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However the chaos gods are always in a constant struggle with one Mark of Nurgle
another for dominance, and thus, their servants as well are at A model with the Mark of Nurgle gains +1 toughness. Like the
constant odds. An independent character with a mark of chaos may toughness bonus for riding a bike this mark does not affect the
only join a unit with either no mark of chaos or the same mark of model's toughness in regards to the Instant Death rule. The following
chaos as himself. An independent character with no mark of chaos units also gain the Feel No Pain universal special rule when given the
may always join any unit irrespective of what mark they bear. Mark of Nurgle: Chaos Lords, Chaos Lieutenants, Daemon Princes,
Sorcerer Lords, Sorcerers, Chosen and Plague Marines. Chaos
In addition an independent character with a mark of chaos may not Dreadnoughts given the Mark of Nurgle instead gain offensive and
join a unit bearing an Icon of Chaos other than the Icon of Chaos defensive grenades to represent the cloud of flies and choking clouds
Glory or the Icon of the god to which he has been marked. (see of disease surrounding them
below for details on Icons).
CHAOS ICONS
Personal Icon
Some followers of Chaos go to battle toting high the symbols of their A personal icon simply guides teleporting models and daemons.
dark gods whether it be to further show their allegiance, so that their
deeds be done in that god's name, to warrant favour from that Icon of Chaos Glory
particular deity or in an attempt to draw that god's attention. The unit may re-roll any failed morale or pinning tests it is required
Whatever the reason the sight of such unholy idol inspires those to take.
warriors who carry it into battle. Icons also act as psychic beacons
allowing the Sorcerers in the chaos fleet to easily locate them from Icon of Slaanesh
orbit and accurately direct towards them any warriors that are The unit benefits from the Fleet universal special rule.
teleporting to battle.
Icon of Khorne
A unit that takes an Icon benefits from the ability of that Icon for as The unit gains the Counter-attack universal special rule.
long as the Icon Bearer remains in play. If a unit bears a Mark of
Chaos then they may only choose a personal icon, the Icon of Chaos
Icon of Tzeentch
Glory or the Icon associated with their Mark. In addition any friendly
Any enemy psychic powers targeting the unit or including the unit it
chaos models arriving by teleporting who do so within 6" of a Chaos
its area of effect will be nullified on a D6 roll of 4+.
Icon will not roll for scatter.
Icon of Nurgle
If an independent character joins a unit with a Chaos Icon, they only
At the start of each friendly assault phase all models (friend or foe)
benefit from the effects of that Icon if they also have the mark of
without the Mark of Nurgle (or Daemons of Nurgle) within 6" of the
chaos associated with it, with the exception of the Icon of Chaos
icon bearer must pass a toughness test or suffer a wound with
Glory which they always benefit from.
armour saves as normal (but no cover saves).
The Axes of Khorne count as a pair of power weapons. In The Bliss Giver is a power weapon. In addition any to hit rolls
addition any roll of 6 to hit in close combat allows the wielder made with the Blissgiver that result in the roll of a 6
to make an additional attack. If any additional attacks also automatically wound the target. Before making any other rolls
yield the result of a 6 then continue rolling additional attacks to wound with the weapon the target unit must allocate any
until you roll no further 6s. Roll to wound as normal with all such hits and after taking any saves that apply, pass a
attacks that score a hit. toughness test for each or suffer instant death.
6
4|Chaos Space Marines
CHAOS PSYCHIC POWERS Gift of Chaos
The psyker unleashes a whirling flash of Chaos
energy that envelopes the target and rapidly
Each Chaos Psyker has two of the following psychic powers
mutates them. As the power of Chaos flows through
(chosen when the army is picked). A Sorcerer and Aspiring
them, the unfortunate victim's bones writhe, its flesh
Sorcerer may cast one psychic power per turn. A Daemon
distorts and agonising mutations tear the enemy apart.
Prince and a Sorcerer Lord may always cast two psychic
powers per turn.
Gift of Chaos may be used in the model's shooting phase
instead of using another ranged weapon. A psychic test must
Models with the Mark of Tzeentch may have up to three
be passed in order to use the power. If successful target one
psychic powers and may re-roll any failed psychic tests.
enemy model. Gift of Chaos may be cast even if the psyker is
in close combat and may also target an enemy model already
Doombolt in close combat. If the model is found to be within 6" then he
Tapping into the raw power of the Immaterium the psyker must take a toughness test. If the test is failed the model
unleashes a storm of warp lightning upon his foes. turns into a shapeless blob of flesh and is removed from play
(and, as no wound are taken, no saves apply!), the target
Doombolt may be used in the model's shooting phase instead model is immediately replaced with a friendly Spawn model if
of using another ranged weapon. A psychic test must be one is available. The newly formed Spawn is placed as close to
passed in order to use the power. If successful resolve the the target model's original position while still maintaining at
attack using the following profile. least 1" between itself and any enemy models. This spawn
follows all the normal rules for a Chaos Spawn and has the
Range Strength AP Type same Mark of Chaos as the psyker who cast this power, if any.
18" 5 3 Assault 3 Furthermore it is never worth any kill points if slain.
Daemonic Speed
Daemonic Rune
The champion has been gifted with unnatural speed and
The champion has been gifted with a daemonic rune, a
agility. His motions appear as a blur to those around him as he
powerful symbol of the gods' will made manifest. It radiates
effortlessly slips past his enemy's defences to land the killing
dark energy, their essence flowing through him proving his
blow. A model with daemonic speed adds +1 to their initiative
favour in their eyes. The chaos gods will not let a champion of
characteristic.
such greatness slip easily into death. A model with a daemonic
rune gains the Eternal Warrior Universal Special Rule.
DAEMONIC STEEDS
STEEDS Juggernaut of Khorne
(Requires the Mark of Khorne) The model adds +1 to his
The mightiest of Chaos champions might be gifted with one of strength, toughness, wounds and attacks characteristics and
the gods' mighty daemonic steeds. Which Steed he takes receives the Daemonic Armour gift. He may never embark in a
depends on the mark of chaos he bears. transport.
VETERAN SKILLS
Many units of Chaos Marines are experienced veterans who fought Berserkers
during the Great Crusade and for the countless centuries since in The unit has over time have become especially taken by the visceral
which time they have mastered many of the arts of war. A unit given nature of close quarters combat and hinge success on brutal and
Veteran Skills must pick one of the abilities below representing the overwhelming assaults. The unit gains the Furious Charge Universal
specific area of warfare mastered by the unit. A unit including any Special Rule.
models in Terminator Armour may not choose the Vanguard skill. A
Tank Hunters
unit including any models riding a Chaos bike may not take the
The unit has become especially well versed in the destruction of
Stealth Adepts or Vanguard skills.
enemy vehicles and have a distinct knack for exploiting weak points
Stealth Adepts in the enemy armour. The unit gains the Tank Hunters Universal
The unit has become especially adept at covering ground quickly and Special Rule.
quietly, taking a liking to ambushes and guerrilla warfare. The unit
Skirmishers
gains the Stealth and Move Through Cover Universal Special Rules.
The unit is perfectly at home in close range firefights, able to quickly
Vanguard adapt to the situation at hand and equally capable of holstering their
The members of this unit are highly trained vanguard troops, the weapon to join in bloody melee combat or lay down covering fire to
first into battle fighting to secure a beachhead for the rest of their pull back as the situations demands. The unit gains the Counter-
forces. The unit gains the Infiltrate Universal Special Rule. attack and Hit and Run Universal Special Rules.
10 | C h a o s S p a c e M a r i n e s
ARMY LIST Children of the Emperor!
On the following pages you will find the point values and options
Death to His Foes!
allowing you to make your own Chaos army list representing one of Legion: Emperor's Children
the many Legion or renegade warbands.
The Worldd Eaters were always a brash and blood thirsty legion, even
before their pledge of allegiance to Khorne. In battle they ignore mortal
peril working themselves into an unstoppable berserker frenzy. Nothing
can satiate their blood lust and battle is their only
on form of worship.
11 | C h a o s S p a c e M a r i n e s
All is Dust! Death to the False Emperor!
Legion: Thousand Sons Legion: Black Legion
The Thousand Sons as a Legion have suffered great change since their The Black Legion of all the Chaos Legions are the most dedicated to the
fall during the Horus Heresy. Alarmed by the amount of mutations long war and the falll of the Imperium. They fight with a cause and
plaguing his Battle Brother the Sorcerer Ahriman set into action the bitter determination unlike any other force in the galaxy.
Rubric of Ahriman leaving all those with psychic potential with
incredibly enhanced powers but those without turned to dust, their No HQ choices may be given a Mark of Chaos and the following
souls forever sealed in their power armour. Now when the TThousand become an Elite choice; Khorne Berserkers,
Berserker Noise Marines, Thousand
Sons march to war it is but a tide of emotionless, unthinking Sons, Plague Marines.. In addition the following rules apply to the
automatons slowly plodding forward unleashing torrents of fire at the entire army;
command of powerful Sorcerers. • Any unit in the army may attempt to regroup even when below
50% of their original starting number.
Models with a Mark of Chaos or able to take a Mark of Chaos must • Units of Chosen Chaos Space Marines may be taken as a troops
have the Mark of Tzeentch. Units of Chaos Space Marines become an choice.
Elites choice. The only Summoned Daemons that may be included in
the army are Pink Horrors and the Lord of Change. In addition the Iron Within! Iron Without!
following rules apply to the entire army: Legion: Iron Warriors
• Cults of Chaos lose their Aspiring Champion
hampion Option but may
include an Aspiring Sorcerer (See Thousand Sons entry for
point cost and options).
• You may re-roll
roll the die when determining who deploys first
and receives the first turn.
• Any Chaos Dreadnoughts in the army loose the crazed rule.
The Iron Warriors are experts in overwhelming enemy fortifications and
all manner of siege tactics. When an Iron Warriors warband sets it
For the Lord of Decay! sights on demolishing enemy fortifications it is but a matter of time
Legion: Death Guard until they succeed, grinding
nding down the enemy in a war of attrition.
Likewise when in the defence of their own mighty strongholds and Iron
Warriors army is near impossible to dislodge. They fight with grim
determination, taking solace in their near impenetrable fortifications.
Noo model in the army may have a mark of chaos and no model may
The Death Guard were trained personally by their Primarch Mortarion
purchase an icon of chaos other than a personal icon or the icon of
to adapt to any situation. They favour marching to war on foot and
utilize no special troops of any kind, preferring each unit to be self chaos glory. The only exception to this are Khorne Berserkers which
become a 0-1 1 Elite choice. Chaos Bikers and Raptor Cults both
b become
sufficient
ient and adaptable. This tactic has only been furthered by their
a 0-1
1 selection. In addition the following rules apply to the entire army;
service to grandfather Nurgle, their now bloated and diseased bodies
feeling no pain as they shrug off enemy fire in a slow but never ending
march. • After sides have been chosen, but before either side deploys
any models, roll a D3. The Iron Warriors player may choose as
Models with a Mark of Chaos or able to take ke a Mark of Chaos must many terrain pieces as equal to the D3 result in his own
have the Mark of Nurgle. The only summoned Daemons that may be deployment zone and fortify them. Fortified terrain yields a +1
included in the army are Plaguebearers and the Great Unclean One. to the cover save the terrain piece would normally provide (to
The army may not include Chaos Space Marines or Chaos Bikers. In a maximum of 2+).. Furthermore any friendly Chaos units
addition the following rules apply to the entire army: benefit from the Stubborn Universal Special Rule while
occupying any such fortified terrain.
• Any vehicles chosen as a dedicated transport option counts as
a single Fast Attack choice as well. • Any model able to take melta bombs may do so free of charge.
• Any unit with the Mark of Nurgle may choose to subject • All friendly Chaos units receive a +1 bonus on the damage chart
themselves to the slow and purposeful universal special rule if when targeting a building or fortification.
they did not start the turn embarked in a transport. Units
including any models with a heavy weapon may not make use
of this rule.
12 | C h a o s S p a c e M a r i n e s
We Have Come For You! For the Dark Gods!
Legion: Night Lords Legion: Word Bearers
ht Lords crave one thing, the sewing of fear and confusion. They
The Night The Word Bearers are religious fanatics, worshiping and serving the
are the masters of terror tactics
cs and overwhelming force, crushing their chaos gods with a determination and fervour unmatched by even the
enemies utterly. To know you are facing the Night Lords is to know you Imperial Ecclesiarchy.
are facing unrelenting butchers who will not stop
op and will not show
mercy. No model in the army may have a mark of chaos and no model may m
purchase an icon of chaos other than a personal icon or the icon of
No model in the army may have a mark of chaos and no model may chaos glory. In addition the following rules apply to the entire army;
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. The army may not include any Summoned Great Greater • Any units carrying an Icon of Chaos Glory benefits from the
Daemons, Bloodletters, Daemonettes, Pink ink Horrors or Plaguebearers. Stubborn Universal Special Rule. This does not apply to Cults of
In addition the following rules apply to the entire army; Chaos.
• Summoned Lesser Daemon Packs and Cults of Chaos do not
• All friendly units benefit from the Night Vision Universal Special take up a slot on the Force Organization chart but neither ever
Rule. This does not apply to Summoned Daemons, Obliterator count as scoring.
Cults or Cults of Chaos. • Friendly Possessed Chaoss Space Marines may re-roll
re the die
• Any models with access to daemonic gifts gain the Daemonic when rolling for their Daemonkin rule.
Visage gift for free.. All Aspiring Champions may purchase • Any friendly model able to take a personal icon may do so for
Daemonic Visage for an additional 5 pts. (Models
Models able to select free.
Daemonic Gifts may still select their usual allotment in addition
to this)
• Raptor Cults count as scoring units.
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. In addition the following rules apply to the entire army;
13 | C h a o s S p a c e M a r i n e s
ABADDON THE DESPOILER COST: 300 POINTS
WS BS S T W I A Ld Sv
Abaddon 8 5 5 4(5) 4 6 6 10 2+
Abaddon is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an
army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Talon of Horus
The Talon of Horus is an ancient Lightning Claw with one of the first Storm Bolters ever produced built into it. It is a masterfully crafted weapon
once use by the Primarch Horus himself and taken from his broken body by Abaddon in the final moments of the battle for Terra. It counts as a
Lightning Claw in all respects that may also re-roll any failed to hit rolls in close combat. In addition the storm bolter may be fired in the shooting
phase with the profile below;
Drach'nyen
Found in the crypts below the Tower of Silence on Uralan, Drach'nyen is an ancient and powerful daemon weapon which rends apart reality itself.
Abaddon wields the mighty sword along with his Talon of Horus making him a nigh unstoppable terror in close combat. Drach'nyen confers an
additional attack to Abaddon in the assault phase. This attack is in addition to his normal attacks. It is resolved at double Abaddon's strength and
will always hit on the roll of a 2+ against any model with a weapon skill characteristic. No armour saves may be taken against wounds caused by
Drach'nyen and if the target unit suffers an unsaved wound then they suffer Instant Death. Against a vehicle Drach'nyen always inflicts a single
glancing hit in addition to any other damage caused if the attack scored a hit. Drach'nyen is a Daemon Weapon in all respects and if it causes a
wound Abaddon must pass a leadership test or suffer a perils of the warp as normal.
14 | C h a o s S p a c e M a r i n e s
KOR PHAERON, MASTER OF THE FAITH COST: 200 POINTS
WS BS S T W I A Ld Sv
Kor Phaeron 7 5 5 4 4 5 3 10 3+
Kor Phaeron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus
an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Accursed Crozius
As a Dark Apostle of the Word Bearers legion Kor Phaeron was once a Chaplain before he lead his Legion into its embrace of Chaos. Like all his
fellow Chaplains he once branded their badge of office, the mighty Crozius Arcanum. It has since been desecrated and is now a dark symbol of the
chaos gods themselves and bestows the wielder the protection of his malevolent benefactors. An Accursed Crozius is a power weapon and
personal icon that also grants Kor Phaeron a 4+ invulnerable save.
Demagogue
Kor Phaeron is an incredibly skilled orator and well versed in the counter arguments of the Imperial creed. He is able to inspire those around him
under his charge to great heights of fanatical fervour. Any friendly Chaos models aside from Daemons within 12" of Kor Phaeron use his Leadership
value and any unit Kor Phaeron joins becomes Fearless. In addition on any turn which he assaults, Kor Phaeron and all members of any squad he
has joined may re-roll any failed rolls to hit in that round of close combat.
We Are Alpharius
As is common among the warriors of the Alpha Legion, Arkos strives to make his appearance identical to each of the battle brothers in his legion
and wears rather plain, unassuming armour blending in seamlessly with the lowliest recruit to highest officer alike. If Arkos joins a friendly unit then
he counts as an upgrade character for that unit in all regards and so acts as a normal member of the squad and may not be picked out as a separate
unit in close combat. He may still choose to leave the unit whenever he wishes and follows all the other Independent Character rules normally.
15 | C h a o s S p a c e M a r i n e s
AXEMASTER KRIEG ACERBUS COST: 195 POINTS
WS BS S T W I A Ld Sv
Krieg Acerbus 8 5 6 5 4 5 4 10 3+
Krieg Acerbus is a unique character, only one of him may ever be taken in any army. He also counts as a Daemon Prince in
all respects and thus an army including him may not also include another Daemon Prince, Chaos Lord or Sorcerer Lord.
Nightmare Shroud
Krieg radiates an aura of blackness and despair as a fire emits heat. His voice is a thing of mingled screams and the echoes of tortured souls,
harmonised and directed. This potent mix sews absolute dread into those who look upon him or hear his mighty voice. All enemy units with at least
one model within 12" of Krieg suffer a -1 modifier to their leadership value. This modifier is cumulative with Krieg's Daemonic Visage.
Siege Fang
Honsou carries a modified chainsword with increased size, power and barbed adamantium teeth. It is a close combat weapon that grants Honsou
+1 strength in close combat and the Rending special rule. In addition Honsou rolls 2D6 for armour penetration.
Servo Arms
Honsou, as many in the Iron Warriors, has great servo arms attached to the back of his power armour. Their original function was for battlefield
repairs but serve him just as well as powerful limbs for breaching enemy fortifications, crushing unwary foes in close combat or destroying enemy
armour. In the Assault Phase, Honsou may make two attacks in addition to his normal attacks worked out as a power fist. In addition he may
attempt hasty battle field repairs and mend friendly vehicles. In his shooting phase instead of firing any weapons he may attempt to repair any
vehicle in base contact. Roll a D6 and on the result of a 4+ one Immobilized or Weapon Destroyed result is repaired. Note that a weapon repaired in
this way may not fire in the same shooting phase but is then used as normal in any following shooting phases.
16 | C h a o s S p a c e M a r i n e s
AHRIMAN COST: 250 POINTS
WS BS S T W I A Ld Sv
Ahriman 6 6 4 4 3 5 3 10 3+
Ahriman is a unique character, only one of him may ever be taken in any army. He also counts as a Sorcerer Lord in all respects and thus
an army including him may not also include another Sorcerer Lord, Daemon Prince or Chaos Lord.
Master of Sorcery
Ahriman is one of the most potent psykers in the known universe, his powers increased tenfold by the Rubric of Ahriman and further enhanced by
centuries studying and perfecting his black art. He knows the following psychic powers; Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Mass
Mutation, Bolt of Change, Grand Illusion, Psychic Duel and Guiding Eye of Tzeentch.
Nurgling Infestation
Typhus' armour is home to many mischievous Nurglings who will fight to protect their stinking, bloated abode in close combat. In the Assault Phase
Typhus makes an additional 3+D3 attacks at strength 3 and initiative 2. Armour saves may be taken as normal against these attacks.
17 | C h a o s S p a c e M a r i n e s
KHARN THE BETRAYER COST: 195 POINTS
WS BS S T W I A Ld Sv
Kharn 7 5 4 (5) 4 3 5 5 10 2+
Kharn is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects
and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Gorechild
Gorechild is Kharn's huge and ancient chain axe, it's whirring adamantium teeth able to tear through any armour. Gorechild is a power weapon that
allows Kharn to strike at +1 strength and he will always hit on a 2+ when attacking a unit with a weapon skill characteristic. In addition Kharn rolls
2D6 for armour penetration.
The Betrayer
Kharn is prone to attack anyone nearby in his berserker fury. He must always charge if able to do so. In addition any rolls to hit of 1 in close combat
are resolved against Kharn's own side in any assault. The Chaos player may decide which unit these attacks effect. If no other friendly units are in
the same close combat as Kharn then any rolls of 1 simply miss as normal.
Lash of Torment
The Lash of Torment writhes out from Lucius hands ensnaring his foes, each barb's caress causing agonising pain. The Lash of Torment is a Blissgiver
that also lowers the attack characteristic of any enemy models in base contact by 1 to a minimum of 1.
Martial Pride
Lucius has little interest in slaughtering hapless mortals but when confronted with a worthy foe he fights as an enraged daemon. If Lucius is in base
contact with an independent character who has a weapon skill characteristic of 5 or higher, then he doubles his attacks characteristic but must
direct all of his attacks against that model.
18 | C h a o s S p a c e M a r i n e s
HURON BLACKHEART COST: 165 POINTS
WS BS S T W I A Ld Sv
Huron 6 5 4 5 3 5 3 10 3+
Huron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects
and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
The Hamadrya
Huron has a pet creature of unknown origin which he calls his Hamadrya. The creature never fights or try to help it's master directly but it seems to
manifest curious psychic powers which Huron uses to his advantage. The Hamadrya is a Chaos Familiar which also grants Huron the Warptime
psychic power. Huron himself does not count as a psyker and if he ever suffers a perils of the warp then instead of taking a wound as normal the
Hamadrya is simply removed from play and he may not use Warptime for the remainder of the game.
Rod of Torment
The slightest pin prick from the daemon-forged Rod of Torment sends agonizing waves of agony through the target victim's body. Any model that
takes an unsaved wound from it is immediately disabled by the pain and suffers Instant Death.
Xyclos Needler
This gun fires a virulent toxin into the target's blood stream. It uses the following profile;
Range Strength AP Type
18" 1 6 Assault 3
The Xyclos Needler is a poisoned weapon and always wounds on the roll of a 2+ regardless of the target's toughness.
Enhanced Warriors
If Fabius Bile is included in the force then he can enhance some of the warriors in the army through genetic manipulation and drugs. Chaos Space
Marines units may undergo these procedures (see the Chaos Space Marine entry). Bile's handy work is not always stable however. Roll a D6 for each
unit of Enhanced Warriors. On the result of 2-5 the procedure went as planned with no ill effects, the unit benefits from +1 strength and is Fearless
for the duration of the game. On the result of a 1 the enhancements are successful but the warriors fall into a berserk fury, they benefit from +1
strength and are Fearless for the duration of the game but are also subject to the Rage universal special rule. On the result of a 6 Bile's experiments
surpassed even his wildest dreams, creating the ultimate, albeit unstable warriors. The unit benefits from +1 to their strength and attack
characteristics and are Fearless for the duration of the game. However not even these warriors' enhanced constitutions can withstand the high level
of performance for long. Remove one model as a casualty at the end of each Chaos turn.
19 | C h a o s S p a c e M a r i n e s
0-1 CHAOS LORD COST: 100 POINTS
WS BS S T W I A Ld Sv
Chaos Lord 7 5 4 4 3 5 4 10 3+
A Chaos Lord may not be included in the same army as a Daemon Prince or Sorcerer Lord.
Unit Type: • He may choose up to three of the • Replace his terminator armour's twin-
• Infantry following daemonic gifts; linked bolter with one of the following:
o Daemonic Visage for 5 pts o Combi-flamer, -melta, -plasma for 5
Number/squad: o Daemonic Speed for 5 pts pts
• 1 o Daemonic Essence for 10 pts o Lightning claw for 5 pts
o Daemonic Aura for 15 pts
Wargear: o Daemonic Strength for 15 pts • Replace his terminator armour's power
• Power armour o Daemonic Mutation for 15 pts weapon with one of the following:
• Bolt pistol o Daemonic Armor for 20 pts o Lightning claw for 5 pts
• Close combat weapon o Daemonic Rune for 35 pts o Power fist for 10 pts
• Frag grenades o Chainfist for 15 pts
• Krak grenades • He may be given one of the following: o Daemon weapon for 15 pts
o Combi-flamer, -melta or
Special Rules: -plasma for 10 pts • If terminator armour is not chosen he may
• Fearless o Twin-linked bolter for 5 pts take one of the following:
• Independent Character o Daemonic wings for 20 pts
• 5+ Invulnerable Save • He may replace bolt pistol and/or close o Raptor jump pack for 25 pts
combat weapon with one of the o Daemonic steed for 35 pts
Options: following: o Chaos bike for 45 pts
• He may be given one of the following o Plasma pistol, power weapon or
marks of chaos; lightning claw for 15pts • He may take one of the following;
o Mark of Slaanesh for 5 pts o Power fist for 25 pts o Doom Siren for 15 pts
o Mark of Khorne for 25 pts o Daemon weapon for 30 pts (Mark of Slaanesh only)
o Mark of Tzeentch for 15 pts o Skull Rune for 10 pts
o Mark of Nurgle for 30 pts • He may replace his power armour, (Mark of Khorne only)
bolter, bolt pistol, close combat weapon, o Inferno Bolts for 10 pts
• He may take melta bombs for 5 pts frag and krak grenades for terminator (Mark of Tzeentch only)
armour, twin-linked bolter and power o Blight Grenades for 5 pts
• He may be given a single Veteran skill weapon for 15 pts (Mark of Nurgle only)
for 15 pts.
20 | C h a o s S p a c e M a r i n e s
0-1 SORCERER LORD COST: 175POINTS
WS BS S T W I A Ld Sv
Sorcerer Lord 6 5 4 4 3 5 3 10 3+
If an army includes a Sorcerer Lord then it may not include a Chaos Lord or Daemon Prince.
Unit Type: • He may be given one of the • May replace his bolt pistol and/or
• Infantry following marks of chaos; close combat weapon with one of
o Mark of Slaanesh for 10 pts the following
Number/squad: o Mark of Khorne for 15 pts o Plasma pistol, power weapon
• 1 o Mark of Tzeentch for 10 pts or lightning claw for 10 pts
o Mark of Nurgle for 20 pts o Power fist for 20 pts
Wargear:
• Power armour • He may choose up to two of the • May take one of the following
• Bolter following daemonic gifts; o Daemonic wings for 15 pts
• Bolt pistol o Daemonic Visage for 5 pts o Raptor jump pack for 20 pts
• Close combat weapon o Daemonic Speed for 5 pts o Chaos bike for 30 pts
• Frag grenades o Daemonic Essence for 10 pts
• Krak grenades o Daemonic Aura for 10 pts • He may take one of the following;
o Daemonic Strength for 15 pts o Doom Siren for 15 pts
Special Rules: o Daemonic Mutation for 15 (Mark of Slaanesh only)
• Independent Character pts o Skull Rune for 10 pts
(Mark of Khorne only)
Options: • May replace bolter with one of the o Inferno Bolts for 5 pts
• He may take melta bombs for 5 pts following (Mark of Tzeentch only)
o Combi-flamer, -melta or - o Blight Grenades for 5 pts
• He may be given a single Veteran plasma for 10 pts (Mark of Nurgle only)
skill for 10 pts. o Twin-linked bolter for 5 pts
21 | C h a o s S p a c e M a r i n e s
CHOSEN CHAOS SPACE MARINES COST: 20 POINTS EACH
WS BS S T W I A Ld Sv
Chosen 4 4 4 4 1 4 2 10 3+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
A single unit of Chosen Chaos Space Marines may be taken as a troops choice if the army also includes a Chaos Lord.
Unit Type: • Any Aspiring Champion may choose one • Up to three chosen may replace their
• Infantry of the following Daemonic Gifts; bolter with one of the following:
o Daemonic Aura for 5 pts o Flamer for 5 pts
Number/squad: o Daemonic Visage for 5 pts o Melta gun for 10 pts
• 3-10 o Daemonic Mutation for 5 Pts o Plasma gun for 15 pts
o Daemonic Essence for 10 pts o Combi-flamer, -melta, or
Wargear: o Daemonic Strength for 10 pts -plasma for 10 pts
• Power Armour
• Bolter Options: • One chosen may replace their bolter
• Bolt pistol • They may be given one of the following with one of the following:
• Close combat weapon marks of chaos; o Heavy Bolter for 5
• Frag grenades o Mark of Slaanesh for 15 pts o Missile Launcher or autocannon
• Krak grenades o Mark of Khorne for 30 pts for 10 pts
o Mark of Tzeentch for 30 pts o Lascannon for 15 pts
Special Rules: o Mark of Nurgle for 40 pts
• The Lord's Chosen • One unit of Chosen in the army may
(see page 23) • They may be given one of the following replace upgrade a single Chosen model
chaos icons; with Cypher for an additional 50 pts. If
Veteran Skills: o Icon of Chaos Glory for 5 pts Cypher is taken then the unit may not
• The entire unit may purchase a veteran o Icon of Slaanesh for 15 pts take a Mark of Chaos.
skill for an additional o Icon of Khorne for 20 pts
3 pts per model. o Icon of Tzeentch for 10 pts Transport:
o Icon of Nurgle for 15 pts • May take a chaos rhino (see page 25) or
Character: chaos land raider (see page 31) as a
• Any model may be upgraded to an • Any model may replace their bolt pistol dedicated transport.
Aspiring champion at 5 pts per model. and/or close combat weapon with one
of the following:
o Power weapon, lightning claw or
plasma pistol for 10 pts
o Power fist for 20 pts
Gunslinger
Cypher is famous for his skills wielding both his masterfully crafted bolt pistol and plasma pistol. Cypher may fire both pistols twice each in each
shooting phase. In addition when in close combat compare Cypher's BS characteristic to the enemy's WS characteristic to see what score he needs
to hit (Enemy models will still compare their WS to Cypher's when calculating what score they need to hit). Furthermore such is his accuracy that in
the assault phase his attacks count as if he were wielding a power weapon with the bonus attack for two close combat weapons applying as well.
22 | C h a o s S p a c e M a r i n e s
CHOSEN CHAOS TERMINATORS COST: 30 POINTS EACH
WS BS S T W I A Ld Sv
Chosen Terminator 4 4 4 4 1 4 2 10 3+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Obliterator Weapons
Chaos Obliterators are affected by the Obliterator Virus and as the disease advances they are able to start absorbing weapons, melding them, their
armor and their flesh into one and calling upon them at will to lay devastation to their enemies. Obliterators may choose to fire any of the
following weapons each shooting phase; Lascannon, Plasma Cannon, Multi-Melta, Twin-linked Plasma Gun, Twin-linked Melta Gun, Twin-linked
Flamer, Twin-linked Bolter. Only one weapon may be used per turn and the entire unit must choose the same one.
23 | C h a o s S p a c e M a r i n e s
POSSESSED CHAOS SPACE MARINES COST: 21 POINTS EACH
WS BS S T W I A Ld Sv
Possessed 4 4 4 4 1 4 2 10 3+
Possessed Champion 5 4 4 4 1 4 3 10 3+
Daemonkin
Roll 1D6 for each unit of Possessed after sides have been chosen but before deployment and then consult the chart below to see what kind of
mutation the Possessed have developed. The Possessed gain the bonuses rolled for the remainder of the game.
1 - Daemonic Strength: the unit gains +1 strength 4 - Daemonic Horns and Tusks: the unit gains the Furious Charge USR
2 - Daemonic Talons: the unit's attacks gain the Rending USR 5 - Daemonic Foresight: the unit gains the Preferred Enemy USR
3 - Daemonic Appendages: the unit gains +1 Attack 6 - Daemonic Blades: the unit's attacks ignore armour saves
24 | C h a o s S p a c e M a r i n e s
CHAOS DREADNOUGHT COST: 90 POINTS
WS BS S F S R I A
Chaos Dreadnought 4 4 6(10) 12 12 10 4 3
Crazed
For a Chaos Space Marine the prospect of being entombed forever in the sarcophagus of a Chaos Dreadnought is a fate worse than death itself.
Forever forced to fight for his masters and never able to ascend to daemonhood or lead a mighty warband under his own command drives the
warrior inside to fits of madness. At the start of each of his turns roll a D6. On the result of 2-5 the Dreadnaught acts normally, his sanity holding
up. On the result of a 1 he falls into a blood rage, forgoing any thoughts of safety or tactics to seek out the closest enemy to gorge in a bloody
escapade of death. On the result of a 6 he falls into a fire frenzy, disregarding anything else as he seeks out the closest enemy unit to lay waste with
torrents of fire at range. Such is the Dreadnought's mad rage that should an enemy not be in sight he will even turn on his fellow Chaos Marines. If
a Chaos Dreadnought starts with two dreadnought close combat weapons then treat all fire frenzy results as blood rage instead. If it starts with no
dreadnought close combat weapons then treat all blood rage results as fire frenzy results instead.
Blood Rage: The dreadnought is subject to the rage and fleet universal special rules. If he runs then he must run towards the closest visible
enemy unit. In the assault phase he must assault the closest enemy unit if able. If there are no enemy models in sight then he must instead
move and run towards and if able assault the closest friendly unit instead. If no models from either side are in line of sight or the dreadnought
is otherwise unable to move that turn then treat the Blood Rage result as a 2-5 sane result instead. Furthermore if the dreadnought does
participate in a close combat in the turn he suffers from a blood rage then he doubles his attack characteristic (additional attacks for assaulting,
and two close combat weapons are not doubled, only the number of attack on the model's profile).
Fire Frenzy: The dreadnought may not move at all in the movement phase nor may he assault in the assault phase. In the shooting phase he
must turn towards the closest visible enemy unit and fire each of his weapons at them, Twice! If there are no enemy units within line of sight
he must instead turn towards the closest visible friendly unit and instead fire each of his weapons at them twice, no holding back, though he
may select which profile to use for any weapons that have more than one mode of fire. If no models from either side are in line of sight or the
dreadnought is otherwise unable to shoot that turn then treat the Fire Frenzy result as a 2-5 sane result instead.
Daemonic Possession
When possessed the chaos marine inside the dreadnought is replaced with a daemonic entity who is bound inside by ancient runes and daemonic
chains. In addition to the normal Daemonic Possession rules the Dreadnought loses his crazed special rule.
Dreadclaw Insertion
Due to the crazed nature of most Chaos Dreadnoughts, many warbands a leery of marching to war alongside such unstable allies and so it is not
uncommon that Chaos Dreadnoughts are instead launched by Dreadclaw Assault Pod, putting the crazed machines right into the midst of the
enemy where their mad rage can cause the most damage. A Chaos Dreadnought may arrive by deep strike if left in reserves.
25 | C h a o s S p a c e M a r i n e s
CHAOS SPACE MARINES COST: 14 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Marine 4 4 4 4 1 4 1 9 3+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Unit Type: • He may take melta bombs for 5 pts. • One chaos marine may replace
• Infantry his bolt pistol with a plasma pistol
• He may take a personal icon for 5 for 10 pts, or instead replace his
Number/squad: pts. bolter with one of the following:
• 5-20 o Flamer for 5 pts
• He may replace his bolt pistol o Melta gun for 10 pts
Wargear: and/or his close combat weapon o Plasma gun for 15 pts
• Power armour with any of the following:
• Bolter o Plasma pistol for 10 pts • If the squad numbers 10 models or
• Bolt pistol o power weapon or lightning more, then an additional chaos
• Close combat weapon claw for 15 pts marine may replace his bolt pistol
• Frag grenades o power fist for 25 pts with a plasma pistol for free for
• Krak grenades instead replace his bolter with one
Options: of the following;
Veteran Skills: • They may be given one of the o Flamer for free
• The entire unit may purchase a following marks of chaos; o Melta gun for 5 pts
veteran skill for an additional o Mark of Slaanesh for 20 pts o Plasma gun for 10 pts
3 pts per model. o Mark of Khorne for 30 pts o Heavy bolter for free
o Mark of Tzeentch for 30 pts o Missile launcher or
Character: o Mark of Nurgle for 40 pts autocannon for 5 pts
• One model may be upgraded to an o Lascannon for 10 pts
aspiring champion for 15 pts. • They may be given one of the
following chaos icons; • If Fabius Bile is included in the army
• He may replace his bolter with one o Icon of Chaos Glory for 10 pts than the entire unit may be
of the following: o Icon of Slaanesh for 15 pts enhanced for 3 pts per model. See
o Twin-linked bolter for 5 pts o Icon of Khorne for 20 pts Fabius Bile's entry for details.
o Combi-flamer, -melta, or o Icon of Tzeentch for 10 pts
-plasma for 10 pts o Icon of Nurgle for 15 pts Transport:
• May take a chaos rhino as a
dedicated transport (see below).
26 | C h a o s S p a c e M a r i n e s
KHORNE BERSERKERS COST: 21 POINTS EACH
WS BS S T W I A Ld Sv
Khorne Berserker 5 4 4 4 1 4 2 9 3+
Skull Champion 6 4 4 4 1 4 3 10 3+
Unit Type: Special Rules: Options:
• Infantry • Fearless • Up to two models may replace their
• Furious Charge bolt pistol with a plasma pistol for
Number/squad: • Blood Frenzy 10 pts each.
• 5-20
Character: • One model may take one of the
Wargear: • One model may be upgraded to a following icons of chaos;
• Power armour skull champion for 15 pts. o Icon of Khorne for 20 pts
• Bolt pistol o Personal icon for 5 pts
• Close combat weapon • He may replace his bolt pistol with
• Frag grenades a plasma pistol for 10 pts Transport:
• Krak grenades • The squad may take a chaos rhino
• Mark of Khorne • He may replace his close combat dedicated transport (see page 25).
(Already included in profile) weapon with one of the following;
o Power weapon for 15 pts
o Power fist for 25 pts
Blood Frenzy
Khorne Berserkers are possessed of a great bloodlust and when in the swirling confines of combat will set aside reason and all thoughts of self
preservation to come to grips with their foes and tear them apart in a shower of gore. At the start of each chaos movement phase each unit of
Berserkers must take a leadership test. Subtract 1 from the result for each non-vehicle enemy unit in line of sight. If the test is failed then the unit
gains the Fleet universal special rule but is also subject to the Rage universal special rule and must declare a charge in the assault phase if able.
Combat Drugs
At the beginning of the game a unit with combat drugs may consume their deadly narcotics. The unit rolls a single D6 and consults the chart below,
gaining the ability rolled for the duration of the game.
27 | C h a o s S p a c e M a r i n e s
THOUSAND SONS COST: 22 POINTS EACH
WS BS S T W I A Ld Sv
Rubric Marine 4 4 4 4 2 1 1 8 3+
Aspiring Sorcerer 5 4 4 4 1 4 2 10 3+
28 | C h a o s S p a c e M a r i n e s
CULT OF CHAOS COST: 6 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Cultist 3 3 3 3 1 3 1 6 6+
Cult Champion 3 3 3 3 1 3 2 7 6+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Cults of Chaos
Throughout the Imperium lay cults of chaos worshipers secretly furthering their dark patrons' wishes. In times of war, especially when the mighty
Traitor Legions are at work these cults rise up and fight in their gods' names. These cults differ greatly in behaviour and abilities as befits the deities
they serve. A unit of cultists must choose one of the following skills;
Scouts: The unit benefits from the Scout and Move Through Cover Universal Special Rule.
Assassins: The unit benefits from the Stealth Universal Special Rule.
Fanatics: The unit benefits from the Furious Charge Universal Special Rule.
Furthermore Cults of Chaos units cannot count towards your compulsory troops choices though each unit still takes up one available slot on the
force organization chart.
29 | C h a o s S p a c e M a r i n e s
CHAOS RAPTOR CULT COST: 21 POINTS EACH
WS BS S T W I A Ld Sv
Raptor 4 4 4 4 1 4 1 9 3+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Unit Type: Veteran Skills: • He may replace his bolt pistol
• Jump Infantry • The entire unit may purchase a and/or his close combat weapon for
veteran skill for an additional one of the following
Number/squad: 3 pts per model. o Power weapon or lightning claw
• 5-20 for 15 pts
Character: o Power fist for 25 pts
Wargear: • One model may be upgraded to an
• Power armour aspiring champion for 15 pts. Options:
• Bolt pistol • Up to three raptors may replace their
• Close combat weapon • He may replace his bolt pistol with a bolt pistol with a plasma pistol for 10
• Frag grenades plasma pistol for 10 pts. pts each or their close combat
• Krak grenades weapon for one of the following:
• Vox amplifiers • He may take melta bombs for 5 pts. o Flamer for 5 pts
• Raptor jump pack o Melta gun for 10 pts
• He may take a personal icon for 5 o Plasma gun for 10 pts
Special Rules: pts.
• Dive Attack
Vox Amplifiers
On the attack Raptors emit high pitch screams from their vox amplifiers sending shivers down their foes spine as the daemon like figures dive into
their midst, enough to send any foe running in terror. All Chaos Raptors count as having the Daemonic Visage gift.
Dive Attack
Instead of using their jump packs to close quickly with the enemy like more conventional assault troops, Raptors make a series of diving hit and run
attacks plummeting quickly into the enemy and striking suddenly and without warning. To represent this Chaos Raptors are not affected by the
defensive grenades of any enemy units they assault.
30 | C h a o s S p a c e M a r i n e s
CHAOS HAVOCS COST: 14 POINTS EACH
WS BS S T W I A Ld Sv
Havoc 4 4 4 4 1 4 1 9 3+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Unit Type: • He may replace his bolter with one • They may be given one of the
• Infantry of the following: following chaos icons;
o Twin-linked bolter for 5 pts o Icon of Chaos Glory for 10 pts
Number/squad: o Combi-flamer, -melta, or o Icon of Slaanesh for 15 pts
• 5-10 -plasma for 10 pts o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
Wargear: • He may replace his bolt pistol o Icon of Nurgle for 15 pts
• Power armour and/or close combat weapon with
• Bolter any of the following: • Up to four havocs may replace their
• Bolt pistol o Plasma pistol for 10 pts bolter with one of the following;
• Close combat weapon o power weapon or lightning o Heavy bolter for 5 pts
• Frag grenades claw for 15 pts o Missile launcher or
• Krak grenades o power fist for 25 pts autocannon for 15 pts
o Lascannon for 25 pts
Veteran Skills: Options: o Flamer for 5 pts
• The entire unit may purchase a • They may be given one of the o Melta gun for 10 pts
veteran skill for an additional following marks of chaos; o Plasma gun for 15 pts
3 pts per model. o Mark of Slaanesh for 20 pts
o Mark of Khorne for 30 pts Transport:
Character: o Mark of Tzeentch for 30 pts • May take a chaos rhino as a
• One model may be upgraded to an o Mark of Nurgle for 40 pts dedicated transport (see page 25).
aspiring champion for 15 pts.
Engine of Destruction
A Defiler is a walking monument to death. They shamble forward unleashing pure devastation upon their foes. Due to the stability provided by its
massive piston driven limbs a Defiler is able to move and fire all of its weapons in addition to its battle cannon instead of one or the other as is normal
for ordnance weapons.
31 | C h a o s S p a c e M a r i n e s
CHAOS VINDICATOR COST: 115 POINTS
BS F S R
Chaos Vindicator 4 13 11 10
Assault Vehicle
Models may assault in the same turn that they disembark from a Chaos Land Raider.
32 | C h a o s S p a c e M a r i n e s
CHAOS SPAWN COST: 30 POINTS EACH
WS BS S T W I A Ld Sv
Spawn 3 - 5 5 3 3 D6+1 10 -
You may include any number of Chaos Spawn units. They do not take up any slots on the force organization chart but otherwise count as a
heavy support choice. All of the Chaos Spawn in the force must be divided into as few units as possible.
____________________________________________________________________________________________________________
SUMMONED DAEMONS
Many Chaos forces have means of summoning daemonic allies to Summoned Lesser Daemon Packs
their aide or even to expend as simple cannon fodder. There are two
types of Summoned Daemons available to a Chaos Marine player, When attempting to summon Lesser Daemon Pack choose a friendly
Summoned Lesser Daemon Packs and Summoned Greater Daemons. icon anywhere on the table to summon the Daemons and roll a D6.
Summoned Lesser Daemon Packs are the many hordes of daemons Add +1 to the roll If the daemon is summoned by an icon of the god
that inhabit the Warp while Summoned Greater Daemons are the they serve or a personal icon carried by a model with the mark of
most powerful incarnations of the chaos gods and lead their armies the god they serve. On a 4+ the unit is summoned successfully.
as mighty generals. Due to the differing nature of these creatures Furthermore Daemons may only be summoned by an icon of their
the rituals and requirements for summoning them is vastly different. god, the Icon of Chaos Glory, or a personal icon carried by a model
Summoned Lesser Daemon Packs can be summoned directly to our with no mark of chaos or the mark of their god. Daemons not
world but their presence here is unstable and their forms will not associated with any god may be summoned by any icon. If the unit is
last long. Summoned Greater Daemons however are far too successfully summoned then place one model in the unit no more
powerful to channel directly, they need a host in which to possess than 6" away from the chosen Icon and roll for scatter with 1D6. If a
and break through the barriers of their world and ours. hit is rolled they will not scatter. After determining their final
Both Types of Daemons will list what slot they take up on the force position finish deploying them as if they had arrived by the deep
organization chart in their individual unit entries (Daemons listed as strike special rule. Any Daemon models not able to be placed as per
troops do not count towards the army's compulsory troop choices) the deep strike rules without remaining at least an 1" away from any
and both must be left in reserves at the start of every game, enemy models or room to be placed at all because of impassable
however do not roll for their arrival as you would other reserves. terrain or friendly models are removed as a casualty. Lesser
Each Daemon unit will remain in reserves until the Chaos player Daemons may not move the turn they arrive but act as normal in the
chooses to attempt to summon them. You may attempt to summon following shooting and assault phases.
them at the beginning of any turn after the first before moving any
other friendly units or rolling for your other regular reserves. Instability Tests
Lesser Daemons are not long for this world and their forms are
Only one greater Daemon may be taken per army. It counts as an HQ unstable. At the end of each player turn they must take a leadership
unit although it does not take up a slot on the force organization test with a negative modifier equal to how many models the unit
chart. lost as casualties over the course of that turn. If they fail the test
suffers as many wounds equal to the amount they failed the test by.
no saves of any kind may be made against these wounds. In addition
Daemons do not take wounds for No Retreat in close combat due to
being Fearless, The effects of Instability take precedence and are
assumed to take such wounds into account. As is the nature of
Daemons.
33 | C h a o s S p a c e M a r i n e s
Summoned Greater Daemons
A Summoned Greater Daemon must possess a friendly model in If successfully summoned replace the chosen model
order to be summoned. When you wish to summon a Greater with that of the Greater Daemon. It may not move in the
Daemon pick one friendly model within 6" of an Icon of Chaos and following movement phase but may act as normal in the
roll a D6. Greater Daemons are better able to enter the material shooting and assault phases. If the possessed model was in
world through mightier worshipers of chaos or those favoured more combat with an enemy unit then place the Greater Daemon as
by the dark gods. After rolling the D6 consult the chart below to see close as possible to the possessed model without coming within 1"
what roll is needed in order for the summoning to succeed, (only of any enemy models. Independent characters used to summon a
units listed below may be possessed by a greater Daemon). greater daemon do not confer a kill point to the enemy army in any
mission using Kill Points.
2+ Chaos Lord, Sorcerer Lord
3+ Chaos Lieutenant, Chaos Sorcerer A Greater Daemons associated with one of the four chaos gods may
4+ Aspiring Champion, Skull Champion, Noise Champion, only possess models with the mark of their god or with no mark at
Aspiring Sorcerer, Plague Champion, Possessed Champion all. In addition the model they posses may only be chosen if within
5+ Chosen Chaos Space Marine, Possessed Chaos Space 6" of an icon of the god they serve, the Icon of Chaos Glory or a
Marine personal icon carried by a model with no mark or bearing the mark
6 Chaos Space Marine, Khorne Berserker, Noise Marine, of their god
.
34 | C h a o s S p a c e M a r i n e s
SUMMONED LESSER DAEMONS
DAEMONETTES OF SLAANESH COST: 12 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Daemonette 4 - 3 3 1 6 3 10 -
35 | C h a o s S p a c e M a r i n e s
SUMMONED GREATER DAEMONS
GREATER DAEMON COST: 90 POINTS
WS BS S T W I A Ld Sv
Greater Daemon 8 - 6 6 4 4 5 10 -
36 | C h a o s S p a c e M a r i n e s
CHAOS SPACE MARINE RANGED WEAPONS
Range Strength AP Type
Autocannon 48" 7 4 Heavy 2
Blastmaster 48" 5 4 Assault 3,
(Varied Frequency) Pinning
Heavy 1,
Blastmaster 48" 8 3 Blast,
(Single Frequency) Pinning
Boltgun 24" 4 5 Rapid Fire
Bolt Pistol 12" 4 5 Pistol
Doom Siren Template 5 3 Assault 1
(High Frequency)
Doom Siren Template 6 - Assault 1,
(Low Frequency) Pinning
Flamer Template 4 5 Assault 1
Heavy Bolter 36" 5 4 Heavy 3
Heavy Flamer Template 5 4 Assault 1
Lascannon 48" 9 2 Heavy 1
Lasgun 24" 3 - Rapid Fire
Las Pistol 12" 3 - Pistol
Melta Gun 12" 8 1 Assault 1,
Melta
Missile Launcher (Frag)* 48" 4 6 Heavy 1,
Blast
Missile Launcher (Krak)* 48" 8 3 Heavy 1
Multi-Melta 24" 8 1 Heavy 1,
Melta
Plasma Cannon 36" 7 2 Heavy 1,
Blast, Gets
Hot
Plasma Gun 24" 7 2 Rapid Fire
Gets Hot
Plasma Pistol 12" 7 2 Pistol
Gets Hot
Reaper Autocannon 36" 7 4 Heavy 2,
Twin-linked
Sonic Blaster 24" 4 5 Assault 2
(Short Riffs)
Sonic Blaster 24" 4 5 Heavy 3,
(Long Discordant Wail) Pinning
Battle Cannon 72" 8 3 Ordnance 1,
Large Blast
Demolisher Cannon 24" 10 1 Ordnance 1,
Large Blast
Havoc Launcher 48" 4 6 Heavy 2,
Blast
* A Missile Launcher may decide to fire either Frag or Krak Missiles each shooting phase.
37 | C h a o s S p a c e M a r i n e s