Chaos Space Marines. Contents

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1 Chaos Space Marines Contents Special rules Mutations Special Wargear Chaos weapons Artifacts of Chaos Vehicle equipent Warlord traits Psychic Powers Wargear lists HQ Chaos Lord Huron Blackheart Ahriman, the Exiled Typhus the Traveler Lucius the Eternal Kharn the Betrayer Fabius Bile Dark Apostle Warpsmith Daemon prince Sorcerer Troops Chaos space marines Cultists Elites Plague marines Khorne berzerkers Noise marines Thousand sons Chosen Chaos Terminators Possessed Mutilators Helbrutes Fast attack Warp talons Chaos bikers Raptors Spawn Heldrake Chaos Drop Pod Chaos Rhino Heavy Support Daemon engine Defiler Obliterators Havocs Chaos Predator Chaos Vindicator Chaos Land Raider Lord of War Abaddon the Despoiler Warband traits Black Crusade Reference

2 Wargear and Special rules Champion of Chaos: if a character with this rule accepts or issues challenge, he gains Fearless special rule until end of the turn. In addition, when units containing character with this rule run off the table, they are not destroyed, but placed in Ongoing reserves instead. Legacy of the Long War: Model can Move, Run, declare Charge and shoot normally (instead of Snap shots and mandatory 3 move) in turn when it's unit pass Regroup test. Furthermore, for each detachment pick two Warband traits they apply to all units with this rule in the detachment. Warpdoom (X): for every non-vehicle model slain by attack with this rule, roll d6 before removing it as casualty: on roll of X+, place new Chaos spawn model (under control of Chaos player) within 6 of target's position, then remove target as casualty. Spawn may not be placed within 1 of other models nor on impassable terrain. It may Run, but not Move or Charge that turn. If it is placed within unit coherency with other friendly Chaos spawn unit, it becomes part of that unit receiving the same mark of Chaos and can Charge if that unit can Charge that turn. Warp burst: after removing casualties from this attack, inflict one additional hit with same profile for each model removed as casualty from the attack. They don't cause further additional hits. Corrosion (x): vehicles or buildings hit by this weapon suffer glancing hit on d6 roll of X+ unless Strength of the attack is sufficient for Penetrating hit. If X is not mentioned, it is 4+. Corruption: a unit hit at least once by attack or weapon with this rule have -1 Ld until end of game; Scything: a model attacking with this weapon make d6 additional attacks, roll at the start of each Fight sub-phase; Random attacks: roll d6 at the start of the Fight sub-phase: all models with Random attacks in unit have their Attacks characteristic (before modifiers) equal to the result during the phase. Daemon weapon: At the end of each Fight sub-phase that the wielder attacked with that weapon but failed to inflict casualty, he must pass Ld test or suffer wound with no saves of any kind. Flail: at the start of each Fight sub-phase, roll D3: enemy models in base contact with at least one friendly model with this rule have WS reduced by result for duration of the Sub-phase; Armor tearing: armor saving rolls of 3 or less against this weapon are always failed, even if armor save is 3+ or better. Note that this should be considered when determining which save the model uses against the wound as the best save. Inferno bolts: replace Boltgun, Combi-bolter and Bolt-pistol profiles of models with Inferno bolts: Inferno Boltgun: Range 24 S6 Ap3 Heavy 1, Corrosion (6+) Inferno Combi-bolter: Range 24 S6 Ap3 Heavy 1, Twin-linked, Corrosion (6+) Inferno Bolt-pistol: Range 12 S6 Ap3 Pistol, Corrosion (6+) Marks of Chaos: independent character may not join units with different Mark. Mark of Khorne: +1 Attack; Mark of Tzeentch: 5+ invuln. save, +1 to invuln. saves from other rules or Wargear; Mark of Nurgle: Feel no Pain, +1 to Feel no Pain from other rules or Wargear (up to 2+); Mark of Slaanesh: +1 Initiative, Acute Senses, Stubborn;

3 Mutations Daemonic talons: when model make it's close combat attacks, this attacks always have Rending special rule, and additional attack for fighting with two weapons (ignoring effects of Two-handed, Specialist weapon rules and even if model only have one weapon); Tainted flesh: model's initiative is 1 point less for purpose of Sweeping advance, but model increase it's Toughness by 1; Daemonic flight: model gain Jump sub-type, and can use Jump pack in both Move and Assault phases of same turn (Daemon prince instead becomes Flying Monstrous creature (character)); Transfigured limbs: Random attacks and Fear (Daemon prince rolls d6+d3 for Random attacks); Daemonic fire: model can make Shooting attack with following profile, and count as having assault grenades: Range 12", S4, Ap6, Assault 2, Soulblaze; Harmful aura: when enemy models are in base contact with at least one model with Harmful aura, they have -1 Toughness (up to minimum of 1); Daemonic visage: model gain Fear special rule, and while enemy units are locked in combat with at least one model with Daemonic visage they have -1 Ld; Arcane eye: model with Arcane eye re-roll to Hit rolls of 1. Once per game it can be used to re-roll one failed saving throw, then model lose its benefits until end of the game; Ichor blood: any unit that inflicted unsaved wound in close combat against model with Ichor blood, must immediately pass Initiative test or suffer wound themselves (no cover save possible). That wound is allocated randomly unless original wound was inflicted by opponent in a challenge, in which case it is allocated on opponent. Daemonic essence: increase model's wounds by 1; Warp fury: model have 1 additional Attack; Daemonic speed: model gain Fleet rule; Daemon armor: 2+ armor save, if that save is failed it may not be re-rolled; Special Wargear Chaos Icon: adds 1 to combat result of friendly side for combat that involves at least one friendly model with Chaos Icon; friendly units do not scatter when arrive via Deep Strike within 6" of model with Chaos Icon if the model started the turn on table; Butcher nails: furious charge, fearless, +1 WS, model must end consolidate moves as close as possible to any enemy units; Combat stimms: unit can use Combat stimms once per game, at the start of their shooting phase, to give Relentless, Fleet and Rage Special rules to all models with Combat stimms in the unit until end of turn. At the end of turn they must pass Toughness test, if the test if failed one randomly determined model with Combat stimms in unit suffer wound with no saves possible.

4 Sigil of corruption: provides 4+ invulnerable save; Aura of dark glory: provides 5+ invulnerable save; Jump pack: grants Jump sub-type; Blight grenades: assault and defensive grenades; Chaos bike: grants bike sub-type, and Combi-bolter that may not be replaced with melee weapons; Spell familiar: model can re-roll failed psychic tests; Steed of Slaanesh: change type from infantry to cavalry, grants Outflank rule and +1 Attack; Disk of Tzeentch: change type from infantry to jetbike, adds +1 Attack; Juggernaut of Khorne: change type from infantry to cavalry, +1 Strength, Toughness and Wound; Palanquin of Nurgle: +2 Wounds, +1 Attack, Very Bulky; Chaos weapons Daemon weapons Bloodfeeder: Range- S+1 Ap2 Melee, Daemon weapon, Scything, Two handed; Dread axe: Range- S:user Ap4 Melee, Daemon weapon, Poisoned, Armor tearing, Ghost razor: successful invulnerable saves against this weapon must be re-rolled; Blissgiver: Range- S:user Ap3 Melee, Daemon weapon, Instant death, Quicksilver: +1 Initiative; Dark blade: Range- S+2 Ap3 Melee, Daemon weapon, Rending, Two handed; Melee weapons Plague knife: R- S:user Ap- Melee, Poisoned; Chainaxe: R- S:user Ap- Melee, Armor tearing; Power scourge: R- S:8 Ap2 Melee, Flail; Ranged weapons Combi-bolter: R24 S4 Ap5 Rapid fire, Twin-linked; Sonic blaster: R24" S4 Ap4 Salvo 2/3, Ignores cover; Reaper autocannon: R36 S7 Ap4 Heavy 2, Twin-linked; Hades Autocannon: R36 S8 Ap4 Heavy 4, Pinning; Ectoplasma cannon: R24 S8 Ap2 Heavy 1, Blast, Gets Hot!; Baleflamer: R Template, S6 Ap3 Heavy 1, Torrent, Soulblaze; Combi-weapon: Chaos Combi-weapon is either Combi-flamer, -melta, or -plasma depending on model. It is a Boltgun which once per game can fire as second weapon instead. Spiteguns are Daemon possessed firearms fuelled by hate of the gunner. They hurl bolts of ether fire that are equally dangerous to mind as to the flesh. Spitegun: 24" S5 Ap4 Assault 2, Blind, Corruption; Spitegun battery: R24 S5 Ap4 Assault 4, Twin-linked, Blind, Corruption; Warp taint cannons are large grotesque weapons of various origins. They fire projectiles or beams charged with Warp energy, mutilating anything they touch. Warp taint cannon: 36" S9 Ap:d6 Heavy 1, Concussive, Taint: a unit suffering unsaved wound from this weapon must immediately take Leadership test or suffer another wound with no saves of any kind allowed (not causing further test), allocated randomly;

5 Sonic weapons Blastmaster: (single frequency) R48" S8 Ap3 Heavy 1, Blast, Ignores cover, Pinning; (varied frequency) R24 S5 Ap4 Assault 2, Ignores cover, Pinning; Doom siren: R Template, S5 Ap3 Assault 1; Sonic Blaster: R24" S4 Ap4 Salvo 2/3, Ignores Cover Armor Power armor: 3+ armor save; Terminator armor: 2+ armor save, 5+ invulnerable save, Relentless, Deep strike, Bulky, model may not make Sweeping advance; Improvised armor: 6+ armor save; Flak armor: 5+ armor save; Artifacts of Chaos Slaughterer's Horns: the bearer have Rampage and Hammer of Wrath special rules. Furthermore, he add 1 to Strength of his Hammer of Wrath hits; Burning brand of Skalathrax: Range Template, S4 Ap3 Assault 1, Torrent, Soulblaze; Warp Athame: the bearer of Warp athame and any unit he join have Deep strike special rule. Furthermore, at the start of any friendly Movement phase when bearer is on table, he and his unit can activate Warp athame to be removed from table and placed onto Ongoing reserves. When arriving from Ongoing Reserves they must Deep strike. Kai gun: Range 24", S6, Ap3, Assault 2, Pinning; Eye of Night: Range Infinite, S5, Ap4, Heavy 1, Barrage, Large blast, Ignores cover, One use only, Haywire maelstrom: d3 penetrating hits to each of the vehicles hit; Crucible of Lies: provides Eternal Warrior rule, and the bearer must re-roll invulnerable saving throws of 1 and 6; Vehicle equipment Parasitic possession: It Will Not Die rule, on roll of 6 can repair Immobilised or one Weapon destroyed result, instead of restoring a Hull point; Daemonic possession: when model with Daemonic possession suffer Crew shaken or Crew stunned result, roll d6: on 2+ it ignore the result (don't prevent losing Hull point); Dirge caster: enemy units within 6" of the vehicle may not fire overwatch; Destroyer blades: when performing Tank shock, each enemy model that was on the way of vehicle suffer S5 Ap- hit; Lasher tendrils: all enemy models in base contact with model with lasher tendrils have -1 Attack (e.g. model in contact with two Daemon engines with pair of tendrils each have -4 attacks); Magma cutters: when Daemon engine hits any enemy model in close combat, immediately choose one of this models: it will suffer one S8 Ap1 Armourbane, Ignores cover hit for each magma cutter that Daemon engine have at the Initiative step 1; Siege shield: vehicle automatically pass Dangerous terrain tests.

6 Chaos space marine Warlord traits table Any Warlord with Chaos space marine faction can generate his Warlord trait from this table instead of Warlord trait tables from Rulebook. 1. Black Crusader Warlord and all friendly units within 12 have Crusader special rule; 2. Flames of spite all Warlord's melee and ranged attacks have Warp burst; 3. Master of deception Warlord and 3 friendly units can Infiltrate; 4. Hatred incarnate Warlord have Zealot. If he already have this rule, then all friendly units have Zealot whilst within 6 of the Warlord; 5. Lord of Terror Fear, enemy units within 6 of the Warlord have -1 Ld; 6. Exalted champion for each enemy character slain by the Warlord in challenge, controlling player gains 1 Victory point;

7 Change psychic discipline Primaris Power: Pink fire of change witchfire, 1 Warp charge Range 18" S:4 Ap:5 Assault 9, Warp burst, Ignores cover; 1. Treason of Tzeentch - malediction, 1 Warp charge, target enemy unit within 24" Whilst the Power is in effect, target use lowest Ld instead of highest, may not use Ld of other units provided by any Special rules, may not re-roll failed leadership tests and may not benefit from Fearless or Zealot rules provided by attached characters or other units (attached Fearless/Zealot characters fall back with unit but don't suffer Fear test pealties and are not destroyed, but stay in combat when unit is caught on Sweeping advance). 2. Gift of Chaos focussed witchfire, target enemy model within 24", 1 Warp charges; Target must pass Toughness and Strength tests. For each test that failed it suffer wound with no saves of any kind allowed and Warpdoom (2+) special rule. 3. Glean magic - malediction, 1 Warp charge, target enemy psyker within 24" Target immediately lose randomly determined psychic Power. Furthermore, from that moment and until end of the game, psyker know the Power lost by target in addition to his normal Powers. 4. Twisted path malediction, 1 Warp charge, target enemy unit within 24" Target must pass Pinning test on 3d6. At the end of game, if at least one enemy unit failed pinning test caused by that Power during the game, psyker's controlling player gain +1 victory point. 5. Bolt of Change beam, 2 Warp charges Range 24" S:9 Ap:1 Assault 1, Detonate: if this attack cause Explode on vehicle damage table, radius of explosion is 2d6 and it have +1 Strength; 6. Infernal gateway witchfire, 2 Warp charges Range 24" S:2d6 Ap:1 Assault 1, Warp burst, Large blast. If rolled for Strength of the Power, it is resolved with Strength 10 and have Shred rule;

8 Plague psychic discipline Primaris Power: Stream of Corruption witchfire, 1 Warp charge R Template, S2, Ap3, Assault 1, Poisoned; 1. Miasma of pestilence - blessing, 1 Warp charge, targets psyker whilst the Power is in effect, all enemy units locked in combat with psyker have WS and I reduced by d3 (roll once at the start of each Fight sub-phase). This is not cumulative with multiple Miasmas. 2. Fleshy abundance - blessing, 1 Warp charge, targets friendly unit within 24" whilst the Power is in effect, target have Feel no pain (4+), Slow and Purposeful and It will not die. 3. Nurgle's Rot - nova, 1 Warp charge R 12" S- Ap5 Assault 2d6, Poisoned (wounds may not be allocated on mark of Nurgle/Daemon of Nurgle models) 4. Pit of slime malediction, 1 Warp charge, target enemy unit within 24" Every non-vehicle model in targeted unit must immediately roll d6 under it's armour save or suffer wound with no cover saves allowed. Unit then count as moving through dangerous terrain even in open ground whilst this Power is in effect. 5. Gift of Contagion - malediction, 2 Warp charge, target enemy unit within 24" Whilst this Power is in effect, target may not Run or make Sweeping advance, and for each successfully harnessed Warp charge for the Power's psychic test that was not denied it have one characteristic reduced by 1 (roll on the following chart for each Warp charge): D Result WS S T I A Psyker's controlling player chose of Plague wind witchfire, 2 Warp charges R Helstorm S* Ap2 Assault 1, Poisoned, Torrent, Corrosion.

9 Excess psychic discipline Primaris Power: Sensoric overload - witchfire, 1 Warp charge R 24, S4, Ap4, Assault 6, Pinning, Blind, Concussive; 1. Acquiescence - malediction, 1 Warp charge, target enemy unit within 24" Whilst the Power is in effect, target have -5 Initiative, may not fire Overwatch nor benefit from Counter-attack rule, and units that charge it do not have Initiative penalty for difficult terrain. 2. Pavane of Slaanesh focussed witchfire, 1 Warp charge Range 24. The target must pass a Leadership test or suffer a Wound with no armor or cover saves allowed. If the target is slain, randomly select another model in the unit and repeat the attack. Repeat until the test is passed or unit is completely destroyed. 3. Hysterical frenzy - blessing, 1 Warp charge, target friendly unit within 24" Whilst the Power is in effect, target unit roll one additional D6 and discards one lowest for Charge range, and have +1 to it's Strength; 4. Symphony of Pain - malediction, 1 Warp charge, target enemy unit within 24" Whilst the Power is in effect, target have -1 WS and BS, and hits from Sonic blasters, Doom sirens and Blastmasters count as having +1 Strength against it; 5. Cacophonic choir - nova, 2 Warp charges Affects all enemy units (even locked in combat) within 12. Roll 2d6 for each affected unit: unit suffer one wound with no armor or cover saves allowed for each point it's Leadership is lower than roll. 6. Lash of Submission beam, 2 Warp charges Range 24, S6, Ap6, Assault 1, Rending, Corruption, Lash: every unit hit at least once by this attack must move d6 in the direction of Psyker's controlling player choice at the end of phase, stopping 1 from other units, lethal or impassable terrain, or board edge;

10 Wargear lists (where there are two costs listed, second is for Daemon prince) Vehicle equipment list Tank can take one pintle-mounted weapon: Combi-bolter 5 points Combi-weapon or Havoc launcher 10 points up to one each of following: Dozer blade (Tanks only) - 5 points Extra armor - 10 points Parasitic possession - 15 points Daemonic possession - 15 points Dirge caster - 5 points Destroyer blades (Tanks only) - 10 points Gifts of Chaos list model can have up to one each of following: Daemonic speed 5 points; (1,4) Daemonic fire 5 points; Ichor blood 5 points; Blight grenades 5 points (mark of Nurgle only) Daemonic talons 10 points; Transfigured limbs - 10 points; Aura of dark glory 10 points; Daemonic visage 10 points; Warp fury 10 points; Arcane eye 15 points; Tainted flesh 15 points; Daemon armor 15 points; Daemonic flight 15/40 points; (1,4) Daemonic essence 15 points; (4) Doom siren 15 points (5) Spell familiar 15 points (Psyker only, 4); Butcher nails 15 points (mark of Khorne only) Harmful aura 25 points; Special Wargear list can have up to one each of: Chaos bike 20 points; (1) Sigil of corruption 25 points; Jump pack 15 points; (1) Melta bombs 5 points; Combat stimms 10 points; Daemon weapons can replace one weapon with: Bloodfeeder 35/25 points (2,3) Dreadaxe 30 points(3) Blissgiver 30/20 points(3,5) Darkblade 25 points(3) 1 mutually exclusive Options, may not be taken by model with Terminator armor; 2 models with mark of Khorne or Daemon of Khorne only; 3 unique, each of this can only be taken once per army; 4 Daemon prince or independent character only; 5 models with mark of Slaanesh or Daemon of Slaanesh only; Chaos Artifacts list can take one of following Slaughterer's Horns 20 points (3) Crucible of Lies 25/- points(3) Warp Athame 30 points (3) can replace one weapon with one of: Burning brand of Skalathrax 30 points(3) Kai gun 25 points(3) Eye of Night 45 points(3) Special weapons list can replace one ranged weapon with one of: Flamer 5 points Meltagun 10 points Spitegun 10 points Plasma gun 15 points Heavy weapons list can replace Boltgun with one of: Heavy bolter 10 points Autocannon 10 points Warp taint cannon 15 points Missile launcher (Frag,Krak) 15 points Missile launcher (Frag,Krak,Flak) 20 points Lascannon 20 points Melee weapons list can replace any weapon with one of: Chainaxe 3 points Power weapon or Lightning claws 15 points Power fist 25 points Ranged weapons list can replace any weapon with one of: Combi-bolter 3 points Combi-weapon 10 points Plasma pistol 15 points Terminator weapons list can replace Combi-bolter with one of: Combi-weapon 5 points Power weapon 5 points Lightning claws 5 points Power fist 12 points Chainfist 17 points can replace Power weapon with one of: Lightning claws free Power fist 5 points Chainfist 10 points

11 Chaos Lord 65 points (Head Quarters) Infantry (character), 1 Chaos Lord Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Close combat weapon; Special rules: Champion of Chaos, Legacy of the Long War, Independent character; Options: can take one of following: Mark of Khorne - 15 points; Mark of Tzeentch - 15 points; Mark of Nurgle - 15 points; Mark of Slaanesh - 15 points; Chaos Lord can take items from Melee weapons, Ranged weapons, Daemon weapons, Special Wargear and Chaos Artifacts lists; Alternatively, can replace all Wargear with Power weapon, Combi-bolter and Terminator armor 40 points; Chaos Lord in Terminator armor can take items from Terminator weapons, Daemon weapons and Chaos Artifacts lists; regardless of armor, any Chaos Lord can take up to 80 points of Gifts of Chaos list; if he does not have Jump pack, Chaos bike, Daemonic flight or Terminator armor, can take one: Palanquin of Nurgle 35 points (mark of Nurgle only); Steed of Slaanesh 20 points (mark of Slaanesh only); Disk of Tzeentch 25 points (mark of Tzeentch only); Juggernaut of Khorne 40 points (mark of Khorne only); Daemon prince 150 points (Head Quarters) Monstrous creature (character), 1 Daemon prince Wargear: Power armor, Close combat weapon; Special rules: Fearless, Deep strike, Daemon of Khorne, Eternal warrior; Options: can change aligment from Daemon of Khorne to: Daemon of Slaanesh 10 points; Daemon of Tzeentch 20 points; Daemon of Nurgle 20 points; if he is not Daemon of Khorne, can become Psyker with mastery level up to 3 25 points per level; can take up to 80 points of Gifts of Chaos list; can take items from Daemon weapons and Chaos Artifacts lists; Daemon price upgraded to psyker generate Powers from any Rulebook disciplines; in addition, depending on aligment can generate Powers from specific disciplines: Daemon of Tzeentch - Change; Daemon of Nurgle - Plague; Daemon of Slaanesh Excess; Daemon of Khorne: Daemon, Furious charge, Hatred (Daemons of Slaanesh); Daemon of Nurgle: Daemon, Shrouded, Hatred (Daemons of Tzeentch) and count as having defensive grenades; Daemon of Slaanesh: Daemon, Fleet, Rending, increase Run distance by 3, Hatred (Daemons of Khorne); Daemon of Tzeentch: Daemon, Hatred (Daemons of Nurgle), re-roll saving throws of 1;

12 Huron Blackheart 175 points (Head Quarters) Infantry (character), 1 Huron (unique) Wargear: Bolt-pistol, Frag grenades, Krak grenades, Sigil of corruption, Power axe; Gifts of Chaos: Hamadria: Huron can re-roll one failed saving throw each game turn; Artifacts of Chaos: Tyrant's Claw: incorporates a Heavy flamer and also have following profile: R- S+2 Ap3 Melee, Armourbane, Specialist weapon; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Fearless; Warlord trait: Master of Deception; Ahriman, the Exiled 210 points (Head Quarters) Infantry (character), 1 Ahriman (unique) Wargear: Bolt-pistol, Frag grenades, Krak grenades; Gifts of Chaos: Aura of dark glory, spell familiar; Artifacts of Chaos: Black staff of Ahriman: this is Force staff that also allow Ahriman to use any witchfire Power three times per psychic phase (rather than only once); Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Fearless, mark of Tzeentch, Inferno bolts; Psyker (mastery level 4) Ahriman generate Powers from Change, Daemonology, Divination, Biomancy, Pyromancy, Telepathy and Telekinesis disciplines; Warlord trait: Master of Deception; Typhus the Traveler 210 points (Head Quarters) Infantry (character), 1 Typhus (unique) Wargear: Terminator armor Gifts of Chaos: Blight grenades, Harmful aura, Daemonic essence, Tainted flesh; Artifacts of Chaos: Manreaper: R- S+2 Ap2 Melee, Daemonic weapon, Unwieldy, Scything, Force; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Fearless, mark of Nurgle; Psyker (mastery level 2) Typhus generate his Powers from Plague and Daemonology disciplines; Zombie plague: any unit of cultists in army containing Typhus can be upgraded to Plague zombies. Zombies may not take options other than additional models for unit, they have Feel no pain and Slow and purposeful rules, and their Ballistic Skill is 0. Warlord trait: Lord of Terror;

13 Lucius the Eternal 170 points (Head Quarters) Infantry (character), 1 Lucius (unique) Wargear: Bolt-pistol, Frag grenades, Krak grenades, Sigil of corruption, Power sword; Gifts of Chaos: Doom siren Artifacts of Chaos: Armor of Shrieking souls: each time Lucius suffer unsaved wound or make successful saving throw in Fight sub-phase, unit that inflicted the wound suffer one S4 Ap2, no cover saves hit; Lash of torment: melee attacks of Lucius have Shred, and enemy models in base contact with him have -1 Attack; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Eternal warrior, Fearless, Fleet, mark of Slaanesh, Rending; The Eternal: when Lucius is removed as casualty, controlling player gains 1 Victory point; Duelist pride: during challenge, Lucius' attacks characteristic is equal to his opponent's WS; Warlord trait: Exalted champion; Kharn the Betrayer 170 points (Head Quarters) Infantry (character), 1 Kharn (unique) Wargear: Plasma pistol, Frag grenades, Krak grenades Gifts of Chaos: Aura of dark glory, Butcher nails, Warp fury; Artifacts of Chaos: Gorechild: R- S+1 Ap2 Melee, Armourbane; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Eternal warrior, mark of Khorne; Blessing of the Blood God: Kharn always hits on 2+ in close combat, and Deny the witch on roll of 2+. He is immune to Instant death caused by Force psychic Power. Betrayer: to hit rolls of 1 rolled for Kharn's close combat attacks cause hit with the same profile on one friendly model within 6 of him (not Kharn himself). Warlord trait: Hatred incarnate; Fabius Bile 165 points (Head Quarters) Infantry (character), 1 Fabius Bile (unique) Wargear: Power armor, Frag grenades, Krak grenades, Bolt-pistol Gifts of Chaos: Aura of dark glory; Artifacts of Chaos: Xyclos needler: R18 S- Ap6 Assault 3, Poisoned (2+), Warpdoom (5+) Rod of torment: R- S:user Ap- Melee, Instant death; Chirurgeon: provides Fabius Bile with Feel no pain, +1 Strength and +2 attacks; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Fearless; Enhanced warriors: units of Chaos Space Marines (Troops) up to total of 30 models in same detachment as Fabius Bile can be upgraded for free to Enhanced Warriors. They have Fearless special rule, +1 Initiative and +1 Strength, but may not have mark of Chaos. Warlord trait: Primogenitor: if Fabius Bile is Warlord, any number of Chaos Space Marines (instead of only 30) in his army can be upgraded to Enhanced Warriors, and all Enhanced Warriors in his army gain Crusader special rule.

14 Dark Apostle 90 points (Head Quarters) Infantry (character), 1 Dark Apostle Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Power maul, Sigil of corruption; Special rules: Champion of Chaos, Legacy of the Long War, Independent character, Zealot; upgrades: Demagogue: all friendly units within 12" of a Demagogue roll additional dice for their Morale, Fear and Pinning tests, discarding one with highest number. Prophet of Doom: player can choose to add or substract 1 to any of his own reserve rolls; Options: Dark Apostle can take items from Melee weapons, Ranged weapons, Daemon weapons, Special Wargear and Chaos Artifacts lists; Alternatively, can replace Power armor, Bolt-pistol, Frag and Krak grenades with Combi-bolter and Terminator armor 25 points; Dark Apostle in Terminator armor can take items from Terminator weapons, Daemon weapons and Chaos Artifacts lists; any Dark Apostle can take up to 60 points of Gifts of Chaos list; can take one of following: Mark of Khorne - 15 points; Mark of Tzeentch - 15 points; Mark of Nurgle - 15 points; Mark of Slaanesh - 15 points; can take any of following: Demagogue 10 points; Chaos Icon 10 points; Prophet of Doom 15 points; Psyker (mastery level 1, Daemonology, Biomancy or Divination) 25 points (may not have mark of Khorne); if he does not have Jump pack, Chaos bike, Daemonic flight or Terminator armor, can take one: Palanquin of Nurgle 35 points (mark of Nurgle only); Steed of Slaanesh 20 points (mark of Slaanesh only); Disk of Tzeentch 25 points (mark of Tzeentch only); Juggernaut of Khorne 40 points (mark of Khorne only);

15 Warpsmith 70 points (Head Quarters) Infantry (character), 1 Warpsmith Wargear: Bolt-pistol, Frag grenades, Krak grenades, Power axe; Special rules: Champion of Chaos, Legacy of the Long War, Independent character; Shatter defences: After deployment, but before Scout redeployments and Infiltrate deployment, nominate one piece of terrain at least partially in your opponent s deployment zone (this may not be one that he has purchased as part of his army). The terrain s cover save is decreased by one for the duration of the game. A piece of terrain can only be shattered in this way once, but this is cumulative with other modifiers to cover saves. Master of mechanisms: In each of your Shooting phases instead of firing his weapons, a model with this rule may choose to either repair a single friendly, damaged vehicle or curse a single enemy vehicle. The model cannot use this ability if he has gone to ground or is falling back. * To repair a vehicle, the model with this rule must be in base contact with it or embarked upon it. Roll a D6, (add 1 if the model has Mechatendrils). If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle, effective immediately. * To curse a vehicle, the model with this rule must be within 18 of it. Roll to hit the vehicle using this model s ballistic skill. If the curse hits, all of that vehicle's weapons have the Gets Hot! special rule until the end of its next turn. Model with Mechatendrils can re-roll to hit for this ability. Upgrade Mechatendrils: +2 Attacks, count as equipped with Flamer and Meltagun, can fire two weapons in Shooting phase; Options: can take Mechatendrils 35 points; can take one of following: Mark of Khorne - 15 points; Mark of Tzeentch - 15 points; Mark of Nurgle - 15 points; Mark of Slaanesh - 15 points; Warpsmith can take items from Melee weapons, Ranged weapons, Daemon weapons, Special Wargear and Chaos Artifacts lists; Warpsmith can take up to 60 points of Gifts of Chaos list;

16 Chaos Sorcerer 60 points (Head Quarters) Infantry (character), 1 Chaos Sorcerer Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Force weapon; Special rules: Champion of Chaos, Legacy of the Long War, Independent character; Psyker (mastery level 1): generates Powers from any Rulebook disciplines; in addition, Sorcerer with Mark can generate Powers from specific disciplines: Mark of Tzeentch - Change; Mark of Nurgle - Plague; Mark of Slaanesh - Excess; Options: up to 2 additional mastery levels 25 points each; can take one of following: Mark of Tzeentch - 15 points; Mark of Nurgle - 15 points; Mark of Slaanesh - 15 points; Chaos Sorcerer can take items from Melee weapons, Ranged weapons, Daemon weapons, Special Wargear and Chaos Artifacts lists; Alternatively, can replace all Wargear with Force weapon, Combi-bolter and Terminator armor 25 points; Chaos Sorcerer in Terminator armor can take items from Terminator weapons, Daemon weapons and Chaos Artifacts lists; regardless of armor, any Chaos Sorcerer can take up to 60 points of Gifts of Chaos list; if he does not have Jump pack, Chaos bike, Daemonic flight or Terminator armor, can take one: Palanquin of Nurgle 35 points (mark of Nurgle only); Steed of Slaanesh 20 points (mark of Slaanesh only); Disk of Tzeentch 25 points (mark of Tzeentch only);

17 Chaos Space Marines (Troops) 75 points Infantry, 4 Chaos space marines Infantry (character), 1 Aspiring champion Wargear: Power armor, Boltgun, Bolt-pistol, Frag grenades, Krak grenades; Close combat weapon (Aspiring champion only); Special rules: Champion of Chaos, Legacy of the Long War; Wrath of Chaos: models with this rule re-roll to Hit rolls of 1 against units within 3 of Objective marker; Options: up to 15 additional Chaos space marines 13 points each; one Chaos space marine for each 5 models in unit can take item from Special weapons or Heavy weapons list; one Chaos space marine can replace one weapon with Chaos Icon for 10 points; unit can take one of following: Mark of Khorne - 2 points per model; Mark of Tzeentch - 2 points per model; Mark of Nurgle - 3 points per model; Mark of Slaanesh - 2 points per model; any Chaos space marine can replace Boltgun with Close combat weapon free; Aspiring champion can take items from Melee weapons and Ranged weapons; Aspiring champion can take Melta bombs 5 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport. Cultists (Troops) 40 points Infantry, 9 cultists Infantry (character), 1 Cult champion Infantry (character), Cult Leader Wargear: Improvised armor, Close combat weapon, Autopistol; Special rule: Zealot (Demagogue only), Slaves to the Darkness: Cultists can use Leadership of any friendly character with Champion of Chaos special rule with 12" for their Morale checks; Options: up to 30 additional cultists 4 points each; The Cult Champion can be upgraded to Cult Leader for 25 points; Cult champion or Cult Leader can replace Autopistol and/or Close combat weapon to Power weapon or Plasma pistol 10 points; Power fist 15 points; any model can replace Autopistol with Autogun or Shotgun for free; unit can take up to three of following upgrades (each only once): + One mark of Chaos (Khorne, Nurgle, Tzeentch or Slaanesh) 1 point per model; + Militia (BS 3, Flak armor and Frag grenades) 1 point per model; + Savage murderers (WS4 and Furious charge) 2 point per model; + Mutants (+1 Toughness and Fear) 2 point per model; + Specialists (Infiltrate, Move through cover and Krak grenades) 3 point per model; + Combat stimms - 10 points; one cultist for each 10 models (each 5 with Specialists upgrade) in unit can replace Autopistol with: + Flamer, Grenade launcher or Heavy stubber 5 points; + Meltagun, Plasmagun or Power weapon 10 points; (must have Militia or Specialists upgrade); one cultist can replace one weapon with Chaos Icon for 10 points;

18 Plague Marines (Elites) 115 points in detachments that contain independent character with mark of Nurgle or Daemon prince with Daemon of Nurgle rule, Plague marines change their battlefield role to Troops; Infantry, 4 Plague marines Infantry (character), 1 Plague champion Wargear: Power armor, Boltgun, Bolt-pistol, Frag grenades, Krak grenades, Plague knife; Gifts of Chaos: Blight grenades, Tainted flesh; Special rules: Fearless, Champion of Chaos, mark of Nurgle, Legacy of the Long War; Options: up to 15 additional Plague marines 21 points each; one Plague marine for each 5 models in unit can take item from Special weapons list; one Plague marine can replace one weapon with Chaos Icon for 10 points; Plague champion can take items from Melee weapons and Ranged weapons; Plague champion can take Melta bombs 5 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport. Khorne berzerkers (Elites) 100 points in detachments that contain independent character with mark of Khorne or Daemon prince with Daemon of Khorne rule, Khorne berzerkers change their battlefield role to Troops; Infantry, 4 Berzerkers Infantry (character), 1 Skull champion Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Close combat weapon; Gifts of Chaos: Butcher nails; Special rules: Champion of Chaos, mark of Khorne, Legacy of the Long War; Options: up to 15 additional Berzerkers 18 points each; one Berzerker can replace one weapon with Chaos Icon for 10 points; any model can replace Close combat weapon with Chainaxe for 2 points; up to two Berzerkers can replace Bolt-pistols with Plasma pistols 10 points; up to two Berzerkers can replace Close combat weapons with either Power weapons 10 points; Power fists 15 points; Skull champion can take items from Melee weapons and Ranged weapons; Skull champion can take Melta bombs 5 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport.

19 Noise marines (Elites) 95 points in detachments that contain independent character with mark of Slaanesh or Daemon prince with Daemon of Slaanesh rule, Noise marines change their battlefield role to Troops; Infantry, 4 Noise marines Infantry (character), 1 Noise champion Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Boltgun; Close combat weapon (Noise champion only); Special rules: Champion of Chaos, mark of Slaanesh, Legacy of the Long War, Fearless; Cacophony: if the Noise marine unit causes the last model in the enemy unit to be removed as casualty, it gains Feel no Pain special rule until start of the next friendly turn; Options: up to 15 additional Noise marines 17 points each; Noise champion can take Doom siren 15 points; Noise champion can take items from Melee weapons and Ranged weapons; Noise champion can take Melta bombs 5 points; one Noise marine can replace one weapon with Chaos Icon for 10 points; one Noise marine per each 5 models in unit can replace Boltgun for Blastmaster 30 points; any Noise marine can either: replace Boltgun with Close combat weapon free; replace Boltgun with Sonic blaster 3 points; take Close combat weapon 1 point; Unit can take Combat stimms for 10 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport. Thousand sons (Elites) 150 points in detachments that contain independent character with mark of Tzeentch or Daemon prince with Daemon of Tzeentch rule, Thousand sons Change their battlefield role to Troops; Infantry, 4 Rubric marines Infantry (character), 1 Aspiring sorcerer Wargear: Power armor, Frag grenades, Krak grenades Rubric marines only: Boltgun Aspiring sorcerer only: Bolt-pistol and Force weapon Gifts of Chaos: Rubric marines only: Daemonic essence Special rules: Fearless, Champion of Chaos, Legacy of the Long War, mark of Tzeentch, Inferno bolts, Slow and Purposeful; Sorcerer commands: when unit contain Psyker with mark of Tzeentch, it have Relentless rule instead of Slow and Purposeful. Aspiring Sorcerer passes Look Out, Sir! rolls on 2+; Psyker (mastery level 1, Aspiring sorcerer only) generate one Power from Change or any Rulebook discipline, and also always knows "Sorcerer sight" Power: Sorcerer sight: blessing targeting psyker's own unit, 1 Warp charge Whilst the Power is in effect, all Inferno Boltguns in unit have Ignores cover special rule; Options: up to 15 additional Rubric marines 25 points each; Aspiring sorcerer can take items from Melee weapons and Ranged weapons; Aspiring sorcerer can take Melta bombs 5 points; one Rubric marine can take Chaos Icon for 10 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport.

20 Chosen (Elites) 54 points Infantry, 3 Chosen Infantry (character), Chosen champion Wargear: Power armor, Boltgun, Bolt-pistol, Frag grenades, Krak grenades, Close combat weapon; Special rules: Champion of Chaos, Legacy of the Long War, Fearless; Veteran skills: unit have additional special rule depending on type: Infantry Infiltrate Jump Infantry or Jetbike Hit and Run Bike Skilled rider Cavalry - Scouts Options:up to 7 additional Chosen 18 points each; any Chosen can be upgraded to Chosen champion 15 points; Chosen champion can take up to 40 points from Gifts of Chaos list; any model can take item from Special weapons or Ranged weapons list; any model can take Melta bombs 5 points; any model can replace any weapon with one of: Chainaxe 3 points Power weapon or Lightning claws 5 points Power fist 15 points one Chosen per 3 models in unit can take item from Heavy weapons list; if they don't take Heavy weapons, squad can replace Boltguns with: Jump packs 3 points per model; * Chaos bikes 7 points per model; * Disks of Tzeentch (mark of Tzeentch only) 7 points per model; * Juggernauts of Khorne (mark of Khorne only) 16 points per model; * one Chosen can replace one weapon with Chaos Icon for 10 points; unit can take one of following: Mark of Khorne - 2 points per model; then unit can take Butcher nails - 3 points per model; Mark of Tzeentch - 2 points per model; then it can swap Veteran skills to Brotherhood of Psykers for 10 points; Mark of Nurgle - 3 points per model; then unit can take Tainted flesh and blight grenades - 3 points per model; Mark of Slaanesh - 2 points per model; then unit can take Combat drugs - 10 points; If a unit of Chosen have Brotherhood of Psykers upgrade, any model may replace Close combat weapon with Force weapon for 5 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport. A unit of Chosen upgraded to Brotherhood of Psykers generate Powers from Daemonology, Change, Pyromancy and Telekinesis disciplines.

21 Chaos Terminators (Elites) 90 points Infantry, 3 Chaos Terminators Infantry (character), Terminator champion Wargear: Terminator armor, Combi-bolter, Power weapon; Special rules: Champion of Chaos, Legacy of the Long War, Fearless; Options:up to 7 additional Chaos Terminators 30 points each; any Chaos Terminator can be upgraded to Terminator champion 15 points; Terminator champion can take up to 40 points from Gifts of Chaos list; any model can take item from Terminator weapons list; one Chaos Terminator (two if squad include 10 models) can replace Combi-bolter with: Heavy flamer, Reaper autocannon or Warp taint cannon 10 points; Blastmaster 30 points (mark of Slaanesh only); unit can take one of following: Mark of Khorne - 3 points per model; then unit can take Butcher nails - 3 points per model; Mark of Tzeentch - 3 points per model; then unit can take Inferno bolts - 3 points per model; Mark of Nurgle - 3 points per model; then unit can take Tainted flesh - 3 points per model; Mark of Slaanesh - 2 points per model; then any model can replace Combi-bolter with Sonic blaster for 1 point; if unit have mark of Tzeentch, it can be upgraded to Brotherhood of Psykers for 25 points; then any model may replace Power weapon with Force weapon for free; A unit can take Chaos Land Raider as dedicated transport. A unit of Chaos Terminators upgraded to Brotherhood of Psykers generate Powers from Daemonology, Change, Pyromancy and Telekinesis disciplines. Mutilators (Elites) 60 points Infantry, 1 Mutilator Wargear: Chainfist; Slaughter claws: Range- S:user Ap:3 Melee, Rampage, Specialist weapon; Blade shield: at the start of any Fight Sub-phase a unit of Mutilators can use Blade shields, reducing it s Strength by 1 but gaining 4+ invulnerable save until end of the sub-phase; Special rules: Daemon, Deep strike, Bulky, Fearless, Legacy of the Long War; Living weapon: Mutilators must end their consolidation moves as close to the enemy as possible, and can Charge and Run in the same turn. Options: up to 3 additional Mutilators 60 points each; unit can take one of following: Mark of Khorne - 5 points per model; Mark of Tzeentch - 5 points per model; Mark of Nurgle - 5 points per model; Mark of Slaanesh - 3 points per model; A unit can take Chaos Land Raider as dedicated transport.

22 Possessed (Elites) 115 points Infantry, 5 Possessed Infantry (character), Possessed champion Wargear: Power armor, Close combat weapon; Gifts of Chaos: Daemonic Speed, Daemonic talons; Special rules: Fearless, Daemon, Champion of Chaos, Legacy of the Long War; Vessels of Chaos: during deployment, roll on the following chart for each Possessed unit the unit gain rolled bonus until end of the game: 1 Scouts 2 Warp fury 3 Feel no pain 4 Flail 5 Daemonic fire 6 Controlling player choice of 1-5 Options: up to 15 additional Possessed 23 points each; one Possessed can be upgraded to Possessed champion 15 points; Possessed champion can take up to 40 points from Gifts of Chaos list; Possessed champion can take item from Melee weapons list; one Possessed can take Chaos Icon for 10 points; unit can take one of following: Mark of Khorne - 3 points per model; Mark of Tzeentch - 3 points per model; Mark of Nurgle - 4 points per model; Mark of Slaanesh - 2 points per model; if unit have mark of Tzeentch, it can be upgraded to Brotherhood of Psykers for 25 points; A unit can take Chaos Drop Pod or Chaos Rhino as dedicated transport. A unit of Possessed upgraded to Brotherhood of Psykers generate Powers from Daemonology, Change, Pyromancy and Telekinesis disciplines.

23 Helbrute (Elites) 100 points WS BS S armor I A Hp Class, composition F S R Vehicle (Walker), 1 Helbrute Wargear: Multi-melta, Power fist with built-in Combi-bolter; Special rules: Murder pack: a unit containing 3 Helbrutes during army composition have Rampage special rule; Crazed: roll D3 on following chart at the start of every friendly Shooting phase for each friendly unit of Helbrutes that is not locked in close combat: 1 If unit do not have shooting weapons or enemy units within firing arc and range of all weapons, treat as 2nd result instead. Helbrutes recover from Crew Shaken result, but may not Run during the turn, and must fire at nearest enemy unit within arc of fire and range of their weapons. Helbrutes with less than 3 Hull Points fire all their weapons twice. 2 Helbrutes are sane and nothing special happens; 3 If unit may not Charge during the turn for any reason other than Crew Stunned, or there is no enemy units with line of sight to Helbrutes, treat as 2nd result instead. Helbrutes recover from Crew Stunned result and may not shoot during the phase. Helbrutes with less than 3 Hull Points gain Rage until end of turn. If unit is more than 12 away from nearest enemy unit with line of sight, they must Run, ending their move as close as possible to that nearest unit. Otherwise they may not Run and in Assault phase of that turn, they must Charge nearest enemy unit with line of sight, and can re-roll failed Charge range roll. Options: can add up to 2 additional Helbrutes 100 points each; any model can take items from Vehicle equipment list; any model can replace one Power fist and built-in Combi-bolter with: Reaper autocannon 5 points; Thunder hammer with in-built Combi-bolter 5 points; Missile launcher (Frag, Krak, Flak Missiles) or Power scourge 10 points; any model can replace Multi-melta with: Power fist with built-in Combi-bolter or Warp taint cannon free; Twin Heavy bolter, plasma cannon, Twin Heavy flamer or Reaper autocannon 5 points; Twin Lascannon 15 points; can replace any Combi-bolter with: Meltagun or Spitegun 5 points; Heavy flamer 10 points; if unit contains only one Helbute, it can take Chaos Drop Pod as dedicated transport.

24 Warp talons (Fast attack) 135 points Jump Infantry, 5 Warp talons Jump Infantry (character), Warp talons champion Wargear: Power armor, Lightning claws; Gifts of Chaos: Daemonic flight, Daemonic talons; Special rules: Daemon, Champion of Chaos, Legacy of the Long War; Warpflame burst: when they arrive via Deep strike, this unit scatter only 1D6" (unless it is joined by independent character without Daemonic flight), and all enemy units within 9" of their final position must immediately take Leadership test units that fail are reduced to WS1 BS1 until end of next friendly turn; Options: up to 15 additional Warp talons 27 points each; one Warp talon can be upgraded to Warp talons champion 15 points; Warp talons champion can take up to 35 points from Gifts of Chaos list; unit can take one of following: Mark of Khorne - 3 points per model; Mark of Tzeentch - 3 points per model; Mark of Nurgle - 3 points per model; Mark of Slaanesh - 2 points per model; Chaos bikers (Fast Attack) 60 points Bike, 3 Chaos bikers Bike (character), Biker champion Wargear: Power armor, Bolt-pistol, Frag grenades, Krak grenades, Chaos bike; Special rules: Champion of Chaos, Legacy of the Long War, Outflank; Options: up to 7 additional Chaos bikers 20 points each; one Chaos biker can be upgraded to Biker champion 10 points; any model can take Close combat weapon 2 points; up to two Chaos bikers can take item from Special weapons list; one Chaos biker can replace one weapon with Chaos Icon for 10 points; unit can take one of following: Mark of Khorne - 2 points per model; Mark of Tzeentch - 2 points per model; Mark of Nurgle - 4 points per model; Mark of Slaanesh - 2 points per model; Biker champion can take items from Melee weapons and Ranged weapons; Biker champion can take Melta bombs 5 points;

25 Raptors (Fast Attack) 85 points Jump Infantry, 5 Raptors Jump Infantry (character), Raptor champion Wargear: Power armor, Close combat weapon, Bolt-pistol, Frag grenades, Krak grenades, Jump pack; Special rules: Fear, Champion of Chaos, Legacy of the Long War; Vox screech when a unit with Vox screech declares charge (not disordered charge), a unit being charged must take Leadership test, if test is failed they may not fire Overwatch this turn. Options: up to 10 additional Raptors 17 points each; one Raptor can be upgraded to Raptor champion 10 points; up to two Raptors can take one of the following: Flamer 5 points Meltagun or Spitegun 10 points Plasma gun 15 points one Raptor can replace one weapon with Chaos Icon for 10 points; unit can take one of following: Mark of Khorne - 2 points per model; Mark of Tzeentch - 2 points per model; Mark of Nurgle - 3 points per model; Mark of Slaanesh - 2 points per model; Raptor champion can take items from Melee weapons and Ranged weapons; Raptor champion can take Melta bombs 5 points; Chaos Spawn (Fast Attack) 30 points d Beasts, 1 Spawn Special rules: Fearless, Random attacks, Fear, Rage; Mutated beyond reason: roll D3 on the following chart for each Spawn unit at the start of each Fight sub-phase. The unit gain respective bonus until end of the sub-phase: 1 Subcutaneous armour: 4+ armor save; 2 Poisoned (4+) 3 Flailing appendages: a unit rolls 2d6 picking highest for Random attacks; Options: up to 4 additional Spawn 30 points each; A unit can take one of following: Mark of Khorne 3 points per model; Mark of Nurgle 5 points per model; Mark of Slaanesh 2 points per model; Mark of Tzeentch 5 points per model;

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