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1|Chaos Space Marines

Special Rules Army List Entries


Marks of Chaos............................................................ 3 Abaddon the Despoiler................................................ 14
Chaos Icons.................................................................. 3 Kor Phaeron................................................................. 15
Daemon Weapons....................................................... 4 Arkos the Faithless....................................................... 15
Chaos Psychic Powers.................................................. 5 Krieg Acerbus............................................................... 16
Daemonic Gifts............................................................ 7 Warsmith Honsou........................................................ 16
Daemonic Steeds......................................................... 7 Ahriman....................................................................... 17
Arcane Wargear........................................................... 8 Typhus..........................................................................17
Special Equipment....................................................... 9 Kharn the Betrayer.......................................................18
Vehicle Armoury.......................................................... 10 Lucius the Eternal........................................................ 18
Veteran Skills............................................................... 10 Huron Blackheart......................................................... 19
Army List...................................................................... 11 Fabius Bile.................................................................... 19
Legions of Chaos.......................................................... 11 HQ................................................................................ 20
Summoned Daemons...................................................32 Elites............................................................................ 22
Summary...................................................................... 36 Troops.......................................................................... 25
Fast Attack................................................................... 29
Heavy Support............................................................. 30
Summoned Lesser Daemon Packs............................... 34
Summoned Greater Daemons..................................... 35

2|Chaos Space Marines


MARKS OF CHAOS Mark of Slaanesh
Models with the Mark of Slaanesh gain the Fearless
universal special rule and add +1 to their initiative
Some Chaos Space Marine units may be given a mark of chaos,
characteristic.
denoting which of the great chaos gods they have dedicated
themselves to. A model or unit given a Mark of Chaos gains the
Mark of Khorne
blessings that come with serving their respective deities. Servants of
Models with the Mark of Khorne gain +1 attack. A Chaos Lord, Chaos
Slaanesh are gifted with heightened senses and crave experience in
Lieutenant or Daemon Prince given the Mark of Khorne also gains the
all forms and have little fear of pain or death at it is just one more
Berserker Veteran Skill but may not choose any other Veteran Skills.
sensation to savour. Servants of Khorne are fierce warriors whose
Chaos Cultists given the Mark of Khorne gain +1 WS instead of +1
sole purpose is to wage war at collect skulls in the name of the Blood
attack.
God. Servants of Tzeentch are schemers and practitioners of the
arcane who benefit from the magical wards and protection of their
Mark of Tzeentch
master. Finally the servants of Nurgle are disgusting monuments to
A unit with the Mark of Tzeentch gains a 5+ invulnerable save. If a
death who gleefully spread disease in the great Lord of Decay's
unit already has an invulnerable save then it is improved by 1
name, the very poxes they spread inflicting their bloated bodies,
instead. Chaos Dreadnoughts with the Mark of Tzeentch may take
numbing them to the most horrific pain. In game terms a unit given a
their 5+ invulnerable save against each role on the vehicle damage
Mark of Chaos gains the benefit that comes with their associated
chart they sustain.
mark.

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).

3|Chaos Space Marines


DAEMON WEAPONS Death Screamer (Mark of Tzeentch)
Usually taking the form of a flaming sword
whose embers flicker in multi-coloured spectral
A Daemon Weapon is a mighty artefact of chaos which
light a Deathscreamer is as equally capable of flinging
possesses the very essence of a daemon of chaos. A model
flaming missiles or raw, mutating chaos energy as it is to
that is equipped with a Daemon Weapon may choose one of
effortlessly slice through an enemy opponent in the confines
the weapons listed below, though some require you to have a
of close combat.
certain Mark of Chaos in order to do so listed beside the
weapon's name.
The Death Screamer is treated as a power weapon in close
combat. In addition it may be used in the shooting phase with
If a model with a Daemon Weapon causes a wound using his
the following profile;
Daemon Weapon in any assault phase then he must take a
leadership test as the Daemon bound within gains enough Range Strength AP Type
strength to try to gain mastery. If the test is passed the bearer Template* 4 3 Assault 1
succeeds in holding control over his weapon and nothing
*Place the template up to 12" from the wielder with the large
further happens. If the test is failed the model immediately
end no closer to the wielder than the narrow end.
takes a perils of the warp as the daemonic entity gains
temporary control and lashes out at its captor.
Man Reaper (Mark of Nurgle)
A Man Reaper usually takes the form of a rusted and
Dark Blade
corrupted scythe who's blade has been dipped in the filth
Imbued with a powerful daemon of chaos the Dark Blade
seeping from the very throne of Nurgle, absorbing the essence
typically takes the form of a great sword, axe or scythe the
of one of the daemons that cavorts there. The large and
colour of the blackest void that yields no reflection. It radiates
somewhat cumbersome blade can be swung in large arcs
raw chaos energy and imbues its wielder with malevolent
catching all its path where even the smallest cut from instantly
power.
becomes infected.
The Dark Blade is treated as a power weapon that strikes at +2
The Man Reaper is a two handed power weapon. A model
strength.
wielding a Man Reaper gains an additional attack for each
enemy model in base contact with himself but always strikes
Warp Glaive
Constantly hungering for the life essence of mortals the at -1 initiative. All hits from the Man Reaper are poisoned
daemon imbued in a Warp Glaive strikes down to the very soul (4+).
where it feeds greedily.
Designer's Note: A Chaos Lord with a Man Reaper should not be
mounted on a base any larger than 40mm and a Daemon Prince with
The Warp Glaive is a power weapon. Target models must re-
a Man Reaper should not be mounted on a base any larger than
roll any successful invulnerable saves they may have taken 60mm.
due to wounds caused by a Warp Glaive.
Bliss Giver (Mark of Slaanesh)
Axes of Khorne (Mark of Khorne) The Blissgiver typically takes the form of a barbed, writhing
Usually taking the form of two barbed bronze axes the Axes of whip or a slender, elongated blade. When the Bliss Giver
Khorne are imbued with the angered essence of two raging strikes against the central nervous system of its victim it sends
Bloodletters. The blades have an insatiable thirst for blood and them in a ecstatic convulsion of both pain and agony raising
carnage driving their wielder to new heights of bloodshed and the target's consciousness from their body while the daemon
violence with each taste of the enemy's vital fluids. within feeds on their tormented soul.

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.

Warptime Mass Mutation


The psyker surrounds himself with a dimensional rift which Opening a small rift to the Warp the psyker calls upon a host
warps the passing of time around himself allowing him to of daemons to temporarily possess himself and those allies
place his attacks with supernatural precision. around him. As the daemons inhabit their new bodies they
reform their host in any way they see fit to enhance their short
The power is used at the beginning of any player's turn. A experiences in the material realm.
psychic test must be passed in order to use the power. If
successful the psyker may re-roll any rolls to hit and wound Mass Mutation may be used at the start of the psyker's
for the entirety of that turn. movement phase. This power may be cast even if the psyker is
in close combat. The power effects the psyker and any unit
Wind of Chaos the psyker has joined. A psychic test must be passed in order
This power takes different forms depending on the Sorcerer. to use the power. If successful roll a D6 and consult the chart
Worshippers of Nurgle project a stream of bilious, acidic slime below, the psyker and any unit he has joined benefits from
that burns and infects the target, worshippers of Slaanesh the result rolled until the beginning of the next Chaos turn;
create a golden cloud that sets every nerve end alight with
rapturous agony and worshippers of Tzeentch project a storm 1. No benefit, the mutation occurs but is insignificant or
of raw chaos energy mutating and changing all in its path into unpredictable. If the psyker is joined with a unit remove one
mewling spawn-things. model and replace it with a Chaos Spawn. The spawn forms a
new unit of its own but is worth no kill points if slain.
2. The unit gains Daemonic Speed
Wind of Chaos may be used in the model's shooting phase
3. The unit gains Daemonic Visage
instead of using another ranged weapon. A psychic test must
4. The unit gains Daemonic Aura
be passed in order to use the power. If successful it is resolved 5. The unit gains Daemonic Strength
in the same way as firing a template weapon. Any models fully 6. The unit gains Daemonic Mutation
or partially under the template suffer a wound on a D6 roll of
4+ with no armor or cover saves allowed. Models without a Note that if any members of the unit already possess one of
toughness value are unaffected by Wind of Chaos. the above daemonic gifts then the effects are not cumulative.

5|Chaos Space Marines


Slaanesh Psychic Powers Tzeentch Psychic Powers
A model given the Mark of Slaanesh may select the following psychic A model given the Mark of Tzeentch may select the
powers in addition to the psychic powers on the page 5. following psychic powers in addition to the psychic
powers on page 5.
Warp Scream
Throwing back his head the psyker emits a chorus of diabolic warp Bolt of Change
fuelled screams and hellish shrieks, shattering the senses and The psyker hurls a ball of roiling energy, formed of raw magic which
inducing painful spasms in all those nearby. This hellish cacophony of rapidly mutates the target, tearing it apart.
agony and hysteria soon coaxes even the most stout of heart to fall
Bolt of Change may be used in the model's shooting phase instead of
away from its source, desperate to ease their suffering.
using another ranged weapon. A psychic test must be passed in order
A psyker may use this psychic power at the start of his assault phase. to use the power. If successful he may resolve the attack using the
A psychic test must be passed in order to use the power. If successful following profile.
all enemy units within 12" must pass a morale test or immediately
fall back. This may even effect enemy units in close combat. Units Range Strength AP Type
within 6" suffer -1 to their leadership, enemy units in combat with 24" 6+D3 1 Assault D3
the psyker suffer a -2 to their leadership. The Psyker and any friendly
units may not perform a sweeping advance and may only consolidate Roll to determine the number of shots and strength of the attack
if an enemy unit falls back out of combat due to this power. after selecting a target unit but before making any rolls to hit. Also
due to the horrific nature of the mutations inflicted, any unit
Fuelled by Pain suffering any casualties from a Bolt of Chang must take a morale test
The psyker takes great delight in each laceration and pang of at the end of the Chaos shooting phase as if they had suffered 25%
torment, harnessing the sweet emotions swelling inside and driving casualties.
himself to heightened levels of adrenaline as the dark energy flows
through his veins. Grand Illusion
Planting grand and illustrious lies into the target's mind the psyker
Fuelled by Pain may be used at the start of any player's assault convinces his target that his enemies are in fact allies and his true
phase. A psychic test must be taken in order to use this psychic allies in fact foes.
power. If successful keep track of each wound saved by the psyker by
A psyker may use this psychic power in the enemy shooting phase.
any means. After all attacks are made by both sides, but before
He may not be in close combat and a psychic test must be passed in
combat is resolved, the psyker makes an additional attack for each of
order to use the power. If successful pick one enemy unit within line
these saved wounds.
of sight. If the target unit wishes to shoot that turn they must pass a
Nurgle Psychic Powers leadership test. If the test is failed the target unit must fire at their
closest visible friendly unit using whichever weapons chosen by the
A model given the Mark of Nurgle may select the following psychic chaos player. Models without a leadership characteristic are
powers in addition to the psychic powers on page 5. considered to be leadership 10.

Nurgle's Rot Psychic Duel


Gurgling praise to Grandfather Nurgle the psyker belches forth a Reaching out with his mind across the battlefield the psyker seeks to
disgusting miasma of disease. undermine the concentration of enemy psykers.
A psyker may use this psychic power in the shooting phase instead of A psyker may use this psychic power at the beginning of his
firing another weapon. The power is cast automatically and no movement phase. A psychic test must be passed in order to use the
psychic test is required. If successful each model within 7" (friend or power. If successful pick one enemy psyker anywhere on the
foe) must pass a toughness test or take a wound with no cover saves battlefield within line of sight to the psyker. Until the beginning of
allowed (they may take armour saves as normal). Models with the the chaos psyker's next turn any psychic test the target psyker is
Mark of Nurgle and Daemons of Nurgle are unaffected. required to take must be taken on 3D6 discarding the lowest result.

Pestilent Smog Guiding Eye of Tzeentch


Calling upon the blessings of Nurgle the psyker summons a great Blessed by Tzeentch with a glimpse of the strands of fate themselves
cloud of noxious fumes and choking clouds of daemonic flies to engulf the Sorcerer is able to decipher the events yet to come allowing him
himself and his followers. to better predict and prepare for enemy movement.
This psychic power may be cast at the beginning of the psyker's
movement phase. A psychic test must be passed in order to use the A psyker may use this psychic power at the beginning of his own
power. If successful any friendly units within 6" of the psyker benefit shooting phase. A psychic test must be passed in order to use the
from a 5+ cover save and count as equipped with defensive grenades power. If successful he and any unit he has joined may re-roll to hit
until the beginning of their next movement phase. during that shooting phase.

6|Chaos Space Marines


DAEMONIC GIFTS Daemonic Essence
Invigorated by the very essence of the warp
the champion displays unnatural determination
Those who excel in the service of the dark gods attract their and will to fight on. A model with daemonic essence
lavishing attentions resulting in all sorts of strange gifts and gains +1 wound.
mutations. The following daemonic gifts can be purchased by
various chaos units and the effects of each are permanent Daemonic Strength
with the exception of the gifts gained due to the Mass The champion has been blessed with unnatural physical
Mutation psychic power. power such that he can snap the spine of even an Astartes
with the greatest of ease. A model with daemonic strength
Daemonic Visage gains +1 strength.
The model radiates dark energy which fills his enemies with
preternatural dread. Enemy units in close combat with a Daemonic Mutation
model with Daemonic visage suffer a -1 modifier to their This gift can take many ghastly forms, a third clawed
leadership. The effects of multiple Daemonic Visages are not
appendage, long spines and horns, a lashing tail or any other-
cumulative but if all chaos models in the close combat have
worldly mutation that would grant the champion an
Daemonic Visage then the modifier is increased to -2.
advantage in close combat. A model with daemonic mutation
gains +1 attack.
Daemonic Aura
A shadowy aura distorts the champion's presence causing
Daemonic Armour
enemy blows which appeared to be on mark to harmlessly
The Champion's armor has been blessed by the chaos gods,
pass through the black void. The model gains a 5+
warping and reforming itself to better protect its wearer
invulnerable save or if he already has an invulnerable save
against oncoming enemy blows. A model with daemonic
improves his existing save by 1.
armor has a 2+ armour save.

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.

Chaos Warp Beast Mount of Slaanesh


(No Mark of Chaos) The model's type changes to cavalry and (Requires the Mark of Slaanesh) The model's type changes to
he benefits from +1 toughness just as if riding a bike. In Cavalry and he benefits from +1 attack. The model is never
addition he gains +D3 additional attacks when charging slowed by difficult terrain and when making a run move rolls
instead of the normal 1. 3D6 and picks the highest.

Disc of Tzeentch Palanquin of Nurgle


(Requires the Mark of Tzeentch) The model's type changes to (Requires the Mark of Nurgle) The model gains +1 wound and
Jump Infantry and he benefits from +1 attack. The model also in the assault phase an additional D6+3 strength 3 attacks at
gains the Hit and Run universal special rule. initiative 2 allowing armour saves as normal. He counts as
wearing Terminator Armor for transport purposes only.

7|Chaos Space Marines


ARCANE WARGEAR Plague Swords
Plague swords are poisoned close combat weapons
There are all manner of strange weapons and artefacts used that always wound on a 4+ in close combat.
throughout the various Legions and Warbands of Chaos. A great
many are engineered by the malevolent Dark Mechanicus, many Doom Siren
more an innovation of traditional technology transformed by the One of the archaic sonic weapons pioneered by the Emperor's
daemonic and few still gifts from the gods themselves. Children, a doom siren is an arrangement of pipes and tubes that
amplifies the warrior's war cry into sonic attacks. With a high pitch
Skull Rune scream the weapon unleashes a unrelenting sonic assault loud
Bearing the skull rune of the blood god the warrior receives Khorne's enough to burst insides and rupture the ears, or with a low growl
blessing and protection warding away cowardly magics. A Model emit a constant throbbing bass tone powerful enough to send
with a Skull Rune is immune to the effects of psychic powers and may enemies into sudden seizures. It may be fired in the shooting phase
take a 2+ invulnerable save against any wounds caused by force instead of another weapon using one of the frequencies below
weapons or witch blades.
High Frequency

Blight Grenades Range Strength AP Type


Servants of the lord of decay carry to battle grenades often made Template* 5 3 Assault 1
from the shrunken heads of defeated enemies which upon impact
detonate in a cloud of virulent toxins that fills the air with thick Low Frequency
clouds of blinding spores. These grenades are thrown at charging Range Strength AP Type
enemies chocking them to a halt and slowing their advance. A model Template* 6 - Assault 1, Pinning
equipped with Blight Grenades counts as being equipped with
defensive grenades. *Place the template so that the large end is touching the firer.

Inferno Bolts Sonic Blaster


The great Sorcerers of Tzeentch are known to inscribe their bolt Another of the sonic weapon used by the Noise Marines of the
rounds with daemonic runes bestowing on them magical properties. Emperor's Children, a Sonic Blaster unleashes waves of devastating
These yield varying results ranging from bolts that effortlessly phase harmonics that rips it targets apart. It has two firing modes
through even the thickest armour, to bolts that burst into multi- depending on whether it is used to unleash short riffs or long
spectral flames on impact or even bolts which corrupt and mutate discordant wails. The whole unit must choose the same firing mode.
the target on impact. Any Bolter, Bolt Pistol or twin-linked Bolter
Short Riffs
carried by a model which takes Inferno bolts must choose one of the
following at the beginning of the game after sides have been chosen Range Strength AP Type
but before either player has deployed 24" 4 5 Assault 2
• The AP value of their weapon is changed to 3
• Shots from the weapon ignore cover saves Long Discordant Wail
• Shots from the weapon always wound on the roll of 2+ Range Strength AP Type
24" 4 5 Heavy 3, Pinning
Talisman of Tzeentch
A Talisman of Tzeentch is a potent psychic gem which incorporates Blastmaster
pure warp energy in crystal form. A psyker wearing such a gem can The final and most devastating of the Emperor's Children born sonic
focus his psychic talents through the talisman to disrupt enemy weapons, the Blastmaster focuses a throbbing base note into an
psychic attacks and even draw warp entities to the opposing psyker's explosive crescendo that can burst eye balls and rupture organs. By
mind. A model equipped with a Talisman of Tzeentch may attempt to varying the frequency the effects of the weapon can be altered to
negate an enemy psychic power if the opposing psyker is found to be produce differing results. Announce which frequency is being used
within 24". Both psykers roll a D6 and add the result to their when nominating the enemy unit being targeted.
leadership value. If the opposing psyker scores equal to or higher
than the chaos psyker then the power goes off as normal but if the Varied Frequency
Chaos psyker's total is higher than the opposing psyker's then the Range Strength AP Type
power is immediately negated. In addition if the Chaos psyker rolls a 36" 5 4 Assault 3, Pinning
6 and also beats the enemy psyker's total then the enemy psyker
suffers a perils of the warp attack. Only one Talisman of Tzeentch Single Frequency
may be used per enemy psychic power no matter how many might
Range Strength AP Type
be in range. 48" 8 3 Heavy 1,
Blast, Pinning

8|Chaos Space Marines


SPECIAL EQUIPMENT Combi-Weapons
Combi-weapons are bolters that have been
Raptor Jump Pack converted to house another weapon; a melta gun,
Raptor jump packs contain jets or turbines that can lift even plasma gun or flamer. Each of the housed weapons
heavy power armour from the ground. A warrior equipped only contains enough charge or fuel for a single shot. A
with a Raptor jump pack can make great bounding leaps Model armed with a Combi-weapon may choose to fire the
across the battlefield allowing the wearer to travel incredibly bolter or the other weapon. The bolter may be fired every
quickly passing over obstructions and racing swiftly into close turn but the other weapon may only be used once per battle.
combat. A model equipped with a Raptor jump pack belongs
to one of the Raptor cults and so gains the Hit and Run Melta Bombs
universal special rule and changes its unit type to jump Melta bombs are deadly demolition charges, powered by a
infantry. In addition units with Raptor jump packs can be subatomic charge and capable of melting through even the
dropped from low-flying gunships using their jump packs to most heavily armoured targets. They have a much more
swoop down on the battlefield. A unit with Raptor jump packs sophisticated detonation mechanism and are carried into
held in reserves may enter play by deep strike in any mission battle by chaos space marines for the purpose of destroying
that allows it (See the Mission Special Rules section of the enemy heavy armor and bunkers. See the Warhammer 40,000
Warhammer 40,000 rulebook). rulebook for details on using Melta Bombs.

Daemonic Wings Frag Grenades


The warrior has grown immense bat like wings by some Frag grenades are hurled just prior to an assault unleashing a
unnatural means that enable him to sweep effortlessly across storm of shrapnel that drives the enemy further under cover
the battlefield and glide short distances. A model given for those few precious moments where breaching their
daemonic wings may move as jump infantry but remains its defences is paramount. Frag Grenades are offensive grenades
original movement type in all other respects. In addition units as described in the Warhammer 40,000 rulebook.
with daemonic wings can be dropped from low-flying
gunships using just as a unit with jump packs is able to do. A Krak Grenades
unit with daemonic wings held in reserves may enter play by Krak grenades are specialized anti-tank explosives designed to
deep strike in any mission that allows it (See the Mission exploit the weak points in enemy armor at close ranges
Special Rules section of the Warhammer 40,000 rulebook). disabling heavy armor that would otherwise be impenetrable.
See the Warhammer 40,000 rule book for details on using
Chaos Space Marine Bike Krak Grenades.
Chaos Space Marine bikes are fitted with powerful engines,
bullet proof tires and are incredibly durable. Chaos bikes are Terminator Armour
armed with a twin-linked bolter and scythes. Any models Originally designed for close fighting aboard space hulks and
mounted on a chaos bike follows the rules for bikes as in other confined areas, Terminator armour offers the same
described in the Warhammer 40,000 rulebook. protection as an armoured tank and includes a force field
Scythes generator making it capable of withstanding almost any
Chaos Warriors often fit vicious snares, scythes and other attack. A Model wearing Terminator Armour has a 2+ armor
malicious cutting devices on their bikes to ensnare and save and a 5+ invulnerable save and benefits from the
tear at their enemy as they thunder by lashing out with Relentless Universal Special Rule. On the other hand models in
their own vicious assaults. A model on a Chaos Bike may Terminator Armour may never make a sweeping advance.
re-roll to hit in the turn he charges into an assault.
In addition any model wearing Terminator Armour can be
teleported onto the battlefield. They may always start the
Chaos Familiar
game in reserves and arrive using the deep strike rules even if
A familiar is usually an impish figure that follows around its
not part of the mission being played (See the Mission Special
master. They take many forms but each is made of pure
Rules section of the Warhammer 40,000 rulebook).
psychic power or raw chaos energy and each enhances the
psychic potential and focus of its master. A Model given a
Chaos Familiar rolls 3D6 and discards the highest roll
whenever a psychic test is taken.

9|Chaos Space Marines


VEHICLE ARMOURY
Pintle-mounted Combi-weapon
Pintle-mounted combi-weapons are fitted to Chaos
Daemonic Possession Space Marine vehicles to add additional close range
The vehicle's crew is replaced with a daemonic entity bound within firepower to their vehicles. Pintle-mounted combi-
its warped, rune-carved hull. It ignores Shaken and Stunned result weapons are counted as additional defensive weapons
completely (its passengers if any are effected normally), but its BS is that use the rules for standard combi-weapons. See the combi-
reduced to 3. weapon special equipment entry on page 8 for details.

Dirge Caster Searchlight


The device emits terrifying screams and wails, often recordings of Chaos Space Marines often equip their vehicles with searchlights to
the enemy comrades in their dying throws, over loud blaring pierce the twilight black of the daemon worlds of the Eye of Terror.
speakers. This serves well to demoralize the enemy. Enemy units Searchlights are used when the Night Fight rules are in effect. If the
suffer an extra -1 modifier to their leadership when tank shocked by unit has a searchlight it must still test to see as per the Night Fight
a vehicle with a Dirge Caster. rules but having seen the enemy unit, will illuminate it. An
illuminated unit can be seen as normal for the remainder of that
Dozer Blade turn so no unit has to test to see them because of the Night Fight
Dozer blades are heavy ploughs, rams, blades or scoops, used to conditions. Likewise the searchlight on the vehicle illuminates its
clear obstacles from the vehicle's path. A vehicle with a dozer blade own position and can also be targeted without a test needed to see
may re-roll a difficult terrain tests so long as it is not going to be it in the next enemy shooting phase.
moving more than 6" that turn.
Smoke Launchers
Extra Armour Smoke Launchers are used to create a cloudy haze to obscure the
Some vehicle crews add additional armour to their vehicles to vehicle while it crosses open ground. See the Warhammer 40,000
provide a little extra protection. Vehicles with extra armour count rulebook for details on smoke launchers.
crew stunned results on the vehicle damage chart as crew shaken
results instead. Mutated Hull
The hull of the vehicle has been warped by the very essence of chaos
Havoc Launcher and is constantly reforming and mutating its exterior as well as
Havoc Launcher fire clusters of high explosive missiles, used to rapidly repairing damaged armour as the warp energy possessed
provide long range support and to clear out tightly packed enemy inside of it re-grows its metal skin. A vehicle with a mutated hull
infantry. A Havoc Launcher has the following profile. adds +1 to its front, side and rear armour values.

Range Strength AP Type


48" 4 6 Heavy 2, Blast

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 FORCE ORGANIZATION CHART


The army list is used in conjunction with the force organization chart
for the scenario being played. Each box indicates that you may take
one choice from that section of the
he army list while a dark toned box The Emperor's Children
hildren once strove for perfection in all things but
indicates a compulsory choice that you must take. The following chart influenced by Slaanesh they now seek only personal pleasure, following
applies to standard missions. their twisted desires in acts of unfathomable debauchery. They go to
battle wielding archaic weaponry using vibrations and sound to deadly
force while they consume drugs of every fashion, many even made of
the extracted remains of their foes.

Models with a Mark of Chaos or able to take a Mark of Chaos must


have the Mark of Slaanesh. Thehe only Summoned Daemons that may be
included in the army are Daemonettes and the Keeper of Secrets. In
addition the following rules apply to the entire army;
• Up to four Noise Marines may exchange their sonic blaster for
a Blastmaster at the point cost indicated in their entry instead
of the normal one allowed. If more than one Blastmaster is
taken then the unit counts as a Heavy Support choice.
• Any models in Terminator Armour may exchange their twin-
linked bolter for a sonic blaster for 5 pts or exchange their
Reaper Autocannon for a Blast Master for 15 pts.
• Any Aspiring Champion may take a doom siren for 15 pts.
LEGIONS OF CHAOS • Chaos Predators may replace their Autocannon with a
Of all the marauding warbands of Chaos it is the original traitor leglegions Blastmaster and/or their sponsons Heavy Bolters with Sonic
who hold the most power and pose the most threat to the Imperium of Blasters free of charge.
Man. You may choose any of the Legions below when creating your
army list but must follow the additional restrictions and special rules of Blood for the Blood God!
each and may not choose more than one. In addition dition some special Legion: World Eaters
characters list a legion in their entries. If these characters are chosen
then the army must use the corresponding Legion rules.

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.

Models with a Mark of Chaos or able to take a Mark of Chaos must


have the Mark of Khorne. The only Summoned Daemons that may be
included are Bloodletters and the Bloodthirster. The following units
may not be included in the army; Chaoss Havocs, Chaos Space Marines.
Ma
In addition the following rules apply to the entire army;
• Any unit bearing an Icon of Khorne benefits from the Preferred
Enemy Universal Special Rule on the turn it charges.
• All units must declare a charge in the assault phase
phas if able to do
so.
• All units rolll 2D6 and pick the highest when consolidating.

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.

For the Emperor! Hydra Dominatus!


Legion: Alpha Legion

Alpha Legionnaires are masters of subterfuge, infiltration and


sabotage. They specialize in information warfare and plan for every
eventual outcome. It has been said engaging thee Alpha Legion is
exactly as engaging their name sake would be. For every front they are
defeated on, they rise up in two others until their enemy is left
confused, surrounded and completely defeated.

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;

• Cults of Chaos may count towards your compulsory troop


choices.
• es may make use of the
Any friendly infantry units left in reserves
outflank special rule. This does not apply to Summoned
Daemons, Obliterator Cults or Raptor Cults.
• Summoned Greater Daemons may not be used and only the
icons carried by Cults of Chaos may be used to summon Lesser
Daemon Packs.

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.

Unit Type: Wargear: Special Rules:


• Infantry • Terminator armour • Fearless
• Talon of Horus • Independent Character
Number/squad: • Drach'nyen • 3+ Invulnerable Save
• 1 (Unique) • Mark of Chaos Ascendant • Eternal Warrior
• Personal Icon • Champion of the Gods
Legion: Black Legion • Lord of the Black Legion

Talon of Horus
The Talon of Horus is an ancient Lightning Claw with one of the first Storm Bolters ever produced built into it. 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;

Range Strength AP Type


24" 4 2 Assault 2

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.

Mark of Chaos Ascendant


Abaddon is the foremost champion of the entire Chaos pantheon. He is their chosen one and has earned each of their favours in turn. Each has
blessed him with their mark which have been combined into the Mark of Chaos Ascendant. From Khorne he is blessed with +1 attack, from Nurgle
+1 toughness, from Slaanesh +1 Initiative and from Tzeentch +1 to his Invulnerable save. All of these are already included in his profile. Abaddon
may join any unit regardless of the Mark they bear or Icon they carry but will not benefit from the ability provided by any icon other than the Icon
of Chaos Glory.

Champion of the Gods


Abaddon is the mightiest of all Chaos Champions and has earned untold gifts and blessings from the dark gods. He has the following Daemonic
Gifts; Daemonic Visage, Daemonic Aura, Daemonic Essence, Daemonic Strength, Daemonic Mutation and Daemonic Rune. The effects of each of
these have already been included in his profile.

Lord of the Black Legion


Abaddon is the unquestioned ruler of the Black Legion and the mighty leader of the terrifying Black Crusades. His presence commands respect from
those who follow him and sews dread in those who oppose him. All Chaos units in an army lead by Abaddon benefit from the Stubborn Universal
Special Rule and any unit Abaddon joins becomes Fearless. Furthermore enemy units in combat with Abaddon suffer -2 to their leadership value
from his Daemonic Visage instead of the normal -1.

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.

Unit Type: Wargear: Daemonic Gifts: (already included in profile)


• Infantry • Power armour • Daemonic strength
• Accursed crozius • Daemonic essence
Number/squad: • Bolt pistol • Daemonic rune
• 1 (Unique) • Frag grenades
• Krak grenades Special Rules:
Legion: Word Bearers • Fearless
• Independent Character
• Demagogue
• 4+ Invulnerable Save

Accursed Crozius
As a Dark Apostle of the Word Bearers legion Kor Phaeron was once a Chaplain before he lead his Legion into its embrace of Chaos. 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.

ARKOS THE FAITHLESS COST: 175 POINTS


WS BS S T W I A Ld Sv
Arkos 7 5 4 4 3 5 4 10 3+
Arkos is a unique character, 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.

Unit Type: Wargear: Special Rules:


• Infantry • Power armour • Fearless
• Dark Blade • Independent Character
Number/squad: • Combi-melta gun • Infiltrate
• 1 (Unique) • Frag grenades • 5+ Invulnerable Save
• Krak grenades • We Are Alpharius
Legion: Alpha Legion • For the Emperor

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.

For the Emperor


The Alpha Legion is known for its use of subterfuge, infiltration and sabotage. Arkos and his Warband are no exception and have even on many
occasions disguised themselves and infiltrated Imperial forces as friendly Imperial Marines, using this position to manipulate the enemy and draw
information and support for the rest of their forces. Arkos may join one friendly squad before deployment, he and that unit then both benefit from
Arkos' Infiltrate Universal Special Rule. If Arkos and his unit are held in reserves and make use of the outflank special rule then when rolling to
determine which board edge they enter from on the roll of a 5 or 6 the unit may choose any table edge.

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.

Unit Type: Wargear: Special Rules:


• Monstrous Creature • Daemonic wings • Fearless
• Massive claws (counts as a close • 5+ Invulnerable Save
Number/squad: combat weapon) • Eternal Warrior
• 1 (Unique) • Nightmare Shroud
Daemonic Gifts: (already included in profile) • The Shadow King
Legion: Night Lords • Daemonic Strength
• Daemonic visage

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.

The Shadow King


Krieg is a creature of shadow who appears to exist between our world and the boundless expanse that is the Immaterium. His folded wings of
tattered leather slip between material and ether as if on fire, venting smoke and ash, he moves on legs of in-corporeality, his clawed hands formed
not of flesh or metal but from the raw stuff of darkness itself. In every dimension he ghosts and hardens, then fades to smoke, as if uncomfortable
with solidity. Any enemy unit wishing to target Krieg with a ranged attack must test to see him using the Night Fight special rules. In addition any
successful to hit rolls made against Krieg in close combat must be re-rolled.

WARSMITH HONSOU COST: 180 POINTS


WS BS S T W I A Ld Sv
Honsou 7 5 4 (5) 4 3 5 4 10 2+
Honsou 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.

Unit Type: Wargear: Daemonic Gifts: (already included in profile)


• Infantry • Power armour • Daemonic armour
• Siege Fang
Number/squad: • Combi-melta gun Special Rules:
• 1 (Unique) • Servo Arms • Fearless
• Frag grenades • Independent Character
Legion: Iron Warriors • Melta bombs • 5+ Invulnerable Save

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.

Unit Type: Wargear: Special Rules:


• Infantry • Power armour • Fearless
• The Black Staff • Independent Character
Number/squad: • Bolt pistol • 4+ Invulnerable Save
• 1 (Unique) • Inferno Bolts (Mark of Tzeentch already
• Frag grenades included)
Legion: Thousand Sons • Krak grenades • Master of Sorcery
• Mark of Tzeentch

The Black Staff


The Black Staff is a potent focus for Ahriman's psychic abilities. He may cast three psychic powers every turn and may cast any amount of psychic
powers that count as a ranged shooting attack. He may even cast the same power more than once each turn if he wishes. Furthermore the Black
Staff also counts as a Force Weapon, Talisman of Tzeentch and Icon of Tzeentch.

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.

TYPHUS, HERALD OF NURGLE COST: 235 POINTS


WS BS S T W I A Ld Sv
Typhus 6 5 4 5(6) 4 5 3 10 2+
Typhus 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.

Unit Type: Wargear: Special Rules:


• Infantry • Terminator armour • Fearless
• Man Reaper • Independent Character
Number/squad: • Blight Grenades • 5+ Invulnerable Save
• 1 (Unique) • Mark of Nurgle • Feel No Pain
(already included in profile) • The Destroyer Hive
Legion: Death Guard • Nurgling Infestation
Daemonic Gifts: (already included in profile)
• Daemonic visage
• Daemonic essence

Typhus' Man Reaper


Typhus is not only a mighty champion of Nurgle but also a powerful psyker. His Man Reaper follows all the normal rules for the weapon but in
addition counts as a force weapon.

The Destroyer Hive


Typhus is the host of Nurgle's great Destroyer Plague, his armour becoming the Destroyer Hive belching forth great flies, disease and pestilence
from chocking spore stacks. Typhus is a psyker and knows the following psychic powers; Wind of Chaos, Nurgle's Rot and Pestilent Smog. He
automatically passes any psychic test required to cast these powers and may cast up to two powers per turn (one of which may be his force
weapon which must still pass a psychic test as normal). In addition Typhus, and any unit he joins, count as having offensive and defensive grenades
as the miasma of disease chokes the enemy into submission.

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.

Unit Type: Wargear: Daemonic Gifts: (already included in profile)


• Infantry • Gorechild • Daemonic armour
• Plasma Pistol • Daemonic rune
Number/squad: • Skull Rune
• 1 (Unique) • Frag grenades Special Rules:
• Krak grenades • Fearless
Legion: World Eaters • Mark of Khorne • Independent Character
(already included in profile) • 5+ Invulnerable Save
• Furious Charge
• The Betrayer

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.

LUCIUS THE ETERNAL COST: 185 POINTS


WS BS S T W I A Ld Sv
Lucius 8 4 5 4 3 7 3 10 3+
Lucius is a unique character, 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.

Unit Type: Wargear: Daemonic Gifts: (already included in profile)


• Infantry • Armour of Shrieking Souls • Daemonic strength
• Lash of Torment • Daemonic speed
Number/squad: • Power Weapon
• 1 (Unique) • Combat Drugs (see page 27) Special Rules:
• Frag grenades • Fearless
Legion: Emperor's Children • Krak grenades • Independent Character
• Mark of Slaanesh • 4+ Invulnerable Save
(already included in profile) • Martial Pride

Armour of Shrieking Souls


The armour Lucius has worn for countless millennia is a baroque monstrosity writhing with the howling souls of those who have killed him over the
aeons. The armour grants Lucius a 4+ invulnerable save and he may release the cacophony of souls in the shooting phase resolved as a Doom Siren.
In addition if Lucius is ever removed as a casualty roll a D6 and on a result of 2+ the enemy army is not awarded a kill point for slaying him.

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.

Unit Type: Wargear: Special Rules:


• Infantry • Power armour • Fearless
• Power weapon • Independent Character
Number/squad: • The Tyrant's Claw • 5+ Invulnerable Save
• 1 (Unique) • Frag grenades • Feel No Pain
• Krak grenades • The Hamadrya
• Personal Icon
The Tyrant's Claw
The Tyrant's Claw is a monstrous, bear-like bionic arm and shoulder built to replace Huron's own missing arm. The Claw is a Power Fist that
incorporates a built in Heavy Flamer.

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.

FABIUS BILE COST: 125 POINTS


WS BS S T W I A Ld Sv
Fabius Bile 5 4 5 4 3 4 5 10 3+
Fabius is a unique character, only one of him may ever be taken in any army.

Unit Type: Wargear: Special Rules:


• Infantry • Power armour • Fearless
• Rod of Torment • Independent Character
Number/squad: • Xyclos Needler • Feel No Pain
• 1 (Unique) • Frag grenades • Enhanced Warriors
• Krak grenades

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.

0-1 DAEMON PRINCE COST: 110 POINTS


WS BS S T W I A Ld Sv
Daemon Prince 8 5 5 5 4 5 4 10 3+
A Daemon Prince may not be included in the same army as a Chaos Lord or Sorcerer Lord.

Unit Type: Options: • He may take daemonic wings for 40 pts


• Monstrous Creature • He may be given one of the following
marks of chaos; • He may take a daemon weapon for 30
Number/squad: o Mark of Slaanesh for 5 pts pts
• 1 o Mark of Khorne for 20 pts
o Mark of Tzeentch for 25 pts • May choose one of the following
Wargear: o Mark of Nurgle for 40 pts o Doom Siren for 15 pts
• Close combat weapon (Mark of Slaanesh only)
• He may choose any of the following o Skull Rune for 10 pts
Special Rules: daemonic gifts; (Mark of Khorne only)
• Fearless o Daemonic Visage for 5 pts o Talisman of Tzeentch for 15 pts
• 5+ Invulnerable Save o Daemonic Speed for 5 pts (Mark of Tzeentch only)
• Eternal Warrior o Daemonic Mutation for 15 pts o Blight Grenades for 5 pts
o Daemonic Strength for 20 pts (Mark of Nurgle only)
o Daemonic Essence for 20 pts
o Daemonic Aura for 25 pts • Unless given the Mark of Khorne he
o Daemonic Armour for 40 pts may become a Psyker for 40 pts and
choose psychic powers as described on
page 5.

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 choose up to two of the • If terminator armour is not


• Infantry following daemonic gifts: chosen he may take one of the
o Daemonic Visage for 5 pts following:
Number/squad: o Daemonic Speed for 5 pts o Daemonic wings for 15 pts
• 1 o Daemonic Essence for 10 pts o Raptor jump pack for 20 pts
o Daemonic Aura for 15 pts o Daemonic steed for 35 pts
Wargear: o Daemonic Strength for 15 pts o Chaos bike for 35 pts
• Power armour o Daemonic Mutation for 15 pts
• Bolt pistol o Daemonic Armor for 20 pts • He may take any of the following;
• Force Weapon o Chaos Familiar for 20 pts
• A Sorcerer Lord is a psyker and o Doom Siren for 15 pts
• Frag grenades
must choose psychic powers as (Mark of Slaanesh only)
• Krak grenades
described on page 5. o Blight Grenades for 5 pts
Special Rules: (Mark of Nurgle only)
• He may replace his power armour,
• Independent Character o Inferno Bolts for 10 pts
bolt pistol and frag and krak
• 5+ Invulnerable Save (Mark of Tzeentch only)
grenades for terminator armour
• Fearless (Sorcerer Lord only) o Talisman of Tzeentch for 15 pts
and twin-linked bolter for 10 pts.
(Mark of Tzeentch only)
Options: • May replace his twin-linked bolter
• He may be given one of the with one of the following:
following marks of chaos; o Combi-flamer, -melta, -plasma
o Mark of Slaanesh for 5 pts for 5 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 25 pts

CHAOS LIEUTENANT COST: 50 POINTS


WS BS S T W I A Ld Sv
Lieutenant 6 4 4 4 2 5 3 10 3+

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

CYPHER, THE FALLEN ANGEL COST: 50 POINTS


WS BS S T W I A Ld Sv
Cypher 4 6 4 4 2 4 3 10 3+
A single unit of Chosen Chaos Space Marines may replace one model with Cypher for 50 points.

Unit Type: Wargear: Special Rules:


• Infantry • Power armour • Fearless
• Bolt pistol • Fallen Angel
• Plasma pistol • Gunslinger
• Frag grenades
• Krak grenades
Fallen Angel
Cypher is one of the many Fallen sought out so ruthlessly by the Dark Angels and where he is other Fallen gather. The Chosen unit Cypher is taken
as a part of is a squad of such gathered Fallen and benefit from the Fearless Universal Special Rule but may not bear any mark of chaos or take any
icon other than the Icon of Chaos Glory. In addition whenever playing against a Dark Angels army Cypher and his unit count as a kill point for the
Chaos player if the unit survives the game but if the Dark Angels player manages to kill him and his unit then they count as two kill points instead of
the normal one. In objective based missions place a new objective marker where Cypher was killed instead.

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+

Unit Type: • Any Aspiring Champion may choose


• Infantry one of the following Daemonic • For every five models in the unit
Gifts; one model may replace their twin-
Number/squad: o Daemonic Aura for 5 pts linked bolter with one of the
• 3-10 o Daemonic Visage for 5 pts following:
o Daemonic Mutation for 5 Pts o Heavy Flamer for 5pts
Wargear: o Daemonic Essence for 10 pts o Reaper Autocannon for 15 pts
• Terminator armour o Daemonic Strength for 10 pts
• Twin-linked boltgun • Any model may replace their twin-
• Power weapon Options: linked bolter with a Combi-flamer, -
• They may be given one of the melta or -plasma gun for 5 pts.
Special Rules: following marks of chaos;
• The Lord's Chosen o Mark of Slaanesh for 15 pts • Any model may replace their power
o Mark of Khorne for 30 pts weapon with one of the following
Veteran Skills: o Mark of Tzeentch for 30 pts o Lightning claw for 5 pts
• The entire unit may purchase a o Mark of Nurgle for 40 pts o Power fist for 10 pts
veteran skill for an additional o Chain fist for 15 pts
3 pts per model. • They may be given one of the
following chaos icons; • Any model may replace their twin-
Character: o Icon of Chaos Glory for 5 pts linked bolter and power weapon
• Any model may be upgraded to an o Icon of Slaanesh for 15 pts with a pair of lightning claws for 10
Aspiring champion at 5 pts per o Icon of Khorne for 20 pts pts
model. o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts Transport:
• May take a chaos land raider (see
page 31) as a dedicated transport.

The Lord's Chosen


Units of Chosen are the favoured warriors of the leaders of each of their respected warbands. They radiate this favour and their belief in
their own power is unshakable. Chosen may always re-roll any failed morale or pinning test they are required to take. Furthermore if they
are joined by a Chaos Lord then they benefit from the Stubborn universal special rule while he remains with the unit and they may not
become pinned, nor voluntarily go to ground.

0-1 OBLITERATOR CULT COST: 75 POINTS EACH


WS BS S T W I A Ld Sv
Obliterator 4 4 4 4 2 4 2 10 2+
Unit Type: Wargear: Special Rules:
• Infantry • Power Fist • Fearless
• Obliterator Weapons • 5+ Invulnerable Save
Number/squad: • Slow and Purposeful
• 1-3 • Deep Strike (Teleport)

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+

Unit Type: Character:


• Infantry • One model may be upgraded to a Options:
possessed champion for 20 pts. • The unit may be given one of the
Number/squad: (A unit including a possessed following marks of chaos;
• 5-20 champion may make use of the o Mark of Slaanesh for 30 pts
scout universal special rule.) (The unit also gains Fleet)
Wargear o Mark of Khorne for 40 pts
• Power armour • He may take a personal icon for 5 (The unit also gains +1 WS)
• Claws, spikes, talons and other pts. o Mark of Tzeentch for 55 pts
assorted mutations (counts as a (The unit also rolls 2D6 for
single close combat weapon) • He may choose one of the following their Daemonkin special rule,
Daemonic Gifts: re-rolling matching results)
Special Rules: o Daemonic Aura for 5 pts o Mark of Nurgle for 50 pts
• Fearless o Daemonic Visage for 5 pts (The unit also gains the feel no
• 5+ invulnerable save o Daemonic Essence for 5 pts pain universal special rule)
• Daemonkin o Daemonic Mutation for 10 pts
o Daemonic Strength for 10 pts Transport:
• May take a chaos rhino as a
dedicated transport (see page 25).

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

CHAOS SORCERER COST: 100 POINTS


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

Unit Type: Options: • A Sorcerer is a psyker and must


• Infantry • He may be given one of the choose psychic powers as described
following marks of chaos; on page 5.
Number/squad: o Mark of Slaanesh for 5 pts
• 1 o Mark of Tzeentch for 20 pts • He may take one of the following:
o Mark of Nurgle for 15 pts o Daemonic wings for 15 pts
Wargear: o Chaos bike for 35 pts
• Power armour • He may choose one of the following
daemonic gifts; • He may take any of the following;
• Bolt pistol
o Daemonic Visage for 5 pts o Chaos Familiar for 10 pts
• Force Weapon
o Daemonic Speed for 5 pts o Doom Siren for 15 pts
• Frag grenades
o Daemonic Essence for 10 pts (Mark of Slaanesh only)
• Krak grenades
o Daemonic Aura for 15 pts o Blight Grenades for 5 pts
o Daemonic Strength for 15 pts (Mark of Nurgle only)
Special Rules:
o Daemonic Mutation for 15 pts o Inferno Bolts for 5 pts
• Independent Character
o Daemonic Armor for 20 pts (Mark of Tzeentch only)
• 5+ Invulnerable Save

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

Unit Type: Options: • He may replace his pre-existing


• Vehicle (Walker) • He may be given one of the following dreadnought close combat weapon
marks of chaos; for a missile launcher for 10 points. If
Number/squad: o Mark of Slaanesh for 5 pts this leaves him with no remaining close
• 1 o Mark of Khorne for 15 pts combat weapons then deduct 1 from
o Mark of Tzeentch for 15 pts his attack characteristic.
Wargear o Mark of Nurgle for 35 pts
• Searchlight • He may replace on twin-linked bolter
• Smoke Launchers • He Must be given one of the with a heavy flamer for 10 pts
• Dreadnought Close Combat following additional weapons;
Weapon w/ built in twin-linked o Dreadnought close combat • He may take any of the following;
bolter weapon with built in twin-linked o Extra armour for 15 pts
bolter for 10 pts o Havoc launcher for 15 pts
Special Rules: o Twin-linked heavy bolters or o Daemonic possession for 25 pts
• Crazed multi-melta for 10 pts o Mutated hull for 30 pts
• Dreadclaw Insertion o twin-linked autocannon or
plasma cannon for 15 pts • If given the mark of Slaanesh he may
o twin-linked lascannon for 30 pts exchange his twin-linked heavy bolter
for twin-linked sonic blasters, his twin-
linked lascannon for a blastmaster or his
heavy flamer for a doom siren.

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).

CHAOS RHINO COST: 35 POINTS


BS F S R
Chaos Rhino 4 11 11 10
Certain Chaos Space Marine units may select a Chaos Rhino as a dedicated transport option which uses the following stats and options below.

Unit Type: Transport Capacity: A chaos rhino may Options:


• Vehicle (Tank) transport up to 10 models. Models in • It may take any of the following pintle-
terminator armour, lesser daemons of any mounted weapons;
Number/squad: kind and obliterators may never be o Twin-linked bolter for 5 pts
• 1 transported despite being infantry. o Combi-flamer, melta or -plasma
gun for 10 pts
Wargear: Access Points: Three, 1 rear hatch and 2 o Havoc launcher for 15 pts
• Pintle-mounted twin-linked bolter side hatches.
• Searchlight • It may take any of the following vehicle
• Smoke Launchers Fire Points: Two from the top hatch upgrades;
o Dozer blade for 5 pts
o Dirge caster for 5 pts
o Mutated hull for 20 pts
o Extra armour for 15 pts

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.

NOISE MARINES COST: 20 POINTS EACH


WS BS S T W I A Ld Sv
Noise Marine 4 4 4 4 1 5 1 9 3+
Noise Champion 5 4 4 4 1 5 2 10 3+
Unit Type: Character: Options:
• Infantry • One model may be upgraded to a • One noise marine may replace his
noise champion for 15 pts. sonic blaster for a blastmaster for
Number/squad: 30 pts.
• 5-20 • He may replace his bolt pistol
and/or his close combat weapon • The entire unit may replace their
Wargear: with any of the following: sonic blasters for a bolt pistol, close
• Power armour o Plasma pistol for 10 pts combat weapon and frag and krak
• Sonic Blaster o power weapon or lightning grenades free of charge. If a unit
• Mark of Slaanesh claw for 15 pts chooses to do so then they may also
(Already Included in profile) o power fist for 25 pts take combat drugs for an additional
3 pts per model.
Transport: • He May take a Doom Siren for 15
• The squad may take a chaos rhino pts. • One model may take one of the
as a dedicated transport (see page following;
25). o Icon of Slaanesh for 15 pts
o personal icon for 5 pts

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.

1 - +1 Initiative 4 - Feel No Pain


2 - +1 Weapon Skill 5 - Preferred Enemy
3 - +1 Strength 6 - +1 Attack

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+

Unit Type: Special Rules: Options:


• Infantry • Fearless • If an Aspiring Sorcerer is included
• The Sorcerer Commands then all Rubric Marines may take
Number/squad: • Slow and Purposeful (thousand inferno bolts for 3 pts per model.
• 5-20 Thousand Sons sons only)
• 5+ Invulnerable Save • One model may take an icon of
Wargear: (Mark of Tzeentch already included) Tzeentch for 10 pts.
Thousand Sons
• Power armour Character: • All models may replace their
• Bolter • The unit may include an Aspiring power armor for terminator armor
• Mark of Tzeentch Sorcerer for 60 pts who must for 15 points each. Each model in
select psychic powers as the unit gain +1 attack, Rubric
Aspiring Sorcerer described on page 5. Marines replace their bolters with
• Power armour a twin-linked bolter and power
• Bolt Pistol • He may take a personal icon for 5 weapon. The Aspiring Sorcerer
• Inferno Bolts pts. replaces his bolt pistol with a twin-
• Power Weapon linked bolter. If this option is
• Mark of Tzeentch • He may replace his power weapon chosen the unit becomes an elite
with a force weapon for 10 pts. choice.

The Sorcerer Commands Transport:


Thousand Son Rubric Marines are little more than mindless automatons who are most often used • May take a chaos rhino as a
by their Sorcerer brethren as bodyguard to keep the enemy at bay while the Sorcerer practices his dedicated transport (see page 25).
dark craft. The unit must pass a leadership test or all Rubric Marines may only fire at the closest
non-vehicle enemy unit. The Aspiring Sorcerer and any attached characters may target a different
enemy unit in the shooting phase than that of the rest of the unit.

PLAGUE MARINES COST: 23 POINTS EACH


WS BS S T W I A Ld Sv
Plague Marine 4 4 4 4 (5) 1 3 1 9 3+
Plague Champion 5 4 4 4 (5) 1 3 2 10 3+

Unit Type: Special Rules: Options:


• Infantry • Fearless • Up to two models may replace their
bolt pistol with a plasma pistol for
Number/squad: Character: 10 pts or replace their bolter with
• 5-20 • One model may be upgraded to a one of the following
plague champion for 15 pts. o Flamer for 5 pts
Wargear: o Melta gun for 10 pts
• Power armour • He may replace his bolter and/or o Plasma gun for 15 pts
• Bolter plague sword with any of the
• Bolt pistol following: • One model may take one of the
• Plague swords o Plasma pistol or power following icons of chaos;
• Frag grenades weapon for 10 pts o Icon of Nurgle for 15 pts
• Krak grenades o power fist for 25 pts o Personal icon for 5 pts
• Mark of Nurgle
(Toughness bonus already included • He may replace his bolter with one Transport:
in profile) of the following: • May take a chaos rhino dedicated
• Blight Grenades o Twin-linked bolter for 5 pts transport (see page 25).
o Combi-flamer, -melta, or
-plasma for 10 pts

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+

Unit Type: • He may replace his bolt pistol with a Options:


• Infantry plasma pistol for 10 pts. • They may be given one of the
following marks of chaos;
Number/squad: • He may replace his bolt pistol o Mark of Slaanesh for 25 pts
• 10-30 and/or his close combat weapon for o Mark of Khorne for 15 pts
one of the following: o Mark of Tzeentch for 20 pts
Wargear: o Power weapon or lightning o Mark of Nurgle for 30 pts
Cultists claw for 15 pts
• Las pistol or lasgun o Power fist for 25 pts • They may be given one of the
• Close combat weapon following chaos icons;
• He may replace his bolter with one o Icon of Chaos Glory for 10 pts
Aspiring Champion of the following: o Icon of Slaanesh for 15 pts
• Power Armor o Twin-linked bolter for 5 pts o Icon of Khorne for 20 pts
• Bolter o Combi-flamer, -melta or - o Icon of Tzeentch for 10 pts
• Bolt Pistol plasma for 10 pts o Icon of Nurgle for 15 pts
• Close Combat Weapon
• Frag Grenades • For every 10 models in the unit one • For every 10 models in the unit one
• Krak Grenades model may be upgraded to a cult cultist may exchange his lasgun with
champion for 5 pts. one of the following;
Special Rules: o Flamer for free
• Cults of Chaos • Any cult champion may replace his o Melta gun for 5 pts
• Infiltrate las pistol and/or close combat o Plasma gun for 10 pts
weapon for one of the following:
Character: o Bolt pistol for 3 pts • The entire unit may be armed with
• One model may be upgraded to an o Bolter for 5 pts frag grenades at +1 point per model
aspiring champion for 20 pts. o Plasma pistol for 10 pts and/or krak grenades at +2 points
o Power weapon for 10 pts per model.
• He may take melta bombs for 5
pts. • Any cult champion may take melta
bombs for 5 pts.

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.

CHAOS BIKERS COST: 28 POINTS EACH


WS BS S T W I A Ld Sv
Chaos Biker 4 4 4 4 (5) 1 4 1 9 3+
Aspiring Champion 5 4 4 4 (5) 1 4 2 10 3+
Unit Type: Character: Options:
• Bikes • One model may be upgraded to an • The unit may be given one of the
aspiring champion for 15 pts. following marks of chaos;
Number/squad:
o Mark of Slaanesh for 20 pts
• 3-10
• He may replace his bolt pistol with a o Mark of Khorne for 30 pts
Wargear: plasma pistol for 10 pts. o Mark of Tzeentch for 30 pts
• Power armour o Mark of Nurgle for 40 pts
• Bolt pistol • He may take melta bombs for 5 pts.
• Close combat weapon • Up to two bikers may replace their
• Frag grenades • He may replace his bolt pistol and/or bolt pistol with one of the following:
• Krak grenades his close combat weapon with any of o Plasma pistol for 10 pts
• Chaos bike with twin-linked bolter the following: o Flamer for 5 pts
and scythes o power weapon or lightning claw o Melta gun for 10 pts
for 15 pts o Plasma gun for 15 pts
Veteran Skills: o power fist for 25 pts
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.

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.

CHAOS DEFILER COST: 150 POINTS


WS BS S F S R I A
Chaos Defiler 4 3 6(10) 12 12 10 3 3(4)

Unit Type: Special Rules: • May exchange its twin-linked heavy


• Vehicle (Walker) • Fleet flamer for one of the following;
• Engine of Destruction o Dreadnought close combat
Number/squad: weapon (+1 attack) for free
• 1 Options: o Havoc launcher for 5 pts
• May be given Mutated Hull for 30
Wargear pts.
• Searchlight
• Smoke Launchers • May exchange its reaper
• Reaper Autocannon autocannon for one of the
• Twin-linked Heavy Flamer following;
• Hull-mounted Battle Cannon o Dreadnought close combat
• Two Dreadnought Close Combat weapon (+1 attack) for free
Weapons (Extra attack already o Twin-linked heavy bolter for
included in profile above) free
• Daemonic Possession o Twin-linked lascannon for 20
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

Unit Type: Options:


• Vehicle (Tank) • May take any of the following • May take one of the following pintle
o Dozer blade for 5 pts mounted weapons:
Wargear: o Dirge caster for 5 pts o Twin-linked bolter for 5 pts
• Hull-mounted demolisher cannon o Extra armour for 15 pts o Combi-flamer, -melta, or
• Smoke launchers o Daemonic possession for 20 pts -plasma for 10 pts
• Searchlight o Mutated hull for 30 pts o Havoc Launcher for 15 pts

CHAOS PREDATOR COST: 65 POINTS


BS F S R
Chaos Predator 4 13 11 10

Unit Type: Options: • May take any of the following


• Vehicle (Tank) • May replace its autocannon with a o Dozer blade for 5 pts
twin-linked lascannon for 35 pts. o Dirge caster for 5pts
Wargear: o Extra armour for 15 pts
• Turret-mounted Autocannon • May take a pair of sponsons o Daemonic possession for 20 pts
• Smoke launchers mounted heavy bolters for 25 pts or o Mutated hull for 30 pts
• Searchlight a pair of sponsons mounted
lascannons for 60 pts. • May take one of the following pintle
mounted weapons:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
o Havoc Launcher for 15 pts

CHAOS LAND RAIDER COST: 200 POINTS


BS F S R
Chaos Land Raider 4 14 14 14

Unit Type: Special Rules: Options:


• Vehicle (Tank) • Assault Vehicle • May take any of the following
o Dozer blade for 5 pts
Wargear: Transport Capacity: o Dirge caster for 5pts
• Hull-mounted twin-linked heavy • A Chaos Land Raider may transport o Extra armour for 15 pts
bolter up to 10 models (Terminators count o Daemonic possession for 20 pts
• Two sponsons mounted twin-linked as two models each). Summoned
lascannons Lesser Daemon Packs and • May take one of the following pintle
• Smoke launchers Obliterators even though they are mounted weapons:
• Searchlight infantry may not be transported. o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
o Havoc Launcher for 15 pts

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.

Unit Type: Special Rules: Options:


• Beast • Fearless • May be given one of the following
• Feel No Pain Marks of Chaos;
Number/squad: • Rage o Mark of Slaanesh for 5 pts
• 1-3 • Slow and Purposeful o Mark of Khorne for 10 pts
(Add +1 to the number of
Wargear: attacks rolled each combat)
• Flailing Appendages (counts as a o Mark of Tzeentch for 10 pts
close combat weapon) o Mark of Nurgle for 20 pts
(Gains offensive and defensive
grenades instead of +1
toughness)

____________________________________________________________________________________________________________

SUMMONED DAEMONS

Many Chaos forces have means of summoning daemonic allies to 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
.

Plague Marine, Chaos Havoc, Cult Champion


___________________________________________________________________________________________________________
The many Lesser and Greater Daemons of Chaos also possess some unique wargear and abilities, the rules for which can be found below.

Aura of Acquiescence Hellblade


The lesser daemons of Slaanesh are surrounded by a bewitching Serrated swords forged in the fury of the blood god, hellblades are
aura which befuddles the enemy, slowing their reactions when it among the most deadly cutting blades in the universe. A Hellblade is
matters the most. Models with an Aura of Acquiescence count as a power weapon.
being equipped with both offensive and defensive grenades.
Warpfire
Rending Claws The daemons of Tzeentch can summon and cast flaming, iridescent
A model with Rending claws has the Rending universal special rule magical projectiles at their foes. Warpfire is a ranged weapon with
conferred to all of their close combat attacks. the profile below;

Changer of Ways Range Strength AP Type


The greatest daemons of Tzeentch are powerful magical beings able 18" 4 4 Assault 3
to decimate armies with their psychic attacks. A model with this
special rule is a psyker and knows the psychic powers Doombolt, Noxious Touch
Bolt of Change, Grand Illusion and Psychic Duel (See page 5). In The servant of Nurgle is covered in the most lethal toxins, their every
addition the model may cast up to two psychic powers each turn touch instantly infects their target's afflicted bodies. Noxious Touch
and automatically passes any psychic tests they are required to take. confers poisoned (2+) on the model's close combat attacks.

SUMMONED LESSER DAEMONS


LESSER DAEMONS COST: 10 POINTS EACH [TROOPS - Do Not take up any slots on the Force Organization Chart]
WS BS S T W I A Ld Sv
Lesser Daemon 4 - 4 4 1 4 2 10 -

Unit Type: Number/squad: Special Rules:


• Infantry • 5-20 • Fearless
• 5+ Invulnerable Save

FURIES COST: 12 POINTS EACH [FAST ATTACK]


WS BS S T W I A Ld Sv
Fury 3 - 4 4 1 3 2 10 -

Unit Type: Number/squad: Special Rules:


• Jump Infantry • 5-15 • Fearless
• 5+ Invulnerable Save

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 -

Unit Type: Wargear: Special Rules:


• Infantry • Rending Claws • Fearless
• 5+ Invulnerable Save
Number/squad: • Fleet
• 6-12 • Aura of Acquiescence

PLAGUEBEARERS OF NURGLE COST: 14 POINTS EACH [TROOPS]


WS BS S T W I A Ld Sv
Plaguebearer 3 - 4 5 1 2 1 10 -

Unit Type: Wargear: Special Rules:


• Infantry • Plague Swords (see page 8) • Fearless
• 5+ Invulnerable Save
Number/squad: • Slow and Purposeful
• 7-14 • Feel No Pain

BLOODLETTERS OF KHORNE COST: 15 POINTS EACH [TROOPS]


WS BS S T W I A Ld Sv
Bloodletter 5 - 4 4 1 4 2 10 -

Unit Type: Wargear: Special Rules:


• Infantry • Hellblades • Fearless
• 5+ Invulnerable Save
Number/squad: • Furious Charge
• 8-16

PINK HORRORS OF TZEENTCH COST: 15 POINTS EACH [TROOPS]


WS BS S T W I A Ld Sv
Pink Horror 2 3 3 3 1 3 1 10 -

Unit Type: Wargear: Special Rules:


• Infantry • Warpfire • Fearless
• 4+ Invulnerable Save
Number/squad:
• 9-18

NURGLINGS COST: 7 POINTS EACH [TROOPS]


WS BS S T W I A Ld Sv
Pink Horror 2 0 3 3 3 2 3 10 -

Unit Type: Wargear: Special Rules:


• Infantry • Warpfire • Fearless
• Swarms
Number/squad: • 5+ Invulnerable Save
• 3-7

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 -

Unit Type: Number/squad: Special Rules:


• Monstrous Creature • 1 • Fearless
• 4+ Invulnerable Save
Options:
• It may be given daemonic wings
for 30 pts

KEEPER OF SECRETS OF SLAANESH COST: 165 POINTS


WS BS S T W I A Ld Sv
Keeper of Secrets 8 - 6 6 4 10 6 10 -

Unit Type: Number/squad: Special Rules:


• Monstrous Creature • 1 • Fearless
• 4+ Invulnerable Save
• Fleet
• Aura of Acquiescence

GREAT UNCLEAN ONE OF NURGLE COST: 135 POINTS


WS BS S T W I A Ld Sv
Great Unclean One 6 - 6 6 5 2 4 10 -

Unit Type: Wargear: Special Rules:


• Monstrous Creature • Noxious touch • Fearless
• 4+ Invulnerable Save
Number/squad: • Slow and Purposeful
• 1 • Feel No Pain

BLOODTHIRSTER OF KHORNE COST: 200 POINTS


WS BS S T W I A Ld Sv
Bloodthirster 10 - 7 6 4 5 5 10 3+

Unit Type: Wargear: Special Rules:


• Monstrous Creature • Daemonic wings • Fearless
• Skull rune • 4+ Invulnerable Save
Number/squad: • Furious Charge
• 1

LORD OF CHANGE OF TZEENTCH COST: 190 POINTS


WS BS S T W I A Ld Sv
Lord of Change 5 5 6 6 4 5 3 10 -

Unit Type: Wargear: Special Rules:


• Monstrous Creature • Daemonic wings • Fearless
• Warpfire • 3+ Invulnerable Save
Number/squad: • Changer of Ways
• 1

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

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