chaos space marine codex - zureal13

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Page 1: Chaos Space Marine Codex - Zureal13

1 | C h a o s S p a c e M a r i n e s

Page 2: Chaos Space Marine Codex - Zureal13

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

Page 3: Chaos Space Marine Codex - Zureal13

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).

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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

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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.

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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.

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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.

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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

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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).

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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.

Page 11: Chaos Space Marine Codex - Zureal13

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.

Page 12: Chaos Space Marine Codex - Zureal13

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.

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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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)

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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+

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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.

Page 24: Chaos Space Marine Codex - Zureal13

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)

Page 25: Chaos Space Marine Codex - Zureal13

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.

Page 26: Chaos Space Marine Codex - Zureal13

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

Page 27: Chaos Space Marine Codex - Zureal13

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+

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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.

Page 29: Chaos Space Marine Codex - Zureal13

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.

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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

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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.

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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.

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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.

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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

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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

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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

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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