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SLAVES TO DARKNESS

CHOOSE A DEITY
Before warband creation the warband must select one of the four Chaos deities to
worship: Khorne, Nurgle, Tzeentch or Slaanesh. The deity chosen will determine
what mark the Chaos Lord can take, the troops that can be chosen for the
warband, and the upgrades and artifacts the warband can accumulate during the
campaign.

RANGED WEAPONS
Range

AP

Bolt Pistol

3S

Boltgun

3M

Flamer

2S

+1 Combat when shooting. All


models adjacent (including friendly)
to the target are also hit. Roll once
for all models

Heavy Flamer

2S

See Flamer, Must spend one action


to cool-down after every shot

Armor works just as it does in a typical Song of Blades & Heroes game (though
SoBaH only has Heavy Armor). Each armor item will have an Armor Rating
(AR). The AR indicates how many points the attacker needs to roll higher than the
defender in order for the attack to be successful. For example, a model attacking
an enemy with an AR of 3 needs to beat the opponents score by 3 or more.

Plasma Pistol

3S

+1 Combat when shooting. Must


spend one action to cool-down after
every shot

Plasma Gun

3M

See Plasma Pistol

Shotgun

1S

Some armors have very high AR making some models seemingly impossible to
beat. This is where the Armor Piercing (AP) value of weapons comes in. An
attacker subtracts its weapons AP from the defenders AR. Going back to the
example above suppose the attacker had a weapon with an AP of 1. Now, the
opponents AR is reduced to 2, meaning the attacker now only needs to beat the
defenders score by 2 points (instead of 3). If the attacker had an AP 2 weapon, he
simply needs to beat the defenders score as if the defender had no armor!

Heavy Bolter

3M

See Flamer
+1 Combat when shooting. Auto
Fire, Must spend one action to reload
after every shot

THE WARLORD
Each warband must include at least one personality model. In addition, exactly
one of the taken personality models must be made the Warlord. The Warlord
immediately gains the Leader special rule at no cost.

ARMOR & ARMOR PIERCING

SPECIAL RULE: DEMON


Whenever this model loses combat it may roll 1d6. On a roll of 6, the combat is
treated as a draw. In addition, all kills made by this model count as gruesome
kills.

CHAOS ICONS
One model (and one model only!) in the warband may carry a Chaos Icon (if
able). When a Morale test causes a model to flee, it may run towards the Chaos
Icon bearer instead of towards the closest board edge. Models running to the
Chaos Icon must still avoid enemies within 1 Short in their path. However, the
Chaos Icon bearer is the first model to take a Morale test for Leader loss or for
50% losses in the warband.
The Chaos Icon bearer can also be a valid rally point for a Regroup group action.
Regrouping models must end the move with their bases adjacent to the Chaos
Icon bearer if there is space, or to another model adjacent to the Chaos Icon
bearer.
If the Chaos Icon bearer is wounded or killed, the Chaos Icon is dropped, and
while it is on the ground it does not work as a rally point. Any other friendly
model can pick it up using 1 action.
If an enemy picks up the Chaos Icon, the whole warband must make a Morale roll.
If the Chaos Icon bearer is routed off the table, he is assumed to drop the Chaos
Icon at the beginning of his movement.

Combi-bolter

All ranged weapons provide the Unerring Aim special rule (this has already been
calculated in the cost).

If a ranged attack from this weapon


hits it may immediately make
another attack (the second attack
does not trigger this effect), can only
be used with terminator armor

MELEE WEAPONS
AP

Special

CC weapon

Chainsword

Power weapon

ARMOR
AR

Special

Basic armor
Power armor

2
3

Terminator armor

Due to the bulkiness of the armor the model can


move only once per turn.

SPECIAL
Special
Jump pack

RANGED WEAPONS

3M

Special

This model has the Fly special rule.

MARKS OF CHAOS
MARK OF KHORNE

MARK OF NURGLE

The Mark of Khorne is bestowed only upon those whose


relentless rage and boundless ferocity pays due homage to
the Blood Gods own. To such disciples, Khorne grants an
unholy wratch that burns as hot as the stars.

Nurgles blessing manifests not only as a suite of virulent


plagues and diseases, but also as the inhuman constitution
needed to survive them.

When a model with the Mark of Khorne wins in melee


combat it adds +2 to its combat result.

Models with the Mark of Nurgle are immune to the effects


of non-magical Transfix (such as Distract) and any
Quality-reducing effects. In addition, treat all gruesome
deaths scored against this model as normal kills.

MARK OF TZEENTCH

MARK OF SLAANESH

Those dedicated to Tzeentch enjoy the protection and


presence of the Master of Manipulation.

The devotees of Slaanesh have their senses and reactions


heightened to a supernatural degree, all the better to drink
in the extreme, multifacted stimuli of the battlefield. A
warrior gifted in the manner will move with uncanny grace
and speed, his blade lashing out like the tongue of a
serpent as he revels in the ugly spectacle of death.

When this model loses combat it may roll 1d6. On a roll of


a 6 the combat is treated as a draw. All other effects of the
attack are still activated.

Models with the Mark of Slaanesh may charge and perform


a melee attack as one action. In addition, the model may
leave melee combat without any penalty.

CHAOS REWARDS
AURA OF DARK GLORY...........................30 POINTS
Some champions of Chaos are so blessed by their patron deity that they are
supernaturally protected from harm. They might be surrounded by a powerful,
crackling shield of energy, or else bullets aimed at them may be strangely
turned aside just before they strike. In either case, it is clear that the Dark
Gods are watching over them.
When a model with an aura of dark glory suffers a kill result it may make a 5+
Quality roll on 3d6. On two successes, it ignores the kill result. All gruesome
kill results against this model are counted as normal kills.

COMBAT FAMILIAR...................................10 POINTS SPELL FAMILIAR.............................................10 POINTS


A combat familiar may take nearly any form, such as that of a diabolical
hound, a stunted humanoid minion, a tumbling nest of metal tentacles, a being
of living Warpflame or a thousand other strange and unsettling beasts.
When a model with a combat familiar wins in melee combat it may
immediately perform another melee attack against the same enemy. The second
attack does not trigger this effect. The combat familiar is always assumed to be
on the same base as its master. If you wish to represent it separately you can.
However, the model itself plays no part in the game; if the model gets in the
way, simply move it to one side.

A spell familiar may be a small creature mode of bound psychic energy, such as
the tutelaries of the Thousand Sons, or a living being invested with the power of
the Warp. They can take any form, but are often small imps, evil-looking
mannequins or twisted, dwarfish mutants.
A model with a spell familiar may reroll resistance rolls against Transfix powers
or the Distract ability. The result of the reroll is final. The spell familiar is always
assumed to be on the same base as its master. If you wish to represent it
separately you can. However, the model itself plays no part in the game; if the
model gets in the way, simply move it to one side.

CHAOS BOONS
A Chaos Champion (and followers of Chaos that prove their worth on the battlefield) may roll for a blessing from their patron god. To use this below table
the model rolls 2d6. It is best to roll two different colored dice or to roll each die one at a time. Designate one die as a d3 (meaning that a roll of 1 2 is a 1, 3
4 is a 2, and a 5 6 is a 3). Multiply the d3 result by 10. Next, roll the d6 and add the result.

CHAOS BOON TABLE


D36 CHAOS BOON

24

Masochism: The champion has acquired a taste for agony.


Whenever a knock-down result is scored against this model it may roll
1d6. On a result of 5 or 6 treat the knock-down as a recoil result
instead.

Arcane Occulum: A blood-shot eye pushes through the flesh.


This model has +1 Combat when shooting.

25

Temporal Distortion: Time is altered around the champion.


Once per game this model may double one of its movements.

13

Lifetaker: The champions aura ages his foes.


When this model rolls a natural 6 when performing a power attack
the attack automatically hits and is lethal.

26

Crystalline Body: The champions flesh changes to diamond.


This model has +1 AR in melee.

14

Shield of Force: The champion is obscured by Warp energy.


All ranged attacks against this model are at -1 Combat.

31

Hatred Incarnate: The intense animosity that festers in this


champions soul spills out into those around him.
This model has Hatred against the opposing warlord.

15

Cosmic Fate: The champion has a touch of destiny upon him.


Once per game this model may reroll any one of its own rolls.
The second result must be accepted.

32

Gun Morph: The champions arm forms a fleshmetal gun.


This model chooses one of its ranged weapons it now has +1 AP.

16

Venomous: The champions very touch is toxic.


When this model wins in melee combat it may roll an additional
D6. On a roll of 5 or 6 the opponent has its Quality worsened by
one point for the remainder of the game.

33

Mechanoid: The champions flesh bonds with his armor.


This model has +1 AR against all ranged attacks.

34

Mind of Metal: The champions resolve is absolute.


This model has +1 Quality on all morale rolls.

35

Cerebral Cogitator: The champions mind races with stimuli.


This model cannot be ambushed.

36

Voice of Horus: The champions voice is heavy with authority.


Once per turn a group issued an order by this model may reroll one
of its activation dice. The rerolled result is final. This cannot be used
while this model is knocked-down or in melee.

11

The Armamentarium: The champion gains access to the dark


armories of the gods.
This model has +6 points to spend on options.

12

21

Lord of Terror: The aura of despair and helplessness that


surrounds this champion hangs in the air and brings to mind all of
one's worst nightmares.
Treat all kills made by this model as gruesome kills.

22

Meteoric Charge: The champion charges like a steel bull.


This model has +1 Combat when charging.

23

Blade of Chaos: The champions favored weapon is infused with the


raw power of the warp.
This model has +1 AP in melee.

CHAOS CHAMPIONS
I murdered thousands for the Emperor and he gave me nothing except his damning silence.
Now his lapdogs yap for every life I take, while the gods promise me the galaxy.
A Chaos Champion is a tyrannical warrior-king who likes to
bathe in the blood of worlds. He strives to bring whole star
systems to their knees in the name of his patron deities. Typified
by merciless ambition and fierce pride, many of these champions
of disorder were once noble Chapter Masters and Captains of the
Adeptus Astartes, but long years of unremitting war have twisted
their souls beyond recovery.

CHAMPIONS OF KHORNE
Possessed of a wrath so intense it often clouds their vision, the
champions of Khorne immerse themselves in indiscriminate
butchery. Each champion is a looming brute in gore-stained
armor. Many such champions retain their intellect, but their
blood-greed is so strong that, upon the battlefield, they could
easily be mistaken for mindless savages.

CHAMPIONS OF TZEENTCH
The Changer of the Ways grants his followers access to an almost
limitless supply of arcane power. Such champions have
supernatural ability to outguess their foes and often manifest
mystical mutations, such as halos of dark flame, third eyes,
or crystalline bodies that flicker with the screaming faces of
vanquished foes.

CHAMPIONS OF NURGLE
The champions of Nurgle are lumbering, filth-encrusted hulks.
Their guts are bloated sacs of gas and rancid fat, and their
sagging skin has the waxy pallor of a corpse. Yet the devotees of
Grandfather Nurgle rejoice in the grotesque splendors visited
upon them and work ceaselessly to spread entropy across the stars
in the name of the Father of Plagues.

CHAMPIONS OF SLAANESH
Champions of Slaanesh are gifted with strange sensory organs
and mood amplifiers that allow them to better savor the shocking
stimuli of open warfare. The life of such a champion is a
whirlwind of excess, and his mind reacts so swiftly that he can
fight with blurring speed and dexterity.

Chaos Champion

SPECIAL RULES: Fearless, Group Fighter


Champion of Chaos: At the beginning of the campaign, but before the Chaos
Champion is customized, the Chaos Champion rolls on the Chaos Boon table
(listed on the previous page). The Chaos Champion gains the boon rolled for the
remainder of the campaign.

Combat
4 (3 when shooting)

Cost
78

UNIT TYPE: Personality


OPTIONS

WARGEAR: Close combat weapon, power armor

Quality
3+

May take an additional close combat weapon (+6 points)


May take a bolt pistol (+16 points) or a boltgun (+20 points)
May replace close combat weapon with a chainsword (+6 points) or a
power weapon (+12 points)
May replace all wargear for terminator armor, a power weapon and a
combi-bolter (+58 points)
May take any number of Chaos Rewards and items from the
Special Wargear list
May take the mark of the warbands deity
Mark of Nurgle...............................................+8 points
Mark of Tzeentch..........................................+10 points
Mark of Khorne.............................................+12 points
Mark of Slaanesh..........................................+12 points

CHAOS SPACE MARINES


Those who scale the pinnacles of glory have the furthest to plunge into the abyss.
The Adeptus Astartes were created as the Emperor's ultimate
fighting force. Implanted with the gene-seed of the Primarchs,
the Space Marines stand seven feet tall, with thickened bones,
two hearts, hyper-dense muscles and all manner of special
organs that allow them to serve and fight in the most hostile
conditions. They feel little pain and heal wounds at a
remarkable rate. Their will is hardened by constant training and
fighting, and they battle with dedication and zeal, brooking no
hesitation, mercy or cowardice. All of these things combine
with the best weaponry and armour in the galaxy to make the
Space Marines the most fearsome warriors of the Imperium.
The Chaos Space Marines have all of these strengths and skills,
to which are added the power of Chaos and a brutal devotion to
the Chaos Gods. Ever since the Horus Heresy, Space Marines
have been tempted by the path of Chaos, whether tor selfish
reasons or great ideals. Sundered from the Imperium, having
turned their backs on the Emperor, these warriors know that
there can be no peace for them, neither forgiveness nor
absolution. They are wholly committed to the path they now
tread, for good or ill, and they can expect no quarter from
former battle-brothers.

Chaos Space Marine

Quality
4+

Combat
3

Cost
48

UNIT TYPE: Troop


WARGEAR: Close combat weapon, bolt pistol, power armor
OPTIONS

May take an additional close combat weapon (+5 points)


or a bolt gun (+15 points)
May replace close combat weapon with a chainsword (+5 points)
One Chaos Space Marine in the warband may take a flamer (+X points)
One Chaos Space Marine in the warband may take a heavy bolter (+27 points)
May carry a Chaos Icon (+15 points)

The armament of the Chaos Space Marines differs little from


that of their loyalist counterparts, for the weapons of the
Adeptus Astartes are built to last. Boltguns, in various marks
dating back ten thousand years, are their primary weapon,
though squads that glorify close assaults and personal combat
often favor bolt pistols and ritual knives, chainswords or axes.
There is little uniformity between squads; much of the
organization and structure of the force's former Legion or
Chapter falls by the wayside as they turn to the path of Chaos.
In place of appointed sergeants, the Chaos Space Marines
follow the strongest, boldest and most merciless of their
brothers. These blood-soaked soldiers seek to become the
favored of the gods and eventually become mighty champions
themselves. Their wargear varies dramatically and may include
weapons taken as trophies from slain foes as well as arcane
equipment carefully maintained since the Horus Heresy. It is
the champions of these units that strive the hardest to gain
recognition amongst the ranks of the Chaos Space Marines,
spilling the blood of mighty foes in single combat in order to
draw the gaze of the gods.

RAPTORS
Look at the corpse-gods runts, scrambling for safety like frightened children.
Descent, then; maximum vox. I want to see my prey debase itself in pure terror before it dies.
The cruel terror troops known as Raptors consider themselves the
elite of the Chaos Space Marine warbands. Their murder squads
epitomize what has become of the Assault Marines of the Traitor
Legions. Though they were once rare and highly valued Imperial
troops, the Raptors have fallen to their own pride and lust for
violence. They now roam the galaxy as merciless hunters,
relishing the fear they cause as they plummet screaming out of
the skies.
Within the Space Marine legions of old, jump pack troops were
relatively rare. Horus knew well the value of the surprise attack,
and such was his military genius that the arrival of his Assault
Marines was the turning point in dozens of critical battles. They
would be held in reserve until the enemy exposed a weakness in
its battle line, whereupon entire jump pack companies would
plunge into the fray, breaking the foes defenses wide open with
meltagun, flamer and chainsword.
Perhaps it was their habit of preying on lesser warriors that led to
the slow corruption of the Assault companies that sided with
Horus. Over time, those of their number who ventured in the
Warp grew to love the exhilaration of soaring through the skies a
little too much. They became addicted to the thrill of looking
down upon the warriors beneath them, and as the rudimentary
machine-spirits of their jump packs also became corrupted, they
melded with their wargear until the power of true flight became
theirs. The Chaos-tainted armor of a Raptor reflects his predatory
nature, usually mimicking the appearance of a vicious bird of
prey or swooping Daemon. Altered vox-casters protrude from
helmet and plate, amplifying the raw hatred of their war cries and
better enabling their wearers to terrify their enemies into
submission before the final strike.
The Raptors' predilection for sadism and psychological warfare is
a dark reflection of the Assault Marine's traditional role. Simple
killing is no longer enough. The Raptors want not only to tear
apart their prey, but to scare them witless beforehand - they will
go to great lengths to see their groveling prey's face distorted with
fear before the final blow is struck. Wherever the Raptors prowl,
ghostly voices and horrific threats are broadcast into enemy
comms, the skies are haunted by daemonic faces, and evil shrieks
echo through the night so that their sleep-deprived quarry is
driven to the edge of madness. Needless to say, the ranks of the
Night Lords, a Legion famous for its terror tactics, attract a great
many Raptors to its banner.

Raptor

Quality
4+

Combat
3

Cost
51

UNIT TYPE: Troop


WARGEAR: Close combat weapon, jump pack, power armor
OPTIONS

May take an additional close combat weapon (+5 points),


a bolt pistol (+12 points) or a plasma pistol (+15 points)
May replace close combat weapon with a chainsword (+5 points)
One Raptor in the warband may take a flamer (+X points)
One Raptor in the warband may take a plasma gun (+18 points)

CHAOS TERMINATORS
+++ IMPERIAL DESIGNATOR: Brutus Apex. Engage with extreme caution.
CODEX DOCTRINE: Slay the traitor: Anti-armor fire at range. +++
Chaos Terminators are heavily armored veterans clad in debased
suits of tactical dreadnaught armor. They form the elite of their
masters warbands, for though they are ponderous compared to
their pwer armor clas comrades, nothing short of a dedicated antitank laser can stop a Terminator in full stride. These seasoned
killers often act as the personal guards of an esteemed champion
of Chaos, enforcing the commands of their leader with pitiless
efficiency and taking their pick of the spoils after each victory.
They tend to be egotistical, brutish and crude, using their physical
prowess and the favor of their lord to intimidate other members
of their warband. Far from resenting such behavior, most Chaos
Space Marines simply plot to bring about the day when they can
abuse such power themselves.
As any Space Marine will recount, a suit of Terminator armor is
an ancient and sacred artifact to be treasured and lovingly
maintained. The armor is massively bulky and contains a fill
array of fiber bundles and adamantium rods to support the heavy
gauge plasteel and ceramite plates that form the outer carapace.
Legend has it that the crux terminates emblazoned on each suits
shoulder incorporates a fragment of the Emperors own blessed
armor. Each Chapter can muster only a hundred or so of these
suits, and not all of their systems are properly understood, as their
workmanship is from a bygone age. Nonetheless, those veterans
given the honor of wearing one of these masterpieces to war are
the most formidable foot soldiers in the Imperium.

Chaos Terminator

Quality
4+

Combat
3

Cost
66

UNIT TYPE: Troop


WARGEAR: Terminator armor, combi-bolter, power weapon
SPECIAL RULES:
Rare: A warband may include only up to two chaos terminators.

OPTIONS

One terminator in the warband may replace his combi-bolter with a heavy
flamer (-X points)

The war suit worn by a Chaos Terminator, on the other hand, is


as corrupt and twisted as the traitor within. Where once Imperial
insignia were emblazoned upon its pauldrons and greaves, leering
death 's heads and the eve of Horus now stare accusingly at those
brave enough to look upon them. Spiked trophy racks protrude
from massive shoulders, the skulls of the enemy a barbaric
testament to their wearer's martial prowess. Helmets have grown
into bestial masks that sprout great tusks and razored horns, many
of which have fused directly into the skulls of their wearers.
When twinned with the stomping, heavy gait typical of all
Terminators, these adornments conspire to give the impression of
a slab-muscled, predatory hulk searching for its next meal.
Chaos Terminators are not the swiftest of troops when it comes to
ground assault. To counter this, they frequently go to war in
smoke-belching Land Raiders that can smash open the
fortifications of the enemy. This allows tl1eir murderous
passengers to reach the foe without having to first navigate the
fierce bombardments so often arrayed against them. Much like
their loyalist counterparts, Chaos Terminators can also be
teleported directly into battle from the vaulted halls of their
warships, though they are as likely to use sorcery for such a strike
as they are science. The sudden appearance of a unit of Chaos
Terminators within the enemy's headquarters has spelled the
bloody end of many a protracted campaign.

CHAOS CULTISTS
KNOWN SECTOR EXCELSIOR CULTS: Order of Crimson Dawn,
Blood Fraternal, the Sinecure, Chorus of the Void, Blades of the New Sun
The teeming masses of the Imperium have colonized the galaxy
from end to end. Trillions of souls labor night and day in an
increasingly hostile universe. Miles-high hive cities boil with
overpopulation, dense hab-complexes sprawl across continents,
and industrial worlds grind and churn by the efforts of uncounted
workers under the steely gaze of their high-handed overlords. But
the adepts of the established order cannot be everywhere at once.
A regime as restrictive and oppressive as the Imperium provides
fertile ground for insurrection, and there are those that would
foster this discontent for their own black ends. Rebellion festers
in the fetid underbelly of almost every civilized world, a fire just
waiting for a spark. Where the flames of heresy are given fuel,
Chaos is quick to follow, turning desperate men into worshippers
of the Dark Gods.

The Cultists of Chaos can be found, in one form or another,


almost anywhere the Imperium has spread. At first glance, they
are indistinguishable from normal men, but under their clothes
their flesh is tattooed and branded with sigils that hurt the eyes of
any faithful who look upon them. When the Chaos Space Marines
come to a planet, the true colors of the Cultists are revealed. The
powers of darkness are ever quick to promise glory, and even the
lowliest in initiate knows that to fight alongside such legendary
warriors is to court the gaze of the gods. Improvised armor is
donned and long-hidden weapons are broken out as the Cultists
prepare to overthrow the Imperium one hab-block at a time. Ragtag companies band together under the demagogues that arrive
in their midst, for the everyday life of an Imperial citizen
is usually so hopeless that even the hint of a new order can be
intoxicating. When open war breaks out, screaming gangs of
Cultists rush into battle armed with primitive solid-shot weapons,
the largest of their number toting heavy stubbers and industrial
flamers. Despite their primitive wargear, Chaos Cultists are often
able to drown a superior foe through sheer weight of numbers and
a fierce desire to tear open the belly of the Imperium. Little do the
Cultists realize that those same charismatic leaders who promised
an eternity of grandeur would gladly expend their followers lives
with little more thought than they would a bullet.

Chaos Cultist

Quality
4+

Combat
2

UNIT TYPE: Troop


WARGEAR: Close combat weapon
OPTIONS

May take an additional close combat weapon (+4 points),


an auto pistol (+7 points) or a shotgun (+X points)
One cultist in the warband may take a flamer (+X points)
May take basic armor (+5 points)

Cost
20

KHORNE BERZERKERS
Blood for the Blood God! Skulls for the Skull Throne!
It was the gruesome experiments of Angron, Primarch of the
World Eaters, that led to the creation of the first Berzerkers. By
the ritual lobotomization of his warriors, he removed all sense of
fear and danger and then heightened the rush his soldiers
experienced in combat. When the Legion swore itself to Khorne,
the Berzerkers were no longer bound by Imperial battle doctrine
and were given full reign to exercise their bloodthirsty skills.
They have since become the ultimate close combat shock troops,
entering an uncontrollable frenzy in the heat of battle.
Those who wish to fully dedicate themselves to Khorne usually
join the World Eaters to undergo the complex pyscho-surgery
they employ. Once the procedure is complete, they are one with
their angry god, feeling nothing but the desire to kill, maim and
burn. After the World Eaters Legion disbanded during the
fighting on Skalathrax, most Berzerkers formed separate
warbands, and many bastardized practices of lobotomization
spread to other Chaos Space Marine forces with them. Abaddon,
in particular, has recruited a number of highly-skilled Berzerkersurgeons to his cause, and only the Black Legion is even close to
the World Eaters in their perfection of this barbaric practice.

Khorne Berzerker

Quality
4+

Combat
3

Cost
66

UNIT TYPE: Troop


WARGEAR: Bolt pistol, close combat weapon, power armor
SPECIAL RULES: Fearless, Mark of Khorne
Furious Charge: This model has +1 Combat when it charges.

OPTIONS

May take an additional close combat weapon (+5 points)


May replace close combat weapon with a chainsword (+5 points) or a
chainaxe (+9 points)
May carry a Chaos Icon (+15 points)

Khorne Berzerkers are savage fighters who revel in the bloodiest


hand-to-hand fighting. In their perpetual quest to offer up blood
and skulls to Khorne, they carry many vicious close combat
weapons into battle. Many wield roaring, adamantium-bladed
chainaxes, although the chainsword is equally favored. The
champions that lead each warband can sometimes be seen hefting
heavy, baroque weapons lined with diamond-hard teeth that can
chew through enemy vehicles and get at the crew inside. Ritual
knives and scimitars are often worn into battle, the blades of
which are only ever used to hack head from neck. After they have
taken the heads from every enemy soldier within arm's reach, the
warriors of Khorne will even decapitate their own fallen and offer
their skulls to their brazen god before plunging back into the fray.
The stark truth is that the brethren of the Blood God care little
how they spill the blood of those around them. As far as the
Berzerkers are concerned, bare fists or a heavy rock will do if
nothing else is available!
The Berzerkers of Khorne relish their role as the Blood God's
sacred destroyers and are fanatical in the extreme. Their delight
in pain and death is so strong that they have been known to attack
their comrades in blind rage and, if no other opponent is present,
even to fall upon their own weapons as sacrifices to Khorne.

BLOODLETTERS OF KHORNE
THE WARMONGERS OF KHORNE
Acts of violence rage and deeds of bloody murder resound
through the Warp like a thunderous drumbeat, a booming echo
that calls the Demons of Khorne to war. Endless regiments of
Bloodletters rush to answer the summons, their stopped forms
eager to join in the slaughter. Filled with an insatiable desire
for blood, these Lesser Demons of Khorne are amongst the
most aggressive creatures in the Warp. Their unholy howls of
triumph when spilling blood chill the hearts of all who hear
them. Equally fearsome are their ceaseless screams of Blood
for the Blood God! Skulls for the Skull Throne! Simply put,
Bloodletters are violence and murder given physical form and
purpose by the Blood God.
Bloodletters are Khornes most numerous warriors, the foot
soldiers of his demonic legions. Their horrific appearance is
an assault upon mortal sensibilities. Their skin is the color of
hot blood, and their angry eyes resemble burning coals.
Bloodletters are possessed of an inhuman strength; they can
rip a mortal apart with cold-blooded ease, and in battle they
carry long, jagged Hellblades that glow with the heinous
energies of the Warp. These vicious swords are said to be as
sharp as Khornes hatred. As they cut through flesh and bone,
they become coated with the blood of the slain, glowing ever
brighter as they slay, invigorated by the rich taste of death.
Bloodletters are ferocious demons that descend upon their
foes in baying packs. The sight of spilt blood only drives them
further into a frenzied rage, screaming with fury as they fall
upon mortal flesh with dark blades, teeth and claws. Few
mortals can withstand such an onslaught, for the sight of their
own comrades cut in half and butchered by howling
Bloodletters is enough to break even the stoutest of soldiers.
Whilst Bloodletters are not the subtlest of creatures, they are
not above subterfuge if it will lead to an even greater tally of
skulls to offer the Blood God. However, where another demon
may flatter and ensnare a mortal victim to torture them in
perpetuity, a Bloodletter only ever resorts to persuasion or lies
in order to stab a foe in the back. Bloodletters seek the blood
of mortals to offer at the foot of the Skull Throne, ever hungry
for fresh prey, ever willing to tear the warm red flesh from
their victims with their talons and triumphantly smear the gore
upon their curving horns.

Bloodletter of Khorne

Quality
4+

Combat
3

Cost
69

UNIT TYPE: Troop


DEMONIC GIFTS:
Hellblade: AP 1

SPECIAL RULES: Mark of Khorne, Demon


Demon of Khorne: This model has +1 Combat when charging, Hatred against all
demons of Slaanesh, and is immune to the effects of greusome death. In addition,
this model does not test morale when 50% of the warband is lost.
Demonic Instability: This model is removed from play if there are no other
friendly models without Demonic Instability left on the field.

PLAGUE MARINES

Decay and corruption of the flesh are their secret joys,


and they are abominations in the eyes of men...
Plague Marines are Chaos Space Marines who have sworn
themselves to Nurgle, the Chaos God of pestilence and entropy.
The first Plague Marines were warriors of the Death Guard
Legion, trapped in the Warp upon their spaceships when the
virulent destroyer plague struck their fleet. Mortarion and his
Legion offered themselves up to the service of the Lord of Decay
in return for their lives. Their bodies became bloated and swollen
with the corruption festering within them, but they no longer felt
the agony of the Warp-pox and did not die from its horrific
symptoms.
Since then, many Space Marines have dedicated themselves to
Nurgle, though few achieve the vaunted ranks of the Death
Guard. Those who truly wish to join this most fetid of cadres
must first swear loyalty to the Primarch Mortarion. Only then will
Nurgle bestow upon them the corrupting plague that created the
Plague Marines. Outside of the Death Guard, a favored few
Sorcerers of Nurgle know the secrets of the Plague Marines, and
Abaddon of the Black Legion has won many of these spellcasters
to his cause. In return for fealty and long service, these blightmages will bestow their pestilent gifts in the Warmasters name.

Plague Marine

Quality
4+

Combat
3

Cost
74

UNIT TYPE: Troop


WARGEAR: Boltgun, power armor
Plague Knife: AP 1.When a melee attack with this weapon hits roll an
additional d6. On a 5 or 6 the opponents Quality is worsened by 1 for the
remainder of the game.
.
SPECIAL RULES: Fearless, Mark of Nurgle
Feel no no pain: Whenever a knock-down result is scored against this
model it may roll 1d6. On a roll of 5 or 6 treat the knock-down as a recoil
instead.

OPTIONS

May carry a Chaos Icon (+15 points)

Plague Marines have disgusting, rotted bodies that stink of decay.


The putrescent slime that oozes from their many weeping sores
corrodes their armor and boils away their skin, but despite their
horrific disfigurements, the Plague Marines are fearsome warriors
indeed. Their rotting brains are inured to the agony of bodily
corruption, making them all but immune to the pain or
debilitation caused by battle wounds. The Plague Marines prefer
short-ranged firefights, where they can appreciate the festering
wounds they inflict upon their enemies even as they laugh off the
bolts and las-blasts directed back at them. Should the enemy
close to within arm's reach, the Plague Marines will defend
themselves with plague-riddled knives and toxic blight grenades.
These contain virulent toxins that eat away at armor and fill the
air with thick clouds of blinding spores. The most ostentatious
blight grenades are 'death 's heads' made from the severed heads
of fallen enemies, each filled to the brim with a cocktail of
disease before being sealed with ancient wax.
As well as fighting at the behest of the Lords of Chaos, the
Plague Marines dedicate their lives to spreading corruption and
decay across the galaxy. The fleets of Nurgle that spew from the
Warp spread contagion and pestilence across dozens of star
systems. Once the Plague Ships are abandoned or their crews
finally destroyed, the hulks float back to the Warp and eventually,
perhaps guided by the hand of Nurgle himself, find their way
back to a Plague planet where they are re-crewed for new attacks.

PLAGUEBEARERS OF NURGLE
ROTTEN PALADINS OF THE PLAGUE GOD
The dull knell of bells and the humming of flies herald the
arrival of Nurgles Plaguebearers. Forming the rank and file
of his pestilent legions, the Lesser Demons of Nurgle
shuffle forwards, their ripe bodies swollen with contagion
and rife with the stench of decay. Each demon has a single
rheumy eye and a horn spouting from its skull the mark of
Nurgles Rot that each bears through eternity.
It is the Plaguebearers role to keep stock of the new
diseases and symptoms, and to maintain some semblance of
order amongst Nurgles naturally mischievous hordes. The
Plaguebearers obsessive need to organized is characterized
by their constant counting as they try to calculate every new
outbreak of plague. However, this monotonous chanting
achieves very little it is practically impossible to catalogue
anything amidst the ever-changing nature of Chaos. This in
no way discourages them, however, for they are the
embodiment of the need to impose order upon the
meaningless and uncaring world. In battle, their corpulent
forms resist all but the most fearsome weaponry, and they
wield rusted blades that corrupt flesh and rust metal in an
instant. Unfortunately for the Plaguebearers, they are prone
to losing count during combat, and they stand above their
dying foes groaning in frustration before starting their count
all over again.

NURGLES ROT
Chief among the many gifts that Father Nurgle has
granted an ungrateful galaxy is Nurgles Rot. It is his
most successful endeavor incurable, highly infectious
and with a very, very slow course. This perfect illness
does not kill its host quickly; rather it slowly turns the
victims body into a bloated, rotting, living corpse. At the
same time, it is eroding the soul, painfully corrupting the
spirit to the point where the tortured victim has to choose
between the only two routes left open to him: either end
his own life, or fully embrace the ways of Father Nurgle,
delighting in disease and putrescence, reveling in buboes
and sickness until death puts an end to his suffering. Only
then will he realize the true blessing that has been visited
upon him, as his soul is reborn in Nurgles ream, in the
immortal shape of a new Plaguebearer.

Plaguebearer of Nurgle

Quality
4+

Combat
3

Cost
60

UNIT TYPE: Troop


DEMONIC GIFTS:
Poisonsword: AP 0. When a melee attack made with this weapon hits roll an
additional d6. On a 5 or 6 the opponents Quality is worsened by 1 for the
remainder of the game.

SPECIAL RULES: Mark of Nurgle, Demon


Demon of Nurgle: All ranged attacks are at -1 Combat against this model. In
addition this model has Hatred against all demons of Tzeentch, and has short
movement. This model also does not test morale when 50% of the warband is lost
and is immune to the effects of gruesom death.
Demonic Instability: This model is removed from play if there are no other
friendly models without Demonic Instability left on the field.

NOISE MARINES
The mind-curdling cacophony of the battlefield! Shape it, savor it,
add to it until your senses shake and your minds quiver with deafening bliss!
The origin of the Noise Marines goes back to the days and nights
when Fulgrim and his Emperor's Children first heeded the silky
whispers of Slaanesh,just before the outbreak of the Horus
Heresy. From the warrior cults founded by the Davinite
tribesmen, Horus introduced Fulgrim and his chief lieutenants to
the practice of elaborate feasting and drinking, including the use
of exotic narcotics and indulgence in other pleasurable
diversions.
Entranced by the ecstatic celebrations, the officers of the
Emperor's Children took these debased practices back to the rest
of their warriors, and in this way, the cult of Slaanesh took root in
the Legion. Ever since then, the Emperor's Children have sought
to indulge every excess and depravity they can imagine, pushing
the boundaries of their minds as far as they can, as they hone their
bodies to the limit of blissful endurance.
As just one example of the rewards granted by the Prince of
Pleasure to those who worship him, a Noise Marine's hearing is a
thousand times more sensitive than normal. They can distinguish
the subtlest pitch in tone and volume, but are only able to enjoy
the most deafening of cacophonies. Such raucous sensory input
electrifies the Noise Marine's brain, causing extreme emotional
stimulation that makes all other sensations seem pale and
worthless. The louder and more discordant the noise, the more
extreme the emotional reaction provoked. Only the din of battle
and screams of the dying can truly stir a Noise Marine's attention
for long. On the battlefield, his mind ceases to function normally
and instead becomes a mere receptacle for the sensations ignited
by the music of the apocalypse, thrilling to hear the shrieks of the
wounded as they dance upon the path of destruction.

Noise Marine

Quality
4+

Combat
3

Cost
65

UNIT TYPE: Troop


WARGEAR: Close combat weapon, boltgun, power armor
SPECIAL RULES: Fearless, Mark of Slaanesh
OPTIONS

May replace boltgun with a Sonic Blaster (+x points)


May replace close combat weapon with a chainsword (+5 points)
May carry a Chaos Icon (+15 points)

Regardless of faction, Noise Marines wear armor painted in


various bold colors, as their senses are so distorted that only the
most extravagant shades and patterns register to their minds.
Though the staccato bark and blast of the boltgun is music to the
Noise Marine's ears, many specialize in the use of a variety of
outlandish sound-based weapons. The most common of these are
the sonic blaster, the blastmaster and the doom siren, each of
which produces a series of deafening, loud, psychosonically
explosive attacks that shake and tear the enemy apart.

DEMONETTES OF SLAANESH
MAIDENS OF ECSTASY
Most numerous of Slaaneshs servants are his Lesser Demons,
the Demonettes. They server as courtiers and courtesans in the
Palace of Pleasure, created to fulfil Slaaneshs every passing
whim. They fill Slaaneshs throne room, lounging upon silken
cushions, gossiping endlessly as they scheme to earn greater
favor from their willful master.
The Demonettes are also Slaaneshs warriors and messengers
beyond his realm. Slaanesh is given to extreme changes of
mood and when frustrated, he lashes out with his legions,
sending his Demonettes to tear down everything he finds
repugnant, unsubtle and crude, and replace them with artistic
vistas of destruction.
In battle, Demonettes can be seen dancing across the bloodsoaked ground, dead bodies forming a carpet beneath their feet.
Their honeyed voices are raised in joyous songs of praise to
Slaanesh as they slay and maim in the name of agony and
pleasure. They are lithe, dexterous killers, grifting their victims
with a mixture of excruciatingly painful caresses and the most
delicate and tender of killing strokes. Even in the most
gruesome of conflicts, the Demonettes smile in secret ecstasy
as they go about their deadly work, delighting in the raw waves
of emotion emanating from their enemies.
In appearance, the Demonettes are both beautiful and revolting.
They have an androgynous charm that is heightened by a
permeating sense of beguilement. Though their true forms are
repulsive and terrifying, this supernatural power makes them
appear as the ultimate beauty and object of desire in the eyes of
mortal, regardless of their race, gender or morality. None
exposed to the Lesser Demons of Slaanesh forget the tide of
living sensuality; it evokes both loathing and a perverse
longing that forever gnaws at the minds of those who see them.
Demonette of Slaanesh

Quality
4+

Combat
2

Cost
60

UNIT TYPE: Troop


DEMONIC GIFTS:
Claws: Ap 0. When a melee attack from this model hits, it may immediately
perform another melee attack against the same target. The second attack does not
trigger this effect.

SPECIAL RULES: Mark of Slaanesh, Demon


Demon of Slaanesh: This model has Hatred against all demons of Khorne. In
addition, once per turn this model may substitue one medium movement for two
short movements as one action. This model also does not test morale when 50%
of the warband is lost and is immune to the effects of gruesom death.
Demonic Instability: This model is removed from play if there are no other
friendly models without Demonic Instability left on the field.

THOUSAND SONS
All is dust... All is dust... All is dust... All is dust... All is dust... All s dust...
Remorseless, implacable foes, the warriors of the Thousand Sons
Legion are forever cursed. They bestride the galaxy in armored
suits that are little more than sealed tombs, within which only a
handful of dust remains of what was once a proud Space Marine.
When the Thousand Sons escaped to the Eve of Terror through a
Warp gate opened by their Sorcerers, their rapid evasion was not
without price. Coupled with decades of harnessing the energy of
the Empyrean the warping effects of Chaos began to take their
toll and mutation spread rapidly and unchecked through the
Legion. Ahliman, one of the greatest of all the Thousand Sons'
Sorcerers, attempted to halt this process of degeneration by
unleashing an incredibly potent spell called the Rubric of
Ahliman. Scaling dozens of daemonic pacts, Ahriman intended to
enchant all of the Thousand Sons, forever shielding them from
the mutating effects of Chaos.
In a way, the Rubric of Ahliman succeeded beyond all
expectation, but at a cost none could have predicted. The
Sorcerers of the Thousand Sons either survived the Rubric of
Ahriman with their knowledge and powers greatly augmented, or
they were utterly destroyed. Those battle brethren whose psychic
powers had been slight or nonexistent were permanently changed.
The armor of the normal battle-brothers was sealed shut, as if
every clasp and joint was welded tight. Inside the heavy shells of
ceramite and adamantium , the bodies of the Chaos Space
Marines were reduced to bone-dry dust. Truly, mutation would
plague them no more, for their fleshless spirits were trapped
inside their battle armor for all eternity.

Thousand Son

Quality
4+

Combat
3

Cost
59

UNIT TYPE: Troop


WARGEAR: Close combat weapon, boltgun, power armor
Inferno Bolts: All ranged attacks from this model have +1 AP.

SPECIAL RULES: Fearless, Mark of Tzeentch


Slow and Purposeful: This model may move only once per turn.

OPTIONS

May replace close combat weapon with a chainsword (+5 points)


May carry a Chaos Icon (+15 points)

Although these living suits still move and function, and can
respond to orders just like a sentient man, they are little more
than automatons. They quickly fall into inactivity unless a
Sorcerer is nearby to direct them, although in the fires of battle,
something of their former battle-hunger returns and they move
with greater clarity and purpose. Conversely, they are far more
durable than the Chaos Space Marines of their brother Legions - a
plasma blast or powered blade may tear a Thousand Son's armor
wide open to negligible effect, for the power of Tzeentch
surrounds and sustains them better than physical armor ever
could.
The Thousand Sons Sorcerers use their 'Rubricae' as bodyguards
and enforcers. They make excellent guardians for the libraries of
grimoires and vaults of ancient scrolls hoarded by the Sorcerers,
for they have no spark of curiosity and are utterly loyal without
exception. The Sorcerers will sometimes offer the services of
their unliving warriors to those who promise them knowledge and
magical power. In battle, the Sorcerers enchant their weapons and
those of their unliving bodyguards. The bolts fired by the
Thousand Sons blaze with magical flame and explode with
sorcerous blasts that bum the minds of their targets just as they
melt away armor and flesh.

PINK HORRORS OF TZEENTCH


CORUSCATING SPELLBINDERS
Lesser Demons of Tzeentch are literally made magic made
manifest. Pink Horrors, as they are known, frolic together in
cheerful, brightly colored mobs that caper and whirl, crackling
insanely at their own incomprehensible jokes as they blur and
cartwheel across the battlefield. As bright bolts of raw sorcery
leap from their outstretched fingers, the Pink Horrors are filled
with an increased joy, emitting squeals of laughter supplemented
with many oohs and ahhs of delight as the magical lightshow
screams overhead. These energies have a tendency to engulf the
Pink Horrors enemies in searing conflagrations or waves of fatal
mutations, much to the joy of the Demons themselves.
The only way known to end a Pink Horrors jubilant mood is to
blow him apart or otherwise cut him in half. It is then that the
Pink Horror undergoes a total transformation, splitting into halves
that reshape themselves into smaller copies of the original. These
new Demons are different from their predecessor in two respects.
The first is that their color changes from pink to vivid blue,
earning them the name of Blue Horrors. The second is that the
gleeful attitude of the Pink Horror is reversed all Blue Horrors
are morose, whining and petty, eternally squabbling about whose
fault it was that they lost their pink status once again.

Pink Horror

Quality
4+

Combat
2

Cost
67

UNIT TYPE: Troop


DEMONIC GIFTS:
Magic: Pink Horrors attack in melee as though they had a close combat weapon
and may perform medium ranged attacks.

SPECIAL RULES: Mark of Tzeentch (5+)


Demon of Tzeentch: This model has Hatred against all demons of Nurgle. This
model also does not test morale when 50% of the warband is lost and is immune
to the effects of gruesom death.
Blue Horrors: When a Pink Horror is killed remove it from the field and place
two Blue Horrors where the Pink Horror was. The models have the exact same
rules and statistics as the Pink Horror, but -1 Combat, -1 Ranged, -1 Defense and
5+ Quality. Blue Horrors do not gain the Blue Horror special rule and, if slain,
provide no victory points.
Demonic Instability: This model is removed from play if there are no other
friendly models without Demonic Instability left on the field.

FAVOR OF THE GODS


CHAOS ARTIFACTS
THE BLACK MACE (36)

PLAGUE FLAIL (28)

This malefic mace is said to have been cursed by each of the Demon
Primarchs. One who is struck by it instantly collapses into moldering bone,
while the curse spreads in a deadly shockwave.

Dripping with virulent toxins, viruses and bacteria, the rusty Plague Flail of
Nurgle is an anathema to all living creatures, and even the atmosphere
around it writhes and boils at its pestilence.

All power attacks made with this weapon are lethal.

Followers of Nurgle only. When a melee attack from this weapon scores a
recoil result, the attacker may roll an additional d6. On a 5 or 6 treat the recoil
as a knock-down result instead.

WARPSWORD (36)
These ever-shifting blades are the physical manifestation of an imprisoned
Demons seething hatred at being trapped within the machine-body of a Soul
Grinder.
A model attacking with this weapon in melee may roll 2d6 and choose the
better of the two rolls.

In addition when an opponent loses melee combat against this weapon it must
make a Quality check on 3d6. On two failures the model begins corroding and
must resist the corrosion every turn for the remainder of the game (either during
its activation or immediately after a turn-over). If the corroding model fails three
turns it is killed. Resisting corrosion uses no actions and cannot score a turnover.

WITSTEALER SWORD (16)

BLADE OF BLOOD (26)

As this sword bites into flesh it saps the foes mind, stripping more away with
every cut until nothing of their memories, personality or sanity remain.

The Blade of Blood is etched with the burning runes of slaughter and screams
with the power of the Demon bound inside it.

When a natural 6 is rolled when making a melee attack with this weapon the
attacker rolls an additional d6 and adds the result to his combat score.

Followers of Khorne only. The wielder of the Blade of Blood may perform up to
three melee attacks per turn.

THE MURDER SWORD (12)

MUTATING WARPLBLADE (26)

So deadly are the wounds from this ancient blade that rumors persist that it is
actually the Anathame - the very weapon used to lay Warmaster Horus low
within the mist-wreathed swamps of Davin 's moon. The sword is undoubtedly
of eldritch provenance, for with a simple sacrificial ritual, it can be enchanted
to become the bane of a certain foe above all others.
Before the beginning of the game, but after model placement, select one enemy
model (you must announce which model is selected). All melee attacks made
with this weapon against the selected model are lethal.

This coruscating weapon gifted by Tzeentch is renowned for its quite spectacular
effects. Victims of the weapon undergo quick and violent mutations until they are
nothing more than a mindless servant to the wielder.
Followers of Tzeentch only. When an opponent loses combat against this
weapon it must make a Quality check on 3d6. On two or more failures the
opponent becomes transfixed.

DOOM SIREN (36)


A Doom Siren is a bizarre weapon indeed a complex arrangement of pipes,
tubes and amplifiers that magnify the ecstatic war cries of the wielder into
devastating sonic attacks.
Followers of Slaanesh only. Any enemy model within one long distance of this
model has its Quality reduced by 1.
The modifier is not applied if this model is fallen, not visible to the enemy, or if
the enemy cannot trace a clear line-of-sight to it (friendly models do not obstruct
line-of-sight for this purpose).

D6
14
57
89

10+

D6
14
5 7
8-9

10+

REWARD
Your deity is pleased, but not impressed. You gain no reward (but,
more importantly, suffer no punishment!).
Your deity notices potential in you and sends you one of its Lesser
Demons to aid you in your next battle (after the battle, the demon
will depart).
Your deity is impressed and bestows upon you a new boon. Roll on
the boon table and gain the result for the remainder of the campaign.
Reroll already possessed boons.
Your deity finds you worthy to be its champion and provides you a
Chaos artifact. Roll on the artifact table.

PUNISHMENT
Your deity is indifferent and merely pays you no attention.
Your deity feels that you have taken its gifts for granted. You lose
one random boon for the next game.
Your deity is quite unhappy with you and must make an example.
You permanently lose one random boon. If no boons are left, you
permanently lose one point of Quality.
Your display of weakness and incompetence will not stand. For your
utter disappointment of your deity you pay the ultimate price; the
Chaos Lord is slain and a new one is provided to take his place.
Remove your current lord from your roster and create a new one as
though it were the beginning of the campaign. You have 30 points to
spend on upgrades for this new lord.

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