codex: hordes of chaos

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6The Hordes of Chaos6 something in warpspace stirs... Dark and Terrible is the Universe. Empires rise and fall like the ocean's tide. In the Eye of Terror lies an evil beyond all mortal comprehension, one more fearsome than any threat posed by mortals. It is a rent in the void of space, where the beings of Chaos flow through, unhindered by primitive ideas like reality. 1. Table of Contents 2. Introduction 3. Army Wide Special Rules 4. Army Wide Special Rules, cont. 5. Chaos Warrior Special Rules 6. Marks of Chaos, Chaos Armor and Chaos Weapons 7. Chaos Attributes 8. Chaos Attributes, cont. 9. Chaos Rewards 10. Daemon Weapons and special weapons 11. Misc equipment, psychic equipment, Mounts, Vehicular equipment 12. Psychic Powers 13. Headquarters- Chaos Lord 14. Headquarters- Chaos Champion 15. Headquarters- Chaos Knight 16. Headquarters- Sorcerer Lord 17. Headquarters- Sorcerer Champion 18. Headquarters- Humanoid Champions 19. Headquarters- Humanoid Sorcerers 20. Elites- Chaos Warriors 21. Elites- The Chosen 22. Elites- Big Mutants 23. Troops- Chaos Thugs 24. Troops- Chaos Marauders 25. Troops- Humanoid Renegades and Mutants 26. Fast Attack- Mounted Marauders and Tactical Marauders 27. Fast Attack- Chaos Spawn 28. Heavy Support- Chaos Predator and Vindicator 29. Heavy Support-Land Raider and Land Raider: Legionnaire-Class 30. Heavy Support- Renegade Vehicles 31. Dedicated Transports 32. Daemons of Khorne 33. Daemons of Tzeentch 34. Daemons of Nurgle 35. Daemons of Slaanesh 36. Undivided Daemons 37. Reference Sheet

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Page 1: Codex: Hordes of Chaos

6The Hordes of Chaos6something in warpspace stirs...

Dark and Terrible is the Universe.Empires rise and fall like the ocean's tide.

In the Eye of Terror lies an evil beyond all mortal comprehension, one more fearsome than any threat posed by mortals.It is a rent in the void of space, where the beings of Chaos flow through, unhindered by primitive ideas like reality.

1. Table of Contents2. Introduction3. Army Wide Special Rules4. Army Wide Special Rules, cont.5. Chaos Warrior Special Rules6. Marks of Chaos, Chaos Armor and Chaos Weapons7. Chaos Attributes8. Chaos Attributes, cont.9. Chaos Rewards10. Daemon Weapons and special weapons11. Misc equipment, psychic equipment, Mounts, Vehicular equipment12. Psychic Powers13. Headquarters- Chaos Lord14. Headquarters- Chaos Champion15. Headquarters- Chaos Knight16. Headquarters- Sorcerer Lord17. Headquarters- Sorcerer Champion18. Headquarters- Humanoid Champions19. Headquarters- Humanoid Sorcerers20. Elites- Chaos Warriors21. Elites- The Chosen22. Elites- Big Mutants23. Troops- Chaos Thugs24. Troops- Chaos Marauders25. Troops- Humanoid Renegades and Mutants26. Fast Attack- Mounted Marauders and Tactical Marauders27. Fast Attack- Chaos Spawn28. Heavy Support- Chaos Predator and Vindicator29. Heavy Support-Land Raider and Land Raider: Legionnaire-Class30. Heavy Support- Renegade Vehicles31. Dedicated Transports32. Daemons of Khorne33. Daemons of Tzeentch34. Daemons of Nurgle35. Daemons of Slaanesh36. Undivided Daemons37. Reference Sheet

Page 2: Codex: Hordes of Chaos

Despite the array of alien races that inhabit the galaxy, there is perhaps not a more vicious enemy of the Imperium than the armies of Chaos and the sadistic, bloodthirsty gods that usher them forth. These armies are called Legions of Chaos and are comprised of scum, mutants, thugs, and other nastiness and live to fight and spread corruption and hedonism throughout the universe.

These disorganized and dare it be said, chaotic rabbles are led by Warriors of Chaos, beings of great power who have rejected their humanity and decency in return for power and other carnal desires. They are the greatest foes of mankind, for those who would give up their own soul to gain power are also sure to give themselves in the names of their dark, insane gods.

In the Eye of Terror, and across real space, the Chaos powers fight amongst themselves, and against humanity. Sometimes, the human worshippers of these foul gods will fight amongst the warp-daemons, the supernatural slaves of the Powers of Chaos. These armies are the most terrifying to behold, with the ability to blast their enemy's tenuous hold on reality away with a gaze.

Over the millennia, the Treacher Legion's numbers have rapidly depleted, with each legion merely a fraction of their original strength. But with time comes experience, and the amount of time that these treacher legionnaires have spent in the warp has corrupted and tainted to a point where they have become twisted and evil and barely recognizable as human. However, there is an upside to this if it can be called one: these legionnaires are all incredibly powerful and warriors of Chaos in their own right. Each of them leads great hosts of lesser beings into battle, with the hope that the warrior will become a mighty lord, or perhaps even a Daemon Prince.

The Enemy Within:Perhaps even a more vicious foe than the legions is humanity itself. Due to the atomic warfare

that humanity used millennia ago, humanity's gene pool has become erratic at best, resulting in mutations being fairly common. Under the Imperium, mutants are not citizens, and are often sent to live in slums and ghettos or are used as slave labor. In some cases, they are killed. These disenfranchised sub-humans will often rebel against the Imperium when unified.

These mutants are only given more strength when led by warriors of Chaos: sheer numbers combined with incredible leadership has resulted in many fallen worlds in the Imperium.

Page 3: Codex: Hordes of Chaos

Army Wide RulesAnimosity:The Chaos gods are all rivals in some way, shape, or form but they each have an archenemy, the polar opposite of themselves. Khorne hates Slaanesh and vice versa, and Tzeentch hates Nurgle and vice versa. If at the start of the movement phase, a marked unit is within 24" of a Rival unit they must take a Ld test:Pass - Act as normalFail - The unit moves towards the nearest Rival unit by the shortest route possible. If this move brings them into base contact, they count as charging and assault the rival unit as if it was an enemy. If not in base contact, they must fire any ranged weapons at the unit. Additionally, a Marked IC may not join a unit with a different mark.

Chaotic Attributes:All Troops, Fast Attack, and Heavy Support may purchase up to 2 Chaotic Attributes that are available to squads for that point cost per model unless they are Daemons.Elites may purchase up to 3 Chaotic Attributes that are available to squads for the point cost per model.HQ choices with no Mark may only take up to 20 points of Chaos Attributes (40 if a Lord)A “Chaos Attribute for/available to squads” is defined as a Chaos Attribute with a secondary point cost.

For Daemons: May not take Giant Growth Lesser Daemons and Beasts may take one free Chaotic Attribute available to squadsGreater Daemons may take up to 25 points of Chaotic Attributes for no additional cost

Chaos Daemons:Chaos Daemons: All Chaos Daemons by default are Fearless and have an invulnerable save which is listed in their profile. They may take this in addition to any armor or cover save they take.

Greater Daemons: You may only have 1 Greater Daemon in an army. Greater Daemons are all Monstrous Creatures and considered Summoning Icons. The unit composition for Greater Daemons is 1 Greater Daemon. Lesser Daemons come in a squad size equal to their god's sacred number or a multiple thereof. They also lose Fearless when in combat against a Greater Daemon. Unit type: Infantry Beasts: Beasts lose Fearless when fighting Lesser Daemons or Greater Daemons. They have the unit type Beast.Steeds: Steeds lose Fearless when fighting against Lesser Daemons or Greater Daemons. They may also be ridden as a reward. Steeds have the unit type Cavalry if a Mount, or Beast if a unit. All Chaos Daemons must start in reserve, regardless of the mission, and become available via icons. They also do not take up slots on the Force Organization Chart.

Instability:All Chaos Daemons suffer from Instability. Whenever a Chaos Daemon unit sustains 25% or more casualties, it takes a LD test. If it succeeds, nothing happens. If it fails, for every point it fails by, deal an unsaveable wound to the unit. Whenever a Greater Daemon takes a wound, it must take a Leadership test. If it succeeds, nothing happens. If it fails, for every point it fails by, deal an unsaveable wound to it.

Due to the fact that the rules of reality don't really apply to the denizens of the Warp, Chaos Daemons cannot be removed from play or instantly killed by weapons or psychic powers, they take 1 unsaveable wound instead from such abilities. This may cause the unit or model to test for Instability.

Jealous gods:The Chaos gods are jealous gods. Though in the end their champions mean little to the greater scheme of things, they still demand loyalty. If a Marked HQ choice is taken, at least 25% of your army must have that Mark, and at least 1 Troops Choice must be of that Mark. Otherwise you have free reign over the composition of your Champion's warband! This rule does not apply to HQ's with the Undivided mark.

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Personal and Summoning Icons:There are 2 types of Icons, Summoning and Personal Icons. The type of Daemons that are able to be summoned depend on the Mark of the Icon bearer and the type of Icon. An Undivided Icon can summon daemons regardless of mark, and daemons summoned from Undivided icons are not subject to animosity. Daemons that are summoned via Icons may move but may not assault. Summoning:This type of Icon may be used for any type of Daemon except for Greater Daemons. Whenever a Daemon squad becomes available from reserve, it may be 'summoned' within 6" of the Icon Bearer. They are placed on the field as if they had done a Deepstrike but do not suffer from deep-strike mishaps or scatter. Any daemons that are placed in impassable terrain or on enemies are automatically destroyed.

Personal: Personal icons are used for summoning Greater Daemons. When a Greater Daemon becomes available via reserves, remove a Personal Icon bearer from the game and place the Greater Daemon over where the Personal Icon bearer once was. If the icon bearer is slain (except if killed in a sweeping advance) before the Daemon becomes available, place the Greater Daemon within 2” where the bearer once stood, but from now on the Greater Daemon takes all Instability tests on 3d6 instead of 2d6.

Sacred Numbers:Each Chaos alignment has a sacred number.Slaanesh: 6Nurgle: 7Khorne: 8Tzeentch: 9Any squad with a mark that starts with the same unit composition as its patron deity's sacred number or a multiple of it will ignore the first leadership test it fails.

Veteran Skills:Warriors of Chaos are adepts at battle and throughout their fights they have attained various skills that they can put to use on the battlefields. All models in a unit must have the same veteran skills. No model may have more than one of the same skills. If a character joins a squad and has different veteran skills than the rest of the squad, the unit may not use the character's veteran skills and vice versa.

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Chaos Warrior Special RulesMinions: Any squad with the Minions special rule that is not in combat or routing must at the beginning of each of your turns take a leadership test. If it fails, roll a d6:1: The squad routs as if it failed a morale test2-5: The squad bickers and fights amongst itself. The squad may do nothing this turn.6: The squad may act as normal, but with -1 LD this turn. A squad with a model that is has the special rule Leader of Chaos doesn't need to take the Leadership test as they are kept under control.

Leader of Chaos: Any model with the Leader of Chaos special rule may be allocated to a squad at the start of the game. If it chooses to, it loses its Independent Character status and acts as if it is part of the squad, and as such cannot be picked out. There may only be one model with the Leader of Chaos special rule per squad. The model with the Leader of Chaos special rule must have the same Mark as the squad it is joining (but may have any mark if the squad has no mark), and must have the proper equipment. (For example, for a Knight to join a Mounted Marauder squad, it must purchase the same Mount as the rest of the squad) A Leader of Chaos must stay in the same squad it joined before deployment for the entire game unless it has the There Can Only Be One special rule.

Cults:A model with the Cults special rule may be a part of a Cult if it has the proper mark.Khorne: The Berzerkers. A Berzerker has +1WS and the Furious Charge special rule and may only use Pistol weapons in the shooting phase. Tzeentch: The Rubrics. A Rubric cannot take Veteran Skills or Chaos Attributes, has the Slow and Purposeful special rule but has +1W and gets +1 to its invulnerable save or a 5+ invulnerable if it didn't have one already. A Rubric cult model with the Leader of Chaos special rule instead gets +1 to its invulnerable save and may reroll one dice for any psychic tests. Nurgle: The Plague Marines. A Plague Marine has -1 I and the Feels No Pain special rule. Slaanesh: The Noise Marines. A Noise Marine has +1 I and a Sonic Blaster.

Origin:Not all humanoids are the same. There are many different backgrounds for them. To represent this, some models have the option to have a certain origin. They may only take one choice. The choices are as follows, and all characteristic additions are added to the base stats of the model. The point cost for each origin is listed in the unit's options. Imperial Guard: +1 LDBeast Man: +1 WS, +1 T, cannot take special or heavy weapons.Dwarf-like: +1 T, Relentless, Slow and Purposeful. Cultist: The squad gains the Infiltrate special rule but reduces its save to -Brood Brother: +1 A. The squad may gain the Fleet or Rending special rules.

Models with Leader of Chaos have their Origin ability modified to the following: Imperial Guard: +1 LD, any minions with Origin: Imperial Guard within 6” use this model's LD instead of their own.Beast Man: +1 WS, +1 T, cannot take special or heavy weapons. Grants Furious ChargeDwarf-like: +1 T, Relentless, Slow and Purposeful. Cultist: This model and any squad it joins gain the Infiltrate and Fearless special rules. This model's save is reduced to -.Brood Patriarch: The model gets +2 WS, becomes BS0, gets +1 S and +1T, becomes I7 and A4 (these additions are all to its base characteristics) and has the Rending and Fearless special rules. Any Brood Brother squad within 12” uses this model's LD for any tests it is required to make. Only 1 model in an army may have the Brood Patriarch Origin.

There Can Only Be One: As the name implies, there may only be one model with this special rule in your army.

Page 6: Codex: Hordes of Chaos

The Marks of ChaosFor all marks and all equipment listed, the first point cost listed is for Leaders of Chaos, the second is the cost to give a squad that mark. For example, for Nurgle, an Independent Character would pay 12 points and a unit would pay 35 points to give it the Mark of Nurgle. Any non-vehicle model or unit may purchase a Mark of Chaos even if it is not shown in their options. A squad must have all the same mark or none at all. Some marks have different abilities and point costs if certain units take a mark.

Khorne : Grants a suit of Chaos Armor if the model is an HQ choice [models with the Mark of Khorne may not use psychic

powers. If the HQ takes Terminator Armor, the price is discounted by 5 points and the model gets +1 S.]All others: +1 Strength

Tzeentch: The model becomes a Psyker if it isn't one already and gains 1 power. If already a psyker, may take an additional

psychic power. [independent characters only]Non-minion non-independent characters/Minions: Gain a 5+ invulnerable save or +1 to any existing invulnerable save.

Nurgle : +1 Toughness

Slaanesh : The model gains the Stubborn special rule.

Undivided : Once per turn, reroll one failed LD test.

Chaos Armor: Grants a 2+ save. At the beginning of deployment,you may choose to subtract 1 point from WS and BS in exchange for +1 T. This may only be done once per model with Chaos Armor and this armor is called Fused Chaos Armor.

Chaos Weapons:Are 1hand CCWs. When purchased, you may give the weapon one of the abilities below. You may purchase up to 1 additional ability for the weapon for 10 points or for 5 points each if the model is not a Leader of Chaos. 1.Entrancing (-1 I to Enemy)2.Hatred (Preferred Enemy: Infantry or Independent Characters)3.Plague (Poisoned 4+)4.Powered (Power weapon)5.Strength (+1 Str)6. Piercing (Rending)7. Frenzy (+1 A) 8. Damaging (Any unsaved wound dealt by this model is multiplied into D3 wounds)

Note: In this codex, PPM means Points Per Model. For example, if a Chaos Marine squad takes Chaos Steeds which are 5 PPM, then add 5 to the cost of each model. This would make the Marines cost 20 per model (15+5)

Page 7: Codex: Hordes of Chaos

Chaotic Attributes:After each attribute is a point value. The 1st value is for Leaders of Chaos, if there is a second value it is for squads. A model without a Mark of Chaos may only ever have 1 Chaotic Attribute. No model may have more than one of the same Attribute. A model may never have more than 50 points of Chaotic Attributes, 100 if it is a Lord. Some Attributes have a negative point cost; subtract this amount from the model's point value if taken. Even though Chaotic Attributes are not listed in the options of models (for space), ANY non-vehicle unit or model may purchase Chaotic Attributes.

Additional Limbs (15)Agile (12/3)Beweaponed Extremeties (20/4)Bestial Face (10/3)Breathes Fire (10)Dimensional Instability (-5)Enormously Fat (10)Giant Growth (30)Hideous Appearance (20/4)Horrible Stench (-5/1)Hypnotic Gaze (20/3)Inhuman Constitution (20)Long Legs (11)Magic Resistant (5/1)

Pseudo-Daemonhood (20/3) Powerful Tail (15)Razor Sharp Claws (16)Regeneration (10)Silly Voice (-10)Silly Walk (-5)Strong (12/3)Spits Acid (11)Teleports (30)Tentacles (10)Warp Aura (20/3)Weapons Master (15/3)Wings (25)Vampyre (25)

Additional Limbs: +1 A, May fire an additional weapon each turn as if it was a Monstrous CreatureAgile: +1 IBeweaponed Extremeties: +1 S, -1 to enemy armor saves in close combat. Can't use close combat weapons.Bestial Face: In CC, one enemy within base contact takes an automatic Str4 hit at this model's I value. Breathes Fire: Gives a 'Str 3Ap 6 Template Assault 1' attack in addition to shooting.Dimensional Instability: Suffers from instability as if it was a Chaos Daemon. If the model already had instability, it takes double the amount of wounds. Enormously Fat: +1 T, -1 I, Slow and Purposeful, count as an additional model in transport. Terminators and Big Mutants are 3 models to transport.Giant Growth: All additions are to base stats. The model should be at least 2" tall if not more and should be mounted on a 60 mm base. The model gets +1 S, +1 T, -1 I, and becomes a Monstrous Creature. Horrible Stench: Defensive Grenades. If an Independent Character then cannot join squads unless the squad also has Horrible Stench.Hideous Appearance: -1 LD to enemies within 6”, -2 if a Greater DaemonHypnotic Gaze: Enemies in combat with this model get -1 Attack, to a minimum of 1 Attack.Inhuman Constitution: +1WLong Legs: The model becomes Fleet of Foot. Magic Resistant: This model may ignore the effects of any psychic power affecting it by first rolling a 6 on 1d6.One Eye: -1 BSPowerful Tail: The model gains an additional attack at Str5 which strikes at the model's initiative. Pseudo-Daemonhood: The model looks like a stereotypical Daemon, with horns, cloven hooves, and small wings. Model gets +1 A.Razor Sharp Claws: The model gains the Rending special rule. The claws are also dual CCWs. Regeneration: At the end of any turn in which the model has suffered a wound, roll a d6. On a 5+ it regains it. This may not be used if the model has been killed or removed from the gameSilly Voice: A unit never uses this model's Leadership for leadership tests. In addition, a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores. Silly Walk: The model always moves as if in Difficult Terrain. If actually in Difficult or Dangerous terrain, only roll 1d6. Strong: +1 SSpits Acid: The model has a R6” S3 AP3 Assault 1 shooting attack in addition to any other shooting. Teleports: Once per game, instead of its normal movement phase, a Teleporting model may move to anywhere within 24” of its current position provided it is within at least 1” of any terrain or enemy model. It then deepstrikes but only scatters 1d6”. If this model is in a unit, the entire unit deep strikes.Tentacles: The model has an additional d3 Str3 attacks in close combat. In a squad, roll once and apply that number to the entire squad. Warp Aura: The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save. Weapons Master: The model gains +1 WS or BS. Wings: The model moves as if it had a Jump Pack. Vampyre: For every unsaved wound this model deals, roll a d6. On a 4+, this model regains 1 lost wound. This model gets +1 S when Night Fighting rules are in effect.

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Note on attributes with a negative point cost: These attributes do not cancel out other attribute’s point costs. For example, a Chaos Lord may not take 85 points of attributes and then take an attribute that costs -10. Even if a model takes a negative attribute, it may still take its normal allotted cost in attributes. This means a Chaos Lord may take 75 points of attributes and then an attribute that costs -5. The majority of a model's attributes may not have a negative point cost.

Page 9: Codex: Hordes of Chaos

RewardsA Champion/Sorcerer with a Mark may purchase up to 50 points of Rewards, 100 points if a Lord. Models without marks may not purchase any rewards. Some Rewards may be the combination of one or more Chaotic Attributes. Keep in mind that Chaotic Attributes do not stack and as such there is no benefit for redundant Attributes. Daemon Prince: Up to 3 different stat areas may be upgraded by 1, with the exception of saves and points value. Remember that the max for any stat is 10. Is a Chaos Daemon, however follows normal reserve rules and doesn't need to be summoned. The model must have at least 40 points of Chaos Attributes. (50)Any Champion or Sorcerer with the proper Mark may buy the rewards of that particular god here for the point cost listed:Khorne Tzeentch

Aggression: +1 WS, BS, and S. This model gains the Rage special rule if any enemy models are within LOS. Any unit that this is model is in will gain Rage as well until this model leaves the unit. (35)Blessing of Khorne: This model gains the Eternal Warrior special rule (25)Collar of Khorne: Roll a d6 whenever this model or a squad it has joined is affected by a psychic power or force weapon. On a 2+, the psychic power or force weapon is ignored. (25)Face of Bloodthirster: Bestial Face, Hideous Appearance. Enemy squads suffer -2 LD as if this model was a Greater Daemon. (35)

Face of Lord of Change: Bestial Face. Once per turn, the model may automatically pass one Psychic test it is required to make. (30) Hand of Tzeentch: In the shooting phase, one enemy squad within 9” takes a d6 Str3 Ap 6 hits. The model gets +d3 Str3 attacks at its initiative value (10) Ever-Changing Body: At the beginning of the turn, may choose to increase one characteristic (except for save and points value) by 1 and to reduce another characteristic by 1. (Ex: +1 S in exchange for -1 I). These changes last until the beginning of your next turn. If the model is ever reduced to 0 in a statistic, it automatically dies (15)

Nurgle Slaanesh

Cloud of Flies: This model always counts as Obscured. Enemy models get -1 WS against this model in close combat. (20)Face of a Great Unclean One: Bestial Face. Any model with the Mark of Nurgle gets +1 LD if within 7” of this model. (30)Nurgling Infestation: At the beginning of each combat phase, any enemy model in base contact with this model takes a Str 3 hit. (10)

Crossbreed: The model's type becomes Cavalry. In addition, it gets +1 S and +1 I. The model may not take a mount. (30) Face of Keeper of Secrets: Bestial Face, Hypnotic Gaze. (20)Musk: Enemy models ending any phase within 3” of this model must take a LD test. If they fail, they must forfeit any other actions they would make during the turn, this includes attacks in Close Combat. (20)

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Daemon Weapons:Power Weapon. Daemon Weapons may be either one-handed or a two-handed CCW. If a Two-handed CCW, is also a Great Weapon. (+1 S and -1 I). A model with a Daemon Weapon always hits on a 3+. At the beginning of the game, roll a d6, 1-4 the daemon is a Lesser Daemon, on a 5-6 it is a Greater Daemon. The Daemon will correspond to the mark of the Champion wielding it. I.e., a Tzeentch champion's Daemon weapon will have a Pink Horror or a Lord of Change. The Daemon inside the weapon is still able to take its allotted Chaos Attributes. Any shooting attack (even psychic) that the daemon has may be fired from the Daemon weapon, even one from the attribute table. (Models who purchase a Daemon weapon have it automatically synced to their mark. This means that a Champion of Khorne will always have a Khornate Daemon Weapon. Models with no mark or mark of Undivided will always get a Undivided Daemon weapon, etc.)At the beginning of each of your turns, roll a d6. On a 1, roll 2d6.2: The bearer is sucked into the weapon; remove it from the table as a casualty. 3-4: The Daemon refuses to help, and the weapon becomes a power weapon with no additional abilities.5-10: The Daemon attacks the bearer of the weapon, doing 1 wound that is unsaveable.11: The Daemon appears from the weapon and fights on the side of its former bearer. The weapon becomes a normal CCW.12: The Daemon may gain up to 15 points of Chaos Attributes. The Daemon weapons, depending on the mark, are also given these abilities:Khornate: May add attacks to this model equal to the number of models it has killed last turn. If a Greater Daemon inhabits the weapon, it is not armed with an Axe of Khorne. Tzeentchian: Force Weapon, All the model's psychic powers get +9" range, is also a Psychic Hood with an 18" range. Nurglesque: Poisoned: 3+. Any model wounded by this weapon must take a T test or take an additional wound. Slaaneshi: The model becomes I9, and has Offensive and Defensive Grenades Undivided/No Mark: +d3 A, +1 S

Special Weapons of the Hordes of Chaos1 Hand CCW's:Khornate Chainaxe: Only followers of Khorne may use this weapon. Any model taking an armor save from a wound dealt by a Khornate Chainaxe has their armor save reduced by 1. Terminator Armor is unaffected by Chainaxes. Chaos WeaponsPlague Weapon: The model's close combat attacks are all Poisoned: 4+. Only followers of Nurgle may use this weapon. 2 Hand CCW's:Great Weapon: +1 S, -1 I

Special Ranged Weapons:

Range Strength AP Type Special Rules

Blast Master* Dispersed: 24”Focused: 48”

68

53

Assault 2Assault 1 Pinning, Blast

Combi Bolter 24” 4 5 Rapid Fire Twin-Linked

Firearms 18” 3 6 Assault 1

Hand Flamer Template 3 6 Assault 1

Havoc Launcher 24” 5 5 Heavy 1 Twin-Linked, Blast

Heavy Stubber 18”36”

44

66

Assault 3Heavy 3

Needle Pistol 12” X (Poisoned 4+) 6 Assault 1 Blast

Reaper Autocannon

48” 8 4 Heavy 2, Twin-Linked

Sonic Blaster* Dispersed: 18”Focused: 24”

35

-5

Assault 3Assault 1

• At the beginning of the shooting phase, you must declare what mode a unit is firing with. They must all fire with the same mode, though Blast-Masters may fire with a different mode. Different units may fire at different modes.

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Miscellaneous EquipmentServo-Harness: Can fortify 1 piece of terrain, meaning that models that take a cover save in the terrain receive a +1 to their cover save. Grants one Servo Arm. Also may use a Flamer or a Twin-Linked Plasma Pistol in the shooting phase. May add up to 2 additional Servo Arms for +10 points per arm.

Servo-Arm: Grants a WS4 S4 Power Weapon attack to the user. If the model is next to a damage vehicle, roll a d6. On a 5 or 6 you can repair one non-destroyed result. The model gets +1 to the result for each servo arm beyond the first.

Psychic EquipmentFamiliar: The psyker may use an additional psychic power during its turn.Force Weapon: See the Warhamer 40,000 rule book for rules detailing Force Weapons. Talent Focuser: Gives an additional d6” range to any psychic shooting attack.

Mounts (Any model may only have one mount at any time, and may not be in a transport. Models in terminator armor and monstrous creatures may never take Mounts.)Chaos Steed:Mount. Become unit type: CavalrySteeds of the gods: All are Mounts. Models can only ride steeds of the corresponding mark. These stat increases are to base stats.Juggernaut of Khorne: +1 S, T, W, Fleet (55)Disc of Tzeentch: +1W, Move as if an Eldar Jet-bike (32)Palanquin of Nurgle: +1 T, +2W (46)Mount of Slaanesh: -1 I to enemy in assaults, become Unit Type: Cavalry, Hit and Run (30)

Jet-Bikes: Mount. The model moves as if a Jet-Bike and has Hit and Run. In games of 2500 points or less, a maximum of 5 Jet-bikes may be fielded. In games of 2501+ points, a maximum of 15 Jet-bikes may be fielded.Tactical Assault Pack: Mount. The model becomes Jump Infantry and has Hit and Run.Bike: Mount. The model becomes unit type: Bike and gets +1 T.Xeno Cavalry: Mount. The model becomes unit type: Cavalry and gets +1 T.

Vehicular EquipmentCombi-bolter: (See previous page)Havoc Launcher: (See previous page)Broadcaster: All friendly units within 12" of this vehicle that are in combat get +1 to their Combat Resolution. This does not stack if multiple vehicles with Broadcasters are in range. Daemonic Possession: Ignore and Shaken or Stunned Result. -1 BS. Spiky Bits: Any unit that is tank shocked by this vehicle takes D6 Str4 hits. In addition, any unit that would assault this vehicle takes a Str2 hit for every 1 rolled when rolling to hit. Targeter: A unit hit by a vehicle with a Targeter must reroll all successful cover saves.

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Psychic PowersUnless otherwise noted, all powers take place during the Psyker's Shooting Phase and can only be used once per turn.

Generic(Undivided) Powers:1. Imbue Power: The model's weapon becomes a

Force Weapon, unless it is Khornate.2. Doombolt: The model may use a R24" Str 4 Ap 4

Assault 3 shooting attack until end of turn3. Slow Time: One squad (or one character) within

12" moves as if in difficult terrain until the beginning of your next turn.

Tzeentch:1. Bolt of Change: R36" Str9 Ap1 Assault12. Boon of Tzeentch: Once per turn, if used, is not

considered one of the powers used this turn but still requires a psychic test. May cast an additional psychic power this turn.

3. Psychic Duel: Choose any enemy psyker within Line of Sight. Both sides roll a d6 and add their LD. If you lose or tie, nothing happens. If you win, the psyker rolls an additional D6 for psychic tests (this stacks).

4. Reckoning of Tzeentch: One squad with Tzeentchian allegiance within 9” may either re-roll to-hit or to-wound rolls this turn, but they must re-roll ALL of them.

5. Tzeentch's Fire Storm: Target one enemy unit within 18",that unit moves as if it is in dangerous terrain their next turn. A unit that does not move will take 1d6 Str 1d6+1 Ap6 hits.

6. Warp Time: Until the end of your turn, this model may reroll any to-hit or to-wound rolls but you must reroll all of them.

Nurgle:1. Aura of Decay: All models without an allegiance to

Nurgle within 3" get -1 to their armor saves until the end of turn.

2. Nausea: A unit/model that is not in combat within 7" must take a T test (Majority Toughness, -1 if MC, natural 6 is always a fail, cannot affect units with MoN) must move 2D6 directly away from the caster. Ignores difficult terrain, but stop instantly if they would move into Impassible/ Dangerous terrain or off the board.

3. Miasma of Pestilence: All models without an allegiance to Nurgle within 3" take a Str3 Ap- hit.

Slaanesh:1. Acquiescence: Use when in combat.

May use on a model in base to base contact. Instead of making its normal complement of attacks, the Psyker may make one to-hit roll. If it fails, nothing happens. If it succeeds, the model's characteristics are all halved, rounding up, except for Save. (This lasts until the end of combat) Then roll a d6. On a 5+, the model cannot attack at all this round. Any model following Khorne affected by this also takes D6 wounds.

2. Bedazzle: All models within 12" must take a LD test to attack this model, if failed they may choose a different target.

3. Pavane: If the power is successfully cast, the unit must be moved D6" in the direction nominated by the Chaos player but cannot be moved off of the table or onto impassable terrain.

Page 13: Codex: Hordes of Chaos

HeadquartersChaos Lord

WS BS S T W I A LD SV PV

Chaos Lord 7 6 5 5 4 6 4 10 3+/5++ 140

Unit Composition: 1 Chaos LordUnit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol and Close Combat Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, There Can Only Be One, Leader of Chaos, CultsOptions:

The model may replace its Bolter with one of the following weapons: Flamer: +7Plasma Gun: +15Melta Gun: +15Combi weapon (plasma, flamer, or melta) +10

The model may replace its bolt pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10Lightning Claw: +10

The model may replace its CCW with one of the following: Khornate Chainaxe: +5Plague Weapon: +5Power Weapon: +15Power Fist: +25Chaos Weapon: +15Daemon Weapon: +45

The model may take any of the following options:Servo-Harness: +30Become a psyker and take a single psychic power: +20

May replace the model's powered armor with Chaos Armor for 25 points.

Or, you may replace the model's grenades, armor, Bolter, bolt pistol and ccw with Terminator Armor, Power Weapon, and Combi Bolter: +45 points

Replace Combi Bolter with:Combi Weapon (plasma, flamer, or melta): FreeHeavy Flamer: +10Lightning Claw: +5Power Fist: +10

Replace Terminator Power Weapon with:Chaos Weapon: FreePower Fist: +10Lightning Claw: +10Daemon Weapon: +30

If the Lord doesn't have Terminator armor, it may take one of the following mounts:Chaos Steed: variable points cost, see page 11Bike: +35Chaos Steed: +10Xeno Cavalry: +25Jet Bike: +45Tactical Assault Pack: +25

Marks: Cults: Veteran Skills:

Khorne: +17Tzeentch: +15Nurgle: +25Slaanesh: +15

Berzerker: +25

Plague: +35Noise: +5

Deepstrike: +15Infiltrate: +15Move Through Cover: +5Tank Hunters: +10Counter Attack: +5Acute Senses: +3

May purchase up to 75 points of Chaos Attributes and up to 75 points of Chaos Rewards. May take up to 3 Veteran Skills. Models who are psykers may choose 1 psychic power of its patron god (or from the undivided section if Undivided or no mark) and may use that psychic power, chosen from the list of powers in the Sorcerer section.

Page 14: Codex: Hordes of Chaos

Chaos ChampionWS BS S T W I A LD SV PV

Champion 6 5 4 4 3 5 3 10 3+/5++ 90

Unit Composition: 1 Champion of ChaosUnit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol and Close Combat Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, Leader of Chaos, CultsOptions:

The model may replace its bolter with one of the following weapons: Flamer: +7Plasma Gun: +15Melta Gun: +15Combi weapon (plasma, flamer, or melta) +10

The model may replace its bolt pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10Lightning Claw: +10

The model may replace its CCW with one of the following: Khornate Chainaxe: +5Plague Weapon: +5Power Weapon: +15Power Fist: +20Chaos Weapon: +15Daemon Weapon: +40

The model may take any of the following options:Servo-Harness: +30Become a psyker and take a single psychic power: +20

May replace the model's grenades, armor, bolter, bolt pistol and ccw with Terminator Armor, Power Weapon, and Combi Bolter: +35 points

Replace Combi Bolter with:Combi Weapon (plasma, flamer, or melta): FreeHeavy Flamer: +10Lightning Claw: +5

Replace Terminator Power Weapon with:Chaos Weapon: FreePower Fist: +10Lightning Claw: +10Daemon Weapon: +30

If the model doesn't have Terminator armor, it may take one of the following mounts:Chaos Steed: variable points cost, see page 11Bike: +35Chaos Steed: +10Xeno Cavalry: +25Jet Bike: +45Tactical Assault Pack: +25

May replace its powered armor with Chaos Armor for 25 points.

Marks: Cults: Veteran Skills:

Khorne: +15Tzeentch: +15Nurgle: +20Slaanesh: +15

Berzerker: +15

Plague: +20Noise: +5

Deepstrike: +15Infiltrate: +15Move Through Cover: +5Tank Hunters: +10Counter Attack: +5Acute Senses: +3

May purchase up to 50 points of Chaos Attributes and up to 50 points of Chaos Rewards. May take up to 3 Veteran Skills. Models who are psykers may choose 1 psychic power of its patron god (or from the undivided section if Undivided or no mark) and may use that psychic power, chosen from the list of powers in the Sorcerer section.

Page 15: Codex: Hordes of Chaos

Chaos KnightsWS BS S T W I A LD SV PV

Knight 5 5 4 4 1 5 2 10 3+ 35

Unit Composition: 1-6 Chaos KnightsUnit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol and Close Combat Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, Leader of Chaos, Cults Options:

The model may replace its bolter with one of the following weapons: Flamer: +5Plasma Gun: +10Melta Gun: +10Combi weapon (plasma, flamer, or melta) +10

The model may replace its bolt pistol with one of the following:Needle Pistol: +2Hand Flamer: +5Plasma Pistol: +5Lightning Claw: +10

The model may replace its CCW with one of the following: Khornate Chainaxe: +5Plague Weapon: +5Power Weapon: +15Power Fist: +25Chaos Weapon: +15

The model may take any of the following options:Servo-Harness: +30Become a psyker and take a single psychic power: +20

May replace the model's grenades, armor, bolter, bolt pistol and ccw with Terminator Armor, Power Weapon, and Combi Bolter: 25 points

Replace Combi Bolter with:Combi Weapon (plasma, flamer, or melta): FreeHeavy Flamer: +10Lightning Claw: +5

Replace Terminator Power Weapon with:Chaos Weapon: FreePower Fist: +10Lightning Claw: +10

If the model doesn't have Terminator armor, it may take one of the following mounts:Bike: +35Chaos Steed: +10Xeno Cavalry: +25Tactical Assault Pack: +25

May take Chaos Armor for +15 points

Marks: Cults: Veteran Skills:

Khorne: +10Tzeentch: +15Nurgle: +15Slaanesh: +15Undivided: +10

Berzerker: +10Rubric: +10Plague: +15Noise: +5

Deepstrike: +5Infiltrate: +5Move Through Cover: +3Tank Hunters: +3Counter Attack: +3Acute Senses: +1

May purchase up to 30 points of Chaos Attributes and up to 15 points of Chaos Rewards. May take up to 3 Veteran Skills. Models who are psykers may choose 1 psychic power of its patron god (or from the undivided section if Undivided or no mark) and may use that psychic power, chosen from the list of powers in the Sorcerer section.

Page 16: Codex: Hordes of Chaos

Sorcerer LordWS BS S T W I A LD SV PV

Sorcerer Lord 6 6 4 4 3 6 3 10 3+/5++ 160Unit Composition: 1 Sorcerer LordUnit Type: InfantryEquipment: Powered Armor, Bolt Pistol, Power Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, There Can Only Be One, Leader of Chaos, Psyker, CultsOptions:The model may replace its bolter with one of the following weapons: Flamer: +7Plasma Gun: +15Melta Gun: +15Combi weapon (plasma, flamer, or melta) +10

The model may replace its bolt pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10Lightning Claw: +10

The model may replace its Power Weapon with one of the following: (if Mark of Nurgle) Plague Weapon: FreeChaos Weapon: FreeDaemon Weapon: +30

The model may take any of the following options:Servo-Harness: +30Familiar+20Talent Focuser+15

May replace the model's grenades, armor, bolter, and bolt pistol with Terminator Armor and Combi Bolter: +40 points

Replace Combi Bolter with:Combi Weapon (plasma, flamer, or melta): FreeHeavy Flamer: +10Lightning Claw: +5Power Fist: +10

If the Lord doesn't have Terminator armor, it may take one of the following mounts:Chaos Steed: variable points cost, see page 11Bike: +35Chaos Steed: +10Xeno Cavalry: +25Jet Bike: +45Tactical Assault Pack: +25

May replace its powered armor with Chaos Armor for 25 points.

May purchase a Mark of Chaos for its point cost. May purchase up to 75 points of Chaos Attributes and up to 75 points of Chaos Rewards. May take up to 3 Veteran skills. Sorcerer Lords may choose up to 3 psychic power of its patron god (or from the undivided section if Undivided or no mark) and may use up to 1 psychic power a turn.

Undivided Tzeentch

Imbue PowerDoomboltSlow Time

Bolt of ChangeBoon of TzeentchPsychic DuelReckoning of TzeentchTzeentch's Fire StormWarp Time

Nurgle Slaanesh

Aura of DecayNauseaNurgle's Rot

AcquiescenceBedazzlePavane of Slaanesh

Marks: Cults: Veteran Skills:

Tzeentch: +20Nurgle: +20Slaanesh: +10Undivided: +10

Rubric: +35Plague: +35Noise: +5

Deepstrike: +15Infiltrate: +15Move Through Cover: +5Tank Hunters: +10Counter Attack: +5Acute Senses: +3

Page 17: Codex: Hordes of Chaos

Sorcerer Champion

WS BS S T W I A LD SV PV

Mighty Sorcerer

4 4 4 4 1 4 1 9 3+/6++ 35

Exalted Sorcerer

5 5 4 4 2 5 2 10 3+/6++ 100

Unit Composition: 1-3 Sorcerer Champions Unit Type: InfantryEquipment: Powered Armor, Bolt Pistol, Power Weapon, Frag and Krak Grenades Special Rules: Independent Character, Leader of Chaos, Psyker, CultsOptions: The model may replace its bolter with one of the following weapons: Combi weapon (plasma, flamer, or melta) +10

The model may replace its bolt pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10

The model may replace its Power Weapon with one of the following: (if Mark of Nurgle) Plague Weapon: FreeChaos Weapon: FreeDaemon Weapon: +30

The model may take any of the following options:Servo-Harness: +30Familiar+20Talent Focuser+10

May replace the model's powered armor with Chaos Armor for 20 points.

Or, you may replace the model's grenades, armor, bolter, and bolt pistol with Terminator Armor and Combi Bolter: +30 points

Replace Combi Bolter with:Combi Weapon (plasma, flamer, or melta): FreeHeavy Flamer: +10Lightning Claw: +5Power Fist: +10

If the Champion doesn't have Terminator armor, it may take one of the following mounts:Chaos Steed: variable points cost, see page 11Bike: +35Chaos Steed: +10Xeno Cavalry: +25Jet Bike: +45Tactical Assault Pack: +25

May purchase a Mark of Chaos for its point cost. May purchase up to 50 points of Chaos Attributes and up to 50 points of Chaos Rewards. Sorcerers may choose up to 2 psychic powers (Mighty Sorcerers may choose 1) from its patron god or from the undivided section and may use up to 1 psychic power a turn.

Undivided Tzeentch

Imbue PowerDoomboltSlow Time

Bolt of ChangeBoon of TzeentchPsychic DuelReckoning of TzeentchTzeentch's Fire StormWarp Time

Nurgle Slaanesh

Aura of DecayNauseaNurgle's Rot

AcquiescenceBedazzlePavane of Slaanesh

Marks: Cults: Veteran Skills:

Tzeentch: +20Nurgle: +20Slaanesh: +10Undivided: +10

Rubric: +20Plague: +15Noise: +5

Deepstrike: +15Infiltrate: +15Move Through Cover: +5Tank Hunters: +10Counter Attack: +5Acute Senses: +3

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Humanoid CHampionsWS BS S T W I A LD SV PV

Mighty 4 4 3 3 2 4 2 8 5+/6++ 25

Exalted 5 5 4 3 3 5 3 9 5+/6++ 45

Unit Composition: 1-3 Humanoid Champions Unit Type: InfantryEquipment: Flak Armor, Lasgun, Las Pistol and Close Combat Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, Leader of Chaos, OriginOptions:

The model may replace its lasgun with one of the following weapons: Bolter: +3Flamer: +5Plasma Gun: +10Melta Gun: +10Combi weapon (plasma, flamer, or melta) +7

The model may replace its bolt pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10Lightning Claw: +10

May replace its flak armor with Chaos Armor for 15 points or with Powered Armor for 8 points

The model may replace its CCW with one of the following: Khornate Chainaxe: +3Plague Weapon: +3Power Weapon: +10Power Fist: +20Chaos Weapon: +10Daemon Weapon: +30

The model may take any of the following options:Servo-Harness: +30Become a psyker and take a single psychic power: +15

The model may take one of the following mounts:Bike: +35Chaos Steed: +10Xeno Cavalry: +25Tactical Assault Pack: +25

May purchase up to 50 points of Chaos Attributes and up to 50 points of Chaos Rewards. Models who are psykers may choose 1 psychic power of its patron god (or from the undivided section if Undivided or no mark) and may use that psychic power, chosen from the list of powers in the Sorcerer section.

Marks: (0-1) Origins: (0-1) Veteran Skills: (0-2)

Khorne: +10Tzeentch: +15Nurgle: +15Slaanesh: +5Undivided: +5

Imperial Guard: +20Brood Patriarch: +45Beastman: +15Cultist: +10Dwarf-Like: +15

Deepstrike: +5Infiltrate: +5Move Through Cover: +4Tank Hunters: +5Counter Attack: +3Acute Senses: +2

Page 19: Codex: Hordes of Chaos

Humanoid SorcerersWS BS S T W I A LD SV PV

Mighty 3 3 3 3 2 3 1 8 5+/6++ 35

Exalted 4 4 3 3 3 4 2 9 5+/6++ 70Unit Composition: 1-3 Humanoid Champions Unit Type: InfantryEquipment: Flak Armor, Lasgun, Las Pistol and Close Combat Weapon, Frag and Krak GrenadesSpecial Rules: Independent Character, Leader of Chaos, Psyker, OriginOptions:

The model may replace its lasgun with one of the following weapons: Bolter: +2Combi weapon (plasma, flamer, or melta) +7

The model may replace its Las pistol with one of the following:Needle Pistol: +5Hand Flamer: +10Plasma Pistol: +10

The model may replace its CCW with one of the following: Plague Weapon: +3Power Weapon: +10Force Weapon: +15Chaos Weapon: +10Daemon Weapon: +20

The model may take one of the following mounts:Chaos Steed: +10Xeno Cavalry: +25

May replace its flak armor with Chaos Armor for 15 points or with Powered Armor for 8 points

The model may take any of the following options:Servo-Harness: +30

May purchase up to 50 points of Chaos Attributes and up to 50 points of Chaos Rewards. Sorcerers may choose up to 2 psychic powers (1 if a Mighty Sorcerer) from its patron god or from the undivided section and may use up to 1 psychic power a turn.

Undivided Tzeentch

Imbue PowerDoomboltSlow Time

Bolt of ChangeBoon of TzeentchPsychic DuelReckoning of TzeentchTzeentch's Fire StormWarp Time

Nurgle Slaanesh

Aura of DecayNauseaNurgle's Rot

AcquiescenceBedazzlePavane of Slaanesh

Marks: (0-1) Origins: (0-1) Veteran Skills: (0-2)

Tzeentch: +20Nurgle: +15Slaanesh: +10Undivided: +10

Imperial Guard: +20Brood Patriarch: +45Beastman: +15Cultist: +10Dwarf-Like: +15

Deepstrike: +5Infiltrate: +5Move Through Cover: +4Tank Hunters: +5Counter Attack: +3Acute Senses: +2

Page 20: Codex: Hordes of Chaos

ElitesChaos Warriors

WS BS S T W I A LD SV PV

Chaos Warrior 5 4 4 4 1 4 2 10 3+ 22

Champion 5 5 4 4 1 4 3 10 3+ +15

Unit Composition: 3 Chaos Warriors for 66 points, may take up to 7 extra for 22 points each. Unit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol, CCW, Frag and Krak Grenades Special Rules: Cults, Dispersed Formation: Unit coherency for Chaos Warriors is 4”. Options: May take a Mark of Chaos for the listed point cost. May take up to 3 Chaos Attributes for squads and up to 2 Veteran Skills. Any model may replace its Bolter with one of the following:Combi Bolter: +2

Every 3rd model may replace its Bolter with one of the following:Flamer: +5Plasma Gun: +10Melta Gun: +10

Any model may replace its Bolt Pistol and/or CCW with:Plasma Pistol: +7Power Weapon: +10Lightning Claw: +10Chaos Weapon: +10Power Fist: +15Khornate Chainaxe: +3Plague Weapon: +3

Any Warrior may take Melta Bombs for 5 points. The unit may replace its Powered Armor with Chaos Armor for +5 ppm.One model may carry a Summoning Icon for 10 points.

Any Chaos Warrior may be upgraded to a Champion for 10 points

The squad may replace all of its Equipment with Terminator Armor, Combi Bolters, and Power Weapons for +15 PPM.

Any model may replace its Combi Bolter with one of the following:Combi weapon (Flamer, Melta, or Plasma) +5Lightning Claw or Power Fist: +5

Any model may replace its Power Weapon with one of the following:Chaos Weapon: FreePower Fist or Lightning Claw: +10Chainfist: +15

Every 5th Terminator may replace its Combi Bolter with one of the following: Reaper Autocannon: +30Heavy Flamer: +10Assault Cannon: +35

Any squad not in Terminator armor may take one of the following mounts:Chaos Steeds: +10 PPMXeno Cavalry: +20 PPMBike: +30 PPMJetbike: +40 PPM

Marks: (0-1) Cults: (0-1) Veteran Skills: (0-2)

Khorne: +30Tzeentch: +20Nurgle: +40 Slaanesh: +30Undivided: +25

Berzerker: +5 PPMRubric: +7 PPMPlague: +7 PPMNoise: +3 PPM

Deepstrike: +3 PPMInfiltrate: +3 PPMMove Through Cover: +2 PPMTank Hunters: +3 PPMCounter Attack: +2 PPMAcute Senses: +1 PPM

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The ChosenAs Horus approached Earth, the Imperial Space Marine Legions' finest troops donned their Tactical

Dreadnought Armor in preparation for the final battle. So too, did the chosen veterans of the Treacher Legions. Such is the honor of wearing the vaunted Terminator armor that the squad formation has not changed in over 10 millennia.

WS BS S T W I A LD SV PV

Terminator 5 5 4 4 2 5 2 10 2+/5++ 350 per squadTerminator

Sergeant5 5 4 4 2 5 3 10 2+/5++

Unit Composition: 1 Terminator Sergeant and 4 Terminators for 350 pointsUnit Type: InfantryEquipment: Combi Bolters, Power Weapons, Terminator Armor Special Rules: Deepstrike, Fearless, The Chosen (May only be joined by a Chaos Lord. May only take one squad with this special rule for every 1500 points) Dedicated Transport: The squad may ride in a Land Raider transport for the point cost listed. Options: May take up to 3 Chaos Attributes for squads Any model may replace its Combi Bolter with one of the following: Combi Flamer/Plasma/Melta: +5Lightning Claw: +5Power Fist: +10

One model may replace its Combi Bolter with one of the following:Assault Cannon: +35Reaper Autocannon: +30Heavy Flamer: +10

Any model may replace its Power Weapon with one of the following: Chaos Weapon: Free Chain Fist: +15Power Fist: +10Lightning Claw: +10

The Terminator Sergeant may replace his Power Weapon with a Daemon Weapon for 35 points.

Marks: (cost is per unit, may take 0-1) Veteran Skills: (cost is per unit, may take 0-5)

Khorne: +30 Tzeentch: +40 Nurgle: +45 Slaanesh: Free (replaces Fearless with Stubborn)Undivided: +10 (the unit ignores wounds taken from No Retreat!)

Move Through Cover: +15 Tank Hunters: +12Counter Attack: +13Acute Senses: +5 Preferred Enemy (Imperial Space Marines) :+15

Page 22: Codex: Hordes of Chaos

Big MutantsBig Mutants are a pretty big deal. They are used for breaking enemy lines and their morale.

WS BS S T W I A LD SV PV

Big Mutant 4 2 5 5 3 3 2 7 6+ 30

Big Mutant Champion

4 2 5 5 3 3 3 8 6+ +20

Unit Composition: 3 Big Mutants for 90 points, may add up to 7 extra for 30 points each. Unit Type: InfantryEquipment: Flak Vest, CCWSpecial Rules: Big Mutants take up 2 spots in a transport. The Champion has the Leader of Chaos rule.Options: The squad may take a Mark of Chaos and up to 3 Chaos Attributes for squads. The squad may take one of the following:Fireams+1 PPMAdditional CCW: +3 PPMRipper Guns: +3 PPM (see Codex: Imperial Guard)

The squad may take any of the following:Flak Armor: +2 PPMFrag Grenades: +1 PPMKrak Grenades: +1 PPM

Special Chaos Attributes: A squad with the proper mark may take one of the following Chaos Attributes. This still counts as one of the Attributes a squad must take. Khorne: Furious Charge (+4 PPM)Tzeentch: Become unit type Cavalry (+5 PPM) Nurgle: +1 to model's Armor save (+2 PPM)Slaanesh: -1 WS to enemy in assault (+2 PPM)

One Big Mutant may be upgraded to a Champion for +20 points

You may have the Mutants represent Undead. In order to represent this, reduce WS, BS, and I by 2. The unit gains the Feels No Pain and Slow and Purposeful special rules, and loses the Minions special rule. A squad may be upgraded to be Undead for +6 PPM.

Marks:Khorne: +4 points per modelTzeentch: +2 points per modelNurgle: +6 points per modelSlaanesh: +3 points per modelUndivided: +3 points per model

Mutation: Roll before deployment for each separate Mutant unit.1. Savage-The mutant's attacks are rending2. Quick- The mutants are Fleet3. Diseased- The mutant's attacks are Poisoned (4+)4. Wyrd- The unit has a 5+ invulnerable save5. Single-Minded- Unit has Rage and Feels No Pain6. Roll twice, ignoring any further rolls of 6.

Page 23: Codex: Hordes of Chaos

TroopsChaos Thugs

WS BS S T W I A LD SV PV

Chaos Thug 4 3 3 3 1 4 1 7 5+ 6

Boss 4 3 3 3 1 4 2 8 5+ +4Unit Composition: 5 Chaos Thugs for 30 points, may add up to 15 extra for 6 points per model. Unit Type: InfantryEquipment: Lasgun, CCW, Flak Armor, Frag GrenadesSpecial Rules: Minion, OriginDedicated Transport: If the unit has 10 or less models, may select a Rhino or Chimera for the point cost listedOptions: May purchase a Mark of Chaos. May take up to 2 Chaos Attributes for squads. The squad may replace its Lasgun with one of the following:Firearms: +1 PPMBolters: +2 PPMLaspistol: FreeShield (+1 to armor save in close combat): Free

The squad may replace its CCWs with:Great Weapons: +1 PPM

One Thug may be upgraded to a Boss, it may purchase one of the following: Chaos Weapon: +10Power Weapon: +10Power Fist: +15

The squad may purchase any of the following:Carapace Armor: +3 PPMKrak Grenades: +1 PPM

For every 5 models, one Chaos Thug may take one of the following Special weapons: Flamer: +5Plasma Gun: +10Melta Gun: +10Heavy Stubber: +5

For every 10 models, instead of taking a special weapon, one model may replace its lasgun with a Heavy Weapon:Heavy Bolter: +5Mortar: +5Autocannon: +10Lascannon: +20

If no Heavy Weapons are taken, the squad may take Chaos Steeds for +4 PPM

One model in the squad may carry a Summoning Icon for 5 points.

Origins:Imperial Guard: (+1 PPM)Dwarf-like: (+3 PPM)Beast Man: (+3 PPM) Cultist: (+0 PPM) Brood Brother:(+2 PPM)

Marks:Khorne: 20 points per squadTzeentch: 20 points per squadNurgle: 30 points per squadSlaanesh: 15 points per squadUndivided: 20 points per squad

Page 24: Codex: Hordes of Chaos

Traitor Legiones Astartes: The Chaos MaraudersWS BS S T W I A LD SV PV

Marauder 4 4 4 4 1 4 1 8 3+ 14

Veteran 4 4 4 4 1 4 2 9 3+ +10Unit Composition: 5 Chaos Marauders for 60 points, may add up to 15 extra for 14 points per model. Unit Type: InfantryEquipment: Bolter, Bolt Pistol and CCW, Powered Armor, Frag and Krak GrenadesSpecial Rules: CultsDedicated Transports: If the squad numbers 10 or less, may take a Rhino for the point cost listed. Options: May take up to 2 Chaos Attributes for squads. One model may carry a Summoning Icon for 10 points.

The squad may replace its Bolt Pistol and CCW with Great Weapons for free.

For every 5 models, one may replace its Bolter with one of the following special weapons:Flamer: +5Plasma Gun: +10Melta Gun: +10

Any Marauder may be upgraded to be a Veteran. A Veteran may take one of the following:Chaos Weapon: +15Power Weapon: +15Power Fist: +20

If the squad has the proper mark, it may replace its CCW with one of the following:Mark of Khorne- Khornate Chainaxe: +2 PPMMark of Nurgle- Plague Weapon: +2 PPM

For every 10 models, one may replace its Bolter with one of the following heavy weapons:Heavy Bolter: +10Autocannon: +15Lascannon: +25Missile Launcher: +15

Marks: Cults: Veteran Skills: (0-1)

Khorne: +30 points per squadTzeentch: +35 points per squadNurgle: +45 points per squadSlaanesh: +20 points per squadUndivided: +10 points per squad

Berzerker: +4 PPMRubric: +5 PPMPlague: +6 PPMNoise: +3 PPM

Deepstrike: +2 PPMInfiltrate: +2 PPMMove Through Cover: +1 PPMTank Hunters: +2 PPMCounter Attack: +1 PPMAcute Senses: +1 PPM

Page 25: Codex: Hordes of Chaos

Chaos Humanoid RenegadesWS BS S T W I A LD SV PV

Renegade 3 3 3 3 1 3 1 6 5+ 4Unit Composition: 5 Chaos Humanoid Renegades for 20 points, may add up to 15 extra for 4 points per model.Unit Type: InfantryEquipment: Lasgun, CCW, Flak Armor, Frag GrenadesSpecial Rules: Minion, OriginDedicated Transport: If the unit has 10 or less models, may select a Rhino or Chimera for the point cost listedOptions: May purchase a Mark of Chaos. May take up to 1 Chaos Attribute for squads. The squad may replace its Lasgun with:Firearms: +1 PPMBolters: +2 PPMAdditional CCW: FreeLaspistol: Free

For every 10 models, instead of taking a special weapon, one model may replace its lasgun with a Heavy Weapon:Heavy Bolter: +5Heavy Stubber: +5Mortar: +5Autocannon: +10Lascannon: +20Missile Launcher: +10

For every 5 models, one Chaos Renegade may replace its lasgun with one of the following Special weapons: Flamer: +5Plasma Gun: +10Melta Gun: +10Grenade Launcher: +7

The squad may take one of the following upgrades:Carapace Armor: +2 PPMCameleoline*: +4 PPM

The squad may purchase Krak Grenades for +1 PPM

Origins:Imperial Guard: (+1 PPM)Dwarf-like: (+3 PPM)Beast Man: (+3 PPM) Cultist: (+0 PPM) Brood Brother:(+2 PPM)

Marks:Khorne: +25Tzeentch: +20Nurgle: +30Slaanesh: +15Undivided: +5

MutantsWS BS S T W I A LD SV PV

Mutant 3 2 3 4 1 3 2 6 6+ 7Unit Composition: 10-50 MutantsUnit Type: InfantryEquipment: Flak Vest/improvised armor, CCWSpecial Rules: Minions, MutationOptions: The squad may purchase a Mark of Chaos and up to 2 Chaos Attributes for squads. The squad may take any of the following options:Additional CCW: +1 PPMLaspistol: +2 PPMFirearms: +1 PPMFlak Armor: +1 PPM

Marks:Khorne: +25Tzeentch: +20Nurgle: +30Slaanesh: +20Undivided: +15

Special Chaos Attributes: The unit may take one of the following Chaos Attributes as one of its two Chaos Attribute choices. Khorne: Furious Charge (+3 PPM)Tzeentch: Become unit type Cavalry (+4 PPM) Nurgle: 4+ Armor save (+3 PPM)Slaanesh: -1 WS to enemy in assault (+2 PPM)

*You may have the Mutants represent Undead. In order to represent this, reduce WS, BS, and I by 2, and reduce A by 1. The unit gains the Feels No Pain, Fearless, and Slow and Purposeful special rules. A squad may be upgraded to be Undead for +1 PPM.

Mutation: Roll before deployment for each separate Mutant unit.1. Savage-The mutant's attacks are Rending2. Quick- The mutants are Fleet3. Diseased- The mutant's attacks are Poisoned (4+)4. Wyrd- The unit has a 5+ invulnerable save5. Single-Minded- Unit has Rage and Feels No Pain6. Roll twice, ignoring any further rolls of 6.

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Fast AttackMounted Marauders

WS BS S T W I A LD SV PV

Marauder 4 4 4 4 1 4 1 8 3+ 15

Unit Composition: 3 Mounted Marauders for 45 points, may add up to 7 extra for 15 points per model.Unit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol and CCW, Frag and Krak GrenadesSpecial Rules: CultsOptions: The squad may take a Mark of Chaos and up to 2 Chaos Attributes for squads. The squad must take a Mount.

Any model may take Melta Bombs for 5 points.

Every 3rd model may replace its Bolter with one of the following:Flamer: +5Melta Gun: +15Plasma Gun: +10

Mount Options: The squad must take one of the following Mount Options:Chaos Steeds:+5 PPMXeno Cavalry: +12 PPMBike: +20 PPM

One model may take a summoning icon for 20 points.

Marks: (cost is per squad) Cults: Veteran Skills:

Khorne: +30Tzeentch: +15Nurgle: +35Slaanesh: +20Undivided: +15

Berzerker: +4 PPM

Plague: +6 PPMNoise: +4 PPM

Skilled Riders: +3 PPMTank Hunters: +3 PPMCounter Attack: +1 PPMAcute Senses: +1 PPM

Tactical MaraudersWS BS S T W I A LD SV PV

Marauder 4 4 4 4 1 4 1 9 3+ 33

Unit Composition: 3 Tactical Marauders for 99 points, may add up to 7 extra for 33 points per model.Unit Type: InfantryEquipment: Powered Armor, Bolter, Bolt Pistol and CCW, Frag and Krak Grenades, Tactical Assault PackSpecial Rules: Minions, Cults, Hit and RunOptions: The squad may take a Mark of Chaos and up to 2 Chaos Attributes for squads.

Any model may take Melta Bombs for +7 points per model.

For every 3 Marauders, one may take one of the following:Flamer: +5Plasma Gun: +10Melta Gun: +13

Marks: (cost is per squad) Cults: Veteran Skills:

Khorne: +30Tzeentch: +15Nurgle: +35Slaanesh: +20Undivided: +15

Berzerker: +4 PPM

Noise: +4 PPM

Tank Hunters: +3 PPMCounter Attack: +1 PPMAcute Senses: +1 PPM

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Chaos SpawnWS BS S T W I A LD SV PV

Chaos Spawn 3 0 5 5 3 3 D6 5 4+/6++ 35

Unit Composition: 1 Chaos Spawn for 35 points, may add up to 2 extra for 35 points eachUnit Type: InfantryEquipment: You don't want to know (functions as 2 CCWs)Special Rules: Fearless, Scouts, Expendable (You may take 2 units of Spawn per Fast Attack Choice, and you ignore wounds dealt to Chaos Spawn for the enemy's combat resolution unless only Spawn are involved)Options: The squad may take a Mark of Chaos and up to 4 Chaos Attributes for squads. A Chaos Spawn squad must take at least two Chaos Attributes for squads. A unit consisting of only one Chaos Spawn may take Chaos Attributes intended for Leaders of Chaos.

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Heavy SupportChaos Predator

BS AV PV

Chaos Predator 4 13/11/10 60

Unit Composition: 1 Chaos PredatorUnit Type: Vehicle (Tank) Equipment: Turret Autocannon, Searchlight, Smoke LaunchersSpecial Rules: Options:

Replace Turret Autocannon with one of the following:TL Heavy Bolter: FreeLascannon: +15TL Lascannons: +25Reaper Autocannon: +10

May take Sponsons.Heavy Bolters: +15Lascannons: +30Reaper Autocannons: +25

May take any of the following:Extra Armor:+10Dozer Blade: +5Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +10

VindicatorBS AV PV

Vindicator 4 12/11/10 105

Unit Composition: 1 VindicatorUnit Type: Vehicle (Tank) Equipment: Hull Demolisher Cannon, Searchlight, Smoke LaunchersSpecial Rules: Options:

May take any of the following:Extra Armor:+10Dozer Blade: +15 (A Dozer Blade on a Vindicator gives +1 to front AV)Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +10

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Land RaiderBS AV PV

Land Raider 4 14/14/14 230

Unit Composition: 1 Land RaiderUnit Type: Vehicle (Tank)Equipment: Smoke Launchers, Searchlight, Hull Twin-Linked Heavy Bolter, 2 Twin-Linked Lascannon SponsonsTransport Capacity: 12 models or 6 Terminators/Big MutantsSpecial Rules: Assault Ramp, Infernal Device: Whenever this model takes a glancing or penetrating hit, you may deal a Str 7 AP2 hit to one model in the Land Raider in order to ignore it. You may do this once per turn. Options:

May take any of the following:Extra Armor:+10Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +10

Land Raider: Legionnaire-ClassBS AV PV

Land Raider: Legionnaire-Class 4 14/14/14 220

Unit Composition: 1 Land Raider: Legionnaire-ClassUnit Type: Vehicle (Tank)Equipment: Smoke Launchers, Searchlight, Hull Twin-Linked Heavy Bolter, 2 Reaper Autocannon SponsonsTransport Capacity: 12 models or 6 Terminators/Big MutantsSpecial Rules: Assault Ramp, Infernal Device: Whenever this model takes a glancing or penetrating hit, you may deal a Str 7 AP2 hit to one model in the Land Raider in order to ignore it. You may do this once per turn. Options:

May take any of the following:Extra Armor:+10Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +10

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Renegade Vehicles (0-3)BS AV PV

Leman Russ 3 14/13/10 150

Leman Russ Demolisher 3 14/13/11 165

Basilisk 3 12/10/10 110

Unit Composition: 1 Leman Russ or 1 Leman Russ Demolisher or 1 BasiliskUnit Type: Vehicle-Tank. The Basilisk is also Open-Topped.Equipment: All have smoke launchers and a searchlight.Leman Russ has a Turret Battlecannon, and a Hull Heavy Bolter. Leman Russ Demolisher has a Turret Demolisher Cannon and a Hull Heavy BolterBasilisk has an Earthshaker Cannon and a Hull Heavy Bolter. Special Rules: You may purchase one Renegade Vehicle for each Imperial Guard, Brood Brother, or Dwarf-like origin Humanoid Renegade squad you have. You may also purchase one Renegade Vehicle for every unit with the Tank Hunters veteran skill. Lumbering BehemothOptions:

Leman Russes:May replace Hull Heavy Bolter with one of the following:Heavy Flamer: FreeLascannon: +15May take one pair of sponsons from the following:Heavy Bolters: +20Heavy Flamers: +20Multi-Meltas: +35Plasma Cannons: +40

Basilisks:Replace hull heavy bolter with heavy flamer: FreeBecome Close-Topped: +15

Any Renegade vehicle may purchase any of the following: Extra Armor:+10Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +20

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Dedicated TransportsRhino

BS AV PV

Rhino 4 11/11/10 35

Unit Composition: 1 RhinoUnit Type: Vehicle (Tank)Equipment: Smoke Launchers, Combi BolterTransport Capacity: 10 models. 3 Access hatches, 1 on each side and then 1 on the backSpecial Rules: Options:

Extra Armor:+10Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +5

ChimeraBS AV PV

Chimera 3 12/10/10 60

Unit Composition: 1 ChimeraUnit Type: Vehicle (Tank)Equipment: Smoke Launchers, Hull Heavy Bolter, Turret Multi-LaserTransport Capacity: 10 models. 1 Access hatch on the backSpecial Rules: 5 Fire Points which are assumed to be taken from the hatch. On the turn which the Fire Points are used, the Chimera counts as open-Topped. Options:

Replace Turret Multi-Laser with one of the following:Heavy Flamer: FreeTL Heavy Bolter: FreeAutocannon: +10

Replace Hull Heavy Bolter with Heavy Flamer: Free

Extra Armor:+10Spiky Bits: +10Combi Bolter+5 or Havoc Launcher+10Daemonic Possession: +15Broadcaster: +10Targeter: +10

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Chaos DaemonsKhorne

Khorne is the god of War. He sits on a throne of brass, atop a heaping mountain of skulls of both his champions and the slain. His followers are brutal and live to kill in Khorne's name. Khorne's sacred number is 8. Greater Daemon WS BS S T W I A LD SV PV

Bloodthirster 10 10 8 7 5 5 5 10 2+/4++ 390

Special Rules: Does not need to test for Daemon Weapons. Equipment: The Bloodthirster has a one-handed Khornate Daemon Weapon and a Whip which counts as an additional CCW. It also has Fused Chaos Armor, and a Collar of Khorne. (all are included in the statline)Chaotic Attributes: Bestial Face, Hideous Appearance, Regeneration, and Wings (all included)

Lesser Daemon WS BS S T W I A LD SV PV

Bloodletter 5 5 4 4 1 4 2 8 -/5++ See below

Unit Composition: 8 Bloodletters for a total cost of 170 points. May add another 8 for +170 points. Chaotic Attributes: Spits AcidEquipment: Hellblade (Power Weapon) Special Rules: Bloodletters have a special type of Regeneration, which functions the same as Feels no Pain except that it only succeeds on a 5+. On a successful LD test, may assault after being summoned. Options: The squad may ride Juggernauts for an additional 200 points per 8 models. A unit of Bloodletters riding Juggernauts get a 3+ armor save in addition to all other bonuses for riding Juggernauts.

Chaos Beast WS BS S T W I A LD SV PV

Flesh Hound 5 0 5 4 1 5 2 8 –/4++ See below

Unit Composition: 8 Flesh Hounds for a cost of 200 points. May add another 8 for +200 points. Chaotic Attributes: Bestial FaceEquipment: Claws (Count as 2 CCWs) Special Rules: Furious Charge

WS BS S T W I A LD SV PV

Juggernaut 3 0 5 5 2 2 2 8 3+/5++ 45

Unit Composition: 1-8 Juggernauts of KhorneChaos Steed: If this model is taken as a Mount, it gives its rider +1S, +1T, +1W, and Fleet of Foot. Chaotic Attributes: Bestial FaceEquipment: Hooves (Count as dual CCW) Special Rules: Furious Charge, Fleet of Foot. As the Juggernaut is lumbering, it only charges 6+D3”, not 12”.

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TzeentchTzeentch is the Changer of Ways. He is manipulative and mysterious, opportunistic and cunning. He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain. Tzeentch's sacred number is 9.

Greater Daemon: WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 –/3++ 370

Unit Type: Daemon Monstrous CreatureChaotic Attributes: Wings, Magic ResistanceEquipment: Chaos Weapon with 2 properties of your choice, chosen before the game startsSpecial Rules: Psyker. A Lord of Change automatically passes all psychic tests, and knows all Tzeentchian and Undivided psychic powers and may use up to 2 powers a turn.

Lesser Daemon* WS BS S T W I A LD SV PV

Pink Horror* 3 4 3 3 1 4 2 9 –/4++ See belowBlue Horror 2 3 2 3 1 5 1 7 –/5++

Unit Composition: 9 Blue Horrors for a total squad cost of 170. May add another 9 Horrors for +170 points. Equipment: Claws (count as 1 CCW) Special Rules: When a Pink Horror is slain, place D3-1 Blue Horrors within 1” of where the Pink Horror stood. If the Blue Horrors cannot be placed because of combat or other factors, they are also destroyed. Options: For every 9 Pink Horrors in a unit, one of the Pink Horrors may be a Psyker for +10 points and use 1 Tzeentchian psychic power of your choice.

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 –/4++ See below

Unit Composition: 9 Flamers for a total cost of 200 points. May add another 9 flamers for +200 points. Equipment: Flickering Fire of Tzeentch: May be fired as either a Flamer or R24” Str4 Ap6 Assault 2 shooting attack. Declare which mode you will be using at the start of the game. Special Rules: Flamers are Jump Infantry.

WS BS S T W I A LD SV PV

Screamer of Tzeentch

3 2 3 4 1 3 2 9 –/4++ 17

Unit Composition: 3-9 Screamers of TzeentchChaos Steed: If ridden as a mount, grants the rider the ability to move as an Eldar Jet Bike. Equipment: Jaws (Count as a CCW, the Screamer is also considered to be equipped with Melta Bombs) Special Rules: Instead of Cavalry, the Disc moves as if an Eldar Jet-Bike. Hit and Run.

*Note: If a Tzeentchian Daemon Weapon is taken and a Lesser Daemon is generated, the Lesser Daemon inside will be a Pink Horror.

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NurgleNurgle is the god of Decay, pestilence, and death. His followers are plague-ridden and live to spread the

many diseases of “Grandfather” Nurgle. Nurgle's sacred number is 7. Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 –/4++ 320

Chaotic Attributes: Horrible StenchEquipment: Chaos Weapon with 2 properties of your choice, chosen before the game startsSpecial Rules: Has the Nurgling Infestation reward. Is a psyker and knows all Nurgle psychic powers and may use 1 a turn.

Lesser Daemon* WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 –/5++ See below

Unit Composition: 7 Plaguebearers for 150 points. May add another 7 for +150 points. Chaotic Attributes: One Eye, Horrible Stench (both already included)Equipment: Plague WeaponOptions: For every 7 models, one Plaguebearer may be a psyker for +15 points and be given a Nurgle psychic power.

Daemon Swarm WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 –/5++ 20

Unit Composition: 1-3 Bases. You may not have more units of Nurglings than you have units of other models that follow Nurgle. Chaotic Attributes: Horrible StenchEquipment: The weight of the nurglings (1 CCW) Special Rules: Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 –/5++ See below

Unit Composition: 7 Beasts of Nurgle for 300 points. Chaotic Attributes: Horrible Stench, TentaclesEquipment: Suckers (Count as a CCW) Special Rules: The Beast of Nurgle is Slow And Purposeful.

*Note: If a Nurglesque Daemon Weapon is taken and a Lesser Daemon is generated, the Lesser Daemon inside will be a Plaguebearer

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SlaaneshSlaanesh is the god of excess, hedonism, and pleasure. The followers of Slaanesh always are pursuing a

new forms of pleasure and excess. There is nothing out-of-bounds for them. Slaanesh's sacred number is 6.

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 –/4++ 280

Chaotic Attributes: Hypnotic Gaze, Razor Sharp Claws Special Rules: Fleet of Foot. Is a Psyker and knows all Slaaneshi psychic powers, may use up to 1 a turn.

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 3 3 1 6 2 7 –/5++ See below

Unit Composition: 6 Daemonettes for 110 points, may add another 6 for +110. Chaotic Attributes: Hypnotic Gaze, Razor Sharp ClawsSpecial Rules: Fleet of FootOptions: For every 6 Daemonettes in a unit, one model in the squad may be a Psyker for +15 points that knows one Slaaneshi psychic power of your choice. Daemonettes may ride Mounts of Slaanesh for an additional 80 points per 6 models

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 –/5++ See below

Unit Composition: 6 Fiends for 110 points, may add another 6 for another 110 points. Chaotic Attributes: Hypnotic Gaze. Equipment: Claws (Count as 1 CCW) Special Rules: Has the Reward of Musk. Hit and Run. Fleet of Foot. Any model suffering an unsaved wound from a fiend strikes at I1 the next round.

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 –/5++ 25

Unit Composition: 1-6 Mounts of Slaanesh. Chaos Steed: Any model riding a Steed of Slaanesh becomes Cavalry and gains the Hit and Run special ruleChaotic Attributes: Powerful Tail Equipment: Claws (Count as 1 CCW) Special Rules: Hit and Run.

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UndividedUndivided is not a god, it is more of the concept of worshipping Chaos in its undivided power. Those who worship Undivided are often regarded as weaker than those who choose to worship a single entity.

Greater Daemon

WS BS S T W I A LD SV PV

Greater Daemon 8 8 6 6 4 6 4 10 –/4++ 200

Chaotic Attributes: Wings, Powerful TailSpecial Rules: Psyker. May use up to 1 Psychic power a turn, chosen from the list of Undivided powers.

Lesser Daemon

WS BS S T W I A LD SV PV

Lesser Daemon 4 4 4 3 1 4 2 7 –/5++ 13

Unit Composition: 5-20 Lesser DaemonsChaotic Attributes: n/aOptions: For every 10 Lesser Daemons in a unit, one model in the squad may be a Psyker for +15 points that has one Undivided power.

Beast WS BS S T W I A LD SV PV

Furies 4 0 3 3 1 5 1 8 –/5++ 20

Unit Composition: 5-20 FuriesChaotic Attributes: Wings, Rending Claws

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[++Reference Sheet++]WS BS S T W I A LD SV PV Reference page

Warriors

Renegade 3 3 3 3 1 3 1 6 5+ 4 25

Thug 4 3 3 3 1 4 1 7 5+ 6 23

Marauder 4 4 4 4 1 4 1 8 3+ 15 24

Warrior 5 4 4 4 1 4 2 9 3+ 25 20

Knight 5 5 4 4 1 5 2 10 3+ 38 15

Chosen 5 5 4 4 2 5 2 10 2+/5++ 350/squad

21

Chosen Sergeant 5 5 4 4 2 5 3 10 2+/5++

Humanoid Mighty 4 4 3 3 2 4 2 8 5+/6++ 2518

Humanoid Exalted 5 5 4 3 3 5 3 9 5+/6++ 45

Marine Champion 6 6 4 4 3 5 3 10 3+/5++ 90 14

Chaos Lord 7 6 5 5 3 6 4 10 3+/5++ 140 13

Sorcerers

Mighty Sorcerer 4 4 4 4 1 4 1 9 3+/6++ 35 17

Exalted Sorcerer 5 5 4 4 2 5 2 10 3+/6++ 100

Mighty Human 3 3 3 3 2 3 1 8 5+/6++ 40 19

Exalted Human 4 4 3 3 3 4 2 9 5+/6++ 65

Sorcerer Lord 6 6 4 4 3 6 3 10 3+/5++ 165 16

Miscellaneous

Mutant 3 2 3 4 1 3 2 6 6+ 5 25

Big Mutant 3 2 5 5 3 3 2 7 6+ 34 22

Chaos Spawn 3 0 5 5 3 3 D6 5 5+ 35 27

Daemons

Bloodthirster 10 10 8 7 5 5 5 10 2+/5++ 390 31

Bloodletter 5 5 4 4 1 4 2 8 –/5++ 31

Flesh Hound 5 0 5 4 1 5 2 8 –/4++ 31

Juggernaut 3 0 5 5 2 2 2 8 3+/5++ 50 31

Lord of Change 5 9 6 6 4 6 3 10 –/3++ 370 32

Pink Horror 3 4 3 3 1 4 2 9 –/4++ 32

Blue Horror 2 3 2 3 1 5 1 7 –/5++

Flamer 3 4 4 5 1 4 2 9 –/4++ 32

Disc of Tzeentch 3 0 3 3 2 3 2 9 –/3++ 20 32

Great Unclean One 7 4 6 7 7 3 4 10 –/4++ 320 33

Plague Bearer 5 2 4 5 1 3 1 7 –/5++ 33

Nurgling 3 0 3 3 3 3 3 7 –/5++ 20 33

Beast of Nurgle 4 0 3 5 3 3 D6 7 –/5++ 33

Keeper of Secrets 9 6 6 6 4 10 6 10 –/4++ 260 34

Daemonette 6 5 4 3 1 6 2 7 –/5++ 34

Fiend 3 0 3 3 1 3 3 8 –/5++ 34

Mount 3 0 5 3 2 6 2 7 –/5++ 25 34

Greater Daemon 8 8 6 6 4 6 4 10 –/4++ 200 35

Lesser Daemon 4 4 4 3 1 4 2 7 –/5++ 13 35

Furies 4 0 3 3 1 5 1 8 –/5++ 20 35

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