| Chaos Army | Bane of Fenris |
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
| Fabius Bile | 1 | D6+1 | D6+1 | D3+2 | D3+2 | D6 | D6+2 | D3+1 | 10 | 3/4(I)+ | 239 |
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Independent character unless accompanied by a retinue. Powered Armour Bolt Pistol Mark of Chaos Undivided |
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| Frag Grenades | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
| Krak Grenades | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | [2] | |||||||||
| Rod of Torment | Kills if one wound caused. | [25] | |||||||||
| Xyclos Needler | 12" R, AP6, Assault 1. Wounds on 2+. If the target is killed, place a blast marker on it and roll to wound models under it (S == T of model killed, AP == Save of model killed). S1 vs. Vehicles. | [25] | |||||||||
| Chirurgeon | 4+ Invulnerable save. | [40] | |||||||||
| Enhanced Warriors | 5 | 4 | 4 | 5 | 5 | 1 | 4 | 2 | 9 | 3+ | [125] |
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Genetic Corruption: Roll a D6 for each enhanced warrior at the start of the game. If you roll a 1, roll for that warrior on the following table: 1- Remove the model and D3 others, 2-5- Remove the model, 6- +1 to ALL characteristics (except save), but counts as killed for VP purposes. Bolter (x5) |
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| Warmaster Abaddon | 1 | 6 | 5 | 4 | 5 | 3 | 7 | 3+1 | 10 | 2/4(I)+ | 240 |
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Any psychic power that affects Abaddon is nullified on a 4+. Independent Character unless accompanied by a Retinue. 3 of Abaddon's attacks are made with the Talon of Horus, the last is made with Drach'nyen. Chaos Terminator Armour Mark of Chaos Undivided |
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| Talon of Horus | 24"R, S4, AP5, Assault 2. In close combat, re-roll wounds, no armour save. All Imperial units within 6" have -1 Ld, apart from Blood Angels who get +1 Ld. | [35] | |||||||||
| Drach'nyen | May not make more than 1 attack per turn (+3 from Talon). Any hits kill automatically, subject to Invulnerable saves. Vehicles take Penetrating Hits automatically. | [50] | |||||||||
| Ahriman of the Thousand Sons | 1 | 5 | 5 | 4 | 4 | 4 | 7 | 3 | 10 | 3+ | 174 |
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Independant Character. Powered Armour Bolt Pistol Mark of Tzeentch |
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| Frag Grenades | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
| Krak Grenades | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | [2] | |||||||||
| Talisman of Tzeentch | Opposing psykers are at -1 to their Psychic tests. If both sides have this Talisman, they negate each other. | [5] | |||||||||
| Doom Bolt | Psychic Power. 18" R, S5, AP4, Assault 3. Counts as a weapon. | [20] | |||||||||
| Flames of Tzeentch | Psychic Power: 48" R, S9, AP2, Heavy 1. Use instead of moving. | [30] | |||||||||
| Fleshy Curse | Psychic Power (use instead of attacking in Assault). Choose an enemy model within 2" and roll a D6- if you roll > his T or a 6, he dies (no armour or cover saves allowed). They also turn into a Chaos Spawn, but counts as being killed for VP purposes. | [20] | |||||||||
| Chaos Spawn | 1 | 3 | - | 3 | 5 | 2 | 3 | D6 | 6 | 5+ | [0] |
| May attack in the assault phase it appears. | |||||||||||
| Stream of Corruption | Psychic Power. Instead of moving in the Assault Phase (model may fight as normal), place the Flamer template touching the model using the power- anything under it takes a wound on 4+, no armour or cover saves allowed. | [15] | |||||||||
| Black Staff of Ahriman | Can re-use a psychic power on a 4+. If he suceeds, he can try again, but needs 6's for the rest of that turn. Repeat ad infinitum. Once you fail a roll, you may not use any more powers that turn. | [25] | |||||||||
| Inferno Bolts | May shoot even if psychic powers have been used. Psychic saves apply to hits. 12" R, S4, AP1, Pistol. | [25] | |||||||||
| Khârn the Betrayer | 1 | 7 | 5 | 5 | 4 | 4 | 7 | 4/5 | 10 | 2+ | 189 |
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Can add D6" to his Assault move if it gets him into close combat. Fearless- auto-passes all leadership tests, cannot be pinned. Special close combat hit allocation- chaos player allocates one hit, then enemy allocates one hit, etc. Chaos Armour Bolt Pistol Plasma Pistol Mark of Khorne |
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| Frag Grenades | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
| Krak Grenades | AP 6+D6 vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades. | [2] | |||||||||
| Collar of Khorne | Force weapons lose their powers against the wearer. Any psychic powers that will affect him do not work on 2+. | [30] | |||||||||
| Gorechild | Hits on 2+. No armour save in close combat. | [50] | |||||||||
| Lycan Garawulf Exalted Champion | 1 | 5 | 5 | 5 | 4 | 3 | 5 | 4 | 10 | 2+ | 564 |
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Chaos Terminator Armour Lightning Claw Mark of Khorne |
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| Collar of Khorne | Force weapons lose their powers against the wearer. Any psychic powers that will affect him do not work on 2+. | [30] | |||||||||
| Axe of Khorne | No armour save. For every roll of 6 to hit, you may make an additional attack- if this rolls a 6 as well, you can make another, etc. | [20] | |||||||||
| Veterans | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2* | 9 | 3+ | [143] |
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Infiltrate if allowed. Bolt Pistol / CCW (x5) |
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| Aspiring Champion #1 | 1 | 4 | 4 | 4 | 4 | 1 | 4 | 2/3 | 10 | 3+ | [53] |
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Powered Armour Bolt Pistol / CCW |
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| Standard Bearer | Banner of Rage: Use once in battle, S+1 for models within 2d6" (excepting Tzeentch) | [20] | |||||||||
| Chaos Land Raider | 1 | - | 4 | - | - | - | - | - | - | 14/14/14 | [256] |
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Carries up to 10 Chaos Space Marines or 5 Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks. Linked Heavy Bolters Sponson Lascannon (x2) |
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| Searchlight | In a "Night Fight" mission, the Searchlight lets one unit be shot at by everyone, but the vehicle using it can be targetted by everyone in return. Use once per turn. | [1] | |||||||||
| Spikes 'N' Blades | Enemy infantry which attack and miss the vehicle take an S3 hit. | [5] | |||||||||
| Mighty Champion | 1 | 5 | 5 | 5 | 4 | 2 | 5 | 3/4 | 10 | 2+ | 91 |
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Chaos Armour Bolt Pistol Mark of Khorne |
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| Axe of Khorne | No armour save. For every roll of 6 to hit, you may make an additional attack- if this rolls a 6 as well, you can make another, etc. | [20] | |||||||||
| Daemon Prince | 1 | 6 | 3 | 6 | 4 | 3 | 5 | 3 | 10 | 5(I)+ | 100 |
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Independent Character. Auto-passes Morale checks, immune to pinning. Monstrous Creature- no armour save, 2D6+St AP vs vehicles. Wings Mark of Khorne |
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| Wings | Assault 12", ignoring terrain. | - | |||||||||
| Chaos Sorcerer | 1 | 5 | 5 | 4 | 4 | 1 | 5 | 2/3 | 9 | 3+ | 41 |
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Independent Character. Powered Armour Bolt Pistol Sorcerer's Staff |
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| Chaos Sorcerer | 1 | 5 | 5 | 4 | 4 | 1 | 5 | 2 | 9 | 3+ | 30 |
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Independent Character. Powered Armour |
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| Cypher | 1 | 5 | 6 | 4 | 4 | 3 | 8 | 3 | 10 | 3+ | 151 |
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The 'And They Shall Know No Fear' rule applies to Cypher and his retinue. If Cypher is killed, he has an additional 4+ Invulnerable save on 3D6- if he fails he is killed, if he passes he disappears (no VP awarded). If Cypher joins a squad, roll a D6 for it at the start of the turn; on a 1 it can do nothing (Cypher and his retinue of Fallen Angels are not affected). Can fire both weapons as normal in shooting phase! All members of the Deathwing must move 6" toward Cypher in their movement phase. Powered Armour Mst.C. Plasma Pistol Mstr.Cr. Bolt Pistol Power Weapon |
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| Terminators | 6 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 10 | 2+ | 233 |
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May not pursue, only consolidate. Deep Strike if allowed. Always count as stationary for purposes of firing heavy / rapid fire weapons. Power Weapon (x4) Combi-Bolter (x4) Combi-Flamer (x1) Heavy Flamer (x1) |
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| Plague Marines | 9 | 4 | 4 | 4 | 5 | 1 | 4 | 1 | 9 | 3+ | 230 |
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Fearless- never pinned, never fall back, auto-pass morale checks. Bolter (x10) Plague Knife |
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| Aspiring Champion | 1 | 4 | 4 | 4 | 5/6 | 1 | 4 | 2 | 10 | 3+ | [50] |
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Powered Armour Bolter Plague Knife Mark of Nurgle |
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| Khorne Berserkers | 7 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | 190 |
| Bolt Pistol / CCW (x8) | |||||||||||
| Kharn as Aspiring Champ | 1 | 4 | 4 | 5 | 4 | 1 | 4 | 2 | 10 | 3+ | [35] |
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Powered Armour Bolter Mark of Khorne |
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| Chaos Rhino APC | 1 | - | 4 | - | - | - | - | - | - | 11/11/10 | [50] |
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Carries up to 10 Chaos Space Marines, but no Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks. Storm Bolter |
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| Chaos Space Marines | 10 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 150 |
| Bolter (x10) | |||||||||||
| Chaos Space Marines | 10 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 150 |
| Bolter (x10) | |||||||||||
| Chaos Space Marines | 10 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 150 |
| Bolter (x10) | |||||||||||
| Chaos Space Marines | 7 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 105 |
| Bolter (x7) | |||||||||||
| Chaos Dreadnought | 1 | 4 | 4 | 6/10 | - | - | 4 | 2/3 | - | 12/12/10 | 125 |
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Roll a D6 before shooting with the Dreadnought, 1) move D6" toward the nearest enemy model, do not shoot, 2-5) Shoot normally, 6) Fire twice, but don't move in the Assault phase- hits are targetted evenly on nearest models (including friendly models & models in close combat). Dreadnought CC Weapon Combi-Bolter Linked Lascannon |
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| Chaos Dreadnought | 1 | 4 | 4 | 6/10 | - | - | 4 | 2/3 | - | 12/12/10 | 115 |
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Roll a D6 before shooting with the Dreadnought, 1) move D6" toward the nearest enemy model, do not shoot, 2-5) Shoot normally, 6) Fire twice, but don't move in the Assault phase- hits are targetted evenly on nearest models (including friendly models & models in close combat). Dreadnought CC Weapon Combi-Bolter Multi-Melta |
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| Chaos Dreadnought | 1 | 4 | 4 | 6/10 | - | - | 4 | 2/3 | - | 12/12/10 | 110 |
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Roll a D6 before shooting with the Dreadnought, 1) move D6" toward the nearest enemy model, do not shoot, 2-5) Shoot normally, 6) Fire twice, but don't move in the Assault phase- hits are targetted evenly on nearest models (including friendly models & models in close combat). Dreadnought CC Weapon Combi-Bolter Linked Autocannon |
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| Chaos Havocs | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 185 |
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Autocannon (x2) Heavy Bolter (x1) Lascannon (x1) Missile Launcher (x1) |
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| Noise Marines | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 9 | 3+ | 200 |
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Fearless- never pinned, never fall back, auto-pass morale checks. Sonic Blaster (x1) Blastmaster (x2) Doom Siren (x2) |
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| Chaos Obliterators | 3 | 4 | 4 | 5 | 4 | 1 | 4 | 2 | 9 | 2+ | 180 |
| Fearless- never pinned, never fall back, auto-pass morale checks. Deep Strike if allowed. May not charge into close combat. May "morph" heavy weapons if stationary; may morphe new weapons in Shooting and Assault phases. No two obliterators may be armed with the same weapon (Storm Bolters & CC Weapons not included). Weapons available: Assault Cannon, Heavy Bolter, Lascannon, Multi-Melta, Linked Storm Bolter, Flamer, Linked Meltagun, Power Weapon, Power Fist. | |||||||||||
| Juggernauts of Khorne | 1 | 4 | - | 5 | 6 | 2 | 5 | 4 | 10 | 5(I)+ | 45 |
| Must be summoned to the battlefield (see Codex: Chaos, p5). | |||||||||||
| Chaos Raptors | 5 | 4 | 4 | 4 | 4 | 1 | 4 | 1/2** | 9 | 3+ | 183 |
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Jump Packs: 12" move, ignoring difficult terrain. Flee & pursue 3d6". If you finish a move in terrain, roll a D6 for every model- on a 1 remove it as a casualty. Deep Strike if allowed. If the raptors win the assault when they charge, the enemy automatically falls back (unless it auto-passes morale checks or never falls back). If the raptors are in combat after all morale checks have been taken, they may flee 3d6" (no pursuit allowed, only consolidation) and immediately regroup. Bolt Pistol / CCW (x3) Flamer (x1) Plasma Pistol & CCW (x1) Frag Grenades Krak Grenades |
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| Chaos Bikers | 4 | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 9 | 3+ | 212 |
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Twin Bolters / Meltagun / Plasmagun always fire as if stationary. Bolt Pistol (x3) Close-Combat Weapon (x2) Twin Bolters (x5) |
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| Aspiring Champion | 1 | 4 | 4 | 4 | 5 | 1 | 4 | 3 | 10 | 3+ | [52] |
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Powered Armour Bolt Pistol Twin Bolters |
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| Chaos Predator | 1 | - | 4 | - | - | - | - | - | - | 13/11/10 | 110 |
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2 Sponson Heavy Bolters Turret Autocannon |
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| Chaos Predator | 1 | - | 4 | - | - | - | - | - | - | 13/11/10 | 170 |
| Turret Twin Lascannon | |||||||||||
| Daemonic Possession | "Crew Shaken" and "Crew Stunned" results have no effect. Vehicle cannot carry troops. | [50] | |||||||||
| Chaos Cultists | 30 | 2 | 2 | 3 | 3 | 1 | 3 | 1/2* | 7 | - | 150 |
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Close-Combat Weapon Lasgun (x10) Laspistol (x10) Shotgun (x6) Heavy Bolter (x3) Flamer (x2) |
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| Demagogue | 1 | 2 | 2 | 4 | 3 | 1 | 3 | 2 | 8 | - | [12] |
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Close-Combat Weapon Mark of Khorne |
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| Option Footnotes: |
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| Bolt Pistol | 12"R, S4, AP5, Pistol. | ||||||||||
| Chaos Armour | 2+ saving throw. | ||||||||||
| Chaos Terminator Armour | 2+ saving throw (included on profile). May not pursue, only consolidate. Deep Strike if allowed. Always count as stationary for purposes of firing heavy / rapid fire weapons. | ||||||||||
| Mark of Chaos Undivided | Re-roll failed morale checks. | ||||||||||
| Mark of Khorne | +1 Strength (included on profile). | ||||||||||
| Mark of Tzeentch | Model automatically passes all psychic tests. | ||||||||||
| Plasma Pistol | 12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. | ||||||||||
| Powered Armour | 3+ saving throw. | ||||||||||
| Total Army Cost: 4812 Pts. |
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Notes: Daemon summoning: From the second turn on, roll a D6 at the start of your Assault phase. On a 4+ (2nd turn), 3+ (3rd) or 2+ (4th+) the Daemons appear. They immediately Deep Strike in (with the Ordnance template placed in base contact with a Chaos model then scattered as normal), but may make Assault moves the turn they arrive. Models in Army: 5 |