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TRAITOR LEGIONS
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This is the place. The Chaos Sorcerers voice was little more than a harsh whisper. The small force of Chaos Marines stood in a withered glade, the grass at their feet was dark and burnt, the trees hung limply as if drained of life. In the middle of the clearing was a rocky hill, a small cave opening in front of them. Tendrils of dank smog drifted lazily through the air from the hole, its rancid odour easily picked up by the enhanced senses of the renegades. Abaddon stepped forward and stared at the cave entrance, as if daring some hideous beast to rush forth and challenge him. I will go alone. Stay here and keep a watchful eye. The Warmaster commanded. As Abaddon stepped inside, he was plunged into near darkness, the dismal light of the worlds ancient sun barely penetrating more than a few feet into the cavern. His superior eyes quickly adjusted to the gloomy interior and within a moment he was able to see clearly. The cave was hung with grisly decorations animal and human skulls, entrails on hooks and chains hung with pungent smelling plants. Wind chimes made from hollowed bones hung low from the ceiling, some of them drilled out so that the faint wind caused them to produce a murmuring of groans and shrieks amidst the desultory clattering of bone on bone. The Warmaster was unimpressed. Such baubles might seem frightening to mere mortals, but he had waged war for ten thousand years, strode across hundreds of battlefields laying waste to his enemies. Whole planetary populations had been enslaved or put to death in his name. He had little to fear from this place.
The smoke was billowing intermittently from a small fire in the centre of the cave, burning some noxious fuel that gave off dark purple flames which seemed to exaggerate the shadows rather than provide any real light. In the darkness, Abaddon could make out a hunched figure by the fireside. It was swathed in rags, which once must have been a deep green but were now faded to dull grey and grimed with dust, mud and bloodstains. Greetings, magnificent Abaddon, thrice-cursed, destroyer of worlds. The wheezing voice was quavering and the speaker degenerated into racking coughs for a moment. Abaddon strode into the central chamber and stood behind the crouching figure. You know why I am here, hag. Tell me what I need to know! He demanded, his voice a menacing growl. The figure turned its head and let its frayed hood fall back. The womans face was haggard and lined, her scalp bald except for a few wispy strands of pure white hair. It was then that Abaddon noticed that her eye sockets were empty shriveled holes that still wept a slight trickle of blood. The mighty Abaddon, come here to consult with old Moriana. What price will you pay? The withered woman asked. Abaddon leant forward and grasped the seers neck in the Talon of Horus, squeezing ever so slightly. If you do not tell me my destiny, it is you who will pay with your life! The hag cackled then, a screeching laugh that set the Warmasters teeth on edge.
Kill me and you will never know! She retorted, her cracked, blistered lips twisted into a sneer. You will not live to see the end of the year, killed by a traitor in your own ranks. Stop this foolishness. I have consorted with creatures far more horrific than you and I do not fear death at your hand, With a growl, Abaddon released his grip and stepped back. The haggard old woman stood up with the cracking of arthritic joints and gasps for breath. She hobbled over to a pile of ill-made pottery jugs andtook a handful of foul-smelling leaves from one. Casting them on to the fire, she seemed to gaze into the flames, though she had no eyes. Your future is twisted and turning. You will either achieve your goals or your masters will strike you down for your disloyalty. The Dark Gods tolerate no-one who betrays them, and to think that you can rival them The hag laughed again. I see fortresses in the stars, a circle of six, but they sleep yet and must be awakened by you. Seek the Hand of Darkness in the place between salvation and damnation, for with it you shall guide the doom of suns. Take the Eye of Night from the stunted men and see the path laid out for you. With these, the citadels of the ether will be yours to command, their powers yours to unleash. Ride upon the storms of Chaos that will come soon. Gather your rivals about you. Send discord and terror through a thousand worlds. But be swift, for destiny does not wait for those who are cautious. That is the way to control your destiny, to set yourself up as a living god to rival the so called Emperor of Mankind. A chorus of a billion throats will cry your name in fear and hatred, the stars themselves will run with blood. If you have the stomach for it, Warmaster The prophetess nodded to herself as she finished, dousing the
flames with a splash of water from a cracked gourd beside her. You speak in meaningless riddles. Where is this place between salvation and damnation? What is the fortress of the stars? Tell me these things or die now! Abaddon demanded, ripping the Daemon sword Drachnyen from its scabbard, its unearthly blade bathing the inside of the cave in a baleful blue glow. If you would set yourself up as a god, you must use your head, as well as your fists, ignorant fool! The hag spat back, her voice suddenly strong and full of contempt. I will remember your insolence, crone. Abaddon threatened, pointing the baneful sword at the old woman. The seer did not reply, but merely turned away from the Warmaster to show that the consultation had ended. Abaddon snarled to himself and then turned and strode out, his bulky Terminator armour smashing through the grisly wind chimes and causing a cacophony of rattling and wails. The Sorcerer was waiting outside with Abaddons bodyguard, his eyes full of questions. What did she say, master? Did she mention me? he asked, stepping next to Abaddon, who ignored the follower of Tzeentch for a moment, lost in thought. With a grunt he turned suddenly to face Zaraphiston, causing the Sorcerer to flinch as Abaddons Daemon sword flashed past his face. Signal my fleet to prepare for battle, Abaddon ordered. We seek our destinies in the stars!
Animosity
The hatred the Chaos gods feel for each other is legendary and even manifests itself on the battlefield. Chaos Space Marine units with the Mark of Khorne treat Chaos Space Marine units with the Mark of Slaanesh as Desperate Allies, and vice versa, even if they are taken in the same army and/or detachment. Chaos Space Marine units with the Mark of Nurgle treat Chaos Space Marine units with the Mark of Tzeentch as Desperate Allies, and vice versa, even if they are taken in the same army and/or detachment. An independent character with a Mark of Khorne, Nurgle, Slaanesh or Tzeentch may not join a unit which contains models with one of the other three listed marks.
Bolter Drill
If a model with this special rule shoots with a boltgun, bolt pistol or the boltgun portion of a combi-weapon (not including a combi-bolter), then if they did not move in the preceding Movement phase, they may fire that weapon twice. Both instances of shooting must target the same unit.
Repair
If a vehicle with this special rule is immobilized for any reason, in subsequent turns the crew can attempt a repair instead of the vehicle shooting. Roll a D6 in the Shooting phase on a roll of a 6, the vehicle is no longer immobilized.
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Psykers in a Chaos Space Marine army may choose their psychic powers from the Undivided Psychic Powers list. Models with a Mark of Chaos may also select their powers from the list their chosen god.
Combi-bolter Rng S AP 24 4 5
Doom Siren A model with a doom siren counts as being armed with defensive grenades. Additionally, a model with this weapon does not suffer the Initiative penalties for charging enemies through cover, but instead fights at their normal Initiative in the ensuing combat. Rng S AP Type Template 5 4 Assault 1 Havoc Launcher Rng S AP Type 48 5 5 Heavy 1, Blast, Twin-linked Heavy Chainaxe Rng S AP User+2 3
Power Scourge A Powere Scourge counts as an additional Dreadnaught Close Combat Weapon, except that it adds +2 Attacks to the models profile, rather than the normal +1 Attack. Additionally, when locked in an assault, enemy models within 2 of a model with a Power Scourge count as being in base contact. This means that a model with a Power Scourge may strike enemy models that are within 2 of these models as well. Rng S AP Type Userx2 2 Melee Reaper Autocannon Rng S AP Type 36 7 4 Heavy 2, Twin-linked Sonic Blaster Rng S AP 24 4 5 Tactical Bombs Rng S AP Bomb 6 3
Incendiary Bombs Rng S AP Type Bomb 5 Heavy 1, Bomb, Ignores Cover, Large Blast, One-shot Armor: Chaos Armor Chaos Armor confers a 2+ Armor save. Power Armor Power Armor confers a 3+ Armor save. Improvised Armor Improvised Armor confers a 6+ Armor save. Terminator Armor Terminator armor confers a 2+ Armor save and a 5+ Invulnerable save. Furthermore, models in Terminator armor have the Bulky, Deep Strike and Relentless special rules and may not make Sweeping Advances.
Grenades:
Blight Grenades Blight grenades count as both assault and defensive grenades.
Icons of Chaos:
All models with an Icon of Chaos count as being equipped with a Personal Icon in addition to any other effects listed in their description. Personal Icon 5 points Any friendly units with the Daemon special rule that attempt to Deep Strike within 6 of a model with a Personal Icon do not scatter. Banner of Rage 20 points Models with the Mark of Khorne only. In addition to its other effects, once per game, the unit containing the Banner of Rage may gain +1 Attack until the end of the turn. The banner may be activated at any time on either players turn. Blasted Standard 20 points Models with the Mark of Tzeentch only. In addition to its other effects, once per game, the model carrying the Blasted Standard may target an enemy unit with a shooting attack with the following profile: Rng S AP Type 6 6 4 Assault 2D6, One-shot Icon of Chaos Glory 20 points In addition to its other effects, a unit containing a model with an Icon of Chaos Glory gains the Fearless special rule. Icon of Despair 10 points In addition to its other effects, a unit containing a model with an Icon of Despair counts as having the Fear special rule. Icon of Turbulence 20 points In addition to its other effects, any enemy model attempting to use a psychic power within 6 of a model with an Icon of Turbulence must roll 3D6 and pick the two highest when making Psychic tests. Plague Banner 50 points Models with the Mark of Nurgle only. In addition to its other effects, once per game, in his own Shooting phase, the controlling player may target any one enemy unit within 6 of the banner. This unit suffers D6 automatic wounds as if from shooting. Armor and Cover saves may not be taken against these wounds. Rapturous Standard 35 points Models with the Mark of Slaanesh only. In addition to its other effects, once per game, all friendly units within 6 of the Rapturous Standard gains the Feel No Pain special rule until the end of the turn. The banner may be activated at any time on either players turn.
Vehicle Upgrades:
Ceramite Plating A vehicle with ceramite plating is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule. Daemonic Possession A model with the Daemonic Possession upgrade has a Ballistic Skill of 3. In addition, it ignores all Crew Shaken and Crew Stunned results inflicted on it. Destroyer Blades Any unit that is Tank Shocked by a vehicle with destroyer blades takes D6 Strength 5 AP- hits. If the unit chose to make a Death or Glory it instead takes 2D6 Strength 5 AP- hits. Dirge Caster Enemy units within 6 of one or more vehicles with a dirge caster cannot fire Overwatch. Siege Shield A vehicle equipped with a siege shield automatically passes Dangerous Terrain tests.
Wargear:
Auspex Enemy infiltrators cannot set up within 12 of a model with an auspex. Similarly, enemy scouts cannot use their pre-game move to approach to within 12 of one. When his unit shoots, a model armed with an auspex may forgo his shooting. If he does, any one enemy unit within 12 reduces their Cover save by 1 until the end of the phase against shooting attacks from his unit. Bionics A model equipped with bionics gains the Feel No Pain special rule at the listed amount (6+ if unspecified.) Chaos Bike Models armed with a Chaos Bike change their type to Bike as described in the Warhammer 40,000 rulebook. Chaos Bikes are equipped with a twin-linked boltgun. Combat Drugs If an army contains one or more units with combat drugs, then before deploying forces, roll once on the table below. All units in the controlling players army that have combat drugs will benefit from the effect listed for the entire game. Note that the effects are not cumulative. Dice Roll 1 2 3 4 5 6 Effect +1 Weapon Skill +1 Attack Feel No Pain Shred +1 Strength Fleet Gift of Mutation Before deployment, for each model with the Gift of Mutation, roll on the Chaos Boon table. Do not apply any Step Towards Spawndom or Multiple Boons results; roll again on the table instead. The model has that result for the entire game. Locator Beacon If a unit wishes to arrive on the battlefield via deep strike and chooses to do so within 6" of a model carrying a locator beacon, then it does not scatter. Note that the locator beacon must already be on the table at the start of the turn for it to be used. Mechatendrils Mechatendrils give the wearer +2 Attacks. Mechatendrils also include a meltagun and a flamer. In the Shooting phase, the model can fire either both mecharendril weapons or one mechatendril weapon and one other weapon. Servo-arm A servo-arm grants a model an additional close combat attack that strikes at Initiative 1, Strength 8 and ignores armor saves. Servo-harness A model equipped with a servo-harness counts as being armed with two servo-arms, a flamer and a twin-linked plasma pistol which does not count as an additional close combat weapon. In the Shooting phase, the model may choose to fire both harness mounted guns, or one harness mounted gun and another gun. Servo-skull Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed. Each Servo-skull can be place anywhere on the battlefield outside the enemys deployment zone. Once deployed, Servo-skulls do not move. Enemy infiltrators cannot set up within 12 of a Servoskull. Similarly, enemy scouts cannot use their pregame move to approach to within 12 of one. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12 of a Servoskull. Likewise, friendly blast templates placed within 12 of a Servo-skull roll one D6 less for scatter. Servo-skulls are considered too small and agile to be attacked and cannot be harmed in any way. However, should an enemy unit move to within 6 then the Servoskull will self-destruct or flee the battlefield remove it from play.
Inferno Bolts A model with inferno bolts which is shooting with a bolt pistol, boltgun, combi-bolter, heavy bolter or the boltgun portion of a combi-weapon uses them in place of the normal bolt ammunition. Each time a models shoots using Inferno bolts, the weapons profile must be modified in one of two ways: the AP value is changed to AP 3 -orthe weapon gains the blast type.* When using Inferno bolts, the entire unit and any attached characters must choose the same modifier. *When firing Inferno bolts with the Blast type, roll to hit as if the weapon did not have the blast type. When a wound is allocated, place the small blast marker to determine how many models are hit by the attack. From that point, roll to wound as normal for blast weapons. Jump Pack Models equipped with Jump Packs are Jump Units as desctibed in the Warhammer 40,000 rulebook.
hQ
0-1 Daemon Prince135 points
WS BS S Daemon Prince 7 6 6 Wargear: Close Combat Weapon T 6 W 4 I 5 A 4 Ld 10 Sv Unit Type Unit Composition Mc (Ch) 1 Daemon Prince Special Rules: Daemon Eternal Warrior Independent Character Rule Through Fear Veterans of the Long War May be given a single Mark of Chaos: - Mark of Khorne +10 pts - Mark of Nurgle +15 pts - Mark of Slaanesh +8 pts - Mark of Tzeentch +15 pts If the Mark of Khorne is not taken, may be given the Psyker special rule and up to 3 Mastery Levels +25 pts per level - Psykers must select one psychic power per Mastery Level from the Chaos Psychic Power list cost varies
Options: Must select between 50 and 100 points worth of Daemonic Gifts cost varies May replace close combat weapon with one of the following: - Daemon Weapon cost varies - Power weapon +15 pts - A pair of lightning claws +30 pts - Power fist +25 pts May be given one of the following: - Power armor +8 pts - Chaos armor +20 pts
Options: May select up to 50 points worth of daemonic gifts cost varies May replace his power armor with chaos armor +15 pts May replace his boltgun and/or bolt pistol with one of the following: - Daemon Weapon cost varies - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - May then take a second Lightning claw +10 pts - Power fist +25 pts May replace power armor, boltgun, bolt pistol and frag and krak grenades for terminator armor, combi-bolter and power weapon +40 pts May replace terminator armors combi-bolter with a combi-flamer, -melta or -plasma +5 pts
Options: May select up to 35 points worth of daemonic gifts cost varies May replace his boltgun and/or bolt pistol with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - May then take a second Lightning claw +10 pts - Power fist +25 pts May replace power armor, boltgun, bolt pistol and frag and krak grenades for terminator armor, combi-bolter and power weapon +40 pts May replace terminator armors combi-bolter with a combi-flamer, -melta or -plasma +5 pts May replace terminator armors power weapon with one of the following: - Lightning claw +5 pts - Power fist +10 pts - Chainfist +15 pts
Elites
Chaos Techmarine...65 points
WS BS S Chaos Techmarine 4 4 4 Wargear: Chaos Armor Boltgun or Bolt Pistol Servo-arm Frag and Krak Grenades T 4 W 1 I 4 A 2 Ld 9 Sv Unit Type Unit Composition 2+ In (Ch) 1 Chaos Techmarine Special Rule: Bolster Defenses Champion of Chaos Damage Control Independent Character Machine Curse Master of Mechanisms May replace boltgun with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, -plasma or plasma pistol +10 pts May be given the bolter drill special rule +2 pts May be given the Veterans of the Long War special rule +3 pts If given the Veterans of the Long War special rule, then he may take a single Mark of Chaos: - Mark of Chaos Undivided +2 pts - Mark of Khorne +5 pts - Mark of Nurgle +8 pts - Mark of Slaanesh +4 pts - Mark of Tzeentch +5 pts
Options: May exchange servo-arm for one of the following: - Mechatendrils +10 pts - Servo-harness +30 pts May be given a power weapon +15 pts May be given up to 25 points in Daemonic Gifts cost varies May take any of the following: - Auspex +8 pts - Bionics +5 pts - Melta Bombs +5 pts - Servo-skull +3 pts - Locator Beacon +15 pts - Chaos Bike +35 pts
Bolster Defenses Each chaos techmarine may bolster a single ruin before the game begins. When you deploy, nominate one ruin for your Chaos techmarine to bolster. The ruins cover save is increased by 1 for the duration of the game (e.g., a normal ruin changes from a 4+ cover save to a 3+.) A ruin may only be bolstered once. Damage Control If a vehicle with a transport capacity suffers damage while one or more chaos techmarines are embarked, all damage rolls made against it are made with a further -1 penalty on the damage chart. Machine Curse In each of the controlling players Shooting phases, instead of firing his weapons, a chaos techmarine may choose to curse a single enemy vehicle. The chaos techmarine cannot use this rule if he has gone to ground or is falling back. To curse a vehicle, the chaos techmarine must be within 18" of it. Roll To-Hit the vehicle using the chaos techmarine's Ballistic Skill. If the curse hits, all of that vehicle's weapons have the Gets Hot special rule until the end of its next turn. Master of Mechanisms A chaos techmarine in base contact with or embarked upon a damaged vehicle may attempt to repair it in the Shooting Phase instead of firing, unless he is Falling Back or has Gone to Ground. Roll a D6 and add 1 for each servitor with a servo arm in the unit. If the result is a 5 or more, then a Weapon Destroyed or an Immobilized result (owning players choice) is repaired. If a weapon destroyed result is repaired, that weapon can be fired in the following Shooting Phase. If the chaos techmarine is equipped with a servo-harness, he gains a +1 bonus on this roll. If the chaos techmairine fails his repair roll, then on the controlling players following turn, if the chaos techmarine performs no other actions, his next repair roll gains a +1 bonus. This bonus increases cumulatively each turn that the chaos techmarine spends doing nothing but attempting to repair the damaged vehicle.
From Whence the Blood Flows Models with this special rule modify their Leadership value by -1. In missions in which Victory Points are earned by destroying enemy units, then for every friendly unit with this special rule destroyed in that game (but not fleeing units or units that fled off the table), for every Victory Point the opposing player would earn for their destruction, the controlling player earns a half Victory Point, rounding down any fractions once totals have been calculated.
The Noise Champion may take any of the following: - Melta-bombs +5 pts - Gift of Mutation +10 pts - Doom Siren +15 pts The Noise Champion may replace his boltgun and/or bolt pistol with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single Lightning Claw +20 pts - A second Lightning Claw +10 pts - Power fist +25 pts The entire unit may be given combat drugs +3 pts per model The entire unit may be given the Veterans of the Long War special rule +1 pt per model
Blind Hedonism These warriors are dedicated only to feeding their own excess. A unit with this special rule uses the lowest leadership in its unit when making Leadership tests, rather than the highest. If a unit with this special rule wishes to attempt to run down fleeing enemy models, it must first pass a Leadership test. If failed, the unit may not attempt to run the enemy down as they are too busy enjoying the corpses of the fallen to worry about such matters. Units with this special rule do not suffer negative modifiers to their Leadership value when taking morale or Pinning tests. Instead, they gain the modifier as a bonus to their Leadership value, to a maximum value of 10, when taking those types of tests.
Plague Incubator Models with this special rule are immune to the effects of the Poisoned special rule when being attacked by enemy models.
Dedicated Transport: May take a Dreadclaw as a dedicated transport. Options: May replace any of its twin-linked bolters with a heavy flamer +10 pts each May replace any power fist with one of the following: - Chainfist +8 pts each - Power Scourge +10 pts each - Thunder Hammer +5 pts each May replace one power fist with one of the following: - Havoc Launcher or Multi-melta free - Twin-linked Heavy Bolter or a Reaper Autocannon +5 pts - Plasma Cannon +10 pts - Twin-linked Lascannon +25 pts
May replace either power fist with one of the following: - Missile Launcher with frag and krak missiles +10 pts each May add flakk missiles +5 pts each - Reaper Autocannon +5 pts each May be given one of the following: - Searchlight +1 pt - Daemonic Possession +10 pts - Extra armor +15 pts May be dedicated to one of the Chaos Gods: - Khorne +10 pts - Nurgle +15 pts - Slaanesh +10 pts - Tzeentch +15 pts
Frenzy At the start of the controlling players turn, if a model with this special rule suffered a glancing or penetrating hit on the previous players turn and has not been destroyed, roll a D6 add apply the result from the following chart: D6 Result 1 Effect Fire Frenzy The model counts as immobilized until the end of the turn. If unengaged, it must fire all of its weapons twice in this turns Shooting phase. It must target the nearest visible enemy unit with these attacks. Rising Fury The model immediately recovers from Crew Shaken and Crew Stunned results. It must test for Rage as if it had that special rule this turn. Blood Rage The model immediately recovers from any Crew Stunned and Crew Shaken results. It counts as having failed a Rage test and has the Fleet special rule until the end of the tum. If, during this tum's Shooting phase, the model is not within maximum charge range of any enemy units, it must Run as far as possible towards the nearest enemy unit. If this is not possible for any reason, it may fire its weapons as normal.
2-5
Wargear: Power Armor Close Combat Weapon Dedicated Transport: The unit may take a Chaos Rhino or a Dreadclaw as a dedicated transport.
Vessels of Chaos At the start of the game, before forces are deployed, the controlling player may roll twice on the Chaos Boon table for each unit containing a model with this special rule. The results rolled are applied to every model in that unit with this special rule. Rolls of 11 and 66 must be re-rolled.
Wargear: Two Twin-linked Lascannons Smoke Launchers Transport Capacity: Eight models
Explorator Augury Web While the Land Raider Proteus is on the table, at the start of an of the controlling players turns, before any Reserve rolls are made, the controlling player may declare the Proteus augurs are being used in either Disruption or Relay modes, their effect lasting until the start of the controlling players next turn. Disruption Mode: The opposing player suffers -1 to their Reserve rolls. Relay mode: The controlling players Reserve rolls may be re-rolled (whether passed or failed) if they wish. In addition, enemy units using the Infiltrate special rule to deploy may not be placed within 24 of a Land Raider Proteus which itself has already been deployed (this has no other effect on the deployment of units.)
Troops
Chaos Space Marine Squad...70 points
WS BS S T W Chaos Space Marine 4 4 4 4 1 Champion 4 4 4 4 1 Special Rules: Champion of Chaos (Champion only) Dedicated Transport: The unit may take a Chaos Rhino or a Dreadclaw as a dedicated transport. Options: May include up to 15 additional Chaos Space Marines +14 pts per model Any model may be given a close combat weapon: - In addition to his wargear +1 pt per model - In place of his bolter free A single Chaos Space Marine may replace his bolt pistol with a plasma pistol +10 pts Otherwise, a single Chaos Space Marine may replace his boltgun with one of the following: - Flamer +5 pts per model - Meltagun +10 pts per model - Plasmagun +15 pts per model If the unit numbers ten or more models, another Chaos Space Marine may replace his boltgun with one of the following: - Flamer +5 pts - Autocannon, heavy bolter or meltagun +10 pts - Missile launcher (with frag and krak missiles) or plasmagun +15 pts - Lascannon +20 pts A single model may be upgraded to a champion +10 pts The champion may be given any of the following: - Melta bombs +5 pts - Gift of Mutation +10 pts I 4 4 A 1 2 Ld Sv Unit Type Unit Composition 8 3+ In 5 Chaos Space Marines 9 3+ In (Ch) Wargear: Power Armor Boltgun Bolt Pistol
The champion may replace his boltgun and/or bolt pistol with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - May then take a second Lightning claw +10 pts - Power fist +25 pts The entire unit may be given frag and krak grenades +1 pt per model The entire unit may be given the Bolter Drill special rule +1 pt per model The entire unit may be given the Veterans of the Long War special rule +1 pt per model If they have taken the Veterans of the Long War special rule, then the entire unit may take a single Mark of Chaos: - Mark of Chaos Undivided +1 pt per model - Mark of Khorne +2 pts per model - Mark of Nurgle +2 pts per model - Mark of Slaanesh +1 pt per model - Mark of Tzeentch +2 pts per model A single model in the unit may rake an Icon of Chaos cost varies
Dedicated Transport: The entire may remove its jump packs (becoming Infantry) and may take a Chaos Rhino or Dreadclaw as a dedicated transport at a 35 point discount. Options: May include up to fifteen additional Chaos Space Marines +20 pts per model Up to two Chaos Space Marine may replace their bolt pistols with plasma pistols +10 pts Or take one of the following: - Flamer +5 pts per model - Meltagun +10 pts per model - Plasmagun +15 pts per model A single model may be upgraded to a champion +10 pts The Champion may be given any of the following: - Melta bombs +5 pts - Gift of Mutation +10 pts The Champion may replace his bolt pistol and/or close combat weapon with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - May then take a second Lightning claw +10 pts - Power fist +25 pts
The entire unit may be given the bolter drill special rule +1 pt per model The entire unit may be given the Veterans of the Long War special rule +2 pt per model If they have taken the Veterans of the Long War special rule, then the entire unit may take a single Mark of Chaos: - Mark of Chaos Undivided +1 pt per model - Mark of Khorne +2 pts per model - Mark of Nurgle +3 pts per model - Mark of Slaanesh +2 pts per model - Mark of Tzeentch +2 pts per model A single model in the unit may take an Icon of Chaos cost varies
Options: May include up to seven additional chaos space marine bikers +24 pts per model Up to two chaos bikers may replace their bolt pistols with one of the following: - Flamer +5 pts per model - Meltagun +10 pts per model - Plasmagun +15 pts per model A single model may be upgraded to a biker champion +10 pts The biker champion may be given any of the following: - Melta bombs +5 pts - Gift of Mutation +10 pts The biker champion may replace his bolt pistol weapon with one of the following: - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - Power fist +25 pts
Heavy Support
Havoc Squad70 points
WS BS S T W Chaos Space Marine 4 4 4 4 1 Champion 4 4 4 4 1 Special Rules: Champion of Chaos (Champion only) I 4 4 A 1 2 Ld Sv Unit Type Unit Composition 8 3+ In 5 Chaos Space Marines 9 3+ In (Ch) Wargear: Power Armor Boltgun Bolt Pistol
Dedicated Transport: May take a Chaos Rhino or a Dreadclaw as a dedicated transport. Options: May include up to 5 additional chaos space marines +14 pts per model Any model may be given a close combat weapon: - In addition to his wargear +2 pt per model - In place of his bolter free Up to four chaos space marines may replace their boltgun with one of the following: - Flamer +5 pts per model - Autocannon, Heavy Bolter or Meltagun +10 pts per model - Missile Launcher armed with frag and krak missiles +10 pts per mdoel Add flakk missiles +5 pts per model - Plasmagun +15 pts per model - Lascannon +20 pts per model A single model may be upgraded to a champion +10 pts The champion may be given any of the following: - Melta Bombs +5 pts - Gift of Mutation +10 pts
The champion may replace his boltgun and/or bolt pistol with one of the following: - Combi-bolter +3 pts - Combi-flamer, -melta, or -plasma or a plasma pistol +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - May then take a second Lightning claw +10 pts - Power fist +25 pts The entire unit may be given the Veterans of the Long War special rule +1 pt per model If they have taken the Veterans of the Long War special rule, then the entire unit may take a single Mark of Chaos: - Mark of Chaos Undivided +1 pt per model - Mark of Khorne +2 pts per model - Mark of Nurgle +3 pts per model - Mark of Slaanesh +2 pts per model - Mark of Tzeentch +2 pts per model A single model in the unit may rake an icon of chaos cost varies The entire unit may be given frag and krak grenades +1 pt per model The entire unit may be given the bolter drill special rule +1 pt per model
Wargear: Twin-linked Heavy Bolter Two Twin-linked Lascannons Smoke Launchers Transport Capacity: Ten Models
Defiler.160 points
WS BS S F Defiler 3 3 8 12 Special Rules: Daemon Fleet It Will Not Die Armor S R 12 10 I 3 A 3 HP 4 Unit Type Unit Composition W 1 Defiler Options: The Battle Cannon may be given the Barrage special rule +20 pts May replace the Twin-linked Heavy Flamer with one of the following: - Havoc Launcher +5 pts - Additional Power Fist (+1 Attack) +5 pts - Power Scourge (+2 Attacks) +15 pts May replace the Reaper Autocannon with one of the following: - Twin-linked Heavy Bolter free - Additional Power Fist (+1 Attack) free - Twin-linked Lascannon +20 pts May be given a Dirge Caster +10 pts
Wargear: Two Power Fists Battle Cannon Reaper Autocannon Twin-linked Heavy Flamer Daemonic Possession Searchlight Smoke Launchers
Obliterator Weapons In each of the controlling players Shooting phases, they must choose what weapons the Obliterators in the unit will fire from the following list: Heavy flamer Reaper autocannon Lascannon Twin-linked flamer Multi-melta Twin-linked meltagun Plasma cannon Twin-linked plasmagun Every Obliterator in the unit must fire the same weapon. Mutilator Weapons If a Mutilator unit is locked in close combat at the start of a Fight sub-phase, their controlling player must choose one of the weapons options from the following list: A pair of chainfists A pair of power mauls A pair of lightning claws A pair of power swords A pair of power axes Every Mutilator in the unit must choose the same weapon option.
Dedicated Transports
Chaos Rhino35 points
BS Front Rhino 4 11 Special Rules: Repair Side 11 Rear 10 HP 3 Unit Type Tk, T Unit Composition 1 Rhino Options: May take a pintle-mounted: - Combi-bolter +5 pts - Combi-flamer, -melta or -plasma +10 pts May take any of the following: - Searchlight +1 pt - Dirge Caster +5 pts - Dozer Blade +5 pts - Extra Armor +10 pts - Havoc Launcher +10 pts - Daemonic Possession +20 pts
Wargear: Combi-bolter Smoke Launchers Transport Capacity: Ten models Fire Points Two models may fire from the rhinos top hatch.
Dreadclaw80 points
BS Front Side Dreadclaw 12 12 Special Rules: Dreadclaw Assault Rear 12 HP 5 Unit Type Unit Composition Fl, G, H, T 1 Dreadclaw Transport Capacity: Ten models or one dreadnaught
Dreadclaw Assault If a Dreadclaw is taken as a dedicated transport, then the unit that it accompanies must begin the game embarked upon it. The Dreadclaw and its cargo always begin the game in reserve and enter play using the Deep Strike rules. Should a Dreadclaw scatter on top of impassable terrain or another model (friend or foe) then reduce the scatter distance by the minimum distance required in order to avoid the obstacle. After the Dreadclaw has arrived, it may move normally.