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Codex

Black Legion
Black Legion Special Rules
The models in the Black Legion army use a number of special rules that are common to more
than one unit, as specified in the individual entries that follow. Given here are either the details
of those rules or reference to where you can find them.
Executioners Strike
Any model in Terminator Armor that chooses to Deep Strike only rolls a single D6 for scatter,
rather than the usual 2D6. In addition, the unit may re-roll its reserve roll dice if the player so
chooses.
In addition to those units listed with this rule, any Black Legion model wearing Terminator
armor also gains Executioners Strike. Also, all models in a unit must have this rule to benefit
from it.

Forces of the Black Legion


Abaddon the Despoiler
Abaddon is the supreme leader of the Black Legion, their new and dreaded Warmaster. For
10,000 years he has led his legion in an endless war against the Corpse God and his minions,
sustained by his hatred and his desire for revenge.
Special Rules
Fearless, Eternal Warrior, Daemonic Aura, Executioners Strike, Independent Character
Commanding Presence
Abaddon is a consummate leader, controlling his forces through a mixture of fear, respect, and
masterful abilities of oration.
Any friendly Chaos units within 12 of Abaddon gain the Fearless special rule.
Warmaster of the Black Legion
After they became the Black Legion, Abaddon has lead his warriors through countless battles.
They, like their master, have become hard-bitten and experts at war.
If Abaddon is included in a Black Legion army, you may select up to three units of Chaos
Chosen.
Wargear
Mark of Chaos Ascendant

Like Horus before him, Abaddon has managed to serve all the gods without giving himself to
any one god. This is signified by a unique mark, which combines the powers of all four Dark
Gods. Abaddons profile is modified accordingly, including his invulnerable save being
modified to a 4+.
Talon of Horus
The Talon of Horus counts as a master-crafted lightning claw. It also incorporates an early,
custom storm bolter with the following profile:
Range
24

Strength
5

AP
5

Type
Assault 3

In addition, any enemy unit in close combat with Abaddon suffers a -1 penalty to all Morale
checks.
Drachnyen
Drachnyen counts as a power weapon. In the Assault phase, Abaddon may make a single
special attack with Drachnyen, in addition to his normal attacks. If he hits, the attack wounds
automatically. In addition, any model wounded by this attack suffers Instant Death. Vehicles
struck by this attack suffer an automatic penetrating hit.
Chaos Terminator Armor
The armor worn by Abaddon is blessed by the Dark Gods, granting him protection against the
psychic powers of his enemies.
If Abaddon, or the unit he is with, is affected by an enemy psychic power, roll a D6. On a roll of
4+ that power is nullified.
Mordred the Black
Mordred was once a marine of great ambition. A rival to Abaddon, the two vied for their
Primarchs favor on many occasions. One such time would irrevocably change Mordred from
the proud warrior he was, to the taciturn marine he is today.
During an engagement against a hostile xenos battle cruiser, Abaddon and Mordred were each
given command of a squad of Terminators and tasked with wiping the vessel clean of the filthy
aliens. What transpired after the legionaries were teleported on board the enemy ship is known
only to Abaddon and Mordred, for they were the only ones to return. After their report to him,
Horus bade them never speak of it, and he gave no official report of it.
Afterwards, Mordred was never the same, and became like a shadow to Abaddon. Though is
skill of arms and many victories in battle would have surely propelled him through the ranks,
Mordred never sought such honors and even refused them when they were suggested.
Forevermore he would stand with Abaddon no longer as his peer, but as his servant and silent
bodyguard.
Special
Fearless, Executioners Strike
Defend the Warmaster

Mordred has dedicated his life to safeguarding Warmaster Abaddon, and spends countless hours
drilling his squad in protective stances and techniques.
A single Independent Character that has joined Mordreds squad (chosen at the start of each of
the Chaos players turns) gains a 5+ Invulnerable save, or has his existing Invulnerable save
increased by +1. If Abaddon has joined Mordreds squad, he must be selected as the recipient of
this bonus. Note that this bonus applies even if Mordred is removed, as he has trained his squad
extensively.
Wargear
The Hand of Strife
The Hand of Strife is a massive, two-handed power mace. It was said to be a gift from Horus
himself, and now symbolizes Mordreds brutal, unflinching command of his squad.
The Hand of Strife is a power weapon that adds +2 to the wielders Strength in close combat. In
addition, such is the force of a blow from the weapon that all models that suffer an unsaved
wound from it and are not killed must make an immediate Toughness test or suffer an additional
wound, with no armor or invulnerable saves allowed.
Because of its size, the Hand of Strife requires two hands to use, so Mordred may not claim the
bonus for a second close combat weapon.
Daemon Prince
Daemon Princes are the mightiest of the Chaos Gods followers, having been elevated by their
dark masters to the immortal ranks of daemonhood. These princes of the Warp lead mighty
hosts of Chaos or act as patrons to powerful Chaos Lords.
Special Rules
Fearless, Eternal Warrior
Psyker
Some Daemon Princes are gifted with psychic abilities by their patron god. If a Daemon Prince
does not have the Mark of Khorne, he may be upgraded to a psyker. He may choose one psychic
power from those available to Sorcerers. He may use one psychic power per turn.
Wargear
Kai Gun
Ancient and terrible weapons, kai guns are the mad creations of a lost race. Infused with the
power of the Warp, these guns are wielded by only the most powerful of Daemon Princes.
A kai gun is a ranged weapon that uses the following profile:
Range
24

Strength
6

AP
3

Type
Rapid Fire

Wings
A daemon prince equipped with wings function in all ways as jump infantry, though its unit type
doesnt change. As such, a daemon prince with wings may be held in reserve and arrive using
the deep strike rules.

Chaos Lord
Special Rules
Fearless, Independent Character
Wargear
Daemon Weapon
See the Daemon Weapon section below.
Chaos Champion
The path to immortality is a long and bloody struggle for a champion of Chaos. Those who
distinguish themselves from their battle-brothers, through acts of carnage and victories on the
battlefield, rise to become Chaos Champions. Favored by the Dark Gods, they serve as
lieutenants to mighty Lords and Daemon Princes, or lead their own small warband of Chaos
Marines. They fight the Long War in hopes of rising to the rank of Chaos Lord, and perhaps
someday achieving the immortality of daemonhood.
Special Rules
Fearless, Independent Character
Chaos Sorcerer
Special Rules
Independent Character
Psyker
A Sorcerer is a psyker. He may choose any two psychic powers from those available to
Sorcerers. He may use one psychic power per turn.
Master Sorcerer
A Sorcerer that has been upgraded to a Master Sorcerer may use a second psychic power each
turn, for a total of two powers each turn.
Wargear
Force Weapon
See the Warhammer 40,000 rulebook.
Warp Talisman
Any enemy pskyer within 36 of a Warp Talisman suffers a -1 penalty to its Leadership when
attempting use a psychic power. If the enemy psyker is within 18 of the Warp Talisman, this
penalty increases to a -2.
If an enemy is within range of multiple Warp Talismans, the effects are cumulative up to a
maximum of a -3 penalty.
Warp Focus
All of the sorcerers psychic shooting attacks count as twin-linked.
Chaos Psychic Powers

A Chaos Sorcerer has two psychic powers; an Aspiring Sorcerer and a Daemon Prince with the
Psyker upgrade have a single psychic power (chosen when the army is picked). A model may
use one power per player turn, with the exception of a Sorcerer that has been upgraded to a
Master Sorcerer, in which case he can use up to two psychic powers each turn. All Chaos
psychic powers are used following the rules given in the main Warhammer 40,000 rulebook.
Doombolt
The sorcerer blasts the enemy with a succession of bolts made of raw Chaos energy.
This power is a psychic shooting attack and has the following profile:
Range
18

Strength
4

AP
3

Type
Assault 6

Warptime
The sorcerer surrounds himself with a dimensional instability, which warps the passage of time
and grants him the opportunity to place his attacks with supernatural precision.
This power is used at the start of any players turn. If successful, the Sorcerer may re-roll all
rolls to hit and rolls to wound for the duration of that players turn.
Gift of Chaos
The sorcerer unleashes a whirling flash of Chaos energy, which envelopes the target and rapidly
mutates them. As the power of Chaos flows through the target, the unfortunate victims bones
writhe, its flesh distorts and agonizing mutations tear the enemy apart.
This power is used at the start of the Chaos players turn. The sorcerer may by in close combat
at the time, as may the target. If successful and the target is found to be within 6 of the sorcerer,
the target must make a Toughness test. If it fails, it is removed as a casualty. Use the models
base toughness and a roll of 6 is always a failure, regardless of Toughness. Models without a
Toughness characteristic cannot by affected.
If the player has a model available, he may replace the slain victim with a Lesser Chaos Spawn.
The spawn is immediately under the Chaos players control. A Lesser Chaos Spawn is treated as
an individual unit and is always ignored for the purposes of any and all mission objectives. If the
victim was in base contact with friendly models, they are now engaged in combat with the
spawn, though it doesnt count as charging.
Wind of Chaos
The sorcerer unleashes a torrent of Chaos energy, which engulfs his foes and sears flesh from
bones and blasts through even the thickest armor.
This power is a psychic shooting attack and has the following profile:
Range
Template

Strength
X*

AP
2

Type
Assault 1

*Wind of Chaos always wounds on a 4+, regardless of the targets Toughness. Vehicles struck
suffer a Glancing hit on a 4+.

Chaos Gate
Summoning forth the power of Chaos, the sorcerer blurs the line between the immaterium and
reality, making it easier for his allies to arrive from the Warp.
This power is used at the start of the Chaos players turn and the Sorcerer may not use this power
in the same turn that he arrives from Reserves. For the duration of the Chaos players turn, any
models in Terminator armor, Obliterators, or Lesser Daemons that wish to teleport onto the
battlefield via the Deep Strike rule and choose to do so within 18 of the sorcerer wont scatter.
Note that Lesser Daemons may be Summoned within the area exactly as if the power were an
Icon of Chaos.
Shield of the Empyrean
The sorcerer raises his hand on high, and swirling torrent of warp energy surrounds him and his
allies.
This power is used at the start of the sorcerers Movement phase. The sorcerer and any unit he is
with receive a 6+ invulnerable save until the end of the following player turn. If a model already
has an invulnerable save from another source, this save is improved by 1 instead, to a maximum
of 2+.
Eternal Hatred
Calling forth his and his allies disdain for the weak, the sorcerer infuses them with a warpspawned hate.
This power is used at the start of the sorcerers Movement phase. The sorcerer and any unit he
is with gain the Rage and Preferred Enemy universal special rules for the duration of the Chaos
players turn.
Chains of Torment
Balefire burns in the sorcerers eyes as barbed, writhing chains erupt from the ground around
his enemies, binding them where they stand.
This power is a psychic shooting attack and has the following profile:
Range
36

Strength
6

AP
5

Type
Assault 1, blast, pinning

A unit forced to take a Pinning test suffers a -1 penalty to their Leadership test.
Lash of Submission (Slaanesh only)
A glowing whip of immaterial energy snakes out from the sorcerers hand and lashes across the
battlefield. Those caught within its ethereal barbs are momentarily in thrall to the sorcerers
will.
This power is a psychic shooting attack and has the following profile:
Range
24

Strength
n/a

AP
n/a

Type
Assault 1

If the target is hit, no damage is done. Instead, the target is moved 2D6 by the Chaos player.
This moved is not slowed by difficult terrain, but dangerous terrain tests are taken as normal.
Victims may not be moved off the table, into impassable terrain, or within 1 of enemy models.
After this, the target must take a Pinning test.
Vehicles are unaffected by this power.
Nurgles Rot (Nurgle only)
Gurgling praise to Grandfather Nurgle, the sorcerer belches forth a disgusting miasma of
disease.
This power is a psychic shooting attack and has the following profile:
Range
n/a

Strength
3

AP
-

Type
Assault 1, Poisoned (4+)

All enemy models within 6 of the sorcerer are hit automatically. The sorcerer may be in close
combat at the time, as may the targets.
Bolt of Change (Tzeentch only)
The sorcerer hurls a ball of roiling energy, formed of raw Chaos, which causes rapid mutation,
tearing the target apart.
This power is a psychic shooting attack and has the following profile:
Range
36

Strength
8

AP
1

Type
Heavy 1, Melta

Twisting Path (Tzeentch Only)


Calling upon the Changer of Ways, the sorcerer discerns the path of his enemies and redirects
their fate toward their own demise.
This power is used at the start of the Chaos players turn. Select one enemy unit within 24 of
the sorcerer. If the psychic test is successful, the target must re-roll any successful armor saves
and/or cover saves for the duration of the Chaos players turn.
Greater Daemon of Chaos
Special Rules
Fearless
Blood Sacrifice
A Greater Daemon of Chaos always begins the game in Reserve. On the turn in which it
becomes available, the Greater Daemon possesses the body of an Independent or Upgrade
Character in the Chaos Marine army. The controlling player chooses any suitable model in his
own army and removes it from play, replacing it with the Greater Daemon model.
If there are no suitable models on the table at the time the Greater Daemon becomes available, it
cannot enter the battle and is destroyed. Models that have arrived from Reserve in the same turn
cannot be possessed.

If the model that is possessed is inside a transport, the possessed model is killed and the Greater
Daemon is deployed anywhere within 2 of one of the vehicles access points. If the possessed
model was engaged in close combat, the Greater Daemon is placed as close as possible to the
spot it occupied, but at least 1 away from any enemy models.
Once deployed, the Greater Daemon cannot do anything in that turns Movement phase, but may
otherwise act normally (including charging in the Assault phase).
Chaos Marine Chosen
The ranks of the Traitor Legions are filled with brutal and skilled warriors. Amongst the most
powerful of these are the Chosen. Veterans of a thousand wars, they are masters of combat.
They are amongst a Lords most trusted and devoted followers, often acting as his personal
guard.
Special Rules
Fearless
Psyker (Aspiring Sorcerer only)
An Aspiring Sorcerer is a psyker. He may choose any one psychic power from those available to
Sorcerers. He may use one psychic power per turn.
Wargear
Banner of the Black Legion
Carried by the most favored of the legions warriors, this ancient banner bears the sigils and
heraldry of the entire legion. For the Black Legion, it is a symbol of both their glorious past and
their quest to overcome their shame. With grim pride, the former Sons of Horus ever fight to
defend their dark honor and martial supremacy.
The Banner of the Black Legion functions as an icon of chaos. In addition, all models in the
same unit as the Banner of the Black Legion gain the Counter Attack universal special rule
whilst the Banner Bearer is still alive.
Chaos Terminators
Special Rules
Executioners Strike
Wargear
Chaos Marauders
Marauders form the vanguard of the Chaos Marine armies, moving ahead of the main force to
provide intelligence to their lord and wreak havoc amongst the enemy. Often veterans of the
Long War, their skill lies in infiltration and stealth rather than brutal combat. Operating away
from bulk of the army for extended periods of time, they often have access to the choicest of
weapons.
Special Rules
Infiltrate, Scout, Move Through Cover

Wargear
Camo Cloaks
A model equipped with a camo cloak gains the Stealth universal special rule.
Possessed Chaos Marines
Special Rules
Fearless
Wargear
Greater Daemonic Gifts
- Daemonic Fury
The unit gains the Furious Charge special rule.
- Daemonic Talons
In the Assault phase, all of the units attacks gain the Rending special ability.
- Daemonic Resilience
The unit gains the Feel No Pain special rule.
- Daemonic Venom
In the Assault phase, all of the units attacks gain the Poisoned (4+) special ability.
Lesser Daemonic Gifts
- Daemonic Speed
The unit gains the Fleet special rule.
- Daemonic Visage
The unit counts as being armed with Assault grenades.
- Daemonic Fire
The unit gains the following shooting attack:
Range Strength AP Type
12
4
5 Assault 2

Daemonic Strength
In the Assault phase, all of the Possessed Champions attacks count as a Power weapon.
Daemonic Blast
The Possessed Champion gains the following shooting attack:
Range Strength AP Type
12
6
3 Assault 1

Chaos Dreadnought
Special Rules
Crazed
At the start of the Chaos players turn, roll a dice for each Chaos Dreadnought in the army. On a
1, the model gains the Rage and Fleet universal special rules for the remainder of the turn. In
addition, the Dreadnought may not fire in that turns shooting phase. This rule is ignored if the
Dreadnought is Immobilized.
Fire Frenzy

In the Shooting phase, a Chaos Dreadnought may fire any of its Heavy weapons twice (doubling
its rate of fire). After firing and for each weapon it does this with, it suffers an automatic hit to
its side armor at the Strength and AP of the weapon fired. Weapons with a Strength of 5 or
lower will inflicting a glancing hit a roll of 6, but are considered to be AP -.
Wargear
Dreadnought Close Combat Weapon
A dreadnought close combat weapon is a power weapon and doubles the Dreadnoughts Strength
in close combat (to a maximum of 10).
Chaos Hammer
During the Horus Heresy, Dreadnoughts were often used as test beds for weapon systems
intended for Terminator units. One example of this is the Chaos Hammer, a massive powered
hammer used to smash asunder armor and fortifications. This weapon eventually became the
Thunder Hammer, but still sees use by the Traitor Legions on their war machines.
A chaos hammer counts as a dreadnought close combat weapon. In addition, all models that
suffer an unsaved wound from a chaos hammer and are not killed will be knocked reeling,
reducing their Initiative to a value of 1 until the end of the next players turn. Against vehicles
with no Initiative value, whenever a chaos hammer inflicts any damage result, it also inflicts a
Crew Shaken result.
Power Scourge
A power scourge is composed of a number of lashing arms or tendrils covered in razor sharp
barbs and blades.
A power scourge is a power weapon that grants +2 Attacks to the Dreadnought in close combat.
A Dreadnougth armed with two power scourges may re-roll failed to hit rolls in close combat.
A Dreadnought armed with both a power scourge and a dreadnought close combat weapon may
not use both weapons in the same turn, as both are considered special weapons.
Chaos Marines, Chaos Bikers, Chaos Havocs
Khorne Berzerkers
Special Rules
Fearless, Furious Charge
Plague Marines
Special Rules
Fearless, Feel no Pain
Wargear
Blight Grenades
Blight grenades function of defensive grenades. See the Warhammer 40,000 rulebook for
details.

Noise Marines
Special Rules
Fearless
Wargear
Sonic Blaster
Type
Varied
Single

Type
Varied
Single

Range
24
24

Strength
4
6

AP
5
4

Type
Assault 2
Heavy 1

Strength
5
7

AP
4
3

Type
Assault 2, Pinning
Heavy 1, Pinning

Blast Master
Range
36
36

Doom Siren

Range
Strength AP Type
Template
4
3 Assault 1

Thousand Sons
Special Rules
Fearless, Slow and Purposeful (Thousand Sons only)
Psyker (Aspiring Sorcerer only)
An Aspiring Sorcerer is a psyker. He may choose any one psychic power from those available to
Sorcerers. He may use one psychic power per turn.
The Sorcerer Commands
Unless led by an Aspiring Sorcerer or an Independent Character with the Mark of Tzeentch, the
Thousand Sons Marines roll a single dice for their Slow and Purposeful movement.
Wargear
Inferno Bolts
The shells fired by the bolters of the Thousand Sons Marines are charged with baleful sorcerous
energies, against which most mundane armor is no defense.
The AP value of the squads bolters (and Aspiring Sorcerers bolt pistol if taken) is 3 instead of
the normal 5.
Balefire Flamer
Range
Strength AP Type
Template
4
5 Assault 1, Rending

Lesser Daemons of Chaos


Special Rules
Fearless
Summoned
Units of Lesser Daemons always start the game in Reserve, even in missions that do not
normally allow the Reserves rule to be used. When a Lesser Daemon unit becomes available

from Reserves, they are deployed via the Deep Strike rule, except that the first model must be
placed within 6 of an Icon of Chaos. If there are no icons on the table at the time the summoned
unit becomes available, the unit cannot enter the battle and is destroyed. Note that the icon must
already be on the table at the start of the turn for it to be used.
Once deployed, the unit cannot do anything else in that turns Movement phase, but after that
they are free to act as normal, including launching an assault in the Assault phase.
Chaos Raptors
Special Rules
Fearsome Visage
After millennia within the Eye of Terror and a lifetime of war, the baroque armor worn by Chaos
Raptors is warped into terrifying images of shock and awe, further amplifying the baleful war
cries of these merciless predators.
Any enemy unit that loses a close combat to one or more units of of Raptors suffers a -1 penalty
to their Morale check, as though they had suffered one more wound than they would have
otherwise.
Chaos Spawn
Special Rules
Fearless, Rending, Fleet
Mindless
Chaos Spawn are subject to the Rage special rule. In the Shooting phase, the unit must Run
towards the closest enemy. In the Assault phase, the unit must always try to assault the closest
enemy.
Writhing Mass
In combat, each Chaos Spawn has D3+1 Attacks roll each time they are about to attack. In
addition, the unit may never board a transport (or enter a building) or be joined by an
Independent Character.
Lesser Chaos Spawn
Special Rules
Fearless
Mindless
See Chaos Spawn entry.
Writhing Mass
See Chaos Spawn entry.
Obliterator Cult
Special Rules
Fearless, Slow and Purposeful, Deep Strike

Wargear
Obliterator Weapons
Obliterators may fire one weapon from the following list in each Shooting phase:
Lascannon, multi-melta, plasma cannon, heavy flamer, twin-linked plasma gun, twin-linked
meltagun, or twin-linked flamer.
The entire squad must choose the same weapon
.
Chaos Rhino
Transport
The Rhino has a transport capacity of ten models. It cannot carry Lesser Daemons or models in
Terminator armor.
- Fire Points: Two models can fire from the Rhinos top hatch.
- Access Points: Rhinos have one access point on each side of the hull and one at the
rear.
Special Rules
Repair
Rhinos are exceptionally resilient vehicles and can often be repaired by their crew in the heat of
battle. If a Rhino is immobilized for any reason, then in subsequent turns the crew can attempt a
temporary repair instead of the vehicle shooting. Roll a D6 in the Shooting phase, and on a 6 the
vehicle is no longer immobilized.
Chaos Predator
Wargear
See Weapons for various weapon profiles
Chaos Defiler
Special Rules
Fleet
Wargear
Dreadnought Close Combat Weapon
See the Chaos Dreadnought entry
Battle Cannon
Name
Battle Cannon

Range
72

Strength
8

AP
3

Type
Ordnance 1, Large Blast

Range
24

Strength
10

AP
2

Type
Ordnance 1, Large Blast

Chaos Vindicator
Wargear
Demolisher Cannon
Name
Demolisher Cannon

Chaos Land Raider, Land Raider Slaughter, and Land Raider Depoiler
Transport
Chaos Land Raiders have the transport capacity listed below:
Type
Land Raider
Land Raider Slaughterer
Land Raider Despoiler

Transport Capacity
10
16
12

Fire Points: None.


Access Points: Land Raiders have one access point on each side of the hull and one at
the front.
Special Rules
Assault Vehicle
Wargear
Stygian bolters
Stygian bolters are a combination of multiple twin-linked bolters and combi-flamers. Each
stygian bolter consists of two twin-linked bolters, fired as a single weapon. In addition, once per
game it may be fired as a twin-linked flamer.
Frag Assault Launchers
The hull of a Land Raider Slaughterer is studded with explosive charges designed to hurl
shrapnel at the enemy as the troops inside charge out. Any unit charging into close combat on
the same turn as it disembarks from a Slaughterer counts as having frag grenades.

Wargear
Marks of Chaos
A model bearing a mark of Chaos has been claimed by one of the Four Greater Powers of Chaos,
and is granted special powers and gifts by their patron. Certain wargear items and psychic
powers are granted to servants of a particular Chaos god. These are noted both here and in the
army list later. For example, the Bloodfeeder is a gift of Khorne, and would be noted as:
Bloodfeeder (Khorne only).
Only models with the corresponding Mark of Chaos may select these items/powers.
Mark of Khorne
Models with the Mark of Khorne gain +1 Attack.
Mark of Tzeentch
Models with the Mark of Tzeentch gain a +1 to their Invulnerable save (to a maximum of 2+). If
given to a model that does not normally have an Invulnerable save, this Mark confers an
Invulnerable save of 5+. In addition, a psyker given this mark may re-roll one failed psychic test
per turn.

Mark of Nurgle
Models with the Mark of Nurgle gain +1 Toughness. This bonus does not affect the models
Toughness in regards to the Instant Death rule.
Mark of Slaanesh
Models with the Mark of Slaanesh gain +1 Initiative.

Weapons
Autocannon
Range Strength AP Type
48
7
4 Heavy 2

Auxiliary Bolter
An auxiliary bolter can be fired in addition to another weapon.
Range Strength AP Type
12
4
5 Assault 2

Balefire Flamer
See the Thousand Sons entry.
Battle Spikes
The armor of a champion of Chaos is festooned with all manner of blades and spiky bits, used
both for trophy racks and combat.
A model armed with Battle Spikes can re-roll a single failed roll to wound in each Assault phase.
Boltgun
Range Strength AP Type
24
4
5 Rapid Fire

Bolt Pistol
Range Strength AP Type
12
4
5 Pistol

Blast Master
See the Noise Marines entry.
Blight Grenades
See the Plague Marine entry

Chainfist
A chainfist is treated exactly as a power fist, but rolls 2D6 for its armor penetration value. See
the Warhammer 40,000 rulebook for details.
Chainaxes and Claws
Chaos Marines utilize an array of close combat weapons, though the deadly chainaxes and
chainswords are the favored weapons of the Traitor Legions. Equally deadly are the claws and
warpforged weapons of their daemonic allies.
Chainaxes and claws are close combat weapons, as described in the Assault Phase chapter of the
Warhammmer 40,000 rulebook. Note that is perfectly permissible to represent this with
chainswords or other close combat weapons, as Chaos Marines use all manner of weapons.
Combi-weapon
A Chaos Marine armed with a combi-weapon (combi-meltagun, combi-plasma gun, or combiflamer) can choose to fire either the bolter, or the secondary weapon, each with the profile listed
elsewhere in this section. The bolter can be fired every turn, but the secondary weapon can only
be fired once per battle (a combi-plasma gun can Rapid Fire). You cannot fire both weapons in
the same turn.
Doom Siren
See the Noise Marines entry.
Flamer
Range
Strength AP Type
Template
4
5 Assault 1

Force Weapon
See the Warhammer 40,000 rulebook.
Frag Grenade
Frag grenades are assault grenades, as described in the Warhammer 40,000 rulebook.
Hand Flamer
Range
Strength AP Type
Template
3
6 Pistol

Heavy Bolter
Range Strength AP Type
36
5
4 Heavy 3

Heavy Flamer

Range
Strength AP Type
Template
5
4 Assault 1

Inferno Bolts
See the Thousand Sons entry.
Krak Grenade
When used against a vehicle, a krak grenade rolls 6+D6 for armor penetration. See the Vehicles
chapter of the Warhammer 40,000 rulebook for details on using krak grenades.
Lascannon
Range Strength AP Type
48
9
2 Heavy 1

Lighting Claw
A lightning claw is a power weapon and it also allows the wielder to re-roll any failed to wound
roll in the Assault phase. See the Warhammer 40,000 rulebook for details.
Master-Crafted Weapons
A master-crafted weapon allows the bearer to re-roll one failed to hit per player turn when using
the weapon.
Meltabomb
When used against a vehicle, a meltabomb rolls 8+2D6 for armor penetration. See the Vehicles
chapter of the Warhammer 40,000 rulebook for details of using meltabombs.
Meltagun
Range Strength AP Type
12
8
1 Assault 1, Melta

Missile Launcher
Each time a missile launcher fires, the controlling player can choose which type of missile is
being used.
Type Range
Krak
48
Frag
48

Strength
8
4

AP
3
6

Type
Heavy 1
Heavy 1, Blast

Multi-melta
Range Strength AP Type
24
8
1 Heavy 1, Melta

Plasma Cannon

Range
36

Strength AP
7
2

Type
Heavy 1, Blast, Gets Hots!

Plasma Gun
Range
24

Strength AP
7
2

Type
Rapid Fire, Gets Hot!

Plasma Pistol
Range
12

Strength AP
7
2

Type
Pistol, Gets Hot!

Power Fist
A power fist counts as a power weapon, and also doubles the users Strength (up to a maximum
of 10) in the Assault phase. Attacks with a power fist are always delivered at Initiative 1 (ignore
Initiative bonuses from special rules, wargear, etc.). See the Warhammer 40,000 rulebook for
details.
Power Mace
The precursor to the modern thunder hammer, the power mace saw wide use during the Great
Crusade and later the Horus Heresy. When a mace strikes true, it can unleash a powerful burst
of energy, though it is much more limited than its contemporary counterpart.
A power mace counts as a power weapon. In addition, all models that suffer an unsaved wound
from it and are not killed must make an immediate Toughness test or suffer an additional wound
normal saves apply. Note that only one Toughness test is taken per Assault phase, regardless
of how many wounds are inflicted by the power mace.
Power Weapon
Models wounded in close combat by the attacks of a model armed with a power weapon are not
allowed armor saves.
Reaper Autocannon
Range
36

Strength AP
7
4

Type
Heavy 3

Sonic Blaster
See the Noise Marines entry.
Warp Blade
Infused with the power of the Warp, a warp blade contains the bound essence of a lesser
daemon. Though weaker than a true daemon weapon, they are more easily controlled.
A warp blade is a power weapon that grants the wielder an additional D3 Attacks in an assault.

Because of its size, a warp blade requires two hands to use, so the wielder may not claim the
bonus for a second close combat weapon.

Daemon Weapons
A Daemon Weapon is a powerful symbol of the might of Chaos and a devastating weapon in the
hands of a champion of the Dark Gods. Such power comes at a price, however.
At the start of the Chaos players turn, roll a D6 for each daemon weapon currently on the table.
On a roll of 1, the daemon within has rebelled and attacks the wielder. The model suffers an
immediate Strength 6, AP 1 hit.
Darkblade
This blade may take the form of a wicked scimitar, great broadsword, or simply an axe or mace.
A darkblade is a power weapon. In addition, the wielder attacks with +2 Strength in close
combat.
Dreadaxe
Taking the form of a monstrous axe, greatsword, or pick, this is no armor or shield that can
protect against its bite.
A dreadaxe is a power weapon. Because of its size, it must be wielded in two hands so the
bearer cannot gain an additional attack for having a second close combat weapon. In addition,
attacks from a dreadaxe bypass Invulnerable saves of any kind. In the Assault phase, the wielder
may not benefit from any Invulnerable save he may have, regardless of its source.
Ether Lance
Appearing as a great lance or grotesque cannon, this frightening weapon opens a hole into the
Warp itself, swallowing up its enemies.
An ether lance is a power weapon. Because of its size, it must be wielded in two hands so the
bearer cannot gain an additional attack for having a second close combat weapon. In addition, it
may be fired in the Shooting phase with the following profile:
Range
18

Strength AP
5
2

Type
Assault 1, Blast

Bloodfeeder (Khorne only)


Usually taking the form of an axe, a bloodfeeder is infused with the essence of a raging
Bloodthirster.
A bloodfeeder is a power weapon. In the Assault phase, the wielder gains an additional +1D6
Attacks. Roll each time the wielder is about to attack.
Plaguebringer (Nurgle only)

Encrusted with filth, a Plaguebringer carries a deadly contagion that can fell even the toughest
foes.
A plaguebringer is a power weapon. In addition, during the Assault phase the wielders attacks
count as Poisoned (3+).
Deathscreamer (Tzeentch only)
Appearing as a blade of fire or a twisted gun, the Deathscreamer hurls magical blasts at the
wielders foes.
A deathscreamer is a power weapon. In addition, it may be fired in the Shooting phase with the
following profile:
Range
24

Strength AP
4
3

Type
Assault D6

Blissgiver (Slaanesh only)


A slender blade or writhing whip, those wounded by a Blissgiver are pitched into an ecstatic
coma from which there is no recovery.
A blissgiver is a power weapon. In addition, any wounds caused on the enemy by a blissgiver
inflict Instant Death, regardless of the targets Toughness.

Armor
Chaos Armor
Models equipped with Chaos armor receive an armor save of 2+.
Power Armor
Models equipped with Power armor receive an armor save of 3+.
Terminator Armor
Models in Terminator armor have the Relentless universal special rule. However, they cannot
perform a Sweeping Advance.
A model equipped with Terminator armor receives an armor save of 2+ and an invulnerable save
of 5+.
Any model wearing Terminator armor can be teleported onto the battlefield. They may always
start the game in reserve and arrive using the deep strike rules, even if it is not part of the mission
being played.
Terminators count as two models for the purposes of transport capacity, and cannot embark into
Rhinos.
Daemonic Aura
Warp energies surround and protect the unit from harm.
Models equipped with a Daemonic Aura receive an Invulnerable save of 5+.

Greater Daemonic Aura


The warp energies that protect the unit are more powerful than most.
Models equipped with a Greater Daemonic Aura receive an Invulnerable save of 4+.

Other Equipment
Chaos Marine Bike
Models equipped with a Chaos Marine bike follow all the rules for bikes as described in the
Warhammer 40,000 rulebook. Chaos Marine bikes are fitted with a twin-linked bolter.
Disc of Tzeentch
A model mounted on a Disc of Tzeentch gains a +1 bonus to Attacks in close combat. In
addition, the units type changes to Jump Infantry.
Icon of Chaos
Any models in Terminator armor, Obliterators, or Lesser Daemons that wish to teleport onto the
battlefield via deep strike and choose to do so within 6 of a model carrying an Icon of Chaos
wont scatter. If the icon bearer is inside a transport, then the range of the Icon is 6 from the
transport vehicles hull. Note that the icon only works for units that are teleporting, not for units
entering play using jump packs, wings, or other means of transport. Also note that the icon must
already be on the table at the start of the turn for it to be used.
Icon of Chaos Glory
This icon functions as an Icon of Chaos. In addition, the unit may re-roll any failed Morale
checks whilst the icon bearer is still alive.
Icon of Khorne
This icon functions as an Icon of Chaos. In addition, all models (except Independent Characters
joining the unit) in the same unit as the Icon of Khorne gain the Mark of Khorne whilst the icon
bearer is still alive.
Icon of Nurgle
This icon functions as an Icon of Chaos. In addition, all models (except Independent Characters
joining the unit) in the same unit as the Icon of Nurgle gain the Mark of Nurgle whilst the icon
bearer is still alive.
Icon of Slaanesh
This icon functions as an Icon of Chaos. In addition, all models (except Independent Characters
joining the unit) in the same unit as the Icon of Slaanesh gain the Mark of Slaanesh whilst the
icon bearer is still alive.

Icon of Tzeentch
This icon functions as an Icon of Chaos. In addition, all models (except Independent Characters
joining the unit) in the same unit as the Icon of Tzeenthc gain the Mark of Tzeentch whilst the
icon bearer is still alive.
Juggernaut of Khorne
A Juggernaut is a mighty daemonic steed of Khorne, a fusion of steel and daemon flesh. Terrors
to behold in battle, these unstoppable beasts are gifted to the greatest of Khornes champions.
A model mounted on a Juggernaut of Khorne gains a +1 bonus to Strength and Attacks in close
combat, as well as a +1 bonus to Toughness. Because of its size, a model mounted on a
Juggernaut may not board a transport.
Jump Pack
Models equipped with jump packs are jump infantry, as described in the Warhammer 40,000
rulebook. As such, they may be held in reserve and arrive using the deep strike rules.
Palanquin of Nurgle
A model mounted on a Palanquin of Nurgle gains a +1 bonus to Attacks in close combat, as well
as a +1 bonus to Wounds. A model mounted on a Palanquin of Nurgle may not board a Chaos
Rhino, but may board a Chaos Land Raider (in which case it counts as two models).
Steed of Slaanesh
A model mounted on a Steed of Slaanesh gains a +1 bonus to Attacks in close combat. In
addition, the units type changes to Bike.

Vehicle Armory
Battle Cannon
See the Defiler entry.
Daemonic Possession
The vehicles crew has been replaced by a daemon. The vehicle ignores Shaken and Stunned
results on the Vehicle Damage table, although transported passengers are affected normally.
Also, the vehicles BS is reduced to 3.
Demolisher Cannon
See the Vindicator entry.
Dirge Caster

When the vehicle uses a Tank Shock attack, any enemy unit affected suffers an extra -1 modifier
to their Leadership.
Dozer Blade
Vehicles equipped with dozer blades can re-roll failed Difficult Terrain tests.
Extra Armor
Vehicles equipped with extra armor count Crew Stunned results on the Vehicle Damage table as
Crew Shaken results instead.
Havoc Launcher
Range
48

Strength AP
4
6

Type
Heavy 2, Blast

Pintle-mounted combi-weapon
Pintle-mounted combi-weapons are treated as an additional weapon, with the profile of a normal
combi-weapon. See the combi-weapon entry for details.
Pintle-mounted twin-linked bolter
Pintle-mounted twin-linked bolters are treated as an additional weapon, with the profile of a
normal twin-linked bolter. See the bolter entry for details.
Searchlight
Searchlights are used when the night fighting rule is in effect. If a vehicle has a searchlight it
must still use the night fighting rules to pick a target but, having acquired a target, will illuminate
it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the
illuminated unit does not use the night fighting rule. However, a vehicle that uses a searchlight
can be targeted during the following enemy turn, as if the night fighting rules were not in effect,
as the enemy can see the searchlight.
Smoke Launchers
See the Vehicle section of the Warhammer 40,000 rulebook for details.
Parasitic Possession
The vehicle is possessed by a particularly cowardly daemonic entity, who only grants its aid
when its own since of self-preservation kicks in. Only then does it work to repair and maintain
the vehicle it resides in.
Roll a D6 at the start of the Chaos players Shooting phase for each damaged vehicle with this
upgrade. If the result is 5 or more, then either a Weapon Destroyed result or Immobilized result
(owning players choice) will be repaired. If a Weapon Destroyed result is repaired, that weapon
can be fired in the following Shooting phase.

HQ
Abaddon the Despoiler.....285 pts
Name
Abaddon

WS
7

BS
5

S
4

T
4(5)

Unit Composition:
1 (Unique)
Wargear:
Drachnyen
Talon of Horus
Chaos Terminator armor
Icon of chaos
Mark of Chaos Ascendant

W
4

I
6

A
4+1

Ld
10

Sv
2+

Unit Type:
Infantry
Special Rules:
Fearless
Daemonic Aura
Independent Character
Commanding Presence
Eternal Warrior
Executioners Strike

Daemon Prince.....120 pts


Name
Daemon Prince

WS
7

BS
5

S
6

T
5

W
4

I
5

A
4

Ld
10

Sv
3+

Unit Composition:
Unit Type:
1 Daemon Prince
Monstrous Creature
Wargear:
Special Rules:
Power armor
Fearless
Daemonic Aura
Eternal Warrior
Chainaxe
Options:
May take one of the following:
- Mark of Khorne
+10 pts
- Mark of Slaanesh
+10 pts
- Mark of Tzeentch
+20 pts
- Mark of Nurgle
+20 pts
A daemon prince that does not take a Mark of Khorne may be
upgraded to a psyker for 30 pts and gains one of the following powers:
Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Chaos Gate, Chains of Torment,
Nurgles Rot (Nurgle only), Lash of Submission (Slaanesh only), Bolt of Change
(Tzeentch only)
Replace chainaxe with:
- A power mace
+10 pts
- A lightning claw
+15 pts
- A warp blade
+20 pts
- A power fist
+25 pts

May take one of the following:


- A heavy flamer or heavy bolter
- A reaper autocannon
- A Kai gun
Replace power armor with chaos armor
May become a Disciple of
May take any of the following:
- Battle spikes
- Icon of Chaos
- Auxilliary bolter
- Greater daemonic aura
- Wings

+10 pts
+25 pts
+30 pts
+15 pts
+x pts
+5 pts
+5 pts
+5 pts
+20 pts
+40 pts

Chaos Lord.....90 pts


Name
Lord

WS
6

BS
5

S
4

T
4

W
3

I
5

A
3

Ld
10

Unit Composition:
Unit Type:
1 Chaos Lord
Infantry
Wargear:
Power armor
Special Rules:
Daemonic Aura
Fearless
Chainaxe
Independent Character
Bolt pistol
Frag and krak grenades
Options:
May take one of the following:
- Mark of Khorne
+10 pts
- Mark of Slaanesh
+10 pts
- Mark of Tzeentch
+15 pts
- Mark of Nurgle
+20 pts
May replace chainaxe and/or bolt pistol with:
- A power weapon, lightning claw, or plasma pistol
+15 pts
- A power mace
+20 pts
- A power fist or warp blade
+25 pts
- Darkblade
+35 pts
- Dreadaxe
+30 pts
- Ether Lance
+30 pts
- Bloodfeeder (Khorne only)
+30 pts
- Deathscreamer (Tzeentch only)
+25 pts
- Plaguebringer (Nurgle only)
+25 pts

Sv
3+

- Blissgiver (Slaanesh only)


+30 pts
May take one of the following:
- A bolter
+2 pts
- A twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10pts
Replace power armor with chaos armor
+15 pts
May become a Disciple of
+x pts
May take any of the following:
- Meltabombs
+5 pts
- Icon of Chaos
+5 pts
- Auxilliary bolter
+10 pts
- Battle spikes
+10 pts
- Greater daemonic aura
+20 pts
Replace power armor, bolt pistol, frag and krak grenades with Terminator armor with
power weapon and:
- A twin-linked bolter
+35 pts
- A combi-flamer, -melta, or plasma
+40 pts
- A lightning claw
+45 pts
Replace Terminator armors power weapon with:
- Lightning claw or power mace
+5 pts
- Power fist
+10 pts
- Chainfist,Dreadaxe or Ether Lance
+15 pts
- Darkblade
+20 pts
- Deathscreamer (Tzeentch only)
+10 pts
- Plaguebringer (Nurgle only)
+10 pts
- Bloodfeeder (Khorne only)
+15 pts
- Blissgiver (Slaanesh only)
+15 pts
If Terminator armor is not chosen, may have one of the following:
- Jump pack
+25 pts
- Chaos Marine bike
+35 pts
- Palanquin of Nurgle (Nurgle only)
+30 pts
- Disc of Tzeentch (Tzeentch only)
+35 pts
- Steed of Slaanesh (Slaanesh only)
+35 pts
- Juggernaut of Khorne (Khorne only)
+40 pts

Chosen Chaos Marines...25 pts per model


You may include one unit of Chosen Chaos Marines for every Chaos Lord in your army. This
unit does not count against your HQ allowance.
Name
Chosen

WS
4

BS
4

S
4

T
4

W
1

I
4

A
2

Ld
10

Sv
3+

Aspiring Sorcerer
Chosen Champion

4
4

4
4

4
4

4
4

1
1

4
4

2
3

10
10

3+
3+

Unit Composition:
Unit Type:
3-10 Chosen
Infantry
Wargear:
Power armor
Power weapon
Bolt pistol
Frag and krak grenades
Special Rules:
Fearless
Dedicated Transports:
May select a Rhino or a Land Raider of any type as a dedicated transport.
Options:
Any Chosen may be upgraded to a Chosen Champion
+10 pts
One Chosen may be upgraded to an Aspiring Sorcerer, replacing his
power weapon with a force weapon
+45 pts
An Aspiring Sorcerer has one of the following powers:
Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Eternal Hatred, Shield of the
Empyrean, Chains of Torment
The Aspiring Sorcerer may take a warp talisman
+15 pts
Any model may replace its bolt pistol with:
- A bolter
free
- A twin-linked bolter
+5 pts
- A combi-flamer, -melta, or -plasma
+10 pts
- A plasma pistol or lightning claw
+15 pts
- A power fist
+25 pts
Any model may replace its power weapon with:
- A lightning claw
free
- A power mace
+5 pts
- A power fist
+10 pts
- A warp blade
+15 pts
Any model may take:
- Meltabombs
+5 pts
Any model may replace power armor, bolt pistol, frag and krak grenades with Terminator
armor and:
- A twin-linked bolter
+17 pts
- A combi-flamer, -melta, or plasma
+22 pts
- A lightning claw
+27 pts
Any model in Terminator armor may replace his power weapon with:

- A lightning claw or power mace


+5 pts
- A power fist
+10 pts
- A warp blade or chainfist
+15 pts
One model may carry one of the following :
- Icon of Chaos
+5 pts
- Icon of Slaanesh
+20 pts
- Icon of Khorne
+30 pts
- Icon of Tzeentch
+40 pts
- Icon of Nurgle
+50 pts
- Banner of the Black Legion
+35 pts
If Terminator armor is not chosen, the entire squad may be mounted
on Chaos Marine bikes
+25 pts per model
One Chosen Champion per army may be upgraded
to Mordred the Black:
+85 pts

Mordred the Black.......+85 pts


Name
Mordred

WS
6

BS
5

S
4

T
4

Unit Composition:
1 (Unique)
Wargear:
The Hand of Strife
Terminator armor
Auxiliary bolter
Battle spikes

W
2

I
5

A
3

Ld
10

Sv
2+

Unit Type:
Infantry
Special Rules:
Fearless
Executioners Strike
Defend the Warmaster

Chaos Champion.......60 pts


You may include up to two Chaos Champions as a single HQ choice, but are otherwise treated as
separate HQ units.
Name
Champion

WS
5

Unit Composition:
1 Chaos Champion
Wargear:
Power armor
Daemonic Aura
Chainaxe
Bolt pistol
Frag and krak grenades
Options:

BS
5

S
4

T
4

W
2

I
5

A
2

Ld
10

Unit Type:
Infantry

Special Rules:
Fearless
Independent Character

Sv
3+

May take one of the following:


- Mark of Khorne
+10 pts
- Mark of Slaanesh
+10 pts
- Mark of Tzeentch
+15 pts
- Mark of Nurgle
+20 pts
May replace chainaxe and/or bolt pistol with:
- A power weapon, lightning claw, or plasma pistol
+15 pts
- A power mace
+20 pts
- A power fist or warp blade
+25 pts
May take one of the following:
- A bolter
+2 pts
- A twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10pts
May become a Disciple of
+x pts
May take any of the following:
- Meltabombs
+5 pts
- Icon of Chaos
+5 pts
- Auxiliary bolter
+10 pts
- Battle spikes
+10 pts
Replace power armor, bolt pistol, frag and krak grenades with Terminator armor with
power weapon and:
- A twin-linked bolter
+35 pts
- A combi-flamer, -melta, or plasma
+40 pts
- A lightning claw
+45 pts
Replace Terminator armors power weapon with:
- Lightning claw or power mace
+5 pts
- Power fist or warp blade
+10 pts
- Chainfist
+15 pts
If Terminator armor is not chosen, may have one of the following:
- Jump pack
+25 pts
- Chaos Marine bike
+35 pts
- Palanquin of Nurgle (Nurgle only)
+30 pts
- Disc of Tzeentch (Tzeentch only)
+35 pts
- Steed of Slaanesh (Slaanesh only)
+35 pts
- Juggernaut of Khorne (Khorne only)
+40 pts

Chaos Sorcerer........90 pts


Name
Sorcerer

WS
5

BS
4

S
4

T
4

W
2

I
4

A
2

Ld
10

Sv
3+

Unit Composition:
Unit Type:
1 Chaos Sorcerer
Infantry
Wargear:
Power armor
Daemonic Aura
Warp Talisman
Force Weapon
Bolt pistol
Frag and krak grenades
Special Rules:
Independent Character
Psyker
Options:
Upgrade to a Master Sorcerer
+50 pts
May take one of the following:
- Mark of Slaanesh
+10 pts
- Mark of Tzeentch
+20 pts
- Mark of Nurgle
+20 pts
A Sorcerer has two of the following powers:
Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Chaos Gate, Shield of the
Empyrean, Eternal Hatred, Chains of Torment, Nurgles Rot (Nurgle only), Lash of
Submission (Slaanesh only), Bolt of Change (Tzeentch only)
May become a Disciple of
+x pts
May take an Icon of Chaos
+5 pts
Replace power armor, bolt pistol, frag and krak grenades with Terminator armor and:
- A twin-linked bolter
+35 pts
- A combi-flamer, -melta, or plasma
+40 pts
If Terminator armor is not chosen, may have one of the following:
- Jump pack
+25 pts
- Chaos Marine bike
+35 pts
- Palanquin of Nurgle (Nurgle only)
+30 pts
- Disc of Tzeentch (Tzeentch only)
+35 pts
- Steed of Slaanesh (Slaanesh only)
+35 pts
- Juggernaut of Khorne (Khorne only)
+40 pts

Lesser Chaos Spawn


This unit is created by the psychic power, Gift of Chaos, and may not otherwise be purchased.
Name
Lesser Spawn

WS
3

BS
0

S
5

T
5

Unit Composition:
1 Lesser Spawn
Wargear:
Claws

W
2

I
2

A
D3+1

Ld
10

Sv
--

Unit Type:
Infantry
Special Rules:
Fearless
Mindless
Writhing Mass

Greater Daemon ...... 100 pts


You may include a single Greater Daemon. This unit does not count against your HQ allowance.
Name
Greater Daemon

WS
8

BS
0

S
6

T
6

Unit Composition:
1 Greater Daemon
Wargear:
Claws
Greater Daemonic Aura

W
4

I
4

A
5

Ld
10

Sv
--

Unit Type:
Monstrous Creature
Special Rules:
Fearless
Blood Sacrifice

Elites
Chaos Terminators....32 pts per model
Name
Terminators
Terminator Champion

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
2
3

Ld
10
10

Sv
2+
2+

Unit Composition:
Unit Type:
3-10 Terminators
Infantry
Wargear:
Special Rules:
Terminator armor
Executioners Strike
Power weapon
Twin-linked bolter
Dedicated Transport:
One Terminator squad in the army may select a Land Raider of any type as a dedicated
transport.
Options:
One Terminator may be upgraded
to a Terminator Champion:
+10

Any model may replace their power weapon with:


- A lightning claw or power mace
+5 pts
- A power fist
+10 pts
- A chainfist
+15 pts
Any model may replace their twin-linked bolter with:
- A combi-flamer, -melta, or -plasma
+5 pts
- A lightning claw
+10 pts
One model may replace his twin-linked bolter with:
- A heavy flamer
+5 pts
- A reaper autocannon
+25 pts
If the squad numbers ten models, a second model may replace his twin-link bolter with
one of the above heavy weapons for the points listed.
One model may carry one of the following :
- Icon of Chaos glory
+10 pts
- Icon of Slaanesh
+20 pts
- Icon of Khorne
+30 pts
- Icon of Tzeentch
+40 pts
- Icon of Nurgle
+50 pts

Chaos Marauders . .......18 pts per model


Name
Marauder
Aspiring Champion

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
1
2

Ld
9
10

Unit Composition:
Unit Type:
5-10 Chaos Marauders
Infantry
Wargear:
Special:
Power armor
Infiltrate
Chainaxe
Scout
Bolt pistol
Move Through Cover
Bolter
Frag and krak grenades
Options:
One Marauder may be upgraded to an Aspiring Champion: +15 pts
One Marauder may replace his bolter with one of the following:
- Flamer, meltagun, heavy bolter
+5 pts
- Plasma gun, missile launcher or autocannon
+10 pts
- Lascannon
+15 pts
Up to two Marauders may select one of the following options:
Replace their chainaxe and/or bolt pistol with one of the following:
- Plasma pistol, power weapon or lighting claw
+15 pts

Sv
3+
3+

- Power fist
+25 pts
Or replace their bolter with one of the following:
- Flamer
+5 pts
- Meltagun or plasma gun
+10 pts
Any model may take:
- Meltabombs
+5 pts
The squad may have camo cloaks:
+3 pts per model
The Aspiring Champion may replace his chainaxe and/or bolt pistol with:
- A plasma pistol, power weapon or lighting claw
+15 pts
- A power fist
+25 pts
The Aspiring Champion may replace his bolter with:
- A twin-linked bolter
+3 pts
- A combi-flamer, -melta, or -plasma
+10 pts
One model may carry one of the following :
- Icon of Chaos glory
+10 pts
- Icon of Slaanesh
+20 pts
- Icon of Khorne
+30 pts
- Icon of Tzeentch
+40 pts
- Icon of Nurgle
+50 pts

Possessed Chaos Marines.....22 pts per model


Name
Possessed
Possessed Champion

WS
4
4

BS
4
4

S
5
5

T
4
4

W
1
1

I
4
4

A
2
3

Ld
10
10

Unit Composition:
Unit Type:
5-20 Possessed
Infantry
Wargear:
Special Rules:
Power armor
Fearless
Daemonic Aura
Claws
Dedicated Transport:
May select a Rhino
Options:
One Possessed may be upgraded
to a Possessed Champion:
+10 pts
The Possessed Champion may given any of the following:
- Daemonic strength or daemonic blast
+15 pts
The entire unit may be given one of the following lesser daemonic gifts:
- Daemonic visage
+3 pts per model
- Daemonic speed or daemonic fire
+4 pts per model

Sv
3+
3+

The entire unit may be given one of the following greater daemonic gifts:
- Daemonic venom
+4 pts per model
- Daemonic fury or daemonic talons
+5 pts per model
- Daemonic resilience
+8 pts per model
One model may carry one of the following :
- Icon of Chaos
+5 pts
- Icon of Slaanesh
+20 pts
- Icon of Khorne
+30 pts
- Icon of Tzeentch
+40 pts
- Icon of Nurgle
+50 pts

Chaos Dreadnought........115 pts


Name
Dreadnought

WS
4

BS
4

S
6

F
12

--Armor-S
12

R
10

I
4

Unit Composition:
Unit Type:
1 Dreadnought
Vehicle (Walker)
Wargear:
Multi-melta
Special Rules:
Dreadnought close-combat weapon
Crazed
(with built in twin-linked bolter)
Fire Frenzy
Smoke launchers
Searchlight
Options:
Replace multi-melta with:
- Additional Dreadnought close combat weapon
(with built in twin-linked bolter)
free
- Twin-linked heavy flamer
free
- Power scourge (with built in twin-linked bolter)
+10
- Twin-linked heavy bolter
+5 pts
- Plasma cannon or twin-linked autocannon
+10 pts
- Twin-linked lascannon
+30 pts
Replace a single Dreadnought close combat weapon and twin-linked bolter with:
- Missile launcher
+10 pts
- Power scourge (with built in twin-linked bolter)
free
- Chaos hammer (with built in twin-linked bolter)
+5 pts
Replace a single twin-linked bolter with heavy flamer
+10 pts
Take extra armor
+15 pts
Take a havoc launcher
+15 pts

A
3

Troops
Chaos Marines..... 15 pts per model
Name
Chaos Marine
Aspiring Champion

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
1
2

Ld
9
10

Unit Composition:
Unit Type:
5-20 Chaos Marines
Infantry
Wargear:
Power armor
Chainaxe
Bolt pistol
Bolter
Frag and krak grenades
Dedicated Transport:
May select a Rhino
Options:
One model may be upgraded to an Aspiring Champion:
+15 pts
One Chaos Marine may replace his bolter with:
- A flamer
free
- A meltagun
+5 pts
- A plasma gun
+10 pts
If the squad numbers ten or more models, one Chaos Marine may replace his
bolter with one of the following:
- A heavy bolter or flamer
free
- A meltagun, autocannon, or missile launcher
+5 pts
- A plasma gun or lascannon
+10 pts
The Aspiring Champion may replace his chainaxe and/or bolt pistol with:
- A plasma pistol or power weapon
+15 pts
- A power fist
+25 pts
The Aspiring Champion may replace his bolter with:
- A twin-linked bolter
+3 pts
- A combi-flamer, -melta, or -plasma
+10 pts
The Aspiring Champion may take:
- Meltabombs
+5 pts
One model may carry one of the following :
- Icon of Chaos glory
+10 pts
- Icon of Slaanesh
+20 pts
- Icon of Khorne
+30 pts
- Icon of Tzeentch
+40 pts

Sv
3+
3+

Icon of Nurgle

+50 pts

Khorne Berzerkers..... 21 pts per model


Name
Berzerkers
Skull Champion

WS
5
5

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
2
3

Ld
10
10

Sv
3+
3+

Unit Composition:
Unit Type:
5-20 Berzerkers
Infantry
Wargear:
Power armor
Special Rules:
Chainaxe
Fearless
Bolt pistol
Furious Charge
Frag and krak grenades
Mark of Khorne
Dedicated Transport:
May select a Rhino
Options:
One model may be upgraded to a Skull Champion: +10 pts
One Berzerker may replace his bolt pistol with:
- A hand flamer
+10 pts
- A plasma pistol
+15 pts
If the squad numbers eight or more models, a second Berzerker may replace
his bolt pistol with a weapon from the above list at the cost listed
The Skull Champion may replace his chainaxe and/or bolt pistol with:
- A hand flamer
+10 pts
- A plasma pistol or power weapon
+15 pts
- A power fist
+25 pts
The Skull Champion may take:
- Meltabombs
+5 pts
One model may carry one of the following :
- Icon of Chaos
+5 pts
Plague Marines...... 23 pts per model
Name
Plague Marine
Plague Champion

WS
4
4

Unit Composition:
5-20 Plague Marines
Wargear:
Power armor

BS
4
4

S
4
4

T
4(5)
4(5)

W
1
1

I
3
3

Unit Type:
Infantry

A
1
2

Ld
10
10

Sv
3+
3+

Chainaxe
Bolt pistol
Bolter
Frag and krak grenades
Blight grenades
Mark of Nurgle
Special:
Fearless
Feel no Pain
Dedicated Transport:
May select a Rhino
Options:
One model may be upgraded to an Plague Champion:
+10 pts
One Plague Marine may replace his bolter with:
- A flamer
+5 pts
- A meltagun
+10 pts
- A plasma gun
+15 pts
If the squad numbers seven or more models, a second Plague Marine may replace
his bolter with a weapon from the above list at the cost listed
The Plague Champion may replace his chainaxe and/or bolt pistol with:
- A plasma pistol or power weapon
+15 pts
- A power fist
+25 pts
The Plague Champion may replace his bolter with:
- A twin-linked bolter
+3 pts
- A combi-flamer, -melta, or -plasma
+10 pts
The Plage Champion may take:
- Meltabombs
+5 pts
One model may carry one of the following :
- Icon of Chaos
+5 pts
Noise Marines...... 19 pts per model
Name
Noise Marine
Noise Champion

Unit Composition:
5-20 Nosie Marines
Wargear:
Power armor
Chainaxe
Bolt pistol

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
5
5

Unit Type:
Infantry

A
1
2

Ld
10
10

Sv
3+
3+

Bolter
Frag and krak grenades
Mark of Slaanesh
Special:
Fearless
Dedicated Transport:
May select a Rhino
Options:
One model may be upgraded to an Noise Champion:
+10 pts
Any model may replace their bolter with:
- A sonic blaster
+3 pts
For every six models in the squad, one Noise Marine may replace his bolter with:
- A blast master
+20 pts
The Noise Champion may replace his chainaxe and/or bolt pistol with:
- A plasma pistol or power weapon
+15 pts
- A power fist
+25 pts
The Noise Champion may replace his bolter with:
- A twin-linked bolter
+3 pts
- A combi-flamer, -melta, or -plasma
+10 pts
The Noise Champion may take:
- Meltabombs
+5 pts
- A doom siren
+10 pts
One model may carry one of the following :
- Icon of Chaos
+5 pts
Thousand Sons...... 22 pts per model
Name
Thousand Son
Aspiring Sorcerer

WS
4
4

Unit Composition:
5-20 Thousand Sons
Wargear:
Power armor
Daemonic Aura
Inferno Bolts
Mark of Tzeentch
Bolter
Dedicated Transport:
May select a Rhino
Options:

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
1
2

Ld
10
10

Sv
3+
3+

Unit Type:
Infantry
Special:
Fearless
The Sorcerer Commands
Slow and Purposeful (Thousand
Sons only)
Psyker (Aspiring Sorcerer only)

One model may be upgraded to an


Aspiring Sorcerer armed with a force weapon
+55 pts
The Aspiring Sorcerer may exchange his bolter for a bolt pistol for free
The Aspiring Sorcerer has one of the following powers:
Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Shield of the Empyrean, Chains of
Torment, Bolt of Change
One Thousand Son may replace its bolter with:
- A meltagun or balefire flamer
+10 pts
- A plasma gun
+15 pts
If the squad numbers nine or more models, a second Thousand Son may replace
his bolter with a weapon from the above list at the cost listed.
The Aspiring Sorcerer may take:
- Meltabombs
+5 pts
- Warp talisman
+15 pts
One model may carry one of the following :
- Icon of Chaos
+5 pts
Lesser Daemon of Chaos..... 13 pts per model
This unit does not count against your Troops allowance, but otherwise count as Troops.
Name
Lesser Daemon

WS
4

BS
0

S
4

Unit Composition:
5-20 Lesser Daemons
Wargear:
Claws
Daemonic Aura

T
4

W
1

I
4

A
2

Ld
10

Sv
--

Unit Type:
Infantry
Special Rules:
Fearless
Summoned

Dedicated Transports
Rhino ............................................ 35 pts
Name
Rhino

Unit Composition:
1 Rhino
Wargear:
Smoke launchers
Searchlight
Twin-linked bolter
Transport Capacity:

BS
4

F
11

--Armor-S
11

Unit Type:
Vehicle (Tank)

R
10

Ten models
May not transport Lesser Daemons, Obliterators, or models in Terminator armor
Special Rules:
Repair
Options:
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10 pts
- Havoc launcher
+15 pts
May take any of the following:
- A dozer blade
+5 pts
- Extra armor
+15 pts
- Daemonic possession
+20 pts

Fast Attack
Chaos Bikers.....26 pts per model
Name
Biker
Biker Champion

WS
4
4

BS
4
4

S
4
4

T
4(5)
4(5)

W
1
1

I
4
4

A
1
2

Unit Composition:
Unit Type:
3-10 Bikers
Bikes
Wargear:
Power armor
Chainaxe
Bolt pistol
Frag and krak grenades
Chaos Marine bike
Options:
One Biker may be upgraded to a Biker Champion:
+15 pts
Up to two Bikers may replace his bolt pistol with:
- A flamer
+5 pts
- A meltagun
+10 pts
- A plasma gun
+15 pts
The Biker Champion may replace his bolt pistol and/or chainaxe
with one of the following:
- A combi-melta, -flamer, or -plasma
+10 pts
- A plasma pistol or power weapon
+15 pts
- A power fist
+25 pts
The Biker Champion may take:

Ld
9
10

Sv
3+
3+

- Meltabombs
One model may carry one of the following :
- Icon of Chaos glory
- Icon of Slaanesh
- Icon of Khorne
- Icon of Tzeentch
- Icon of Nurgle

+5 pts
+10 pts
+20 pts
+30 pts
+40 pts
+50 pts

Chaos Raptors.......19 pts per model


Name
Raptor
Aspiring Champion

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
1
2

Ld
9
10

Unit Composition:
Unit Type:
5-20 Raptors
Jump Infantry
Wargear:
Power armor
Chainaxe
Bolt pistol
Frag and krak grenades
Jump packs
Special:
Fearsome Visage
Options:
One Raptor may be upgraded to an Aspiring Champion:
+15 pts
One Raptor may replace his bolt pistol with:
- A flamer
+5 pts
- A meltagun or hand flamer
+10 pts
- A plasma pistol or plasma gun
+15 pts
If the squad numbers ten or more models, a second Raptor may replace
his bolt pistol with a weapon from the above list at the cost listed.
The Aspiring Champion may replace his bolt pistol and/or
chainaxe with one of the following:
- A hand flamer
+10 pts
- A plasma pistol, power weapon, or lighting claw
+15 pts
- A power fist
+25 pts
The Aspiring Champion may take:
- Meltabombs
+5 pts
One model may carry one of the following :
- Icon of Chaos glory
+10 pts
- Icon of Slaanesh
+20 pts

Sv
3+
3+

Icon of Khorne
Icon of Tzeentch
Icon of Nurgle

+30 pts
+40 pts
+50 pts

Chaos Spawn....... 40 pts per model


Name
Spawn

WS
3

BS
0

S
5

T
5

Unit Composition:
1-6 Spawn
Wargear:
Claws
Daemonic Aura

W
3

I
2

A
D3+1

Ld
10

Sv
--

Unit Type:
Infantry
Special Rules:
Fearless
Mindless
Writhing Mass
Fleet
Rending

Heavy Support
Chaos Havocs....... 15 pts per model
Name
Havoc
Aspiring Champion

WS
4
4

BS
4
4

S
4
4

T
4
4

W
1
1

I
4
4

A
1
2

Unit Composition:
Unit Type:
5-20 Havocs
Infantry
Wargear:
Power armor
Chainaxe
Bolt pistol
Bolter
Frag and krak grenades
Dedicated Transport:
May select a Rhino
Options:
One Havoc may be upgraded to an Aspiring Champion:
+15 pts
Up to four Havocs may replace their bolter with:
- A flamer
+5 pts
- A meltagun
+10 pts
- A heavy bolter, autocannon, or missile launcher
+10 pts
- A plasma gun
+15 pts
- A lascannon
+25 pts

Ld
9
10

Sv
3+
3+

The Aspiring Champion may replace his bolt pistol


and/or chainaxe with:
- A plasma pistol or power weapon
- A power fist
The Aspiring Champion may replace his bolter with:
- A twin-linked bolter
- A combi-flamer, -melta, or -plasma
The Aspiring Champion may take:
- Meltabombs
One model may carry one of the following :
- Icon of Chaos glory
- Icon of Slaanesh
- Icon of Khorne
- Icon of Tzeentch
- Icon of Nurgle

+15 pts
+25 pts
+3 pts
+10 pts
+5 pts
+10 pts
+20 pts
+30 pts
+40 pts
+50 pts

Obliterator Cult....... 75 pts per model


Name
Obliterator

WS
4

BS
4

S
4

Unit Composition:
1-3 Obliterators
Wargear:
Power fist
Daemonic Aura
Obliterator weapons (one per turn:
lascannon, multi-melta, plasma
cannon, twin-linked flamer, twinlinked plasma gun, twin-linked melta
gun)

T
4

W
2

I
4

A
2

Ld
10

Sv
2+

Unit Type:
Infantry

Special Rules:
Fearless
Slow and Purposeful
Deep Strike

Chaos Defiler......135 pts


Name
Defiler

WS
3

BS
3

Unit Composition:
1 Defiler
Wargear:
Two Dreadnought close combat weapons
Two twin-linked heavy flamers

S
6

F
12

--Armor-S
12

R
10

Unit Type:
Vehicle (Walker)

I
3

A
3

Battle cannon
Smoke launchers
Searchlight
Daemonic possession
Special Rules:
Fleet
Options:
Replace either of the twin-linked heavy flamers with:
- Dreadnought close combat weapon ( +1 Attack)
- Twin-linked heavy bolter
- Twin-linked reaper autocannon
- Twin-linked lascannon
May take a pintle-mounted havoc launcher

free
+15 pts
+20 pts
+35 pts
+15 pts

Chaos Predator.....60 pts


Name
Predator

BS
4

F
13

--Armor-S
11

Unit Composition:
Unit Type:
1 Predator
Vehicle (Tank)
Wargear:
Autocannon
Smoke launchers
Searchlight
Options:
Replace autocannon with:
- Twin-linked heavy bolter
+5 pts
- Twin-linked reaper autocannons
+25 pts
- Twin-linked lascannon
+45 pts
May take side sponsons with:
- Heavy flamers
+20 pts
- Heavy bolters
+25 pts
- Lascannons
+60 pts
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10 pts
- Havoc launcher
+15 pts
May take any of the following:
- A dozer blade
+5 pts
- Dirge caster
+5 pts

R
10

- Extra armor
May take one of the following:
- Daemonic possession
- Parasitic possession

+15 pts
+20 pts
+30 pts

Chaos Vindicator......115 pts


Name
Vindicator

BS
4

F
13

--Armor-S
11

R
10

Unit Composition:
Unit Type:
1 Vindicator
Vehicle (Tank)
Wargear:
Demolisher cannon
Smoke launchers
Searchlight
Options:
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10 pts
- Havoc launcher
+15 pts
May take any of the following:
- Dirge caster
+5 pts
- A dozer blade
+5 pts
- Extra armor
+15 pts
May take one of the following:
- Daemonic possession
+20 pts
- Parasitic possession
+30 pts
Chaos Land Raider......225 pts
Name
Land Raider

Unit Composition:
1 Land Raider
Wargear:
Two twin-linked lascannons
One twin-linked heavy bolter
Smoke launchers
Searchlight
Transport Capacity:

BS
4

F
14

--Armor-S
14

Unit Type:
Vehicle (Tank)

R
14

Ten models
May not transport Lesser Daemons or Obliterators
Special:
Assault vehicle
Options:
Replace twin-linked heavy bolter with:
- Twin-linked reaper autocannons
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
- Combi-flamer, -melta, or -plasma
- Havoc launcher
May take any of the following:
- Dirge caster
- Extra armor
May take one of the following:
- Daemonic possession
- Parasitic possession

+25 pts
+5 pts
+10 pts
+15 pts
+5 pts
+15 pts
+20 pts
+30 pts

Chaos Land Raider Despoiler.....215 pts


Name
Land Raider

BS
4

F
14

--Armor-S
14

Unit Composition:
Unit Type:
1 Land Raider
Vehicle (Tank)
Wargear:
Two twin-linked reaper autocannons
One twin-linked heavy bolter
Smoke launchers
Searchlight
Transport Capacity:
Twelve models
May not transport Lesser Daemons or Obliterators
Special:
Assault vehicle
Options:
Replace twin-linked heavy bolter with:
- Twin-linked reaper autocannons
+25 pts
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10 pts

R
14

- Havoc launcher
May take any of the following:
- Dirge caster
- Extra armor
May take one of the following:
- Daemonic possession
- Parasitic possession

+15 pts
+5 pts
+15 pts
+20 pts
+30 pts

Chaos Land Raider Slaughterer.....245 pts


Name
Land Raider

BS
4

F
14

--Armor-S
14

Unit Composition:
Unit Type:
1 Land Raider
Vehicle (Tank)
Wargear:
Two stygian bolters
One twin-linked heavy bolter
Frag assault launchers
Smoke launchers
Searchlight
Transport Capacity:
Sixteen models
May not transport Lesser Daemons or Obliterators
Special:
Assault vehicle
Options:
Replace twin-linked heavy bolter with:
- Twin-linked heavy flamer
free
- Multi-melta
+5 pts
May take one of the following pintle-mounted weapons:
- Twin-linked bolter
+5 pts
- Combi-flamer, -melta, or -plasma
+10 pts
- Havoc launcher
+15 pts
May take any of the following:
- Dirge caster
+5 pts
- Extra armor
+15 pts
May take one of the following:
- Daemonic possession
+20 pts
- Parasitic possession
+30 pts

R
14

Summary
Troop Types
Name
Abaddon the Despoiler
Aspiring Champion
Aspiring Sorcerer
Berzerker
Biker
Biker Champion
Chaos Champion
Chaos Lord
Chaos Sorcerer
Chaos Spawn
Chosen
Chosen Champion
Daemon Prince
Greater Daemon
Havoc
Lesser Daemon
Lesser Spawn
Marauders
Mordred the Black
Noise Marine
Noise Champion
Obliterator
Plague Champion
Plague Marine
Possessed Champion
Possessed
Raptor
Skull Champion
Terminator
Terminator Champion
Thousand Son

WS
7
4
4
5
4
4
5
6
5
3
4
4
7
8
4
4
3
4
6
4
4
4
4
4
4
4
4
5
4
4
4

BS
5
4
4
4
4
4
5
5
4
0
4
4
5
0
4
0
0
4
5
4
4
4
4
4
4
4
4
4
4
4
4

S
4
4
4
4
4
4
4
4
4
5
4
4
6
6
4
4
5
4
4
4
4
4
4
4
5
5
4
4
4
4
4

T
4(5)
4
4
4
4(5)
4(5)
4
4
4
5
4
4
5
6
4
4
5
4
4
4
4
4
4(5)
4(5)
4
4
4
4
4
4
4

W
4
1
1
1
1
1
2
3
2
3
1
1
4
4
1
1
2
1
2
1
1
2
1
1
1
1
1
1
1
1
1

Vehicles
Name
Land Raider
Land Raider Slaughterer
Land Raid Despoiler
Rhino
Vindicator
Predator

BS
4
4
4
4
4
4

Front
14
14
14
11
13
13

--Armor-Side
14
14
14
11
11
11

Rear
14
14
14
10
10
10

I
6
4
4
4
4
4
5
5
4
2
4
4
5
4
4
4
2
4
5
5
5
4
3
3
4
4
4
4
4
4
4

A
4+1
3
2
2
1
2
2
3
2
D3+1
2
3
4
5
1
2
D3+1
1
3
1
2
2
2
1
3
2
1
3
2
3
1

Ld
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
10
9
10
10
10
10
10
10
10
10
10
10
10
10
10

Sv
2+
3+
3+
3+
3+
3+
3+
3+
3+
-3+
3+
3+
-3+
--3+
2+
3+
3+
2+
3+
3+
3+
3+
3+
3+
2+
2+
3+

Name
Defiler
Dreadnought

WS
3
4

BS
3
4

S
6
6

Front
12
12

--Armor-Side
12
12

Rear
10
10

I
3
4

Weapons
Weapon
Autocannon
Auxiliary Bolter
Balefire Flamer
Battle Cannon
Bolt Pistol
Boltgun
Blast Master
Deathscreamer
Demolisher
Doom Siren
(Varied)
(Single)
Ether Lance
Flamer
Hand Flamer
Havoc Launcher
Heavy bolter
Heavy flamer
Kai Gun
Lascannon
Meltagun
Missile Launcher
(Frag)
(Krak)
Mulit-melta
Plasma cannon
Plasma gun
Plasma pistol
Reaper Autocannon
Sonic Blaster
(Varied)
(Single)

Range
48
12
Template
72
12
24

Str.
7
4
4
8
4
4

AP
4
5
5
3
5
5

Type
Heavy 2
Assault 2
Assault 1, Rending
Ordnance 1, Large Blast
Pistol
Rapid Fire

24
24
Template
36
36
18
Template
Template
48
36
Template
24
48
12

4
10
4
5
7
5
4
3
5
5
5
6
9
8

3
2
3
4
3
2
5
6
5
4
4
3
2
1

Assault D6
Ordnance 1, Large Blast
Assault 1
Assault 2, Pinning
Heavy 1, Pinning
Assault 1, Blast
Assault 1
Assault 1
Heavy 1, Blast, Twin-linked
Heavy 3
Assault 1
Rapid Fire
Heavy 1
Assault 1, Melta

48
48
24
36
24
12
36

4
8
8
7
7
7
7

6
3
1
2
2
2
4

Heavy 1, Blast
Heavy 1
Heavy 1, Melta
Heavy 1, Blast, Gets Hot!
Rapid Fire, Gets Hot!
Pistol, Gets Hot!
Heavy 3

24
24

4
6

5
4

Assault 2
Heavy 1

A
3
3

Legal Dislcaimer
This fan made codex is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the
Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal,
Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games
Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord
of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space
Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations,
Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the
White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
locations, units, illustrations and images from the Warhammer 40,000 universe are either , TM
and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other
countries around the world. Used without permission. No challenge to their status intended. All
Rights Reserved to their respective owners.

Design Notes
HQ
Abaddon
Changed to be more like earlier versions, where his weapons were used separately. Drachnyen
is no longer a Daemon weapon for fluff, it is, but Abaddon is smart enough to use it in
moderation and control the daemon.
Morded
New SC. Designed to be a bodyguard for Abaddon. I very much like the idea of Upgrade
characters, and hope to include at least one in each of my Traitor codexes.
Daemon Prince
No change to stats. +10 pt increase.
New weapon: Kai gun updated version of 3rd ed daemon weapon.
Has many more options, including the option of carrying a ranged, heavy weapon. I did not see
why a Chaos Marine would abandon his guns, and gives options for non-psykers in Shooting
phase.
Cost of wings increased to 40 pts, based on the points for Winged Hive Tyrant.
This unit is a no-brainer in the current codex, and is very powerful. Didnt want to nerf, but
decided to increase some costs a bit.
Chaos Lord
Mostly unchanged, more options for wargear. Unlocks Chosen units, hopefully making him a
more attractive choice.

Chaos Champion
New unit, based on early 2 wound characters (Chaos Lieutenant and Mighty Champion). Stats
comparable to Wolf Guard Battle Leader. Has most of the same options as Lord, except for
Daemonic weapons and steeds.
May take 2 in one slot, as I felt he would not be taken otherwise (except in smaller games).
Sorcerer
Stats in line with SM Librarian. May use one power per turn, but can upgrade to use 2 per turn.
I originally had a Sorcerer Lord/Grand Sorcerer similar to the current Sorcerer also, but decided
to save this for Thousand Sons codex.

Psychic Powers
As is the trend, psykers do not buy their powers points are built into the model. Powers that
were around 25-30 points are largely unchanged, other powers were improved to be in line with
these powers.
Doombolt
Increased from Assault 3 to Assault 6. Should be in line with SM Smite power.
Warptime
Unchanged
Gift of Chaos
No longer creates a spawn, as Spawn see an increase in power in my version. Creates a
Lesser Spawn, a version more in line with current codex.
Wind of Chaos
Simplified the wording, but has the same affect.
Chaos Gate
New power. Name is a reference to the old PC game of same name.
Shield of the Empyrean
New power. Should be in line SM Force dome.
Eternal Hatred
New power. Written before the BA codex and Unleash Rage. Slightly weaker than
Unleash Rage, as it confers Rage, but I feel it adds more flavor to it.
Chains of Torment
New power, based on power from Dawn of War video game.
Lash of Submission
Changed to a shooting attack, in line with Pavane of Slaanesh.
Nurgles Rot
Added Poison (4+)
Bolt of Change

Formally Bolt of Tzeentch, went back to the 2nd ed name. Seemed to weak compared to
BA Blood Lance. Increased range from 24 to 36, changed from Assault to Heavy, added Melta
Twisting Path
New power, update of 3rd ed power of same name.
Greater Daemon
Unchanged, aside from wording on some of his special rules (included with his entry instead of a
separate location).
Chosen
Brought back in line with 3rd ed Chosen and Wolf Guard. I like in 3.5 book that they were the
best of the best, the Chaos Lords ultra-elite, wanted to return them to that. Plus, Lords had no
really good bodyguard unit.
+1 to Attack, gain Fearless, lose Infiltrate. Power weapon standard.
Costed similar to SM veterans and honor guard.
More options, all models may upgrade weapons. May upgrade to Aspiring Champion and
Terminator armor. May include an Aspiring Sorcerer.
Non-slot unit, limited by Chaos Lord, in line with SM Command Squad/Captain.

Elites
Terminators
Only one model may upgraded to a Champion, since Chosen can do this now.
Marauders
These are the current Chosen, with the addition of Scout. Basic trooper Ld reduced to 9. Fewer
weapon options. Has an option for Camo cloaks was going to include this standard but wanted
to keep costs down.
Possessed
Major overhaul. Stats unchanged. Daemonkin is gone, may purchase upgrades similar to 3.5
codex. Options split into two groups, Greater and Lesser, as some options are not as good as
others, and would likely never be used. Was careful to avoid overly powerful combos with
these. Champion has options. Points decreased from 26 to 22.
Chaos Dreadnought
Streamlined Crazed to speed up game play and give some control to the player. Fire Frenzy is
now a special attack that can be used at will; is powerful, but can be very dangerous to use.
Brought back the Thunder hammer (now Chaos Hammer) and Power Scourge from 2nd ed.
Added option for TL Heavy flamer, as per SM codex. Brought weapons points in line with SM

codex. Added option for Havoc Launcher, as they were the original test bed for them (would
later be used on Titans).

Troops
Chaos Marines
Largely unchanged, brought weapons cost in line with SM codex.
Khorne Berserkers
Added option for hand flamer, as per BA codex. Special weapon availability based on sacred
number.
Plague Marines
Special weapon availability based on sacred number.
Noise Marines
Largely unchanged. Sonic weapons changed to reflect reduced cost and give some consistency
between the Blaster and the Blast Master. Designed to be mid-range, anti-infantry. May take
more Blast Masters, due to weaker stats. Special weapon availability based on sacred number.
Model points reduced from 20 to 19. Sonic Blaster reduced from 5 to 3 pts. Blast Master
reduced from 35 to 20 pts. Doom Siren reduced from 15 to 10.
Thousand Sons
Aspiring Sorcerer is an upgrade option. Rubric marine reduced from 23 to 22 pts. Added in
special weapon options. Special weapon availability based on sacred number. New weapon:
Balefire flamer. This will feature heavily in Thousand Sons codex.
Lesser Daemons
Unchanged. Despite not liking this change to generic daemons, I felt the Daemon codex
covers the specific versions of old, and didnt want to mix the two. Also, the book needs a
cheap, scoring unit.

Fast Attack
Bikers
Points brought in line with SM codex, 33 to 26 pts. One point more than SM bikers due to being
double armed.
Raptors

Added Fearsome Visage, from 3rd ed Daemonic Visage. Points brought in line with SM codex, 1
pts more due to Fearsome Visage. Added option for hand flamer. Restricted special weapons
based on squad size. Champion can have Lightning claw.
Spawn
Major overhaul. Popular opinion is that current Spawn are useless, due to erratic movement. I
felt their lack of any kind of save made them too weak.
Initiative decreased from 3 to 2. Unit type changed to Infantry. Added 5+ Inv, Fleet, and
Rending. Removed Slow and Purposeful. Random attacks changed from D6 to D3+1, lower but
more reliable. Still cant be joined or ride a transport. No longer a non-slot, but may have larger
squad size.

Heavy Support (and Rhino)


Havocs
Unchanged. Weapon cost brought in line with SM codex.
Obliterators
Added heavy flamers to Oblit weapons.
Rhino, Predator, Vindicator, and Land Raider
Unchanged; Cost brought in line with SM codex. Weapons cost on Predator brought in line with
SM codex.
Defiler
Stats unchanged. Weapon load-out more customizable, set up is more in line with Predator. The
current load-out seems a bit random. Havoc launcher now an additional weapon option instead
of main weapon.
Land Raider Slaughterer and Despoiler
Two LR variants I had come up with prior to writing this. Based on SM variants, to some
degree. The Slaughterer is a short-ranged, anti-infantry, primarily used as a troop transport. The
Despoiler features one of the iconic chaos marine weapons, the Reaper Autocannon.

Wargear
Mark of Khorne, Slaanesh, and Nurgle
Unchanged
Mark of Tzeentch

Removed ability to cast a 2nd power, as this is now based on Master Sorcerer upgrade. I didnt
see why Sorcerers werent as good as Librarians in this regard, and felt Tzeentch sorcerers
should be even better. Added ability to re-roll psychic test.

Weapons
Most are largely unchanged.
Auxiliary Bolter
Similar to SM aux grenade launcher, inspired by Abaddon and Zhufors custom bolters built into
their gauntlets. Limited to characters.
Battle Spikes
Spiky bits from 3rd ed. Limited to characters.
Hand Flamer
Same as BA version
Power Mace
Old 2nd weapon, was the precursor to thunder hammer. Based off Mordreds weapon, but
weaker. Limited to Characters and Terminators.
Reaper Autocannon
Didnt like the idea of a built-in twin-linked ability. Also, it makes the weapon seem even more
inferior to Assault cannon, as it couldnt be TLed on a tank. Also, its just a TL autocannon with
12 range decrease, which seems unoriginal.
Removed TL, increased from Heavy 2 to Heavy 3. No change in cost, as this seems to balance
out.

Daemon Weapons
I do not like the current Daemon Weapons. I wanted to make them a bit less random and
dangerous. Currently, they can be very powerful, or utterly useless I tried to find a balance.
Darkblade
Reverted to 3.5 version.
Dreadaxe
Another 3.5 daemon weapon a bit more powerful than old version, but is detrimental to user,
too. Simply bypassing inv saves did not seem too useful.
Ether Lance
Update of 3.5 version.
Bloodfeeder

Only adds +1d6, due to change in how all daemon weapons work
Plaguebringer
Improved from Poison 4+ to 3+
Deathscreamer and Blissgiver
Unchanged

Armor
Chaos Armor
This has been around since 2nd ed, in line with Artificer armor.
Terminator Armor
Brought in line with SM version (ie Relentless)
Daemonic Aura
Gave the 5+ Invulnerable save special rule a name
Greater Daemonic Aura
A 4+ Inv, upgrade to Lords and Princes (and the Greater Daemon comes with it)

Other Equipment
Mostly unchanged
Icon of Chaos
Personal icon of current version. Made this change to streamline other icons.
Juggernaut of Khorne
Brought in line with Daemon Codex. Also, I felt a large wolf (thunderwolf from SW codex)
should not be more powerful than a daemon.
Steed of Slaanesh
Change to Bike. Cavalry is more appropriate, but there are no other cavalry/beast in the army,
meaning a model would either be alone or wasting the speed bonus as cavalry. Unlike other
bikes, does NOT gain Toughness bonus (just movement).

Vehicle Armory
Largely unchanged
Havoc Launcher

Reduced Strength from 5 to 4 and decreased AP from 5 to 6, increased from Heavy 1 to to 2,


removed twin linked.
As with the Reaper, didnt like the built-in twin-linked aspect. Fluff-wise, these are the
precursor to the Cyclone and the larger missile racks on Titans, so it is essentially a 2 shot
missile launcher (frag only). This is more in line with the 3rd ed version. Its decreased strength
makes it a Defensive weapon, but the Predator is the only one that greatly benefits from this.
Pintle mounted combi-weapon and twin-linked bolter
Changed wording from additional defensive weapon to additional weapon, as melta and
plasma components are not defensive.
Parasitic Possession
Parasitic possession from 3.5, but less powerful. Works much like Techmarines Blessing of the
Omnissiah.

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