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
Independent character unless accompanied by a retinue.
Powered Armour
Bolt Pistol
Mark of Chaos Undivided
  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]
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)
Warmaster Abaddon 1 6 5 4 5 3 7 3+1 10 2/4(I)+ 240
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
  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
Independant Character.
Powered Armour
Bolt Pistol
Mark of Tzeentch
  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
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
  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
Chaos Terminator Armour
Lightning Claw
Mark of Khorne
  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]
Infiltrate if allowed.
Bolt Pistol / CCW (x5)
    Aspiring Champion #1 1 4 4 4 4 1 4 2/3 10 3+ [53]
Powered Armour
Bolt Pistol / CCW
      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]
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)
    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
Chaos Armour
Bolt Pistol
Mark of Khorne
  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
Independent Character. Auto-passes Morale checks, immune to pinning. Monstrous Creature- no armour save, 2D6+St AP vs vehicles.
Wings
Mark of Khorne
  Wings Assault 12", ignoring terrain. -
Chaos Sorcerer 1 5 5 4 4 1 5 2/3 9 3+ 41
Independent Character.
Powered Armour
Bolt Pistol
Sorcerer's Staff
Chaos Sorcerer 1 5 5 4 4 1 5 2 9 3+ 30
Independent Character.
Powered Armour
Cypher 1 5 6 4 4 3 8 3 10 3+ 151
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
Terminators 6 4 4 4 4 1 4 2 10 2+ 233
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)
Plague Marines 9 4 4 4 5 1 4 1 9 3+ 230
Fearless- never pinned, never fall back, auto-pass morale checks.
Bolter (x10)
Plague Knife
  Aspiring Champion 1 4 4 4 5/6 1 4 2 10 3+ [50]
Powered Armour
Bolter
Plague Knife
Mark of Nurgle
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]
Powered Armour
Bolter
Mark of Khorne
  Chaos Rhino APC 1 - 4 - - - - - - 11/11/10 [50]
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
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
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
Chaos Dreadnought 1 4 4 6/10 - - 4 2/3 - 12/12/10 115
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
Chaos Dreadnought 1 4 4 6/10 - - 4 2/3 - 12/12/10 110
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
Chaos Havocs 5 4 4 4 4 1 4 1 9 3+ 185
Autocannon (x2)
Heavy Bolter (x1)
Lascannon (x1)
Missile Launcher (x1)
Noise Marines 5 4 4 4 4 1 4 1 9 3+ 200
Fearless- never pinned, never fall back, auto-pass morale checks.
Sonic Blaster (x1)
Blastmaster (x2)
Doom Siren (x2)
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
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
Chaos Bikers 4 4 4 4 5 1 4 2 9 3+ 212
Twin Bolters / Meltagun / Plasmagun always fire as if stationary.
Bolt Pistol (x3)
Close-Combat Weapon (x2)
Twin Bolters (x5)
  Aspiring Champion 1 4 4 4 5 1 4 3 10 3+ [52]
Powered Armour
Bolt Pistol
Twin Bolters
Chaos Predator 1 - 4 - - - - - - 13/11/10 110
2 Sponson Heavy Bolters
Turret Autocannon
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
Close-Combat Weapon
Lasgun (x10)
Laspistol (x10)
Shotgun (x6)
Heavy Bolter (x3)
Flamer (x2)
  Demagogue 1 2 2 4 3 1 3 2 8 - [12]
Close-Combat Weapon
Mark of Khorne
Option Footnotes:
  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.
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