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Codex
Heresius
The Complete Guide To
The Cults of Chaos
In The Forty First Millennium
Slaves to Darkness
07/21/08
Armies of the 41st
Millennium
Chaos Cult Special Rules
Chaos Cults
Chaos Cults are the scourge of mortality in the Warhammer universe. Most races can be seduced by the
lure of the Powers of the Warp, away from their moral righteousness and towards service to the darkness.
As such, Chaos Cult armies can – and should be! – be quite varied, to reflect the nature of this lure upon the
races that dwell in the material universe…
Some Cults worship Chaos Undivided, while others worship an individual Chaos God. Either way, they
strive to further the cause of Chaos in its struggle to contaminate the galaxy and destroy the Imperium.
Daemon Gifts
Daemon Gifts apply only to Chaos Cult and Daemon Armies, and are considered to be a Wargear choice (if
the model does not have the option to choose tem in its description). The numbers next to each Gift are
provided for randomization purposes.
I. Cannot be Possessed: Any Daemonic Attack Warp Cards played on the model with this Gift have
no effect. If this power is rolled for a model lacking psychic powers, roll again.
II. Weapon Jinx: The character can attempt to use this power whenever an enemy model makes a
ranged attack at him. Roll a D6; on a 6, the weapon being fired at him is jammed using normal
rules.
III. Fearful Aura: The model causes Fear.
IV. Freeze Time: The model may add D6” to his basic Movement rate.
V. Sense Presence: The model may Spot any model within 12”—and any enemy models within this
range may not go into hiding.
VI. Daemon Shot: Whenever the model shoots, the attack is guide by the power of Chaos; the model
will always hit any target that he can see and which is in range on a roll of 2+. No to hit modifiers
apply.
VII. Walk Through Walls: The model may move through walls or other obstacles less than 1” thick.
VIII. Mirror Image: The model may use this power if he wishes to escape from close combat. The
model may move away in the movement phase as normal, and does not get “backstabbed” as per
the normal rules.
IX. Bang-Flash: The model may use this power to make an attack exactly as if he were throwing a
Photon Flash Flare.
X. Daemonic Protection: Treat as if the model has a daemonic aura saving throw (4+, unmodifiable).
Mutations
What Chaos touches, it does not leave uncorrupted. Some are tainted spiritually, but others are left
physically ravaged by their encounters. You may select mutations for your Mutant Squads from the table
below.
Bloated (Armor Save is 4+) 5
Unnatural Brawn (+3 to Strength) 5
Horrifying Visage (Cause Fear) 1
Floating (Ignore Terrain Penalties when moving 1
Winged (Double Move Score) 5
Daemonic Resilience (+1 Toughness) Automatic
Daemonic Mutation (+1 Attack) Automatic
Chaos Cult Armory
Armor List
Models may choose up to one itemfrom this list. May only be chosen for Character models.
Flak armor (6+ save/5+ vs. blast markers) 2
Mesh armor (5+ save) 3
Carapace armor (4+ save) 7
Assault Weapons
Models may make as many choices as they want from this list, and any model may take Assault weapons.
Chainsword 2
Antique Pistol Free
Hand to Hand Weapon, Basic Free
Power Axe (characters only) 7
Power Fist (characters only) 10
Power Sword (characters only) 6
Sword or Axe 1
Autopistol 1
Bolt Pistol 2
Blade and/or Saw 1
Laspistol 1
Plasma Pistol (characters only) 5
Stub Pistol 1
Double-Handed Weapon 1
Basic Weapons
One per model; may be chosen for any model.
Autogun 1
Boltgun 3
Blunderbuss 1
Lasgun 2
Musket 1
Shotgun 2
Heavy Weapons
One per model. May not be chosen for Character models. Note that Chaos Cultist heavy weapons lack a
Targeter.
Autocannon 25
Heavy Bolter 15
Lascannon 45
Missile Launcher w/Frag & Krak missiles 45
Heavy Plasma Gun 40
Heavy Stubber 10
Special Weapons
Only one special weapon is chosen for any given model.
Flamer 9
Meltagun 8
Plasma Gun (modified) 8
Grenades
Grenades may be selected as listed in the Codex; Character models who may purchase grenades may select
more than one type, if you wish.
Blind grenades 2
Plasma grenades 3
Frag grenades 2
Krak grenades 3
Melta bombs 5
Photon Flash flares 2
Army Organization
25%+ Troops Up to 50% Support Up to 50% Characters
Troops: Cultists, Mutants, Legionnaires, Beastmen, Orks, and Squats
Characters: Cardinal, Demagogue, Magi, Icon Bearer, Champions, and Greater Daemons
Support: Allies; Vehicles
An army commander does not need to be selected for any Chaos Cult Army.
Cultist armies have a basic Strategy Rating of 2.
Chaos Cult Characters
Characters <50%
Apostate Cardinal
23 pts for a Champion; 44 pts for a Hero; 80 pts for a Major Hero
Troop Type M WS BS S T W I A Ld
Champion 4 4 4 3 3 1 4 1 9
Hero 4 5 5 4 4 2 5 2 10
Mighty Hero 4 6 6 4 4 3 6 3 10
Armed with a Laspistol, and Rosarius (contains a Conversion Field; 4+ unmodified save).
Only one Apostate Cardinal may be included in a Chaos Cult army. If the cardinal is leading the Army,
the Apostate Cardinal has a strategy rating of 3.
Units within 12” of the Apostate Cardinal automatically pass any Ld checks that it has to make,
provided that the Cardinal is not Broken.
Options
May choose fromany of the Grenades, Armor, Assault Weapons, Special, and Basic Weapon Lists.
May have up to 1 Wargear Card or Chaos Gift (a Major Hero may have a Wargear Card and two
Chaos Gifts). Chaos Gifts cost the Apostate Cardinal 10 points each.
Alternatively, the Apostate Cardinal may choose to allow the Magi in his army to make use of the
Psyker abilities of the various Chaos Powers. To do so, he purchases a ‘Patron’ power for each Chaos
gift he could normally take. The Magi in the army must follow all of the applicable rules for the use of
these powers. Note that this option may NOT be chosen if a Greater Daemon of that Chaos Power is in
the army.
An Apostate Cardinal Champion may lead a squad of Chaos Cultists, Traitor Legionnaires, Beastman
Pack, or Mutants, and may not leave that unit; an Apostate Cardinal Hero may be included as an
independent character; and an Apostate Cardinal Mighty Hero may lead a Chaos Army or may be
included as an independent character. Remember that only one Apostate Cardinal may be chosen for
any given Chaos Army.
Demagogue
38 points
Troop Type M WS BS S T W I A Ld
Demagogue 4 5 5 4 4 2 5 2 8
Armed with a laspistol. A Demagogue comes with one randomly-generated Daemon Gift.
Only one Demagogue per 2500 points may bin included in a Chaos Cult force.
If no Cardinals or Greater Daemons are on the board, you must select a Demagogue to lead the force.
Should a Demagogue be your army’s commander, it has a Strategy Rating of 2.
Any model within 8” of the Demagogue may use his Ld when making Leadership tests.
Options
May carry up to 2 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and
Grenades lists. He may also be upgraded to a Chaos Magus Master with a psychic Mastery Level of up
to level 3 at a cost of +30 points per level.
Acolyte
9 points
Troop Type M WS BS S T W I A Ld
Acolyte 4 4 4 3 3 1 4 1 8
Armed with a laspistol. Acolytes are subject to frenzy. Acolytes are added to any coven, but may not
leave the coven during the game.
Options
May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists.
Daemonic Icon Bearer
65 points
Troop Type M WS BS S T W I A Ld
Icon Bearer 4 4 4 3 3 1 4 1 8
Armed with an axe and wears Carapace Armor (4+ save).
Only one Icon Bearer may be chosen to accompany a Cultist army.
The Icon Bearer carries a Legion’s Icon which acts as a Battle Standard; units within 12” of the Icon
Bearer may re-take any failed Leadership test.
Options
May carry a Chaos Icon, and may pick from the Armor, Assault, Basic, Special, and Grenades lists
May have up to one Daemon-Gift (generated at randomfrom the Daemon Gift table) for +10 points.
Corrupt Squat Ancestor
49 points
Troop Type M WS BS S T W I A Ld
Ancestor 3 5 4 3 4 1 3 1 9
Armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save).
If any Chaos Squats are included in the army, you may also include a Corrupt Squat Ancestor to lead
them. This model is not an Independent character, and must be attached to a Squat unit.
The Corrupt Ancestor is a Level 1 Psyker.
Options
The Ancestor may have a single Wargear Card, and may pick from the Assault and Special Weapons
lists.
Chaos Magi
Magus 32 points
Champion Magus 68 points
Troop Type M WS BS S T W I A Ld
Magus 4 3 3 3 4 1 4 1 7
Champion 4 4 4 3 4 2 4 1 8
Armed with a laspistol.
The Magi is a level 1 psyker; the Champion is a level 2 psyker.
Options
May carry up to 1 Wargear Card, and may pick from the Armor, Assault, Basic, Special, and Grenades
lists. May have up to one Daemon-Gift (generated at random from the Daemon Gift table) for +10
points.
Beastman Champion
23 points
Troop Type M WS BS S T W I A Ld
Beastman Champion 4 5 4 3 4 2 4 1 8
Armed with a sword or axe and wears primitive armor (6+ save vs. primitive weapons). Up to one
Beastman Champion may be added to any Beastman pack.
Options
May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists.
May also carry a primitive shield (+1 armor save vs. primitive weapons) for +1 point.
Khorne Drillboss
55 points
Troop Type M WS BS S T W I A Ld
Drillboss 4 5 5 4 5 2 4 2 8
Wears Chaos Armor (2+ save), carries a Bolt Pistol, and has the Mark of Khorne.
If unit of Khorne Stormboys is included in the army, you may also include a Drillboss to lead them.
Your Drillboss must be attached to the Stormboyz Mob, and follows the same rules for Frenzy. If the
Mob is equipped with Jump Packs, then the Drillboss must take one as well at a cost of +5 points.
Options
May pick equipment from the Armor, Assault, Special, and Grenades lists.
Greater Daemon
300 points—Bloodthirster (Khorne)
275 points—Great Unclean One (Nurgle)
280 points—Lord of Change (Tzeentch)
280 points—Keeper of Secrets (Slaanesh)
Troop Type M WS BS S T W I A Ld
Bloodthirster 6 10 10 8 7 10 8 10 10
Great Unclean. 4 7 7 7 8 10 4 7 10
Lord of Change 8 9 10 7 7 7 10 6 10
Kpr. of Secrets 6 9 10 7 7 8 7 6 10
All Greater Daemons are Monstrous Creatures, and cause Terror in all models – Even those of the
Chaos Cult!
Only one Greater Daemon can be included in an army of Chaos Cultists.
All Greater Demons except the Bloodthirster are psykers of Mastery Level 4, and possess all four
psychic abilities of their particular Chaos Patron.
All Greater Daemons receive all of the standard Daemonic abilities; each also receives the Daemonic
Aura Save, except the Bloodthirster (See the Lost and the Damned for full details).
If selected, the Greater Daemon must be summoned to the board, as described below. Once the player
has enough Summoning points accrued, the Greater Daemon may enter the board at the end of any
subsequent Psychic Phase, and placed within 12” of the Army Commander. Alternatively, the Daemon
can possess either the Apostate Cardinal, Demagogue, of a Champion Magus. Once the Greater
Daemon is on the board, it must be slain to be banished.
If chosen, the Greater Daemon is automatically the Army Commander, has a strategy rating of 4.
Bloodthirster
To be Summoned, the models in the Cultist Army must first hit an opponent in HtH combat at least 10
times. These hits do not need to wound the enemy models; they must simply be rolled.
The Bloodthirster carries an Axe of Khorne and wears Chaos armor, which allows an armor saving
throw of 3+ on 2D6 but is not negated by force weapons or psychic attacks.
He also carries the Bloodthirster’s Whip—at the start of any hand-to-hand combat phase, a
Bloodthirster can make a special attack with his whip against any one enemy in base-to-base contact.
A model that is so attacked must roll D6 and score under its Initiative to avoid the whip (a 6 always
fails); models failing to avoid the whip suffer an S8 hit with a –5 save modifier. In addition, the whip
counts as an additional hand weapon which grants the Bloodthirster an extra Attack die.
A Bloodthirster may fly over the battlefield, just like a model equipped with a jump pack.
Keeper of Secrets
To be Summoned, the enemy models must roll Ld checks. For each Ld roll – of any kind – made by
the opponent, the Cultist player gains ½ of that unit’s Ld score in summoning points. Once ten points
have been accumulated, the Daemon may be put on the board.
The Keeper of Secrets has the Aura of Slaanesh continually operating; in hand-to-hand combat, enemy
models must test against their Ld on 3D6 to be able to strike this model. Models failing this roll may
attack normally, but any hits scored are wasted and the round is considered a draw. Once a model has
passed the test, it need not test again.
Great Unclean One
To be Summoned, the models in the Cultist Army must first inflict at least 10 wounds on the enemy
models. These wounds may be inflicted in any way.
May unleash a Stream of Corruption during the shooting phase.
Lord of Change
To be Summoned, at least 10 points of Force Cards must be played in the Psychic Phase. Once this
occurs, the Daemon my then be summoned to the board.
The Lord of Change may fly over the battlefield, just like a model equipped with a jump pack.
Possessed Psyker
80 points
Troop Type M WS BS S T W I A Ld
Possessed Human 4 4 4 6 4 4 4 5 9
Possessed Psykers have a 4+ Unmodified Save and standard Daemonic Invulnerabilities (pg. 16-17).
You may include one Possessed Psyker in your army for every full 1000 points of army strength.
Possessed Pyskers are always Independent Characters, and cannot join a unit.
The model can Infiltrate.
Possessed Psykers are Immune to Psychology.
Note that rather than having psyker powers, the model either bears the Mark of one of the Greater
Chaos Powers, or possess the Random Powers purchased at the cost listed on the following chart. A
Possessed Psyker may have either the Mark or the Random Power Manifestation; a single model
cannot not take both abilities.
Ability Cost
Mark of Khorne 30
Mark of Nurgle 20
Mark of Tzeentch 20
Mark of Slaanesh 10
Random Power Manifestation 40
Mark of Khorne
The Possessed Psyker’s armor saving throw becomes 2+. In addition, the model is subject to frenzy.
Mark of Nurgle
Possessed Psykers bearing the Mark of Nurgle gain +1 Toughness.
Mark of Tzeentch
Possessed Psykers bearing Tzeentch’s Mark of Chaos may automatically nullify any psychic attack
which includes them as a target by rolling 4+ on D6.
Mark of Slaanesh
Possessed Psykers bearing this Mark do not Break.
Random Chaos Power Manifestation
Alternately, you may choose to roll on the following table. Check at the start of the Psychic Phase for
the ability possessed by the Possessed Psyker. If not nullified, it may use that power as if he were a
Psyker in the player’s turn. The power lasts until the following Psychic Phase or until Nullified:
Roll Result Effect
1 Causes Terror All models – Friend and Foe – must roll if within a 12” Radius
2 Re-Knit Host Form Completely heal all wounds taken until the next Psychic Phase
3 Teleport Any location on the board, D6” Deviation, normal rules apply
4 Bloodboil S:5, -4 Save, 3” Radius centered on the Possessed Psyker
5 Timeshift Doubles the models Move score, and adds +2 to its Attacks score
6 Warpstrength +D3 to both Strength and Toughness
Note that the Possessed Psyker does not count as a Psyker when determining the number of Psychic
cards rolled, and does not need a Force card to use its random manifestations. The controlling player
simply rolls to determine which ability will function for that turn; if the opposing player chooses to use
a Warp Card to nullify it (on a standard roll of 4+) then the power fails for that turn.
Rogue Psyker
40 points
Troop Type M WS BS S T W I A Ld
Rogue Psyker 4 2 2 2 3 4 3 1 9
Armed with a laspistol.
The Rogue Psyker must select a Psyker level from 1-4 for +25 points per level.
Options
May carry up to 1 Wargear Card, and may pick from the Assault and Basic weapon lists.
The model may be accompanied by a Familiar for +15 points. This will allow him to draw an extra
Warp Card from the deck during each Psychic Phase. This draw need not be taken at the beginning of
the Psychic Phase, but if the phase ends early (as with Energy Drain), then it may not be us ed.
Chaos Cult Squads
Cultists 25%+
Beastman Pack
15 points per Beastman
Troop Type M WS BS S T W I A Ld
Beastman 4 4 3 3 4 2 3 1 7
Each Beastman unit consists of 5 to 20 models, is armed with a club or axe, and wears primitive armor
(5+ save vs. HtH weapons).
Your Cultist army may have up to one Beastman Pack for each Cultist Coven. Furthermore, a Chaos
Cult army may not include more Beastmen than Cultists.
Options
Any number of models may be given Assault or Basic weapons. Any model may take a primitive
shield (+1 armor save vs. HtH weapons, +1 point).
Chaos Cultist Coven
4 points per Cultist
Troop Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5
Each Coven consists of 5 to 20 models, and is armed with a knife, club, or axe.
Chaos Cultists are subject to the rules for Frenzy.
Options
Any number of models may be given Assault or Basic weapons, and up to one model may choose a
Special or Heavy weapon.
Dark Eldar Pirates
18 points per model
Troop Type M WS BS S T W I A LD
Warrior 5 4 4 3 3 1 5 1 8
Each Pirate band consists of 10 to 20 models, is armed Splinter Rifle, Mesh Armor (5+ Save).
Only one band of Dark Eldar pirates can be included in an army of Chaos Cultists.
Options
Any model in the unit may also choose from the Grenades List and may take up to two mutations
(other than Daemonic Resilience and Mutation) from the Mutations List. Up to two models may be
armed with a Special Weapon and up to two more models may be armed with a Heavy Weapon.
Khorne Stormboyz Mob
30 points per Stormboy
Troop Type M WS BS S T W I A Ld
Stormboy 4 4 3 4 4 1 2 1 7
Each Stormboyz mob consists of 5 to 20 models, wears Chaos Armor (2+ save) and are armed with a
Bolt Pistol, Axe, Frag Grenades and the Mark of Khorne.
If you have not selected a Mutant Ork Mob, you may opt to take a Khorne Stormboyz Mob instead.
You may have one Khorne Stormboyz mob in your army for every 3000 points of strength.
The Mob has the Mark of Khorne, and is subject to Frenzy. If it succumbs to Frenzy, and is led by a
Drillboss, the Mob must make an Ld check or charge the nearest unit, friend or foe! If there is no
Drillboss, the Mob will automatically Charge the nearest unit when it Frenzies…
Options
The entire Mob may be equipped with Stormboy Jump Packs for +5 points per model. Any Boy may
replace his Bolt Pistol with a Boltgun for +1 point per model. Any Boy may pick equipment from the
Assault and Grenades lists. Up to one model may carry a Heavy weapon.
Mutant Ork Warband
15 points per Mutant Ork
Troop Type M WS BS S T W I A Ld
Mutant Ork Boy 4 3 3 3 5 1 2 2 7
Each Mutant Ork mob consists of 5 to 20 models, wears Flak Armor (6+ save/5+ vs. blast markers)
and are armed with a Bolt Pistol, Axe, and Frag Grenades.
You may have one Mutant Ork mob in your Cult army for every 1500 points of strength.
Options
Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model, and the unit may choose a
single mutation from the Mutations List. Any Boy may pick equipment from the Assault lists.
Mutant Human Cultists
10 points per Mutant
Troop Type M WS BS S T W I A Ld
Cultist 4 3 2 3 4 1 3 2 7
Each Mutant Cultist band consists of 5 to 20 models, armed with a knife, club, or axe.
Options
Any number of models may be given Assault or Basic weapons, and the unit may choose one alteration
from the Mutations Chart. One model may choose a Special weapon, if desired.
Mutant Squat Cultists
75 points
Troop Type M WS BS S T W I A Ld
Warrior 3 4 3 3 5 1 2 2 9
Each Mutant Squat band consists of 5 Squats, armed with Krak grenades and Mesh Armor (5+ save).
Options
Any model may Basic or Assault Weapons, and the entire squad may choose one alteration from the
Mutations Chart. Up to one model in each unit may carry a Special weapon.
Squat Cultists
85 points (5x)
Troop Type M WS BS S T W I A Ld
Warrior 3 4 3 3 4 1 2 1 9
Each Squat cult consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh
Armor (5+ save).
Options
Any model may select Basic or Assault Weapons, and one model choose a Special or Heavy weapon.
Traitor Legionaries Squad
80 points per Legionnaire (10x)
Troop Type M WS BS S T W I A Ld
Legionnaire 4 2 3 3 3 1 3 1 7
Wears Flak Armor (6+ save/5+ vs. blast markers), and carries a Lasgun.
Traitor Legionnaires may Infiltrate, but may not use the rules for Dispersed Formation.
Options
Any number of models may be given Grenades or Basic weapons, and one model per squad may
choose a Special weapon.
Chaos Cult Special Characters
The Revelator, Apostate Cardinal of Korsk II
200 pts
Troop Type M WS BS S T W I A Ld
Mighty Hero 4 6 6 4 4 3 6 3 10
Armed with a Laspistol, and Rosarius (contains a Conversion Field; 4+ unmodified save).
If included in the Army, the Revelator is automatically the army commander, and has a strategy rating
of 3.
Units within 12” of the Apostate Cardinal automatically pass any Ld checks that it has to make,
provided that the Cardinal is not Broken.
Corrupter: Any enemy unit within 12” of the Revelator which fails a break test for any reason does
not flee, but comes under the control of the Cultist player instead. The unit can be made to take any
action it would normally be able to take in the following turn (including Charging friendly units,
shooting friendly units, being made to withdraw from HtH with a Cultist Unit, etc.) until it passes a Ld
check in the Rally Phase, at which time it will revert to the opposing player. The unit cannot be made
to do anything directly self destructive (they will not shoot themselves!), but making the unit stand in
front of Cultist units and getting shot IS an allowable tactic!
Defiler: The Revelator is a scourge, who can turn the relics of the Emperor to corruption. Any army
lead by the Revelator may take Wargear from the Adeptus Ministorum Army List, and use it without
penalty. However, any models of the Adeptus Ministorumautomatically Hate any models bearing such
artifacts!
Options
May have up to 3 Wargear Choices and a single Chaos Gift (the Chaos Gift costs the Revelator 10
points). However, the Revelator never allows the Magi in his army to make use of the Psyker abilities
of the various Chaos Powers.
He may choose from any of the Grenades, Armor, Assault Weapons, Special, and Basic Weapon Lists.
The Revelator spreads the darkness of Chaos wherever he goes. As such, if he is selected to lead the
army, one additional Apostate Cardinal may be chosen for the Chaos Army as well.
Brutus Cagliostro, Herald of the Blood God
125 points
Troop Type M WS BS S T W I A Ld
Demagogue 4 5 5 4 4 2 5 2 10
Brutus Cagliostro is armed with a Laspistol and a Powersword. He also has Chaos Armor (2+ Save).
If Cagliostro is your army’s commander, he has a Strategy Rating of 2.
Any model within 8” of the Demagogue may use his Ld when making Leadership tests.
Sense Presence: The model may Spot any model within 12”—and any enemy models within this
range may not go into hiding.
Instill Frenzy: Cultist units within 8” of Cagliostro suffer from Frenzy. Frenzied troops automatically
charge any enemies within charge distance during the compulsory movement phase and fight with
double their Attack Dice in HtH (note that this is their A x 2, before bonuses for Close Combat
weapons). Frenzied troops may not parry, and must always use their 2” follow-up move to get closer
to or engage the enemy. Unlike a normal Frenzy, these units are still by other psychology, and can be
Broken; however, they cannot restrain the Frenzy and must always charge at the closest enemy unit.
If the unit already follows the rules for Frenzy, then it goes fully Berserk; this effectively adds a
second wound to each model in the unit. However, after the battle is over but before you work out
which side has won, you must deduct the extra wound from every model. This means that normal
Cultist that suffered 1 Wound may keep fighting, but will die at the end of the game before Victory
Points are established.
Options
May carry 1 Wargear Card, and may pick from the Assault, Basic, Special, and Grenades lists.
Cagliostro cannot be a Psyker.
Clan Nero
85 points (level 1 Rogue Pysker)
115 points (level 2 Rogue Pysker)
145 points (level 3 Rogue Pysker)
190 points (level 4 Rogue Pysker)
Troop Type M WS BS S T W I A Ld
Clansman (Lvl 1) 4 2 2 2 3 4 3 1 9
Warrior (Lvl 2) 4 3 3 2 3 4 4 1 9
Lord (Lvl 3) 4 4 4 3 3 4 5 2 9
Chieftain (Lvl 4) 4 5 5 3 3 5 6 3 10
Armed with a laspistol.
Each member of the Clan is a Rogue Psyker, with a Level of 1-4, as indicated in the listing.
Warp Siphons: Members of the clan are always accompanied by familiar spirits, who use their powers
to change the flow of Warp Energies on the board. After the Warp Cards have been dealt each turn, but
before they are given to the players, the Chaos player takes one warp card at random from his
opponent’s cards for each Clan Nero rogue psyker in his army, and places it in his own. This power
has no effect on Orks (who draw their energies from the Waaargh).
Living Parasites: Each time a Clan Nero psyker is wounded (after any armor saves, but before the
number of wounds is determined), roll a D6. On a roll of 4+ the damage is actually inflicted on a
random model in the unit closest to the psyker! That model may make an unmodified armor save; if he
fails, then that model is wounded, instead (determine how many wounds are inflicted at that point, if
necessary). This power does not affect Daemons, the Eldar Avatar, Grey Knights, or any model that is
Immune to psyker powers. However, it will affect vehicle crews as described above.
Beacon for the Daemonic: Any time the Daemonic Attack warp card is played, the daemon
automatically claims one of the psykers of Clan Nero. Make this determination at random, if more than
one such psyker is on the board; the model is automatically taken, without the need to roll. If the Chaos
player draws the Daemonic Attack card, he may simply discard it without penalty.
Options
May carry up to 1 Wargear Card, and may pick from the Armor, Assault and Basic weapon lists.
The psyker may substitute his wargear choice for 1 psyker power from the Adeptus list for +5 points;
this power must be follow the standard rules concerning maximum Force allowances, and the model
must still possess a Rogue Psyker power as well.
Chaos Cult Support
Allies <50%
You may choose Allied support from the Adeptus Mechanicus, Imperial Guard, Ork, Dark Eldar and Chaos
Space Marine Codices.
If Imperial Guard units are selected, they cannot be Veterans. Similarly, Adeptus Arbites units will not
have Street Skills.
If your opponent allows it, you may also select Addition Units from the Lost and the Damned section of
this Codex. Any units taken from this section are automatically Support for a Chaos Cult Army.
Furthermore, any rules which apply specifically to Daemon World forces (such as multiple models with the
same Psyker Powers) may not be used when taking Daemon World allies as Support.
Daemons
Daemons other than a Greater Daemon (as listed in the Character Section) may only be included in your
army if you also possess at least one model with the appropriate Mark (see The Lost and the Damned in the
following section for details). If Daemons are included in your Army List, then the models must be
summoned to the board. The rules vary from those of Chaos Marine armies, and are as follows:
Summoning Daemons
Daemons are not deployed as normal at the start of the game, and may not be deployed via Strategy Cards
or other non-standard methods; they must be summoned into battle during the game.
Summoning a daemon occurs during the psychic phase, and requires the expenditure of Summoning Points:
it requires 3 Summoning Points to summon a daemon. Summoned daemon models are placed anywhere
you wish within 6” of a model which bears the Mark of Chaos of the daemon’s patron god (noted in the
daemon’s description), and at least 1” away from any enemy model. Daemons are placed at the very end of
the psychic phase. If the Energy Drain Force Card is played, then no daemons may be summoned in that
turn. There are different kinds of Summoning Points for each Chaos God (although a single action may
meet criteria for multiple point earnings; a model inflicting a Wound on an enemy in hand-to-hand combat
would earn a point for both Khorne and Nurgle, for example).
Khorne Summoning Points
Each hit scored by a Chaos model in hand-to-hand combat earns 1 Khorne Summoning Point.
Nurgle Summoning Points
Each Wound inflicted on an enemy model in any way earns 1 Nurgle Summoning Point.
Slaanesh Summoning Points
Every time an enemy unit fails a Leadership test (for any reason), you score a number of Slaanesh
Summoning Points equal to half the Leadership value of the unit taking the test, rounded up.
Tzeentch Summoning Points
Any Force Card used by either side in the psychic phase scores 1 Tzeentch Summoning Point (Ultimate
Force is worth 2 points regardless of its implementation); discarded force cards and cards spent for powers
that are nullified do not count for a Chaos Cult Army.
Banishment
Daemons are instantly banished back to the warp if there are no models bearing their Mark of Chaos left on
the table.
Victory Points for Daemons
Victory Points are only earned by your opponent for daemons that you have brought into play and which
have subsequently been destroyed or eliminated. Your opponent scores points for Greater Daemons as if
they were characters based on their point value. Other daemons earn your opponent 1 Victory Point for
every 3 models he slays, no matter what their type or point cost.
Daemon Animosity
Tzeentch daemons are rivals of Nurgle daemons, and vice versa. Slaanesh daemons are the rivals of Khorne
daemons, and vice versa. Whenever you have daemons who are rivals within 12” of each other at the start
of your turn, and they are not engaged in hand-to-hand combat, roll D6 for each Greater Daemon or each
unit of Daemons (daemonic creatures given as Chaos Rewards do not count):
1-2 Remove all rival models from play, but don’t count
them as having been destroyed for the purpose of
Victory Points.
3-4 The daemons will not move or do anything else this
turn, but are otherwise unaffected and will fight
back if attacked in close combat.
5-6 No effect.
Daemons and Psychic Powers
All Greater Daemons are psykers of Mastery Level of 4, and may freely use any of the powers of their
particular Chaos God. Because Greater Daemons always have all four powers of their particular Chaos
God, you do not need to give thempsychic power cards—meaning that your Chaos Sorcerers and Daemons
of any sort may have duplicate powers! Daemons are permitted psychic powers for units rather than for
individual models. The powers granted are based on the number of models in the unit. Once more,
Daemons in the Daemon World Army are not dealt the psychic power cards and so they powers granted
them may be duplicates of the ones already given to the Sorcerers in your army.
Type of Number of Daemons in Unit
Daemon 1-5 6-10 11-15 16+
Daemonette Power Acquiescence Beam of
Slaanesh
Pavane of
Slaanesh
Fleshy Curse
Mastery Level 1 2 3 4
Plaguebearer Power Aura of Decay Miasma of
Pestilence
Stream of
Corruption
Plague Wind
Mastery Level 1 2 3 4
Pink Horror Power Pink Fire of
Tzeentch
Bolt of Change Tzeentch’s Fire
Storm
Boon of
Tzeentch
Mastery Level 1 2 3 4
Daemonic Vulnerabilities and Immunities
Daemonic Aura
With few exceptions noted where applicable, all daemons are protected by a daemonic aura which gives
them a 4+ unmodifiable armor saving throw in addition to any other armor saves. This save does not
protect against psychic attacks or force weapons.
Unless noted here—and where not specifically mentioned in the weapon’s description—Daemons are
affected by all weapons normally, and are given their daemonic aura saving throw.
Blinding Attacks
Daemons are immune to all blinding attacks such as a Photon Flash Flare, Blind grenades, and Conversion
Fields. Note that Daemons are still susceptible to the Eldar Banshee mask, since it is a psychic attack.
Daemons on Fire
A Daemon which has caught on fire may ignore the flames and behave as normal, though it must still roll
for damage while it is on fire.
Gases & Toxins
Daemons are immune to the following effects: Choke, Hallucinogen, Scare, Toxin, Virus, Lictor poison,
Tyranid Venom Sac biomorph, and Shuriken Shreiker ammunition. Needle weapons inflict their S3 hit, but
do not wound Daemons automatically. The Tyranid Venom Cannon, Spinefist and Devourer must halve
their Strength value, rounding up, to reflect the lack of effect of the poison which forms a part of these
weapon’s attacks. Daemons are immune to the effects of Hellfire shells and are unaffected by Combat
Drugs, Frenzon, and Medi-Packs.
Graviton Guns
Daemons are unaffected by Graviton Guns.
Ork Field Artillery
When rolling to hit with a Smasha Gun, treat Greater Daemons as Dreadnought-sized targets. All daemons
are counted as “foot troops” for Pulsa Rokkits and Shokk Attack Guns. Daemons get the save for Buzzer
Squigs noted in the Ork Codex—this is instead of their normal aura save.
Psychic Attacks
Daemons do not receive their normal aura saving throw when hit by the following weapons/effects: all
psychic powers, the Hood of Hellfire, Zoanthrope Warp Blast, Sword of Asur, Bonesword, Wailing Doom,
Runestaff Stormcaller, Sharpened Claws biomorph, all Force weapons, psycannon, Nemesis force
weapons, Weirdboy Staff, Staff of Ulthamar, Witch Blade, and Singing Spear . In addition, the Electro-Hull
Vehicle card and the Voltage Fields biomorph do not affect Daemons in any way.
Vehicles <50%
Road Car
30 points
Crew Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5
Ram Number of Speed Movement
Str Dmg Save Crew Passengers Slow Combat Fast Type
6 D8 -3 0 5 - 8 8” 12” 24” Wheeled
Road cars are civilian vehicles. They have no ‘crew’ per se; one of the passengers must operate it. One
model may fire out of a window on the sides of the vehicle and roof (if applicable).
Armor
D6 Location Front Side/Rear
1 Wheel 10 10
2-5 Body 12 10
6 Crew See Below
D6 Wheel Damage Table
1
The wheel is damaged but keeps running. The car may only move at slow speed for the
rest of the game.
2-5
The wheel is blown off. The car moves out of control next turn, and then comes to a
permanent halt.
6
The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”
away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any
models on board are killed on a D6 roll of 4+; survivors may dismount normally the
following turn.
D6 Body Damage Table
1
The driver is killed; the vehicle will move out of control unless another model can take
his place.
2-4
The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of
4+.
5
The engine explodes. All models on board are killed, and the car is spun around to face
a random direction, and comes to a permanent halt.
6
The fuel tank ignites. All models on board are killed, and the flaming wreck moves out
of control on the next turn. Any model within 2” of the rear of the car when it stops will
be hit by a secondary explosion, being wounded as if by a flamer.
D6 Crew Damage Table
1
A random passenger is hit, and is wounded normally (even if he is on the far side of the
car). If slain, he falls from the window.
2-5
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, no one else may fire form that location on the vehicle until the body is pulled out
of the window (this takes one turn).
6
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+,
a random passenger in the vehicle is hit; determine the results of this shot normally. If
the driver is slain, the car moves out of control, and continues to move in this manner
until it moves off the table, has a collision, or some one else takes control of the car.
Cult Car
40 points
Crew Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5
Ram Number of Speed Movement
Str Dmg Save Crew Passengers Slow Combat Fast Type
6 D8 -3 0 6 8” 12” 24” Wheeled
These cars are armored civilian vehicles, designed to transport the Cult’s enforces through the city in
relative safety. It has no ‘crew’ per se; one of the passengers must operate it. Up to two models may
fire out of the windows on each side of the vehicle; if they do so, however, they count as exposed crew
while firing.
Armor
D6 Location Front Side/Rear
1 Wheel 12 12
2-5 Body 16 16
6 Crew* See Below
*If firing a weapon from the vehicle; otherwise, count the roll as a Body hit.
D6 Wheel Damage Table
1
The wheel is damaged but keeps running. The car may only move at slow speed for the
rest of the game.
2-5
The wheel is blown off. The car moves out of control next turn, and then comes to a
permanent halt.
6
The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”
away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any
models on board are killed on a D6 roll of 4+; survivors may dismount normally the
following turn.
D6 Body Damage Table
1
The driver is killed; the vehicle will move out of control unless another model can take
his place.
2-4
The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of
4+.
5
The engine explodes. All models on board are killed, and the car is spun around to face
a random direction, and comes to a permanent halt.
6
The fuel tank ignites. All models on board are killed, and the flaming wreck moves out
of control on the next turn. Any model within 2” of the rear of the car when it stops will
be hit by a secondary explosion, being wounded as if by a flamer.
D6 Crew Damage Table
1
The passenger hanging out the window nearest to the attacker is hit, and is wounded
normally (even if he is on the far side of the car). If slain, he falls from the window.
2-5
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, no one else may fire form that location on the vehicle until the body is pulled out
of the window (this takes one turn).
6
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+,
a random passenger in the vehicle is hit; determine the results of this shot normally. If
the driver is slain, the car moves out of control, and continues to move in this manner
until it moves off the table, has a collision, or some one else takes control of the car.
Cult Limo
50 points
Crew Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5
Ram Number of Speed Movement
Str Dmg Save Crew Passengers Slow Combat Fast Type
7 D12 -4 1 10 8” 12” 24” Wheeled
These cars are armored civilian vehicles, designed to transport the Cult’s leadership through the city in
both safety and comfort. It has twin linked Heavy Stubbers with a 45 arc of fire mounted in concealed
ports under the headlights for ‘additional protection.’
Armor
D6 Location Front Side/Rear
1 Wheel 12 12
2-5 Body 16 16
6 Crew* See Below
*If firing a weapon from that side of the vehicle; otherwise, count the roll as a Body hit.
D6 Wheel Damage Table
1
The wheel is damaged but keeps running. The car may only move at slow speed for the
rest of the game.
2-5
The wheel is blown off. The car moves out of control next turn, and then comes to a
permanent halt.
6
The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6”
away in a random direction. Any model hit takes D6 S-6 hits with a -3 save. Any
models on board are killed on a D6 roll of 4+; survivors may dismount normally the
following turn.
D6 Body Damage Table
1
The driver is killed; the vehicle will move out of control unless another model can take
his place.
2-4
The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of
4+.
5
The engine explodes. All models on board are killed, and the car is spun around to face
a random direction, and comes to a permanent halt.
6
The fuel tank ignites. All models on board are killed, and the flaming wreck moves out
of control on the next turn. Any model within 3” of the front of the car when it stops
will be hit by a secondary explosion, being wounded as if by a flamer.
D6 Crew Damage Table
1
The passenger hanging out the window nearest to the attacker is hit, and is wounded
normally; if slain, he falls from the window. Note that – unlike cult cars – Limo
passengers firing from the far side of the car cannot be hit by an attacker, although
those firing from the sun roofs may still be hit from either side.
2-5
The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is
slain, no one else may fire form that location on the vehicle until the body is pulled out
of the window (this takes one turn).
6
The passenger nearest to the attacker is hit, and is wounded normally, as #1, above. If
he is slain, he falls back into the car, discharging his weapon once more as he dies. On a
4+, a random passenger in the vehicle is hit; determine the results of this shot normally.
If the driver is slain, the car moves out of control, and continues to move in this manner
until it moves off the table, has a collision, or some one else takes control of the car.
Chaos Cult Psychic Powers
Daemon Psykers
Greater Daemons
Greater Daemons of Nurgle, Slaanesh, and Tzeentch are considered to be level 4 psykers, and always
have all of the abilities provided by their patron. Because of this, other Daemons in a Chaos Cult army
‘may have the same powers’ as the Greater daemon. This is one of the few instances in which more than
one psyker may use the same power in a given army. Neither greater nor lesser daemons may use
Adeptus Powers.
Chaos Cultist Psykers
Chaos psykers must select all of their powers from the Adeptus list; if available, powers chosen from a
Chaos Patron’s list by these characters cannot replicate those taken by Daemons in the army (as
explained above).
Rogue Psykers
Rogue Psykers must choose from the Rogue Psyker powers; they may not choose from the Adeptus list.
Furthermore, Rogue Psykers may never take powers provided by a Chaos Patron.
Adeptus Powers
Assail
Force 1, Range 24”
Targets any single model within range. You may move the target up to 6” in any direction (including
onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into
Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock
models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase. Assail will
not move a vehicle around, but it will cause a moving vehicle to go out of control in its next movement
phase on a D6 roll of 4+.
Carmine Assassin, The
Force 1, Range 18”
Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor
save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if
the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under
his Toughness.
Displacement
Force 2, Range 3D6”
User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops
are moved up to 3D6” in any direction, ignoring obstacles and intervening terrain as they are moved.
Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops
into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in
that round. Note that any model which falls froma precarious position is assumed to have actually fallen,
and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehicles
or enemy models of any kind.
Gate, The
Force 1, Range 18”
Place two markers on the board, each of which must be within 18” of the psyker. LOS is not required
when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models
(friend or foe) which move into one marker from any direction reappear instantly out of the other,
expending no movement while moving through the Gate; they may charge or make run moves as normal
through it. Only normal foot troops (of either side) may move through the Gate; if there is any question
as to who may use it, the model in question must be able to fit into the area of the template. The Gate
blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or the
user is slain, and must be cast as a new power if the psyker wishes to move it.
Hellfire
Force 2, Range 24”
Place the special Hellfire template (2” blast template) anywhere within range of the user. Each model
touched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of
Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until
nullified or the power is used again.
Lightning Arc
Force 3, Range 24”
Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds.
If the first target is killed by the Arc, the psyker may cause it to hit another model within 6” of the first,
inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a
vehicle’s armor, the psyker can cause it to strike another model within 6”or a different location on the
same vehicle for up to 6 hits, as described above.
Machine Curse
Force 2, Range 24”
Place the Machine Curse template (2” blast template) anywhere within range of the user. Any model
touched by the template will be affected. All ranged weapons affected will be unable to fire (including
pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move
or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an
object is taken out of the area, it will start working again. Troops may fire into or through the area
without penalty, and the power does not effect systems that are not specifically listed on the card.
Remains until nullified or the user is slain.
Scan
Force 1, Range 36”
All hidden enemy models within range are detected automatically (the user will communicate their
position to friendly troops). If any enemy psykers are within range, you can examine his opponent’s
hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy
psyker in range.
Chaos: Nurgle Powers
Aura of Decay
Force 1
Pick either the user or a single model in base-to-base contact with him. The target exudes an aura so
disgusting that it and all models within 3” of it lose 1 from their Attacks characteristic as they retch
uncontrollably. Followers and daemons of Nurgle are unaffected by the aura. The power remains until
nullified, willfully dispelled, or the affected model is slain.
Miasma of Pestilence
Force 2
Any living models within 6” of the user suffer an S3 hit as soon as they are within range. Followers and
daemons of Nurgle are unaffected. This power remains in play until nullified; the user is slain, or
willfully dispelled.
Plague Wind
Force 3, Range 24”
Pick a single living enemy target within range; the Wind inflicts 3D6 hits minus the target’s Toughness.
Each hit causes a wound on a roll of 4+ on D6; for every 3 wounds inflicted by the Wind, one
Plaguebearer is created, forming a new unit within 3” of the victims of the Wind.
Stream of Corruption
Force 2
Place the Stream of Corruption template with the pointed end touching the user and the round end over
the target. Only living models (friend or foe) more than half under the template will be effected; they
will become overwhelmed by the foulness and choked to death unless they can make a normal armor
save. Models with Toughness of 7 or greater are will not be slain, but will sustain D6 wounds instead.
Enclosed vehicles are unaffected by this power.
Chaos: Slaanesh Powers
Acquiescence
Force 1
Use on a single model in base-to-base contact with the psyker. The victim must roll under his Initiative
on D6 to avoid the touch, which halves all of his characteristics (rounding up) and makes himsuffer from
Stupidity until a successful nullify played on the affected model, which will bring it back to normal.
Beam of Slaanesh
Force 2, Range 24”
Hits the first model in a straight line in range. The victim must roll equal to or less than its LD on 3D6 to
fight the sensation; if he fails, all of his characteristics are halved (rounding up) and he is affected by
Stupidity. A successful nullify used on the affected model will restore it.
Fleshy Curse
Force 3, Range 24”
Pick a single living target within range. The victim must roll equal to or less than its Toughness on 2D6
to resist the curse. If the victimfails, the curse twists his body into a Chaos Spawn. The mindless Spawn
immediately shambles, crawls or slithers off 2D6” in a random direction rolled on the Scatter Die; it will
also move 2D6” in a random direction in the compulsory movement phase. The Spawn moves directly
over any troops in its path, causing an automatic S4 hit on any model that it touches (the Spawn does not
fight in Hand to Hand combat and is hit automatically if so attacked, and retains it’s old Toughness and
Wounds scores). It cannot be broken and is immune to psychology. Note that even a Nullify will not
revert the Spawn back to its original form.
Pavane of Slaanesh
Force 2, Range 24”
Pick a single enemy squad or model within range. The victim(s) must each roll equal to or under their Ld
on 2D6 or be overcome by the power, beginning to leap and cavort uncontrollably. If the power works,
the affected models can no longer move or shoot and may not roll any Attack Dice in Hand to Hand
combat. The Pavane lasts until nullified, the user is slain, or it is willfully dispelled.
Chaos: Tzeentch Powers
Bolt of Change
Force 2, Range 12”
Strikes the first model in a straight-line path. The victim must roll equal to or under its Toughness on
2D6 to resist the power of the bolt. Failure means that the model is destroyed utterly, with no armor save
possible. Vehicles affected suffer a randomly-determined hit with an armor penetration of 3D6+6.
Boon of Tzeentch
Force 1
If this power is not Nullified, the Chaos player may draw 2 more cards from the Warp Deck immediately,
and add themto those already in the Chaos player’s current hand of cards.
Pink Fire of Tzeentch
Force 1, Range 6”
Strikes the first model in a straight-line path in range. Victims suffer D6 hits with Strength of 4+D6;
make one roll to determine the Strength of all the hits.
Tzeentch’s Fire Storm
Force 3, Range 24”
Strikes the first model in a straight-line path from the user within range. Place the Firestormtemplate (2”
radius) over the affected target. Every model touched by the template suffers an S5 hit with no armor
save possible. Vehicles touched by the template suffer an S5 hit centered on one randomly determined
crewman (no armor penetration roll is needed). For every 3 Wounds inflicted by the Fire Storm, a Pink
Horror of Tzeentch is created, and placed in the area affected by the template. These models conformto
normal Pink Horrors in all respects, and are under the Chaos Player’s control.
Rogue Psyker Powers
Brain Flayer
Force 1-2, Range 18”
Select one target within range. Both the Rogue Psyker and the target roll D6+Ld. If the target loses, he
takes one wound for each point of difference in the respective scores. Only Invulnerable saves are
permitted, and must be rolled for each wound taken. For 2 Force Points, the Rogue Psyker may attack a
vehicle crewman with this power, as described above.
Soul Shrive
Force 1-3, Range 18”
Select one enemy unit within range, using the standard Targeting rules. For each Force Point expended
by the Rogue Psyker, roll D6 to determine the number of hits to be distributed randomly through the
targeted unit. Each hit wounds the model on a 4+. The model may then make its normal saves, with no
modifier. However, if the model rolls a 1 when making the save, then it is consumed utterly, regardless
of the number of wounds it may have or Wargear that may otherwise save it.
If this power is Nullified, the Psyker has lost control and will instead use the power on the closest
friendly unit! Again, use the standard targeting rules to determine which unit is hit. Note that the same
number of D6 will be rolled to determine the number of wounds to the new target!
Puppet Dance
Force 4, Range 12”
Select one enemy unit within range; LOS is required for this power to be used, as well. The selected unit
must immediately close to Base to Base contact with its own members and fight one round of HtH
combat. The controlled unit is not considered to be Charging, but all other benefits (i.e. multiple
weapons, Frenzy, etc.) do apply.
If the unit is already engaged in HtH then the enemy models do not get parting shots against the effected
unit. The units are still considered to be in HtH, and must consolidate normally in the Movement Phase
of the following turn.
This power does not affect independent enemy characters, and those suffering the Puppet Dance may not
be made to attack such characters.
Chaos Cult Weaponry
Hand to Hand Weapons
Axe
Save Armor
Str Dmg Mod Pen Special
User 1 -1 D6+STR Close combat
Blades & Saws
Save Armor
Str Dmg Mod Pen Special
User 1 User S+D6 Close combat
Chain-Axe
Save Armor
Str Dmg Mod Pen Special
User+1 1 -2 S+D6 Close combat
Chainsword
Save Armor
Str Dmg Mod Pen Special
4 1 -1 2D6+4 Close combat, Parries
Double Handed Weapon
Save Armor
Str Dmg Mod Pen Special
* 1 User D6+STR+2 Close combat
The double handed weapon adds +2 to the User’s Strength score, but the model always loses Initiative in
case of a tie.
Hand Weapon, Basic
Save Armor
Str Dmg Mod Pen Special
User 1 0 D6+STR Close combat
This represents any and all basic and improvised weapons not otherwise detailed within the Librium. The
use of this weapon does not allow the model to gain an extra Attack die if combined with other weapons.
Lance
Save Armor
Str Dmg Mod Pen Special
User 1 -1 D6+STR Close combat; +2 to S when charging
The lance adds +2 to the User’s Strength score in the first round of HtH if the model charges.
Power Axe
Save Armor
Str Dmg Mod Pen Special
6 1 -3 D6+D12+6 Close combat: two-handed
5 1 -2 2D6+5 Close combat: one-handed
Power Fist
Save Armor
Str Dmg Mod Pen Special
8 1 -5 D6+D20+8 Close combat
Power Sword
Save Armor
Str Dmg Mod Pen Special
5 1 -3 2D6+5 Close combat, parry
Sword
Save Armor
Str Dmg Mod Pen Special
User 1 -1 D6+STR Close combat, Parries
Pistols & Close Combat Weapons
Antique Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 -1 -2 3 1 -1 D6+3 Close combat
Autopistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 - 3 1 0 D6+3 Close combat
Bolt Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 - 4 1 -1 D6+4 Close combat
Laspistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 +2 -1 3 1 - D6+3 Close combat
Plasma Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-18 +2 -1 6 1 -1 D6+6 Close combat
Sustained Fire -1. If a Plasma Pistol is fired, it may not be fired during the player’s next turn.
Stub Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-8 8-16 - -1 3 1 - D6+3 Close combat
Basic Weapons
Autogun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-32 +1 - 3 1 - D6+3
Blunderbuss
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 none auto - 3 1 - D6+3 Always hits
Any target within range is automatically hit.
Boltgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 - 4 1 -1 D6+4
Flamer
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Flamer Template 4 1 -2 D6+4
Use standard Template rules. Models surviving a Flamer hit may catch on fire.
Lasgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-12 12-24 +1 - 3 1 -1 D6+3
Meltagun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-12 +1 - 8 D6 -4 2D6+8
Plasma Gun (Modified)
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 +1 - 7 1 -2 D6+7 Sustained Fire -1
Chaos Cultist Plasma Guns are modified so that they do not need a turn to recharge after firing. However,
if a jam result is rolled for the Sustained Fire die, the plasma systemoverloads. Roll anotherSustained
Fire die and consult this table to determine the result:
Jam The weapon is destroyed and explodes with the same effects as
a Plasma grenade centered on the firing model.
3 The firing model suffers an S6 hit causing 1 Wound with a –3
save modifier. The weapon is still jammed.
2 The firing model suffers an S4 hit causing 1 Wound with a –2
save modifier. The weapon is still jammed.
1 The firing model suffers an S2 hit causing 1 Wound with a –1
save modifier. The weapon is still jammed.
Musket
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-6 6-24 - -1 3 1 -1 D6+3 Move or Fire
Shotgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-4 4-18 - -1 4 1 - D6+4 Solid
0-4 4-18 - -1 3 1 - D6+4 Scatter; 1” Blast Template
Ordinary troopers hit but not slain by a Shotgun will be knocked back 2” and will fall over on a D6 roll of
4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Heavy Weapons
Autocannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 - - 8 D10 -3 D6+D10+8 Sustained Fire -1
Move or Fire for foot troops.
Heavy Bolter
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 - - 5 D4 -2 D6+D4+5 Sustained Fire -2,
Move or Fire for foot troops.
Heavy Stub Gun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-40 - - 4 1 -1 D6+4 Sustained Fire -2;
Move or Fire for foot troops.
Lascannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-60 - - 9 2D6 -6 3D6+9
Move or fire for foot troops.
Missile Launcher
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
0-20 20-72 - - As missile type Move or fire for troops
Missile Types
Save Armor
Type Str Dmg Mod Pen Special
Smoke - - - - 2” Blast Template
Frag 4 1 -1 D6+4 2” Blast Template
Super Krak 8 D10 -6 D6+D10+8 -
Smoke Missiles
2” Blast Template remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or
bionic eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may
not draw Line of Sight through it with normal vision. Models within a smoke cloud have the option of
staying put or moving half their normal rate in a random direction—they may fight in a smoke cloud, but
halve their Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial
Guard forces, Tau Fire Warriors/Battlesuits, Squats, all Dreadnoughts, crewmen in all enclosed vehicles,
and all Eldar including Aspect Warriors and Guardians are equipped with technology that enable them to
draw Line of Sight through smoke clouds. This basically leaves Kroot, Orks Chaos Cultists and Tyranids
as affected.
Grenades
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
- S x 2 - - As grenade type; see below
Type Str Dmg
Save
Mod
Armor
Pen Special
Blind - - - - 2” Blast Marker
Frag 3 1 -1 D6+3 2” Blast Marker
Krak 6 D6 -3 2D6+6 Thrown suffers –1 to hit; scatter as normal
Plasma 5 1 -2 D6+5 1½” blast; see Plasma ammo
Melta Bomb 8 D6 -4 2D6+8
Placed by hand by model in base-to-base contact
or in Close Combat.
Photon
Flash
D6 1 0 S+D6 2” blast
Blind
2” Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud.
Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a
Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each side’s turn, roll
a D6 and consult the loud Movement rule to see what happens to it.
Plasma
1½” Blast Template, remains. No model may draw Line of Sight through a Plasma cloud. At the start of
each turn, roll a D6:
1 Disappears immediately.
2-5 Shrinks its radius by ½”.
6 Expands its radius by D6” and disappears at the end of this turn.
Photon Flash Flare
1½” Blast Template, temporary. Models must roll D6 on the following chart:
No Effect Dazzled Blinded
Unprotected Troops - 1 2+
Troops w/Visors 1-3 4-5 6
Troops w/AutoSenses 1-5 6 -
Unprotected Troops: Orks, Gretchin, Snotlings.
Troops w/Visors: Imperial Guard, Eldar, Squats, Space Marine Scouts.
Troops w/AutoSenses: Space Marines, Terminators, Dreadnoughts and enclosed vehicles.
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn.
Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not
shoot, but may fight in close combat with a WS of 1. Blinded troops are blind for the remainder of this turn
and the entirety of the next turn. After that, roll a D6 for each blinded model—on a 5+, sight is recovered
immediately.

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Chaos Cults MMVIII 0721.doc

  • 1. Codex Heresius The Complete Guide To The Cults of Chaos In The Forty First Millennium
  • 3. Armies of the 41st Millennium Chaos Cult Special Rules Chaos Cults Chaos Cults are the scourge of mortality in the Warhammer universe. Most races can be seduced by the lure of the Powers of the Warp, away from their moral righteousness and towards service to the darkness. As such, Chaos Cult armies can – and should be! – be quite varied, to reflect the nature of this lure upon the races that dwell in the material universe… Some Cults worship Chaos Undivided, while others worship an individual Chaos God. Either way, they strive to further the cause of Chaos in its struggle to contaminate the galaxy and destroy the Imperium. Daemon Gifts Daemon Gifts apply only to Chaos Cult and Daemon Armies, and are considered to be a Wargear choice (if the model does not have the option to choose tem in its description). The numbers next to each Gift are provided for randomization purposes. I. Cannot be Possessed: Any Daemonic Attack Warp Cards played on the model with this Gift have no effect. If this power is rolled for a model lacking psychic powers, roll again. II. Weapon Jinx: The character can attempt to use this power whenever an enemy model makes a ranged attack at him. Roll a D6; on a 6, the weapon being fired at him is jammed using normal rules. III. Fearful Aura: The model causes Fear. IV. Freeze Time: The model may add D6” to his basic Movement rate. V. Sense Presence: The model may Spot any model within 12”—and any enemy models within this range may not go into hiding. VI. Daemon Shot: Whenever the model shoots, the attack is guide by the power of Chaos; the model will always hit any target that he can see and which is in range on a roll of 2+. No to hit modifiers apply. VII. Walk Through Walls: The model may move through walls or other obstacles less than 1” thick. VIII. Mirror Image: The model may use this power if he wishes to escape from close combat. The model may move away in the movement phase as normal, and does not get “backstabbed” as per the normal rules. IX. Bang-Flash: The model may use this power to make an attack exactly as if he were throwing a Photon Flash Flare. X. Daemonic Protection: Treat as if the model has a daemonic aura saving throw (4+, unmodifiable). Mutations What Chaos touches, it does not leave uncorrupted. Some are tainted spiritually, but others are left physically ravaged by their encounters. You may select mutations for your Mutant Squads from the table below. Bloated (Armor Save is 4+) 5 Unnatural Brawn (+3 to Strength) 5 Horrifying Visage (Cause Fear) 1 Floating (Ignore Terrain Penalties when moving 1 Winged (Double Move Score) 5 Daemonic Resilience (+1 Toughness) Automatic Daemonic Mutation (+1 Attack) Automatic
  • 4. Chaos Cult Armory Armor List Models may choose up to one itemfrom this list. May only be chosen for Character models. Flak armor (6+ save/5+ vs. blast markers) 2 Mesh armor (5+ save) 3 Carapace armor (4+ save) 7 Assault Weapons Models may make as many choices as they want from this list, and any model may take Assault weapons. Chainsword 2 Antique Pistol Free Hand to Hand Weapon, Basic Free Power Axe (characters only) 7 Power Fist (characters only) 10 Power Sword (characters only) 6 Sword or Axe 1 Autopistol 1 Bolt Pistol 2 Blade and/or Saw 1 Laspistol 1 Plasma Pistol (characters only) 5 Stub Pistol 1 Double-Handed Weapon 1 Basic Weapons One per model; may be chosen for any model. Autogun 1 Boltgun 3 Blunderbuss 1 Lasgun 2 Musket 1 Shotgun 2 Heavy Weapons One per model. May not be chosen for Character models. Note that Chaos Cultist heavy weapons lack a Targeter. Autocannon 25 Heavy Bolter 15 Lascannon 45 Missile Launcher w/Frag & Krak missiles 45 Heavy Plasma Gun 40 Heavy Stubber 10
  • 5. Special Weapons Only one special weapon is chosen for any given model. Flamer 9 Meltagun 8 Plasma Gun (modified) 8 Grenades Grenades may be selected as listed in the Codex; Character models who may purchase grenades may select more than one type, if you wish. Blind grenades 2 Plasma grenades 3 Frag grenades 2 Krak grenades 3 Melta bombs 5 Photon Flash flares 2 Army Organization 25%+ Troops Up to 50% Support Up to 50% Characters Troops: Cultists, Mutants, Legionnaires, Beastmen, Orks, and Squats Characters: Cardinal, Demagogue, Magi, Icon Bearer, Champions, and Greater Daemons Support: Allies; Vehicles An army commander does not need to be selected for any Chaos Cult Army. Cultist armies have a basic Strategy Rating of 2.
  • 6. Chaos Cult Characters Characters <50% Apostate Cardinal 23 pts for a Champion; 44 pts for a Hero; 80 pts for a Major Hero Troop Type M WS BS S T W I A Ld Champion 4 4 4 3 3 1 4 1 9 Hero 4 5 5 4 4 2 5 2 10 Mighty Hero 4 6 6 4 4 3 6 3 10 Armed with a Laspistol, and Rosarius (contains a Conversion Field; 4+ unmodified save). Only one Apostate Cardinal may be included in a Chaos Cult army. If the cardinal is leading the Army, the Apostate Cardinal has a strategy rating of 3. Units within 12” of the Apostate Cardinal automatically pass any Ld checks that it has to make, provided that the Cardinal is not Broken. Options May choose fromany of the Grenades, Armor, Assault Weapons, Special, and Basic Weapon Lists. May have up to 1 Wargear Card or Chaos Gift (a Major Hero may have a Wargear Card and two Chaos Gifts). Chaos Gifts cost the Apostate Cardinal 10 points each. Alternatively, the Apostate Cardinal may choose to allow the Magi in his army to make use of the Psyker abilities of the various Chaos Powers. To do so, he purchases a ‘Patron’ power for each Chaos gift he could normally take. The Magi in the army must follow all of the applicable rules for the use of these powers. Note that this option may NOT be chosen if a Greater Daemon of that Chaos Power is in the army. An Apostate Cardinal Champion may lead a squad of Chaos Cultists, Traitor Legionnaires, Beastman Pack, or Mutants, and may not leave that unit; an Apostate Cardinal Hero may be included as an independent character; and an Apostate Cardinal Mighty Hero may lead a Chaos Army or may be included as an independent character. Remember that only one Apostate Cardinal may be chosen for any given Chaos Army. Demagogue 38 points Troop Type M WS BS S T W I A Ld Demagogue 4 5 5 4 4 2 5 2 8 Armed with a laspistol. A Demagogue comes with one randomly-generated Daemon Gift. Only one Demagogue per 2500 points may bin included in a Chaos Cult force. If no Cardinals or Greater Daemons are on the board, you must select a Demagogue to lead the force. Should a Demagogue be your army’s commander, it has a Strategy Rating of 2. Any model within 8” of the Demagogue may use his Ld when making Leadership tests. Options May carry up to 2 Wargear Cards, and may pick from the Armor, Assault, Basic, Special, and Grenades lists. He may also be upgraded to a Chaos Magus Master with a psychic Mastery Level of up to level 3 at a cost of +30 points per level.
  • 7. Acolyte 9 points Troop Type M WS BS S T W I A Ld Acolyte 4 4 4 3 3 1 4 1 8 Armed with a laspistol. Acolytes are subject to frenzy. Acolytes are added to any coven, but may not leave the coven during the game. Options May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists. Daemonic Icon Bearer 65 points Troop Type M WS BS S T W I A Ld Icon Bearer 4 4 4 3 3 1 4 1 8 Armed with an axe and wears Carapace Armor (4+ save). Only one Icon Bearer may be chosen to accompany a Cultist army. The Icon Bearer carries a Legion’s Icon which acts as a Battle Standard; units within 12” of the Icon Bearer may re-take any failed Leadership test. Options May carry a Chaos Icon, and may pick from the Armor, Assault, Basic, Special, and Grenades lists May have up to one Daemon-Gift (generated at randomfrom the Daemon Gift table) for +10 points. Corrupt Squat Ancestor 49 points Troop Type M WS BS S T W I A Ld Ancestor 3 5 4 3 4 1 3 1 9 Armed with a Laspistol, Frag grenades, and Carapace Armor (4+ save). If any Chaos Squats are included in the army, you may also include a Corrupt Squat Ancestor to lead them. This model is not an Independent character, and must be attached to a Squat unit. The Corrupt Ancestor is a Level 1 Psyker. Options The Ancestor may have a single Wargear Card, and may pick from the Assault and Special Weapons lists. Chaos Magi Magus 32 points Champion Magus 68 points Troop Type M WS BS S T W I A Ld Magus 4 3 3 3 4 1 4 1 7 Champion 4 4 4 3 4 2 4 1 8 Armed with a laspistol. The Magi is a level 1 psyker; the Champion is a level 2 psyker. Options May carry up to 1 Wargear Card, and may pick from the Armor, Assault, Basic, Special, and Grenades lists. May have up to one Daemon-Gift (generated at random from the Daemon Gift table) for +10 points.
  • 8. Beastman Champion 23 points Troop Type M WS BS S T W I A Ld Beastman Champion 4 5 4 3 4 2 4 1 8 Armed with a sword or axe and wears primitive armor (6+ save vs. primitive weapons). Up to one Beastman Champion may be added to any Beastman pack. Options May pick from the Armor, Assault weapons, Basic weapons, Special weapons, and Grenades lists. May also carry a primitive shield (+1 armor save vs. primitive weapons) for +1 point. Khorne Drillboss 55 points Troop Type M WS BS S T W I A Ld Drillboss 4 5 5 4 5 2 4 2 8 Wears Chaos Armor (2+ save), carries a Bolt Pistol, and has the Mark of Khorne. If unit of Khorne Stormboys is included in the army, you may also include a Drillboss to lead them. Your Drillboss must be attached to the Stormboyz Mob, and follows the same rules for Frenzy. If the Mob is equipped with Jump Packs, then the Drillboss must take one as well at a cost of +5 points. Options May pick equipment from the Armor, Assault, Special, and Grenades lists. Greater Daemon 300 points—Bloodthirster (Khorne) 275 points—Great Unclean One (Nurgle) 280 points—Lord of Change (Tzeentch) 280 points—Keeper of Secrets (Slaanesh) Troop Type M WS BS S T W I A Ld Bloodthirster 6 10 10 8 7 10 8 10 10 Great Unclean. 4 7 7 7 8 10 4 7 10 Lord of Change 8 9 10 7 7 7 10 6 10 Kpr. of Secrets 6 9 10 7 7 8 7 6 10 All Greater Daemons are Monstrous Creatures, and cause Terror in all models – Even those of the Chaos Cult! Only one Greater Daemon can be included in an army of Chaos Cultists. All Greater Demons except the Bloodthirster are psykers of Mastery Level 4, and possess all four psychic abilities of their particular Chaos Patron. All Greater Daemons receive all of the standard Daemonic abilities; each also receives the Daemonic Aura Save, except the Bloodthirster (See the Lost and the Damned for full details). If selected, the Greater Daemon must be summoned to the board, as described below. Once the player has enough Summoning points accrued, the Greater Daemon may enter the board at the end of any subsequent Psychic Phase, and placed within 12” of the Army Commander. Alternatively, the Daemon can possess either the Apostate Cardinal, Demagogue, of a Champion Magus. Once the Greater Daemon is on the board, it must be slain to be banished. If chosen, the Greater Daemon is automatically the Army Commander, has a strategy rating of 4. Bloodthirster To be Summoned, the models in the Cultist Army must first hit an opponent in HtH combat at least 10 times. These hits do not need to wound the enemy models; they must simply be rolled.
  • 9. The Bloodthirster carries an Axe of Khorne and wears Chaos armor, which allows an armor saving throw of 3+ on 2D6 but is not negated by force weapons or psychic attacks. He also carries the Bloodthirster’s Whip—at the start of any hand-to-hand combat phase, a Bloodthirster can make a special attack with his whip against any one enemy in base-to-base contact. A model that is so attacked must roll D6 and score under its Initiative to avoid the whip (a 6 always fails); models failing to avoid the whip suffer an S8 hit with a –5 save modifier. In addition, the whip counts as an additional hand weapon which grants the Bloodthirster an extra Attack die. A Bloodthirster may fly over the battlefield, just like a model equipped with a jump pack. Keeper of Secrets To be Summoned, the enemy models must roll Ld checks. For each Ld roll – of any kind – made by the opponent, the Cultist player gains ½ of that unit’s Ld score in summoning points. Once ten points have been accumulated, the Daemon may be put on the board. The Keeper of Secrets has the Aura of Slaanesh continually operating; in hand-to-hand combat, enemy models must test against their Ld on 3D6 to be able to strike this model. Models failing this roll may attack normally, but any hits scored are wasted and the round is considered a draw. Once a model has passed the test, it need not test again. Great Unclean One To be Summoned, the models in the Cultist Army must first inflict at least 10 wounds on the enemy models. These wounds may be inflicted in any way. May unleash a Stream of Corruption during the shooting phase. Lord of Change To be Summoned, at least 10 points of Force Cards must be played in the Psychic Phase. Once this occurs, the Daemon my then be summoned to the board. The Lord of Change may fly over the battlefield, just like a model equipped with a jump pack. Possessed Psyker 80 points Troop Type M WS BS S T W I A Ld Possessed Human 4 4 4 6 4 4 4 5 9 Possessed Psykers have a 4+ Unmodified Save and standard Daemonic Invulnerabilities (pg. 16-17). You may include one Possessed Psyker in your army for every full 1000 points of army strength. Possessed Pyskers are always Independent Characters, and cannot join a unit. The model can Infiltrate. Possessed Psykers are Immune to Psychology. Note that rather than having psyker powers, the model either bears the Mark of one of the Greater Chaos Powers, or possess the Random Powers purchased at the cost listed on the following chart. A Possessed Psyker may have either the Mark or the Random Power Manifestation; a single model cannot not take both abilities.
  • 10. Ability Cost Mark of Khorne 30 Mark of Nurgle 20 Mark of Tzeentch 20 Mark of Slaanesh 10 Random Power Manifestation 40 Mark of Khorne The Possessed Psyker’s armor saving throw becomes 2+. In addition, the model is subject to frenzy. Mark of Nurgle Possessed Psykers bearing the Mark of Nurgle gain +1 Toughness. Mark of Tzeentch Possessed Psykers bearing Tzeentch’s Mark of Chaos may automatically nullify any psychic attack which includes them as a target by rolling 4+ on D6. Mark of Slaanesh Possessed Psykers bearing this Mark do not Break. Random Chaos Power Manifestation Alternately, you may choose to roll on the following table. Check at the start of the Psychic Phase for the ability possessed by the Possessed Psyker. If not nullified, it may use that power as if he were a Psyker in the player’s turn. The power lasts until the following Psychic Phase or until Nullified: Roll Result Effect 1 Causes Terror All models – Friend and Foe – must roll if within a 12” Radius 2 Re-Knit Host Form Completely heal all wounds taken until the next Psychic Phase 3 Teleport Any location on the board, D6” Deviation, normal rules apply 4 Bloodboil S:5, -4 Save, 3” Radius centered on the Possessed Psyker 5 Timeshift Doubles the models Move score, and adds +2 to its Attacks score 6 Warpstrength +D3 to both Strength and Toughness Note that the Possessed Psyker does not count as a Psyker when determining the number of Psychic cards rolled, and does not need a Force card to use its random manifestations. The controlling player simply rolls to determine which ability will function for that turn; if the opposing player chooses to use a Warp Card to nullify it (on a standard roll of 4+) then the power fails for that turn. Rogue Psyker 40 points Troop Type M WS BS S T W I A Ld Rogue Psyker 4 2 2 2 3 4 3 1 9 Armed with a laspistol. The Rogue Psyker must select a Psyker level from 1-4 for +25 points per level. Options May carry up to 1 Wargear Card, and may pick from the Assault and Basic weapon lists. The model may be accompanied by a Familiar for +15 points. This will allow him to draw an extra Warp Card from the deck during each Psychic Phase. This draw need not be taken at the beginning of the Psychic Phase, but if the phase ends early (as with Energy Drain), then it may not be us ed.
  • 11. Chaos Cult Squads Cultists 25%+ Beastman Pack 15 points per Beastman Troop Type M WS BS S T W I A Ld Beastman 4 4 3 3 4 2 3 1 7 Each Beastman unit consists of 5 to 20 models, is armed with a club or axe, and wears primitive armor (5+ save vs. HtH weapons). Your Cultist army may have up to one Beastman Pack for each Cultist Coven. Furthermore, a Chaos Cult army may not include more Beastmen than Cultists. Options Any number of models may be given Assault or Basic weapons. Any model may take a primitive shield (+1 armor save vs. HtH weapons, +1 point). Chaos Cultist Coven 4 points per Cultist Troop Type M WS BS S T W I A Ld Cultist 4 2 2 3 3 1 3 1 5 Each Coven consists of 5 to 20 models, and is armed with a knife, club, or axe. Chaos Cultists are subject to the rules for Frenzy. Options Any number of models may be given Assault or Basic weapons, and up to one model may choose a Special or Heavy weapon. Dark Eldar Pirates 18 points per model Troop Type M WS BS S T W I A LD Warrior 5 4 4 3 3 1 5 1 8 Each Pirate band consists of 10 to 20 models, is armed Splinter Rifle, Mesh Armor (5+ Save). Only one band of Dark Eldar pirates can be included in an army of Chaos Cultists. Options Any model in the unit may also choose from the Grenades List and may take up to two mutations (other than Daemonic Resilience and Mutation) from the Mutations List. Up to two models may be armed with a Special Weapon and up to two more models may be armed with a Heavy Weapon. Khorne Stormboyz Mob 30 points per Stormboy Troop Type M WS BS S T W I A Ld Stormboy 4 4 3 4 4 1 2 1 7 Each Stormboyz mob consists of 5 to 20 models, wears Chaos Armor (2+ save) and are armed with a Bolt Pistol, Axe, Frag Grenades and the Mark of Khorne. If you have not selected a Mutant Ork Mob, you may opt to take a Khorne Stormboyz Mob instead. You may have one Khorne Stormboyz mob in your army for every 3000 points of strength. The Mob has the Mark of Khorne, and is subject to Frenzy. If it succumbs to Frenzy, and is led by a Drillboss, the Mob must make an Ld check or charge the nearest unit, friend or foe! If there is no Drillboss, the Mob will automatically Charge the nearest unit when it Frenzies…
  • 12. Options The entire Mob may be equipped with Stormboy Jump Packs for +5 points per model. Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model. Any Boy may pick equipment from the Assault and Grenades lists. Up to one model may carry a Heavy weapon. Mutant Ork Warband 15 points per Mutant Ork Troop Type M WS BS S T W I A Ld Mutant Ork Boy 4 3 3 3 5 1 2 2 7 Each Mutant Ork mob consists of 5 to 20 models, wears Flak Armor (6+ save/5+ vs. blast markers) and are armed with a Bolt Pistol, Axe, and Frag Grenades. You may have one Mutant Ork mob in your Cult army for every 1500 points of strength. Options Any Boy may replace his Bolt Pistol with a Boltgun for +1 point per model, and the unit may choose a single mutation from the Mutations List. Any Boy may pick equipment from the Assault lists. Mutant Human Cultists 10 points per Mutant Troop Type M WS BS S T W I A Ld Cultist 4 3 2 3 4 1 3 2 7 Each Mutant Cultist band consists of 5 to 20 models, armed with a knife, club, or axe. Options Any number of models may be given Assault or Basic weapons, and the unit may choose one alteration from the Mutations Chart. One model may choose a Special weapon, if desired. Mutant Squat Cultists 75 points Troop Type M WS BS S T W I A Ld Warrior 3 4 3 3 5 1 2 2 9 Each Mutant Squat band consists of 5 Squats, armed with Krak grenades and Mesh Armor (5+ save). Options Any model may Basic or Assault Weapons, and the entire squad may choose one alteration from the Mutations Chart. Up to one model in each unit may carry a Special weapon. Squat Cultists 85 points (5x) Troop Type M WS BS S T W I A Ld Warrior 3 4 3 3 4 1 2 1 9 Each Squat cult consists of 5 Squat Warriors, each armed with a Laspistol, Krak grenades, and Mesh Armor (5+ save). Options Any model may select Basic or Assault Weapons, and one model choose a Special or Heavy weapon. Traitor Legionaries Squad 80 points per Legionnaire (10x) Troop Type M WS BS S T W I A Ld Legionnaire 4 2 3 3 3 1 3 1 7 Wears Flak Armor (6+ save/5+ vs. blast markers), and carries a Lasgun. Traitor Legionnaires may Infiltrate, but may not use the rules for Dispersed Formation. Options Any number of models may be given Grenades or Basic weapons, and one model per squad may choose a Special weapon.
  • 13. Chaos Cult Special Characters The Revelator, Apostate Cardinal of Korsk II 200 pts Troop Type M WS BS S T W I A Ld Mighty Hero 4 6 6 4 4 3 6 3 10 Armed with a Laspistol, and Rosarius (contains a Conversion Field; 4+ unmodified save). If included in the Army, the Revelator is automatically the army commander, and has a strategy rating of 3. Units within 12” of the Apostate Cardinal automatically pass any Ld checks that it has to make, provided that the Cardinal is not Broken. Corrupter: Any enemy unit within 12” of the Revelator which fails a break test for any reason does not flee, but comes under the control of the Cultist player instead. The unit can be made to take any action it would normally be able to take in the following turn (including Charging friendly units, shooting friendly units, being made to withdraw from HtH with a Cultist Unit, etc.) until it passes a Ld check in the Rally Phase, at which time it will revert to the opposing player. The unit cannot be made to do anything directly self destructive (they will not shoot themselves!), but making the unit stand in front of Cultist units and getting shot IS an allowable tactic! Defiler: The Revelator is a scourge, who can turn the relics of the Emperor to corruption. Any army lead by the Revelator may take Wargear from the Adeptus Ministorum Army List, and use it without penalty. However, any models of the Adeptus Ministorumautomatically Hate any models bearing such artifacts! Options May have up to 3 Wargear Choices and a single Chaos Gift (the Chaos Gift costs the Revelator 10 points). However, the Revelator never allows the Magi in his army to make use of the Psyker abilities of the various Chaos Powers. He may choose from any of the Grenades, Armor, Assault Weapons, Special, and Basic Weapon Lists. The Revelator spreads the darkness of Chaos wherever he goes. As such, if he is selected to lead the army, one additional Apostate Cardinal may be chosen for the Chaos Army as well. Brutus Cagliostro, Herald of the Blood God 125 points Troop Type M WS BS S T W I A Ld Demagogue 4 5 5 4 4 2 5 2 10 Brutus Cagliostro is armed with a Laspistol and a Powersword. He also has Chaos Armor (2+ Save). If Cagliostro is your army’s commander, he has a Strategy Rating of 2. Any model within 8” of the Demagogue may use his Ld when making Leadership tests. Sense Presence: The model may Spot any model within 12”—and any enemy models within this range may not go into hiding. Instill Frenzy: Cultist units within 8” of Cagliostro suffer from Frenzy. Frenzied troops automatically charge any enemies within charge distance during the compulsory movement phase and fight with double their Attack Dice in HtH (note that this is their A x 2, before bonuses for Close Combat weapons). Frenzied troops may not parry, and must always use their 2” follow-up move to get closer to or engage the enemy. Unlike a normal Frenzy, these units are still by other psychology, and can be Broken; however, they cannot restrain the Frenzy and must always charge at the closest enemy unit.
  • 14. If the unit already follows the rules for Frenzy, then it goes fully Berserk; this effectively adds a second wound to each model in the unit. However, after the battle is over but before you work out which side has won, you must deduct the extra wound from every model. This means that normal Cultist that suffered 1 Wound may keep fighting, but will die at the end of the game before Victory Points are established. Options May carry 1 Wargear Card, and may pick from the Assault, Basic, Special, and Grenades lists. Cagliostro cannot be a Psyker. Clan Nero 85 points (level 1 Rogue Pysker) 115 points (level 2 Rogue Pysker) 145 points (level 3 Rogue Pysker) 190 points (level 4 Rogue Pysker) Troop Type M WS BS S T W I A Ld Clansman (Lvl 1) 4 2 2 2 3 4 3 1 9 Warrior (Lvl 2) 4 3 3 2 3 4 4 1 9 Lord (Lvl 3) 4 4 4 3 3 4 5 2 9 Chieftain (Lvl 4) 4 5 5 3 3 5 6 3 10 Armed with a laspistol. Each member of the Clan is a Rogue Psyker, with a Level of 1-4, as indicated in the listing. Warp Siphons: Members of the clan are always accompanied by familiar spirits, who use their powers to change the flow of Warp Energies on the board. After the Warp Cards have been dealt each turn, but before they are given to the players, the Chaos player takes one warp card at random from his opponent’s cards for each Clan Nero rogue psyker in his army, and places it in his own. This power has no effect on Orks (who draw their energies from the Waaargh). Living Parasites: Each time a Clan Nero psyker is wounded (after any armor saves, but before the number of wounds is determined), roll a D6. On a roll of 4+ the damage is actually inflicted on a random model in the unit closest to the psyker! That model may make an unmodified armor save; if he fails, then that model is wounded, instead (determine how many wounds are inflicted at that point, if necessary). This power does not affect Daemons, the Eldar Avatar, Grey Knights, or any model that is Immune to psyker powers. However, it will affect vehicle crews as described above. Beacon for the Daemonic: Any time the Daemonic Attack warp card is played, the daemon automatically claims one of the psykers of Clan Nero. Make this determination at random, if more than one such psyker is on the board; the model is automatically taken, without the need to roll. If the Chaos player draws the Daemonic Attack card, he may simply discard it without penalty. Options May carry up to 1 Wargear Card, and may pick from the Armor, Assault and Basic weapon lists. The psyker may substitute his wargear choice for 1 psyker power from the Adeptus list for +5 points; this power must be follow the standard rules concerning maximum Force allowances, and the model must still possess a Rogue Psyker power as well.
  • 15. Chaos Cult Support Allies <50% You may choose Allied support from the Adeptus Mechanicus, Imperial Guard, Ork, Dark Eldar and Chaos Space Marine Codices. If Imperial Guard units are selected, they cannot be Veterans. Similarly, Adeptus Arbites units will not have Street Skills. If your opponent allows it, you may also select Addition Units from the Lost and the Damned section of this Codex. Any units taken from this section are automatically Support for a Chaos Cult Army. Furthermore, any rules which apply specifically to Daemon World forces (such as multiple models with the same Psyker Powers) may not be used when taking Daemon World allies as Support. Daemons Daemons other than a Greater Daemon (as listed in the Character Section) may only be included in your army if you also possess at least one model with the appropriate Mark (see The Lost and the Damned in the following section for details). If Daemons are included in your Army List, then the models must be summoned to the board. The rules vary from those of Chaos Marine armies, and are as follows: Summoning Daemons Daemons are not deployed as normal at the start of the game, and may not be deployed via Strategy Cards or other non-standard methods; they must be summoned into battle during the game. Summoning a daemon occurs during the psychic phase, and requires the expenditure of Summoning Points: it requires 3 Summoning Points to summon a daemon. Summoned daemon models are placed anywhere you wish within 6” of a model which bears the Mark of Chaos of the daemon’s patron god (noted in the daemon’s description), and at least 1” away from any enemy model. Daemons are placed at the very end of the psychic phase. If the Energy Drain Force Card is played, then no daemons may be summoned in that turn. There are different kinds of Summoning Points for each Chaos God (although a single action may meet criteria for multiple point earnings; a model inflicting a Wound on an enemy in hand-to-hand combat would earn a point for both Khorne and Nurgle, for example). Khorne Summoning Points Each hit scored by a Chaos model in hand-to-hand combat earns 1 Khorne Summoning Point. Nurgle Summoning Points Each Wound inflicted on an enemy model in any way earns 1 Nurgle Summoning Point. Slaanesh Summoning Points Every time an enemy unit fails a Leadership test (for any reason), you score a number of Slaanesh Summoning Points equal to half the Leadership value of the unit taking the test, rounded up. Tzeentch Summoning Points Any Force Card used by either side in the psychic phase scores 1 Tzeentch Summoning Point (Ultimate Force is worth 2 points regardless of its implementation); discarded force cards and cards spent for powers that are nullified do not count for a Chaos Cult Army. Banishment Daemons are instantly banished back to the warp if there are no models bearing their Mark of Chaos left on the table. Victory Points for Daemons Victory Points are only earned by your opponent for daemons that you have brought into play and which have subsequently been destroyed or eliminated. Your opponent scores points for Greater Daemons as if
  • 16. they were characters based on their point value. Other daemons earn your opponent 1 Victory Point for every 3 models he slays, no matter what their type or point cost. Daemon Animosity Tzeentch daemons are rivals of Nurgle daemons, and vice versa. Slaanesh daemons are the rivals of Khorne daemons, and vice versa. Whenever you have daemons who are rivals within 12” of each other at the start of your turn, and they are not engaged in hand-to-hand combat, roll D6 for each Greater Daemon or each unit of Daemons (daemonic creatures given as Chaos Rewards do not count): 1-2 Remove all rival models from play, but don’t count them as having been destroyed for the purpose of Victory Points. 3-4 The daemons will not move or do anything else this turn, but are otherwise unaffected and will fight back if attacked in close combat. 5-6 No effect. Daemons and Psychic Powers All Greater Daemons are psykers of Mastery Level of 4, and may freely use any of the powers of their particular Chaos God. Because Greater Daemons always have all four powers of their particular Chaos God, you do not need to give thempsychic power cards—meaning that your Chaos Sorcerers and Daemons of any sort may have duplicate powers! Daemons are permitted psychic powers for units rather than for individual models. The powers granted are based on the number of models in the unit. Once more, Daemons in the Daemon World Army are not dealt the psychic power cards and so they powers granted them may be duplicates of the ones already given to the Sorcerers in your army. Type of Number of Daemons in Unit Daemon 1-5 6-10 11-15 16+ Daemonette Power Acquiescence Beam of Slaanesh Pavane of Slaanesh Fleshy Curse Mastery Level 1 2 3 4 Plaguebearer Power Aura of Decay Miasma of Pestilence Stream of Corruption Plague Wind Mastery Level 1 2 3 4 Pink Horror Power Pink Fire of Tzeentch Bolt of Change Tzeentch’s Fire Storm Boon of Tzeentch Mastery Level 1 2 3 4 Daemonic Vulnerabilities and Immunities Daemonic Aura With few exceptions noted where applicable, all daemons are protected by a daemonic aura which gives them a 4+ unmodifiable armor saving throw in addition to any other armor saves. This save does not protect against psychic attacks or force weapons. Unless noted here—and where not specifically mentioned in the weapon’s description—Daemons are affected by all weapons normally, and are given their daemonic aura saving throw. Blinding Attacks Daemons are immune to all blinding attacks such as a Photon Flash Flare, Blind grenades, and Conversion Fields. Note that Daemons are still susceptible to the Eldar Banshee mask, since it is a psychic attack. Daemons on Fire A Daemon which has caught on fire may ignore the flames and behave as normal, though it must still roll for damage while it is on fire.
  • 17. Gases & Toxins Daemons are immune to the following effects: Choke, Hallucinogen, Scare, Toxin, Virus, Lictor poison, Tyranid Venom Sac biomorph, and Shuriken Shreiker ammunition. Needle weapons inflict their S3 hit, but do not wound Daemons automatically. The Tyranid Venom Cannon, Spinefist and Devourer must halve their Strength value, rounding up, to reflect the lack of effect of the poison which forms a part of these weapon’s attacks. Daemons are immune to the effects of Hellfire shells and are unaffected by Combat Drugs, Frenzon, and Medi-Packs. Graviton Guns Daemons are unaffected by Graviton Guns. Ork Field Artillery When rolling to hit with a Smasha Gun, treat Greater Daemons as Dreadnought-sized targets. All daemons are counted as “foot troops” for Pulsa Rokkits and Shokk Attack Guns. Daemons get the save for Buzzer Squigs noted in the Ork Codex—this is instead of their normal aura save. Psychic Attacks Daemons do not receive their normal aura saving throw when hit by the following weapons/effects: all psychic powers, the Hood of Hellfire, Zoanthrope Warp Blast, Sword of Asur, Bonesword, Wailing Doom, Runestaff Stormcaller, Sharpened Claws biomorph, all Force weapons, psycannon, Nemesis force weapons, Weirdboy Staff, Staff of Ulthamar, Witch Blade, and Singing Spear . In addition, the Electro-Hull Vehicle card and the Voltage Fields biomorph do not affect Daemons in any way.
  • 18. Vehicles <50% Road Car 30 points Crew Type M WS BS S T W I A Ld Cultist 4 2 2 3 3 1 3 1 5 Ram Number of Speed Movement Str Dmg Save Crew Passengers Slow Combat Fast Type 6 D8 -3 0 5 - 8 8” 12” 24” Wheeled Road cars are civilian vehicles. They have no ‘crew’ per se; one of the passengers must operate it. One model may fire out of a window on the sides of the vehicle and roof (if applicable). Armor D6 Location Front Side/Rear 1 Wheel 10 10 2-5 Body 12 10 6 Crew See Below D6 Wheel Damage Table 1 The wheel is damaged but keeps running. The car may only move at slow speed for the rest of the game. 2-5 The wheel is blown off. The car moves out of control next turn, and then comes to a permanent halt. 6 The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6” away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any models on board are killed on a D6 roll of 4+; survivors may dismount normally the following turn. D6 Body Damage Table 1 The driver is killed; the vehicle will move out of control unless another model can take his place. 2-4 The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of 4+. 5 The engine explodes. All models on board are killed, and the car is spun around to face a random direction, and comes to a permanent halt. 6 The fuel tank ignites. All models on board are killed, and the flaming wreck moves out of control on the next turn. Any model within 2” of the rear of the car when it stops will be hit by a secondary explosion, being wounded as if by a flamer. D6 Crew Damage Table 1 A random passenger is hit, and is wounded normally (even if he is on the far side of the car). If slain, he falls from the window. 2-5 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is slain, no one else may fire form that location on the vehicle until the body is pulled out of the window (this takes one turn). 6 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+, a random passenger in the vehicle is hit; determine the results of this shot normally. If the driver is slain, the car moves out of control, and continues to move in this manner until it moves off the table, has a collision, or some one else takes control of the car.
  • 19. Cult Car 40 points Crew Type M WS BS S T W I A Ld Cultist 4 2 2 3 3 1 3 1 5 Ram Number of Speed Movement Str Dmg Save Crew Passengers Slow Combat Fast Type 6 D8 -3 0 6 8” 12” 24” Wheeled These cars are armored civilian vehicles, designed to transport the Cult’s enforces through the city in relative safety. It has no ‘crew’ per se; one of the passengers must operate it. Up to two models may fire out of the windows on each side of the vehicle; if they do so, however, they count as exposed crew while firing. Armor D6 Location Front Side/Rear 1 Wheel 12 12 2-5 Body 16 16 6 Crew* See Below *If firing a weapon from the vehicle; otherwise, count the roll as a Body hit. D6 Wheel Damage Table 1 The wheel is damaged but keeps running. The car may only move at slow speed for the rest of the game. 2-5 The wheel is blown off. The car moves out of control next turn, and then comes to a permanent halt. 6 The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6” away in a random direction. Any model hit takes D6 S-5 hits with a -2 save. Any models on board are killed on a D6 roll of 4+; survivors may dismount normally the following turn. D6 Body Damage Table 1 The driver is killed; the vehicle will move out of control unless another model can take his place. 2-4 The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of 4+. 5 The engine explodes. All models on board are killed, and the car is spun around to face a random direction, and comes to a permanent halt. 6 The fuel tank ignites. All models on board are killed, and the flaming wreck moves out of control on the next turn. Any model within 2” of the rear of the car when it stops will be hit by a secondary explosion, being wounded as if by a flamer. D6 Crew Damage Table 1 The passenger hanging out the window nearest to the attacker is hit, and is wounded normally (even if he is on the far side of the car). If slain, he falls from the window. 2-5 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is slain, no one else may fire form that location on the vehicle until the body is pulled out of the window (this takes one turn). 6 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+, a random passenger in the vehicle is hit; determine the results of this shot normally. If the driver is slain, the car moves out of control, and continues to move in this manner until it moves off the table, has a collision, or some one else takes control of the car.
  • 20. Cult Limo 50 points Crew Type M WS BS S T W I A Ld Cultist 4 2 2 3 3 1 3 1 5 Ram Number of Speed Movement Str Dmg Save Crew Passengers Slow Combat Fast Type 7 D12 -4 1 10 8” 12” 24” Wheeled These cars are armored civilian vehicles, designed to transport the Cult’s leadership through the city in both safety and comfort. It has twin linked Heavy Stubbers with a 45 arc of fire mounted in concealed ports under the headlights for ‘additional protection.’ Armor D6 Location Front Side/Rear 1 Wheel 12 12 2-5 Body 16 16 6 Crew* See Below *If firing a weapon from that side of the vehicle; otherwise, count the roll as a Body hit. D6 Wheel Damage Table 1 The wheel is damaged but keeps running. The car may only move at slow speed for the rest of the game. 2-5 The wheel is blown off. The car moves out of control next turn, and then comes to a permanent halt. 6 The wheel is blown off, and the vehicle cartwheels out of control, coming to a halt D6” away in a random direction. Any model hit takes D6 S-6 hits with a -3 save. Any models on board are killed on a D6 roll of 4+; survivors may dismount normally the following turn. D6 Body Damage Table 1 The driver is killed; the vehicle will move out of control unless another model can take his place. 2-4 The explosion envelopes the vehicle. Any models on board are killed on a D6 roll of 4+. 5 The engine explodes. All models on board are killed, and the car is spun around to face a random direction, and comes to a permanent halt. 6 The fuel tank ignites. All models on board are killed, and the flaming wreck moves out of control on the next turn. Any model within 3” of the front of the car when it stops will be hit by a secondary explosion, being wounded as if by a flamer. D6 Crew Damage Table 1 The passenger hanging out the window nearest to the attacker is hit, and is wounded normally; if slain, he falls from the window. Note that – unlike cult cars – Limo passengers firing from the far side of the car cannot be hit by an attacker, although those firing from the sun roofs may still be hit from either side. 2-5 The passenger nearest to the attacker is hit, and is wounded normally, as above. If he is slain, no one else may fire form that location on the vehicle until the body is pulled out of the window (this takes one turn). 6 The passenger nearest to the attacker is hit, and is wounded normally, as #1, above. If he is slain, he falls back into the car, discharging his weapon once more as he dies. On a 4+, a random passenger in the vehicle is hit; determine the results of this shot normally. If the driver is slain, the car moves out of control, and continues to move in this manner until it moves off the table, has a collision, or some one else takes control of the car.
  • 21. Chaos Cult Psychic Powers Daemon Psykers Greater Daemons Greater Daemons of Nurgle, Slaanesh, and Tzeentch are considered to be level 4 psykers, and always have all of the abilities provided by their patron. Because of this, other Daemons in a Chaos Cult army ‘may have the same powers’ as the Greater daemon. This is one of the few instances in which more than one psyker may use the same power in a given army. Neither greater nor lesser daemons may use Adeptus Powers. Chaos Cultist Psykers Chaos psykers must select all of their powers from the Adeptus list; if available, powers chosen from a Chaos Patron’s list by these characters cannot replicate those taken by Daemons in the army (as explained above). Rogue Psykers Rogue Psykers must choose from the Rogue Psyker powers; they may not choose from the Adeptus list. Furthermore, Rogue Psykers may never take powers provided by a Chaos Patron. Adeptus Powers Assail Force 1, Range 24” Targets any single model within range. You may move the target up to 6” in any direction (including onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase. Assail will not move a vehicle around, but it will cause a moving vehicle to go out of control in its next movement phase on a D6 roll of 4+. Carmine Assassin, The Force 1, Range 18” Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under his Toughness. Displacement Force 2, Range 3D6” User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops are moved up to 3D6” in any direction, ignoring obstacles and intervening terrain as they are moved. Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in that round. Note that any model which falls froma precarious position is assumed to have actually fallen, and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehicles or enemy models of any kind. Gate, The Force 1, Range 18” Place two markers on the board, each of which must be within 18” of the psyker. LOS is not required when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models (friend or foe) which move into one marker from any direction reappear instantly out of the other, expending no movement while moving through the Gate; they may charge or make run moves as normal through it. Only normal foot troops (of either side) may move through the Gate; if there is any question as to who may use it, the model in question must be able to fit into the area of the template. The Gate
  • 22. blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or the user is slain, and must be cast as a new power if the psyker wishes to move it. Hellfire Force 2, Range 24” Place the special Hellfire template (2” blast template) anywhere within range of the user. Each model touched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until nullified or the power is used again. Lightning Arc Force 3, Range 24” Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds. If the first target is killed by the Arc, the psyker may cause it to hit another model within 6” of the first, inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a vehicle’s armor, the psyker can cause it to strike another model within 6”or a different location on the same vehicle for up to 6 hits, as described above. Machine Curse Force 2, Range 24” Place the Machine Curse template (2” blast template) anywhere within range of the user. Any model touched by the template will be affected. All ranged weapons affected will be unable to fire (including pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an object is taken out of the area, it will start working again. Troops may fire into or through the area without penalty, and the power does not effect systems that are not specifically listed on the card. Remains until nullified or the user is slain. Scan Force 1, Range 36” All hidden enemy models within range are detected automatically (the user will communicate their position to friendly troops). If any enemy psykers are within range, you can examine his opponent’s hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy psyker in range. Chaos: Nurgle Powers Aura of Decay Force 1 Pick either the user or a single model in base-to-base contact with him. The target exudes an aura so disgusting that it and all models within 3” of it lose 1 from their Attacks characteristic as they retch uncontrollably. Followers and daemons of Nurgle are unaffected by the aura. The power remains until nullified, willfully dispelled, or the affected model is slain. Miasma of Pestilence Force 2 Any living models within 6” of the user suffer an S3 hit as soon as they are within range. Followers and daemons of Nurgle are unaffected. This power remains in play until nullified; the user is slain, or willfully dispelled. Plague Wind Force 3, Range 24” Pick a single living enemy target within range; the Wind inflicts 3D6 hits minus the target’s Toughness. Each hit causes a wound on a roll of 4+ on D6; for every 3 wounds inflicted by the Wind, one Plaguebearer is created, forming a new unit within 3” of the victims of the Wind.
  • 23. Stream of Corruption Force 2 Place the Stream of Corruption template with the pointed end touching the user and the round end over the target. Only living models (friend or foe) more than half under the template will be effected; they will become overwhelmed by the foulness and choked to death unless they can make a normal armor save. Models with Toughness of 7 or greater are will not be slain, but will sustain D6 wounds instead. Enclosed vehicles are unaffected by this power. Chaos: Slaanesh Powers Acquiescence Force 1 Use on a single model in base-to-base contact with the psyker. The victim must roll under his Initiative on D6 to avoid the touch, which halves all of his characteristics (rounding up) and makes himsuffer from Stupidity until a successful nullify played on the affected model, which will bring it back to normal. Beam of Slaanesh Force 2, Range 24” Hits the first model in a straight line in range. The victim must roll equal to or less than its LD on 3D6 to fight the sensation; if he fails, all of his characteristics are halved (rounding up) and he is affected by Stupidity. A successful nullify used on the affected model will restore it. Fleshy Curse Force 3, Range 24” Pick a single living target within range. The victim must roll equal to or less than its Toughness on 2D6 to resist the curse. If the victimfails, the curse twists his body into a Chaos Spawn. The mindless Spawn immediately shambles, crawls or slithers off 2D6” in a random direction rolled on the Scatter Die; it will also move 2D6” in a random direction in the compulsory movement phase. The Spawn moves directly over any troops in its path, causing an automatic S4 hit on any model that it touches (the Spawn does not fight in Hand to Hand combat and is hit automatically if so attacked, and retains it’s old Toughness and Wounds scores). It cannot be broken and is immune to psychology. Note that even a Nullify will not revert the Spawn back to its original form. Pavane of Slaanesh Force 2, Range 24” Pick a single enemy squad or model within range. The victim(s) must each roll equal to or under their Ld on 2D6 or be overcome by the power, beginning to leap and cavort uncontrollably. If the power works, the affected models can no longer move or shoot and may not roll any Attack Dice in Hand to Hand combat. The Pavane lasts until nullified, the user is slain, or it is willfully dispelled. Chaos: Tzeentch Powers Bolt of Change Force 2, Range 12” Strikes the first model in a straight-line path. The victim must roll equal to or under its Toughness on 2D6 to resist the power of the bolt. Failure means that the model is destroyed utterly, with no armor save possible. Vehicles affected suffer a randomly-determined hit with an armor penetration of 3D6+6. Boon of Tzeentch Force 1 If this power is not Nullified, the Chaos player may draw 2 more cards from the Warp Deck immediately, and add themto those already in the Chaos player’s current hand of cards. Pink Fire of Tzeentch Force 1, Range 6” Strikes the first model in a straight-line path in range. Victims suffer D6 hits with Strength of 4+D6; make one roll to determine the Strength of all the hits.
  • 24. Tzeentch’s Fire Storm Force 3, Range 24” Strikes the first model in a straight-line path from the user within range. Place the Firestormtemplate (2” radius) over the affected target. Every model touched by the template suffers an S5 hit with no armor save possible. Vehicles touched by the template suffer an S5 hit centered on one randomly determined crewman (no armor penetration roll is needed). For every 3 Wounds inflicted by the Fire Storm, a Pink Horror of Tzeentch is created, and placed in the area affected by the template. These models conformto normal Pink Horrors in all respects, and are under the Chaos Player’s control. Rogue Psyker Powers Brain Flayer Force 1-2, Range 18” Select one target within range. Both the Rogue Psyker and the target roll D6+Ld. If the target loses, he takes one wound for each point of difference in the respective scores. Only Invulnerable saves are permitted, and must be rolled for each wound taken. For 2 Force Points, the Rogue Psyker may attack a vehicle crewman with this power, as described above. Soul Shrive Force 1-3, Range 18” Select one enemy unit within range, using the standard Targeting rules. For each Force Point expended by the Rogue Psyker, roll D6 to determine the number of hits to be distributed randomly through the targeted unit. Each hit wounds the model on a 4+. The model may then make its normal saves, with no modifier. However, if the model rolls a 1 when making the save, then it is consumed utterly, regardless of the number of wounds it may have or Wargear that may otherwise save it. If this power is Nullified, the Psyker has lost control and will instead use the power on the closest friendly unit! Again, use the standard targeting rules to determine which unit is hit. Note that the same number of D6 will be rolled to determine the number of wounds to the new target! Puppet Dance Force 4, Range 12” Select one enemy unit within range; LOS is required for this power to be used, as well. The selected unit must immediately close to Base to Base contact with its own members and fight one round of HtH combat. The controlled unit is not considered to be Charging, but all other benefits (i.e. multiple weapons, Frenzy, etc.) do apply. If the unit is already engaged in HtH then the enemy models do not get parting shots against the effected unit. The units are still considered to be in HtH, and must consolidate normally in the Movement Phase of the following turn. This power does not affect independent enemy characters, and those suffering the Puppet Dance may not be made to attack such characters.
  • 25. Chaos Cult Weaponry Hand to Hand Weapons Axe Save Armor Str Dmg Mod Pen Special User 1 -1 D6+STR Close combat Blades & Saws Save Armor Str Dmg Mod Pen Special User 1 User S+D6 Close combat Chain-Axe Save Armor Str Dmg Mod Pen Special User+1 1 -2 S+D6 Close combat Chainsword Save Armor Str Dmg Mod Pen Special 4 1 -1 2D6+4 Close combat, Parries Double Handed Weapon Save Armor Str Dmg Mod Pen Special * 1 User D6+STR+2 Close combat The double handed weapon adds +2 to the User’s Strength score, but the model always loses Initiative in case of a tie. Hand Weapon, Basic Save Armor Str Dmg Mod Pen Special User 1 0 D6+STR Close combat This represents any and all basic and improvised weapons not otherwise detailed within the Librium. The use of this weapon does not allow the model to gain an extra Attack die if combined with other weapons. Lance Save Armor Str Dmg Mod Pen Special User 1 -1 D6+STR Close combat; +2 to S when charging The lance adds +2 to the User’s Strength score in the first round of HtH if the model charges. Power Axe Save Armor Str Dmg Mod Pen Special 6 1 -3 D6+D12+6 Close combat: two-handed 5 1 -2 2D6+5 Close combat: one-handed Power Fist Save Armor Str Dmg Mod Pen Special 8 1 -5 D6+D20+8 Close combat
  • 26. Power Sword Save Armor Str Dmg Mod Pen Special 5 1 -3 2D6+5 Close combat, parry Sword Save Armor Str Dmg Mod Pen Special User 1 -1 D6+STR Close combat, Parries Pistols & Close Combat Weapons Antique Pistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 6-12 -1 -2 3 1 -1 D6+3 Close combat Autopistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-8 8-16 +2 - 3 1 0 D6+3 Close combat Bolt Pistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-8 8-16 +2 - 4 1 -1 D6+4 Close combat Laspistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-8 8-16 +2 -1 3 1 - D6+3 Close combat Plasma Pistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 6-18 +2 -1 6 1 -1 D6+6 Close combat Sustained Fire -1. If a Plasma Pistol is fired, it may not be fired during the player’s next turn. Stub Pistol Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-8 8-16 - -1 3 1 - D6+3 Close combat Basic Weapons Autogun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-12 12-32 +1 - 3 1 - D6+3 Blunderbuss Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 none auto - 3 1 - D6+3 Always hits Any target within range is automatically hit.
  • 27. Boltgun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-12 12-24 +1 - 4 1 -1 D6+4 Flamer Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special Flamer Template 4 1 -2 D6+4 Use standard Template rules. Models surviving a Flamer hit may catch on fire. Lasgun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-12 12-24 +1 - 3 1 -1 D6+3 Meltagun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 6-12 +1 - 8 D6 -4 2D6+8 Plasma Gun (Modified) Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 6-24 +1 - 7 1 -2 D6+7 Sustained Fire -1 Chaos Cultist Plasma Guns are modified so that they do not need a turn to recharge after firing. However, if a jam result is rolled for the Sustained Fire die, the plasma systemoverloads. Roll anotherSustained Fire die and consult this table to determine the result: Jam The weapon is destroyed and explodes with the same effects as a Plasma grenade centered on the firing model. 3 The firing model suffers an S6 hit causing 1 Wound with a –3 save modifier. The weapon is still jammed. 2 The firing model suffers an S4 hit causing 1 Wound with a –2 save modifier. The weapon is still jammed. 1 The firing model suffers an S2 hit causing 1 Wound with a –1 save modifier. The weapon is still jammed. Musket Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-6 6-24 - -1 3 1 -1 D6+3 Move or Fire Shotgun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-4 4-18 - -1 4 1 - D6+4 Solid 0-4 4-18 - -1 3 1 - D6+4 Scatter; 1” Blast Template Ordinary troopers hit but not slain by a Shotgun will be knocked back 2” and will fall over on a D6 roll of 4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
  • 28. Heavy Weapons Autocannon Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-20 20-72 - - 8 D10 -3 D6+D10+8 Sustained Fire -1 Move or Fire for foot troops. Heavy Bolter Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-20 20-40 - - 5 D4 -2 D6+D4+5 Sustained Fire -2, Move or Fire for foot troops. Heavy Stub Gun Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-20 20-40 - - 4 1 -1 D6+4 Sustained Fire -2; Move or Fire for foot troops. Lascannon Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-20 20-60 - - 9 2D6 -6 3D6+9 Move or fire for foot troops. Missile Launcher Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special 0-20 20-72 - - As missile type Move or fire for troops Missile Types Save Armor Type Str Dmg Mod Pen Special Smoke - - - - 2” Blast Template Frag 4 1 -1 D6+4 2” Blast Template Super Krak 8 D10 -6 D6+D10+8 - Smoke Missiles 2” Blast Template remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or bionic eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may not draw Line of Sight through it with normal vision. Models within a smoke cloud have the option of staying put or moving half their normal rate in a random direction—they may fight in a smoke cloud, but halve their Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial Guard forces, Tau Fire Warriors/Battlesuits, Squats, all Dreadnoughts, crewmen in all enclosed vehicles, and all Eldar including Aspect Warriors and Guardians are equipped with technology that enable them to draw Line of Sight through smoke clouds. This basically leaves Kroot, Orks Chaos Cultists and Tyranids as affected.
  • 29. Grenades Range To Hit Save Armor Short Long Short Long Str Dmg Mod Pen Special - S x 2 - - As grenade type; see below Type Str Dmg Save Mod Armor Pen Special Blind - - - - 2” Blast Marker Frag 3 1 -1 D6+3 2” Blast Marker Krak 6 D6 -3 2D6+6 Thrown suffers –1 to hit; scatter as normal Plasma 5 1 -2 D6+5 1½” blast; see Plasma ammo Melta Bomb 8 D6 -4 2D6+8 Placed by hand by model in base-to-base contact or in Close Combat. Photon Flash D6 1 0 S+D6 2” blast Blind 2” Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud. Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each side’s turn, roll a D6 and consult the loud Movement rule to see what happens to it. Plasma 1½” Blast Template, remains. No model may draw Line of Sight through a Plasma cloud. At the start of each turn, roll a D6: 1 Disappears immediately. 2-5 Shrinks its radius by ½”. 6 Expands its radius by D6” and disappears at the end of this turn. Photon Flash Flare 1½” Blast Template, temporary. Models must roll D6 on the following chart: No Effect Dazzled Blinded Unprotected Troops - 1 2+ Troops w/Visors 1-3 4-5 6 Troops w/AutoSenses 1-5 6 - Unprotected Troops: Orks, Gretchin, Snotlings. Troops w/Visors: Imperial Guard, Eldar, Squats, Space Marine Scouts. Troops w/AutoSenses: Space Marines, Terminators, Dreadnoughts and enclosed vehicles. Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn. Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not shoot, but may fight in close combat with a WS of 1. Blinded troops are blind for the remainder of this turn and the entirety of the next turn. After that, roll a D6 for each blinded model—on a 5+, sight is recovered immediately.