| Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
| Vospors the Mighty (MiChm) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
10 |
2+ |
102 |
|
Chaos Armour; Sorcerer's Staff; Bolter; Mark of Tzeentch
|
| Disc of Tzeentch |
Move 12", ignoring terrain. Flee & pursue 3D6". If the model finishes a move in terrain, roll a D6- on a 1 it is removed as a casualty. |
[10] |
| Cypher |
1 |
5 |
6 |
4 |
4 |
3 |
8 |
3 |
10 |
3+ |
307 |
|
The 'And They Shall Know No Fear' rule applies to Cypher and his retinue. If Cypher is killed, he has an additional 4+ Invulnerable save on 3D6- if he fails he is killed, if he passes he disappears (no VP awarded). If Cypher joins a squad, roll a D6 for it at the start of the turn; on a 1 it can do nothing (Cypher and his retinue of Fallen Angels are not affected). Can fire both weapons as normal in shooting phase! All members of the Deathwing must move 6" toward Cypher in their movement phase.; Powered Armour; Mst.C. Plasma Pistol; Mstr.Cr. Bolt Pistol; Power Weapon
|
| Veterans |
4 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
9 |
3+ |
[156] |
|
Infiltrate if allowed.; Bolter (x2); Meltagun (x1); Plasma Pistol & CCW (x1)
|
| Jenifius (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
3+ |
[69] |
|
Powered Armour; Plasma Pistol; Power Weapon; Mark of Chaos Undivided
|
| Chaos Spiky Bitz |
Re-roll up to one missed hand-to-hand attack per turn. |
[5] |
| Frag Grenades |
When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). |
[1] |
| Chaos Space Marines |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
241 |
|
Bolt Pistol / CCW (x8); Flamer (x1)
|
| Sarjinus (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
3+ |
[45] |
|
Powered Armour; Close-Combat Weapon; Plasma Pistol; Mark of Chaos Undivided
|
| Chaos Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[58] |
|
Carries up to 10 Chaos Space Marines, but no Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks.; Combi-Bolter
|
| Smoke Launchers |
All hits are glancing blows. Vehicle cannot fire. Lasts one turn. |
[3] |
| Extra Armour |
Counts "Crew Stunned" results as "Crew Shaken". |
[5] |
| Chaos Space Marines |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
181 |
|
Bolter (x7); Missile Launcher (x1); Plasma Rifle (x1)
|
| Tininus (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
3+ |
[30] |
|
Powered Armour; Close-Combat Weapon; Bolter; Mark of Chaos Undivided
|
| Chaos Space Marines |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
116 |
|
Bolter (x3); Heavy Bolter (x1); Plasma Rifle (x1)
|
| Calidonus (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
3+ |
[30] |
|
Powered Armour; Close-Combat Weapon; Bolter; Mark of Chaos Undivided
|
| Chaos Space Marines |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
178 |
|
Bolter (x4); Flamer (x1)
|
| Groomis (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
3+ |
[45] |
|
Powered Armour; Close-Combat Weapon; Plasma Pistol; Mark of Chaos Undivided
|
| Chaos Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[55] |
|
Carries up to 10 Chaos Space Marines, but no Terminators. If a model inside the vehicle is Possessed by a Greater Daemon, it disembarks.; Combi-Bolter
|
| Extra Armour |
Counts "Crew Stunned" results as "Crew Shaken". |
[5] |
| Chaos Havocs |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
245 |
|
Bolter (x6); Heavy Bolter (x1); Lascannon (x1); Missile Launcher (x1)
|
| Griksis (AsChm) |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2 |
10 |
3+ |
[40] |
|
Powered Armour; Combi-Flamer; Mark of Chaos Undivided
|
| Chaos Predator |
1 |
BS: 4 Front: 13 Side: 11 Rear: 10 |
130 |
|
2 Sponson Heavy Bolters; Turret Twin Lascannon
|
| Option Footnotes: |
|
|
| 2 Sponson Heavy Bolters |
2 sponsons: 36" R, S5, AP4, Heavy 3. |
|
| Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
| Bolter |
24"R, S4, AP5, Rapid Fire. |
|
| CC Weapon |
+1A if used with another CCW / pistol. |
|
| Chaos Armour |
2+ saving throw. |
|
| Combi-Bolter |
24" R, S4, AP5, Rapid Fire, Linked. |
|
| Combi-Flamer |
Bolter (24" R, S4, AP5, Rapid Fire) or Flamer (Template, S4, AP5, Assault 1). Flamer is one-shot. |
|
| Flamer |
Template, S4, AP5, Assault 1. |
|
| Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
| Lascannon |
48" R, S9, AP2, Heavy 1. |
|
| Linked Lascannon |
48" R, S9, AP2, Heavy 1, Linked. |
|
| Mark of Chaos Undivided |
Re-roll failed morale checks. |
|
| Mark of Tzeentch |
Model automatically passes all psychic tests. |
|
| Meltagun |
12"R, S8, AP1, Assault 1. +D6 AP at 6". |
|
| Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
| Mst.C. Plasma Pistol |
12" R, S7, AP2, Pistol. Re-roll 1 failed "to hit" dice per turn. Overheats- if you roll a '1' to hit, make a save or take a wound. |
|
| Mstr.Cr. Bolt Pistol |
12" R, S4, AP5, Pistol. Re-roll 1 failed "to hit" dice per turn. |
|
| Plasma Pistol |
12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
| Plasma Rifle |
24"R, S7, AP2, Rapid Fire. Overheats - if you roll a 1 to hit, make a save or take a wound. |
|
| Power Weapon |
No armour save in close combat. |
|
| Powered Armour |
3+ saving throw. |
|
| Sorcerer's Staff |
Adds D6" to the range of psychic powers (but not Stream of Corruption). |
|