chaos space marine codex - zureal13
TRANSCRIPT
1 | C h a o s S p a c e M a r i n e s
2 | C h a o s S p a c e M a r i n e s
Special Rules
Marks of Chaos............................................................ 3
Chaos Icons.................................................................. 3
Daemon Weapons....................................................... 4
Chaos Psychic Powers.................................................. 5
Daemonic Gifts............................................................ 7
Daemonic Steeds......................................................... 7
Arcane Wargear........................................................... 8
Special Equipment....................................................... 9
Vehicle Armoury.......................................................... 10
Veteran Skills............................................................... 10
Army List...................................................................... 11
Legions of Chaos.......................................................... 11
Summoned Daemons................................................... 32
Summary...................................................................... 36
Army List Entries
Abaddon the Despoiler................................................ 14
Kor Phaeron................................................................. 15
Arkos the Faithless....................................................... 15
Krieg Acerbus............................................................... 16
Warsmith Honsou........................................................ 16
Ahriman....................................................................... 17
Typhus.......................................................................... 17
Kharn the Betrayer....................................................... 18
Lucius the Eternal........................................................ 18
Huron Blackheart......................................................... 19
Fabius Bile.................................................................... 19
HQ................................................................................ 20
Elites............................................................................ 22
Troops.......................................................................... 25
Fast Attack................................................................... 29
Heavy Support............................................................. 30
Summoned Lesser Daemon Packs............................... 34
Summoned Greater Daemons..................................... 35
3 | C h a o s S p a c e M a r i n e s
MMMMMMMMAAAAAAAARRRRRRRRKKKKKKKKSSSSSSSS OOOOOOOOFFFFFFFF CCCCCCCCHHHHHHHHAAAAAAAAOOOOOOOOSSSSSSSS
Some Chaos Space Marine units may be given a mark of chaos,
denoting which of the great chaos gods they have dedicated
themselves to. A model or unit given a Mark of Chaos gains the
blessings that come with serving their respective deities. Servants of
Slaanesh are gifted with heightened senses and crave experience in
all forms and have little fear of pain or death at it is just one more
sensation to savour. Servants of Khorne are fierce warriors whose
sole purpose is to wage war at collect skulls in the name of the Blood
God. Servants of Tzeentch are schemers and practitioners of the
arcane who benefit from the magical wards and protection of their
master. Finally the servants of Nurgle are disgusting monuments to
death who gleefully spread disease in the great Lord of Decay's
name, the very poxes they spread inflicting their bloated bodies,
numbing them to the most horrific pain. In game terms a unit given a
Mark of Chaos gains the benefit that comes with their associated
mark.
However the chaos gods are always in a constant struggle with one
another for dominance, and thus, their servants as well are at
constant odds. An independent character with a mark of chaos may
only join a unit with either no mark of chaos or the same mark of
chaos as himself. An independent character with no mark of chaos
may always join any unit irrespective of what mark they bear.
In addition an independent character with a mark of chaos may not
join a unit bearing an Icon of Chaos other than the Icon of Chaos
Glory or the Icon of the god to which he has been marked. (see
below for details on Icons).
Mark of Slaanesh
Models with the Mark of Slaanesh gain the Fearless
universal special rule and add +1 to their initiative
characteristic.
Mark of Khorne
Models with the Mark of Khorne gain +1 attack. A Chaos Lord, Chaos
Lieutenant or Daemon Prince given the Mark of Khorne also gains the
Berserker Veteran Skill but may not choose any other Veteran Skills.
Chaos Cultists given the Mark of Khorne gain +1 WS instead of +1
attack.
Mark of Tzeentch
A unit with the Mark of Tzeentch gains a 5+ invulnerable save. If a
unit already has an invulnerable save then it is improved by 1
instead. Chaos Dreadnoughts with the Mark of Tzeentch may take
their 5+ invulnerable save against each role on the vehicle damage
chart they sustain.
Mark of Nurgle
A model with the Mark of Nurgle gains +1 toughness. Like the
toughness bonus for riding a bike this mark does not affect the
model's toughness in regards to the Instant Death rule. The following
units also gain the Feel No Pain universal special rule when given the
Mark of Nurgle: Chaos Lords, Chaos Lieutenants, Daemon Princes,
Sorcerer Lords, Sorcerers, Chosen and Plague Marines. Chaos
Dreadnoughts given the Mark of Nurgle instead gain offensive and
defensive grenades to represent the cloud of flies and choking clouds
of disease surrounding them
CCCCCCCCHHHHHHHHAAAAAAAAOOOOOOOOSSSSSSSS IIIIIIIICCCCCCCCOOOOOOOONNNNNNNNSSSSSSSS
Some followers of Chaos go to battle toting high the symbols of their
dark gods whether it be to further show their allegiance, so that their
deeds be done in that god's name, to warrant favour from that
particular deity or in an attempt to draw that god's attention.
Whatever the reason the sight of such unholy idol inspires those
warriors who carry it into battle. Icons also act as psychic beacons
allowing the Sorcerers in the chaos fleet to easily locate them from
orbit and accurately direct towards them any warriors that are
teleporting to battle.
A unit that takes an Icon benefits from the ability of that Icon for as
long as the Icon Bearer remains in play. If a unit bears a Mark of
Chaos then they may only choose a personal icon, the Icon of Chaos
Glory or the Icon associated with their Mark. In addition any friendly
chaos models arriving by teleporting who do so within 6" of a Chaos
Icon will not roll for scatter.
If an independent character joins a unit with a Chaos Icon, they only
benefit from the effects of that Icon if they also have the mark of
chaos associated with it, with the exception of the Icon of Chaos
Glory which they always benefit from.
Personal Icon
A personal icon simply guides teleporting models and daemons.
Icon of Chaos Glory
The unit may re-roll any failed morale or pinning tests it is required
to take.
Icon of Slaanesh
The unit benefits from the Fleet universal special rule.
Icon of Khorne
The unit gains the Counter-attack universal special rule.
Icon of Tzeentch
Any enemy psychic powers targeting the unit or including the unit it
its area of effect will be nullified on a D6 roll of 4+.
Icon of Nurgle
At the start of each friendly assault phase all models (friend or foe)
without the Mark of Nurgle (or Daemons of Nurgle) within 6" of the
icon bearer must pass a toughness test or suffer a wound with
armour saves as normal (but no cover saves).
4 | C h a o s S p a c e M a r i n e s
DAEMON WEAPONSDAEMON WEAPONSDAEMON WEAPONSDAEMON WEAPONS
A Daemon Weapon is a mighty artefact of chaos which
possesses the very essence of a daemon of chaos. A model
that is equipped with a Daemon Weapon may choose one of
the weapons listed below, though some require you to have a
certain Mark of Chaos in order to do so listed beside the
weapon's name.
If a model with a Daemon Weapon causes a wound using his
Daemon Weapon in any assault phase then he must take a
leadership test as the Daemon bound within gains enough
strength to try to gain mastery. If the test is passed the bearer
succeeds in holding control over his weapon and nothing
further happens. If the test is failed the model immediately
takes a perils of the warp as the daemonic entity gains
temporary control and lashes out at its captor.
Dark Blade
Imbued with a powerful daemon of chaos the Dark Blade
typically takes the form of a great sword, axe or scythe the
colour of the blackest void that yields no reflection. It radiates
raw chaos energy and imbues its wielder with malevolent
power.
The Dark Blade is treated as a power weapon that strikes at +2
strength.
Warp Glaive
Constantly hungering for the life essence of mortals the
daemon imbued in a Warp Glaive strikes down to the very soul
where it feeds greedily.
The Warp Glaive is a power weapon. Target models must re-
roll any successful invulnerable saves they may have taken
due to wounds caused by a Warp Glaive.
Axes of Khorne (Mark of Khorne)
Usually taking the form of two barbed bronze axes the Axes of
Khorne are imbued with the angered essence of two raging
Bloodletters. The blades have an insatiable thirst for blood and
carnage driving their wielder to new heights of bloodshed and
violence with each taste of the enemy's vital fluids.
The Axes of Khorne count as a pair of power weapons. In
addition any roll of 6 to hit in close combat allows the wielder
to make an additional attack. If any additional attacks also
yield the result of a 6 then continue rolling additional attacks
until you roll no further 6s. Roll to wound as normal with all
attacks that score a hit.
Death Screamer (Mark of Tzeentch)
Usually taking the form of a flaming sword
whose embers flicker in multi-coloured spectral
light a Deathscreamer is as equally capable of flinging
flaming missiles or raw, mutating chaos energy as it is to
effortlessly slice through an enemy opponent in the confines
of close combat.
The Death Screamer is treated as a power weapon in close
combat. In addition it may be used in the shooting phase with
the following profile;
Range Strength AP Type
Template* 4 3 Assault 1
*Place the template up to 12" from the wielder with the large
end no closer to the wielder than the narrow end.
Man Reaper (Mark of Nurgle)
A Man Reaper usually takes the form of a rusted and
corrupted scythe who's blade has been dipped in the filth
seeping from the very throne of Nurgle, absorbing the essence
of one of the daemons that cavorts there. The large and
somewhat cumbersome blade can be swung in large arcs
catching all its path where even the smallest cut from instantly
becomes infected.
The Man Reaper is a two handed power weapon. A model
wielding a Man Reaper gains an additional attack for each
enemy model in base contact with himself but always strikes
at -1 initiative. All hits from the Man Reaper are poisoned
(4+).
Designer's Note: A Chaos Lord with a Man Reaper should not be
mounted on a base any larger than 40mm and a Daemon Prince with
a Man Reaper should not be mounted on a base any larger than
60mm.
Bliss Giver (Mark of Slaanesh)
The Blissgiver typically takes the form of a barbed, writhing
whip or a slender, elongated blade. When the Bliss Giver
strikes against the central nervous system of its victim it sends
them in a ecstatic convulsion of both pain and agony raising
the target's consciousness from their body while the daemon
within feeds on their tormented soul.
The Bliss Giver is a power weapon. In addition any to hit rolls
made with the Blissgiver that result in the roll of a 6
automatically wound the target. Before making any other rolls
to wound with the weapon the target unit must allocate any
such hits and after taking any saves that apply, pass a
toughness test for each or suffer instant death. 6666
5 | C h a o s S p a c e M a r i n e s
CHAOS PSYCHIC POWERSCHAOS PSYCHIC POWERSCHAOS PSYCHIC POWERSCHAOS PSYCHIC POWERS
Each Chaos Psyker has two of the following psychic powers
(chosen when the army is picked). A Sorcerer and Aspiring
Sorcerer may cast one psychic power per turn. A Daemon
Prince and a Sorcerer Lord may always cast two psychic
powers per turn.
Models with the Mark of Tzeentch may have up to three
psychic powers and may re-roll any failed psychic tests.
Doombolt
Tapping into the raw power of the Immaterium the psyker
unleashes a storm of warp lightning upon his foes.
Doombolt may be used in the model's shooting phase instead
of using another ranged weapon. A psychic test must be
passed in order to use the power. If successful resolve the
attack using the following profile.
Range Strength AP Type
18" 5 3 Assault 3
Warptime
The psyker surrounds himself with a dimensional rift which
warps the passing of time around himself allowing him to
place his attacks with supernatural precision.
The power is used at the beginning of any player's turn. A
psychic test must be passed in order to use the power. If
successful the psyker may re-roll any rolls to hit and wound
for the entirety of that turn.
Wind of Chaos
This power takes different forms depending on the Sorcerer.
Worshippers of Nurgle project a stream of bilious, acidic slime
that burns and infects the target, worshippers of Slaanesh
create a golden cloud that sets every nerve end alight with
rapturous agony and worshippers of Tzeentch project a storm
of raw chaos energy mutating and changing all in its path into
mewling spawn-things.
Wind of Chaos may be used in the model's shooting phase
instead of using another ranged weapon. A psychic test must
be passed in order to use the power. If successful it is resolved
in the same way as firing a template weapon. Any models fully
or partially under the template suffer a wound on a D6 roll of
4+ with no armor or cover saves allowed. Models without a
toughness value are unaffected by Wind of Chaos.
Gift of Chaos
The psyker unleashes a whirling flash of Chaos
energy that envelopes the target and rapidly
mutates them. As the power of Chaos flows through
them, the unfortunate victim's bones writhe, its flesh
distorts and agonising mutations tear the enemy apart.
Gift of Chaos may be used in the model's shooting phase
instead of using another ranged weapon. A psychic test must
be passed in order to use the power. If successful target one
enemy model. Gift of Chaos may be cast even if the psyker is
in close combat and may also target an enemy model already
in close combat. If the model is found to be within 6" then he
must take a toughness test. If the test is failed the model
turns into a shapeless blob of flesh and is removed from play
(and, as no wound are taken, no saves apply!), the target
model is immediately replaced with a friendly Spawn model if
one is available. The newly formed Spawn is placed as close to
the target model's original position while still maintaining at
least 1" between itself and any enemy models. This spawn
follows all the normal rules for a Chaos Spawn and has the
same Mark of Chaos as the psyker who cast this power, if any.
Furthermore it is never worth any kill points if slain.
Mass Mutation
Opening a small rift to the Warp the psyker calls upon a host
of daemons to temporarily possess himself and those allies
around him. As the daemons inhabit their new bodies they
reform their host in any way they see fit to enhance their short
experiences in the material realm.
Mass Mutation may be used at the start of the psyker's
movement phase. This power may be cast even if the psyker is
in close combat. The power effects the psyker and any unit
the psyker has joined. A psychic test must be passed in order
to use the power. If successful roll a D6 and consult the chart
below, the psyker and any unit he has joined benefits from
the result rolled until the beginning of the next Chaos turn;
1. No benefit, the mutation occurs but is insignificant or
unpredictable. If the psyker is joined with a unit remove one
model and replace it with a Chaos Spawn. The spawn forms a
new unit of its own but is worth no kill points if slain.
2. The unit gains Daemonic Speed
3. The unit gains Daemonic Visage
4. The unit gains Daemonic Aura
5. The unit gains Daemonic Strength
6. The unit gains Daemonic Mutation
Note that if any members of the unit already possess one of
the above daemonic gifts then the effects are not cumulative.
6 | C h a o s S p a c e M a r i n e s
Slaanesh Psychic Powers
A model given the Mark of Slaanesh may select the following psychic
powers in addition to the psychic powers on the page 5.
Warp Scream
Throwing back his head the psyker emits a chorus of diabolic warp
fuelled screams and hellish shrieks, shattering the senses and
inducing painful spasms in all those nearby. This hellish cacophony of
agony and hysteria soon coaxes even the most stout of heart to fall
away from its source, desperate to ease their suffering.
A psyker may use this psychic power at the start of his assault phase.
A psychic test must be passed in order to use the power. If successful
all enemy units within 12" must pass a morale test or immediately
fall back. This may even effect enemy units in close combat. Units
within 6" suffer -1 to their leadership, enemy units in combat with
the psyker suffer a -2 to their leadership. The Psyker and any friendly
units may not perform a sweeping advance and may only consolidate
if an enemy unit falls back out of combat due to this power.
Fuelled by Pain
The psyker takes great delight in each laceration and pang of
torment, harnessing the sweet emotions swelling inside and driving
himself to heightened levels of adrenaline as the dark energy flows
through his veins.
Fuelled by Pain may be used at the start of any player's assault
phase. A psychic test must be taken in order to use this psychic
power. If successful keep track of each wound saved by the psyker by
any means. After all attacks are made by both sides, but before
combat is resolved, the psyker makes an additional attack for each of
these saved wounds.
Nurgle Psychic Powers
A model given the Mark of Nurgle may select the following psychic
powers in addition to the psychic powers on page 5.
Nurgle's Rot
Gurgling praise to Grandfather Nurgle the psyker belches forth a
disgusting miasma of disease.
A psyker may use this psychic power in the shooting phase instead of
firing another weapon. The power is cast automatically and no
psychic test is required. If successful each model within 7" (friend or
foe) must pass a toughness test or take a wound with no cover saves
allowed (they may take armour saves as normal). Models with the
Mark of Nurgle and Daemons of Nurgle are unaffected.
Pestilent Smog
Calling upon the blessings of Nurgle the psyker summons a great
cloud of noxious fumes and choking clouds of daemonic flies to engulf
himself and his followers.
This psychic power may be cast at the beginning of the psyker's
movement phase. A psychic test must be passed in order to use the
power. If successful any friendly units within 6" of the psyker benefit
from a 5+ cover save and count as equipped with defensive grenades
until the beginning of their next movement phase.
Tzeentch Psychic Powers
A model given the Mark of Tzeentch may select the
following psychic powers in addition to the psychic
powers on page 5.
Bolt of Change
The psyker hurls a ball of roiling energy, formed of raw magic which
rapidly mutates the target, tearing it apart.
Bolt of Change may be used in the model's shooting phase instead of
using another ranged weapon. A psychic test must be passed in order
to use the power. If successful he may resolve the attack using the
following profile.
Range Strength AP Type
24" 6+D3 1 Assault D3
Roll to determine the number of shots and strength of the attack
after selecting a target unit but before making any rolls to hit. Also
due to the horrific nature of the mutations inflicted, any unit
suffering any casualties from a Bolt of Chang must take a morale test
at the end of the Chaos shooting phase as if they had suffered 25%
casualties.
Grand Illusion
Planting grand and illustrious lies into the target's mind the psyker
convinces his target that his enemies are in fact allies and his true
allies in fact foes.
A psyker may use this psychic power in the enemy shooting phase.
He may not be in close combat and a psychic test must be passed in
order to use the power. If successful pick one enemy unit within line
of sight. If the target unit wishes to shoot that turn they must pass a
leadership test. If the test is failed the target unit must fire at their
closest visible friendly unit using whichever weapons chosen by the
chaos player. Models without a leadership characteristic are
considered to be leadership 10.
Psychic Duel
Reaching out with his mind across the battlefield the psyker seeks to
undermine the concentration of enemy psykers.
A psyker may use this psychic power at the beginning of his
movement phase. A psychic test must be passed in order to use the
power. If successful pick one enemy psyker anywhere on the
battlefield within line of sight to the psyker. Until the beginning of
the chaos psyker's next turn any psychic test the target psyker is
required to take must be taken on 3D6 discarding the lowest result.
Guiding Eye of Tzeentch
Blessed by Tzeentch with a glimpse of the strands of fate themselves
the Sorcerer is able to decipher the events yet to come allowing him
to better predict and prepare for enemy movement.
A psyker may use this psychic power at the beginning of his own
shooting phase. A psychic test must be passed in order to use the
power. If successful he and any unit he has joined may re-roll to hit
during that shooting phase.
7 | C h a o s S p a c e M a r i n e s
DAEMONIC GIFTSDAEMONIC GIFTSDAEMONIC GIFTSDAEMONIC GIFTS
Those who excel in the service of the dark gods attract their
lavishing attentions resulting in all sorts of strange gifts and
mutations. The following daemonic gifts can be purchased by
various chaos units and the effects of each are permanent
with the exception of the gifts gained due to the Mass
Mutation psychic power.
Daemonic Visage
The model radiates dark energy which fills his enemies with
preternatural dread. Enemy units in close combat with a
model with Daemonic visage suffer a -1 modifier to their
leadership. The effects of multiple Daemonic Visages are not
cumulative but if all chaos models in the close combat have
Daemonic Visage then the modifier is increased to -2.
Daemonic Aura
A shadowy aura distorts the champion's presence causing
enemy blows which appeared to be on mark to harmlessly
pass through the black void. The model gains a 5+
invulnerable save or if he already has an invulnerable save
improves his existing save by 1.
Daemonic Speed
The champion has been gifted with unnatural speed and
agility. His motions appear as a blur to those around him as he
effortlessly slips past his enemy's defences to land the killing
blow. A model with daemonic speed adds +1 to their initiative
characteristic.
Daemonic Essence
Invigorated by the very essence of the warp
the champion displays unnatural determination
and will to fight on. A model with daemonic essence
gains +1 wound.
Daemonic Strength
The champion has been blessed with unnatural physical
power such that he can snap the spine of even an Astartes
with the greatest of ease. A model with daemonic strength
gains +1 strength.
Daemonic Mutation
This gift can take many ghastly forms, a third clawed
appendage, long spines and horns, a lashing tail or any other-
worldly mutation that would grant the champion an
advantage in close combat. A model with daemonic mutation
gains +1 attack.
Daemonic Armour
The Champion's armor has been blessed by the chaos gods,
warping and reforming itself to better protect its wearer
against oncoming enemy blows. A model with daemonic
armor has a 2+ armour save.
Daemonic Rune
The champion has been gifted with a daemonic rune, a
powerful symbol of the gods' will made manifest. It radiates
dark energy, their essence flowing through him proving his
favour in their eyes. The chaos gods will not let a champion of
such greatness slip easily into death. A model with a daemonic
rune gains the Eternal Warrior Universal Special Rule.
DAEMONIC STEEDDAEMONIC STEEDDAEMONIC STEEDDAEMONIC STEEDSSSS
The mightiest of Chaos champions might be gifted with one of
the gods' mighty daemonic steeds. Which Steed he takes
depends on the mark of chaos he bears.
Chaos Warp Beast
(No Mark of Chaos) The model's type changes to cavalry and
he benefits from +1 toughness just as if riding a bike. In
addition he gains +D3 additional attacks when charging
instead of the normal 1.
Disc of Tzeentch
(Requires the Mark of Tzeentch) The model's type changes to
Jump Infantry and he benefits from +1 attack. The model also
gains the Hit and Run universal special rule.
Juggernaut of Khorne
(Requires the Mark of Khorne) The model adds +1 to his
strength, toughness, wounds and attacks characteristics and
receives the Daemonic Armour gift. He may never embark in a
transport.
Mount of Slaanesh
(Requires the Mark of Slaanesh) The model's type changes to
Cavalry and he benefits from +1 attack. The model is never
slowed by difficult terrain and when making a run move rolls
3D6 and picks the highest.
Palanquin of Nurgle
(Requires the Mark of Nurgle) The model gains +1 wound and
in the assault phase an additional D6+3 strength 3 attacks at
initiative 2 allowing armour saves as normal. He counts as
wearing Terminator Armor for transport purposes only.
8 | C h a o s S p a c e M a r i n e s
ARCANE WARGEARARCANE WARGEARARCANE WARGEARARCANE WARGEAR
There are all manner of strange weapons and artefacts used
throughout the various Legions and Warbands of Chaos. A great
many are engineered by the malevolent Dark Mechanicus, many
more an innovation of traditional technology transformed by the
daemonic and few still gifts from the gods themselves.
Skull Rune
Bearing the skull rune of the blood god the warrior receives Khorne's
blessing and protection warding away cowardly magics. A Model
with a Skull Rune is immune to the effects of psychic powers and may
take a 2+ invulnerable save against any wounds caused by force
weapons or witch blades.
Blight Grenades
Servants of the lord of decay carry to battle grenades often made
from the shrunken heads of defeated enemies which upon impact
detonate in a cloud of virulent toxins that fills the air with thick
clouds of blinding spores. These grenades are thrown at charging
enemies chocking them to a halt and slowing their advance. A model
equipped with Blight Grenades counts as being equipped with
defensive grenades.
Inferno Bolts
The great Sorcerers of Tzeentch are known to inscribe their bolt
rounds with daemonic runes bestowing on them magical properties.
These yield varying results ranging from bolts that effortlessly phase
through even the thickest armour, to bolts that burst into multi-
spectral flames on impact or even bolts which corrupt and mutate
the target on impact. Any Bolter, Bolt Pistol or twin-linked Bolter
carried by a model which takes Inferno bolts must choose one of the
following at the beginning of the game after sides have been chosen
but before either player has deployed
• The AP value of their weapon is changed to 3
• Shots from the weapon ignore cover saves
• Shots from the weapon always wound on the roll of 2+
Talisman of Tzeentch
A Talisman of Tzeentch is a potent psychic gem which incorporates
pure warp energy in crystal form. A psyker wearing such a gem can
focus his psychic talents through the talisman to disrupt enemy
psychic attacks and even draw warp entities to the opposing psyker's
mind. A model equipped with a Talisman of Tzeentch may attempt to
negate an enemy psychic power if the opposing psyker is found to be
within 24". Both psykers roll a D6 and add the result to their
leadership value. If the opposing psyker scores equal to or higher
than the chaos psyker then the power goes off as normal but if the
Chaos psyker's total is higher than the opposing psyker's then the
power is immediately negated. In addition if the Chaos psyker rolls a
6 and also beats the enemy psyker's total then the enemy psyker
suffers a perils of the warp attack. Only one Talisman of Tzeentch
may be used per enemy psychic power no matter how many might
be in range.
Plague Swords
Plague swords are poisoned close combat weapons
that always wound on a 4+ in close combat.
Doom Siren
One of the archaic sonic weapons pioneered by the Emperor's
Children, a doom siren is an arrangement of pipes and tubes that
amplifies the warrior's war cry into sonic attacks. With a high pitch
scream the weapon unleashes a unrelenting sonic assault loud
enough to burst insides and rupture the ears, or with a low growl
emit a constant throbbing bass tone powerful enough to send
enemies into sudden seizures. It may be fired in the shooting phase
instead of another weapon using one of the frequencies below
High Frequency
Range Strength AP Type
Template* 5 3 Assault 1
Low Frequency
Range Strength AP Type
Template* 6 - Assault 1, Pinning
*Place the template so that the large end is touching the firer.
Sonic Blaster
Another of the sonic weapon used by the Noise Marines of the
Emperor's Children, a Sonic Blaster unleashes waves of devastating
harmonics that rips it targets apart. It has two firing modes
depending on whether it is used to unleash short riffs or long
discordant wails. The whole unit must choose the same firing mode.
Short Riffs
Range Strength AP Type
24" 4 5 Assault 2
Long Discordant Wail
Range Strength AP Type
24" 4 5 Heavy 3, Pinning
Blastmaster
The final and most devastating of the Emperor's Children born sonic
weapons, the Blastmaster focuses a throbbing base note into an
explosive crescendo that can burst eye balls and rupture organs. By
varying the frequency the effects of the weapon can be altered to
produce differing results. Announce which frequency is being used
when nominating the enemy unit being targeted.
Varied Frequency
Range Strength AP Type
36" 5 4 Assault 3, Pinning
Single Frequency
Range Strength AP Type
48" 8 3 Heavy 1,
Blast, Pinning
9 | C h a o s S p a c e M a r i n e s
SPECIAL EQUIPMENTSPECIAL EQUIPMENTSPECIAL EQUIPMENTSPECIAL EQUIPMENT
Raptor Jump Pack
Raptor jump packs contain jets or turbines that can lift even
heavy power armour from the ground. A warrior equipped
with a Raptor jump pack can make great bounding leaps
across the battlefield allowing the wearer to travel incredibly
quickly passing over obstructions and racing swiftly into close
combat. A model equipped with a Raptor jump pack belongs
to one of the Raptor cults and so gains the Hit and Run
universal special rule and changes its unit type to jump
infantry. In addition units with Raptor jump packs can be
dropped from low-flying gunships using their jump packs to
swoop down on the battlefield. A unit with Raptor jump packs
held in reserves may enter play by deep strike in any mission
that allows it (See the Mission Special Rules section of the
Warhammer 40,000 rulebook).
Daemonic Wings
The warrior has grown immense bat like wings by some
unnatural means that enable him to sweep effortlessly across
the battlefield and glide short distances. A model given
daemonic wings may move as jump infantry but remains its
original movement type in all other respects. In addition units
with daemonic wings can be dropped from low-flying
gunships using just as a unit with jump packs is able to do. A
unit with daemonic wings held in reserves may enter play by
deep strike in any mission that allows it (See the Mission
Special Rules section of the Warhammer 40,000 rulebook).
Chaos Space Marine Bike
Chaos Space Marine bikes are fitted with powerful engines,
bullet proof tires and are incredibly durable. Chaos bikes are
armed with a twin-linked bolter and scythes. Any models
mounted on a chaos bike follows the rules for bikes as
described in the Warhammer 40,000 rulebook.
Scythes
Chaos Warriors often fit vicious snares, scythes and other
malicious cutting devices on their bikes to ensnare and
tear at their enemy as they thunder by lashing out with
their own vicious assaults. A model on a Chaos Bike may
re-roll to hit in the turn he charges into an assault.
Chaos Familiar
A familiar is usually an impish figure that follows around its
master. They take many forms but each is made of pure
psychic power or raw chaos energy and each enhances the
psychic potential and focus of its master. A Model given a
Chaos Familiar rolls 3D6 and discards the highest roll
whenever a psychic test is taken.
Combi-Weapons
Combi-weapons are bolters that have been
converted to house another weapon; a melta gun,
plasma gun or flamer. Each of the housed weapons
only contains enough charge or fuel for a single shot. A
Model armed with a Combi-weapon may choose to fire the
bolter or the other weapon. The bolter may be fired every
turn but the other weapon may only be used once per battle.
Melta Bombs
Melta bombs are deadly demolition charges, powered by a
subatomic charge and capable of melting through even the
most heavily armoured targets. They have a much more
sophisticated detonation mechanism and are carried into
battle by chaos space marines for the purpose of destroying
enemy heavy armor and bunkers. See the Warhammer 40,000
rulebook for details on using Melta Bombs.
Frag Grenades
Frag grenades are hurled just prior to an assault unleashing a
storm of shrapnel that drives the enemy further under cover
for those few precious moments where breaching their
defences is paramount. Frag Grenades are offensive grenades
as described in the Warhammer 40,000 rulebook.
Krak Grenades
Krak grenades are specialized anti-tank explosives designed to
exploit the weak points in enemy armor at close ranges
disabling heavy armor that would otherwise be impenetrable.
See the Warhammer 40,000 rule book for details on using
Krak Grenades.
Terminator Armour
Originally designed for close fighting aboard space hulks and
in other confined areas, Terminator armour offers the same
protection as an armoured tank and includes a force field
generator making it capable of withstanding almost any
attack. A Model wearing Terminator Armour has a 2+ armor
save and a 5+ invulnerable save and benefits from the
Relentless Universal Special Rule. On the other hand models in
Terminator Armour may never make a sweeping advance.
In addition any model wearing Terminator Armour can be
teleported onto the battlefield. They may always start the
game in reserves and arrive using the deep strike rules even if
not part of the mission being played (See the Mission Special
Rules section of the Warhammer 40,000 rulebook).
10 | C h a o s S p a c e M a r i n e s
VEHICLE VEHICLE VEHICLE VEHICLE ARMOURYARMOURYARMOURYARMOURY
Daemonic Possession
The vehicle's crew is replaced with a daemonic entity bound within
its warped, rune-carved hull. It ignores Shaken and Stunned result
completely (its passengers if any are effected normally), but its BS is
reduced to 3.
Dirge Caster
The device emits terrifying screams and wails, often recordings of
the enemy comrades in their dying throws, over loud blaring
speakers. This serves well to demoralize the enemy. Enemy units
suffer an extra -1 modifier to their leadership when tank shocked by
a vehicle with a Dirge Caster.
Dozer Blade
Dozer blades are heavy ploughs, rams, blades or scoops, used to
clear obstacles from the vehicle's path. A vehicle with a dozer blade
may re-roll a difficult terrain tests so long as it is not going to be
moving more than 6" that turn.
Extra Armour
Some vehicle crews add additional armour to their vehicles to
provide a little extra protection. Vehicles with extra armour count
crew stunned results on the vehicle damage chart as crew shaken
results instead.
Havoc Launcher
Havoc Launcher fire clusters of high explosive missiles, used to
provide long range support and to clear out tightly packed enemy
infantry. A Havoc Launcher has the following profile.
Range Strength AP Type
48" 4 6 Heavy 2, Blast
Pintle-mounted Combi-weapon
Pintle-mounted combi-weapons are fitted to Chaos
Space Marine vehicles to add additional close range
firepower to their vehicles. Pintle-mounted combi-
weapons are counted as additional defensive weapons
that use the rules for standard combi-weapons. See the combi-
weapon special equipment entry on page 8 for details.
Searchlight
Chaos Space Marines often equip their vehicles with searchlights to
pierce the twilight black of the daemon worlds of the Eye of Terror.
Searchlights are used when the Night Fight rules are in effect. If the
unit has a searchlight it must still test to see as per the Night Fight
rules but having seen the enemy unit, will illuminate it. An
illuminated unit can be seen as normal for the remainder of that
turn so no unit has to test to see them because of the Night Fight
conditions. Likewise the searchlight on the vehicle illuminates its
own position and can also be targeted without a test needed to see
it in the next enemy shooting phase.
Smoke Launchers
Smoke Launchers are used to create a cloudy haze to obscure the
vehicle while it crosses open ground. See the Warhammer 40,000
rulebook for details on smoke launchers.
Mutated Hull
The hull of the vehicle has been warped by the very essence of chaos
and is constantly reforming and mutating its exterior as well as
rapidly repairing damaged armour as the warp energy possessed
inside of it re-grows its metal skin. A vehicle with a mutated hull
adds +1 to its front, side and rear armour values.
VETERAN SKILLSVETERAN SKILLSVETERAN SKILLSVETERAN SKILLS
Many units of Chaos Marines are experienced veterans who fought
during the Great Crusade and for the countless centuries since in
which time they have mastered many of the arts of war. A unit given
Veteran Skills must pick one of the abilities below representing the
specific area of warfare mastered by the unit. A unit including any
models in Terminator Armour may not choose the Vanguard skill. A
unit including any models riding a Chaos bike may not take the
Stealth Adepts or Vanguard skills.
Stealth Adepts
The unit has become especially adept at covering ground quickly and
quietly, taking a liking to ambushes and guerrilla warfare. The unit
gains the Stealth and Move Through Cover Universal Special Rules.
Vanguard
The members of this unit are highly trained vanguard troops, the
first into battle fighting to secure a beachhead for the rest of their
forces. The unit gains the Infiltrate Universal Special Rule.
Berserkers
The unit has over time have become especially taken by the visceral
nature of close quarters combat and hinge success on brutal and
overwhelming assaults. The unit gains the Furious Charge Universal
Special Rule.
Tank Hunters
The unit has become especially well versed in the destruction of
enemy vehicles and have a distinct knack for exploiting weak points
in the enemy armour. The unit gains the Tank Hunters Universal
Special Rule.
Skirmishers
The unit is perfectly at home in close range firefights, able to quickly
adapt to the situation at hand and equally capable of holstering their
weapon to join in bloody melee combat or lay down covering fire to
pull back as the situations demands. The unit gains the Counter-
attack and Hit and Run Universal Special Rules.
ARMY LISTARMY LISTARMY LISTARMY LIST
On the following pages you will find the point values and options
allowing you to make your own Chaos army list representing one of
the many Legion or renegade warbands.
THE FORCE ORGANIZATION CHARTThe army list is used in conjunction with the force organization chart
for the scenario being played. Each box indicates that you may take
one choice from that section of the army list while a dark toned
indicates a compulsory choice that you must take. The following chart
applies to standard missions.
LEGIONS OF CHAOS
Of all the marauding warbands of Chaos it is the original traitor leg
who hold the most power and pose the most threat to the Imperium of
Man. You may choose any of the Legions below when creating your
army list but must follow the additional restrictions and special rules of
each and may not choose more than one. In addition some special
characters list a legion in their entries. If these characters are chosen
then the army must use the corresponding Legion rules.
11 | C h a o s S p a c e M a r i n e s
the following pages you will find the point values and options
your own Chaos army list representing one of
THE FORCE ORGANIZATION CHART The army list is used in conjunction with the force organization chart
for the scenario being played. Each box indicates that you may take
he army list while a dark toned box
The following chart
Of all the marauding warbands of Chaos it is the original traitor legions
who hold the most power and pose the most threat to the Imperium of
You may choose any of the Legions below when creating your
army list but must follow the additional restrictions and special rules of
dition some special
list a legion in their entries. If these characters are chosen
then the army must use the corresponding Legion rules.
Children of the Emperor!
Death to His Foes!
Legion: Emperor's Children
The Emperor's Children once strove for perfection in all things but
influenced by Slaanesh they now seek only personal pleasure, following
their twisted desires in acts of unfathomable debauchery. They go to
battle wielding archaic weaponry using vibrations and sound to
force while they consume drugs of every fashion, many even made of
the extracted remains of their foes.
Models with a Mark of Chaos or able to take a Mark of Chaos must
have the Mark of Slaanesh. The only Summoned Daemons that may be
included in the army are Daemonettes and the Keeper of Secrets.
addition the following rules apply to the entire army;
• Up to four Noise Marines may exchange their sonic blaster
a Blastmaster at the point cost indicated in their entry
of the normal one allowed. If more than one Blastmaster is
taken then the unit counts as a Heavy Support choice.
• Any models in Terminator Armour
linked bolter for a sonic blaster for 5 pts
Reaper Autocannon for a Blast Master for 15
• Any Aspiring Champion may take a doom siren for 15 pts.
• Chaos Predators may replace their Autocannon with a
Blastmaster and/or their sponsons Heavy Bolters with Sonic
Blasters free of charge.
Blood for the Blood God!
Legion: World Eaters
The World Eaters were always a brash and blood thirsty legion, even
before their pledge of allegiance to Khorne. In battle they ignore mortal
peril working themselves into an unstoppable berserker frenzy. Nothing
can satiate their blood lust and battle is their on
Models with a Mark of Chaos or able to take a Mark of Chaos must
have the Mark of Khorne. The only Summoned Daemons that may be
included are Bloodletters and the Bloodthirster. The following units
may not be included in the army; Chaos Havocs, Chaos Space Ma
In addition the following rules apply to the entire army;
• Any unit bearing an Icon of Khorne benefits from the Preferred
Enemy Universal Special Rule on the turn it charges.
• All units must declare a charge in the assault phas
so.
• All units roll 2D6 and pick the highest when
C h a o s S p a c e M a r i n e s
hildren once strove for perfection in all things but
influenced by Slaanesh they now seek only personal pleasure, following
their twisted desires in acts of unfathomable debauchery. They go to
battle wielding archaic weaponry using vibrations and sound to deadly
force while they consume drugs of every fashion, many even made of
Models with a Mark of Chaos or able to take a Mark of Chaos must
he only Summoned Daemons that may be
the army are Daemonettes and the Keeper of Secrets. In
addition the following rules apply to the entire army;
Up to four Noise Marines may exchange their sonic blaster for
at the point cost indicated in their entry instead
If more than one Blastmaster is
taken then the unit counts as a Heavy Support choice.
Terminator Armour may exchange their twin-
linked bolter for a sonic blaster for 5 pts or exchange their
Reaper Autocannon for a Blast Master for 15 pts.
take a doom siren for 15 pts.
Chaos Predators may replace their Autocannon with a
Blastmaster and/or their sponsons Heavy Bolters with Sonic
d Eaters were always a brash and blood thirsty legion, even
before their pledge of allegiance to Khorne. In battle they ignore mortal
peril working themselves into an unstoppable berserker frenzy. Nothing
can satiate their blood lust and battle is their only form of worship.
Models with a Mark of Chaos or able to take a Mark of Chaos must
The only Summoned Daemons that may be
included are Bloodletters and the Bloodthirster. The following units
s Havocs, Chaos Space Marines.
In addition the following rules apply to the entire army;
Any unit bearing an Icon of Khorne benefits from the Preferred
Enemy Universal Special Rule on the turn it charges.
All units must declare a charge in the assault phase if able to do
l 2D6 and pick the highest when consolidating.
All is Dust!
Legion: Thousand Sons
The Thousand Sons as a Legion have suffered great change since their
fall during the Horus Heresy. Alarmed by the amount of mutations
plaguing his Battle Brother the Sorcerer Ahriman set into action the
Rubric of Ahriman leaving all those with psychic potential with
incredibly enhanced powers but those without turned to dust, their
souls forever sealed in their power armour. Now when the T
Sons march to war it is but a tide of emotionless, unthinking
automatons slowly plodding forward unleashing torrents of fire at the
command of powerful Sorcerers.
Models with a Mark of Chaos or able to take a Mark of Chaos must
have the Mark of Tzeentch. Units of Chaos Space Marines become an
Elites choice. The only Summoned Daemons that may be included in
the army are Pink Horrors and the Lord of Change. In addition the
following rules apply to the entire army:
• Cults of Chaos lose their Aspiring Champion Option but may
include an Aspiring Sorcerer (See Thousand Sons entry for
point cost and options).
• You may re-roll the die when determining who
and receives the first turn.
• Any Chaos Dreadnoughts in the army loose the crazed rule.
For the Lord of Decay!
Legion: Death Guard
The Death Guard were trained personally by their Primarch Mortarion
to adapt to any situation. They favour marching to war on foot and
utilize no special troops of any kind, preferring each unit to be self
sufficient and adaptable. This tactic has only been furthered by their
service to grandfather Nurgle, their now bloated and diseased bodies
feeling no pain as they shrug off enemy fire in a slow but never ending
march.
Models with a Mark of Chaos or able to take a Mark of Chaos must
have the Mark of Nurgle. The only summoned Daemons that may be
included in the army are Plaguebearers and the Great Unclean One.
The army may not include Chaos Space Marines or Chaos Bikers. In
addition the following rules apply to the entire army:
• Any vehicles chosen as a dedicated transport
a single Fast Attack choice as well.
• Any unit with the Mark of Nurgle may choose to subject
themselves to the slow and purposeful universal special rule if
they did not start the turn embarked in a transport.
including any models with a heavy weapon may not make use
of this rule.
12 | C h a o s S p a c e M a r i n e s
The Thousand Sons as a Legion have suffered great change since their
fall during the Horus Heresy. Alarmed by the amount of mutations
set into action the
Rubric of Ahriman leaving all those with psychic potential with
incredibly enhanced powers but those without turned to dust, their
souls forever sealed in their power armour. Now when the Thousand
Sons march to war it is but a tide of emotionless, unthinking
automatons slowly plodding forward unleashing torrents of fire at the
Models with a Mark of Chaos or able to take a Mark of Chaos must
Units of Chaos Space Marines become an
The only Summoned Daemons that may be included in
the army are Pink Horrors and the Lord of Change. In addition the
hampion Option but may
include an Aspiring Sorcerer (See Thousand Sons entry for
roll the die when determining who deploys first
Any Chaos Dreadnoughts in the army loose the crazed rule.
The Death Guard were trained personally by their Primarch Mortarion
to adapt to any situation. They favour marching to war on foot and
utilize no special troops of any kind, preferring each unit to be self
ient and adaptable. This tactic has only been furthered by their
service to grandfather Nurgle, their now bloated and diseased bodies
feeling no pain as they shrug off enemy fire in a slow but never ending
ke a Mark of Chaos must
The only summoned Daemons that may be
included in the army are Plaguebearers and the Great Unclean One.
Chaos Bikers. In
the entire army:
Any vehicles chosen as a dedicated transport option counts as
may choose to subject
themselves to the slow and purposeful universal special rule if
the turn embarked in a transport. Units
may not make use
Death to the False Emperor!
Legion: Black Legion
The Black Legion of all the Chaos Legions are the most dedicated to the
long war and the fall of the Imperium. They fight with a cause and
bitter determination unlike any other force in the galaxy.
No HQ choices may be given a Mark of Chaos and the following
become an Elite choice; Khorne Berserker
Sons, Plague Marines. In addition the following rules apply to the
entire army;
• Any unit in the army may attempt to regroup even when below
50% of their original starting number.
• Units of Chosen Chaos Space Marines may be taken as
choice.
Iron Within! Iron Without!
Legion: Iron Warriors
The Iron Warriors are experts in overwhelming enemy fortifications and
all manner of siege tactics. When an Iron Warriors warband sets it
sights on demolishing enemy fortifications it is but a matter of time
until they succeed, grinding down the enemy in a war of attrition.
Likewise when in the defence of their own mighty strongholds and Iron
Warriors army is near impossible to dislodge. They fight with grim
determination, taking solace in their near impenetrable fortifications.
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. The only exception to this are Khorne Berserkers which
become a 0-1 Elite choice. Chaos Bikers and Raptor Cults b
a 0-1 selection. In addition the following rules apply to the entire army;
• After sides have been chosen, but before either side deploys
any models, roll a D3. The Iron Warriors player may choose as
many terrain pieces as equal to the D3 result
deployment zone and fortify them. Fortified terrain yields a +1
to the cover save the terrain piece would normally provide
a maximum of 2+). Furthermore any friendly Chaos units
benefit from the Stubborn Universal Special Rule while
occupying any such fortified terrain.
• Any model able to take melta bombs may do so free of charge.
• All friendly Chaos units receive a +1 bonus on the damage chart
when targeting a building or fortification.
C h a o s S p a c e M a r i n e s
The Black Legion of all the Chaos Legions are the most dedicated to the
l of the Imperium. They fight with a cause and
bitter determination unlike any other force in the galaxy.
No HQ choices may be given a Mark of Chaos and the following
become an Elite choice; Khorne Berserkers, Noise Marines, Thousand
. In addition the following rules apply to the
Any unit in the army may attempt to regroup even when below
50% of their original starting number.
of Chosen Chaos Space Marines may be taken as a troops
The Iron Warriors are experts in overwhelming enemy fortifications and
all manner of siege tactics. When an Iron Warriors warband sets it
sights on demolishing enemy fortifications it is but a matter of time
nding down the enemy in a war of attrition.
Likewise when in the defence of their own mighty strongholds and Iron
Warriors army is near impossible to dislodge. They fight with grim
determination, taking solace in their near impenetrable fortifications.
o model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. The only exception to this are Khorne Berserkers which
1 Elite choice. Chaos Bikers and Raptor Cults both become
1 selection. In addition the following rules apply to the entire army;
but before either side deploys
roll a D3. The Iron Warriors player may choose as
many terrain pieces as equal to the D3 result in his own
deployment zone and fortify them. Fortified terrain yields a +1
to the cover save the terrain piece would normally provide (to
. Furthermore any friendly Chaos units
benefit from the Stubborn Universal Special Rule while
terrain.
Any model able to take melta bombs may do so free of charge.
All friendly Chaos units receive a +1 bonus on the damage chart
when targeting a building or fortification.
We Have Come For You!
Legion: Night Lords
The Night Lords crave one thing, the sewing of fear and confusion. They
are the masters of terror tactics and overwhelming force, crushing their
enemies utterly. To know you are facing the Night Lords is to know you
are facing unrelenting butchers who will not stop and will not show
mercy.
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. The army may not include any Summoned Great
Daemons, Bloodletters, Daemonettes, Pink Horrors or Plaguebearers.
In addition the following rules apply to the entire army;
• All friendly units benefit from the Night Vision Universal Special
Rule. This does not apply to Summoned Daemons,
Cults or Cults of Chaos.
• Any models with access to daemonic gifts gain the Daemonic
Visage gift for free. All Aspiring Champions may purchase
Daemonic Visage for an additional 5 pts. (Models
Daemonic Gifts may still select their usual allotment
to this)
• Raptor Cults count as scoring units.
For the Emperor! Hydra Dominatus!
Legion: Alpha Legion
Alpha Legionnaires are masters of subterfuge, infiltration and
sabotage. They specialize in information warfare and plan for every
eventual outcome. It has been said engaging the Alpha Legion is
exactly as engaging their name sake would be. For every front they are
defeated on, they rise up in two others until their enemy is left
confused, surrounded and completely defeated.
No model in the army may have a mark of chaos and no
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. In addition the following rules apply to the entire army;
• Cults of Chaos may count towards your compulsory
choices.
• Any friendly infantry units left in reserves may make use of the
outflank special rule. This does not apply to Summoned
Daemons, Obliterator Cults or Raptor Cults.
• Summoned Greater Daemons may not be used and only
icons carried by Cults of Chaos may be used to summon
Daemon Packs.
13 | C h a o s S p a c e M a r i n e s
ht Lords crave one thing, the sewing of fear and confusion. They
cs and overwhelming force, crushing their
To know you are facing the Night Lords is to know you
op and will not show
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
The army may not include any Summoned Greater
ink Horrors or Plaguebearers.
In addition the following rules apply to the entire army;
Vision Universal Special
Summoned Daemons, Obliterator
gain the Daemonic
. All Aspiring Champions may purchase
Models able to select
their usual allotment in addition
Alpha Legionnaires are masters of subterfuge, infiltration and
sabotage. They specialize in information warfare and plan for every
e Alpha Legion is
exactly as engaging their name sake would be. For every front they are
they rise up in two others until their enemy is left
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. In addition the following rules apply to the entire army;
count towards your compulsory troop
es may make use of the
outflank special rule. This does not apply to Summoned
Summoned Greater Daemons may not be used and only the
Cults of Chaos may be used to summon Lesser
For the Dark Gods!
Legion: Word Bearers
The Word Bearers are religious fanatics, worshiping and serving the
chaos gods with a determination and fervour unmatched by even the
Imperial Ecclesiarchy.
No model in the army may have a mark of chaos and no model m
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. In addition the following rules apply to the entire army;
• Any units carrying an Icon of Chaos Glory
Stubborn Universal Special Rule.
Chaos.
• Summoned Lesser Daemon Packs and Cults of Chaos do not
take up a slot on the Force Organization chart but neither ever
count as scoring.
• Friendly Possessed Chaos Space Marines may re
when rolling for their Daemonkin rule.
• Any friendly model able to take a personal icon may do so
free.
C h a o s S p a c e M a r i n e s
The Word Bearers are religious fanatics, worshiping and serving the
chaos gods with a determination and fervour unmatched by even the
No model in the army may have a mark of chaos and no model may
purchase an icon of chaos other than a personal icon or the icon of
chaos glory. In addition the following rules apply to the entire army;
carrying an Icon of Chaos Glory benefits from the
Stubborn Universal Special Rule. This does not apply to Cults of
Summoned Lesser Daemon Packs and Cults of Chaos do not
on the Force Organization chart but neither ever
s Space Marines may re-roll the die
when rolling for their Daemonkin rule.
able to take a personal icon may do so for
14 | C h a o s S p a c e M a r i n e s
ABADDON THE DESPOILER COST: 300 POINTS
WS BS S T W I A Ld Sv
Abaddon 8 5 5 4(5) 4 6 6 10 2+
Abaddon is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an
army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Black Legion
Wargear:
• Terminator armour
• Talon of Horus
• Drach'nyen
• Mark of Chaos Ascendant
• Personal Icon
Special Rules:
• Fearless
• Independent Character
• 3+ Invulnerable Save
• Eternal Warrior
• Champion of the Gods
• Lord of the Black Legion
Talon of Horus
The Talon of Horus is an ancient Lightning Claw with one of the first Storm Bolters ever produced built into it. It is a masterfully crafted weapon
once use by the Primarch Horus himself and taken from his broken body by Abaddon in the final moments of the battle for Terra. It counts as a
Lightning Claw in all respects that may also re-roll any failed to hit rolls in close combat. In addition the storm bolter may be fired in the shooting
phase with the profile below;
Range Strength AP Type
24" 4 2 Assault 2
Drach'nyen
Found in the crypts below the Tower of Silence on Uralan, Drach'nyen is an ancient and powerful daemon weapon which rends apart reality itself.
Abaddon wields the mighty sword along with his Talon of Horus making him a nigh unstoppable terror in close combat. Drach'nyen confers an
additional attack to Abaddon in the assault phase. This attack is in addition to his normal attacks. It is resolved at double Abaddon's strength and
will always hit on the roll of a 2+ against any model with a weapon skill characteristic. No armour saves may be taken against wounds caused by
Drach'nyen and if the target unit suffers an unsaved wound then they suffer Instant Death. Against a vehicle Drach'nyen always inflicts a single
glancing hit in addition to any other damage caused if the attack scored a hit. Drach'nyen is a Daemon Weapon in all respects and if it causes a
wound Abaddon must pass a leadership test or suffer a perils of the warp as normal.
Mark of Chaos Ascendant
Abaddon is the foremost champion of the entire Chaos pantheon. He is their chosen one and has earned each of their favours in turn. Each has
blessed him with their mark which have been combined into the Mark of Chaos Ascendant. From Khorne he is blessed with +1 attack, from Nurgle
+1 toughness, from Slaanesh +1 Initiative and from Tzeentch +1 to his Invulnerable save. All of these are already included in his profile. Abaddon
may join any unit regardless of the Mark they bear or Icon they carry but will not benefit from the ability provided by any icon other than the Icon
of Chaos Glory.
Champion of the Gods
Abaddon is the mightiest of all Chaos Champions and has earned untold gifts and blessings from the dark gods. He has the following Daemonic
Gifts; Daemonic Visage, Daemonic Aura, Daemonic Essence, Daemonic Strength, Daemonic Mutation and Daemonic Rune. The effects of each of
these have already been included in his profile.
Lord of the Black Legion
Abaddon is the unquestioned ruler of the Black Legion and the mighty leader of the terrifying Black Crusades. His presence commands respect from
those who follow him and sews dread in those who oppose him. All Chaos units in an army lead by Abaddon benefit from the Stubborn Universal
Special Rule and any unit Abaddon joins becomes Fearless. Furthermore enemy units in combat with Abaddon suffer -2 to their leadership value
from his Daemonic Visage instead of the normal -1.
15 | C h a o s S p a c e M a r i n e s
KOR PHAERON, MASTER OF THE FAITH COST: 200 POINTS
WS BS S T W I A Ld Sv
Kor Phaeron 7 5 5 4 4 5 3 10 3+
Kor Phaeron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus
an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Word Bearers
Wargear:
• Power armour
• Accursed crozius
• Bolt pistol
• Frag grenades
• Krak grenades
Daemonic Gifts: (already included in profile)
• Daemonic strength
• Daemonic essence
• Daemonic rune
Special Rules:
• Fearless
• Independent Character
• Demagogue
• 4+ Invulnerable Save
Accursed Crozius
As a Dark Apostle of the Word Bearers legion Kor Phaeron was once a Chaplain before he lead his Legion into its embrace of Chaos. Like all his
fellow Chaplains he once branded their badge of office, the mighty Crozius Arcanum. It has since been desecrated and is now a dark symbol of the
chaos gods themselves and bestows the wielder the protection of his malevolent benefactors. An Accursed Crozius is a power weapon and
personal icon that also grants Kor Phaeron a 4+ invulnerable save.
Demagogue
Kor Phaeron is an incredibly skilled orator and well versed in the counter arguments of the Imperial creed. He is able to inspire those around him
under his charge to great heights of fanatical fervour. Any friendly Chaos models aside from Daemons within 12" of Kor Phaeron use his Leadership
value and any unit Kor Phaeron joins becomes Fearless. In addition on any turn which he assaults, Kor Phaeron and all members of any squad he
has joined may re-roll any failed rolls to hit in that round of close combat.
ARKOS THE FAITHLESS COST: 175 POINTS
WS BS S T W I A Ld Sv
Arkos 7 5 4 4 3 5 4 10 3+
Arkos is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus
an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Alpha Legion
Wargear:
• Power armour
• Dark Blade
• Combi-melta gun
• Frag grenades
• Krak grenades
Special Rules:
• Fearless
• Independent Character
• Infiltrate
• 5+ Invulnerable Save
• We Are Alpharius
• For the Emperor
We Are Alpharius
As is common among the warriors of the Alpha Legion, Arkos strives to make his appearance identical to each of the battle brothers in his legion
and wears rather plain, unassuming armour blending in seamlessly with the lowliest recruit to highest officer alike. If Arkos joins a friendly unit then
he counts as an upgrade character for that unit in all regards and so acts as a normal member of the squad and may not be picked out as a separate
unit in close combat. He may still choose to leave the unit whenever he wishes and follows all the other Independent Character rules normally.
For the Emperor
The Alpha Legion is known for its use of subterfuge, infiltration and sabotage. Arkos and his Warband are no exception and have even on many
occasions disguised themselves and infiltrated Imperial forces as friendly Imperial Marines, using this position to manipulate the enemy and draw
information and support for the rest of their forces. Arkos may join one friendly squad before deployment, he and that unit then both benefit from
Arkos' Infiltrate Universal Special Rule. If Arkos and his unit are held in reserves and make use of the outflank special rule then when rolling to
determine which board edge they enter from on the roll of a 5 or 6 the unit may choose any table edge.
16 | C h a o s S p a c e M a r i n e s
AXEMASTER KRIEG ACERBUS COST: 195 POINTS
WS BS S T W I A Ld Sv
Krieg Acerbus 8 5 6 5 4 5 4 10 3+
Krieg Acerbus is a unique character, only one of him may ever be taken in any army. He also counts as a Daemon Prince in
all respects and thus an army including him may not also include another Daemon Prince, Chaos Lord or Sorcerer Lord.
Unit Type:
• Monstrous Creature
Number/squad:
• 1 (Unique)
Legion: Night Lords
Wargear:
• Daemonic wings
• Massive claws (counts as a close
combat weapon)
Daemonic Gifts: (already included in profile)
• Daemonic Strength
• Daemonic visage
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Eternal Warrior
• Nightmare Shroud
• The Shadow King
Nightmare Shroud
Krieg radiates an aura of blackness and despair as a fire emits heat. His voice is a thing of mingled screams and the echoes of tortured souls,
harmonised and directed. This potent mix sews absolute dread into those who look upon him or hear his mighty voice. All enemy units with at least
one model within 12" of Krieg suffer a -1 modifier to their leadership value. This modifier is cumulative with Krieg's Daemonic Visage.
The Shadow King
Krieg is a creature of shadow who appears to exist between our world and the boundless expanse that is the Immaterium. His folded wings of
tattered leather slip between material and ether as if on fire, venting smoke and ash, he moves on legs of in-corporeality, his clawed hands formed
not of flesh or metal but from the raw stuff of darkness itself. In every dimension he ghosts and hardens, then fades to smoke, as if uncomfortable
with solidity. Any enemy unit wishing to target Krieg with a ranged attack must test to see him using the Night Fight special rules. In addition any
successful to hit rolls made against Krieg in close combat must be re-rolled.
WARSMITH HONSOU COST: 180 POINTS
WS BS S T W I A Ld Sv
Honsou 7 5 4 (5) 4 3 5 4 10 2+
Honsou is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus an army
including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Iron Warriors
Wargear:
• Power armour
• Siege Fang
• Combi-melta gun
• Servo Arms
• Frag grenades
• Melta bombs
Daemonic Gifts: (already included in profile)
• Daemonic armour
Special Rules:
• Fearless
• Independent Character
• 5+ Invulnerable Save
Siege Fang
Honsou carries a modified chainsword with increased size, power and barbed adamantium teeth. It is a close combat weapon that grants Honsou
+1 strength in close combat and the Rending special rule. In addition Honsou rolls 2D6 for armour penetration.
Servo Arms
Honsou, as many in the Iron Warriors, has great servo arms attached to the back of his power armour. Their original function was for battlefield
repairs but serve him just as well as powerful limbs for breaching enemy fortifications, crushing unwary foes in close combat or destroying enemy
armour. In the Assault Phase, Honsou may make two attacks in addition to his normal attacks worked out as a power fist. In addition he may
attempt hasty battle field repairs and mend friendly vehicles. In his shooting phase instead of firing any weapons he may attempt to repair any
vehicle in base contact. Roll a D6 and on the result of a 4+ one Immobilized or Weapon Destroyed result is repaired. Note that a weapon repaired in
this way may not fire in the same shooting phase but is then used as normal in any following shooting phases.
17 | C h a o s S p a c e M a r i n e s
AHRIMAN COST: 250 POINTS
WS BS S T W I A Ld Sv
Ahriman 6 6 4 4 3 5 3 10 3+
Ahriman is a unique character, only one of him may ever be taken in any army. He also counts as a Sorcerer Lord in all respects and thus
an army including him may not also include another Sorcerer Lord, Daemon Prince or Chaos Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Thousand Sons
Wargear:
• Power armour
• The Black Staff
• Bolt pistol
• Inferno Bolts
• Frag grenades
• Krak grenades
• Mark of Tzeentch
Special Rules:
• Fearless
• Independent Character
• 4+ Invulnerable Save
(Mark of Tzeentch already
included)
• Master of Sorcery
The Black Staff
The Black Staff is a potent focus for Ahriman's psychic abilities. He may cast three psychic powers every turn and may cast any amount of psychic
powers that count as a ranged shooting attack. He may even cast the same power more than once each turn if he wishes. Furthermore the Black
Staff also counts as a Force Weapon, Talisman of Tzeentch and Icon of Tzeentch.
Master of Sorcery
Ahriman is one of the most potent psykers in the known universe, his powers increased tenfold by the Rubric of Ahriman and further enhanced by
centuries studying and perfecting his black art. He knows the following psychic powers; Doombolt, Warptime, Wind of Chaos, Gift of Chaos, Mass
Mutation, Bolt of Change, Grand Illusion, Psychic Duel and Guiding Eye of Tzeentch.
TYPHUS, HERALD OF NURGLE COST: 235 POINTS
WS BS S T W I A Ld Sv
Typhus 6 5 4 5(6) 4 5 3 10 2+
Typhus is a unique character, only one of him may ever be taken in any army. He also counts as a Sorcerer Lord in all respects and thus an army
including him may not also include another Sorcerer Lord, Daemon Prince or Chaos Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Death Guard
Wargear:
• Terminator armour
• Man Reaper
• Blight Grenades
• Mark of Nurgle
(already included in profile)
Daemonic Gifts: (already included in profile)
• Daemonic visage
• Daemonic essence
Special Rules:
• Fearless
• Independent Character
• 5+ Invulnerable Save
• Feel No Pain
• The Destroyer Hive
• Nurgling Infestation
Typhus' Man Reaper
Typhus is not only a mighty champion of Nurgle but also a powerful psyker. His Man Reaper follows all the normal rules for the weapon but in
addition counts as a force weapon.
The Destroyer Hive
Typhus is the host of Nurgle's great Destroyer Plague, his armour becoming the Destroyer Hive belching forth great flies, disease and pestilence
from chocking spore stacks. Typhus is a psyker and knows the following psychic powers; Wind of Chaos, Nurgle's Rot and Pestilent Smog. He
automatically passes any psychic test required to cast these powers and may cast up to two powers per turn (one of which may be his force
weapon which must still pass a psychic test as normal). In addition Typhus, and any unit he joins, count as having offensive and defensive grenades
as the miasma of disease chokes the enemy into submission.
Nurgling Infestation
Typhus' armour is home to many mischievous Nurglings who will fight to protect their stinking, bloated abode in close combat. In the Assault Phase
Typhus makes an additional 3+D3 attacks at strength 3 and initiative 2. Armour saves may be taken as normal against these attacks.
18 | C h a o s S p a c e M a r i n e s
KHARN THE BETRAYER COST: 195 POINTS
WS BS S T W I A Ld Sv
Kharn 7 5 4 (5) 4 3 5 5 10 2+
Kharn is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects
and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: World Eaters
Wargear:
• Gorechild
• Plasma Pistol
• Skull Rune
• Frag grenades
• Krak grenades
• Mark of Khorne
(already included in profile)
Daemonic Gifts: (already included in profile)
• Daemonic armour
• Daemonic rune
Special Rules:
• Fearless
• Independent Character
• 5+ Invulnerable Save
• Furious Charge
• The Betrayer
Gorechild
Gorechild is Kharn's huge and ancient chain axe, it's whirring adamantium teeth able to tear through any armour. Gorechild is a power weapon that
allows Kharn to strike at +1 strength and he will always hit on a 2+ when attacking a unit with a weapon skill characteristic. In addition Kharn rolls
2D6 for armour penetration.
The Betrayer
Kharn is prone to attack anyone nearby in his berserker fury. He must always charge if able to do so. In addition any rolls to hit of 1 in close combat
are resolved against Kharn's own side in any assault. The Chaos player may decide which unit these attacks effect. If no other friendly units are in
the same close combat as Kharn then any rolls of 1 simply miss as normal.
LUCIUS THE ETERNAL COST: 185 POINTS
WS BS S T W I A Ld Sv
Lucius 8 4 5 4 3 7 3 10 3+
Lucius is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects and thus
an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Legion: Emperor's Children
Wargear:
• Armour of Shrieking Souls
• Lash of Torment
• Power Weapon
• Combat Drugs (see page 27)
• Frag grenades
• Krak grenades
• Mark of Slaanesh
(already included in profile)
Daemonic Gifts: (already included in profile)
• Daemonic strength
• Daemonic speed
Special Rules:
• Fearless
• Independent Character
• 4+ Invulnerable Save
• Martial Pride
Armour of Shrieking Souls
The armour Lucius has worn for countless millennia is a baroque monstrosity writhing with the howling souls of those who have killed him over the
aeons. The armour grants Lucius a 4+ invulnerable save and he may release the cacophony of souls in the shooting phase resolved as a Doom Siren.
In addition if Lucius is ever removed as a casualty roll a D6 and on a result of 2+ the enemy army is not awarded a kill point for slaying him.
Lash of Torment
The Lash of Torment writhes out from Lucius hands ensnaring his foes, each barb's caress causing agonising pain. The Lash of Torment is a Blissgiver
that also lowers the attack characteristic of any enemy models in base contact by 1 to a minimum of 1.
Martial Pride
Lucius has little interest in slaughtering hapless mortals but when confronted with a worthy foe he fights as an enraged daemon. If Lucius is in base
contact with an independent character who has a weapon skill characteristic of 5 or higher, then he doubles his attacks characteristic but must
direct all of his attacks against that model.
19 | C h a o s S p a c e M a r i n e s
HURON BLACKHEART COST: 165 POINTS
WS BS S T W I A Ld Sv
Huron 6 5 4 5 3 5 3 10 3+
Huron is a unique character, only one of him may ever be taken in any army. He also counts as a Chaos Lord in all respects
and thus an army including him may not also include another Chaos Lord, Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Wargear:
• Power armour
• Power weapon
• The Tyrant's Claw
• Frag grenades
• Krak grenades
• Personal Icon
Special Rules:
• Fearless
• Independent Character
• 5+ Invulnerable Save
• Feel No Pain
• The Hamadrya
The Tyrant's Claw
The Tyrant's Claw is a monstrous, bear-like bionic arm and shoulder built to replace Huron's own missing arm. The Claw is a Power Fist that
incorporates a built in Heavy Flamer.
The Hamadrya
Huron has a pet creature of unknown origin which he calls his Hamadrya. The creature never fights or try to help it's master directly but it seems to
manifest curious psychic powers which Huron uses to his advantage. The Hamadrya is a Chaos Familiar which also grants Huron the Warptime
psychic power. Huron himself does not count as a psyker and if he ever suffers a perils of the warp then instead of taking a wound as normal the
Hamadrya is simply removed from play and he may not use Warptime for the remainder of the game.
FABIUS BILE COST: 125 POINTS
WS BS S T W I A Ld Sv
Fabius Bile 5 4 5 4 3 4 5 10 3+
Fabius is a unique character, only one of him may ever be taken in any army.
Unit Type:
• Infantry
Number/squad:
• 1 (Unique)
Wargear:
• Power armour
• Rod of Torment
• Xyclos Needler
• Frag grenades
• Krak grenades
Special Rules:
• Fearless
• Independent Character
• Feel No Pain
• Enhanced Warriors
Rod of Torment
The slightest pin prick from the daemon-forged Rod of Torment sends agonizing waves of agony through the target victim's body. Any model that
takes an unsaved wound from it is immediately disabled by the pain and suffers Instant Death.
Xyclos Needler
This gun fires a virulent toxin into the target's blood stream. It uses the following profile;
Range Strength AP Type
18" 1 6 Assault 3
The Xyclos Needler is a poisoned weapon and always wounds on the roll of a 2+ regardless of the target's toughness.
Enhanced Warriors
If Fabius Bile is included in the force then he can enhance some of the warriors in the army through genetic manipulation and drugs. Chaos Space
Marines units may undergo these procedures (see the Chaos Space Marine entry). Bile's handy work is not always stable however. Roll a D6 for each
unit of Enhanced Warriors. On the result of 2-5 the procedure went as planned with no ill effects, the unit benefits from +1 strength and is Fearless
for the duration of the game. On the result of a 1 the enhancements are successful but the warriors fall into a berserk fury, they benefit from +1
strength and are Fearless for the duration of the game but are also subject to the Rage universal special rule. On the result of a 6 Bile's experiments
surpassed even his wildest dreams, creating the ultimate, albeit unstable warriors. The unit benefits from +1 to their strength and attack
characteristics and are Fearless for the duration of the game. However not even these warriors' enhanced constitutions can withstand the high level
of performance for long. Remove one model as a casualty at the end of each Chaos turn.
20 | C h a o s S p a c e M a r i n e s
0-1 CHAOS LORD COST: 100 POINTS
WS BS S T W I A Ld Sv
Chaos Lord 7 5 4 4 3 5 4 10 3+
A Chaos Lord may not be included in the same army as a Daemon Prince or Sorcerer Lord.
Unit Type:
• Infantry
Number/squad:
• 1
Wargear:
• Power armour
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
Special Rules:
• Fearless
• Independent Character
• 5+ Invulnerable Save
Options:
• He may be given one of the following
marks of chaos;
o Mark of Slaanesh for 5 pts
o Mark of Khorne for 25 pts
o Mark of Tzeentch for 15 pts
o Mark of Nurgle for 30 pts
• He may take melta bombs for 5 pts
• He may be given a single Veteran skill
for 15 pts.
• He may choose up to three of the
following daemonic gifts;
o Daemonic Visage for 5 pts
o Daemonic Speed for 5 pts
o Daemonic Essence for 10 pts
o Daemonic Aura for 15 pts
o Daemonic Strength for 15 pts
o Daemonic Mutation for 15 pts
o Daemonic Armor for 20 pts
o Daemonic Rune for 35 pts
• He may be given one of the following:
o Combi-flamer, -melta or
-plasma for 10 pts
o Twin-linked bolter for 5 pts
• He may replace bolt pistol and/or close
combat weapon with one of the
following:
o Plasma pistol, power weapon or
lightning claw for 15pts
o Power fist for 25 pts
o Daemon weapon for 30 pts
• He may replace his power armour,
bolter, bolt pistol, close combat weapon,
frag and krak grenades for terminator
armour, twin-linked bolter and power
weapon for 15 pts
• Replace his terminator armour's twin-
linked bolter with one of the following:
o Combi-flamer, -melta, -plasma for 5
pts
o Lightning claw for 5 pts
• Replace his terminator armour's power
weapon with one of the following:
o Lightning claw for 5 pts
o Power fist for 10 pts
o Chainfist for 15 pts
o Daemon weapon for 15 pts
• If terminator armour is not chosen he may
take one of the following:
o Daemonic wings for 20 pts
o Raptor jump pack for 25 pts
o Daemonic steed for 35 pts
o Chaos bike for 45 pts
• He may take one of the following;
o Doom Siren for 15 pts
(Mark of Slaanesh only)
o Skull Rune for 10 pts
(Mark of Khorne only)
o Inferno Bolts for 10 pts
(Mark of Tzeentch only)
o Blight Grenades for 5 pts
(Mark of Nurgle only)
0-1 DAEMON PRINCE COST: 110 POINTS
WS BS S T W I A Ld Sv
Daemon Prince 8 5 5 5 4 5 4 10 3+
A Daemon Prince may not be included in the same army as a Chaos Lord or Sorcerer Lord.
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Wargear:
• Close combat weapon
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Eternal Warrior
Options:
• He may be given one of the following
marks of chaos;
o Mark of Slaanesh for 5 pts
o Mark of Khorne for 20 pts
o Mark of Tzeentch for 25 pts
o Mark of Nurgle for 40 pts
• He may choose any of the following
daemonic gifts;
o Daemonic Visage for 5 pts
o Daemonic Speed for 5 pts
o Daemonic Mutation for 15 pts
o Daemonic Strength for 20 pts
o Daemonic Essence for 20 pts
o Daemonic Aura for 25 pts
o Daemonic Armour for 40 pts
• He may take daemonic wings for 40 pts
• He may take a daemon weapon for 30
pts
• May choose one of the following
o Doom Siren for 15 pts
(Mark of Slaanesh only)
o Skull Rune for 10 pts
(Mark of Khorne only)
o Talisman of Tzeentch for 15 pts
(Mark of Tzeentch only)
o Blight Grenades for 5 pts
(Mark of Nurgle only)
• Unless given the Mark of Khorne he
may become a Psyker for 40 pts and
choose psychic powers as described on
page 5.
21 | C h a o s S p a c e M a r i n e s
0-1 SORCERER LORD COST: 175POINTS
WS BS S T W I A Ld Sv
Sorcerer Lord 6 5 4 4 3 5 3 10 3+
If an army includes a Sorcerer Lord then it may not include a Chaos Lord or Daemon Prince.
Unit Type:
• Infantry
Number/squad:
• 1
Wargear:
• Power armour
• Bolt pistol
• Force Weapon
• Frag grenades
• Krak grenades
Special Rules:
• Independent Character
• 5+ Invulnerable Save
• Fearless (Sorcerer Lord only)
Options:
• He may be given one of the
following marks of chaos;
o Mark of Slaanesh for 5 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 25 pts
• He may choose up to two of the
following daemonic gifts:
o Daemonic Visage for 5 pts
o Daemonic Speed for 5 pts
o Daemonic Essence for 10 pts
o Daemonic Aura for 15 pts
o Daemonic Strength for 15 pts
o Daemonic Mutation for 15 pts
o Daemonic Armor for 20 pts
• A Sorcerer Lord is a psyker and
must choose psychic powers as
described on page 5.
• He may replace his power armour,
bolt pistol and frag and krak
grenades for terminator armour
and twin-linked bolter for 10 pts.
• May replace his twin-linked bolter
with one of the following:
o Combi-flamer, -melta, -plasma
for 5 pts
• If terminator armour is not
chosen he may take one of the
following:
o Daemonic wings for 15 pts
o Raptor jump pack for 20 pts
o Daemonic steed for 35 pts
o Chaos bike for 35 pts
• He may take any of the following;
o Chaos Familiar for 20 pts
o Doom Siren for 15 pts
(Mark of Slaanesh only)
o Blight Grenades for 5 pts
(Mark of Nurgle only)
o Inferno Bolts for 10 pts
(Mark of Tzeentch only)
o Talisman of Tzeentch for 15 pts
(Mark of Tzeentch only)
CHAOS LIEUTENANT COST: 50 POINTS
WS BS S T W I A Ld Sv
Lieutenant 6 4 4 4 2 5 3 10 3+
Unit Type:
• Infantry
Number/squad:
• 1
Wargear:
• Power armour
• Bolter
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
Special Rules:
• Independent Character
Options:
• He may take melta bombs for 5 pts
• He may be given a single Veteran
skill for 10 pts.
• He may be given one of the
following marks of chaos;
o Mark of Slaanesh for 10 pts
o Mark of Khorne for 15 pts
o Mark of Tzeentch for 10 pts
o Mark of Nurgle for 20 pts
• He may choose up to two of the
following daemonic gifts;
o Daemonic Visage for 5 pts
o Daemonic Speed for 5 pts
o Daemonic Essence for 10 pts
o Daemonic Aura for 10 pts
o Daemonic Strength for 15 pts
o Daemonic Mutation for 15
pts
• May replace bolter with one of the
following
o Combi-flamer, -melta or -
plasma for 10 pts
o Twin-linked bolter for 5 pts
• May replace his bolt pistol and/or
close combat weapon with one of
the following
o Plasma pistol, power weapon
or lightning claw for 10 pts
o Power fist for 20 pts
• May take one of the following
o Daemonic wings for 15 pts
o Raptor jump pack for 20 pts
o Chaos bike for 30 pts
• He may take one of the following;
o Doom Siren for 15 pts
(Mark of Slaanesh only)
o Skull Rune for 10 pts
(Mark of Khorne only)
o Inferno Bolts for 5 pts
(Mark of Tzeentch only)
o Blight Grenades for 5 pts
(Mark of Nurgle only)
22 | C h a o s S p a c e M a r i n e s
CHOSEN CHAOS SPACE MARINES COST: 20 POINTS EACH
A single unit of Chosen Chaos Space Marines may be taken as a troops choice if the army also includes a Chaos Lord.
Unit Type:
• Infantry
Number/squad:
• 3-10
Wargear:
• Power Armour
• Bolter
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
Special Rules:
• The Lord's Chosen
(see page 23)
Veteran Skills:
• The entire unit may purchase a veteran
skill for an additional
3 pts per model.
Character:
• Any model may be upgraded to an
Aspiring champion at 5 pts per model.
• Any Aspiring Champion may choose one
of the following Daemonic Gifts;
o Daemonic Aura for 5 pts
o Daemonic Visage for 5 pts
o Daemonic Mutation for 5 Pts
o Daemonic Essence for 10 pts
o Daemonic Strength for 10 pts
Options:
• They may be given one of the following
marks of chaos;
o Mark of Slaanesh for 15 pts
o Mark of Khorne for 30 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 40 pts
• They may be given one of the following
chaos icons;
o Icon of Chaos Glory for 5 pts
o Icon of Slaanesh for 15 pts
o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts
• Any model may replace their bolt pistol
and/or close combat weapon with one
of the following:
o Power weapon, lightning claw or
plasma pistol for 10 pts
o Power fist for 20 pts
• Up to three chosen may replace their
bolter with one of the following:
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 15 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
• One chosen may replace their bolter
with one of the following:
o Heavy Bolter for 5
o Missile Launcher or autocannon
for 10 pts
o Lascannon for 15 pts
• One unit of Chosen in the army may
replace upgrade a single Chosen model
with Cypher for an additional 50 pts. If
Cypher is taken then the unit may not
take a Mark of Chaos.
Transport:
• May take a chaos rhino (see page 25) or
chaos land raider (see page 31) as a
dedicated transport.
CYPHER, THE FALLEN ANGEL COST: 50 POINTS
WS BS S T W I A Ld Sv
Cypher 4 6 4 4 2 4 3 10 3+
A single unit of Chosen Chaos Space Marines may replace one model with Cypher for 50 points.
Unit Type:
• Infantry
Wargear:
• Power armour
• Bolt pistol
• Plasma pistol
• Frag grenades
• Krak grenades
Special Rules:
• Fearless
• Fallen Angel
• Gunslinger
Fallen Angel
Cypher is one of the many Fallen sought out so ruthlessly by the Dark Angels and where he is other Fallen gather. The Chosen unit Cypher is taken
as a part of is a squad of such gathered Fallen and benefit from the Fearless Universal Special Rule but may not bear any mark of chaos or take any
icon other than the Icon of Chaos Glory. In addition whenever playing against a Dark Angels army Cypher and his unit count as a kill point for the
Chaos player if the unit survives the game but if the Dark Angels player manages to kill him and his unit then they count as two kill points instead of
the normal one. In objective based missions place a new objective marker where Cypher was killed instead.
Gunslinger
Cypher is famous for his skills wielding both his masterfully crafted bolt pistol and plasma pistol. Cypher may fire both pistols twice each in each
shooting phase. In addition when in close combat compare Cypher's BS characteristic to the enemy's WS characteristic to see what score he needs
to hit (Enemy models will still compare their WS to Cypher's when calculating what score they need to hit). Furthermore such is his accuracy that in
the assault phase his attacks count as if he were wielding a power weapon with the bonus attack for two close combat weapons applying as well.
WS BS S T W I A Ld Sv
Chosen
Aspiring Champion
4
5
4
4
4
4
4
4
1
1
4
4
2
2
10
10
3+
3+
23 | C h a o s S p a c e M a r i n e s
CHOSEN CHAOS TERMINATORS COST: 30 POINTS EACH
Unit Type:
• Infantry
Number/squad:
• 3-10
Wargear:
• Terminator armour
• Twin-linked boltgun
• Power weapon
Special Rules:
• The Lord's Chosen
Veteran Skills:
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.
Character:
• Any model may be upgraded to an
Aspiring champion at 5 pts per
model.
• Any Aspiring Champion may choose
one of the following Daemonic
Gifts;
o Daemonic Aura for 5 pts
o Daemonic Visage for 5 pts
o Daemonic Mutation for 5 Pts
o Daemonic Essence for 10 pts
o Daemonic Strength for 10 pts
Options:
• They may be given one of the
following marks of chaos;
o Mark of Slaanesh for 15 pts
o Mark of Khorne for 30 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 40 pts
• They may be given one of the
following chaos icons;
o Icon of Chaos Glory for 5 pts
o Icon of Slaanesh for 15 pts
o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts
• For every five models in the unit
one model may replace their twin-
linked bolter with one of the
following:
o Heavy Flamer for 5pts
o Reaper Autocannon for 15 pts
• Any model may replace their twin-
linked bolter with a Combi-flamer, -
melta or -plasma gun for 5 pts.
• Any model may replace their power
weapon with one of the following
o Lightning claw for 5 pts
o Power fist for 10 pts
o Chain fist for 15 pts
• Any model may replace their twin-
linked bolter and power weapon
with a pair of lightning claws for 10
pts
Transport:
• May take a chaos land raider (see
page 31) as a dedicated transport.
0-1 OBLITERATOR CULT COST: 75 POINTS EACH
WS BS S T W I A Ld Sv
Obliterator 4 4 4 4 2 4 2 10 2+
Unit Type:
• Infantry
Number/squad:
• 1-3
Wargear:
• Power Fist
• Obliterator Weapons
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Slow and Purposeful
• Deep Strike (Teleport)
Obliterator Weapons
Chaos Obliterators are affected by the Obliterator Virus and as the disease advances they are able to start absorbing weapons, melding them, their
armor and their flesh into one and calling upon them at will to lay devastation to their enemies. Obliterators may choose to fire any of the
following weapons each shooting phase; Lascannon, Plasma Cannon, Multi-Melta, Twin-linked Plasma Gun, Twin-linked Melta Gun, Twin-linked
Flamer, Twin-linked Bolter. Only one weapon may be used per turn and the entire unit must choose the same one.
WS BS S T W I A Ld Sv
Chosen Terminator
Aspiring Champion
4
5
4
4
4
4
4
4
1
1
4
4
2
2
10
10
3+
3+
The Lord's Chosen
Units of Chosen are the favoured warriors of the leaders of each of their respected warbands. They radiate this favour and their belief in
their own power is unshakable. Chosen may always re-roll any failed morale or pinning test they are required to take. Furthermore if they
are joined by a Chaos Lord then they benefit from the Stubborn universal special rule while he remains with the unit and they may not
become pinned, nor voluntarily go to ground.
24 | C h a o s S p a c e M a r i n e s
POSSESSED CHAOS SPACE MARINES COST: 21 POINTS EACH
WS BS S T W I A Ld Sv
Possessed
Possessed Champion
4
5
4
4
4
4
4
4
1
1
4
4
2
3
10
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-20
Wargear
• Power armour
• Claws, spikes, talons and other
assorted mutations (counts as a
single close combat weapon)
Special Rules:
• Fearless
• 5+ invulnerable save
• Daemonkin
Character:
• One model may be upgraded to a
possessed champion for 20 pts.
(A unit including a possessed
champion may make use of the
scout universal special rule.)
• He may take a personal icon for 5
pts.
• He may choose one of the following
Daemonic Gifts:
o Daemonic Aura for 5 pts
o Daemonic Visage for 5 pts
o Daemonic Essence for 5 pts
o Daemonic Mutation for 10 pts
o Daemonic Strength for 10 pts
Options:
• The unit may be given one of the
following marks of chaos;
o Mark of Slaanesh for 30 pts
(The unit also gains Fleet)
o Mark of Khorne for 40 pts
(The unit also gains +1 WS)
o Mark of Tzeentch for 55 pts
(The unit also rolls 2D6 for
their Daemonkin special rule,
re-rolling matching results)
o Mark of Nurgle for 50 pts
(The unit also gains the feel no
pain universal special rule)
Transport:
• May take a chaos rhino as a
dedicated transport (see page 25).
Daemonkin
Roll 1D6 for each unit of Possessed after sides have been chosen but before deployment and then consult the chart below to see what kind of
mutation the Possessed have developed. The Possessed gain the bonuses rolled for the remainder of the game.
1 - Daemonic Strength: the unit gains +1 strength
2 - Daemonic Talons: the unit's attacks gain the Rending USR
3 - Daemonic Appendages: the unit gains +1 Attack
4 - Daemonic Horns and Tusks: the unit gains the Furious Charge USR
5 - Daemonic Foresight: the unit gains the Preferred Enemy USR
6 - Daemonic Blades: the unit's attacks ignore armour saves
CHAOS SORCERER COST: 100 POINTS
WS BS S T W I A Ld Sv
Chaos Sorcerer 5 4 4 4 2 4 2 10 3+
Unit Type:
• Infantry
Number/squad:
• 1
Wargear:
• Power armour
• Bolt pistol
• Force Weapon
• Frag grenades
• Krak grenades
Special Rules:
• Independent Character
• 5+ Invulnerable Save
Options:
• He may be given one of the
following marks of chaos;
o Mark of Slaanesh for 5 pts
o Mark of Tzeentch for 20 pts
o Mark of Nurgle for 15 pts
• He may choose one of the following
daemonic gifts;
o Daemonic Visage for 5 pts
o Daemonic Speed for 5 pts
o Daemonic Essence for 10 pts
o Daemonic Aura for 15 pts
o Daemonic Strength for 15 pts
o Daemonic Mutation for 15 pts
o Daemonic Armor for 20 pts
• A Sorcerer is a psyker and must
choose psychic powers as described
on page 5.
• He may take one of the following:
o Daemonic wings for 15 pts
o Chaos bike for 35 pts
• He may take any of the following;
o Chaos Familiar for 10 pts
o Doom Siren for 15 pts
(Mark of Slaanesh only)
o Blight Grenades for 5 pts
(Mark of Nurgle only)
o Inferno Bolts for 5 pts
(Mark of Tzeentch only)
25 | C h a o s S p a c e M a r i n e s
CHAOS DREADNOUGHT COST: 90 POINTS
WS BS S F S R I A
Chaos Dreadnought 4 4 6(10) 12 12 10 4 3
Unit Type:
• Vehicle (Walker)
Number/squad:
• 1
Wargear
• Searchlight
• Smoke Launchers
• Dreadnought Close Combat
Weapon w/ built in twin-linked
bolter
Special Rules:
• Crazed
• Dreadclaw Insertion
Options:
• He may be given one of the following
marks of chaos;
o Mark of Slaanesh for 5 pts
o Mark of Khorne for 15 pts
o Mark of Tzeentch for 15 pts
o Mark of Nurgle for 35 pts
• He Must be given one of the
following additional weapons;
o Dreadnought close combat
weapon with built in twin-linked
bolter for 10 pts
o Twin-linked heavy bolters or
multi-melta for 10 pts
o twin-linked autocannon or
plasma cannon for 15 pts
o twin-linked lascannon for 30 pts
• He may replace his pre-existing
dreadnought close combat weapon
for a missile launcher for 10 points. If
this leaves him with no remaining close
combat weapons then deduct 1 from
his attack characteristic.
• He may replace on twin-linked bolter
with a heavy flamer for 10 pts
• He may take any of the following;
o Extra armour for 15 pts
o Havoc launcher for 15 pts
o Daemonic possession for 25 pts
o Mutated hull for 30 pts
• If given the mark of Slaanesh he may
exchange his twin-linked heavy bolter
for twin-linked sonic blasters, his twin-
linked lascannon for a blastmaster or his
heavy flamer for a doom siren.
Crazed
For a Chaos Space Marine the prospect of being entombed forever in the sarcophagus of a Chaos Dreadnought is a fate worse than death itself.
Forever forced to fight for his masters and never able to ascend to daemonhood or lead a mighty warband under his own command drives the
warrior inside to fits of madness. At the start of each of his turns roll a D6. On the result of 2-5 the Dreadnaught acts normally, his sanity holding
up. On the result of a 1 he falls into a blood rage, forgoing any thoughts of safety or tactics to seek out the closest enemy to gorge in a bloody
escapade of death. On the result of a 6 he falls into a fire frenzy, disregarding anything else as he seeks out the closest enemy unit to lay waste with
torrents of fire at range. Such is the Dreadnought's mad rage that should an enemy not be in sight he will even turn on his fellow Chaos Marines. If
a Chaos Dreadnought starts with two dreadnought close combat weapons then treat all fire frenzy results as blood rage instead. If it starts with no
dreadnought close combat weapons then treat all blood rage results as fire frenzy results instead.
Blood Rage: The dreadnought is subject to the rage and fleet universal special rules. If he runs then he must run towards the closest visible
enemy unit. In the assault phase he must assault the closest enemy unit if able. If there are no enemy models in sight then he must instead
move and run towards and if able assault the closest friendly unit instead. If no models from either side are in line of sight or the dreadnought
is otherwise unable to move that turn then treat the Blood Rage result as a 2-5 sane result instead. Furthermore if the dreadnought does
participate in a close combat in the turn he suffers from a blood rage then he doubles his attack characteristic (additional attacks for assaulting,
and two close combat weapons are not doubled, only the number of attack on the model's profile).
Fire Frenzy: The dreadnought may not move at all in the movement phase nor may he assault in the assault phase. In the shooting phase he
must turn towards the closest visible enemy unit and fire each of his weapons at them, Twice! If there are no enemy units within line of sight
he must instead turn towards the closest visible friendly unit and instead fire each of his weapons at them twice, no holding back, though he
may select which profile to use for any weapons that have more than one mode of fire. If no models from either side are in line of sight or the
dreadnought is otherwise unable to shoot that turn then treat the Fire Frenzy result as a 2-5 sane result instead.
Daemonic Possession
When possessed the chaos marine inside the dreadnought is replaced with a daemonic entity who is bound inside by ancient runes and daemonic
chains. In addition to the normal Daemonic Possession rules the Dreadnought loses his crazed special rule.
Dreadclaw Insertion
Due to the crazed nature of most Chaos Dreadnoughts, many warbands a leery of marching to war alongside such unstable allies and so it is not
uncommon that Chaos Dreadnoughts are instead launched by Dreadclaw Assault Pod, putting the crazed machines right into the midst of the
enemy where their mad rage can cause the most damage. A Chaos Dreadnought may arrive by deep strike if left in reserves.
26 | C h a o s S p a c e M a r i n e s
CHAOS SPACE MARINES COST: 14 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Marine
Aspiring Champion
4
5
4
4
4
4
4
4
1
1
4
4
1
2
9
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-20
Wargear:
• Power armour
• Bolter
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
Veteran Skills:
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.
Character:
• One model may be upgraded to an
aspiring champion for 15 pts.
• He may replace his bolter with one
of the following:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
• He may take melta bombs for 5 pts.
• He may take a personal icon for 5
pts.
• He may replace his bolt pistol
and/or his close combat weapon
with any of the following:
o Plasma pistol for 10 pts
o power weapon or lightning
claw for 15 pts
o power fist for 25 pts
Options:
• They may be given one of the
following marks of chaos;
o Mark of Slaanesh for 20 pts
o Mark of Khorne for 30 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 40 pts
• They may be given one of the
following chaos icons;
o Icon of Chaos Glory for 10 pts
o Icon of Slaanesh for 15 pts
o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts
• One chaos marine may replace
his bolt pistol with a plasma pistol
for 10 pts, or instead replace his
bolter with one of the following:
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 15 pts
• If the squad numbers 10 models or
more, then an additional chaos
marine may replace his bolt pistol
with a plasma pistol for free for
instead replace his bolter with one
of the following;
o Flamer for free
o Melta gun for 5 pts
o Plasma gun for 10 pts
o Heavy bolter for free
o Missile launcher or
autocannon for 5 pts
o Lascannon for 10 pts
• If Fabius Bile is included in the army
than the entire unit may be
enhanced for 3 pts per model. See
Fabius Bile's entry for details.
Transport:
• May take a chaos rhino as a
dedicated transport (see below).
CHAOS RHINO COST: 35 POINTS
BS F S R
Chaos Rhino 4 11 11 10
Certain Chaos Space Marine units may select a Chaos Rhino as a dedicated transport option which uses the following stats and options below.
Unit Type:
• Vehicle (Tank)
Number/squad:
• 1
Wargear:
• Pintle-mounted twin-linked bolter
• Searchlight
• Smoke Launchers
Transport Capacity: A chaos rhino may
transport up to 10 models. Models in
terminator armour, lesser daemons of any
kind and obliterators may never be
transported despite being infantry.
Access Points: Three, 1 rear hatch and 2
side hatches.
Fire Points: Two from the top hatch
Options:
• It may take any of the following pintle-
mounted weapons;
o Twin-linked bolter for 5 pts
o Combi-flamer, melta or -plasma
gun for 10 pts
o Havoc launcher for 15 pts
• It may take any of the following vehicle
upgrades;
o Dozer blade for 5 pts
o Dirge caster for 5 pts
o Mutated hull for 20 pts
o Extra armour for 15 pts
27 | C h a o s S p a c e M a r i n e s
KHORNE BERSERKERS COST: 21 POINTS EACH
Unit Type:
• Infantry
Number/squad:
• 5-20
Wargear:
• Power armour
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
• Mark of Khorne
(Already included in profile)
Special Rules:
• Fearless
• Furious Charge
• Blood Frenzy
Character:
• One model may be upgraded to a
skull champion for 15 pts.
• He may replace his bolt pistol with
a plasma pistol for 10 pts
• He may replace his close combat
weapon with one of the following;
o Power weapon for 15 pts
o Power fist for 25 pts
Options:
• Up to two models may replace their
bolt pistol with a plasma pistol for
10 pts each.
• One model may take one of the
following icons of chaos;
o Icon of Khorne for 20 pts
o Personal icon for 5 pts
Transport:
• The squad may take a chaos rhino
dedicated transport (see page 25).
Blood Frenzy
Khorne Berserkers are possessed of a great bloodlust and when in the swirling confines of combat will set aside reason and all thoughts of self
preservation to come to grips with their foes and tear them apart in a shower of gore. At the start of each chaos movement phase each unit of
Berserkers must take a leadership test. Subtract 1 from the result for each non-vehicle enemy unit in line of sight. If the test is failed then the unit
gains the Fleet universal special rule but is also subject to the Rage universal special rule and must declare a charge in the assault phase if able.
NOISE MARINES COST: 20 POINTS EACH
WS BS S T W I A Ld Sv
Noise Marine
Noise Champion
4
5
4
4
4
4
4
4
1
1
5
5
1
2
9
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-20
Wargear:
• Power armour
• Sonic Blaster
• Mark of Slaanesh
(Already Included in profile)
Transport:
• The squad may take a chaos rhino
as a dedicated transport (see page
25).
Character:
• One model may be upgraded to a
noise champion for 15 pts.
• He may replace his bolt pistol
and/or his close combat weapon
with any of the following:
o Plasma pistol for 10 pts
o power weapon or lightning
claw for 15 pts
o power fist for 25 pts
• He May take a Doom Siren for 15
pts.
Options:
• One noise marine may replace his
sonic blaster for a blastmaster for
30 pts.
• The entire unit may replace their
sonic blasters for a bolt pistol, close
combat weapon and frag and krak
grenades free of charge. If a unit
chooses to do so then they may also
take combat drugs for an additional
3 pts per model.
• One model may take one of the
following;
o Icon of Slaanesh for 15 pts
o personal icon for 5 pts
Combat Drugs
At the beginning of the game a unit with combat drugs may consume their deadly narcotics. The unit rolls a single D6 and consults the chart below,
gaining the ability rolled for the duration of the game.
1 - +1 Initiative
2 - +1 Weapon Skill
3 - +1 Strength
4 - Feel No Pain
5 - Preferred Enemy
6 - +1 Attack
WS BS S T W I A Ld Sv
Khorne Berserker
Skull Champion
5
6
4
4
4
4
4
4
1
1
4
4
2
3
9
10
3+
3+
28 | C h a o s S p a c e M a r i n e s
THOUSAND SONS COST: 22 POINTS EACH
WS BS S T W I A Ld Sv
Rubric Marine
Aspiring Sorcerer
4
5
4
4
4
4
4
4
2
1
1
4
1
2
8
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-20 Thousand Sons
Wargear:
Thousand Sons
• Power armour
• Bolter
• Mark of Tzeentch
Aspiring Sorcerer
• Power armour
• Bolt Pistol
• Inferno Bolts
• Power Weapon
• Mark of Tzeentch
Special Rules:
• Fearless
• The Sorcerer Commands
• Slow and Purposeful (thousand
sons only)
• 5+ Invulnerable Save
(Mark of Tzeentch already included)
Character:
• The unit may include an Aspiring
Sorcerer for 60 pts who must
select psychic powers as
described on page 5.
• He may take a personal icon for 5
pts.
• He may replace his power weapon
with a force weapon for 10 pts.
Options:
• If an Aspiring Sorcerer is included
then all Rubric Marines may take
inferno bolts for 3 pts per model.
• One model may take an icon of
Tzeentch for 10 pts.
• All models may replace their
power armor for terminator armor
for 15 points each. Each model in
the unit gain +1 attack, Rubric
Marines replace their bolters with
a twin-linked bolter and power
weapon. The Aspiring Sorcerer
replaces his bolt pistol with a twin-
linked bolter. If this option is
chosen the unit becomes an elite
choice.
Transport:
• May take a chaos rhino as a
dedicated transport (see page 25).
PLAGUE MARINES COST: 23 POINTS EACH
WS BS S T W I A Ld Sv
Plague Marine
Plague Champion
4
5
4
4
4
4
4 (5)
4 (5)
1
1
3
3
1
2
9
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-20
Wargear:
• Power armour
• Bolter
• Bolt pistol
• Plague swords
• Frag grenades
• Krak grenades
• Mark of Nurgle
(Toughness bonus already included
in profile)
• Blight Grenades
Special Rules:
• Fearless
Character:
• One model may be upgraded to a
plague champion for 15 pts.
• He may replace his bolter and/or
plague sword with any of the
following:
o Plasma pistol or power
weapon for 10 pts
o power fist for 25 pts
• He may replace his bolter with one
of the following:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
Options:
• Up to two models may replace their
bolt pistol with a plasma pistol for
10 pts or replace their bolter with
one of the following
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 15 pts
• One model may take one of the
following icons of chaos;
o Icon of Nurgle for 15 pts
o Personal icon for 5 pts
Transport:
• May take a chaos rhino dedicated
transport (see page 25).
The Sorcerer Commands
Thousand Son Rubric Marines are little more than mindless automatons who are most often used
by their Sorcerer brethren as bodyguard to keep the enemy at bay while the Sorcerer practices his
dark craft. The unit must pass a leadership test or all Rubric Marines may only fire at the closest
non-vehicle enemy unit. The Aspiring Sorcerer and any attached characters may target a different
enemy unit in the shooting phase than that of the rest of the unit.
29 | C h a o s S p a c e M a r i n e s
CULT OF CHAOS COST: 6 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Cultist
Cult Champion
3
3
3
3
3
3
3
3
1
1
3
3
1
2
6
7
6+
6+
Aspiring Champion 5 4 4 4 1 4 2 10 3+
Unit Type:
• Infantry
Number/squad:
• 10-30
Wargear:
Cultists
• Las pistol or lasgun
• Close combat weapon
Aspiring Champion
• Power Armor
• Bolter
• Bolt Pistol
• Close Combat Weapon
• Frag Grenades
• Krak Grenades
Special Rules:
• Cults of Chaos
• Infiltrate
Character:
• One model may be upgraded to an
aspiring champion for 20 pts.
• He may take melta bombs for 5
pts.
• He may replace his bolt pistol with a
plasma pistol for 10 pts.
• He may replace his bolt pistol
and/or his close combat weapon for
one of the following:
o Power weapon or lightning
claw for 15 pts
o Power fist for 25 pts
• He may replace his bolter with one
of the following:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta or -
plasma for 10 pts
• For every 10 models in the unit one
model may be upgraded to a cult
champion for 5 pts.
• Any cult champion may replace his
las pistol and/or close combat
weapon for one of the following:
o Bolt pistol for 3 pts
o Bolter for 5 pts
o Plasma pistol for 10 pts
o Power weapon for 10 pts
• Any cult champion may take melta
bombs for 5 pts.
Options:
• They may be given one of the
following marks of chaos;
o Mark of Slaanesh for 25 pts
o Mark of Khorne for 15 pts
o Mark of Tzeentch for 20 pts
o Mark of Nurgle for 30 pts
• They may be given one of the
following chaos icons;
o Icon of Chaos Glory for 10 pts
o Icon of Slaanesh for 15 pts
o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts
• For every 10 models in the unit one
cultist may exchange his lasgun with
one of the following;
o Flamer for free
o Melta gun for 5 pts
o Plasma gun for 10 pts
• The entire unit may be armed with
frag grenades at +1 point per model
and/or krak grenades at +2 points
per model.
Cults of Chaos
Throughout the Imperium lay cults of chaos worshipers secretly furthering their dark patrons' wishes. In times of war, especially when the mighty
Traitor Legions are at work these cults rise up and fight in their gods' names. These cults differ greatly in behaviour and abilities as befits the deities
they serve. A unit of cultists must choose one of the following skills;
Scouts: The unit benefits from the Scout and Move Through Cover Universal Special Rule.
Assassins: The unit benefits from the Stealth Universal Special Rule.
Fanatics: The unit benefits from the Furious Charge Universal Special Rule.
Furthermore Cults of Chaos units cannot count towards your compulsory troops choices though each unit still takes up one available slot on the
force organization chart.
30 | C h a o s S p a c e M a r i n e s
CHAOS RAPTOR CULT COST: 21 POINTS EACH
WS BS S T W I A Ld Sv
Raptor
Aspiring Champion
4
5
4
4
4
4
4
4
1
1
4
4
1
2
9
10
3+
3+
Unit Type:
• Jump Infantry
Number/squad:
• 5-20
Wargear:
• Power armour
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
• Vox amplifiers
• Raptor jump pack
Special Rules:
• Dive Attack
Veteran Skills:
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.
Character:
• One model may be upgraded to an
aspiring champion for 15 pts.
• He may replace his bolt pistol with a
plasma pistol for 10 pts.
• He may take melta bombs for 5 pts.
• He may take a personal icon for 5
pts.
• He may replace his bolt pistol
and/or his close combat weapon for
one of the following
o Power weapon or lightning claw
for 15 pts
o Power fist for 25 pts
Options:
• Up to three raptors may replace their
bolt pistol with a plasma pistol for 10
pts each or their close combat
weapon for one of the following:
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 10 pts
Vox Amplifiers
On the attack Raptors emit high pitch screams from their vox amplifiers sending shivers down their foes spine as the daemon like figures dive into
their midst, enough to send any foe running in terror. All Chaos Raptors count as having the Daemonic Visage gift.
Dive Attack
Instead of using their jump packs to close quickly with the enemy like more conventional assault troops, Raptors make a series of diving hit and run
attacks plummeting quickly into the enemy and striking suddenly and without warning. To represent this Chaos Raptors are not affected by the
defensive grenades of any enemy units they assault.
CHAOS BIKERS COST: 28 POINTS EACH
WS BS S T W I A Ld Sv
Chaos Biker
Aspiring Champion
4
5
4
4
4
4
4 (5)
4 (5)
1
1
4
4
1
2
9
10
3+
3+
Unit Type:
• Bikes
Number/squad:
• 3-10
Wargear:
• Power armour
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
• Chaos bike with twin-linked bolter
and scythes
Veteran Skills:
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.
Character:
• One model may be upgraded to an
aspiring champion for 15 pts.
• He may replace his bolt pistol with a
plasma pistol for 10 pts.
• He may take melta bombs for 5 pts.
• He may replace his bolt pistol and/or
his close combat weapon with any of
the following:
o power weapon or lightning claw
for 15 pts
o power fist for 25 pts
Options:
• The unit may be given one of the
following marks of chaos;
o Mark of Slaanesh for 20 pts
o Mark of Khorne for 30 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 40 pts
• Up to two bikers may replace their
bolt pistol with one of the following:
o Plasma pistol for 10 pts
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 15 pts
31 | C h a o s S p a c e M a r i n e s
CHAOS HAVOCS COST: 14 POINTS EACH
WS BS S T W I A Ld Sv
Havoc
Aspiring Champion
4
5
4
4
4
4
4
4
1
1
4
4
1
2
9
10
3+
3+
Unit Type:
• Infantry
Number/squad:
• 5-10
Wargear:
• Power armour
• Bolter
• Bolt pistol
• Close combat weapon
• Frag grenades
• Krak grenades
Veteran Skills:
• The entire unit may purchase a
veteran skill for an additional
3 pts per model.
Character:
• One model may be upgraded to an
aspiring champion for 15 pts.
• He may replace his bolter with one
of the following:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
• He may replace his bolt pistol
and/or close combat weapon with
any of the following:
o Plasma pistol for 10 pts
o power weapon or lightning
claw for 15 pts
o power fist for 25 pts
Options:
• They may be given one of the
following marks of chaos;
o Mark of Slaanesh for 20 pts
o Mark of Khorne for 30 pts
o Mark of Tzeentch for 30 pts
o Mark of Nurgle for 40 pts
• They may be given one of the
following chaos icons;
o Icon of Chaos Glory for 10 pts
o Icon of Slaanesh for 15 pts
o Icon of Khorne for 20 pts
o Icon of Tzeentch for 10 pts
o Icon of Nurgle for 15 pts
• Up to four havocs may replace their
bolter with one of the following;
o Heavy bolter for 5 pts
o Missile launcher or
autocannon for 15 pts
o Lascannon for 25 pts
o Flamer for 5 pts
o Melta gun for 10 pts
o Plasma gun for 15 pts
Transport:
• May take a chaos rhino as a
dedicated transport (see page 25).
CHAOS DEFILER COST: 150 POINTS
WS BS S F S R I A
Chaos Defiler 4 3 6(10) 12 12 10 3 3(4)
Unit Type:
• Vehicle (Walker)
Number/squad:
• 1
Wargear
• Searchlight
• Smoke Launchers
• Reaper Autocannon
• Twin-linked Heavy Flamer
• Hull-mounted Battle Cannon
• Two Dreadnought Close Combat
Weapons (Extra attack already
included in profile above)
• Daemonic Possession
Special Rules:
• Fleet
• Engine of Destruction
Options:
• May be given Mutated Hull for 30
pts.
• May exchange its reaper
autocannon for one of the
following;
o Dreadnought close combat
weapon (+1 attack) for free
o Twin-linked heavy bolter for
free
o Twin-linked lascannon for 20
pts
• May exchange its twin-linked heavy
flamer for one of the following;
o Dreadnought close combat
weapon (+1 attack) for free
o Havoc launcher for 5 pts
Engine of Destruction
A Defiler is a walking monument to death. They shamble forward unleashing pure devastation upon their foes. Due to the stability provided by its
massive piston driven limbs a Defiler is able to move and fire all of its weapons in addition to its battle cannon instead of one or the other as is normal
for ordnance weapons.
32 | C h a o s S p a c e M a r i n e s
CHAOS VINDICATOR COST: 115 POINTS
BS F S R
Chaos Vindicator 4 13 11 10
Unit Type:
• Vehicle (Tank)
Wargear:
• Hull-mounted demolisher cannon
• Smoke launchers
• Searchlight
Options:
• May take any of the following
o Dozer blade for 5 pts
o Dirge caster for 5 pts
o Extra armour for 15 pts
o Daemonic possession for 20 pts
o Mutated hull for 30 pts
• May take one of the following pintle
mounted weapons:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
o Havoc Launcher for 15 pts
CHAOS PREDATOR COST: 65 POINTS
BS F S R
Chaos Predator 4 13 11 10
Unit Type:
• Vehicle (Tank)
Wargear:
• Turret-mounted Autocannon
• Smoke launchers
• Searchlight
Options:
• May replace its autocannon with a
twin-linked lascannon for 35 pts.
• May take a pair of sponsons
mounted heavy bolters for 25 pts or
a pair of sponsons mounted
lascannons for 60 pts.
• May take any of the following
o Dozer blade for 5 pts
o Dirge caster for 5pts
o Extra armour for 15 pts
o Daemonic possession for 20 pts
o Mutated hull for 30 pts
• May take one of the following pintle
mounted weapons:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
o Havoc Launcher for 15 pts
CHAOS LAND RAIDER COST: 200 POINTS
BS F S R
Chaos Land Raider 4 14 14 14
Unit Type:
• Vehicle (Tank)
Wargear:
• Hull-mounted twin-linked heavy
bolter
• Two sponsons mounted twin-linked
lascannons
• Smoke launchers
• Searchlight
Special Rules:
• Assault Vehicle
Transport Capacity:
• A Chaos Land Raider may transport
up to 10 models (Terminators count
as two models each). Summoned
Lesser Daemon Packs and
Obliterators even though they are
infantry may not be transported.
Options:
• May take any of the following
o Dozer blade for 5 pts
o Dirge caster for 5pts
o Extra armour for 15 pts
o Daemonic possession for 20 pts
• May take one of the following pintle
mounted weapons:
o Twin-linked bolter for 5 pts
o Combi-flamer, -melta, or
-plasma for 10 pts
o Havoc Launcher for 15 pts
Assault Vehicle
Models may assault in the same turn that they disembark from a Chaos Land Raider.
33 | C h a o s S p a c e M a r i n e s
CHAOS SPAWN COST: 30 POINTS EACH
WS BS S T W I A Ld Sv
Spawn 3 - 5 5 3 3 D6+1 10 -
You may include any number of Chaos Spawn units. They do not take up any slots on the force organization chart but otherwise count as a
heavy support choice. All of the Chaos Spawn in the force must be divided into as few units as possible.
Unit Type:
• Beast
Number/squad:
• 1-3
Wargear:
• Flailing Appendages (counts as a
close combat weapon)
Special Rules:
• Fearless
• Feel No Pain
• Rage
• Slow and Purposeful
Options:
• May be given one of the following
Marks of Chaos;
o Mark of Slaanesh for 5 pts
o Mark of Khorne for 10 pts
(Add +1 to the number of
attacks rolled each combat)
o Mark of Tzeentch for 10 pts
o Mark of Nurgle for 20 pts
(Gains offensive and defensive
grenades instead of +1
toughness)
____________________________________________________________________________________________________________
SUMMONED DAEMONSSUMMONED DAEMONSSUMMONED DAEMONSSUMMONED DAEMONS
Many Chaos forces have means of summoning daemonic allies to
their aide or even to expend as simple cannon fodder. There are two
types of Summoned Daemons available to a Chaos Marine player,
Summoned Lesser Daemon Packs and Summoned Greater Daemons.
Summoned Lesser Daemon Packs are the many hordes of daemons
that inhabit the Warp while Summoned Greater Daemons are the
most powerful incarnations of the chaos gods and lead their armies
as mighty generals. Due to the differing nature of these creatures
the rituals and requirements for summoning them is vastly different.
Summoned Lesser Daemon Packs can be summoned directly to our
world but their presence here is unstable and their forms will not
last long. Summoned Greater Daemons however are far too
powerful to channel directly, they need a host in which to possess
and break through the barriers of their world and ours.
Both Types of Daemons will list what slot they take up on the force
organization chart in their individual unit entries (Daemons listed as
troops do not count towards the army's compulsory troop choices)
and both must be left in reserves at the start of every game,
however do not roll for their arrival as you would other reserves.
Each Daemon unit will remain in reserves until the Chaos player
chooses to attempt to summon them. You may attempt to summon
them at the beginning of any turn after the first before moving any
other friendly units or rolling for your other regular reserves.
Only one greater Daemon may be taken per army. It counts as an HQ
unit although it does not take up a slot on the force organization
chart.
Summoned Lesser Daemon Packs
When attempting to summon Lesser Daemon Pack choose a friendly
icon anywhere on the table to summon the Daemons and roll a D6.
Add +1 to the roll If the daemon is summoned by an icon of the god
they serve or a personal icon carried by a model with the mark of
the god they serve. On a 4+ the unit is summoned successfully.
Furthermore Daemons may only be summoned by an icon of their
god, the Icon of Chaos Glory, or a personal icon carried by a model
with no mark of chaos or the mark of their god. Daemons not
associated with any god may be summoned by any icon. If the unit is
successfully summoned then place one model in the unit no more
than 6" away from the chosen Icon and roll for scatter with 1D6. If a
hit is rolled they will not scatter. After determining their final
position finish deploying them as if they had arrived by the deep
strike special rule. Any Daemon models not able to be placed as per
the deep strike rules without remaining at least an 1" away from any
enemy models or room to be placed at all because of impassable
terrain or friendly models are removed as a casualty. Lesser
Daemons may not move the turn they arrive but act as normal in the
following shooting and assault phases.
Instability Tests
Lesser Daemons are not long for this world and their forms are
unstable. At the end of each player turn they must take a leadership
test with a negative modifier equal to how many models the unit
lost as casualties over the course of that turn. If they fail the test
suffers as many wounds equal to the amount they failed the test by.
no saves of any kind may be made against these wounds. In addition
Daemons do not take wounds for No Retreat in close combat due to
being Fearless, The effects of Instability take precedence and are
assumed to take such wounds into account. As is the nature of
Daemons.
34 | C h a o s S p a c e M a r i n e s
Summoned Greater Daemons
A Summoned Greater Daemon must possess a friendly model in
order to be summoned. When you wish to summon a Greater
Daemon pick one friendly model within 6" of an Icon of Chaos and
roll a D6. Greater Daemons are better able to enter the material
world through mightier worshipers of chaos or those favoured more
by the dark gods. After rolling the D6 consult the chart below to see
what roll is needed in order for the summoning to succeed, (only
units listed below may be possessed by a greater Daemon).
2+ Chaos Lord, Sorcerer Lord
3+ Chaos Lieutenant, Chaos Sorcerer
4+ Aspiring Champion, Skull Champion, Noise Champion,
Aspiring Sorcerer, Plague Champion, Possessed Champion
5+ Chosen Chaos Space Marine, Possessed Chaos Space
Marine
6 Chaos Space Marine, Khorne Berserker, Noise Marine,
Plague Marine, Chaos Havoc, Cult Champion
If successfully summoned replace the chosen model
with that of the Greater Daemon. It may not move in the
following movement phase but may act as normal in the
shooting and assault phases. If the possessed model was in
combat with an enemy unit then place the Greater Daemon as
close as possible to the possessed model without coming within 1"
of any enemy models. Independent characters used to summon a
greater daemon do not confer a kill point to the enemy army in any
mission using Kill Points.
A Greater Daemons associated with one of the four chaos gods may
only possess models with the mark of their god or with no mark at
all. In addition the model they posses may only be chosen if within
6" of an icon of the god they serve, the Icon of Chaos Glory or a
personal icon carried by a model with no mark or bearing the mark
of their god .
___________________________________________________________________________________________________________
The many Lesser and Greater Daemons of Chaos also possess some unique wargear and abilities, the rules for which can be found below.
Aura of Acquiescence
The lesser daemons of Slaanesh are surrounded by a bewitching
aura which befuddles the enemy, slowing their reactions when it
matters the most. Models with an Aura of Acquiescence count as
being equipped with both offensive and defensive grenades.
Rending Claws
A model with Rending claws has the Rending universal special rule
conferred to all of their close combat attacks.
Changer of Ways
The greatest daemons of Tzeentch are powerful magical beings able
to decimate armies with their psychic attacks. A model with this
special rule is a psyker and knows the psychic powers Doombolt,
Bolt of Change, Grand Illusion and Psychic Duel (See page 5). In
addition the model may cast up to two psychic powers each turn
and automatically passes any psychic tests they are required to take.
Hellblade
Serrated swords forged in the fury of the blood god, hellblades are
among the most deadly cutting blades in the universe. A Hellblade is
a power weapon.
Warpfire
The daemons of Tzeentch can summon and cast flaming, iridescent
magical projectiles at their foes. Warpfire is a ranged weapon with
the profile below;
Range Strength AP Type
18" 4 4 Assault 3
Noxious Touch
The servant of Nurgle is covered in the most lethal toxins, their every
touch instantly infects their target's afflicted bodies. Noxious Touch
confers poisoned (2+) on the model's close combat attacks.
LESSER DAEMONS COST: 10 POINTS EACH [TROOPS - Do Not take up any slots on the Force Organization Chart]
WS BS S T W I A Ld Sv
Lesser Daemon 4 - 4 4 1 4 2 10 -
Unit Type:
• Infantry
Number/squad:
• 5-20
Special Rules:
• Fearless
• 5+ Invulnerable Save
FURIES COST: 12 POINTS EACH [FAST ATTACK]
WS BS S T W I A Ld Sv
Fury 3 - 4 4 1 3 2 10 -
Unit Type:
• Jump Infantry
Number/squad:
• 5-15
Special Rules:
• Fearless
• 5+ Invulnerable Save
SSSSUMMONED UMMONED UMMONED UMMONED LLLLESSERESSERESSERESSER DDDDAEMONSAEMONSAEMONSAEMONS
35 | C h a o s S p a c e M a r i n e s
DAEMONETTES OF SLAANESH COST: 12 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Daemonette 4 - 3 3 1 6 3 10 -
Unit Type:
• Infantry
Number/squad:
• 6-12
Wargear:
• Rending Claws
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Fleet
• Aura of Acquiescence
PLAGUEBEARERS OF NURGLE COST: 14 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Plaguebearer 3 - 4 5 1 2 1 10 -
Unit Type:
• Infantry
Number/squad:
• 7-14
Wargear:
• Plague Swords (see page 8)
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Slow and Purposeful
• Feel No Pain
BLOODLETTERS OF KHORNE COST: 15 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Bloodletter 5 - 4 4 1 4 2 10 -
Unit Type:
• Infantry
Number/squad:
• 8-16
Wargear:
• Hellblades
Special Rules:
• Fearless
• 5+ Invulnerable Save
• Furious Charge
PINK HORRORS OF TZEENTCH COST: 15 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Pink Horror 2 3 3 3 1 3 1 10 -
Unit Type:
• Infantry
Number/squad:
• 9-18
Wargear:
• Warpfire
Special Rules:
• Fearless
• 4+ Invulnerable Save
NURGLINGS COST: 7 POINTS EACH [TROOPS]
WS BS S T W I A Ld Sv
Pink Horror 2 0 3 3 3 2 3 10 -
Unit Type:
• Infantry
Number/squad:
• 3-7
Wargear:
• Warpfire
Special Rules:
• Fearless
• Swarms
• 5+ Invulnerable Save
SSSSUMMONED UMMONED UMMONED UMMONED LLLLESSERESSERESSERESSER DDDDAEMONSAEMONSAEMONSAEMONS
36 | C h a o s S p a c e M a r i n e s
GREATER DAEMON COST: 90 POINTS
WS BS S T W I A Ld Sv
Greater Daemon 8 - 6 6 4 4 5 10 -
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Options:
• It may be given daemonic wings
for 30 pts
Special Rules:
• Fearless
• 4+ Invulnerable Save
KEEPER OF SECRETS OF SLAANESH COST: 165 POINTS
WS BS S T W I A Ld Sv
Keeper of Secrets 8 - 6 6 4 10 6 10 -
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Special Rules:
• Fearless
• 4+ Invulnerable Save
• Fleet
• Aura of Acquiescence
GREAT UNCLEAN ONE OF NURGLE COST: 135 POINTS
WS BS S T W I A Ld Sv
Great Unclean One 6 - 6 6 5 2 4 10 -
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Wargear:
• Noxious touch
Special Rules:
• Fearless
• 4+ Invulnerable Save
• Slow and Purposeful
• Feel No Pain
BLOODTHIRSTER OF KHORNE COST: 200 POINTS
WS BS S T W I A Ld Sv
Bloodthirster 10 - 7 6 4 5 5 10 3+
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Wargear:
• Daemonic wings
• Skull rune
Special Rules:
• Fearless
• 4+ Invulnerable Save
• Furious Charge
LORD OF CHANGE OF TZEENTCH COST: 190 POINTS
WS BS S T W I A Ld Sv
Lord of Change 5 5 6 6 4 5 3 10 -
Unit Type:
• Monstrous Creature
Number/squad:
• 1
Wargear:
• Daemonic wings
• Warpfire
Special Rules:
• Fearless
• 3+ Invulnerable Save
• Changer of Ways
SSSSUMMONED UMMONED UMMONED UMMONED GGGGREATERREATERREATERREATER DDDDAEMONSAEMONSAEMONSAEMONS
37 | C h a o s S p a c e M a r i n e s
* A Missile Launcher may decide to fire either Frag or Krak Missiles each shooting phase.
CHAOS SPACE MARINE RANGED WEAPONS
Range Strength AP Type
Autocannon 48" 7 4 Heavy 2
Blastmaster 48" 5 4 Assault 3,
(Varied Frequency) Pinning
Blastmaster 48" 8 3
Heavy 1,
Blast,
(Single Frequency) Pinning
Boltgun 24" 4 5 Rapid Fire
Bolt Pistol 12" 4 5 Pistol
Doom Siren Template 5 3 Assault 1
(High Frequency)
Doom Siren Template 6 - Assault 1,
(Low Frequency) Pinning
Flamer Template 4 5 Assault 1
Heavy Bolter 36" 5 4 Heavy 3
Heavy Flamer Template 5 4 Assault 1
Lascannon 48" 9 2 Heavy 1
Lasgun 24" 3 - Rapid Fire
Las Pistol 12" 3 - Pistol
Melta Gun 12" 8 1 Assault 1,
Melta
Missile Launcher (Frag)* 48" 4 6 Heavy 1,
Blast
Missile Launcher (Krak)* 48" 8 3 Heavy 1
Multi-Melta 24" 8 1 Heavy 1,
Melta
Plasma Cannon 36" 7 2 Heavy 1,
Blast, Gets
Hot
Plasma Gun 24" 7 2 Rapid Fire
Gets Hot
Plasma Pistol 12" 7 2 Pistol
Gets Hot
Reaper Autocannon 36" 7 4 Heavy 2,
Twin-linked
Sonic Blaster 24" 4 5 Assault 2
(Short Riffs)
Sonic Blaster 24" 4 5 Heavy 3,
(Long Discordant Wail) Pinning
Battle Cannon 72" 8 3 Ordnance 1,
Large Blast
Demolisher Cannon 24" 10 1 Ordnance 1,
Large Blast
Havoc Launcher 48" 4 6 Heavy 2,
Blast