 pts/model
  • The Sekhmet Champion may be armed with melta bombs - 5 pts
  • For every five models in the unit one model may replace its combi-bolter with one of the following:
- Heavy warpflamer - 10 pts
- Soulreaper cannon - 20 pts
  • For every five models in the unit one model may take a hellfire missile rack ...20 pts
  • The unit may take a Chaos Land Raider as a Dedicated Transport.

FAST ATTACK

CHAOS BIKE SQUAD

WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 5 1 4 1 8 3+
Biker Champion 4 4 4 5 1 4 2 9 3+


UNIT TYPE

Bike. The Biker Champion is Bike (Character)

UNIT COMPOSITION

2 Chaos Bikers, 1 Biker Champion ...65 pts

WARGEAR:

  • Close combat weapon
  • Bolt pistol
  • Krak grenades
  • Flak grenades
  • Twin-linked boltgun

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn

OPTIONS:

  • May include up to seven additional Chaos Bikers ...21 pts/model
  • Up to two Chaos Bikers may replace close combat weapon or twin-linked boltgun with one of the following:
- Flamer ...5 pts
- Plasma gun ...10 pts
- Meltagun ...15 pts
  • The Biker Champion may take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons sections of the wargear list.
  • The Biker Champion may take melta bombs ...5 pts
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...3 pt/model
- Mark of Tzeentch ...3 pt/model
- Mark of Nurgle ...8 pts/model
- Mark of Slaanesh ...3 pts/model
  • One Chaos Biker may replace any weapon with one of the following Chaos Icons:
- Icon of wrath (models with the Mark of Khorne only) ...20 pts
- Icon of flame (models with the Mark of Tzeentch only) ...15 pts
- Icon of despair (models with the Mark of Nurgle only) ...10 pts
- Icon of excess (models with the Mark of Slaanesh only) ...35 pts
- Icon of vengeance (models without a Mark of Chaos only) ...25 pts

CHAOS SPAWN PACK

WS BS S T W I A Ld Sv
Chaos Space Marine 5 0 5 5 3 3 D6 10 -


UNIT TYPE

Beast

UNIT COMPOSITION

1 Chaos Spawn ...28 pts

SPECIAL RULES:

  • Fear
  • Fearless
  • Rage
  • Very Bulky
  • Random Attacks: At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn unit that is locked in combat. The result is the number of Attacks (before modifiers) that all Chaos Spawn in that unit have this turn.
  • Mutated Beyond Reason: At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn unit that is locked in combat. The mutation affects every Chaos Spawn model in the unit and lasts for the rest of the current player turn.
D3 Mutation
1 Subcutanous Armour: The Chaos Spawn change their Sv to 4+.
2 Grasping Pseudopods: The Chaos Spawn rolls two D6 and pick the highest for their Random Attacks special rule.
3 Toxin Haemorrhage: The Chaos Spawn gain the Poisoned (4+) special rule.


OPTIONS:

  • May take up to four additional Chaos Spawn ...28 pts/model
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...3 pt/model
- Mark of Tzeentch ...7 pt/model
- Mark of Nurgle ...10 pts/model
- Mark of Slaanesh ...4 pts/model

BLIGHT DRONE

BS FA SA RA HP
Blight Drone 2 12 11 10 2


UNIT TYPE

Vehicle (Flyer, Hover)

UNIT COMPOSITION

1 Blight Drone ...150 pts

WARGEAR:

  • Reaper autocannon
  • Mawcannon
  • Daemonic Possession

SPECIAL RULES:

  • Daemon of Nurgle
  • Explosion of Pus: A model with this special rule suffers an Explodes! result on the vehicle damage table whenever it is Wrecked.

CHAOS DREADCLAW

BS FA SA RA HP
Chaos Dreadclaw 0 12 12 12 3


UNIT TYPE

Vehicle (Flyer, Hover)

UNIT COMPOSITION

1 Chaos Dreadclaw ...60 pts

WARGEAR:

  • Frag assault launchers

SPECIAL RULES:

  • Assault Vehicle
  • Daemonic Possession
  • Deep Strike
  • Drop Pod Assault Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve. The arrival of remaining models with this special rule is rolled for normally.
  • Fire Sweep: When a model with this special rule passes over a unit while in hover mode it may use this special rule to inflict D6 S 5 AP 5 hits on all units (friend and foe) it passed over. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.
  • Heat Blast: When a model with this special rule deep strikes it may inflict D6 S 5 AP 5 hits to all enemy units within D6" of this model. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.

Transport:

  • Transport Capacity: Ten models or a single Walker with 3 Hull Points.
  • Access Points: This model counts as being open-topped for the purpose of access points.

KHARIBDIS

BS FA SA RA HP
Kharybdis 3 12 12 12 5


UNIT TYPE

Vehicle (Flyer, Hover)

UNIT COMPOSITION

1 Kharybdis ...100 pts

WARGEAR:

  • Frag assault launchers
  • Five Kharybdis storm launchers
  • Melta-ram

SPECIAL RULES:

  • Assault Vehicle
  • Independent Gun Spirits: A model with this special rule may target different units with each of its weapons.
  • Drop Pod Assault Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve. The arrival of remaining models with this special rule is rolled for normally.
  • Daemonic Possession
  • Deep Strike
  • Fire Sweep: When a model with this special rule passes over a unit while in hover mode it may use this special rule to inflict D6 S 5 AP 5 hits on all units (friend and foe) it passed over. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.
  • Heat Blast: When a model with this special rule deep strikes it may inflict D6 S 5 AP 5 hits to all enemy units within D6" of this model. Units may not embark upon or disembark from a vehicle the turn it uses this special rule.

Transport:

  • Transport Capacity: Twenty models, a Chaos Rapier and two models or a single Walker with 3 Hull Points.
  • Access Points: This model counts as being open-topped for the purpose of access points.

CHAOS FIRE RAPTOR

BS FA SA RA HP
Chaos Fire Raptor 4 12 12 12 4


UNIT TYPE

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION

1 Chaos Fire Raptor ...185 pts

WARGEAR:

  • Ceramite plating
  • Extra armour
  • Four hellstrike missiles
  • Twin-linked autocannon turret
  • Twin-linked avenger bolt cannon

SPECIAL RULES:

  • Infernal Relic

OPTIONS:

  • May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets ...35 pts

CHAOS STORM EAGLE

BS FA SA RA HP
Chaos Storm Eagle 4 12 12 12 4


UNIT TYPE

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION

1 Chaos Storm Eagle ...200 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Ceramite plating
  • Vengeance launcher

SPECIAL RULES:

  • Assault Vehicle

Transport:

  • Transport Capacity: 20 models. The Chaos Storm Eagle can carry Jump Infantry but they count as having the Bulky special rule.
  • Fire Points: None.
  • Access Points: A Chaos Storm Eagle has one Access Point at the front of its hull and one on either side and one at the rear.

OPTIONS:

  • May replace its twin-linked heavy bolter with one of the following:
- Twin-linked multi-melta ...20 pts
- Typhoon missile launcher ...35 pts
  • May replace its two side Access Points with side sponsons with hurricane bolters ...20 pts
  • May take one of the following:
- Four hellstrike missiles ...40 pts
- Two twin-linked lascannons ...60 pts
  • May take any of the following:
- Searchlight ...1 pt
- Ceramite plating ...20 pts
- Extra armour ...5 pts
- Warpflame gargoyles ...10 pts
- Destroyer blades ...10 pts
- Dirge caster ...5 pts
- Daemonic possession ...35 pts

CHAOS HELL BLADE

BS FA SA RA HP
Hell Blade 3 10 10 10 2


UNIT TYPE

Vehicle (Flyer)

UNIT COMPOSITION

1 Hell Blade ...100 pts

WARGEAR:

  • Two reaper autocannons
  • Daemonic Possession

SPECIAL RULES:

  • Supersonic
  • Baleful Abbaration: During the movement phase, before moving this vehicle you may reposition it anywhere within D6+2" facing the same direction.

OPTIONS:

  • May replace two twin-linked autocannons with two twin-linked hellstorm autocannons ...25 pts

CHAOS HELL TALON

BS FA SA RA HP
Hell Talon 3 10 10 10 4


UNIT TYPE

Vehicle (Flyer)

UNIT COMPOSITION

1 Hell Talon ...140 pts

WARGEAR:

  • Twin-linked lascannon
  • Reaper autocannon
  • Eight Pyrax incendiary bombs
  • Daemonic Possession

SPECIAL RULES:

  • Supersonic
  • Baleful Abbaration: During the movement phase, before moving this vehicle you may reposition it anywhere within D6+2" facing the same direction.
  • Strafing Run

OPTIONS:

  • May replace reaper autocannon with one of the following:
- Havoc launcher ...free
- Hellstorm autocannon ...15 pts
  • May replace any Pyrax incendiary bomb with one of the following:
- Warp-pulse bomb ...15 pts each
- Alchem cluster bomb ...10 pts each
- Baletalon shatter charge ...free

RAPTOR SQUAD

WS BS S T W I A Ld Sv
Raptor 4 4 4 4 1 4 1 8 3+
Raptor Champion 4 4 4 4 1 4 2 9 3+


UNIT TYPE

Jump Infantry. The Raptor Champion is Jump Infantry (Character)

UNIT COMPOSITION

4 Raptors, 1 Raptor Champion ...75 pts

WARGEAR:

  • Close combat weapon
  • Bolt pistol
  • Krak grenades
  • Flak grenades

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn
  • Fear

OPTIONS:

  • May add up to ten additional Raptors ...13 pts/model
  • Up to two Raptors may do one of the following:
- Replace their bolt pistol with a plasma pistol ...5 pts/model
- Replace boltgun with one of the following:
- Flamer ...5 pts/model
- Plasma gun ...10 pts/model
- Meltagun ...15 pts/model
  • The Raptor Champion may take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons sections of the wargear list.
  • The Raptor Champion may take melta bombs ...5 pts
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...2 pt/model
- Mark of Tzeentch ...2 pt/model
- Mark of Nurgle ...3 pts/model
- Mark of Slaanesh ...2 pts/model
  • One Raptor may replace any weapon with one of the following Chaos Icons:
- Icon of wrath (models without a Mark of Khorne only) ...15 pts
- Icon of flame (models without a Mark of Tzeentch only) ...10 pts
- Icon of despair (models without a Mark of Nurgle only) ...10 pts
- Icon of excess (models without a Mark of Slaanesh only) ...30 pts
- Icon of vengeance (models without a Mark of Chaos only) ...25 pts

WARP TALON SQUAD

WS BS S T W I A Ld Sv
Warp Talon 4 4 4 4 1 4 1 8 3+
Warp Talon Champion 4 4 4 4 1 4 2 9 3+


UNIT TYPE

Jump Infantry. The Warp Talon Champion is Jump Infantry (Character)

UNIT COMPOSITION

4 Warp Talons, 1 Warp Talon Champion ...110 pts

WARGEAR:

  • Two lightning claws

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn
  • Daemon
  • Warpflame Strike: When Warp talons arrive by Deep Strike, all enemy units within 6" count as having been hit by a weapon with the Blind special rule.

OPTIONS:

  • May add up to ten additional Warp Talons ...20 pts/model
  • The Warp Talon Champion may take items from the Gifts of Mutation section of the wargear list.
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...4 pt/model
- Mark of Tzeentch ...4 pt/model
- Mark of Nurgle ...4 pts/model
- Mark of Slaanesh ...6 pts/model

HELLDRAKE

BS FA SA RA HP
Helldrake 3 12 12 12 4


UNIT TYPE

Vehicle (Flyer) ...170 pts

UNIT COMPOSITION

1 Helldrake

WARGEAR:

  • Hades autocannon
  • Daemonic Possession

SPECIAL RULES:

  • It Will Not Die
  • Meteoric Descent: A model with this special rule can make Vector Strikes as if it were a Swooping Flying Monstrous Creature, these Vector Strikes are resolved at Strength 7 AP -.

OPTIONS:

  • May replace hades autocannon with baleflamer ...30 pts

CHAOS RHINO

BS FA SA RA HP
Chaos Rhino 4 11 11 10 3


UNIT TYPE

Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Rhino ...35 pts

WARGEAR:

  • Combi-bolter
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Repair: If a model with this special rule is Immobilised, then in subsequent turns it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase, on the roll of a 6, the vehicle is no longer Immobilised. Note that a succesful Repair attempt does not restore a Hull Point.

OPTIONS:

  • May take items from the Chaos Vehicle Equipment list.

HEAVY SUPPORT

CHAOS SICARIAN

BS FA SA RA HP
Chaos Sicarian 4 13 12 12 3


UNIT TYPE

Vehicle (Tank, Fast)

UNIT COMPOSITION

1 Chaos Sicarian ...150 pts

WARGEAR:

  • Searchlight
  • Smoke launchers
  • Heavy bolter
  • Extra armour
  • Twin-linked accelerator autocannon

SPECIAL RULES:

  • Infernal Relic

OPTIONS:

  • May replace twin-linked accelerator autocannon with a neutron laser ...40 pts
Range S AP Type
48" D 1 Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core

Shock Pulse: A vehicle vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles.
Dangerous Reactor Core: When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3" to the explosion radius.
  • May take any of the following:
- Warpflame gargoyles ...5 pts
- Destroyer blades ...10 pts
- Dirge caster ...5 pts
- Dozer blade ...5 pts
- Daemonic possession ...30 pts
- Ceramite plating ...20 pts
- Combi-flamer ...5 pts
- Combi-plasma ...10 pts
- Combi-melta ...13 pts
- Havoc launcher ...12 pts
  • May take one of the following:
- Two heavy bolters ...20 pts/model
- Two lascannons ...40 pts

CHAOS VINDICATOR

BS FA SA RA HP
Chaos Vindicator 4 13 11 10 3


UNIT TYPE

Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Vindicator ...120 pts

WARGEAR:

  • Demolisher cannon
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May take a siege shield ...20 pts/model

A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc.

  • May take up to one of each of the following:
- Warpflame gargoyles ...5 pts
- Dirge caster ...5 pts
- Dozer blade ...5 pts
- Extra armour ...5 pts
- Combi-bolter or combi-flamer ...5 pts
- Combi-plasma ...10 pts
- Combi-melta ...13 pts
- Havoc launcher ...12 pts
- Destroyer blades ...5 pts
- Daemonic possession ...25 pts

CHAOS PREDATOR

BS FA SA RA HP
Chaos Predator 4 13 11 10 3


UNIT TYPE

Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Predator ...75 pts

WARGEAR:

  • Autocannon
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May replace its autocannon with a twin-linked lascannon ...25 pts/model
  • May take the Infernal Relic special rule and replace its autocannon with one of the following:
- Magna-melta cannon ...40 pts
- Flamestorm cannon ...15 pts
- Inferno autocannon ...15 pts
- Heavy conversion beamer ...60 pts
- Plasma destroyer ...30 pts
  • May take one of the following:
- Two heavy bolters ...20 pts
- Two lascannons ...40 pts
  • May take up to one of each of the following:
- Warpflame gargoyles ...5 pts
- Dirge caster ...5 pts
- Dozer blade ...5 pts
- Extra armour ...5 pts
- Combi-bolter or combi-flamer ...5 pts
- Combi-plasma ...10 pts
- Combi-melta ...13 pts
- Havoc launcher ...12 pts
- Destroyer blades ...5 pts
- Daemonic possession ...25 pts

HAVOC SQUAD

WS BS S T W I A Ld Sv
Havoc 4 4 4 4 1 4 1 8 3+
Havoc Champion 4 4 4 4 1 4 2 9 3+


UNIT TYPE

Infantry. The Champion is Infantry (Character)

UNIT COMPOSITION

4 Havocs, 1 Havoc Champion ...75 pts

WARGEAR:

  • Boltgun
  • Bolt pistol
  • Close combat weapon (Champion only)
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn

OPTIONS:

  • May add up to ten additional Havocs ...13 pts/model
  • Any Havoc may take a close combat weapon ...1 pt/model
  • Up to four Havocs may replace their boltgun with one of the following:
- Flamer ...5 pts/model
- Heavy bolter ...10 pts/model
- Autocannon ...10 pts/model
- Plasma gun ...10 pts/model
- Meltagun ...15 pts/model
- Missile Launcher w. 1/2/3 types of ammuntion ...13/17/20 pts
- Lascannon ...20 pts/model
  • The Havoc Champion may take items from the Melee Weapons, Gifts of Mutation and/or Ranged Weapons lists.
  • The Havoc Champion may take melta bombs ...5 pts/model
  • The unit may purchase one of the following Marks of Chaos
- Mark of Khorne ...2 pt/model
- Mark of Tzeentch ...2 pt/model
- Mark of Nurgle ...3 pts/model
- Mark of Slaanesh ...2 pts/model
  • One Havoc may replace any weapon with one of the following Chaos Icons:
- Icon of wrath (models without a Mark of Khorne only) ...20 pts
- Icon of flame (models without a Mark of Tzeentch only) ...15 pts
- Icon of despair (models without a Mark of Nurgle only) ...10 pts
- Icon of excess (models without a Mark of Slaanesh only) ...30 pts
- Icon of vengeance (models without a Mark of Chaos only) ...25 pts

CHAOS RAPIER WEAPONS BATTERY

WS BS S T W I A Ld Sv
Chaos Space Marines 4 4 4 4 1 4 1 8 3+
Chaos Rapier 7 2 3+


UNIT TYPE

Artillery

UNIT COMPOSITION

2 Chaos Space Marines, 1 Chaos Rapier ...60 pts

WARGEAR:

Chaos Space Marine

  • Bolt pistol
  • Frag grenades
  • Krak grenades

Chaos Rapier

  • Quad heavy bolter

SPECIAL RULES:

  • Stubborn
  • Hellish Demise: (Chaos Rapier only) All units (friend and foe) suffer a number of S 3 AP - hits when a model with this special rule is destroyed equal to the number of models in the unit within D3" of the model.

OPTIONS:

  • May include up to two additional Chaos Rapier teams each including 1 Chaos Rapier and 2 Chaos Space Marines ...60 pts/team
  • Any Chaos Rapier may replace quad heavy bolter with one of the following:
- Laser destroyer ...15 pts/model
- Ectoplasma cannon ...15 pts/model
- Hades autocannon ...20 pts/model
- Cyclotrathe pattern conversion beamer ...35 pts/model

OBLITERATOR SQUAD

WS BS S T W I A Ld Sv
Obliterator 4 4 4 4 2 4 2 10 2+


UNIT TYPE

Infantry

UNIT COMPOSITION

1 Obliterator ...70 pts

SPECIAL RULES:

  • Bulky
  • Daemon
  • Deep Strike
  • Eye of the Gods
  • Eternal Crusade
  • Slow and Purposeful
  • Obliterator Weapons: At the start of each Shooting phase choose what weapon the unit will use each turn from the following list:
- Assault cannon
- Heavy flamer
- Lascannon
- Multi-melta
- Plasma cannon
- Twin-linked meltagun
- Twin-linked flamer
An Obliterator unit cannot choose the same weapons option in two consecutive Shooting phases.

OPTIONS:

  • May add up to four additional Obliterators... 70 pts/model
  • May take one of the following special rules:
- Mark of Khorne ...2 pts/model
- Mark of Tzeentch ...8 pts/model
- Mark of Nurgle ...10 pts/model
- Mark of Slaanesh ...1 pt/model

DEFILER

WS BS S FA SA RA I A HP
Defiler 3 3 8 13 13 11 3 3 4


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Defiler ...200 pts

WARGEAR:

  • Battle cannon
  • Reaper autocannon
  • Twin-linked heavy flamer
  • Three power fists
  • Daemonic Possession
  • Searchlight
  • Smoke Launchers

SPECIAL RULES:

  • Eternal Crusade
  • Move Through Cover
  • Scout
  • It Will Not Die
  • Rampant Destruction: This model may target a different unit with each of it´s ranged weapons. This model may not assault a unit which it has not fired upon during a turn in which it has fired a weapon.

OPTIONS:

  • May replace twin-linked heavy flamer with one of the following:
- Havoc launcher ...5 pts
- Power scourge ...25 pts
  • May replace one power fist with one of the following:
- Reaper autocannon ...free
- Twin-linked heavy bolter ...free
- Twin-linked lascannon ...20 pts
  • May take up to one of each of the following:
- Warpflame gargoyles ...10 pts
- Dirge caster ...5 pts
- Dozer blade ...5 pts
- Extra armour ...5 pts
- Combi-bolter or combi-flamer ...5 pts
- Combi-plasma ...10 pts
- Combi-melta ...13 pts
- Havoc launcher ...12 pts

PLAGUE HULK

WS BS S FA SA RA I A HP
Plague Hulk 3 2 10 13 13 11 2 4 4


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Plague Hulk ...170 pts

WARGEAR:

  • Rancid vomit
  • Rot cannon

SPECIAL RULES:

  • Smash
  • Daemon of Nurgle
  • Rampant Destruction

OPTIONS:

  • May replace power fist with warpsword ...25 pts

FORGEFIEND

WS BS S FA SA RA I A HP
Forgefiend 3 3 6 12 12 10 3 2 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Forgefiend ...150 pts

WARGEAR:

  • Two Hades autocannons
  • Daemonic Possession

SPECIAL RULES:

  • Fleet
  • It Will Not Die
  • Move Through Cover

OPTIONS:

  • May replace two Hades autocannons with two ectoplasma cannons ...free
  • May take an ectoplasma cannon ...25 pts

MAULERFIEND

WS BS S FA SA RA I A HP
Maulerfiend 3 3 6 12 12 10 3 2 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Maulerfiend ...125 pts

WARGEAR:

  • Two power fists
  • Daemonic Possession
  • Magma cutters

SPECIAL RULES:

  • Daemonforge
  • Fleet
  • It Will Not Die
  • Move Through Cover
  • Siege Crawler: A model with this special rule can move an addition 6" in the movement phase.

OPTIONS:

  • May replace magma cutters with lasher tendrils ...10 pts

CHAOS LAND RAIDER

BS FA SA RA HP
Land Raider 4 14 14 14 4


UNIT TYPE

Vehicle (Tank, Fast, Transport)

UNIT COMPOSITION

1 Land Raider ...235 pts

WARGEAR:

  • Twin-linked heavy bolter
  • Two twin-linked lascannons
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Assault Vehicle
  • Move Through Cover
  • Massive: Models with this special rule counts as having the Heavy type for the purpose of ramming.

Transport:

  • Transport Capacity: Ten models.
  • Fire Points: None
  • Access Points: The Land Raider has one Access Point on each side of the hull and one at the front.

OPTIONS:

  • May replace twin-linked heavy bolter and the Assault Vehicle special rule with the Ark of Unnamable Horror special rule. ...10 pts

Whenever a non-Fearless unit attempts to fire a ranged weapon on a model with the Ark of Unnamable Horror special rule the unit must first pass a leadership test with a -2 modifer to their leadership or immediately go to ground. Models with this special rule also have the Fear special rule fear tests must also be made with a -2 modifier to their leadership.

  • May replace the Assault Vehicle special rule, 4 transport capacity, twin-linked heavy bolter and two twin-linked lascannons with the Infernal Relic special rule, a quad doom mortar and two twin-linked multi-meltas ...free
  • May take up to one of each of the following:
- Warpflame gargoyles ...5 pts
- Dirge caster ...5 pts
- Dozer blade ...5 pts
- Extra armour ...5 pts
- Combi-bolter or combi-flamer ...5 pts
- Combi-plasma ...10 pts
- Combi-melta ...13 pts
- Havoc launcher ...12 pts
- Destroyer blades ...5 pts
- Daemonic possession ...30 pts

LORDS OF WAR

AHRIMAN

WS BS S T W I A Ld Sv
Ahriman 5 5 4 4 3 5 3 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...300 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenade
  • Krak grenade
  • Aura of dark glory
  • Spell familiar
  • Inferno bolts
  • The Book of a Thousand Truths

Increase the range of all Ahriman´s psychic powers by 6".

  • Scrolls of Binding

Enemy models with the Daemon special rule within 24" of Ahriman may not make Run moves.

  • A Thousand Tomes

Ahriman automatically generates the primaris power in addition to his other powers in all disciplines in which he knows at least one power.

  • The Black Staff of Ahriman
Range S AP Type
- +2 4 Melee, Locus of Power

Locus of Power: Increase the Strength value of all witchfire, focussed witchfire, nova and beam powers manifested by a model armed with a weapon with this special rule by 1, to a maximum of 10.

Warlord Trait:

  • Walker of the Webway: All models in your Warlord's unit gain the Deep Strike special rule.

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Independent Character
  • Psyker (Mastery Level 4)

PSYKER:

Ahriman generates his powers from the Biomancy, Pyromancy, Divination, Telepathy and Tzeentch disciplines.

OPTIONS:

  • May take a disc of Tzeentch...30 pts

ANGRON

WS BS S T W I A Ld Sv
Angron 10 10 8 7 5 8 8 10 3+


UNIT TYPE

Flying Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...650 pts

WARGEAR:

  • Angron's Black Blade
Range S AP Type
- User 2 Melee, Instant Death, Master-crafted

  • The Armour of Mars:Armour of Mars confers a 4+ invulnerable save.
  • The Butcher's Nails

Warlord Trait:

  • Blood Surge: All friendly non-vehicle units within 12" of your Warlord during deployment gain the Scout special rule. Note that this does not benefit models embarked on vehicles.

SPECIAL RULES:

  • Ascended
  • Daemon of Khorne
  • Eternal Crusade
  • Eye of the Gods
  • Primarch
  • Red Sands: Angron may Issue and Accept any number of Challenges at the same time. While engaged in multiple challenges, Angron must direct one Attack at as many models he is engaged in a challenge with as possible, excess attacks may be distributed as you please. If your opponent fails to accept all challenges issued by Angron, all enemy characters that are in close combat with Angron, but not engaged in a challenge cannot strike blows at all this turn. Furthermore, their Leadership cannot be used by the rest of the unit for the remainder of the phase.
  • Rivers of Blood: A model with this special rule always hits on a 2+. A model with this special rule is unaffected by effects that change the To Hit roll required in close combat.
  • Roar of Hate: All models within 12" of this model reduce their Leadership characteristic by 1. All friendly World Eaters models within 12" of this model gain the Fearless special rule and do not reduce their Leadership by 1.
  • Blood Fuelled Rampage: Each time this model inflicts the final Wound or Hull Point on a unit, this model adds +1 to its Attacks characteristic.

CHAOS WARMONGER

WS BS S T W I A Ld Sv
Chaos Warmonger 9 10 4 4 4 7 4 10 3+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 Chaos Warmonger ...110 pts

WARGEAR:

  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Chaotic bombardment

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Warrior
  • Eternal Crusade
  • Independent Character
  • Fearless

OPTIONS:

  • May take items from the Ranged Weapons, Chaos Rewards, Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list or replace bolt pistol, close combat weapon, frag grenades and krak grenades for Terminator armour, power weapon and combi-bolter ...40 pts
  • If Terminator armour is taken the Chaos Lord may take items from the Terminator Weapons, Chaos Rewards (except daemonic steeds), Mark of Chaos, Special Issue Wargear and/or Chaos Artefacts sections of the wargear list.

MAGNUS

WS BS S T W I A Ld Sv
Magnus 10 10 8 7 5 7 6 10 3+


UNIT TYPE

Flying Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...650 pts

WARGEAR:

  • Blade of Magnus
Range S AP Type
- User 2 Melee, Force, Soul Blaze, Baleful Devolution

Baleful Devolution: To Wound rolls of 6 made with a weapon with this special rule have the Instant Death special rule and spawnify any models killed by them. Whenever one or more models are spawnified you may place a new unit of Chaos Spawn within 6" of Magnus, the number of models is equal to the number of models which were spawnified. All models must be placed at least 1" away from enemy models and impassable terrain. Any models that cannot be placed are lost.
  • The Horned Rainment

The Horned Rainment confers a 4+ invulnerable save.

Warlord Trait:

  • Arch Sorcerer: Your Warlord automatically rolls a 6 whenever he rolls on the Perils of the Warp table.

SPECIAL RULES:

  • Ascended
  • Daemon of Tzeentch
  • Eternal Crusade
  • Eye of the Gods
  • Primarch
  • Psyker (Mastery Level 5)
  • Omniscient Eye: Magnus always has line of sight to all units on the battlefield and his psychic powers manifested by Magnus have the Ignores Cover special rule.
  • Unearthly Power: Magnus harnesses Warp Charge points on a 2+.

PSYKER:

Magnus knows all powers from the Tzeentch discipline, in addition he knows the Siphon Magic and Gaze of Magnus psychic powers.

Siphon Magic…. Warp Charge 1

Siphon Magic is a blessing which targets the caster. Anytime a friendly psyker succesfully manifests a power within 18" of the caster, the caster gets an extra Warp Charge dice, only the caster of this power may use the extra Warp Charge dice generated by this power.

Gaze of Magnus…. Warp Charge 5

Gaze of Magnus is a beam power with the profile given below:

Range S AP Type
Gaze of Magnus 18" D 1 Assault 1

MORTARION

WS BS S T W I A Ld Sv
Mortarion 10 10 7 8 6 4 7 10 2+


UNIT TYPE

Flying Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...700 pts

WARGEAR:

  • Silence
Range S AP Type
- +1 2 Melee, Instant Death, Sunder, Two-handed

Sunder: Attacks with this special rule may re-roll failed Armour Penetration rolls.
  • The Barbaran Plate

The bearer has a 4+ invulnerable save.

Warlord Trait:

  • Master of Chemical Warfare: Friendly models can apply additional Soul Blaze tokens to units which are already affected by Soul Blaze while the Warlord is alive. Resolve each Soul Blaze token seperately at the end of every turn.

SPECIAL RULES:

  • Ascended
  • Daemon of Nurgle
  • Eternal Crusade
  • Eye of the Gods
  • Feel No Pain (4+)
  • Primarch
  • Rampage
  • Shadow of the Reaper: Leadership tests taken against Fear caused by Mortarion are taken with a -3 penalty to the unit's Leadership. Whenever you roll a 4+ for Mortarion's Run move, he can move up to 10" and can ignore intervening models and terrain while moving.
  • Legendary Resilience: Mortarion may re-roll failed Toughness tests and It Will Not Die rolls. Mortarion automatically passes Dangerous Terrain tests. The Poisoned special rule has no effect against Mortarion.
  • Witch-Spite: Add +1 to Deny the Witch rolls for denying powers targeting Mortarion or his unit.

KHÂRN

WS BS S T W I A Ld Sv
Khârn 9 10 4 4 4 5 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...240 pts

WARGEAR:

  • Aura of Dark Glory
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Chaotic bombardment
  • Gorechild
Range S AP Type
- +2 2 Melee, Armourbane, Bloodgreed

Bloodgreed: To Hit rolls made with a weapon with this special rule always hit on a To Hit roll of 2+ (even if they would otherwise hit automatically).
  • Krak grenades

Warlord Trait:

  • Master of the Vanguard: Your Warlord, and all friendly units within 12", add 1" to the distance that they can move when they Run or Charge.

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Warrior
  • Eternal Crusade
  • Independent Character
  • Fearless
  • Mark of Khorne
  • Endless Rampage At the start of any Fight sub-phase, models with this special rule gain +D3 attacks.
  • Blessings of the Blood God: Khârn and his unit always pass their Deny the Witch rolls on a 2+.
  • The Betrayer: Any unmodified rolls of a 1 are not discarded. Instead, they automatically hit a friendly model (except Khârn) locked in the same combat. Randomly determine (for each roll of a 1) which model is hit, from those within 6" of Khârn. If there are no viable targets in range, these Attacks are discarded.

PERTURABO

WS BS S T W I A Ld Sv
Perturabo 10 10 8 8 5 7 6 10 2+


UNIT TYPE

Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...600 pts

WARGEAR:

  • The Logos Finalized

Perturabo has a 3+ invulnerable save. The Concussive and Blind special rules have no effect on Perturabo. Perturabo has the Night Vision special rule and enemy models may not Infiltrate within 18" of Perturabo. Once per turn, when an enemy unit Deep Strikes within 18" of Perturabo he may fire at them using two of the following: assault cannon, lascannon, multi-melta and plasma cannon. Perturabo may fire Overwatch but if he does he must use a twin-linked flamer and a heavy flamer. If Perturabo was on the board at the start of the turn, friendly units which Deep Strike within 6" of Perturabo do not scatter. Models under your control which are either Battle Brothers or Allies of Convenience with Perturabo may draw line of sight from Perturabo instead of from their gun when firing Barrage weapons.

Warlord Trait:

  • Relentless Strategist: Friendly models gain the Furious Charge special rule while in an enemy's deployment zone while your Warlord is alive. If you Warlord is on the table, you may start rolling for reserves starting turn 1 instead of turn 2.

SPECIAL RULES:

  • Ascended
  • Eternal Crusade
  • Eye of the Gods
  • Deep Strike
  • Primarch
  • Split Fire
  • Tank Hunters
  • Bolster Defences: After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
  • Shatter Defences: When you deploy your army you may select a number of terrain pieces up to the number of models in your army with this special rule, you may not select the same terrain piece multiple times. All terrain pieces selected in this way provide 1 less cover save than normal.
  • Ultimate Obliterator: At the start of each Shooting phase choose which two weapons Perturabo will use from the following list:
- Perturabo nova cannon
- Perturabo Autocannon
- Perturabo vanquisher cannon
- Perturabo battle cannon
- Perturabo conqueror battle cannon
- Perturabo gatling cannon
- Perturabo demolisher cannon
- Perturabo plasma cannon
Perturabo cannot choose the same weapon option in two consecutive Shooting phases.
Range S AP Type
Perturabo nova cannon 36" 6 4 Assault 1, Large Blast, Ignores Cover
Perturabo Autocannon 48" 7 4 Assault 4, Twin-linked
Perturabo vanquisher cannon 72" 10 2 Assault 1, Devastating Blow
Perturabo battle cannon 72" 8 3 Primary Weapon 1, Large Blast
Perturabo conqueror battle cannon 48" 8 3 Assault 2, Blast
Perturabo gatling cannon 24" 5 - Assault 20
Perturabo demolisher cannon 24" 10 2 Primary Weapon 1, Large Blast
Perturabo plasma cannon 36" 7 2 Assault 3, Blast, Gets Hot, Fleshbane

OPTIONS:

  • Must take one of the following special rules:
- Daemon of Khorne...10 pts
- Daemon of Tzeentch...80 pts
- Daemon of Nurgle...40 pts
- Daemon of Slaanesh...free
  • May take Forgebreaker...20 pts
Range S AP Type
- x2 1 Melee, Concussive, Strikedown, Blind

TYPHUS

WS BS S T W I A Ld Sv
Typhus 9 10 4 6 4 5 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...250 pts

WARGEAR:

  • Blight grenades
  • Terminator armour
  • Manreaper
Range S AP Type
- +2 2 Melee, Daemon Weapon, Force, Unwieldy

  • Plague bombardment
Range S AP Type
Infinite x 1 Ordnance 1, Barrage, Massive Blast, One Use Only, Orbital, Chaotic Bombardment, Fleshbane

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn. Chaotic Bombardment: Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may choose any of your units to be the target of the weapon.

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Warrior
  • Eternal Crusade
  • Independent Character
  • Fearless
  • Mark of Nurge
  • Psyker (Mastery Level 2)
  • Feel No Pain
  • The Destroyer Hive: Once per game, in any Assault phase, Tvphus can unleash me Destro}er I live instead of attacking. At the start of Typhus' Initiative Step, place a large blast marker with tllt' hole rcntred over Typhus (this does not scatter). All units (friend and foe) suffer a number of hits equal to the number of models from their unit that are at least partially under the large blast marker. These hits are resolved at Strength 4 AP 2 and have the Ignores Cover special rule. Do not count Typhus when working out how many hits are caused. Wounds from this attack cannot be allocated to Typhus.

LORD OF SKULLS

WS BS S FA SA RA I A HP
Lord of Skulls 3 3 10 13 13 11 3 4 9


UNIT TYPE

Vehicle (Super-heavy Walker)

UNIT COMPOSITION

1 Lord of Skulls ...700 pts

WARGEAR:

  • Daemonic possession
  • Gorestorm cannon
  • Great cleaver of Khorne
  • Hades gatling cannon

SPECIAL RULES:

  • Daemon of Khorne
  • Fleet
  • It Will Not Die
  • Fuelled by Rage: The Lord of Skulls adds +1 to its Attacks characteristic for every Hull Point it has lost (including any that have been regained).
  • Tracked Behemoth: A Lord of Skulls can Tank Shock or Ram using the Thunderblitz table, in the same manner as a Super-heavy vehicle, but it may not Stomp.

OPTIONS:

  • May replace gorestorm cannon with one of the following:
- Ichor cannon...10 pts
- Daemongore cannon...65 pts
  • May replace Hades gatling cannon with a skullhurler...60 pts

LORGAR

WS BS S T W I A Ld Sv
Lorgar 10 10 7 6 5 8 6 10 2+


UNIT TYPE

Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...650 pts

WARGEAR:

  • Illuminarum
Range S AP Type
- +2 2 Melee, Master-crafted, Concussive

  • The Armour of the Word

The Armour of the Word confers a 4+ invulnerable save and a 3+ invulnerable save against beam, nova and witchfire powers and attacks made with weapons with the Force special rule.

Warlord Trait:

  • Truth of the Word: Friendly models in your army gain the Hatred special rule while your Warlord is alive. Friendly models that have the Zealot special rule gain the Fear special rule while your Warlord is alive.

SPECIAL RULES:

  • Ascended
  • Eternal Crusade
  • Eye of the Gods
  • Primarch
  • Psyker (Mastery Level 3)
  • The Dark Favourite: Lorgar harnesses Warp Charge points on a 3+. Once per turn when attempting to Manifest Warp Charges, you may choose for all Warp Charges used to be succesful. You may re-roll failed Deny the Witch rolls for Lorgar. once per game, Lorgar's player may elect to force a single enemy model or unit to re-roll all rolls of a 5 or 6 both To Hit and To Wound Lorgar in a given player turn. The use of this power must be declared before the attacking player rolls any dice for attacks by the nominated model that turn. Word Bearers in the same army as Lorgar
  • Whispers of Malevolent Gods: At the start of each of your turns you may nominate up to 1 model with the Mark of Khorne or Daemon of Khorne special rule, up to 1 model with the Mark of Tzeentch or Daemon of Tzeentch special rule, up to 1 model with the Mark of Nurgle or Daemon of Nurgle special rule and up to 1 model with the Mark of Slaanesh or Daemon of Slaanesh special rule. All nominated models (which may include Lorgar) roll on the Eye of the Gods table.

PSYKER:

Lorgar knows all powers from the Daemonology (Malefic) discipline and may generate up to 3 additional powers from the Divination and Telekinesis disciplines.

OPTIONS:

  • Must take one of the following special rules:
- Daemon of Tzeentch...30 pts
- Daemon of Nurgle...free
- Daemon of Slaanesh...10 pts

LUCIUS

WS BS S T W I A Ld Sv
Lucius 10 9 4 4 4 5 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...260 pts

WARGEAR:

  • Doom siren
  • Power sword
  • Frag grenades
  • Krak grenades
  • Armour of Shrieking Souls

A model wearing this has a 5+ invulnerable save. Each time a model wearing this makes a successful save in close combat the unit that caused the Wound suffers a S 4 AP 2 hit. While fighting in a challenge any hits caused by this are inflicted onto the model fighting Lucius.

  • Chaotic bombardment

SPECIAL RULES:

  • Eye of the Gods
  • Duelist's Pride: While fighting in a challenge a model with this special rule's Attack characteristic is equal to the WS of the model fighting this model.
  • Eternal Warrior
  • Eternal Crusade
  • Independent Character
  • Fearless
  • Mark of Slaanesh
  • Lash of Torment: Enemy models in base contact with a model with this special rule reduce their number of attacks by 1.
  • Shred

HURON BLACKHEART

WS BS S T W I A Ld Sv
Huron Blackheart 9 10 4 4 4 5 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...250 pts

WARGEAR:

  • Combat Familiar
  • Frag Grenades
  • Krak Grenades
  • Power Axe
  • Heavy Flamer
  • Sigil of Corruption
  • Chaotic bombardment
  • The Tyrant´s Claw:
Range S AP Type
- +2 3 Melee, Armourbane, Shred, Specialist Weapon

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Fearless
  • Independent Character
  • Psyker (Mastery Level 1)
  • The Hamadrya: Huron Blackheart must generate new psychic powers each turn after the first, these psychic powers must be generated from a different discipline than the one he had in the previous turn.
  • Feel No Pain (6+):
  • Fear

PSYKER:

Huron Blackheart generate his powers from the Biomancy, Pyromancy and Divination disciplines.

ABADDON

WS BS S T W I A Ld Sv
Abaddon 9 10 4 6 5 8 4 10 2+


UNIT TYPE

Infantry (Character)

UNIT COMPOSITION

1 (Unique) ...260 pts

WARGEAR:

  • Terminator armour
  • Drach'nyen
Range S AP Type
- +1 2 Melee, Daemon Weapon

  • Talon of Horus
Range S AP Type
- x2 3 Melee, Shred, Symbol of Tragedy

Symbol of Tragedy: Blood Angels have the Hatred (Abaddon) special rule.
  • Chaotic bombardment

Warlord Trait:

  • Final Crusade: Whilst your Warlord is alive all friendly units have the Preferred Enemy (Armies of the Imperium) special rule.

SPECIAL RULES:

  • Eternal Warrior
  • Fearless
  • Independent Character
  • Mark of Chaos Ascendant: Abaddon counts as having all the marks of Chaos and may join units with any Mark of Chaos.

CHAOS THUNDERHAWK GUNSHIP

BS FA SA RA HP
Chaos Thunderhawk Gunship 4 12 12 12 12


UNIT TYPE

Super-heavy Flyer (Hover, Transport)

UNIT COMPOSITION

1 Chaos Thunderhawk Gunship ...900 pts

WARGEAR:

  • Thunderhawk cannon
  • Ceramite plating
  • Four twin-linked heavy bolters
  • Two lascannons
  • Three bomb pylon sets

SPECIAL RULES:

  • Assault Vehicle

Transport:

  • Transport Capacity: 30 models.
  • Fire Points: None.
  • Access Points: A Thunderhawk Gunship has one Access Point at the front of its hull and one on either side.

OPTIONS:

  • May replace thunderhawk cannon with turbo-laser destructor ...20 pts
  • May replace 3 bomb pylon sets with 6 hellstrike missiles ...free

CHAOS SPARTAN

BS FA SA RA HP
Chaos Spartan 4 14 14 14 5


UNIT TYPE

Super-heavy Vehicle (Tank, Transport)

UNIT COMPOSITION

1 Chaos Spartan ...300 pts

WARGEAR:

  • Extra armour
  • Twin-linked heavy bolter
  • Two quad lascannons
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Assault Vehicle
  • Power of the Machine Spirit
  • Move Through Cover
  • Land Raider: Models with this special rule always count their name as being "Land Raider" in addition to their true name.

Transport:

  • Transport Capacity: 25 models.
  • Fire Points: None
  • Access Points: The Spartan has one Access Point on each side of the hull and one at the front.

OPTIONS:

  • May replace twin-linked heavy bolter with twin-linked heavy flamer ...free
  • May replace two quad lascannons with two laser destroyers ...free
  • May take any of the following:
- Ceramite plating ...20 pts
- Warpflame gargoyles ...10 pts
- Destroyer blades ...10 pts
- Dirge caster ...5 pts
- Daemonic possession ...35 pts
- Havoc launcher ...12 pts
  • May take one of the following:
- Storm bolter ...5 pts
- Heavy flamer ...10 pts
- Heavy bolter ...10 pts
- Multi-melta ...15 pts

CHAOS TYPHON

BS FA SA RA HP
Chaos Typhon 4 14 14 14 -


UNIT TYPE

Super-heavy Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Typhon ...350 pts

WARGEAR:

  • Dreadhammer siege cannon
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Move Through Cover

OPTIONS:

  • May take one of the following:
- Two heavy bolters ...20 pts
- Two lascannons ...40 pts
  • May take any of the following:
- Ceramite plating ...20 pts
- Warpflame gargoyles ...10 pts
- Destroyer blades ...10 pts
- Dirge caster ...5 pts
- Daemonic possession ...40 pts
- Havoc launcher ...12 pts
  • May take one of the following:
- Heavy flamer ...15 pts
- Heavy bolter ...15 pts
- Multi-melta ...25 pts

CHAOS FELLBLADE

BS FA SA RA HP
Chaos Fellblade 4 14 13 12 12


UNIT TYPE

Super-heavy Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Fellblade ...540 pts

WARGEAR:

  • Twin-linked Fellblade accelerator cannon
  • Four twin-linked lascannons
  • Twin-linked heavy bolter
  • Demolisher cannon
  • Searchlight
  • Smoke launchers

OPTIONS:

  • May replace Four twin-linked lascannons with two laser destroyers ...free
  • May replace twin-linked heavy bolter with twin-linked heavy flamer ...free
  • May take any of the following:
- Ceramite plating ...25 pts
- Warpflame gargoyles ...15 pts
- Destroyer blades ...10 pts
- Dirge caster ...5 pts
- Daemonic possession ...55 pts
- Havoc launcher ...12 pts
  • May take one of the following:
- Heavy flamer ...15 pts
- Heavy bolter ...15 pts
- Multi-melta ...25 pts

CHAOS KNIGHT

WS BS S FA SA RA I A HP
Chaos Knight 4 4 10 13 12 12 4 3 6


UNIT TYPE

Super-heavy Vehicle (Tank)

UNIT COMPOSITION

1 Chaos Knight ...375 pts

WARGEAR:

  • Heavy stubber
  • Reaper chainsword
  • Thunderstrike gauntlet

SPECIAL RULES:

  • Ion shield

When a model armed with an Ion Shield is deployed and at the start of each enemy Shooting Phase choose front, left, rear or right side of each model armed with an Ion Shield. A model armed with an Ion Shield has a 4+ invulnerable save against all Shooting Attacks conducted against the chosen direction. Ion shields have no effect on weapons with the Barrage special rule.

  • Move Through Cover
  • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

OPTIONS:

  • May replace thunderstrike gauntlet with one of the following:
- Rapid-fire battle cannon and heavy stubber ...50 pts
- Thermal cannon ...45 pts
- Avenger gatling cannon and heavy flamer ...50 pts
  • May replace reaper chainsword with one of the following:
- Rapid-fire battle cannon and heavy stubber ...50 pts
- Thermal cannon ...45 pts
- Avenger gatling cannon and heavy flamer ...50 pts
- Foe-reaper chainsword ...10 pts
  • May take one of the following special rules:
- Daemonic Titan of Khorne ...60 pts
- Daemonic Titan of Tzeentch ...75 pts
- Daemonic Titan of Nurgle ...85 pts
- Daemonic Titan of Slaanesh ...60 pts

CHAOS WARHOUND

WS BS S FA SA RA I A HP
Chaos Warhound 2 4 10 14 13 12 1 1 9


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Chaos Warhound ...730 pts

WARGEAR:

  • Two void shields
  • Two double-barrelled turbo laser destructors

TITAN WEAPONS

Range S AP Type
Double-barrelled turbo laser destructor 96" D 2 Heavy 2, Large Blast
Inferno gun Hellstorm 7 3 Primary Weapon 1
Plasma blastgun
- Rapid 72" 7 3 Primary Weapon 2, Massive Blast
- Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast
Vulcan mega-bolter 60" 6 3 Heavy 15

SPECIAL RULES:

  • Move Through Cover
  • Scout
  • Agile: A model with this special rule may choose to Run 2D6" and still fire a single weapon or Run 4D6" instead of shooting.
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

OPTIONS:

  • May replace any double-barrelled turbo laser destructor with one of the following:
- Inferno gun ...free
- Plasma blastgun ...free
- Vulcan mega-bolter ...free
  • May take one of the following special rules:
- Daemonic Titan of Khorne ...60 pts
- Daemonic Titan of Tzeentch ...85 pts
- Daemonic Titan of Nurgle ...110 pts
- Daemonic Titan of Slaanesh ...60 pts

CHAOS REAVER

WS BS S FA SA RA I A HP
Chaos Reaver 2 4 10 14 13 12 1 2 18


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Chaos Reaver ...1450 pts

WARGEAR:

  • Four void shields
  • Plasma blastgun
  • Two gatling blasters

SPECIAL RULES:

  • Move Through Cover
  • God of War: A model with this special rule may not be deployed within 48" of your opponents deployment zone or within 36" of either of the sides of the table.

OPTIONS:

  • May replace double-barrelled turbo laser destructor with one of the following:
- Inferno gun ...free
- Plasma blastgun ...free
- Vulcan mega-bolter ...free
- Vortex missile ...free
- Apocalypse missile launcher ...free
  • May replace any gatling blaster with one of the following:
- Laser blaster ...free
- Reaver fist ...free
- Volcano cannon ...free
  • May take one of the following special rules:
- Daemonic Titan of Khorne ...160 pts
- Daemonic Titan of Tzeentch ...160 pts
- Daemonic Titan of Nurgle ...160 pts
- Daemonic Titan of Slaanesh ...160 pts

BRASS SCORPION

WS BS S FA SA RA I A HP
Brass Scorpion 3 3 10 14 13 10 3 6 9 Vehicle (Super-heavy Walker) 1 Brass Scorpion


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Brass Scorpion ...750 pts

WARGEAR:

  • Daemonic Possession
  • Scorpion cannon
  • Soulburner cannon
  • Two hellmaw cannons

SPECIAL RULES:

  • It Will Not Die
  • Dedication to Khorne
  • Multi-legged Terror: When making Stomp attacks a model with this special rule makes D3+2 Stomps.
  • Frenzied Charge: A model with this special rule add 1D6 to its Charge distance.
  • Doomsday Reactor: When a model with this special rule suffers catastrophic damage it adds +2 to its roll on the Catastrophic Damage table.
  • Runes of the Blood God: Any unit which targets a model with this special rule with a psychic power suffers a Perils of the Warp result regardless of whether or not the power is succesfully manifested.
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

CHAOS WARBANDS

Whenever you include a detachment with one or more Chaos Space Marines units in your army, you may note down one of the following warbands. Add the relevant warband's special rules and restrictions to the detachment's special rules and restrictions. Models chosen from a detachment or formation treat all models from a detachment or formation from a different warband than its own as allies of convenience rather than battle brothers.

ALPHA LEGION WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.
  • This detachment may not include any Unique models other than Fabius Bile.

SPECIAL RULES:

  • Infiltrate
  • Preferred Enemy (Characters)
  • Troops of the Alpha Legion: Any Alpha Legion detachment may take the following units as troops choices.

HYDRA OPERATIVE SQUAD

WS BS S T W I A Ld Sv
Hydra Operative 3 3 3 3 1 3 1 7 6+
Hydra Champion 3 3 3 3 1 3 2 8 5+


UNIT TYPE

Infantry. The Hydra Champion is Infantry (Character)

UNIT COMPOSITION

9 Hydra Operatives, 1 Hydra Champion ...55 pts

WARGEAR:

  • Autopistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades

SPECIAL RULES:

  • Eye of the Gods
  • Eternal Crusade
  • Stubborn

OPTIONS:

  • May include up to twenty-five additional Hydra Operatives ...3 pts/model
  • Any model may replace autopistol with one of the following:
- Twin-linked shotgun ...1 pt/model
- Autogun ...1 pt/model
- Sniper rifle ...3 pts/model
  • For every ten models in the unit, one Hydra Operative may replace his autopistol with one of the following:
- Heavy stubber ...5 pts/model
- Flamer ...5 pts/model

BLACK LEGION WARBAND

RESTRICTIONS:

  • This detachment may not include any Unique models other than Fabius Bile and Abaddon.

SPECIAL RULES:

  • Lord of Traitors: If your Warlord has this special rule and the Mark of Khorne special rule, Khorne Berzerkers with this special rule are Troops choices; if he has the Mark of Tzeentch special rule, Rubric Marines with this special rule are Troops instead; if he has the Mark of Nurgle special rule, Plague Marines with this special rule are Troops instead; if he has the Mark of Slaanesh special rule, Noise Marines with this special rule are Troops instead. If your Warlord does not have a Mark of Chaos, Chosen with this special rule are Troops instead. If your Warlord is Abaddon, Terminator Squads and Chosen Squads with this special rule and the Infantry unit type are Troops.
  • Thirst for Glory: If an enemy unit is completely destroyed by a unit with this special rule, all other units with this special rule gain the Preferred Enemy special rule until the end of the current phase.
  • Hatred (Armies of the Imperium)

CRIMSON SLAUGHTER WARBAND

RESTRICTIONS:

  • This detachment may not include any Unique models other than Fabius Bile.

SPECIAL RULES:

  • Do You Hear the Voices Too?: Chosen Squads, Chaos Terminator Squads and HQ choices with this special rule can choose to roll on the Vessels of Chaos table. In addition, Possessed with this special rule may re-roll any roll on the Vessels of Chaos table. Psykers with this special rule may generate their powers from the Divination discipline in addition to any other disciplines they may usually generate their powers from.
  • Twisting Presence: When assaulted by non-Fearless units, models with this special rule counts as being armed with defensive grenades.
  • Fear

DEATH GUARD WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.
  • This detachment may not include any Unique models other than Mortarion, Fabius Bile or Typhus.

SPECIAL RULES:

  • Lords of Plague Hosts: Plague Marines with this special rule are Troops choices.
  • Aura of Decay All close combat attacks made by models with this special rule have the Soul Blaze special rule.
  • Rot Hosts: Whenever a character with the Mark of Nurgle and this special rule would be removed as a casualty, before removing him, place the Large Blast marker centrally over him. Resolve it like a shooting attack with Strength 4 AP 5, this has no effect on models with the Mark of Nurgle and models with the Daemon of Nurgle special rule.
  • Toxic Ammunition: All bolt weapons fired by models with this special rule have the Soul Blaze and Pinning special rules.
  • Shambling Zombie Warriors: Rhinos may not be taken as dedicated transports by Troops choices with this special rule.

EMPEROR'S CHILDREN WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Plague Marine Squads and Rubric Marine Squads in this detachment.
  • This detachment may not include any Unique models other than Fabius Bile and Lucius.

SPECIAL RULES:

  • Lords of Decadence: Noise Marines with this special rule are Troops choices.
  • Sonic Weaponry: Any model may exchange a
- Mutli-Melta/Hades Autocannon/Lascannon for Blastmaster ...free
- Autocannon/Twin-linked Heavy Bolter for a Blastmaster ...5 pts
- Havoc Launcher for a Blastmaster ...8 pts
  • Night Vision, Outflank, and Acute Senses
  • Dark Temptation: Enemy units within 12" of a model from this detachment must take a Leadership check at the start of each of their movement phases, if failed they must move their allowed movement distance (6" for Infantry 12" for Bikes…) directly towards the closest non flyer/flying monstrous creature from this detachment.

IRON WARRIORS WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerker Squads and Rubric Marine Squads in this detachment.
  • This detachment may not include any Unique models other than Perturabo or Fabius Bile.

SPECIAL RULES:

  • Armsmasters: Havocs units with this special rule count as troops choices.
  • Meatgrinder: Each time a unit of Troops with this special rule, including Havocs and Rhinos taken as Dedicated Transports for a Troops choice, is destroyed roll a D6, on a 6+ they are immediately restored to full strength and put into reserves. Cultists are restored on a 2+.
  • Armoured Assault: Models with this special rule may take Rhinos as dedicated transports for 15 points less than normal.
  • Heavy and Slow: You may include 1 more Heavy Support choice than normal, and 1 less Fast Attack choice than normal.
  • Hatred (Imperial Fists)

KHORNE DAEMONKIN WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marine Squads and Rubric Marine Squads in this detachment.
  • This detachment may not include any Unique models.
  • All models which can take the Mark of Khorne must do so.
  • No models with Mastery Level(s) may be taken as a part of this detachment.

SPECIAL RULES:

  • Blood Warriors: Models with this special rule are treated as having the Daemon of Khorne special rule for the purposes of the Blood Tithe table special rule.
  • Blood Tithe

Each time a unit with the Daemon of Khorne special rule is destroyed or destroys an enemy unit you gain one Blood Tithe. You may expend Blood Tithes once per turn during your psychic phase on one of the following rewards.

Blood Tithe Cost Reward
1 Infernal Contempt: All friendly units with the Daemon of Khorne special rule have the Adamantium Will and Stubborn special rules until the start of your next turn. Note that Stubborn Daemon units do not subtract from their leadership when taking instability tests.
2 Insatiable Bloodlust: All friendly units with the Daemon of Khorne special rule have the Crusader and Furious Charge special rules until the start of your next turn.
3 Unstoppable Ferocity: All friendly units with the Daemon of Khorne special rule have the Feel No Pain special rule, but can only use this special rule against ranged attacks.
4 Apocalyptic Fury: All friendly units with the Daemon of Khorne special rule add 1 to their Attacks characteristic until the start of your next turn.
5 Daemontide: A unit consisting of either 7 Bloodletters, with a Blood Fiend, or 5 Flesh Hounds (controlling player’s choice) is summoned (see below) within 12” of any friendly unit with the Daemon of Khorne special rule.
6 Daemontide: A unit consisting of either 8 Bloodletters or 5 Flesh Hounds (controlling player’s choice) is summoned (see below) within 12” of any friendly unit with the Daemon of Khorne special rule.
7 Dark Apotheosis: Choose a friendly Chaos Space Marine character with the Mark of Khorne, the chosen character must take a leadership test, if failed, replace the model with a spawn, if passed, replace the model with a Daemon Prince of Khorne with a 3+ Sv. Either way the model must be placed at least 1" away from enemy models and within 6" of the where the chosen Chaos Space Marine character was standing. The model counts as having been summoned using the Daemonology (Malefic) discipline. The chosen character counts as having been destroyed for all intents and purposes, if an independent character was chosen, you gain 1 Blood Tithe. If the chosen character was your warlord, the Daemon Prince now counts as having been your Warlord all along and has the same warlord trait.
8 Unbound Fury: Choose a single Exalted Herald of Khorne remove the model from play and replace it with a Blood Thirster. The Blood Thirster must be placed anywhere within 6" of the Exalted Herald which is being removed and at least 1" away from enemy models. If the chosen character was your warlord, the Blood Thirster now counts as having been your Warlord all along and has the same warlord trait.


  • Note Models are summoned following the rules for the summoning powers in the Daemonology (Malefic) discipline.

TZEENTCH DAEMONKIN WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Tzeentch, this means you cannot include units like Noise Marines and Plague Marines in this detachment.
  • This detachment may not include any Unique models.
  • All models which can take the Mark of Tzeentch must do so.


SPECIAL RULES:

  • Tzeentch Daemonkin: Models with this special rule gain the Fear and Fearless special rules while within 6" of a model with the Daemon of Tzeentch special rule.
  • Summoners of Tzeentch: Models with this special rule only suffer perils of the warp when manifesting powers from the Daemonology (Malefic) discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Tzeentch special rule.

NURGLE DAEMONKIN WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Rubric Marines in this detachment.
  • This detachment may not include any Unique models.
  • All models which can take the Mark of Nurgle must do so.

SPECIAL RULES:

  • Nurgle Daemonkin: Models with this special rule gain the Fear and Fearless special rules while within 6" of a model with the Daemon of Nurgle special rule.
  • Summoners of Nurgle: Models with this special rule only suffer perils of the warp when manifesting powers from the Daemonology (Malefic) discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Nurgle special rule.

SLAANESH DAEMONKIN WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Rubric Marines and Plague Marines in this detachment.
  • This detachment may not include any Unique models.
  • All models which can take the Mark of Slaanesh must do so.

SPECIAL RULES:

  • Slaanesh Daemonkin: Models with this special rule gain the Fear and Fearless special rules while within 6" of a model with the Daemon of Slaanesh special rule.
  • Summoners of Slaanesh: Models with this special rule only suffer perils of the warp when manifesting powers from the Daemonology (Malefic) discipline on the roll of a double 6. Models with this special rule may not summon models without the Daemon of Slaanesh special rule.

RED CORSAIRS WARBAND

RESTRICTIONS:

  • This detachment may not include any Unique models other than Fabius Bile and Huron Blackheart.

SPECIAL RULES:

  • Outflank
  • Scout
  • Pirate Fleet of the Maelstrom: Units composed entirely of models with this special rule may re-roll failed reserve rolls.

NIGHT LORDS WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.
  • This detachment may not include any Unique models other than Fabius Bile.

SPECIAL RULES:

  • Fear
  • Move through Cover
  • Night Vision
  • Rage
  • Light and Fast: You may include one additional Fast Attack choice in Detachments with this special rule. You may include one fewer Heavy Support choices than is normally allowed in Detachents with this special rule.
  • Horror Cults: Raptors units with this special rule count as troops choices.
  • Nightmarish Figures: All enemy units must reroll all sucessful fear tests.

THOUSAND SONS WARBAND

RESTRICTIONS:

  • You may not include models with the Daemon of Khorne, Daemon of Nurgle, Daemon of Slaanesh, Mark of Khorne, Mark of Nurgle or Mark of Slaanesh special rules.
  • This detachment may not include any Unique models other than Ahriman, Fabius Bile and Magnus.

SPECIAL RULES:

  • Masters of Rubricae: Rubric Marines with this special rule are Troops choices.
  • Flames of War: When a model with this special rule is affected by a blessing it gains the Preferred Enemy special rule until the start of your next Psychic phase.
  • Pushing the Limit: When manifesting a psychic power you may overcharge it. If you do, you manifest warp charges on 3+ but any roll of a double causes a Perils of the Warp result.
  • Sorcerers, not Mechanics: Chaos Rhinos with this special rule lose the Repair special rule. You may not include more vehicles with the Infernal Relic special rule than you do Warp Smiths in a Detachment with this special rule.
  • Hatred (Space Wolves)

WORLD EATERS WARBAND

RESTRICTIONS:

  • No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marines and Thousand Sons in this detachment.
  • This detachment may not include any Unique models other than Angron, Fabius Bile or Khârn.
  • No models with Mastery Level(s) may be taken as a part of this detachment.

SPECIAL RULES:

  • Nexus of Khorne: Khorne Berzerkers with this special rule are Troops choices.
  • Fleet
  • Crusader
  • Hammer of Wrath
  • Khorne's Fury Knows No Bounds: All Infantry models with this special rule have the Move Through Cover special rule.
  • Uncontrollable Rage: When a unit from this formation is able to assault one or more units in the assault phase, it must take a leadership test, if the test is passed nothing happens, otherwise the unit is forced to assault one of the eligible units.

WORD BEARERS WARBAND

RESTRICTIONS:

  • All units with the option to take a chaos icon, must do so.
  • This detachment may not include any Unique models other than Lorgar or Fabius Bile.

SPECIAL RULES:

  • Summoning Scherades: Sorcerers with this special rule only suffer perils of the warp when rolling two or more 6s, even when using the Daemonology (Malefic) discipline.
  • Bringers of the Word: Dark Apostles's with this special rule gain the Psyker (Mastery Level 1) special rule and generate their powers from the Daemonology (Malefic) discipline.
  • Glory to the Dark Gods: During deployment roll a D6 for each unit of Chaos Cultists and each Chaos Space Marine unit without a mark. On the roll of 1 nothing happens. On a roll of 2 the unit gains the mark of Khorne. On a roll of 3 the unit gains the mark of Tzeentch. On a roll of 4 the unit gains the mark of Nurgle. On a roll of 5 the unit gains the mark of Slaanesh. On a roll of 6 the Champion in the unit may roll once on the Chaos Eye of the Gods Table, re-rolling results of 1 and 6.
  • Remants of the Serrated Sun: Possesed Squads with this special rule are Troops choices instead of Elites choices.

SPECIAL RULES

EYE OF THE GODS

When a Character with this special rule destroys an enemy character he is fighting in a challenge, roll on the Eye of the Gods Table for that Character.

DAEMON OF KHORNE

Daemons of Khorne have the Fearless, Daemon, Daemonic Instability, Deep Strike, Counter-attack, Rage, Hatred (Daemons of Slaanesh) and Blood Tithe special rules.

DAEMON OF TZEENTCH

Daemons of Tzeentch have the Fearless, Daemon, Daemonic Instability, Deep Strike and Hatred (Daemons of Nurgle) rules and may never summon units with the Daemon of Nurgle special rule. Unless they are using a 2+ Save, models with this special rule may re-roll failed saving throws of 1.

DAEMON OF NURGLE

Daemons of Nurgle have the Fearless, Daemon, Daemonic Instability, Deep Strike, Shrouded, Slow and Purposeful and Hatred (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the mark of Nurgle are armed with defensive grenades.

DAEMON OF SLAANESH

Daemons of Slaanesh have the Fearless, Daemon, Daemonic Instability, Deep Strike, Jink, Rending, Fleet, Swiftstride and Hatred (Daemons of Khorne) rules and may never summon units with the Daemon of Khorne special rule.

SWIFTSTRIDE

Units with one or more models with this rule may run twice during the shooting phase.

DAEMONFORGE

For one Shooting or Assault phase per game, the model may re-roll all failed To Wounds rolls and all failed armour penetration rolls. At the end o f that phase, roll a D6; lose a Hull Point (no saves) if you roll a 1.

DAEMONIC TITAN OF KHORNE

Models with the Deamonic Titan of Khorne upgrade are armed with a daemonic possession and have the Hatred (Daemons of Slaanesh and Rage special rules and may re-roll the number of stomps they make.

DAEMONIC TITAN OF TZEENTCH

Models with the Deamonic Titan of Tzeentch upgrade are armed with a daemonic possession and have the Hatred (Daemons of Nurgle special rules and may re-roll To Hit rolls of 1 and any heavy stubbers they are armed with gain the Soul Fire special rule.

DAEMONIC TITAN OF NURGLE

Models with the Deamonic Titan of Nurgle upgrade are armed with a daemonic possession and have the Hatred (Daemons of Tzeentch and It Will Not Die special rules.

DAEMONIC TITAN OF SLAANESH

Models with the Deamonic Titan of Slaanesh upgrade are armed with a daemonic possession and have the Hatred (Daemons of Khorne special rules. All models with a Leadership value in combat with a Daemonic Titan of Slaanesh at the start of the Fight sub-phase must pass a Leadership test with a -2 modifier or reduce their Initiative value to 1 for the duration of that Fight sub-phase.

DEDICATION TO KHORNE

A model with this special rule counts as having the Mark of Khorne for the purpose of warband tactics and has the Rampage special rule.

DEDICATION TO TZEENTCH

A model with this special rule counts as having the Mark of Tzeentch for the purpose of warband tactics and may re-roll To-Hit rolls of 1 when firing ranged weapons. In addition any heavy flamers it has gain the Soul Blaze special rule.

DEDICATION TO NURGLE A model with this special rule counts as having the Mark of Nurgle for the purpose of warband tactics. If it ever loses its last remaining Hull Point but does not explode you may keep rolling for It Will Not Die at the end of each of your turns, if it ever regains a Hull Point through the It Will Not Die special rule it returns to play with one Hull Point remaining.

DEDICATION TO SLAANESH

A model with this special rule counts as having the Mark of Slaanesh for the purpose of warband tactics and is armed with assault grenades and defensive grenades.

ETERNAL CRUSADE

Units composed entirely of models with this special rule may use their Sweeping Advance move to move within 1" of their enemy during your Assault Phase provided at least one model from the unit moves into base contact with an enemy model. Your unit counts as having made a disordered charge and may not strike in the ensuing combat. Overwatch may be performed against the unit as normal.

BEASTMEN

Models with this special rule add +1 to their Weapon Skill and Toughness characteristics but subtract -1 from their Armour Save.

INFERNAL RELIC

You may not include more models in your army with the Infernal Relic special rule than you do Infernal Engineers. The following models are Infernal Engineers:

- Psykers with the Chaos Space Marines faction who generate at least one power from the daemonology (malefic) discipline.
- Abaddon
- Warpsmiths

The first model with this special rule taken in your primary detachment does not count toward the maximum number of models with this special rule you may include in your army.

MARK OF KHORNE

Models with this special rule have the Counter-attack, Rage, Furious Charge, and Adamantium Will special rules and may not join units with one or more models with the Mark of Slaanesh special rule.

A model with this special rule counts as having a Mark of Chaos.

MARK OF TZEENTCH

Models with this special rule gain +1 to their Invulnerable save. Models without an Invulnerable save instead gain a 5+ invulnerable save and may not join units with one or more models with the Mark of Nurgle special rule.

A model with this special rule counts as having a Mark of Chaos.

MARK OF NURGLE

Models with this special rule gain +1 Toughness, this bonus is already included in the profile of models which start with this special rule and may not join units with one or more models with the Mark of Tzeentch special rule..

A model with this special rule counts as having a Mark of Chaos.

MARK OF SLAANESH

Models with this special rule have the Crusader and Fleet special rules. Models which purchase the mark of Slaanesh gain +1 Initiative, this bonus is already included in the profile of models which start with this special rule and may not join units with one or more models with the Mark of Khorne special rule.

A model with this special rule counts as having a Mark of Chaos.

PRIMARCH

Models with this special rule have the Adamantium Will, Eternal Warrior, Fearless, Feel No Pain, Fleet, It Will Not Die, Precision Shots, Precision Strikes

THE FORBIDDEN ARMOURY

GIFTS OF MUTATION

*ARCANE OCCULUM

The model has +1 Ballistic Skill.

*BERZERKER STRENGTH

The model has +1 Strength.

*CEREBRAL COGITATOR

The model has +1 Initiative.

*COSMIC FATE

Once per game the model may choose to automatically pass any one saving throw before rolling for it. The model may not be used to automatically pass a feel no pain roll.

*CRYSTALLINE BODY

The model has +1 Toughness.

*GUN MORPH

Note down one of the model's weapons when making your army list. The chosen weapon gains the Twin-linked special rule.

*ICY AURA

The model inflicts a single additional hit in close combat at Initiative Step 1 for each enemy model in base contact with the model. These attacks are made at S 4 AP 5 and do not benefit from the model's weapons or other special rules.

*VENEMOUS

The model has the Poisoned (4+) special rule.

*WARP FRENZY

The model has +1 Attack.

VEHICLE EQUIPMENT

CERAMITE PLATING

Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.

DAEMONIC POSSESSION

Vehicles armed with a Daemonic Possesion ignore the result of Crew Shaken and Crew Stunned results on the vehicle damage table on the roll of a 2+.

When a unit embarks upon a vehicle armed with a Daemonic Possesion roll a D6. On a 1 a single model from the unit (chosen by the chaos player) is removed from the game and the vehicle immediately regains a single hull point lost earlier in the battle.

Vehicles armed with a Daemonic Possesion Ballistic Skill is changed 3 and they gain the Daemon and Daemonforge special rules.

DESTROYER BLADES

Tank Shocked units take D6 S 5 AP - hits, if they choose Death or Glory, they take D6 additional S 5 AP - hits.

DIRGE CASTER

Enemy units within 6" of a model armed with a dirge caster cannot fire Overwatch.

LASER TENDRILS

Decrease the WS of all enemy units in base contact with a model armed with lasher tendrils by 1. Non-Walker enemy vehicles in base contact with a friendly model armed with a lasher tendril set are hit automatically.

MAGMA CUTTERS A model armed with magma cutters gets 1 additional attack at Initiative step 1 if it hits with 1 or more attacks, it it hits with all of its attacks it makes one further attack at Initiative step 1. These attacks are made using the profile below:

Range S AP Type
- 8 1 Armourbane

MELTA-RAM

A model armed with a melta-ram can Ram while in hover mode.

VOID SHIELD Each hit scored with a ranged attack scored against a model armed with a void shield instead hits its void shield. Each void shield counts as an AV 12 vehicle with a single hull point. Penetrating hits offer no additional benefits against a hull point. Once a void shield has suffered a glancing or penetrating hit it stops absorbing hits.

WARPFLAME GARGOYLES

All ranged attacks made by a model armed with warpflame gargoyles have the Soul Blaze special rule.

SPECIAL ISSUE WARGEAR

BLIGHT GRENADES

A model that is armed with blight grenades is armed with assault grenades and defensive grenades.

CHAOS BIKE

A model armed with a chaos bike changes its unit type to Bike (Character).

FLESHMETAL

A model armed with fleshmetal has a 2+ Sv.

INFERNO BOLTS

Shooting attacks made by models armed with inferno bolts with bolt weapons are resolved at AP 3.

TERMINATOR ARMOUR

Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in Terminator armour have the Bulky, Deep Strike and Relentless special rules. Units including one or more models armed with Terminator armour may not make Sweeping Advances. A model upgraded to have Terminator armour increase their Toughness characteristic by 1. (this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear).

JUMP PACK

A model armed with a jump pack changes its unit type to Jump Infantry (Character).

SIGIL OF CORRUPTION

A model armed with a sigil of corruption has a 4+ invulnerable save.

THE BUTCHER'S NAILS

The Butcher's Nails confer the Rampage special rule.

WARP POX

Warp pox confers the Feel No Pain special rule. In addition, a model armed with warp pox reduces its Initiative value by 1.

CHAOS REWARDS

AURA OF DARK GLORY

A model armed with an aura of dark glory has a 5+ invulnerable save.

COMBAT FAMILIAR

A model armed with a combat familiar can make D6 additional attacks at S 4 AP - each round of close combat. These attacks do not benefit from any weapons or special rule the model is armed with.

JUGGERNAUT OF KHORNE

A model armed with a juggernaut of Khorne changes its unit type to Cavalry (Character) and adds +1 to its Toughness, Wounds and Attacks characteristics.

DISC OF TZEENTCH

A model armed with a disc of Tzeentch changes its unit type to Jetbike (Character).

PALANQUIN OF NURGLE

A model armed with a adds +2 to its Wounds characteristic and +1 to its Attacks characteristic and gains the Very Bulky special rule.

STEED OF SLAANESH

A model armed with a steed of Slaanesh changes its unit type to Cavalry (Character) and adds +3" to its run distances and gains the Acute Senses and Outflank special rules.

ICHOR BLOOD

Units that inflict unsaved Wounds on a model armed with ichor blood immediately suffer a single Strength 3 AP 4 hit for each Wound caused.

SPELL FAMILIAR

A model armed with a spell familiar may re-roll failed Psychic tests.

CHAOS ICONS

Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a Chaos Icon. The Chaos Icon must have been on the battlefield at the start of the turn in order for it to be used. Chaos Icons also have an additional effects, which are listed below.

ICON OF WRATH

Units with the Mark of Khorne only. All models with the Mark of Khorne in a unit equipped with an icon of wrath have the Hammer of Wrath special rule. When determining its charge range, a unit with this icon may re-roll the result.

ICON OF FLAME

Units with the Mark of Tzeentch only. All weapons with "bolt" in their name carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the Soul Blaze special rule.

ICON OF DESPAIR

Units with the Mark of Nurgle only. All models with the Mark of Nurgle in a unit equipped with an icon of despair have the Fear special rule.

ICON OF EXCESS

Units with the Mark of Slaanesh only. All models with the Mark of Slaanesh in a unit equipped with an icon of excess have the Feel No Pain special rule.

ICON OF VENGEANCE

All models without a Mark of Chaos in a unit equipped with an Icon of Vengeance have the Zealot special rule.

RELICS OF THE THOUSAND SONS

ASTRAL GIMOIRE

Once per turn during the bearer's Movement phase the bearer may nominate a friendly infantry unit within 12". The nominated unit gains the Jump type.

ATHENAEAN SCROLLS

If the bearer passes a psychic check with one or more doubles, your opponent may not attempt to Deny the Witch against that power.

CORUSCATOR

Range S AP Type
12" 4 3 Pistol, Blast, Soul Blaze

HELM OF THE THIRD EYE

Overwatch performed by models in the bearer's unit is performed at Ballistic Skill 2. Models in the bearer's unit with the Slow and Purposeful special rule may fire Overwatch.

SEER'S BANE

Range S AP Type
- User 3 Melee, Daemon Weapon, Bane of Wisdom

Bane of Wisdom: Attacks made with a weapon with this special rule are made using the most common Leadership in the target unit. When fighting in a challenge, the Leadership of the enemy fighting the bearer in the challenge is used.

STAFF OF ARCANE COMPULSION

Range S AP Type
- +2 3 Melee, Concussive, Force, Repelling Sweep

Repelling Sweep: Enemy units attempting to Charge the bearer's unit subtract 2 from their charge distance.

DAEMONIC FORGE

DAEMONIC WEAPON

Range S AP Type
Daemon sword - User 3 Melee, Daemon Weapon
Daemon axe - +1 2 Melee, Daemon Weapon, Unwieldy
Daemon mace - +2 4 Melee, Daemon Weapon
Daemon lance - User/+1 3/4 Melee, Daemon Weapon, Lance
Daemon fist - x2 2 Melee, Daemon Weapon, Unwieldy, Specialist Weapon
Bloodthirsty axe - +1 4 Melee, Daemon Weapon, Blood Soaked Fury
Daemonic hand cannon 18" D 2 Salvo 1/1, Blast, Get´s Hot, Daemonic Essence
Quicksilver rapier - User 3 Melee, Daemon Weapon, Quicksilver Strikes
Skullcrushing mace - +2 4 Melee, Daemon Weapon, Skullcrusher
Life reaper - +2 2 Melee, Daemon Weapon, Zombie Affliction, Two-Handed
Doomfire revolver 12" 2D6 2 Pistol, Doomfire
Arcane staff Template D6 D6 Assault 1
Bat's talon - User 3 Melee, Daemon Weapon, Shred, Specialist Weapon, Sanity Shredder
Twin swords - User 3 Melee, Daemon Weapon, Twin Blades, Two-Handed
Whispering dagger - User 6 Melee, Daemon Weapon, Forbidden Whispers

Daemon Weapon: Before rolling To-Hit with a weapon with this special rule roll a D6. On a 2+ the bearer gains a number of additional attacks equal to the roll, on a roll of 1 the bearer´s WS characteristic is changed to 0 until the start of the following Shooting Phase and the bearer suffers a wound with no saves of any kind allowed.
Lance: A weapon with this special rule has an increased Strength and AP value on the turn its wielder charges.
Blood Soaked Fury: Each time a model inflicts a wound with this weapon the model may immediately make an additional attack, these attacks do not generate additional attacks.
Daemonic Essence: Get´s Hot results inflicted by this weapon have the Instant Death special rule.
Quicksilver Strikes: Attacks made with a weapon with this special rule are resolved at Initiative 10.
Skullcrusher: A weapon with this special rule gains the Instant Death special rule against enemy models the wielder is fighting in a challenge.
Zombie Affliction: Each enemy model slain with a weapon with this special rule adds a Plague Zombie to the wielder of this weapon's unit.
Doomfire: A weapon with this special rule's Strength is randomized each time it is fired. If the Strength rolled is 11 or 12 the shot is resolved at Strength D. Whenever this weapon fires a strength D shot the bearer suffers a Wound with no saves of any kind allowed.
Sanity Shredder: A unit which has suffered one or more unsaved wounds from a weapon with this special rule suffer a -1 penalty to its Leadership until the end of the game. A unit in which a Character was killed suffers a -3 penalty to their Leadership until the end of the game.
Twin Blades: You may re-roll the dice for the number of attacks received from the Daemon Weapon special rule, including the roll of a 1.
Forbidden Whispers: A weapon with this special rule reduces the Leadership of all units (friend and foe) within 12" of the wielder by 2.

DAEMONIC TRAITS

WRATHFUL

A weapon with this special rule has the Soul Blaze special rule.

LUSTFUL

The wielder of this weapon must issue and accept challenges whenever possible. While its wielder is fighting in a challenge a weapon with this special rule gains the Shred special rule.

SLOUTHFUL

The wielder of a weapon with this special rule gains the It Will Not Die special rule until the end of the turn if it does not move in the Movement phase.

CHAOTIC

A weapon with this special rule has the Fleshbane special rule.

GREEDY

Roll 2D6 for the number of bonus attacks from the Daemon Weapon special rule, the wielder suffers the ill effects if either of the D6 result in a 1.

ENVIOUS

While fighting in a challenge a model fighting with a weapon with this special rule replaces its S and T values with that of its opponent.

SENTIENT

A weapon with this special rule has the Master-crafted special rule.

DEADLY

A weapon with this special rule has the Instant Death special rule on any To Wound roll of 6.

PROUD

Every time the wielder kills an enemy in a challenge with a weapon with this special rule the wielder must roll on the Eye of the Gods table.

GLUTTONOUS

A weapon with this special rule nullifies every Blessing, Malediction Focussed Witchfire and Witchfire on its wielder or its wielders unit unit on a 4+.

MELEE WEAPONS

CHAINAXE

Range S AP Type
- +1 4 Melee

KNIGHT WEAPONS

Range S AP Type
Foe-reaper chainsword - D 2 Melee, Foe-reaper

Foe-reaper: When resolving attacks against Monstrous Creatures and Walkers with a weapon with this special rule you may re-roll results of 1 on the destroyer table.

| Reaper chainsword | - | D | 2 | Melee |- | Thunderstrike gauntlet | - | D | 2 | Melee, Hurl, Massive |- |}

Massive: Attacks made using a weapon with this special rule are resolved at Initiative 1, even if the user is a Walker or Super-heavy Walker.
Hurl: If a model destroys an enemy Monstrous Creature or Vehicle using a thunderstrike gauntlet, that model may immediately throw the Monstrous Creature/Vehicle using the following profile. After the shooting attack has been resolved the destroyed model is removed from the table. Any embarked unit on the destroyed vehicle must emergency disembark before the Transport is thrown.
Range S AP Type
- * - Heavy 1, Large Blast, The Bigger They Are...

The Bigger They Are...: The Strength of this attack is equal to the Toughness value of the Monstrous Creature or half the front armour value of the vehicle being throw.

PLAGUEKNIFE

Range S AP Type
- User - Melee, Poisoned (4+)

WARPSWORD

Range S AP Type
- User 1 Melee, Armourbane

RANGED WEAPONS

AUTO WEAPONS

Range S AP Type
Accelerator autocannon 48" 7 4 Heavy 6, Rending, Rapid Tracking
Assault cannon 24" 6 4 Heavy 4, Rending
Autocannon 48" 7 4 Heavy 2
Autocannon turret 48" 7 4 Heavy 2, Independent Turret Fire
Auto pistol 12" 3 - Pistol
Autogun 24" 3 - Rapid Fire
Avenger gatling cannon 36" 6 3 Heavy 12, Rending
Hades autocannon 36" 8 4 Heavy 4, Pinning
Heavy stubber 36" 4 6 Heavy 3
Hellstorm autocannon 36" 7 4 Heavy 3, Twin-linked, Rending
Reaper autocannon 36" 7 4 Heavy 2, Twin-linked, Rending
Soulreaper cannon 24" 5 3 Heavy 4

Rapid Tracking: Targets may not take Jink saves against damage from this weapon.
Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.

BATTLE CANNON

Range S AP Type
72" 8 3 Primary Weapon 1, Large Blast

BOLT WEAPONS

Range S AP Type
Avenger bolt cannon 36" 6 3 Heavy 7
Bolt pistol 12" 4 5 Pistol
Boltgun 24" 4 5 Rapid Fire
Combi-bolter 24" 4 5 Rapid Fire, Shred, Twin-linked
Heavy bolter 36" 5 4 Heavy 3
Quad heavy bolter turret 36" 5 4 Heavy 6, Independent Turret Fire

Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.

BOMB WEAPONS

Range S AP Type
Alchem cluster bomb - * 5 Bomb 3, Barrage, Blast, Poisoned
Baletalon shatter charge - 8 4 Bomb 3, Unguided
Bomb pylon set - 6 4 Bomb 6, Apocalyptic Barrage
Pyrax incendiary bomb Bomb 5 4 Heavy 1, Blast, Ignores Cover
Warp-pulse bomb - 2 2 Bomb 1, Large Blast, Blind, Haywire

Unguided: A weapon with this special rule is resolved like a Vecotr Strike. Each shot fired by this weapon inflicts a single hit on a 6+.

BUTCHER CANNON

Range S AP Type
36" 8 4 Heavy 4

CHAOTIC BOMBARDMENT

Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital, Chaotic Bombardment

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn. Chaotic Bombardment: Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may choose any of your units to be the target of the weapon.

CONVERSION WEAPONS

Range S AP Type
Conversion beamer
Up to 18" 6 - Heavy 1, Blast, Divert Power
18" to 42" 8 4 Heavy 1, Blast, Divert Power
42" to 72" 10 1 Heavy 1, Blast, Divert Power
Heavy conversion beamer
Up to 18" 6 - Heavy 1, Large Blast, Divert Power
18" to 42" 8 4 Heavy 1, Large Blast, Divert Power
42" to 72" 10 1 Heavy 1, Large Blast, Divert Power

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.

DEMOLISHER CANNON

Range S AP Type
24" 10 2 Ordnance 1, Large Blast

DREADHAMMER SIEGE CANNON

Range S AP Type
24" 10 1 Primary Weapon 1, Massive Blast, No Cover Saves Allowed
48" 10 1 Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves Allowed

Divert Power: This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.

FELLBLADE ACCELLERATOR CANNON

Range S AP Type
100" 8 3 Primary Weapon 1, Massive Blast
100" 9 2 Primary Weapon 1, Armourbane, Blast

FLAMER WEAPONS

Range S AP Type
Baleflamer Template 6 3 Heavy 1, Torrent
Flamer Template 4 5 Heavy 1
Heavy flamer Template 5 4 Heavy 1
Heavy warpflamer Template 5 3 Heavy 1, Warpflame
Warpflamer Template 4 4 Heavy 1, Warpflame

Warpflame: After removing casualties, roll a D6 on a 5+ the target unit loses one point of toughness for the rest of the battle, on a 1-2 the unit gains one point of toughness for the rest of the battle. This cannot take a unit´s Toughness below 1 or above 10.

IMPALER-CANNON

Range S AP Type
12" 8 3 Heavy 1, Get Over Here!

Get Over Here!: Add 2D6" to the charge range of any unit attempting to charge a unit which has suffered a penetrating hit from a weapon with this special rule in the same turn.

KHARIBDIS ASSAULT LAUNCHER

Range S AP Type
24" 6 5 Heavy 2, Pinning, Twin-linked

LASER WEAPONS

Range S AP Type
Lascannon 48" 9 2 Heavy 1
Storm laser 36" 6 3 Heavy D3+2
Turbo-laser destructor 72" D 2 Heavy 1, Large Blast
Quad lascannon 48" 9 2 Heavy 2, Twin-linked

TITAN WEAPONS

Range S AP Type
Apocalypse missile launcher 24-360" 7 3 Primary Weapon 5, Apocalyptic Barrage
Double-barrelled turbo laser destructor 96" D 2 Heavy 2, Large Blast
Inferno gun Hellstorm 7 3 Primary Weapon 1
Plasma blastgun
- Rapid 72" 7 3 Primary Weapon 2, Massive Blast
- Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast
Vulcan mega-bolter 60" 6 3 Heavy 15
Vortex missile 12-960" D 1 Heavy 1, Large Blast, Vortex, One Use Only
Gatling blaster 72" 8 3 Primary Weapon 6, Large Blast
Laser blaster 96" D 2 Primary Weapon 3, Large Blast
Reaver fist - D 1 Melee
Volcano cannon 180" D 2 Primary Weapon 1, Massive Blast

MAWCANNON

Range S AP Type
Template 6 4 Assault 1
36" 8 3 Assault 1, Large Blast

MELTA WEAPONS

Range S AP Type
Meltagun 12" 8 1 Assault 1, Melta
Multimelta 24" 8 1 Heavy 1, Melta
Thermal cannon 36" 8 1 Heavy 1, Large Blast, Melta

RANCID VOMIT

Range S AP Type
Template 5 3 Assault 1, Poisoned (3+)

RAPID-FIRE BATTLE CANNON

Range S AP Type
72" 8 3 Ordnance 2, Large Blast

ROT CANNON

Range S AP Type
36" 6 3 Ordnance 1, Rending, Large Blast

SONIC WEAPONS

Range S AP Type
Blastmaster 36" x 4 Assault 3, Pinning, Ignores Cover
48" 8 3 Heavy 1, Blast, Pinning, Ignores Cover
Doom siren Template x 3 Assault 1
Sonic blaster 24" x 5 Assault 2, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with the AP value of the weapon for each succesful Initiative test. Profiles with this rule have no effect on vehicles.

SCORPION CANNON

Range S AP Type
36" 6 3 Heavy 10

SOULBURNER WEAPONS

Range S AP Type
Soulburner cannon 24" 10 2 Primary Weapon 1, Large Blast, Ignore Cover
Soulburner petard 24" 5 5 Ordnance 1, Large Blast, Rending

THUNDERHAWK CANNON

Range S AP Type
72" 8 3 Primary Weapon 1, Massive Blast

PLASMA WEAPONS

Range S AP Type
Plasma pistol 12" 7 2 Pistol, Gets Hot
Plasma gun 24" 7 2 Rapid-Fire, Gets Hot
Plasma cannon 36" 7 2 Salvo 1/2, Blast, Gets Hot
Ectoplasma cannon 24" 8 2 Salvo 1/2, Blast, Gets Hot

HAVOC LAUNCHER

Range S AP Type
36" 4 - Heavy 1, Twin-linked, Blast, Ignores Cover, Havoc

Havoc: A unit that assaults a unit which has been hit by a weapon with the Havoc rule previously this turn does not suffer penalties for charging through terrain, though it must still subtract 2" from its charge distance. A unit which has been hit by a weapon with the Havoc rule cannot perform Overwatch for the rest of the turn.

HELLMAW CANNON

Range S AP Type
Template 6 3 Assault 1

MISSILE WEAPONS

Range S AP Type
Hellfire missile rack 24" 8 2 Heavy 2
Hellstrike missile 72" 8 2 Ordnance 1, One Use
Missile launcher
- Krak Missile 48" 8 2 Heavy 1
- Frag Missile 48" 4 4 Heavy 1, Blast
- Flakk Missile 48" 8 2 Heavy 1, Skyfire

VENGEANCE LAUNCHER

Range S AP Type
48" 5 4 Heavy 2, Large Blast

QUAD DOOM MORTAR

Range S AP Type
Quad doom mortar 12-60" 5 5 Heavy 4, Barrage, Pinning, Blast, Shell Shock, Fuelled By Hate

Fuelled By Hate: The Strength of this weapon is increased by 1 and the AP of this weapon is lowered by 1 for each glancing or penetrating hit this weapon has inflicted upon enemy vehicles during this game.
Shell Shock: Pinning test taken against a weapon with this special rule are taken with a -1 modifier and an additional -1 modifier for each glancing or penetrating hit this weapon has inflicted upon enemy vehicles during this game.

PSYCHIC POWERS

All Psykers and Psychic Brotherhoods with one of the four marks of Chaos must generate at least one power from the discipline of their god. All Psykers and Psychic Brotherhoods with the Chaos Space Marines faction with one of the four marks of Chaos automatically know the Primaris (0.) power from the discipline of their god.

DISCIPLINE OF CHANGE

0. Doombolt…. Warp Charge 2

Doombolt is a Witchfire power with the profile given below

Range S AP Type
Doombolt 18" D 1 Assault 1

1-2. Boon of Mutation…. Warp Charge 1

Boon of Mutation is a Blessing that targets a single friendly Character within 12" the character rolls on the Eye of the Gods table re-rolling results of 2, 7, and 12. The result stays in effect until the end of the game.

3-4. Tzeentch´ Firestorm…. Warp Charge 2

Tzeentch´ Firestorm is a Witchfire power with the profile given below

Range S AP Type
Tzeentch´ Firestorm 24 D6 D6 Assault 3, Barrage, Blast, Inferno

Inferno: When a shooting attack with this rule causes an unsaved wound, inflict D3 hits with the strength and AP of the weapon fired with this rule for each unsaved wound. These additional hits do not inflict any further damage.

5-6. Breath of Chaos…. Warp Charge 3

Breath of Chaos is a Witchfire power with the profile given below

Range S AP Type
Breath of Chaos Template 1 1 Assault 1, Poison (4+), Spawnification

Spawnification: After resolving the shooting attack, form a new unit of chaos spawn with a number of models equal to the number of models removed by the shooting attack. The new unit must start in combat with the unit, which was the target of the Breath of Chaos, counting as having assaulted that unit. Place the spawns within 8" of the caster of the Breath of Chaos and within unit coherency of the newly formed unit, in addition all the summoned spawn must be within 3" of the target of the Breath of Chaos. The summoned spawn count as a summoned unit from the Daemonology Malefic discipline.

DISCIPLINE OF PLAGUE

0. Fathers Love.... Warp Charge 1

Fathers Love is a Blessing that targets a single friendly unit within 12". All the units ranged and melee weapons gain the Poisoned special rule, those that already have the Poisoned special rule (even if only Poisoned (6+)) gain the Fleshbane special rule.

1-2. Curse of Rust…. Warp Charge 1

Curse of Rust is a Witchfire power with the profile below.

Range S AP Type
Curse of Rust 24 x 2 Assault 1, Graviton, Ignores Cover, Blast

3-4. Rancid Visitations…. Warp Charge 2

Rancid Visitations is a Nova power which hits all models (friend and foe) within 12". All models hit must take a toughness test or suffer a wound with no saves of any kind allowed.

5-6. Mortality.... Warp Charge 3

Mortality is a Malediction which targets an enemy unit within 24". The targets Toughness is 1 and its Save is -.

DISCIPLINE OF DECADENCE

0. Symphony of Pain.... Warp Charge 1

Symphony of Pain is a Witchfire power with the profile below.

Range S AP Type
Sensory Overload 24 x 5 Assault 10, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.

1-2. Hightened Senses.... Warp Charge 1

Hightened Senses can either be used as a Malediction that targets an enemy unit within 24", or a Blessing that targets a friendly unit within 24". The targets initiative is increased to 10 and it gains the Acute Senses special rule.

3-4. Pavane of Slaanesh.... Warp Charge 2

Pavane of Slaanesh is a Focussed Witchfire power with a range of 6". The target must pass a Leadership on 4D6 test or suffer a single wound with no armour or cover saves allowed for each point the test was failed by.

5-6. Death Metal.... Warp Charge 3

While the psyker insists that it is music Death Metal is a Nova with the profile below.

Range S AP Type
Death Metal 24 x 5 Assault 2D6, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.

CHAOS SPACE MARINE OBJECTIVES

If your primary detachment contains Chaos Space Marines replace tactical objective 11, 12, 13, 14, 15 and 16 with the Champions of Chaos tactical objective.

11-16. CHAMPION OF CHAOS

Score 1 Victory Point if you issued a challenge during your turn.

EYE OF THE GODS TABLE

When asked to roll on the Eye of the Gods Table; roll 1 D6 and consult the table below:

D6 result Effect
1 No Effect
2 Daemonic Reflexes: The character adds +1 to its Initiative characteristic.
3 Daemonic Frenzy: The character adds +1 to its Attacks characteristic.
4 Daemonic Strength: The character adds +1 to its Strength characteristic.
5 Daemonic Hide: The character adds +1 to its Toughness characteristic.
6 Doubly Blessed: Roll twice more on the Eye of the Gods Table.


Bask in the Glory of the Gods All other models in a unit with a character which is affected by results 2-5 are affected by the same results he is, while he remains in the unit.

The Gods are Fickle

  • When a model receives result 2, 3, 4 or 5 for a second time in a battle it is turned into a Spawn.
If possible, place a Spawn model within 6" of the original model and at least 1" away from enemy models.
If the model had a Mark of Chaos the Spawn now has the same Mark of Chaos.
Remove the original model, it counts as having been destroyed, even if no Spawn was placed.

Ascension at Last!

  • When a model has received at least 3 of results 2, 3, 4 and 5 it may be ascended.
When a model is ascended its profile changed to that presented below. Any wounds lost earlier in the battle are immediately restored.
WS BS S T W I A Ld Sv
9 5 6 6 4 8 5 9 -


The Character's unit type is changed to Monstrous Creature, if the Character had the Bike or Jump Infantry unit type before ascending its unit type changes to Flying Monstrous Creature instead.
If the model was equipped with Terminator it loses its Terminator armour and instead gains a 3+ Armour Save.
The model gains the Daemon special rule.
The ascended model loses any other effects from the Eye of the Gods Table, if it would ever make further rolls on the Eye of the Gods Table it instead regains a single wound lost earlier in the battle.
Place a Daemon Prince model within 6" of the original model to represent the ascended model.
Remove the original model, it does not count as having been destroyed.