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[++Eternal Slaves of Chaos++]

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 such primitive ideas like reality. Ever since I first rolled a d1000 on the Realms of Chaos: Slaves to Darkness attribute chart, I have been enthralled by all that Chaos has had to offer. There was so much complexity and so much flavor that you couldn't help but be drawn in. What I really loved about Realms of Chaos was that virtually anything was possible. Unfortunately, much of this is gone now. So I set out to revive a lot of the flavor that Chaos had. You want a bunch of Chaos Eldar riding Bikes worshipping Nurgle? It's possible. You want Slaanesh Dwarves led by a Beastman on Frenzon? It's there. Coward Bloodthirsters with high pitched voices? You'd have to be unlucky, but again, it's all possible. So what are you waiting for? The universe is in your grasp and you have the might of the gods. So take it. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. Introduction and Title Page Special Rules Part I Special Rules Part II Special Rules Part III Paths, Chaos Armor, Chaos Weapons, Chaotic Attributes rules Chaotic Attribute Table and explanations part I Chaotic Attributes explained part II Chaos Rewards Weapons and Mounts Daemon Weapons, Cults, and Veteran Skills Origins and other wargear and psychic wargear Vehicular Upgrades Psychic Powers HQ Choice: Marine Champion HQ Choice: Marine Sorceror HQ Choice: Chaos Pastor HQ Choice: Greater Daemon HQ Choice: Humanoid Champion HQ Choice: Humanoid Sorceror Dedicated Transports: Rhino and Chimera Dedicated Transports: Renegade Transport Troops Choice: Humanoid Renegades Troops Choice: Marine Renegades Troops Choices: Mutants and Possessed Lesser Daemons Fast Attack Choice: Bikers Fast Attack Choice: Raptors Fast Attack Choices: Chaos Spawn and Renegade Walker 29. 30. 31. 32. 33. 34. 35. Chaos Beasts Elites Choice: Chosen Elites Choice: Big Mutants Elites Choice: Chaos Dreadnoughts Heavy Support Choice: Defiler Heavy Support Choice: Havocs Heavy Support Choices: Predator and Vindicator 36. Heavy Support Choices: Land Raider and Land Raider-Legionnaire Class 37. Heavy Support Choice: Renegade Heavy Vehicles

Special Rules

Animosity: 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 normal Fail - The unit must Rage toward the nearest Rival unit. If this move brings them into base contact, they count as charging. If not, they must fire any ranged weapons at the unit. Additionally, a Marked IC may not join a unit with a different mark." Aspire to Glory First of all, there may only be one Aspiring Champion OR an Apprentice Sorceror in a squad at any time, and there may not be both an Apprentice and an Aspiring Champion in the squad at the same time. Though all Aspiring Champions and Apprentice sorcerors purchased as part of a squad start with all of the weapons and wargear of that squad, they may only take options from that squad. Aspiring Champions and Apprentice Sorcerors purchased as an HQ choice must purchase any wargear that modifies movement that the squad they are joined starts out with but they do not lose their original wargear. For example, an Aspiring Champion as an HQ choice purchased joins a Chaos Biker squad. He must then purchase a Bike. If he joins a Raptor squad, he must purchase a Tactical Assault Pack. Finally, there may only be one Legendary Champion or Major Sorceror per army. Chaotic Attributes: 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 (unless they are Greater Daemons) may choose up to 5 Chaotic Attributes and purchase them for the point cost per model. In addition, for the listed points cost, they may get random Chaotic Attributes. However, the sum of the random Chaotic Attributes and the chosen Chaotic Attributes may not be above the sacred number of their god. For example, a Nurgle Champion can have 4 chosen Chaotic Attributes and 3 randomly rolled Chaotic Attributes, or 7 randomly rolled Chaotic Attributes if you so wish!

HQ choices who have the Mark of Undivided or no Mark at all may only take up to 5 Chaos attributes whether purchased or rolled randomly. For Daemons: Lesser Daemons and Beasts may take up to one free, randomly rolled Chaotic Attribute. Reroll it if it is Giant Growth or Dimensional Instability. Greater Daemons may take up to three free, randomly rolled Chaotic Attributes. Reroll if it is Giant Growth or Dimensional Instability. Chaos Daemons: All Chaos Daemons are Fearless and Eternal Warriors and suffer from Instability. All Chaos Daemons start in Reserve. Next, all Chaos Daemons that have a Save characteristic consider it an invulnerable save with the exception of Daemon Princes. All Chaos Daemons are also Eternal Warriors. Daemonic Assault: This special rule only comes into play if your army is only comprised of Chaos Daemons and Daemon Princes. No model in this army is ever placed on the field during deployment but your opponent(s) set up as the mission calls for. All units in this army start in reserve even if the mission doesn't call for it. You should declare what the units are and if independent characters are on their own or in squads. At the beginning of your first turn, as best you can divide your army into 2 different blocks that should try and have the same number of models. Then, choose one of the blocks and roll a d6. On a 1-2 the gods are in a fickle mood or perhaps have better plans and choose the other block. On a 3-6, the gods are content with your choice, only because it suits them, not because they care about your 'choice'. If your army consists of only Daemons of a certain mark, add +1 to this roll. If your army consists of daemons with rival Marks, you receive -1 to this roll. The units in that block then Deep Strike on your first turn, and the remaining units in the other block roll for Reserves as normal. Whenever a unit becomes available, it enters via Deep Strike. Icons: There are 2 types of Icons, Summoning and Personal Icons. The type of Daemons that are abled to be summoned depend on the Mark of the Icon bearer. An Undivided Icon can summon daemons regardles of mark, and daemons summoned from Undivided icons are not subject to animosity. Summoning: This type of Icon may be used for any type of Daemon except for Greater Daemons. Whenever a Daemon squad becomes available, it may be 'summoned' within 6" of the Icon Bearer. They do not suffer from deepstrike mishaps. Any units besides Possessed and Raptors and Obliterators may take a Summoning Icon for +2 points. Daemons that are summoned from Summoning Icons may move but may not assault.

Personal: Personal icons are used for summoning Greater Daemons. When the Greater Daemon becomes available, remove the Personal Icon bearer from the game and place the Greater Daemon over where the Personal Icon bearer once stood. If the icon bearer is slain, place the Greater Daemon where the bearer once stood, but from now on the Greater Daemon takes all Instability tests on 3d6 instead of 2d6. Daemons that are summoned from Personal Icons may move but may not shoot or assault.

Instability: All Chaos Daemons suffer from instability. At the end of the shooting and combat phases, each Daemon or each Daemon squad that takes a wound must take a special LD test. If it is passed, nothing happens. If it is failed, then for each point failed by, the Daemon or Daemon squad takes that many wounds which are unsaveable. For example, a squad of Daemonettes takes a wound in the shooting phase. They take a LD test on their LD of 8 and roll an 11, meaning that they fail by 3. This means that 3 more unsaveable wounds are dealt to the Daemonette squad. 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 that army must be of 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! Undivided is not exactly a mark, per se, so this rule does not apply to them. Sacred Numbers: Each Chaos entity has a sacred number. Slaanesh: 6 Nurgle: 7 Khorne: 8 Tzeentch: 9 If a non- HQ, non-Mutant squad has a mark of Chaos and its squad size is the same as or is a multiple of the sacred number, you may replace the the model with the highest base point cost (you choose if there is a tie) with an Aspiring Champion for free. In addition, Aspiring Champions may always take options available to them via the HQ choice, but cannot take any sort of transport. Also, squads who are Undivided and its squad size is 10 or a multiple thereof, it is also eligible for an Aspiring Champion. Chaos Daemons who are in the Sacred Number of their god or a multiple thereof, it gets +1 to its reserve rolls. Veteran Skills: Most 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. Troops and Fast Attack may take up to 1 Veteran Skill Elites and HQ may take up to 2 Veteran Skills.
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Paths The first point cost listed is for Independent Characters, the second is PPM for units. For example, for Nurgle, an Independent Character would pay 10 points and a unit would pay 3 points per model. Any non-vehicle model may purchase a Mark. Khorne: Grants a suit of Chaos Armor +2 (is a 3+ save) (16) Units: +1 BS as long as the unit moves half its distance or less or does not move at all, or +1 A (+3 PPM) Tzeentch: May take an additional psychic power. (18) Units: May purchase 1 additional mutation. (+2 PPM) Nurgle: +1T, (12/3 PPM) Slaanesh: Stubborn (12/3 PPM) Undivided: Once per turn, reroll one failed LD test. (8/2 PPM) Chaos Armor: Grants a 3+ save. May have save upgraded to a 2+ for 6 extra points. Where normal mutations may affect armor, Chaos Armor is unaffected. In addition, when the armor is acquired and/or has its save upgraded, roll 1d6. On a 3+, increase the model's T by 1. The model's T may only be upgraded once and the armor is called Fused Chaos Armor. Chaos Armor that has a 2+ save is Chaos Armor 2+. Chaos Weapons: Is a 1hand CCW, Grants a d6 roll, and you may pay an additional 8 points per roll. Paying 50 points for the weapon gives all 6 abilities. If the same result is rolled, roll again. Roll before the start of the game and write down your results. 1. Entrancing (-1 I to Enemy) 2. Hate (Preferred Enemy: Infantry or Independent Characters) 3. Plague: (Wounds on a 4+ unless you would wound on something better) 4. Powersword (Power weapon) 5. Strength (+1 Str) 6. Vampyre (Once per combat phase, if this character deals a wound, it gains a wound back) [This stacks with the Chaos Attribute Vampyre] Chaotic Attributes: Either pay points cost per mutation if it is listed, or pay 15 points and roll d100 and apply whatever you get. Some mutations may only be achieved through rolling randomly for mutations. If a value is listed, 1st value is Independent Characters, second is PPM for squads. If the same mutation is rolled twice, roll again unless it is a statistics increase, sans Giant Growth and Metal Body. Attributes may only be purchased once, and you may roll up to the model's god's sacred number. For every 2 mutations, armor save is reduced by 2. Giant Growth and Metal Body reduce any non-Chaos armor save by 2 in addition. If an Attribute would cause the Champion or Squad to lose a mount, just roll on the chart again. When rolling for Chaotic Attributes, roll for them BEFORE the game starts. In addition, Chaotic Attributes that are rolled for during a game do not have to be WYSIWYG.

11: Additional Limbs (20) 12: Agile (12/3) 13: Beweaponed Extremeties 14: Bestial Face (10/3) 15: Breathes Fire (7) 16: Coward 21: Dimensional Instability 22: Enormously Fat 23: Evil Eye 24: Giant Growth (40) 25: Horrible Stench 26: Hideous Appearance (15) 31: Hypnotic Gaze (15) 32: Illusion of Normality 33: Inhuman Constitution (20) 34: Levitation 35: Long Legs (11) 36: Magic Resistant

41: Metal Body 42: One Eye 43: Pin Head 44: Powerful Tail (15) 45: Razor Sharp Claws (16) 46: Regeneration (10) 51: Resilient (5/1) 52: Silly Voice 53: Strong (15/4) 54: Spits Acid (11) 55: Teleports 56: Tentacles (10) 61: Temporal Instability 62: Transparent Skin 63: Warp Aura (27/10) 64: Weapons Master (20) 65: Wings (25) 66: Vampyre

Additional Limbs: +1 A, Fire as if a Monstrous Creature Agile: +1 I Beweaponed Extremeties: +1 S, -1 I, -1 to enemy armor saves Bestial Face: In CC, one enemy within base contact takes an auto Str 4 hit. If multiple Bestial Faces are rolled, the model grows another head and the effect is multiplied. (I.e. two heads, 2 Str 4 auto hits) Breathes Fire: Gives a 'Str 3 Ap 6 Template Assault 1' attack in addition to shooting. Coward: Whenever an enemy is within 6, must take a LD test or run. Dimensional Instability: Suffers from instability as per Daemons Enormously Fat: +1 T, -1 I, Slow and Purposeful, may not take any sort of vehicle and counts as an additional model in transport. Terminators are 3 models to transport. Evil Eye: All opponents within base contact must take an I test each turn or halve their WS, BS, and I. Giant Growth: At the beginning of the game but before deployment, roll 1d6. All additions are to base stats. o 1-3: -1 WS, +1 S, +1 T, -1 I, Monstrous Creature, Vulnerable to Blasts o 4-6: -2 WS, +1 S, +2T, +1 W, -3 I, Monstrous Creature, Vulnerable to Blasts Horrible Stench: Defensive Grenades, -1 WS to enemies within 3", cannot join squads unless the squad also has Horrible Stench Hideous Appearance: -1 LD to enemies within 6, -2 if a Greater Daemon Hypnotic Gaze: -1 I to enemies in assault. Illusion of Normality: Enemies does not suffer any negative modifiers (ex: -1 Ld, -1 I) from this character/models until within 2". Enemies in base contact get -1 I. Inhuman Constitution: +1W Levitation: Ignore dangerous and difficult terrain. Long Legs: Fleet of Foot Magic Resistant: Whenever this model(s) is affected by a psychic test, ignore it on a d6 roll of 5 or 6. Metal Body: Divide WS and BS by 2, rounding up. +2 S and +2 T. One Eye: -2 BS

Pin Head: Beginning of turn, take a LD test at -1 or do nothing. -1 LD. Powerful Tail: Gives a WS3 Str8 I1 attack that gives -1 to enemy armor saves Razor Sharp Claws: All attacks are now rending, considered 2CCW Regeneration: At the beginning of each of your turns, roll a d6. On a 6, this model regains one wound. Rotting Skin: Whenever this model takes a wound, roll a d6. On a 1-3, this model gets -1 T. Silly Voice: Enemy gets +2 LD when within 3 Strong: +1 S Spits Acid: Grants a R6" Str 4 Ap 3 Assault 1 shooting attack that hits on a 3+ Teleports: Remove the model(s) from the field and place it/them anywhere within 18" using the deep strike rules. Any mishaps happen as normal. May not run or charge or shoot if teleporting. If a squad has this, they all teleport to the position. Tentacles: In CC: Model(s) gets +d3 WS3 S3 attacks. In a squad, roll once and apply that number. Temporal Instability: At the beginning of each of your turns, roll a d6. On a 6, the model(s) is/are removed from the game temporarily for d2 turns; place a chit(s) where it/the squad once stood. When it/they reappears, place it/them exactly where the chit(s) stood. Any models that are on the chit(s) when the model(s) reappears are destroyed when the model(s) reappears, the reappearing model(s) suffers no penalty. Transparent Skin: -1 BS to all enemies firing at this/these model(s) unless a monstrous creature or a metal body Warp Aura: +1 to invulnerable save or a 5+ invulnerable save. Weapons Master: +1 WS or BS Wings: Move as if a Jump Pack Vampire: Once per turn, regain a lost wound if this/these models has/have done a wound to an enemy. -1 S unless in Night Fighting, in which case +1 S.

Rewards of the gods: A non-Aspiring Champion with any Mark (or no Mark at all) may purchase: Daemon Prince: +2 WS and BS, Daemon, Eternal Warrior. Must have at least 4 attributes but no more than 6. Gives a -1 to the Daemon Prince's non Chaos Armor/Invulnerable saves, and the model grows slightly larger. The model may not take a Tactical Assault Pack, a Bike, or any sort of mount. (65) A non-Aspiring Champion with the Proper Mark may buy any of the rewards pertaining that particular god here: Khorne: Aggression: +1 WS, BS, S. Rage. (45) Brass Body: Ignores psychic shooting attacks on a 3+ or gets +1 to the roll of ignoring a psychic power affecting this model and gives +1 to T. (20) Face of a Bloodthirster: Gives Terrifying (with the -2 LD for Greater Daemons), Bestial Face. (20) Collar of Khorne: Whenever this model is affected by a psychic power, roll 1d6. On a 3+, it is ignored instead. (12) Nurgle: Cloud of Flies: Enemy models get a -1 to hit against this model. (20) Face of a Great Unclean One: Bestial Face. Models with the Mark of Nurgle get +1 LD if within 14" of this model. (28) Nurgling Infestation: All enemies in base contact take an auto Str3 hit. (7) Tzeentch: Face of Lord of Change: Automatically pass one psychic test once per game, Bestial Face. (14) Reforming Body: At the beginning of each of your turns, roll a d6. On a 5+, this model regains a wound. (20) Hand of Tzeentch: One of the champion's hands is replaced with the Hand of Tzeentch. In the shooting phase, the model may also do Assault d6 Str3 Ap -- hits to one enemy unit within 12" in addition to any other shooting attacks it has. Slaanesh: Crossbreed: Becomes half-Mount of Slaanesh, half the mutant's original form. The champion moves as if it was Cavalry and gains Fleet of Foot(or may roll 2d6 for fleet if the mutant already has it). The Champion also gets -1 T if its T is higher than 3. (24) Face of a Keeper of Secrets: Hypnotic Gaze (or -2 to enemy I if the mutant already has this Attribute), Bestial Face. (20) Musk: Once per turn, choose one model within 8". It must make a LD test on 3d6 (even if Fearless) or else it must move towards this model but may not charge, however it must still adhere to the 2" it can be from enemies. Its squad may either join the model or choose to leave it to its fate! (25)

1 Hand CCW's: Khornate Chain axe- Gives -1 to enemy saves in CC. Only models with the Mark of Khorne may purchase this weapon. Crozius Arcanum- Power Weapon, is also an Undivided Personal Icon. Plague Weapon-Poisoned 4+. Only models with the Mark of Nurgle may purchase this weapon.

2 Hand CCW's: Great Weapon: +1 S, -1 I Range 24" Dispersed:24" Focused:36" 18" Template 12" Dispersed:18" Focused:24" Strength 4 5 8 4 3 X (poisoned 4+) 3 5 Ap 5 -6 -6 5 --Type Assault 2 Assault 2 Assault 1, Blast, Pinning Assault 1 Assault 1 Assault 1 Assault 3 Assault 1

Assault Bolter Blast-Master

Firearms Hand Flamer Needle-Pistol Sonic Blaster

Mounts (Any model may only have one mount at any time, and may not be in a transport) Chaos Steed: Mount. Move as if Cavalry. Steeds of the gods: All are Mounts. Models in terminator armor and monstrous creatures may not ride steeds and can only ride steeds of the corresponding mark. These stat increases are never to base stats. Juggernaught of Khorne: +1 S, T, W, Fleet (64) Disc of Tzeentch: +1W, Move as if an Eldar Jetbike (40) Palanquin of Nurgle: +1 T, +2W (64) Mount of Slaanesh: -1 I to enemy in assaults, Fleet, 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 9 Chaos Jetbikes may be fielded. In games of 2501+ points, a maximum of 18 Jetbikes may be fielded. Tactical Assault Pack: Mount. The model moves as Jump Infantry and has Hit and Run and may move up to 3" during the assault phase if it does not assault.

Daemon Weapons: Do d2 wounds, Power Weapon. At the beginning of the game, roll a d6, 1-4 the daemon is Lesser, on a 5 or 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 granted its normal rolls on the Attribute table. Any shooting attack (even technology or psychic!) that the daemon has may be fired from the Daemon weapon, even one from the attribute table. Also, at the beginning of each of your turns, roll a d6. On a 1, roll 2d6. 2: The bearer is sucked into the weapon, and the daemon fights on the side of its former master. 3-4: The Daemon leaves, and the weapon becomes a normal CCW 5-7: The Daemon attacks the bearer of the weapon, doing 1 wound that is unsaveable. 8-12: The Daemon appears from the weapon and fights on the side of its former bearer. The weapon becomes a normal CCW. The Daemon weapons, depending on the mark, are also given these abilities: Khornate: +1 A, May add attacks to this model equal to the number of models it has killed last turn. Tzeentchian: All the model's psychic powers get +d6" range Nurglesque: Poisoned: 3+ Slaaneshi: +1 I, Cults and Vet Skills (Marine Renegades ONLY) Cults Berzerker: +1 WS, Furious Charge, Rage (Must have Mark of Khorne): Rubrics: +1 W, Slow and Purposeful, Relentless, 5+ invulnerable save, may not take Chaotic Attributes or Vet Skills. Must have a unit composition of 8 Rubrics and 1 Apprentice Sorceror with the Mark of Tzeentch who does not benefit from the above statistic increases. Plague: -1 I, Feels No Pain (Must have Mark of Nurgle) Noise: Replace Boltgun with Sonic Blaster (Must have Mark of Slaanesh).The Aspiring Champion/Apprentice Sorceror may purchase a Blastmaster for +15 points. Veteran Skills Deepstrike Infiltrate Move Through Cover Tank Hunters Counter-Attack Acute Senses

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Origin: You may take one Origin choice(Humanoid Renegades only!) Inquisitor: May purchase a retinue from Codex: Daemonhunters (HQ only) Eldar: +1 I, Fleet Imperial Guard HQ: All Imperial Renegades use this model's LD for all LD tests that they take Imperial Guard: +1 LD (Non-HQ choices only) Beastman: +1 WS, +1 T, -1 LD (May not be taken by Psykers) Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a minimum of 1". Relentless.
Other Wargear

Frenzon: At the beginning of your turn, you may choose to roll 1d6. You may continue rolling dice to add bonuses after the first, but doubles means that the model loses a wound and gains Rage permanently, triples removes the model from the game. Doubles stack except in the case of 6. (30) May charge an additional d3" +1 WS +1S +1I +1 A Reroll any rolls to hit of 1 in close combat Servo-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. Also, if the model next to a vehicle, a 5 or 6 you can repair one non-destroyed result. May add Servo-Arms, which give a WS4 Str8 hit that ignores armor and gives a +1 to repair rolls.

Psychic Wargear: Familiar: Allows the Psyker to cast an additional psychic power Force Weapon: (See the 40k Rulebook) Talent Focuser: Gives an additional d6" range to all ranged psychic powers

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Unique to Chaos Vehicle Upgrades: (In the sense that no other army can get these upgrades but this one) Assault Bolter Broadcaster: All friendly units within 12" of this vehicle that are in combat get +1 to their Combat Resolution. Daemonic Possession: Ignore and Shaken or Stunned Result. -1 BS.

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Psychic Powers: 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 turn 3. Slow Time: One squad (or one character) within 18" moves as if in difficult terrain and is I1 until the beginning of your next turn. Tzeentch: 1. Bolt of Change: R99" Str9 Ap2 Assault 1 2. Boon of Tzeentch: 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 psyker. Both sides roll a d6 and add their LD. If you lose or tie, nothing happens. If you win, the psyker rolls 2d6+2 for psychic tests. 4. Reckoning of Tzeentch: One squad with Tzeentchian allegiance may either re-roll a to-hit or a to-wound roll this turn. 5. Tzeentch's Fire Storm: Target one enemy unit within 18", it takes d3+1 Str 9 Ap - hits that force the unit to move as it is in dangerous terrain their next turn. If the unit takes 2 or more wounds from this, place a Pink Horror within 6" of that squad. 6. Warp Time: Until the end of your turn, whenever you wish to reroll a die for this model, take a psychic test and you may reroll it. Slaanesh: 1. Acquiescence: May only use on one target model in base to base contact. Roll to hit. If a failure, nothing happens. If a success, the model's WS, BS, I, and A are all halved, rounding up. The model from now on must roll a d6. On a 1 or 6 it cannot do anything. Khornate models affected by this spell take d6 wounds. 2. Bedazzle: All models within 12" must take a LD test to attack this model. 3. Pavane: You may move one enemy unit d6 inches.

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: All models without an allegiance to Nurgle within 14" must take a T test (a roll of 6 always fails, monstrous creatures may get -1 to the roll) or may do nothing but move away from the caster. 3. Nurgle's Rot: All models without an allegiance to Nurgle within 3" take a Str3 Ap- hit.

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HQ Choice-Marine Champion WS BS S T W I A LD SV Points 4 4 4 4 1 4 2 10 3+ 19 Aspiring 4 4 4 4 2 4 2 10 3+/5++ 45 Lesser 5 5 4 4 2 5 2 10 3+/5++ 70 Major 6 4 4 3 5 3 10 3+/5++ 100 Legendary 6 Composition: 1 Marine Champion, or 0-3 Aspiring Champions that must be allocated to squads before the game starts Weapons and Wargear: Powered Armor, Bolter, Bolt Pistol+ CCW, Frag Grenades Special Rules: Independent Character Options: Replace Bolt Pistol with: Needle Pistol: Free Hand Flamer: +4 Plasma Pistol: +8 Lightning Claw:+15 Replace Bolter with: Plasma Gun: +10 Assault Bolter +6 Melta Gun:+10 Flamer: +6 Replace CCW with: Khornate Chainaxe: +2 Plague Weapon: +4 Power Weapon:+10 Power Fist:+20 Chaos Weapon:+10 Daemon Weapon:+80 Lightning Claw:+15 Replace BP+CCW with Great Weapon:+1 pt Replace Powered Armor with: Chaos Armor: +16 Replace Powered Armor, Bolter and Grenades with: Terminator Armor and Assault Bolter:+25 Replace Terminator Assault Bolter: Heavy Bolter:+7 Reaper Auto-cannon:+10 Las-cannon:+18 Combi-flamer, plasma, or melta:+5 If no Terminator Armor: Tactical Assault Pack: +30 Bike:+35 Jet-bike:+60 Chaos Steed:+7 Chaos Mount: Variable points cost May take: Frenzon:+40 Servo Harness:+20 Personal Icon:+25 Psyker:+15

May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may they take a Jetbike, Daemon Weapon, or a Personal Icon. Champions who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorceror section. Cults Berzerker +20 Plague: +30 Noise: +3, may replace Sonic Blaster with a Blast Master for +13 points Veteran Skills Deepstrike: +25 Infiltrate: +25 Move Through Cover: +1 Tank Hunters: +5 Counter-Attack: +5 Acute Senses: +3
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HQ Choice: Sorceror WS BS S T W I A LD SV PV 4 4 4 2 4 1 9 3+/5++ 40 Apprentice 4 5 5 4 4 2 5 2 10 3+/5++ 80 Lesser 5 5 4 4 3 5 3 10 3+/5++ 110 Major Composition: 1 Sorceror. An Apprentice sorceror may not be taken as the only HQ choice. Weapons and Wargear: Powered Armor, Bolt Pistol, Power Weapon Special Rules: Psyker, Independent Character Options: Replace Bolt Pistol with: Needle Pistol: Free Hand Flamer: +4 Plasma Pistol: +8 Lightning Claw:+15 Replace Power Weapon with: Plague Weapon: +3 Chaos Weapon:+10 Force Weapon: +25 Daemon Weapon:+80 Replace Powered Armor with: Chaos Armor: +16 Replace Powered Armor, Bolter and Grenades with: Terminator Armor and Assault Bolter:+25 Replace Terminator Assault Bolter: Combi-flamer, plasma, or melta:+5 If no Terminator Armor: Jet-bike:+60 Chaos Steed:+7 Chaos Mount: Variable points cost May take: Personal Icon:+25 Familiar:+20 Talent Focuser: +10

May purchase a Mark of Chaos. Apprentice Sorcerors may not be a Daemon Prince, nor may they take a Jetbike or a Personal Icon. Apprentice Sorcerors may take up to 1 power, Lesser and Major Sorcerors may take up to 2. Powers may either be specific to their god and/or undivided Undivided: Imbue Power Doombolt Slow Time Tzeentch: Slaanesh: Bolt of Change Boon of Tzeentch Psychic Duel Reckoning of Tzeentch Tzeentchs Fire Storm Warp Time Acquiescence Bedazzle Pavane

Nurgle:

Aura of Decay Nausea Nurgles Rot

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HQ Choice: Chaos Pastor WS BS S T W I A LD SV PV 5 4 4 3 5 4 10 3+/4++ 90 Pastor 5 Unit Composition: 1 Demagogue. Weapons and Wargear: Accursed Crozius Arcanum, Bolt Pistol, Powered Armor Special Rules: Independent Character, Fearless. Grants Fearless to any squad it joins, and during the first turn the Demagogue and its unit charges, it may reroll any failed to-wound rolls. Options: Replace Bolt Pistol with: Needle Pistol: Free Hand Flamer: +4 Plasma Pistol: +8 Lightning Claw:+15 Replace Powered Armor with: Chaos Armor: +16 May take: Frenzon+40 Servo Harness:+20 Personal Icon:+25 Psyker:+15 Replace Powered Armor, Bolter and Grenades with: Terminator Armor and Assault Bolter:+25 Combi-flamer, plasma, or melta:+5 If no Terminator Armor: Tactical Assault Pack: +30 Bike:+35 Jet-bike:+60 Chaos Steed:+7 Chaos Mount: Variable points cost

May purchase a Mark of Chaos. Demagogues who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorceror section. Cults Berzerker:+40 Plague:+30 Noise: +3, may replace Sonic Blaster with a Blast Master for +13 points Veteran Skills Deepstrike+25 Infiltrate+25 Move Through Cover+1 Tank Hunters+5 Counter-Attack+3 Acute Senses+3

16

HQ Choice: Greater Daemon (0-1) WS BS S T W I A LD SV PV 10 7(8) 7 4 7 4(6) 10 3+/4++ 420 Bloodthirster 10 6 10 6 6 4 6 2 10 --/3++ 350 Lord of Change 7 7 6 7 7 3 3 10 4++ 350 Great Unclean One 8 6 6 6 4 10 6(7) 10 --/4++ 300 Keeper of Secrets 8 6 6 6 4 6 4 10 --/4++ 250 Greater Daemon Unit Composition: 1 Greater Daemon Weapons and Wargear: (all statistics are already added to the statline of the Greater Daemon.) The Bloodthirster has Chaos Armor, Wings, an Axe of Khorne, and a whip (CC weapon) and the Mark of Khorne, and a 4+ invulnerable save The Lord of Change has Wings and the Mark of Tzeentch, and a 3+ invulnerable save Great Unclean One has a Plague Weapon and the Mark of Nurgle, and a 4+ invulnerable save Keeper of Secrets has Razor Sharp Claws (Rending, 2 CCW) and the Mark of Slaanesh, and a 4+ invulnerable save Special Rules: All are Monstrous Creatures and Chaos Daemons and as such may roll up to 3 times on the Attribute chart. If in an all-Daemon army, Lesser Daemons of the particular mark become troops, Beasts become Fast Attack. All Greater Daemons are considered Summoning Icons and as such Daemons may be summoned around them. Bloodthirster: Fearless. Axe of Khorne is a one-handed Khornate Daemon Weapon that ALWAYS has a Bloodthirster without an Axe of Khorne. Has a Collar of Khorne. Lord of Change: Fearless. Knows all Tzeentch and non-specific psychic powers and may cast up to 2 a turn. Automatically passes all psychic tests for psychic powers. Great Unclean One: Stubborn. Slow and Purposeful, Feels no Pain, may choose up to 4 and use up to 2 psychic powers. Keeper of Secrets: Stubborn. Hypnotic Gaze, may choose up to 3 and use up to 2 psychic powers a turn Greater Daemon: May choose up to 2 Undivided Powers and use up to one, and may be summoned by any icon. May also reroll one failed LD test once per turn.

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HQ Choice- Humanoid Champion WS BS S T W I A LD SV PV 3 3 3 1 3 2 8 5+ 9 Aspiring 3 4 4 3 3 2 4 2 9 5+/6++ 24 Minor 5 4 3 3 3 4 3 10 5+/6++ 45 Major Weapons and Wargear: Las/Autogun, Las/Autopistol w/CCW,Flak Armor Unit comp: 1 Minor or Major champion and 0-8 Aspiring champions. Special Rules: Independent Character. If this HQ choice is taken, must take at least one Humanoid Renegade or Mutant troop choice. Origin. You may choose one Origin choice. If Aspiring Champions are taken, they do NOT have to be of the same origin as the rest of the squad. Options: Replace Las/Autopistol with: Bolt pistol: +1 Needle Pistol: +1 Hand Flamer: +4 Plasma Pistol: +8 Replace Las/Autogun with: Plasma Gun: +10 Assault Bolter +6 Melta Gun:+10 Bolt Gun: +1 Replace CCW with: Power Weapon:+7 Power Fist:+15 Chaos Weapon:+10 Daemon Weapon:+60 Replace Flak Armor with: Chaos Armor: +16 Carapace Armor: +2 Powered Armor: +6 Replace Flak Armor , Las/autogun and Grenades with: Terminator Armor and Assault Bolter:+25 If no Terminator Armor: Jump Pack:+24 Bike:+35 Chaos Steed:+7 Chaos Mount: Variable points cost May take: Frenzon:+40 Servo Harness:+20 Personal Icon:+25 Psyker:+15

May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may they take a Daemon Weapon, or a Personal Icon. Champions who are psykers may choose 1 psychic power and may use that psychic power, chosen from the list of powers in the Sorceror section. Origin: Inquisitor: +5 Eldar: +15 Imperial Guard: +15 Beastman: +15 Dwarf-like: +15

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HQ Choice: Humanoid Sorceror WS BS S T W I A LD SV PV 3 3 3 1 3 1 7 5+/6+ 20 Apprentice 3 4 4 3 3 2 3 2 9 5+/6+ 40 Lesser 4 4 3 3 3 4 3 10 5+/6++ 70 Major Weapons and Wargear: Laspistol, CCW Composition: 1 Sorceror. An Apprentice sorceror may not be taken as the only HQ choice. Special Rules: Psyker, Independent Character, Origin( You may choose one Origin choice. In this case, apply the Origin choice to the Lesser or Major sorceror only. ) Options: Replace Las/Autopistol with: Bolt pistol: +1 Needle Pistol: +1 Hand Flamer: +4 Plasma Pistol: +8 Replace CCW with: Power Weapon:+7 Power Fist:+15 Chaos Weapon:+10 Daemon Weapon:+60 Replace Flak Armor with: Chaos Armor: +14 Carapace Armor: +2 Powered Armor: +6 Replace Flak Armor , Las/autogun and Grenades with: Terminator Armor and Assault Bolter:+25 If no Terminator Armor: Jump Pack:+24 Bike:+35 Chaos Steed:+7 Chaos Mount: Variable points cost May take: Servo Harness:+20 Personal Icon:+25

Apprentice Sorcerors may not be a Daemon Prince, nor may they take a Daemon Weapon, or a Personal Icon or a Jetbike Origin: Inquisitor: Daemonhunters +5 pts Eldar: +15 pts Imperial Guard: +15 pts Dwarf-like: +10 pts

Apprentice Sorcerors may take up to 1 power, Lesser and Major Sorcerors up to 2. Powers may either be of the specific to their god and/or undivided
Undivided: Tzeentch: Imbue Power Doombolt Slow Time Slaanesh: Aura of Decay Nausea Nurgles Rot Acquiescence Bedazzle Pavane Bolt of Change Boon of Tzeentch Psychic Duel Reckoning of Tzeentch Tzeentchs Fire Storm Warp Time

Nurgle:

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Dedicated Transports: Rhino BS AV PV -11/11/10 28 Composition: 1 Rhino Unit Type: Vehicle (Tank) Weapons and Wargear: Assault Bolter, Smoke Launchers Transport Capacity: 10, with 3 access points: 1 on each side, and 1 on the rear Special Rules: Repair Options: May take any of the following: Dozer Blade: +5 Searchlight:+1 Additional Assault Bolter:+10 Daemon Possession:+15 Extra Armor: +10 Replace an Assault Bolter with a Havoc Launcher: +8 Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+7) [This must be taken if you have a Marine HQ choice or are transporting Marines]

Dedicated Transports: Chimera BS AV PV 3 12/10/10 55 Composition: 1 Chimera Unit Type: Vehicle(Tank) Weapons and Wargear: Multi-Laser, Heavy Bolter, Smoke Launchers Transport Capacity: 12, with one access point on the rear Special Rules: Amphibious, has 5 Fire Points which are assumed to be taken from the top Hatch of the Chimera Options: Replace Multi-Laser with: Broadcaster: +10 Heavy Bolter, Heavy Flamer, or Autocannon: Targeters (+1 BS): +15 Free Replace Hull Heavy Bolter with Heavy Flamer: Free Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Additional Assault Bolter:+10 Daemon Possession:+15 Extra Armor: +10

20

Dedicated Transport: Renegade Transport Vehicle Renegade Transport BS AV Vehicle 3 9/9/9 Unit Composition: 1 Renegade Transport Unit Type: Vehicle (Tank) Weapons and Wargear: Heavy Stubber Transport Capacity: 5 Special Rules: Open Topped Options:

Points Value 20

Unit type May take any Weapons options AV options Transport options options: of these: Skimmer: Replace Heavy Upgrade an armor Capacity of 10: May be Close+20 Topped: +5 Stubber with: facing to 10: +2 pts +7 pts Smoke Heavy Bolter or Upgrade an Armor Fast Heavy Flamer: +5 facing to 11: +7 pts Capacity of 12: launchers: +2 Vehicle: Autocannon +7 +12 pts Upgrade an armor +10 Searchlight: Missile Launcher: facing to 12: +12 pts +1 +15 (Note that the price for Havoc Launcher: +9 side armor is the same, Extra Armor: so upgrading side +10 May take a Hull armor to 10 is still only Weapon: 3 pts) Daemon Heavy Bolter: +10 Possession: Heavy Flamer: +10 +10 Autocannon: +14 TL Heavy Stubber: Targeter (+1 +10 BS):+15

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Troops Choice: Humanoid Renegades Renegade Veteran Instigator Aspiring Champion Weapons and Wargear: Las/Auto-gun, CCW, Flak Armor Unit Composition: 5-20 Renegades or Veterans Transport: May take any dedicated transport for the points listed Special Rules: Origin. You may choose one Origin choice. If an Aspiring Champion is taken, it does NOT have to be of the same origin as the rest of the squad. Options: May take an Instigator for 12 points. The Instigator may one: Bolt Pistol: +2 pts Las/auto-pistol: +1 pt Plasma Pistol: +10 Instigator may take one: Power Weapon: +10 pts CCW: +1 pt May replace one Renegade with an Aspiring Champion, it may take any options normally available to it from the HQ selection. Origin: Imperial Guard: The entire unit raises its LD stat by 1. (+1 PPM) Beastman: +1 WS, +1 T, -1 LD (+3 PPM) Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a minimum of 1". Relentless. (+4 PPM) If no Heavy Weapons are taken, the squad may take Chaos Steeds for +3 PPM WS 3 3 4 3 BS 3 4 4 3 S 3 3 3 3 T 3 3 3 3 W 1 1 1 1 I 3 3 3 3 A 1 1 2 2 LD 6 7 8 8 SV 5+ 5+ 5+ 5+ Points 4 7 10 +5

For every 10 Renegades, one may take: Flamer or Grenade Launcher: +5 pts Melta or Plasma Gun: +10 pts (0-1 per squad) Heavy Stubber: +10 pts One Renegade may take: Mortar: +5 pts Heavy Bolter: +10 pts Autocannon or Missile Launcher: +12 pts Lascannon: +20 pts All Renegades may replace their Las/autogun with Firearms or an additional CCW: Free

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Troops Choice: Marine Renegades Marine Aspiring Champion 4 4 4 1 4 1 10 3+ +24 Apprentice 4 Sorceror Unit Composition: 5-20 Marine Renegades Weapons and Wargear: Boltgun, Bolt Pistol and CCW, Powered Armor Transport: May take any dedicated transport for the points listed Special Rules: Cults (if the Marines have the proper mark, they may choose up to 1 Cult option.) Options: For every 5 Renegades, one may replace its Bolter with: Plasma Gun: +10 Assault Bolter +6 Melta Gun:+10 Flamer: +6 The Aspiring Champion/Apprentice Sorceror may replace CCW with: Power Weapon: +8 Power Fist: +17 The Aspiring Champion/Apprentice Sorceror may replace its boltpistol with: Plasma Pistol: +6 Hand Flamer: +6 Needle pistol: +3 May replace CCWs (not power fists or weapons) with Chainaxes for +2 PPM. May replace CCWs (not power fists or weapons) with Plagueswords for +2 PPM. One squad member with any Mark may take a Summoning Icon of that Mark. One Renegade may replace its Bolter with: Heavy Bolter:+7 Reaper Auto-cannon:+10 Las-cannon:+18 Combi-flamer, plasma, or melta:+5 WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 1 2 LD 9 10 SV 3+ 3+ PV 16 +10

If no Heavy Weapons are taken, the squad may purchase Chaos Steeds for +5 PPM Cults Berzerker+4 PPM Rubric: +5 PPM except for the Sorceror. Plague: +5 PPM Noise: +2 PPM Veteran Skills Deepstrike: +2 PPM Infiltrate: +2 PPM Move Through Cover: +1 PPM Tank Hunters: +1 PPM Counter-Attack: +1 PPM Acute Senses: +1 PPM

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Troops Choice: Mutants WS BS S T W I A LD SV Points 2 3 4 1 3 2 5 6+ 6 Mutant 3 4 2 3 4 2 3 3 7 6+ +12 Boss Mutant Unit Composition: 15-30 Mutants Weapons and Wargear: 1 CCW Special Rules: May take one free roll on the Chaotic Attributes table, apply it to the entire squad. This does not count towards the amount of attributes you may purchase for this squad. Options: Laspistols: +2 PPM Special Attributes: (may only take 1, is one of Replace CCW or Laspistol with Firearms: the 2 attributes this squad can purchase) +1 PPM Khornate: Furious Charge(+3 PPM) May replace one mutant with Boss Tzeentchian: Cavalry (+2 PPM) Mutant for the points cost listed. Nurglesque: 4+ Armor save (+3 PPM) May take an Aspiring Champion for the Slaanesh: -1 WS to enemy in assaults (+2 points cost listed. PPM) To represent Undead: -2 WS, BS becomes --, -2 I, Feels No Pain, We'll Be Back, Slow and Purposeful. This is not a mutation and the squad may be upgraded to Undead for +3 PPM

Troops Choice: Possessed WS BS S T W I A LD SV PV 4 5 4 1 4 2 10 3+/5+ 20 Possessed 4 Unit Composition: 3-9 Possessed Weapons and Wargear: Bolter, Bolt-Pistol and Chainsword Transport: May take any dedicated transport for the points listed Special Rules: Possessed: The possessed may take up to 5 Chaos Attributes. This squad may not take an Aspiring Champion or Sorceror. In addition, the possessed are Fearless and suffer from Instability like Chaos Daemons except that they may take an invulnerable save to prevent the wounds despite the rules saying otherwise. Options: Of the 5 Chaos Attributes, up to 3 may be rolled randomly for +2 PPM for each roll. Cult Options: Cults Berzerker: +4 PPM Plague: +5 PPM Noise: +3 PPM
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Lesser Daemons WS 5 Bloodletter Pink Horror 2 Blue Horror 1 Plaguebearer 4 3 Nurgling 4 Daemonette 4 Lesser Daemon Unit Composition:

BS 5 3 2 1 0 3 4

S 4 3 2 4 3 3 4

T 3 3 3 5 3 3 3

W 1 1 1 1 3 1 1

I 5 3 2 3 3 6 4

A 2 1 1 1 3 2(3) 2

LD 8 8 6 8 7 8 8

SV 5+ 5+ 5+ 5+ 5+ 5+ 5+

Points 16 16 -16 16 16 12

Lesser Daemons: 5-20 Nurglings: 1-7 Bases

Weapons and Wargear: Bloodletters have Hellblades (Power Weapons), Mark of Khorne and a 3+ armor save Pink and Blue Horrors: Mark of Tzeentch, Flames of Tzeentch Plaguebearers have Plague Weapons (Poisoned 4+) and Mark of Nurgle Nurglings: Mark of Nurgle Daemonettes: Razor Sharp Claws (Rending, are 2 CCW's) Lesser Daemons: Mark of Chaos Undivided Special Rules: All are Chaos Daemons. Lose Fearless if fighting a Greater Daemon. Pink Horror: Whenever a Pink Horror is eliminated (not by an instability test), place 2 Blue Horrors within 1" of where it once was. Flames of Tzeentch is R18" Str 3 Ap 4 Assault 2 Nurglings: Swarm Options: All Daemons besides Bloodletters and Nurglings: May pay 15 points and one Lesser Daemon may use a psychic power. You should let your opponent(s) know which daemon has the psychic power. Bloodletters may take Juggernaughts for +32 PPM Daemonettes may take Beasts of Slaanesh for +15 PPM

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Fast Attack Choice: Bikers WS BS S T W I A LD SV PV 3 3 3(4) 1 3 1 7 4+ 17 Humanoid 3 Biker 4 4 4 4(5) 1 4 2 9 3+ 27 Marine Biker 3 3 3(4) 2 3 2 7 4+ 27 Humanoid 3 Combat Bike 4 4 4 4(5) 2 4 3 9 3+ 40 Marine Combat Bike Unit Composition: 3-9 Humanoid or Marine Bikers, or 1 Humanoid/Marine Combat Bike Weapons and Wargear: Humanoids have a Laspistol and CCW and Flak Armor and a Bike Marines have a Boltpistol and CCW and Powered Armor and a Bike Bikes have a TL Boltgun Combat Bikes have a Heavy Stubber and a TL Boltgun Special Rules: Turboboost Options: Marine Options: Any bike may take: Meltabombs: +5 PPM Every 3rd model may purchase: Plasmagun: +10 Meltagun: +10 Flamer:+7 Combat Bike may replace Heavy Stubber with: TL Heavy Stubber: +3 Heavy Bolter: +5 Multi-Melta: +15 Humanoid Options: Any bike may take: Meltabombs: +5 PPM Every 3rd model may purchase: Plasmagun: +10 Meltagun: +10 Flamer:+7 Combat Bike may replace Heavy Stubber with: TL Heavy Stubber: +3 Heavy Bolter: +5

Origin: (Humanoids only) Eldar: (+2 PPM) Imperial Guard: (+1 PPM) Beastman: (+4 PPM) Dwarf-like: (+3 PPM)

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Cult and Veteran Options: Cults Veteran Skills Berzerker: (+4 PPM) Infiltrate (+4 PPM) Rubrics: (+5 PPM) Move Through Cover (+2 PPM) Plague: (+7 PPM) Tank Hunters (+2 PPM) Noise: (in this case, replace the Counter-Attack (+1 PPM) TL Boltgun with a TL Sonic Blaster) +3 Acute Senses (+1 PPM) PPM

Fast Attack Choice: Raptors WS BS S T W I A LD SV Points 4 4 4 1 4 1 9 3+ 26 Raptor 4 4 4 4 1 4 2 9 3+ +3 Leader 4 Unit Composition: 3-10 Raptors Weapons and Wargear: Bolter, Bolt Pistol+CCW, Powered Armor, Assault Pack Special Rules: Tactical Assault Pack: Move as Jump Infantry, Hit and Run. In the Assault Phase, if the Raptors do not assault or are currently not in assault, they may move 3". May not purchase a Mark of Chaos. Options: Frag Grenades: +1 PPM Krak Grenades: +2 PPM Melta Bombs: +4 PPM For every 3 Raptors, one may replace its Bolter with: Flamer: +6 Plasma: +10 Melta: +10

Veteran Options: Veteran Skills Infiltrate (+1 PPM) Move Through Cover (+1 PPM) Tank Hunters (+3 PPM) Counter-Attack (+1 PPM) Acute Senses (+1 PPM)

27

Fast Attack Choice: Chaos Spawn Chaos Spawn Unit Composition: 1-3 Chaos Spawn Weapons and Wargear: You don't want to know. (2 CCW) Special Rules: Fearless, Scout. At the beginning of each of your turns roll 2d6. If the result is higher than the Chaos Spawn's LD, it gains Rage until the end of turn. Must take 2 rolls on the Chaos Attribute table. May pay 8 points for additional rolls on the table but only 56 points in all may be paid for rolls on the attribute table. Fast Attack Choice: Renegade Walker WS BS S AV I A PV 3 6 3 1 20 3 F S R 10 10 10 Unit Composition: Squadron of 1-3 Walkers Unit Type: Vehicle (Walker, open-topped) Weapons and Wargear: Heavy Stubber, CCW Special Rules: You may choose to upgrade the Renegade Walkers individually though they are part of a squadron. Options: Weapons Armor Other Replace Heavy Stubber with: Increase an armor value to 11: Increase WS or BS or I to Havoc Launcher: +8 +5 4: +15 pts Heavy Bolter: +10 Increase an armor value to 12: Daemon Possession: +10 Autocannon: +12 +15 Extra Armor: +10 Missile Launcher: +15 Vehicle is Close-topped: +10 Broadcaster: +13 Power Weapon: +10 Power Fist: +20 Heavy Flamer: +10 Replace CCW with: Heavy Stubber: +8 Heavy Bolter: +13 Autocannon: +16 Power Weapon: +8 Power Fist: +15 The Walker may have the following special rules for the prices below, but all walkers in that squad must take them: Scouts: +5 PPM Move Through Cover: +2 PPM WS 3 BS 0 S 5 T 5 W 3 I 3 A D6 LD 6 SV 4+ Points 30

28

Chaos Beasts WS BS S T W I A LD SV PV 0 4 3 1 5 2 8 5+ 12 Fleshound 5 3 3 3 1 3 1 8 5+ 16 Screamer 3 3 0 3 5 2 2 1 8 5+ 18 Beast of Nurgle 4 0 3 3 1 6 2 8 5+ 15 Fiend 4 0 3 3 1 4 1 8 5+ 10 Furies Weapons and Wargear: Flesh-hound: Claws (2 CCW), Mark of Khorne Screamer: Warp Jaws (power weapon), Mark of Tzeentch Beast of Nurgle: Claws (2 CCW), Mark of Nurgle Fiend: Rending Claws (2 CCW, Rending), Mark of Slaanesh Furies: Claws (2 CCW) Special Rules: All are Chaos Daemons Flesh-hound: Cavalry Screamer: Moves like a Jetbike, has a shooting attack of R36 Str 4 Ap Assault 2 Beast of Nurgle: Slow and Purposeful Fiend: Fleet, Cavalry Furies: Move as Jump Infantry

29

Elites Choice: Chosen . WS BS S T W I A LD SV Points 5 5 4 4 1 4 2 10 3+/6++ 25 Chosen 5 5 4 4 1 4 2 10 3+/6++ +18 Sorceror 5 4 4 2 5 3 10 3+/6++ +20 Champion 5 Unit Composition: 3-10 Chosen Weapons and Wargear: Bolter, Bolt-Pistol+ CCW, Powered Armor, Frag Grenades Transport: May take any dedicated transport for the points listed Special Rules: The Chosen: If the Chosen take a Mark, the mark's abilities and point costs are changed to: Khorne: +1 BS (+2 if moving at half distance or less or if stationary) or +2 A (+8 PPM) Tzeentch: May purchase an additional 2 attributes. (+3 PPM) Nurgle: +1 to base T (so T5) (+8 PPM) Slaanesh: Fearless. (+3 PPM) Undivided: May choose to pass or fail any LD test (+5 PPM) If the Chosen have the proper sacred number, instead of a free Aspiring Champion, they may take one additional mutation. Options: One Chosen may be upgraded to a Champion. Every other Chosen may be upgraded to a Sorceror unless they have the Mark of Khorne. They may choose one Psychic power from the list afforded to them. Every other Chosen may take: Plasma Gun: +10 Assault Bolter +6 Melta Gun:+10 Flamer: +6 Any Chosen may replace its CCW with: Power Weapon: +7 Power Fist: +15 Khornate Chainaxe: +2 PPM Plaguesword: +2 PPM All Chosen may replace their Bolter, BP+CCW, and Grenades with Terminator Armor and an Assault Bolter: +15 PPM Every other Chosen in Terminator Armor may replace their Assault Bolter with: Heavy Bolter: +7 Reaper Auto-cannon: +12 Las-Cannon: +18 Combi-Flamer/Plasma/Melta: +5 If no Terminator Armor, may take: Tactical Assault Pack: +15 PPM Bike:+15 PPM Jet-bike:+30 PPM Chaos Steed:+4 PPM Chaos Mount: Variable points cost, have the cost rounding down, for the PPM

Veteran Skills Deepstrike: +3 PPM Infiltrate: +3 PPM Move Through Cover: +1 PPM Tank Hunters: +2 PPM Counter-Attack: +1 PPM Acute Senses: +1 PPM

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Elites Choice: Big Mutants Big Mutant 5 2 5 5 3 3 3 9 6+ +15 Boss Weapons and Wargear: Las/autogun, CCW Unit Composition: 3-6 Big Mutants Special Rules: May take one free roll on the Chaotic Attributes table, apply it to the entire squad. This does not count towards the amount of attributes you may purchase for this squad. Big Mutants may not purchase a Mark of Chaos. Options: Laspistols: +2 PPM Replace Las/autogun with Firearms: +1 PPM Ripper Guns: +6 PPM May replace one mutant with Boss Mutant for the points cost listed. Special Attributes: (may only take 1, is one of the 2 attributes this squad can purchase) Khornate: Furious Charge(+4 PPM) Tzeentchian: Cavalry (+4 PPM) Nurglesque: 4+ Armor save (+3 PPM) Slaanesh: -1 WS to enemy in assaults (+3 PPM) To represent Undead: -2 WS, reduce BS to -- (they can never shoot), -2 I, Feels No Pain, We'll Be Back, Slow and Purposeful. This is not a mutation and the squad may be upgraded to Undead for +8 PPM WS 4 BS 2 S 5 T 5 W 3 I 3 A 2 LD 8 SV 6+ PV 30

31

Elites Choice: Chaos Dreadnought WS Dreadnought 4 BS 4 S 6 AV F S R 12 12 10 I 4 A 1 Points value 90

Unit Composition: 1 Dreadnought Unit Type: Vehicle(walker) Weapons and Wargear: Heavy Bolter, Dreadnought CCW Special Rules: Insane: Once per turn, at the beginning of each of your turns, if there is not a model with a Servo Harness within 12, roll 1d6. On a 1, this model gains Rage and moves towards the nearest model and, if possible, enters in assault against it. On a 6, the model fires all of its weapons-twice-at the nearest model. Options: Replace Heavy Bolter with: Autocannon: +2 Reaper Autocannon: +4 Missile Launcher: +5 Dreadnought CCW: +10 Heavy Flamer: Free Multi-Melta or Plasma Cannon: +11 Lascannon: +8 Replace Dreadnought CCW with: Heavy Bolter: +5 Autocannon: +8 Reaper Autocannon: +11 Daemon Possession: +10 Extra Armor: +10 Broadcaster: +13 May purchase an Aspiring Champion with a Servo Harness for +30 points, it may not take any other upgrades besides a Mark and upgrades to the Servo Harness, the Champion is considered part of the same squad as the Dreadnought and is not an Independent Character

32

Heavy Support Choice: Defiler WS BS Defiler 5 3

S 8

AV F S R 12 12 11

I 4

A 2

Points value 140

Unit Composition: 1 Black Defiler Unit Type: Vehicle(walker) Weapons and Wargear: Battlecannon, Reaper Autocannon, Dreadnought CCW Special Rules: The Reaper Autocannon is considered a Defensive Weapon on this Walker, and this walker may fire any of its weapons and assault. The Defiler may choose to fire its Battlecannon alone and get +1 BS. If fired alone, the Battlecannon may be fired Indirectly. Options: Replace Reaper Autocannon with: Missile Launcher: +5 Dreadnought CCW: +10 Heavy Flamer: Free Multi-Melta or Plasma Cannon: +11 Lascannon: +8 Replace Dreadnought CCW with: Heavy Bolter: +5 Autocannon: +8 Reaper Autocannon: +11 Daemon Possession: +10 Extra Armor: +10 Broadcaster: +13 May purchase an Aspiring Champion with a Servo Harness for +30 points, it may not take any other upgrades besides a Mark and upgrades to the Servo Harness, the Champion is considered part of the same squad as the Dreadnought and is not an Independent Character

33

Heavy Support Choice: Havocs WS BS S T W I A LD SV Points 4 4 4 4 1 4 1 9 3+ 16 Havoc 4 4 4 4 1 4 1 9 3+ 16 Sergeant 4 4 4 4 1 4 2 9 3+ +3 Aspiring Champion Unit Composition: 1 Sergeant and 1-9 Havocs Weapons and Wargear: All have Bolters, Bolt pistols and CCWs, Powered Armor Transport: May take any dedicated transport for the points listed Special Rules: If the Sergeant/Aspiring Champion does not fire, any Havoc may fire at any legal target but you must declare what Havocs are firing at what before you start rolling. Khorne Havocs may fire into close combat, even if it involves a friendly unit. After rolling to hit, randomize the hits between the units locked in combat fairly. (I.e., on a 1-3 it hits one side, on a 4-6 it hits the other side.) Then you can proceed to the towound phase. Options: 0-4 Havocs may replace its Boltgun (or Sonic Blaster) with one of the following weapons. Only 1 Plasma Cannon may be taken. Autocannon: +15 Heavy Bolter: +12 Heavy Flamer: +10 Heavy Stubber: +8 Lascannon: +20 Missile Launcher: +16 Multi Melta: +16 (0-1) Plasma Cannon: +20 Addendum: For Havoc Squads, the Mark of Khorne costs 6 points per model, not 3.

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Heavy Support: Predator Predator BS AV -13/11/10 Composition: 1 Predator Unit Type: Vehicle(Tank) Weapons and War gear: Autocannon, Smoke Launchers Options: Replace Autocannon with Heavy Bolter: Free Replace Autocannon with Twin-Linked Lascannons: +45 May take side Sponsons with Heavy Bolters: +20 or Lascannons: +50 Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Assault Bolter or Havoc Launcher:+10 Daemon Possession:+15 Extra Armor: +10 PV 50

Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]

Heavy Support: Vindicator Vindicator BS AV -13/11/10 Composition: 1 Vindicator Unit Type: Vehicle(Tank) Weapons and Wargear: Demolisher Cannon, Smoke Launchers Options: Take Any of the Following: Dozer Blade: +5 Searchlight:+1 Assault Bolter or Havoc Launcher:+10 Daemon Possession:+15 Extra Armor: +10 PV 100

Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+15) [This must be taken if you have a Marine HQ choice]

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Heavy Support: Land Raider Land Raider BS AV PV -14/14/14 230 Composition: 1 Land Raider Unit Type: Vehicle(Tank) Weapons and Wargear: Twin-Linked Heavy Bolter, 2 Twin-Linked Lascannon Sponsons Transport Capacity: 12 models (or 6 Terminators) Special Rules: Cursed Machine Spirit, Assault Ramp Options: Take Any of the Following: Searchlight:+1 Daemon Possession:+15 Extra Armor: +10 Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]

Heavy Support: Land Raider, Legionnaire-Class Land Raider BS AV -14/14/14 Composition: 1 Vindicator Unit Type: Vehicle(Tank) Weapons and Wargear:, 2 Twin-Linked Autocannon Sponsons Transport Capacity: 18 models (or 9 Terminators) Special Rules: Cursed Machine Spirit, Assault Ramp Options: Take Any of the Following: Searchlight:+1 Daemon Possession:+15 Extra Armor: +10 PV 260

Broadcaster: +10 The BS may either be: BS3 (Free) BS4 (+10) [This must be taken if you have a Marine HQ choice]

Heavy Support Choice: Renegade Heavy Vehicles

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Leman Russ Leman Russ Demolisher Basilisk

BS 3 BS 3 BS 3

AV 14/13/10 AV 14/13/11 AV 12/10/10

Points value 150 Points value 165 Points value 120

Unit Composition: 1 Leman Russ or 1 Leman Russ Demolisher or 1 Basilisk Unit Type: All are Vehicle(Tank), Basilisk is Open-Topped Weapons and Wargear: Leman Russ has a BattleCannon, a Hull Heavy Bolter, and Smoke Launchers Leman Russ Demolisher has a Demolisher Cannon, a Hull Heavy Bolter, and Smoke Launchers Basilisk has an Earthshaker Cannon, a Hull Heavy Bolter, and Smoke Launchers Special Rules: For every Imperial Guard or Dwarf-like origin Renegade squad, you may take one of these 3 vehicles in a Heavy Support choice. Options: Leman Russ/Demolisher Basilisk Exchange Heavy Bolter for: Exchange Heavy Bolter for: Heavy Flamer: Free Heavy Flamer: Free Lascannon: +15 Armored Crew Compartment (become closed topped): +15 May take sponsons armed with: Heavy Bolters/Heavy Flamers: +20 Multi-Meltas: +30 Plasma Cannons: +40 Any vehicle may take: Pintle-mounted Heavy Stubber or Assault (Storm) Bolter: +10 Hunter Killer Missile: +10 Extra Armor: +10 Daemon Possession: +15 Camo Netting: +20 for Leman Russes, +30 for Basilisks

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