Chaos Codex: Eternal Slaves of Chaos (Simplified)
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Something in Warpspace stirs...
[++Eternal Slaves of Chaos++]
Dark and Terrible is the Universe. Empires rise and fall like the ocean's tide. In the Eye of Terror lies an evil beyond all mortal comprehension, one more fearsome thanany threat posed by mortals. It is a rent in the void of space, where the beings of Chaos flow through, unhindered bysuch primitive ideas like reality.
[++Special Thanks: Black Antelope ++]
1. Introduction and Title Page
2. Special Rules Part I
3. Special Rules Part II
4. Special Rules Part III
5. Paths, Chaos Armor, Chaos Weapons6. Chaotic Attribute Table and explanations part I
7. Chaotic Attributes explained part II
8. Chaos Rewards
9. Weapons and Mounts
10. Daemon Weapons, Cults, and Veteran Skills
11. Origins and other wargear and psychic wargear
12. Vehicular Upgrades
13. Psychic Powers
14. HQ Choice: Marine Champion
15. HQ Choice: Marine Sorcerer
16. HQ Choice: Dark Apostle
17. HQ Choice: Greater Daemon
18.
HQ Choice: Humanoid Champion19. HQ Choice: Humanoid Sorcerer
20. HQ Choice: Skeletal Champion
21. Dedicated Transports: Rhino and Chimera
22. Dedicated Transports: Renegade Transport
23. Troops Choice: Humanoid Renegades
24. Troops Choice: Marine Renegades
25. Troops Choices: Mutants and Possessed
26. Lesser Daemons
27. Fast Attack Choice: Mounted Renegades
28. Fast Attack Choice: Raptors
29. Fast Attack Choices: Chaos Spawn and
Renegade Walkers
30. Chaos Beasts
31. Elites Choice: Chosen
32. Elites Choice: Big Mutants
33. Elites Choice: Chaos Dreadnoughts
34. Elites Choice: Renegade TechnologicalAdvisors
35. Elites Choice: Terminators
36. Chosen Daemons
37. Heavy Support Choice: Defiler
38. Heavy Support Choice: Havocs
39. Heavy Support Choices: Predator and
Vindicator
40. Heavy Support Choices: Land Raider and Land
Raider-Legionnaire Class
41. Heavy Support Choice: Renegade Heavy
Vehicles
42. Heavy Support Choice: Obliterator Cult
43.
Skarbrand the Exiled and Kairos Fateweaver44. Kugath, Plaguefather and Hathothamon Saator
45. Deranged Derek
46. Inquisitor Valshezzar and Captain Halgon
47. Ferin Grimjaw and The Black Antelope
48. Lessei Moondancer
49. Abaddon the Despoiler and Ahriman
50. Cypher and Lufgt Huron "Blackheart"
51. Doomrider and Typhus
52. Fabius Bile and Kharn the Betrayer
53. Lucius the Eternal
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[++Special Rules++]
Animosity: The Chaos gods are all rivals in some way, shape, or form but they each have an archenemy, the
polar opposite of themselves. Khorne hates Slaanesh and vice versa, and Tzeentch hates Nurgleand vice versa. If at the start of the movement phase, a marked unit is within 24" of a Rival unit
they must take a Ld test:
Pass - Act as normalFail - The unit moves towards the nearest Rival unit by the shortest route possible. If this move brings
them into base contact, they count as charging and assault the rival unit as if it was an enemy. If not in
base contact, they must fire any ranged weapons at the unit. Additionally, a Marked IC may not join a unit
with a different mark."
Aspire to Glory First of all, there may only be one Aspiring Champion OR an Apprentice Sorcerer in a squad at
any time, and there may not be both an Apprentice and an Aspiring Champion in the squad at the
same time.Though all Aspiring Champions and Apprentice sorcerers purchased as part of a squad start with
all of the weapons and war-gear of that squad, they may only take options from that squad.
Aspiring Champions and Apprentice Sorcerers purchased as an HQ choice must purchase anywar-gear that modifies movement that the squad they are joined starts out with but they do not
lose their original war-gear.
For example, an Aspiring Champion as an HQ choice purchased joins a Chaos Biker squad. Hemust then purchase a Bike. If he joins a Raptor squad, he must purchase a Tactical Assault Pack.
Finally, there may only be one Legendary Champion or Major Sorcerer per army. If a Legendary
Champion is taken, one Chosen squad may be taken as a Troops Choice.
Chaotic Attributes: Troops, Fast Attack, and Heavy Support may purchase up to 2 Chaotic Attributes that areavailable to squads for that point cost per model unless they are Daemons. Elites may purchase up to 3 Chaotic Attributes that are available to squads for the point cost per
model. HQ choices (unless they are Greater Daemons) may purchase up to 150 points of Chaos
Attributes or attributes up to their god's sacred number, whichever comes first.
HQ choices who have the Mark of Undivided or no Mark at all may only take up to 5 Chaos
attributes.
For Daemons: Reroll any Chaotic Attribute if it is Giant Growth
Lesser Daemons and Beasts may take up to one free Chaotic Attribute available to squadsChosen Daemons may take up to two free Chaotic Attributes available to squadsGreater Daemons may take up to 45 points of Chaotic Attributes free
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Chaos Daemons: All Chaos Daemons are Fearless and Eternal Warriors and suffer from Instability. All ChaosDaemons start in Reserve. Next, all Chaos Daemons that have a Save characteristic consider it an
invulnerable save with the exception of Daemon Princes. Force Weapons (on a successful
psychic test) do d3 wounds to Chaos Daemons.
Daemonic Assault: This special rule only comes into play if your army is only comprised of Chaos Daemons and
Daemon Princes.
No model in this army is ever placed on the field during deployment but your opponent(s) set up
as the mission calls for. All units in this army start in reserve even if the mission doesn't call for
it.You should declare what the units are and if independent characters are on their own or in
squads.
At the beginning of your first turn, as best you can divide your army into 2 different blocks thatshould try and have the same number of models.
Then, choose one of the blocks and roll a d6. On a 1-2 the gods are in a fickle mood or perhapshave better plans and choose the other block. On a 3-6, the gods are content with your choice,
only because it suits them, not because they care about your 'choice'.
If your army consists of only Daemons of a certain mark, add +1 to this roll. If your army
consists of daemons with rival Marks, you receive -1 to this roll.
The units in that block then Deep Strike on your first turn, and the remaining units in the other
block roll for Reserves as normal. Whenever a unit becomes available, it enters via Deep Strike.
Icons: There are 2 types of Icons, Summoning and Personal Icons. The type of Daemons that are able to
be summoned depend on the Mark of the Icon bearer. An Undivided Icon can summon daemonsregardless of mark, and daemons summoned from Undivided icons are not subject to animosity.
Summoning: This type of Icon may be used for any type of Daemon except for Greater Daemons.
Whenever a Daemon squad becomes available, it may be 'summoned' within 6" of the Icon
Bearer. They do not suffer from deep-strike mishaps. Any units besides Possessed and Raptorsand Obliterators may take a Summoning Icon for +2 points. Daemons that are summoned from
Summoning Icons may move but may not assault.
Personal: Personal icons are used for summoning Greater Daemons. When the Greater Daemon
becomes available, remove the Personal Icon bearer from the game and place the Greater
Daemon over where the Personal Icon bearer once stood. If the icon bearer is slain, place theGreater Daemon where the bearer once stood, but from now on the Greater Daemon takes all
Instability tests on 3d6 instead of 2d6. Daemons that are summoned from Personal Icons may
move but may not shoot or assault.
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Instability: All Chaos Daemons suffer from instability. At the end of the shooting and combat phases, eachDaemon or each Daemon squad that takes a wound must take a special LD test. If it is passed,
nothing happens. If it is failed, then for each point failed by, the Daemon or Daemon squad takes
that many wounds which are unsaveable. For example, a squad of Daemonettes takes a wound in
the shooting phase. They take a LD test on their LD of 8 and roll an 11, meaning that they fail by3. This means that 3 more unsaveable wounds are dealt to the Daemonette squad.
Jealous gods: The Chaos gods are jealous gods. Though in the end their champions mean little to the greater
scheme of things, they still demand loyalty. If a Marked HQ choice is taken, at least 25% of the
game's point values must have that Mark, and at least 1 Troops Choice must be of that Mark.
Otherwise you have free reign over the composition of your Champion's warband! This rule doesnot apply to HQ's with the Undivided mark.
Sacred Numbers:
Each Chaos entity has a sacred number. Slaanesh: 6
Nurgle: 7
Khorne: 8
Tzeentch: 9
If a non- HQ, non-Mutant squad has a mark of Chaos and its squad size is the same as or is a
multiple of the sacred number, you may replace the model with the highest base point cost (youchoose if there is a tie) with an Aspiring Champion for free. In addition, Aspiring Champions
may always take options available to them via the HQ choice, but cannot take any sort of
transport.
Also, squads who are Undivided and its squad size is 10 or a multiple thereof, it is also eligible
for an Aspiring Champion.
Chaos Daemons who are in the Sacred Number of their god or a multiple thereof get +1 to its
reserve rolls.
Veteran Skills: Most warriors of Chaos are adepts at battle and throughout their fights they have attained various
skills that they can put to use on the battlefields. All models in a unit must have the same veteran
skills. No model may have more than one of the same skills. If a character joins a squad and hasdifferent veteran skills than the rest of the squad, the unit may not use the character's veteran
skills and vice versa.
Troops and Fast Attack may take up to 1 Veteran SkillElites and HQ may take up to 2 Veteran Skills.
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Paths
The first point cost listed is for Independent Characters, the second is PPM (points per model)for units. For example, for Nurgle, an Independent Character would pay 12 points and a unit
would pay 3 points per model. Any non-vehicle model or unit may purchase a Mark of Chaos
even if it is not shown in their options. A squad must have all the same mark.
Khorne: Grants a suit of Chaos Armor, (18) [independent characters]
Units: +1 BS as long as the unit moves half its distance or less/does not move at all, or +1 A.Choose before the game starts which bonus the unit receives. (+3 PPM)
Tzeentch: May take an additional psychic power. (18) [independent characters]
Units: May purchase 1 additional mutation. (+2 PPM)
Nurgle: +1T, (12/3 PPM)
Slaanesh: Stubborn (12/3 PPM)
Undivided: Once per turn, reroll one failed LD test. (8/2 PPM)
Chaos Armor: Grants a 2+ save. Where normal attributes may affect armor, Chaos Armor isunaffected. At the beginning of deployment, roll 1d6. On a 4+, this model gets +1T and the
armor is called Fused Chaos Armor.
Chaos Weapons: Are 1hand CCWs. When purchased, you may give the weapon one of the 6
abilities below. You may purchase up to 2 additional abilities for the weapon for 10 points each.
1. Entrancing (-1 I to Enemy)
2. Hate (Preferred Enemy: Infantry or Independent Characters)3. Plague (Poisoned 4+)
4. Powered (Power weapon)
5. Strength (+1 Str)6. Vampyre (Once per combat phase, if this character deals a wound, it gains a wound
back) [This stacks with the Chaos Attribute Vampyre]
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Chaotic Attributes: If a value is listed, 1st value is Independent Characters, if there is a
second value it is for squads. A model without a Mark of Chaos may only ever have 1 Chaotic
Attribute. Attributes may only be purchased once, and you may roll up to the model's god's
sacred number. For every 2 attributes, armor save is reduced by 1. Giant Growth and Metal Body
reduce any non-Chaos armor save by 2 in addition. A model may never have more than 150points of Chaotic Attributes. For every 60 points of Chaos attributes purchased, roll 2d6 and this
model gains one of these attributes. (IC's only) These does not count towards the maximum limit
of Chaos attributes that a model may have.
2-3: Coward
4: Dimensional Instability
5: Horrible Stench
6: Illusion of Normality
7: Pin Head
8: Rotting Flesh
10: Silly Voice
11-12: Temporal Instability
Chaotic Attributes:
Additional Limbs (20)
Agile (12/3)
Beweaponed Extremeties (20/5)
Bestial Face (10/3)
Breathes Fire (7)
Enormously Fat (15)
Evil Eye (15)
Giant Growth (30)
Hideous Appearance (15/3)
Hypnotic Gaze (15/3)
Illusion of Normality
Inhuman Constitution (20)
Levitation (20)
Long Legs (11)
Magic Resistant (10/3)
Metal Body (40)
Powerful Tail (15)
Razor Sharp Claws (16)
Regeneration (10)
Strong (12/3)
Spits Acid (11)
Teleports (30)
Tentacles (10)
Transparent Skin (30)
Warp Aura (23/4)
Weapons Master (18/5)
Wings (25)
Vampyre (15)
Additional Limbs: +1 A, Fire as if a Monstrous Creature
Agile: +1 I Beweaponed Extremeties: +1 S, -1 I, -1 to enemy armor saves in close combat.
Bestial Face: In CC, one enemy within base contact takes an auto Str 4 hit. If multiple Bestial Faces are rolled,
the model grows another head and the effect is multiplied. (I.e. two heads, 2 Str 4 auto hits) Breathes Fire: Gives a 'Str 3 Ap 6 Template Assault 1' attack in addition to shooting. Coward: Whenever an enemy is within 6”, must take a LD test or run. Dimensional Instability: Suffers from instability as per Daemons Enormously Fat: +1 T, -1 I, Slow and Purposeful, may not take any sort of vehicle and counts as an additional
model in transport. Terminators are 3 models to transport. Evil Eye: All opponents within base contact must take an I test (6's always fail) each turn or halve their WS,
BS, and I, rounding up
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Giant Growth: All are to base stats. The model should be at least 8" tall if not more and should be mounted
on a 60 mm base. The model gets -1 WS, +1 S, +1 T, -1 I, and becomes a Monstrous Creature and is Vulnerable to
Blasts
Horrible Stench: Defensive Grenades, -1 WS to enemies within 3", if an IC then cannot join squads unless the
squad also has Horrible Stench Hideous Appearance: -1 LD to enemies within 6”, -2 if a Greater Daemon Hypnotic Gaze: -1 I to enemies in assault. Illusion of Normality: Enemies does not suffer any negative modifiers (ex: -1 Ld, -1 I) from this
character/models until within 2". Enemies in base contact get -1 I. Inhuman Constitution: +1W Levitation: Ignore dangerous and difficult terrain. May not be combined with Wings.
Long Legs: Fleet of Foot Magic Resistant: Whenever this model(s) is affected by a psychic shooting attack, ignore it on a d6 roll of a 1
or 2. Metal Body: Divide WS and BS by 2, rounding up. +2 S and +2 T.
One Eye: -1 BS
Pin Head: Beginning of turn, take a LD test at -1 or do nothing. -1 LD. Powerful Tail: Gives a WS3 Str8 I1 attack that gives -1 to enemy armor saves Razor Sharp Claws: All attacks are now rending, considered 2CCW Regeneration: At the beginning of each of your turns, roll a d6. On a 6, this model regains one wound. Rotting Skin: Whenever this model takes a wound, roll a d6. On a 1-3, this model gets -1 T.
Silly Voice: Enemy gets +2 LD when within 3” Strong: +1 S Spits Acid: Grants a R6" Str 4 Ap 3 Assault 1 shooting attack that hits on a 3+ Teleports: The model(s) may immediately move to anywhere on the table, provided that it is not within 1" of
an enemy or within impassable terrain and is in line of sight, and scatters as with Deep Strike. If a squad has this,
they all teleport to the position.
Tentacles: In CC: Model(s) gets +d3 WS3 S3 attacks. In a squad, roll once and apply that number. Temporal Instability: At the beginning of each of your turns, roll a d6. On a 6, the model(s) is/are removed
from the game temporarily for d2 turns; place a chit(s) where it/the squad once stood. When it/they reappears,
place it/them exactly where the chit(s) stood. Any models that are on the chit(s) when the model(s) reappears aredestroyed when the model(s) reappears, the reappearing model(s) suffers no penalty. Transparent Skin: -1 BS to all enemies firing at this/these model(s) unless a monstrous creature or a metal
body. Stealth.
Warp Aura: +1 to invulnerable save or a 5+ invulnerable save. Weapons Master: +1 WS or BS Wings: Move as if a Jump Pack Vampyre: Once per turn, regain a lost wound if this/these models has/have done a wound to an enemy. -1 S
unless in Night Fighting, in which case +1 S.
(Note that even though Chaotic Attributes are not listed in the options of any unit, ANY non-vehicle unit or modelmay purchase Chaotic Attributes. )
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Rewards of the gods:
A non-Aspiring Champion/Sorcerer with any Mark may purchase:
Daemon Prince: Up to 3 different stat areas may be upgraded by 1, with the exception of savesand points value. Remember that the max for any stat is 10. Chaos Daemon, Eternal Warrior.
Must have at least 4 Chaotic attributes but no more than 6. Gives a -1 to the Daemon Prince's
armor save unless it is Chaos Armor, and the model grows slightly larger and should be mountedon a 40mm base at the very least. The model may not take any sort of mount. (65)
Chaos Spawn: The model is accompanied by a Chaos Spawn. It does not Rage unless it is on its
own, and the champion/sorcerer may not infiltrate or deepstrike. (35)A non-Aspiring Champion/Sorcerer with the proper Mark may buy any of the rewards pertaining
that particular god here:
Khorne:
Aggression: +1 WS, BS, S. Takea LD test every turn, on a failure this
model gains Rage. (35)
Brass Body: Ignores psychic
shooting attacks on a 4+ or gets +1 tothe roll of ignoring a psychic power
affecting this model and gives +1T (20)
Collar of Khorne: Whenever thismodel is affected by a psychic power,roll 1d6. On a 3+, it is ignored instead.
(12)
Face of a Bloodthirster: GivesHideous Appearance (with the -2 LD
for Greater Daemons), Bestial
Face. (25)
Tzeentch:
Face of Lord of Change: Automatically pass one psychic test
once per game, Bestial Face. (14)
Hand of Tzeentch: In the shooting
phase, the model may also do Assaultd6 Str3 Ap -- hits to one enemy unit
within 12" in addition to any other
shooting attacks it has. Is considered aCCW. (10)
Reforming Body: At the beginningof each of your turns, roll a d6. On a
5+, this model regains a lost wound butcan never have more wounds than it
started with. (20)
Nurgle:
Cloud of Flies: Enemy models geta -1 to hit against this model. (20)
Face of a Great Unclean
One: Bestial Face. Models withthe Mark of Nurgle get +1 LD if within 14" of
this model. (28)
Nurgling Infestation: All enemiesin base contact take an auto Str3 hit. (7)
Slaanesh:
Crossbreed: Becomes half-Mount of Slaanesh, half the mutant's original form. The
champion moves as if it was Cavalry and gainsFleet of Foot(or may roll 2d6 for fleet if the
mutant already has it). The Champion also gets
-1 T if its T is higher than 3. (24)
Face of a Keeper of Secrets: Hypnotic Gaze(or -2 to enemy I if the mutant already has this
Attribute), Bestial Face. (20)
Musk: Once per turn, choose one modelwithin 6". It must make a LD test on 3d6 (evenif Fearless) or else it must move towards this
model but may not charge, however it must
still adhere to the 2" it can be from enemies. Its
squad may either join the model or choose toleave it to its fate! (25)
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1 Hand CCW's:
Accursed Crozius Arcanum- Power Weapon, is also an Undivided Personal Icon.
Khornate Chain axe- Gives -1 to enemy saves in CC. Only models with the Mark of Khorne may purchase this weapon. Doesn't stack with Beweaponed Extremities.
Plague Weapon-Poisoned 4+. Only models with the Mark of Nurgle may purchase thisweapon.
2 Hand CCW's:
Great Weapon: +1 S, -1 I
Daemon Weapons: Detailed on page 10.
Range Strength Ap Type
Blast-Master Dispersed:24"
Focused:36"
6
8
5
3
Assault 3
Assault 1, Blast,Pinning
Combi-Bolter 24" 4 5 Rapid Fire*
Firearms 18" 4 -- Assault 1
Hand Flamer Template 3 6 Assault 1
Needle-Pistol 12" X (poisoned 4+) 5 Assault 1
Sonic Blaster Dispersed:18"
Focused:24"
3
5
--
5
Assault 3
Assault 1
*When in Rapid Fire range, the Combi-bolter gets +2 shots instead of +1.
Mounts (Any model may only have one mount at any time, and may not be in a transport.
Models in terminator armor and monstrous creatures may never take Mounts.)Chaos Steed: Mount. Move as if Cavalry.
Steeds of the gods: All are Mounts. can only ride steeds of the corresponding mark. These statincreases are to base stats.
Juggernaut of Khorne: +1 S, T, W, Fleet (46)
Disc of Tzeentch: +1W, Move as if an Eldar Jet-bike (32)
Palanquin of Nurgle: +1 T, +2W (46)
Mount of Slaanesh: -1 I to enemy in assaults, Fleet, Cavalry, Hit and Run (30)
Jet-Bikes: Mount. The model moves as if a Jet-Bike and has Hit and Run. In games of 2500
points or less, a maximum of 9 Chaos Jet-bikes may be fielded. In games of 2501+ points, amaximum of 18 Jet-bikes may be fielded.
Tactical Assault Pack: Mount. The model moves as Jump Infantry and has Hit and Run.
Bike: Mount. The model moves as a Bike and gets +1 T.
Xeno Cavalry: Mount. The model moves as Cavalry and gets +1 T.
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Daemon Weapons:
Do d2 wounds, Power Weapon. At the beginning of the game, roll a d6, 1-4 the daemon is aLesser Daemon, on a 5 or 6 it is a Greater Daemon. The Daemon will correspond to the mark of
the Champion wielding it. I.e., a Tzeentch champion's Daemon weapon will have a Pink Horror
or a Lord of Change. The Daemon inside the weapon is still able to take its allotted Chaos
Attributes. Any shooting attack (even psychic!) that the daemon has may be fired from theDaemon weapon, even one from the attribute table.
Also, at the beginning of each of your turns, roll a d6. On a 1, roll 2d6.
2: The bearer is sucked into the weapon, remove it from the table as a casualty.3-4: The Daemon leaves, and the weapon becomes a normal CCW
5-9: The Daemon attacks the bearer of the weapon, doing 1 wound that is unsaveable.
10-11: The Daemon appears from the weapon and fights on the side of its former bearer.
The weapon becomes a normal CCW.12: The Daemon may gain up to 15 points of Chaos Attributes.
The Daemon weapons, depending on the mark, are also given these abilities:
Khornate: +1 A, May add attacks to this model equal to the number of models it has killed lastturn. If a Greater Daemon inhabits the weapon, it is not armed with an Axe of Khorne.
Tzeentchian: Force Weapon, All the model's psychic powers get +9" range, is also a PsychicHood with an 18" range.
Nurglesque: Poisoned: 3+. Any model wounded by this weapon must take a T test or take an
additional wound.
Slaaneshi: The model becomes I9, and has Offensive and Defensive GrenadesUndivided: +d6 A, +1 S
(Models who purchase a Daemon weapon have it automatically synced to their mark. This means
that a Champion of Khorne will always have a Khornate Daemon Weapon. Models with no mark or mark of Undivided will always get a Undivided Daemon weapon, etc.)
Cults and Veteran Skills (Marine Renegades ONLY)
Cults Veteran Skills
Berserker: +1 WS, Furious Charge (Must haveMark of Khorne)
Rubrics: Slow and Purposeful, Relentless, 4+invulnerable save (or +1 to current invulnerable), may
not take Chaotic Attributes or Vet Skills. Must have a
unit composition of 8 Rubrics and 1 ApprenticeSorcerer with a Talent Focuser (free) and the Mark of
Tzeentch who does not benefit from the above rules.May not have any attributes.
Plague: -1 I, Feels No Pain (Must have Mark of Nurgle)
Noise: Replace Boltgun with Sonic Blaster (Must
have Mark of Slaanesh).The Aspiring
Champion/Apprentice Sorcerer may purchase aBlastmaster for +15 points.
Acute Senses
Infiltrate
Move Through Cover
Tank Hunters
Counter-Attack
Deepstrike
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Origin: You may take one Origin choice(Humanoid Renegades only!)
Inquisitor: May purchase a retinue from Codex: Daemonhunters (HQ only)
Eldar: +1 I, Fleet
Imperial Guard HQ: All Imperial Renegades use this model's LD for all LD tests that
they take Imperial Guard: +1 LD (Non-HQ choices only)
Beastman: +1 WS, +1 T, -1 LD (May not be taken by Psykers, -1 LD for IC's only)
Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, anddifficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a
minimum of 1". Relentless.
Other Wargear
Frenzon: At the beginning of your turn, you may choose to roll 1d6 (take a shot). You may
continue rolling dice (take more shots) to add bonuses after the first, but doubles means that the
model loses a wound and gains Rage permanently, triples removes the model from thegame. Doubles stack except in the case of 6. (30) These bonuses last until the beginning of yournext turn.
1. May charge an additional d3"2. +1 WS
3. +1 S
4. +1 I5. +1 A
6. Reroll any rolls to hit of 1 in close combat
Servo-Harness: Can fortify 1 piece of terrain, meaning that models that take a cover save in the
terrain receive a +1 to their cover save. Grants one Servo Arm. Also may use a Flamer or a
Twin-Linked Plasma Pistol in the shooting phase. May add up to 2 additional Servo Arms for+10 points per arm.
Servo-Arm: Grants a Power WeaponWS4 S4 attack to the user. Also, if the model next to avehicle, a 5 or 6 you can repair one non-destroyed result. The model gets +1 to the result for each
servo arm beyond the first.
Psychic Wargear: Familiar: Allows the Psyker to cast an additional psychic power
Force Weapon: (See the 40k Rulebook)
Talent Focuser: Gives an additional d6" range to all ranged psychic powers
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Unique to Chaos Vehicle Upgrades: (In the sense that no other army can get these upgrades but
this one)
Combi-bolter: Is a normal bolter, but instead of getting +1 shot for being within Rapid Fire
range, gets +2 instead.
Broadcaster: All friendly units within 12" of this vehicle that are in combat get +1 to their
Combat Resolution.
Daemonic Possession: Ignore and Shaken or Stunned Result. -1 BS.
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Psychic Powers: All powers take place in the shooting phase unless otherwise noted.
Generic(Undivided) Powers:
1. Imbue Power: The model's weapon
becomes a Force Weapon, unless it
is Khornate.
2.
Doombolt: The model may use aR24" Str 4 Ap 4 Assault 3 shooting
attack until end of turn
3. Slow Time: One squad (or one
character) within 18" moves as if in
difficult terrain and is I1 until the
beginning of your next turn.
4. Mass Mutation: Choose one non-Chaos
Spawn squad within 6" and roll for a
Chaos Attribute, rerolling it if it is Giant
Growth. The entire squad gains this
attribute until the beginning of their
next turn and then loses it. (Takes placein the Movement phase)
Tzeentch:
1. Bolt of Change: R36" Str9 Ap2 Assault1
2. Boon of Tzeentch: Once per turn, if
used, is not considered one of the powers
used this turn but still requires a psychictest. May cast an additional psychic
power this turn.
3. Psychic Duel: Choose any psyker. Both
sides roll a d6 and add their LD. If you
lose or tie, nothing happens. If you win,
the psyker gets -2 LD for psychic tests.
4. Reckoning of Tzeentch: One squad
with Tzeentchian allegiance may either
re-roll to-hit or to-wound rolls this turn.
5. Tzeentch's Fire Storm: Target one
enemy unit within 18", it takes d3+1 Str
9 Ap - hits and that unit moved as if it isin dangerous terrain their next turn. If
the unit takes 2 or more wounds from
this, place a Pink Horror within 6" of
that squad as if summoned by an icon.
6. Warp Time: Until the end of your turn,
you may reroll any to-hit or to-wound
rolls but you must reroll all of them.
Nurgle:
1. Aura of Decay: All models without an
allegiance to Nurgle within 3" get -1 to
their armor saves until the end of turn.2. Nausea: A unit/model within 14" must
take a T test (Majority Toughness, -1 if
MC, natural 6 is always a fail, cannot
affect units with MoN) must move 2D6
directly away from the caster. Ignoresdifficult terrain, but stop instantly if
they would move into Impassible/
Dangerous terrain or off the board.
3. Nurgle's Rot: All models without an
allegiance to Nurgle within 3" take aStr3 Ap- hit.
Slaanesh:
1. Acquiescence:
Select one model (with a WS) in base
contact with the psyker. Roll to hit usingWS. If a hit is rolled, the models WS, BS,
I and A are halved (rounding up), until
the start of the psyker's next shooting
phase. Then, roll a D6. If the result is a
5+, the model may not attack or makeany sweeping advances in that assault
phase. If the unit contains one or more
models with Mark of Khorne takes D6
wounds, with no cover saves allowed.
2. Bedazzle: All models within 12" musttake a LD test to attack this model, if
failed they may choose a different target.
3. Pavane: If the power is successfully
cast, the unit must be moved D6" in
the direction nominated by the Chaos
player but cannot be moved off of the
table.
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HQ Choice-Chaos Space Marine Champion
WS BS S T W I A LD SV Points
Aspiring 4 4 4 4 1 4 2 10 3+ 19
Lesser 4 4 4 4 2 4 2 10 3+/5++ 45
Major 5 5 4 4 2 5 2 10 3+/5++ 70
Legendary 6 6 4 4 3 5 3 10 3+/5++ 95Composition: 1 Marine Champion, or 0-3 Aspiring Champions that must be allocated to squads
before deployment
Weapons and Wargear: Powered Armor, Bolter, Bolt Pistol+ CCW, Frag Grenades
Special Rules: Independent Character
Options:
· Replace Bolt Pistol with:
Needle Pistol: FreeHand Flamer: +4
Plasma Pistol: +10
Lightning Claw:+15
· Replace Bolter with:Flamer: +7
Plasma/Melta Gun: +13Combi-Bolter +4
· Replace CCW with:
Khornate Chainaxe: +2
Plague Weapon: +2Power Weapon:+10
Power Fist:+20
Chaos Weapon:+10Daemon Weapon: +40
Lightning Claw:+15· Replace BP+CCW with Great
Weapon:+1 pt· Replace Powered Armor with:
Chaos Armor: +22
· Replace Powered Armor,
Bolter and Grenades with:Terminator Armor and Combi
Bolter:+25
· Replace Terminator Combi
Bolter:Heavy Bolter:+7
Reaper Auto-cannon:+18Combi-flamer, plasma, or melta:+5
· If no Terminator Armor:
Tactical Assault Pack: +30
Bike:+35Jet-bike:+45
Chaos Steed:+7
Chaos Mount: Variable points cost· May take:
Frenzon:+25Servo Harness:+25
Personal Icon:+15Psyker:+15
May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may theytake a Jet bike, Daemon Weapon, or a Personal Icon.
Champions who are psykers may choose 1 psychic power and may use that psychic power,
chosen from the list of powers in the Sorcerer section.
Cults Veteran Skills
Berserker +25
Plague: +35
Noise: +3, may replace Sonic Blasterwith a Blast Master for +13 points
Deepstrike: +15
Infiltrate: +15
Move Through Cover: +1
Tank Hunters: +5
Counter-Attack: +5
Acute Senses: +3
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HQ Choice: Chaos Space Marine Sorcerer
WS BS S T W I A LD SV PV
Apprentice 4 4 4 4 2 4 1 9 3+/5++ 40
Lesser 5 5 4 4 2 5 2 10 3+/5++ 80
Major 5 5 4 4 3 5 3 10 3+/5++ 110
Composition: 1 Sorcerer. An Apprentice sorcerer may not be taken as your only HQ choice.Weapons and Wargear: Powered Armor, Bolt Pistol, Power Weapon
Special Rules: Psyker, Independent Character
Options:
· Replace Bolt Pistol with:
Needle Pistol: Free
Hand Flamer: +4
Plasma Pistol: +10Lightning Claw:+15
· Replace Power Weapon with:
Plague Weapon: Free
Chaos Weapon:+10Force Weapon: +25
Daemon Weapon:+50· Replace Powered Armor with:
Chaos Armor: +22
· Replace Powered Armor,
Bolter and Grenades with:
Terminator Armor and Combi
Bolter:+25· Replace Terminator Combi
Bolter:
Combi-flamer, plasma, or Melta:+5
· If no Terminator Armor:Jet-bike:+45
Chaos Steed:+7Chaos Mount: Variable points cost
· May take:
Personal Icon:+25
Familiar:+20Talent Focuser: +10
May purchase a Mark of Chaos. Apprentice Sorcerers may not be a Daemon Prince, nor may
they take a Jet bike or a Personal Icon.
Apprentice Sorcerers may take up to 1 power, Lesser and Major Sorcerers may take up to 2.Powers may either be specific to their god and/or undivided
Undivided:
· Imbue Power
· Doombolt
· Slow Time
· Mass Mutation
Tzeentch:
· Bolt of Change
· Boon of Tzeentch
· Psychic Duel
· Reckoning of Tzeentch
· Tzeentch’s Fire Storm
· Warp Time
Nurgle:
· Aura of Decay· Nausea
· Nurgle’s Rot
Slaanesh:
· Acquiescence· Bedazzle
· Pavane
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HQ Choice: Chaos Space Marine Dark Apostle
WS BS S T W I A LD SV PV
Dark
Apostle
5 5 4 4 2 5 3 10 3+/4++ 105
Unit Composition: 1 Dark Apostle
Weapons and Wargear: Accursed Crozius Arcanum, Bolt Pistol, Powered ArmorSpecial Rules: Independent Character, Fearless.
Grants Fearless to any squad it joins, and during the first turn the Dark Apostle and its unit
charges, it may reroll any failed to-wound rolls.
Options:
· Replace Bolt Pistol with:Needle Pistol: Free
Hand Flamer: +4
Plasma Pistol: +8
Lightning Claw:+15· Replace Powered Armor with:
Chaos Armor: +22
May take:Frenzon+25
Servo Harness:+20
Personal Icon:+25
Psyker:+15
· Replace Powered Armor,Bolter and Grenades with:
Terminator Armor and Combi
Bolter:+25
Combi-flamer, plasma, or melta:+5· If no Terminator Armor:
Tactical Assault Pack: +30
Bike:+35Jet-bike:+45
Chaos Steed:+7
Chaos Mount: Variable points cost
Dark Apostles who are psykers may choose 1 psychic power and may use that psychic power,chosen from the list of powers in the Sorcerer section. If you wish to purchase a Mark for the
Dark Apostle, it may only have the Mark of Chaos Undivided.
Veteran Skills
Deepstrike+15
Infiltrate+15
Move Through
Cover+1
Tank Hunters+5
Counter-Attack+3
Acute Senses+3
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HQ Choice: Greater Daemon
WS BS S T W I A LD SV PV
Bloodthirster 10 10 7(8) 6(7) 4 7 4(6) 10 2+/4++ 295
Lord of
Change
6 10 6 6 4 6 2 10 --/3++ 260
Great
Unclean One
7 7 6 7 7 3 3 10 --/4++ 260
Keeper of
Secrets
8 6 6 6 4 10 6(7) 10 --/4++ 205
Undivided
Greater
Daemon
8 6 6 6 4 6 4 10 --/4++ 175
Unit Composition: 1 Greater Daemon
Weapons and Wargear: (all statistics are already added to the stat line of the GreaterDaemon.)
· The Bloodthirster has Fused Chaos Armor, Wings, an Axe of Khorne, and a whip
(CC weapon) and the Mark of Khorne, has a Collar of Khorne and a 4+ invulnerablesave.
· The Lord of Change has Wings and the Mark of Tzeentch, and a 3+ invulnerable
save
· Great Unclean One has a Plague Weapon and the Mark of Nurgle, and a 4+invulnerable save
· Keeper of Secrets has Razor Sharp Claws (Rending, 2 CCW) and the Mark of
Slaanesh, and a 4+ invulnerable saveSpecial Rules: There may only be one Greater Daemon per army.
All are Monstrous Creatures and Chaos Daemons and as such may roll up to 3 times on the
Attribute chart. If in an all-Daemon army, Lesser Daemons of the particular mark become troops,Beasts become Fast Attack, Chosen Daemons become Elite. All Greater Daemons are considered
Summoning Icons and as such any non-Greater Daemon may be summoned around them.
· Bloodthirster: Fearless. An Axe of Khorne is a one-handed Khornate Daemon
Weapon that ALWAYS has a Bloodthirster without an Axe of Khorne.· Lord of Change: Fearless. Knows all Tzeentch and non-specific psychic powers
and may cast up to 2 a turn. Automatically passes all psychic tests for psychic powers.
· Great Unclean One: Stubborn. Slow and Purposeful, Feels no Pain, may choose up
to 4 and use up to 2 psychic powers.· Keeper of Secrets: Stubborn. Hypnotic Gaze, may choose up to 3 and use up to 2
psychic powers a turn. Fleet.
· Undivided Greater Daemon: May choose up to 2 Undivided Powers and use up toone, and may be summoned by any icon. May also reroll one failed LD test once per
turn.
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HQ Choice- Humanoid Chaos Champion
WS BS S T W I A LD SV PV
Aspiring 3 3 3 3 1 3 2 8 5+ 9
Minor 4 4 3 3 2 4 2 9 5+/6++ 24
Major 5 4 3 3 3 4 3 10 5+/6++ 45Weapons and Wargear: Las/Autogun, Las/Autopistol w/CCW, Flak Armor
Unit comp: 1 Minor or Major champion or 0-3 Aspiring Champions that must be allocated to
squads during deployment.
Special Rules: Independent Character. If this HQ choice is taken, must take at least one
Humanoid Renegade or Mutant troop choice.
Origin. You may choose one Origin choice. If Aspiring Champions are taken, they
do NOT have to be of the same origin as the rest of the squad.
Options:
· Replace Las/Autopistol with:Bolt pistol: +1
Needle Pistol: +1Hand Flamer: +4Plasma Pistol: +10
· Replace Las/Autogun with:
Plasma/Melta Gun: +15
Flamer: +10Combi Bolter +6
Bolt Gun: +1
· Replace CCW with:
Power Weapon:+7Power Fist:+15
Chaos Weapon:+10Daemon Weapon:+40· Replace Flak Armor with:
Chaos Armor: +24
Carapace Armor: +5
Powered Armor: +10
· Replace Flak Armor ,Las/autogun and Grenades with:
Terminator Armor and CombiBolter:+35
· If no Terminator Armor:
Jump Pack:+24
Bike:+35Chaos Steed:+7
Chaos Mount: Variable points cost
· May take:Frenzon:+25
Servo Harness:+20Personal Icon:+25Psyker:+15
May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may they
take a Daemon Weapon, or a Personal Icon.Champions who are psykers may choose 1 psychic power and may use that psychic power,
chosen from the list of powers in the Sorcerer section.
Origin: · Inquisitor: +5
· Eldar: +15 (may not take Terminator Armor)
· Imperial Guard: +15
· Beastman: +15
· Dwarf-like: +15
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HQ Choice: Humanoid Sorcerer
WS BS S T W I A LD SV PV
Apprentice 3 3 3 3 1 3 1 7 5+/6++ 20
Lesser 4 4 3 3 2 3 2 9 5+/6++ 40
Major 4 4 3 3 3 4 3 10 5+/6++ 70Weapons and Wargear: Laspistol, CCW
Composition: 1 Sorcerer. An Apprentice sorcerer may not be taken as the only HQ choice.
Special Rules: Psyker, Independent Character, Origin( You may choose one Origin choice.)
Options:
· Replace Las/Autopistol with:
Bolt pistol: +1
Needle Pistol: +1Hand Flamer: +4
Plasma Pistol: +8
· Replace CCW with:
Power Weapon:+7Power Fist:+15
Chaos Weapon:+10
Daemon Weapon:+40Force Weapon: +25
· Replace Flak Armor with:
Chaos Armor: +22
Carapace Armor: +2Powered Armor: +10
· Replace Flak Armor ,
Las/autogun and Grenades with:
Terminator Armor and CombiBolter:+35
· If no Terminator Armor:
Jump Pack:+24Bike:+35
Chaos Steed:+7
Chaos Mount: Variable points cost
· May take:
Servo Harness:+20
Personal Icon:+25
Apprentice Sorcerers may not be a Daemon Prince, nor may they take a Daemon Weapon, or a
Personal Icon or a Jet bike
Origin:
· Inquisitor: Daemonhunters +5 pts
· Eldar: +15 pts (May not take Terminator Armor)
· Imperial Guard: +15 pts· Dwarf-like: +10 pts
Apprentice Sorcerers may take up to 1 power, Lesser and Major Sorcerers up to 2. Powers mayeither be of the specific to their god and/or undivided
Undivided:
· Imbue Power· Doombolt· Slow Time
· Mass Mutation
Tzeentch:
· Bolt of Change· Boon of Tzeentch· Psychic Duel
· Reckoning of Tzeentch
· Tzeentch’s Fire Storm · Warp Time
Nurgle:
· Aura of Decay
· Nausea· Nurgle’s Rot
Slaanesh:
· Acquiescence
· Bedazzle· Pavane
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HQ Choice: Skeletal Champion
To serve Chaos sometimes means to serve it even after death. Skeletal Champions are the
result of Champions of Chaos coming back from the dead, forced to continue serving their cruel
masters for a year and a day, when they will crumble into dust and be forgotten.
WS BS S T W I A LD SV Points
Skeletal
Champion
X-d2 X-d2 X-d2 X X-1 X-d2 X-d2 10 X X+2
Weapons and Wargear: See Special Rules
Special Rules: Eternal Warrior, Fearless, Feels No Pain, Relentless.
Skeletal Champion: To create a skeletal champion, first take the stats of any HQ choice with
the exception of Greater Daemon. The X indicates the original value. For example, W. If a
Marine Champion is taken for a Skeletal Champion, its Wounds with be 3-1, or W2. Roll a d2 atthe beginning of the game but before deployment, this is for all its values that have a d2 listed.
So if a Marine Legendary Champion is taken and a 2 is rolled for the Skeletal Champion, its stats
will be: WS4 BS4 S2 T3 W2 I3 A1 LD10 SV3+. The points cost is the cost of the HQ choice+2.
May not used Psychic Powers. Mod the Mark of Tzeentch to grant a Psychic Hood instead. If the
Champion is part of the Plague Cult, it has Feels no Pain on a 3+ instead of a 4+.
Options:
The Skeletal Champion may take options from the HQ that you have chosen. It may not be a
Daemon Prince. The Skeletal Champion is armed with all Weapons and Wargear that the HQ
originally had.
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Dedicated Transports: Rhino
Rhino BS AV PV
-- 11/11/10 32
· Composition: 1 Rhino· Unit Type: Vehicle (Tank)
· Weapons and Wargear: Combi Bolter, Smoke Launchers
· Transport Capacity: 10, with 3 access points: 1 on each side, and 1 on the rear· Special Rules: Repair
· Options:
· May take any of the following:Dozer Blade: +5
Searchlight:+1
Additional Combi-Bolter:+10Daemon Possession:+15
Extra Armor: +10Replace Combi-Bolter with a Havoc
Launcher: +8
Broadcaster: +10· The BS may either be:
BS3 (Free)
BS4 (+3) [This must be taken if you have a Marine HQ choice or are
transporting Marines]
Dedicated Transports: Chimera
Chimera BS AV PV
3 12/10/10 55
· Composition: 1 Chimera· Unit Type: Vehicle(Tank)
· Weapons and Wargear: Turret Multi-Laser, Hull Heavy Bolter, Smoke Launchers
· Transport Capacity: 12, with one access point on the rear· Special Rules: Amphibious, has 5 Fire Points which are assumed to be taken from the topHatch of the Chimera· Options:
· Replace Multi-Laser with:Heavy Bolter, Heavy Flamer: Free
TL Heavy Bolter or Autocannon: +5
· Replace Hull Heavy Bolter withHeavy Flamer: Free
· Take Any of the Following:
Dozer Blade: +5Searchlight:+1
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10Targeters (+1 BS): +15
· Take a pintle weapon:
Heavy Stubber: +10Combi-Bolter: +5
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Dedicated Transport: Renegade Transport Vehicle
Renegade Transport
Vehicle
BS AV Points Value
3 9/9/9 20Unit Composition: 1 Renegade Transport
Unit Type: Vehicle (Tank)
Weapons and Wargear: Hull Heavy Stubber
Transport Capacity: 5
Special Rules: Open Topped
Options:
Unit typeoptions:
Weapons options AV options Transport optionsMay take anyof these:
Skimmer:
+20
Fast
Vehicle:
+10
Replace Hull
Heavy Stubber with:Heavy Bolter or
Heavy Flamer: +5Autocannon +10
Missile Launcher:
+15Havoc Launcher: +9
May take a Turret
Weapon:Heavy Bolter: +10
Heavy Flamer: +10Autocannon: +15TL Heavy Stubber:
+10
Upgrade an armor
facing to 10: +2 ptsUpgrade an Armor
facing to 11: +7 pts
Upgrade an armorfacing to 12: +12 pts
(Note that the price for
side armor is the same,so upgrading side
armor to 10 is still only
3 pts)
Capacity of 10:
+7 pts
Capacity of 12:+12 pts
May be Close-
Topped: +5Smokelaunchers: +2
Searchlight:
+1
Extra Armor:
+10
Daemon
Possession:+10
Targeter (+1
BS):+15
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Troops Choice: Humanoid Renegades
WS BS S T W I A LD SV Points
Renegade 3 3 3 3 1 3 1 6 6+ 3
Veteran 3 4 3 3 1 3 1 7 6+ 6
Instigator 4 4 3 3 1 3 2 8 6+ 9
Aspiring
Champion
3 3 3 3 1 3 2 8 6+ +4
Weapons and Wargear: Las/Auto-gun, CCW, Flak Jacket (6+ save)
Unit Composition: 5-20 Renegades or Veterans and up to 1 Instigator
Transport: May take any dedicated transport for the points listed
Special Rules: Origin. You may choose one Origin choice. If an Aspiring Champion is
taken, it does NOT have to be of the same origin as the rest of the squad.
Options:
· May take an Instigator for 9 points.· The Instigator may one:
Bolt Pistol: +2 ptsLas/auto-pistol: +1 pt
Plasma Pistol: +10
· Instigator may take one:
Power Weapon: +10 ptsCCW: +1 pt
May replace one Renegade with an
Aspiring Champion, it may take anyoptions normally available to it from the
HQ selection.
Flak Armor: +1 PPMCarapace Armor:+3 PPM
For every 10 Renegades, one may take:
Flamer or Grenade Launcher: +5 pts
Melta or Plasma Gun: +10 pts
Heavy Stubber: +10 pts
One Renegade may take:
Mortar: +5 ptsHeavy Bolter: +10 pts
Autocannon or Missile Launcher: +12 pts
Lascannon: +20 pts
All Renegades may replace their
Las/autogun with Firearms or anadditional CCW: Free
Origin:Imperial Guard: The entire unit raises its LD stat by 1. (+1 PPM)
Beastman: +1 WS, +1 T, -1 LD (+2 PPM)
Eldar: +1 I, Fleet (+2 PPM)Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and
difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a
minimum of 1". Relentless. (+3 PPM)
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If no Heavy Weapons are taken, the squad may take Chaos Steeds for +3 PPM
Troops Choice: Marine Renegades (Chaos Space Marines]
WS BS S T W I A LD SV PV
Marine 4 4 4 4 1 4 1 9 3+ 15
AspiringChampion
4 4 4 4 1 4 2 10 3+ +10
Apprentice
Sorcerer
4 4 4 4 1 4 1 10 3+ +25
Unit Composition: 5-20 Marine Renegades (Chaos Space Marines)
Weapons and Wargear: Boltgun, Bolt Pistol and CCW, Powered Armor
Transport: May take any dedicated transport for the points listed
Special Rules: Cults (if the Marines have the proper mark, they may choose up to 1
Cult option.)
Options: May purchase a Mark of Chaos and up to the allowed number of attributes.
For every 5 Marines, one mayreplace its Bolter with:
Plasma Gun: +10Combi Bolter +4
Melta Gun:+10
Flamer: +6
The Aspiring Champion/Apprentice
Sorcerer may replace CCW with:Power Weapon: +8
Power Fist: +17
The Aspiring Champion/Apprentice
Sorcerer may replace its boltpistolwith:
Plasma Pistol: +6
Hand Flamer: +6Needle pistol: +3
May replace CCW’s (not power fists or weapons) with Chainaxes or
Plagueswords for +2 PPM.
One squad member with any Mark may take a Summoning Icon of that
Mark.
One Marine may replace its Bolterwith:Heavy Bolter:+7
Reaper Auto-cannon:+10
Las-cannon:+18
Combi-flamer, plasma, or melta:+5
If no Heavy Weapons are taken, the squad may purchase Chaos Steeds for +5 PPM
The squad may purchase Frag grenades for +1 PPM or Krak grenades for +1 PPM.
Cults Veteran Skills
Berserker+3 PPM
Rubric: +4 PPM except for theSorcerer.
Plague: +5 PPM
Noise: +2 PPM
Deepstrike: +2 PPM
Infiltrate: +2 PPM
Move Through Cover: +1 PPM
Tank Hunters: +1 PPM
Counter-Attack: +1 PPM
Acute Senses: +1 PPM
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Troops Choice: Mutants
WS BS S T W I A LD SV Points
Mutant 3 2 3 4 1 3 2 6 6+ 6
Boss
Mutant
4 2 3 4 2 3 3 7 6+ +13
Unit Composition: 15-30 Mutants Weapons and Wargear: 1 CCWSpecial Rules: May take one free attribute for squads but then must roll on the negative chaos
attribute table and apply it to the squad. These count towards the attributes used.Options: May purchase a Mark of Chaos and up to the allowed number of attributes.
· Laspistols: +2 PPM
· Replace CCW or Laspistol with Firearms:+1 PPM
· May replace one mutant with Boss
Mutant for the points cost listed.
The Mutant Boss may take a Power Fist for +15points, or a Power Weapon for +10 points
Special Attributes: (may only take 1, is one of
the 2 attributes this squad can purchase)· Khornate: Furious Charge(+3 PPM)
· Tzeentchian: Cavalry (+2 PPM)
· Nurglesque: 4+ Armor save (+3 PPM)
· Slaanesh: -1 WS to enemy in assaults (+2PPM)
To represent Undead: -2 WS, BS becomes --, -2 I, Feels No Pain, We'll Be Back, Slow and
Purposeful. This is not a mutation and the squad may be upgraded to Undead for +3 PPM
Troops Choice: Possessed
WS BS S T W I A LD SV PV
Possessed 4 4 5 4 1 4 2 10 3+/6++ 20
Unit Composition: 5-10 Possessed
Weapons and Wargear: Bolter, Bolt-Pistol and CCW
Transport: May take any dedicated transport for the points listed
Special Rules:
Possessed: The possessed may take up to 5 Chaos Attributes. This squad may not have an
Aspiring Champion or Sorcerer. They do not get minuses to their armor for Chaos Attributes.In addition, the possessed are Fearless and suffer from Instability like Chaos Daemons except
that they may take an invulnerable save to prevent the wounds despite the rules saying
otherwise.
Options:
Of the 5 Chaos Attributes, up to 3 may be purchased from the Independent Character Attribute
squad at 1/4th the original price as the cost per model, rounded up. If the Possessed are morethan 30 points each as a result of this, also roll to add an attribute as if they had purchased 60
points of gifts, and apply it to the entire squad. (Giant Growth may not be purchased)
Cult Options:
Cults
· Berserker: +4 PPM· Plague: +5 PPM
· Noise: +3 PPM
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Lesser Daemons
WS BS S T W I A LD SV Points
Bloodletter 5 5 4 3 1 5 2 8 4+/5++ 16
Pink Horror 2 3 3 3 1 3 1 8 --/5++ 16
Blue Horror 1 2 2 3 1 2 1 6 --/5++ --
Plaguebearer 4 1 4 5 1 3 1 8 --/5++ 16Nurgling 3 0 3 3 3 3 3 7 --/5++ 16
Daemonette 4 3 3 3 1 6 2(3) 8 --/5++ 16
Lesser
Daemon
4 4 4 3 1 4 2 8 --/5++ 12
Unit Composition:
Lesser Daemons: 5-20
Nurglings: 1-7 Bases
Weapons and Wargear:
· Bloodletters have Hellblades (Power Weapons), Mark of Khorne and a 4+ armor save· Pink and Blue Horrors: Mark of Tzeentch, Flames of Tzeentch
· Plaguebearers have Plague Weapons (Poisoned 4+) and Mark of Nurgle
· Nurglings: Mark of Nurgle
· Daemonettes: Razor Sharp Claws (Rending, are 2 CCW's)· Lesser Daemons: Mark of Chaos UndividedSpecial Rules: All are Chaos Daemons. Lose Fearless/Stubborn if fighting a Greater Daemon.
Pink Horror: Whenever a Pink Horror is eliminated (not by an instability test), place 2 BlueHorrors within 1" of where it once was. Flames of Tzeentch is R18" Str 3 Ap 4 Assault 2
Nurglings: Swarm
Options: All Daemons besides Bloodletters and Nurglings: May pay 15 points and one Lesser Daemon
may use a psychic power. You should let your opponent(s) know which daemon has the psychic
power, and model it differently from the rest of the squad so they know. Just don't be a jerk aboutit.
0-1 units of Bloodletters may take Juggernauts for +30 PPM and may remain a troopschoice in an all Daemon army.
Daemonettes may take Beasts of Slaanesh for +15 PPM
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Fast Attack Choice: Mounted Renegades
WS BS S T W I A LD SV PV
Mounted
Humanoid
3 3 3 3 1 3 1 7 5+ 6
Mounted
Marine
4 4 4 4 1 4 2 9 3+ 15
Humanoid
Combat
Bike
3 3 3 3(4) 2 3 2 7 5+ 27
Marine
Combat
Bike
4 4 4 4(5) 2 4 3 9 3+ 40
Unit Composition: 3-9 Mounted Humanoids/Marines or 1 Combat Bike
Weapons and Wargear: Bikes have a TL BoltgunHumanoids have a Laspistol and CCW and Flak Armor
Marines have a Boltpistol and CCW and Powered ArmorCombat Bikes have a Heavy Stubber and a TL Boltgun and 2 crew members
Special Rules: If a Bike, Turboboost.
Mounted Renegade Options: Mount options: (Each model must purchase a
mount, each squad must all have the same
mount)
Any model may take:Meltabombs: +5 PPM
Every 3rd
model may purchase:Plasmagun: +10
Meltagun: +10
Flamer:+7Combat Bike may replace HeavyStubber with:
TL Heavy Stubber: +3
Heavy Bolter: +5
Multi-Melta: +15 (marines only)
Bike: +11 PPM
Xeno Cavalry: +9 PPM
Chaos Steed: +3 PPM
[Note that Humanoid and Marine Combat
bikes may not the above options.]
You can see what mounts do on page 9.
Cult and Veteran Options:
Cults Veteran Skills Origin:
· Berserker: (+4 PPM)· Rubrics: (+5 PPM)
· Plague: (+7 PPM)
· Noise: (in this case,
replace the TL Boltgun witha TL Sonic Blaster) +3 PPM
Infiltrate (+4 PPM)
Move Through Cover(+2 PPM)
Tank Hunters (+2 PPM)
Counter-Attack (+1
PPM)
Acute Senses (+1 PPM)
Eldar: (+2 PPM)Imperial Guard:
(+1 PPM)
Beastman: (+4
PPM)Dwarf-like: (+3
PPM)
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Fast Attack Choice: Chaos Space Marine Raptors
WS BS S T W I A LD SV Points
Raptor 4 4 4 4 1 4 1 9 3+ 24
Leader 4 4 4 4 1 4 2 9 3+ +3Unit Composition: 3-10 Raptors
Weapons and Wargear: Bolter, Bolt Pistol+CCW, Powered Armor, Assault Pack Special Rules:
Tactical Assault Pack: Move as Jump Infantry, Hit and Run. In the Assault Phase, if the Raptorsdo not assault or are currently not in assault, they may move 3".May not purchase a Mark of Chaos.Options:
Frag Grenades: +1 PPM
Krak Grenades: +2 PPM
Melta Bombs: +4 PPM
For every 3 Raptors, one may replace its Bolterwith:
Flamer: +6Plasma: +10Melta: +10
Veteran Options:
Veteran Skills
Infiltrate (+1 PPM)
Move Through Cover (+1 PPM)
Tank Hunters (+3 PPM)
Counter-Attack (+1 PPM)
Acute Senses (+1 PPM)
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Fast Attack Choice: Chaos Spawn
WS BS S T W I A LD SV Points
Chaos
Spawn
3 0 5 5 3 3 D6 6 4+ 30
Unit Composition: 1-3 Chaos Spawn
Weapons and Wargear: You don't want to know. (2 CCW)Special Rules: Fearless, Scout. At the beginning of each of your turns roll 2d6. If the result is
higher than the Chaos Spawn's LD, it gains Rage until the end of turn.
Receives two free Chaos Attributes that total no more than 30 points, but also gets one of therandom, negative Chaos Attributes.
Fast Attack Choice: Renegade Walker
WS BS S AV I A PV
3 3 6 F S R
10 10 10
3 1 20
Unit Composition: Squadron of 1-3 WalkersUnit Type: Vehicle (Walker, open-topped)
Weapons and Wargear: Heavy Stubber, CCWSpecial Rules: You may choose to upgrade the Renegade Walkers individually though they arepart of a squadron.
Options:
Weapons Armor Other
Replace Heavy Stubber with:Havoc Launcher: +8
Heavy Bolter: +10Autocannon: +12
Missile Launcher: +15Power Weapon: +10Power Fist: +20
Heavy Flamer: +10
Replace CCW with:
Heavy Stubber: +8Heavy Bolter: +13
Autocannon: +16
Dread CCW: +15
Increase an armor value to 11:+5
Increase an armor value to 12:+15
Vehicle is Close-topped: +10
Increase WS or BS or I to4: +13 pts
Daemon Possession: +10
Extra Armor: +10
Broadcaster: +13
The Walker may have the following special rules for the prices below, but all walkers in thatsquad must take them:
Scouts: +5 PPMMove Through Cover: +2 PPM
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Chaos Beasts
WS BS S T W I A LD SV PV
Fleshhound 5 0 4 3 1 5 2 8 5+ 12
Screamer 3 4 3 3 1 3 1 8 4+ 19
Seeker 4 0 3 3 1 6 2 8 5+ 15
Furies 4 0 3 3 1 4 1 8 5+ 10Unit Composition: 3-10
Weapons and Wargear:
Flesh-hound: Claws (2 CCW), Mark of Khorne
Screamer: Warp Jaws (power weapon), Mark of Tzeentch
Seeker: Rending Claws (2 CCW, Rending), Mark of Slaanesh
Furies: Claws (2 CCW)Special Rules: All are Chaos Daemons
Flesh-hound: Cavalry
Screamer: Moves like a Jetbike, has a shooting attack of R36” Str 4 Ap – Assault 2
Seeker: Fleet, Cavalry
Furies: Move as Jump Infantry
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Elites Choice: Chosen Renegades
. WS BS S T W I A LD SV Points
Chosen 5 5 4 4 1 4 2 10 3+/6++ 25
Sorcerer 5 5 4 4 1 4 2 10 3+/6++ +18
Champion 5 5 4 4 2 5 3 10 3+/6++ +20
Unit Composition: 3-10 Chosen Weapons and Wargear: Bolter, Bolt-Pistol+ CCW, Powered Armor, Frag Grenades
Transport: May take any dedicated transport for the points listed
Special Rules:
The Chosen: If the Chosen take a Mark, the mark's abilities and point costs are changed to:
Khorne: +1 BS and +1 A (+5 PPM)Tzeentch: May purchase an additional 2 attributes, ignore minuses to armor. (+3 PPM) Nurgle: +1 to base T (so T5) (+8 PPM)Slaanesh: Fearless. (+3 PPM)Undivided: May choose to pass or fail any LD test (+5 PPM)
If the Chosen have the proper sacred number, instead of a free Aspiring Champion, they may
take one additional attribute for its point cost. Options: May purchase a Mark of Chaos and up to the allowed number of attributes.
· One Chosen may be upgraded to aChampion.
· Every other Chosen may be upgraded to
a Sorcerer unless they have the Mark of
Khorne. They may choose one Psychic powerfrom the list afforded to them.
· Every other Chosen may take:
Plasma Gun: +10Combi Bolter +4
Melta Gun:+10
Flamer: +6· Any Chosen may replace its CCW with:
Power Weapon: +7
Power Fist: +15
Khornate Chainaxe: +2Plague Weapon: +2
· All Chosen may replace their Bolter andGrenades with Terminator Armor and a Combi
Bolter: +10 PPM
· Every other Chosen in Terminator Armor
may replace their Combi Bolter with:Heavy Bolter: +7
Reaper Auto-cannon: +12
Las-Cannon: +18Combi-Flamer/Plasma/Melta: +5
· If no Terminator Armor, may take:
Tactical Assault Pack: +15 PPMBike:+15 PPM
Xeno Cavalry: +12 PPM
Jet-bike:+30 PPM
Chaos Steed:+4 PPMChaos Mount: Variable points cost, have
the cost rounding down, for the PPM
Veteran Skills
Deepstrike: +3 PPM
Infiltrate: +3 PPM
Move Through Cover: +1 PPM
Tank Hunters: +2 PPM
Counter-Attack: +1 PPM
Acute Senses: +1 PPM
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Elites Choice: Big Mutants
WS BS S T W I A LD SV PV
Big
Mutant
4 2 5 5 3 3 2 8 6+ 30
Boss 5 2 5 5 3 3 3 9 6+ +15
Weapons and Wargear: Las/autogun, CCW Unit Composition: 3-6 Big MutantsSpecial Rules: May take one free attribute for squads but then must roll on the negative chaos
attribute table and apply it to the squad. These count towards the attributes used.
Big Mutants take up 2 spaces in a transport.Options:
· Laspistols: +2 PPM
· Replace Las/autogun withFirearms: +1 PPM
Ripper Guns: +4 PPM
· May replace one mutant with Boss
Mutant for the points cost listed.
Special Attributes: (may only take 1, is one of
the 2 attributes this squad can purchase)· Khornate: Furious Charge(+4 PPM)
· Tzeentchian: Cavalry (+4 PPM)
· Nurglesque: 4+ Armor save (+3 PPM)
· Slaanesh: -1 WS to enemy in assaults (+3PPM)
To represent Undead: -2 WS, reduce BS to -- (they can never shoot), -2 I, Feels No Pain, We'll
Be Back, Slow and Purposeful. This is not an attribute and the squad may be upgraded to
Undead for +8 PPM
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Elites Choice: Chaos Space Marine Dreadnought
WS BS S AV I A Points
value
Dreadnought 4 4 6(10) F S R12 12 10
4 2 90
Unit Composition: 1 Dreadnought
Unit Type: Vehicle(walker)
Weapons and Wargear: Heavy Bolter, Dreadnought CCW with Combi-Bolter
Special Rules: Insane: Once per turn, at the beginning of each of your turns, if there isnot a model with a Servo Harness or Servo Arm within 12”, roll 1d6. On a 1, this modelgains Rage and moves towards the nearest model and, if possible, enters in assault
against it. On a 6, the model fires all of its weapons-twice at the nearest model.
Options:
Replace Heavy Bolter with:
Autocannon: +2Reaper Autocannon: +4
Missile Launcher: +5Dreadnought CCW with Combi-Bolter: +15
Heavy Flamer: Free
Multi-Melta or Plasma Cannon: +11
Lascannon: +8
Replace Dreadnought CCW with:Heavy Bolter: +5
Autocannon: +8
Reaper Autocannon: +11
Replace Combi-Bolter with:Heavy Flamer+8
Daemon Possession: +10Extra Armor: +10
Broadcaster: +13
May purchase an accompanyingTechmarine for its point cost, it maynot take any other upgrades besides a
Mark and upgrades to the Servo
Harness, the Techmarine is consideredpart of the same squad as the
Dreadnought and is not an Independent
Character and does not take up an
Elites choice.
For every 30 points you pay, the Dreadnought may gain +1 WS, BS, and I.
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Elites Choice: Renegade Technological Advisors
WS BS S T W I A LD SV Points
Techmarine 4 4 4 4 1 4 1 9 3+ 40
Techpriest
Engineseer
3 3 3 3 1 3 1 8 3+ 25
Servitor 3 3 3 3 1 3 1 10 4+ 12
Unit Composition: 1 Techmarine/Techpriest EngineseerWeapons and Wargear:
Techmarines have a boltgun, boltpistol, CCW, powered armor, and a Servo Harness
Techpriest Engineseers have a boltpistol, CCW, powered armor, and a Servo Harness
Servitors have a Servo Arm and Carapace ArmorSpecial Rules: Independent Character. For every Technological Advisor taken, you gain an extraHeavy Support slot but lose a Fast Attack slot.
Options: May purchase a Mark of Chaos and up to the allowed number of attributes.
Techmarine may replace its boltgun with:
Plasma Gun+10Melta Gun+10Combi-Bolter+5
Techmarine/Techpriest may replace its
boltpistol with:
Hand Flamer+5Needle Pistol+2
Techmarine/Techpriest may replace its
CCW with:Power Weapon+10
Power Fist+20
May be accompanied by a retinue of up to
6 Servitors for 12 points each.The servitors may replace their servo armswith:
Heavy Bolter+12
(0-1) Plasma Cannon+25
Servitors may have one of the followingprograms:
Ranged Attack (+1 BS) :+4 PPM
Close Combat(+1 WS) +2 PPM
May take a dedicated transport for its point cost. Note that while the Techmarine/Techpriest may
purchase a mark and chaos attributes, the servitors may do neither.
If a Techmarine/Techpriest Engineseer joins a Humanoid squad with Origin:Beastman, up to 3
Beastmen may be fitted with explosive collars for 5 points per collar. You may decide when
these collars detonate. When they do detonate, place the small blast template over the model, it is
Str4 Ap5. Remove the model from the game. In addition, the Beastmen use the TechnologicalAdvisor's LD.
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Elites Choice: Chaos Space Marine Terminators
WS BS S T W I A LD SV PV
Chaos
Terminator
4 4 4 4 1 4 2 10 2+/5++ 30
TerminatorChampion 5 4 4 4 1 4 3 10 2+/5++ +15
Composition: 3-10 Chaos Terminators
Weapons and Wargear: Terminator Armor, Power Weapon, Combi-bolter
Special Rules: Deepstrike
Options: May take a Land Raider/Land Raider: Legionnaire Class as a dedicated transport.
Any model may replace its Power Weapon
with a:
Chain Fist+15
Lightning Claw+7
Power Fist+10
:Note that if a squad is in the correct sacrednumber, instead of an Aspiring Champion it
may take a Terminator Champion for free.
Any model may replace its Combi-bolter with
a:
Combi-weapon+5
Lightning Claw+3
Every 3rd Terminator may replace its weaponwith:
(0-1) Assault Cannon+25
Autocannon+15
Heavy Flamer+5
Reaper Autocannon+25
Veteran Skills Cult Options
Move Through Cover (+1 PPM)
Tank Hunters (+3 PPM)
Counter-Attack (+1 PPM)Acute Senses (+1 PPM)
Berzerker+8
Rubric+5 (instead of an Aspiring
Sorceror, use a Terminator Championwith a Talent Focuser (free) and the IC
Mark of Tzeentch)
Plague+14
Noise+1
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Chosen Daemons
WS BS S T W I A LD SV PV
Beast of
Nurgle
3 0 4 5 2 2 D6 9 --/5++ 35
Bloodcrusher 5 5 5 4 2 5 4 9 3+/5++ 50Fiend 6 0 4 4 2 6 4 9 --/5++ 30
Flamer 3 4 3 3 2 4 1 9 --/4++ 35
Unit Composition: 3-10Weapons and Wargear:
Beast of Nurgle: 2 CCW, Mark of Nurgle
Bloodcrusher: Juggernaut of Khorne, Hellblade, Mark of Khorne
Fiend: Rending Claws (2 CCW, Rending), Mark of Slaanesh, Paralyzing Tongue
Flamer: Flames of TzeentchSpecial Rules: All are Chaos Daemons. With the exception of Bloodcrushers, and unit of Chosen
Daemons that is in its patron's sacred number may choose to have one model become a Psyker
for +10 points and gain a psychic power of your choice. Fiend: Paralyzing tongue: Any model wounded by a Fiend must take an I test (rolls
of 6 always fail, MC's get -1 to the roll) or become I1 next turn.
Flamer: Flames of Tzeentch
Flames of Tzeentch:
Range Strength AP Type
Minimum
Power
Template 4 6 Assault 1
Maximal 18" 5 5 Assault 2
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Heavy Support: Defiler
WS BS S AV I A Points
value
Defiler 5 3 8 F S R
12 12 11
4 2 140
Unit Composition: 1 Defiler
Unit Type: Vehicle(walker)
Weapons and Wargear: Battlecannon, Reaper Autocannon, Dreadnought CCW
Special Rules: The Reaper Autocannon is considered a Defensive Weapon on this
Walker, and this walker may fire any of its weapons and assault. The Defiler may
choose to fire its Battlecannon alone and get +1 BS. If fired alone, the Battlecannon maybe fired Indirectly.
Options:
Replace Reaper Autocannon with:
Missile Launcher: +5Dreadnought CCW: +10
Heavy Flamer: FreeMulti-Melta or Plasma Cannon: +11
Lascannon: +8
Replace Dreadnought CCW with:Heavy Bolter: +5
Autocannon: +8
Reaper Autocannon: +11
Daemon Possession: +10Extra Armor: +10
Broadcaster: +13
May purchase an Aspiring Championwith a Servo Harness for +30 points, itmay not take any other upgrades besides
a Mark and upgrades to the Servo
Harness, the Champion is consideredpart of the same squad as the
Dreadnought and is not an Independent
Character
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Heavy Support: Chaos Space Marine Havocs
WS BS S T W I A LD SV Points
Havoc 4 4 4 4 1 4 1 9 3+ 15
Sergeant 4 4 4 4 1 4 1 9 3+ 15
AspiringChampion
4 4 4 4 1 4 2 9 3+ +3
Unit Composition: 1 Sergeant and 1-9 Havocs
Weapons and Wargear: All have Bolters, Bolt pistols and CCWs, Powered Armor
Transport: May take any dedicated transport for the points listed
Special Rules: If the Sergeant/Aspiring Champion does not fire, any Havoc may fire at
any legal target but you must declare what Havocs are firing at what before you start
rolling. Havocs with the Mark of Khorne may fire into close combat, even if it involves
a friendly unit. After rolling to hit, randomize the hits between the units locked incombat fairly. (I.e., on a 1-3 it hits one side, on a 4-6 it hits the other side.) Then you can
proceed to the to-wound phase.
Options:
0-4 Havocs may replace its Boltgun (or
Sonic Blaster) with one of the following
weapons. Only 1 Plasma Cannon may be
taken.
· Autocannon: +15
· Heavy Bolter: +12
· Heavy Flamer: +10
· Heavy Stubber: +8
· Lascannon: +20
· Missile Launcher: +16
· Multi Melta: +16· (0-1) Plasma Cannon: +20
Addendum: For Havoc Squads, the Mark of
Khorne costs 5 points per model, not 3.
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Heavy Support: Predator
Predator BS AV PV
-- 13/11/10 50Composition: 1 Predator
Unit Type: Vehicle(Tank)
Weapons and War gear: Autocannon, Smoke Launchers
Options:
Replace Autocannon with Heavy Bolter:
Free
Replace Autocannon with Twin-Linked
Lascannons: +45
May take side Sponsons with Heavy
Bolters: +20 or Lascannons: +50Take Any of the Following:
Dozer Blade: +5
Searchlight:+1
Combi Bolter or Havoc Launcher:+10
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:
BS3 (Free)
BS4 (+10) [This must be taken if you
have a Marine HQ choice]
Heavy Support: Vindicator
Vindicator BS AV PV-- 13/11/10 100
Composition: 1 Vindicator
Unit Type: Vehicle(Tank)
Weapons and Wargear: Demolisher Cannon, Smoke Launchers
Options:
Take Any of the Following:
Dozer Blade: +5
Searchlight:+1
Combi Bolter +5 or
Combi Weapon+10 orHavoc Launcher:+15
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:
BS3 (Free)
BS4 (+15) [This must be taken if you
have a Marine HQ choice]
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Heavy Support: Land Raider
Land Raider BS AV PV
-- 14/14/14 206
Composition: 1 Land Raider
Unit Type: Vehicle(Tank)
Weapons and Wargear: Hull Twin-Linked Heavy Bolter, 2 Twin-Linked Lascannon Sponsons
Transport Capacity: 12 models (or 6 Terminators)
Special Rules: Machine Spirit (as per Codex: Space Marines), Assault Ramp
Options:
Take Any of the Following:
Searchlight:+1
Daemon Possession:+15
Extra Armor: +10
Smoke Launchers+3
Broadcaster: +10
The BS may either be:
BS3 (Free)
BS4 (+10) [This must be taken if you
have a Marine HQ choice]
Heavy Support: Land Raider Legionnaire-Class
Land Raider
Legionnaire-Class
BS AV PV
-- 14/14/14 236
Composition: 1 Land Raider
Unit Type: Vehicle(Tank)
Weapons and Wargear:, 2 Twin-Linked Autocannon Sponsons, Hull Twin-linked Heavy Bolter
Transport Capacity: 16 models (or 8 Terminators)
Special Rules: Machine Spirit (as per Codex: Space Marines), Assault Ramp
Options: Take Any of the Following:
Searchlight:+1
Daemon Possession:+15
Extra Armor: +10
May take a hull-mounted:
TL Combi-Bolter+5
Combi Flamer, Plasma: +10
Broadcaster: +10
The BS may either be:
BS3 (Free)
BS4 (+10) [This must be taken if you
have a Marine HQ choice]
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Heavy Support Choice: Renegade Heavy Vehicles
BS AV Points value
Leman Russ 3 14/13/10 150
Leman Russ
Demolisher
3 14/13/11 165
Basilisk 3 12/10/10 120
Unit Composition: 1 Leman Russ or 1 Leman Russ Demolisher or 1 Basilisk
Unit Type: All are Vehicle(Tank), Basilisk is Open-Topped
Weapons and Wargear:
Leman Russ has a Battle Cannon, a Hull Heavy Bolter, and Smoke Launchers
Leman Russ Demolisher has a Demolisher Cannon, a Hull Heavy Bolter, andSmoke Launchers
Basilisk has an Earth-shaker Cannon, a Hull Heavy Bolter, and SmokeLaunchers
Special Rules: For every Imperial Guard or Dwarf-like origin Renegade squad, you may takeone of these 3 vehicles in a Heavy Support choice.
Options:
Leman Russ/Demolisher Basilisk
Exchange Heavy Bolter for:Heavy Flamer: Free
Lascannon: +15
May take sponsons armed with:
Heavy Bolters/Heavy Flamers: +20
Multi-Meltas: +30
Plasma Cannons: +40
Dozer Blade: +5
Exchange Heavy Bolter for:
Heavy Flamer: Free
Armored Crew Compartment
(become closed topped): +15
Any vehicle may take:
Pintle-mounted Heavy Stubber or Assault (Storm) Bolter: +10
Hunter Killer Missile: +10
Extra Armor: +10
Daemon Possession: +15
Camo Netting: +20 for Leman Russes, +30 for Basilisks
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Heavy Support Choice: Obliterator Cult
WS BS S T W I A LD SV PV
Obliterator 4 4 5 5 2 3 2 10 2+/5++ 95
Unit Composition: 1-3 Obliterators
Weapons and Wargear: Obliterator Virus, Terminator Armor, CCW
Special Rules: Obliterator Virus: Considered Beweaponed Extremeties (alreadyincluded), and in addition:
Once per turn, any Obliterator may use one
of the following ranged weapons:
Combi-Bolter
Autocannon Heavy Bolter
Plasma Cannon
TL Plasma Gun
Once per turn, any Obliterator may replace
one its CCW weapons with:
Great Weapon
Lightning Claw Power Fist
Power Weapon
Obliterators may not purchase a Mark of Chaos but may still take attributes. In addition,they may never take a transport.
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[++Special Characters++]
[++Daemons++]
(Note that these Daemons may only be used in an all-Daemon army)
Skarbrand The Exiled
WS BS S T W I A LD SV PV
Skarbrand 10 10 8 6(7) 6 8 7 10 2+/4++ 600
Unit Composition: Skarbrand
Unit Type: Monstrous Creature
Weapons and Wargear: Honorific Daemon Axes, Mark of Khorne, Fused Chaos Armor
Special Rules: Fleet of Foot, Fearless
All models, friend or foe within 24" of Skarbrand must reroll all failed to-hit rolls in assault.
Honorific Daemon Axes: Is for all intents and purposes an Axe of Khorne, but grants +2 S. They
may be split apart and become 2CCW (thus granting +1 A), but don't give a S bonus. Announcewhich type you are going to use before the beginning of the combat phase.
Chaotic Attributes: Agile, Bestial Face, Breaths Fire, Inhuman Constitution, Strong,
Spits Acid (All already included)
Rewards: Collar of Khorne
Kairos Fateweaver
WS BS S T W I A LD SV PV
Kairos
Fateweaver
6 10 6 6 3 6 3 9 --/3++ 520
Unit Composition: Kairos Fateweaver
Unit Type: Monstrous Creature
Weapons and Wargear: Staff of Souls, Mark of Tzeentch
Special Rules: Independent Character, Stubborn
Staff of Souls: Is a master-crafted Daemon Weapon of Tzeentch that is also a Force Weapon
Oracle of Entity: Fateweaver and all allied units within 9" may reroll any failed armor, cover, orinvulnerable saves. Whenever Kairos takes a wound, he takes a LD test. If it is a failure, remove
him as a casualty.
Two Heads are Better than One: Kairos may use three powers a turn instead of two.
Chaotic Attributes: Teleport, Wings
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Kugath Plague-Father
WS BS S T W I A LD SV PV
Kugath 7 4 6 7 8 1 4 10 4+ 580
Unit Composition: Kugath
Unit Type: Monstrous Creature Weapons and Wargear: Mastercrafted Plague Weapon, Necrotic Missiles
Special Rules: Independent Character, Daemon, Slow and Purposeful, Feels No Pain,
Relentless knows all Nurgle Psychic Powers. At the beginning of each of your turns, you
may place d3 bases of Nurglings within 7” of Kugath, they are a separate unit. They are
worth 0 Killpoints.
Necrotic Missiles: In the shooting phase, Kugath may use Necrotic missiles.
Chaotic Attributes: Extremely Fat
Rewards: Nurgling Infestation
R” S AP Type
Necrotic Missiles 28 X (poisoned 4+) 2 Large Blast,
Pinning, Heavy 1
Hathothamon-Saator
Hathothamon-Saator has only defeated one time in his entire existence, by a human male who
lived on Earth while it was still a young planet. He would never forget the bold defiance of that man! The
humans spread like wildfire, and Saator could not go back to Earth because of his banishment! Now that
man has no power left to fight Saator, so Hathothamon scours the universe in search of his greatest
enemy.. Perhaps he will once again visit havoc upon Earth, and if he does the Imperium is truly doomed.
WS BS S T W I A LD SV Points
Hathothamon-
Saator
10 8 7 7 6 10 8 8 --/3++ 600
Unit Composition: Hathothamon-Saator
Unit Type: Monstrous Creature
Weapons and Wargear: Hoofs and Claws (count as 2 CCW), Talent Focuser
Special Rules: Is a Undivided Greater Daemon and knows all Undivided Psychic Powers
Evil Breath: Hathothamon-Saator is so intensely evil that even his breath can overcome most
foes. He has a shooting attack of R:Template StrX (poisoned 4+) Ap2 Assault 1, Pinning. In
addition, all non-Daemon models in base contact at the beginning of the combat phase must takea T test or suffer a wound with no saves, not even invulnerable, allowed. Monstrous creatures get
-1 to the roll, and a roll of 6 always fails.
Preferred Enemy: Any model with a WS stat from codices Daemonunters, Witch-Hunters, Space
Marines (and variants), Chaos Space Marines, Imperial Guard
Chaotic Attributes (All already included): Bestial Face, Evil Eye, Hideous Appearance, Wings
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[++Renegade Humanoids++]
Deranged Derek
He comes from a planet that is now a nuclear wasteland, one that was formerly one of the most
beautiful planets in the entire universe. He lost his former way of life, his wife, and now all he has is hate,a perfect specimen for Khorne. It took little to convince the man that all he had to do get revenge on those
who destroyed his life was to destroy theirs as well.
WS BS S T W I A LD SV Points
Deranged
Derek
6 5 4 3 2 5 4 10 2+/6++ 70
Unit Composition: Deranged Derek
Weapons and Wargear: Custom Shotgun, Autopistol, Khornate Chainaxe, Mark of
Khorne, Chaos Armor, Frenzon
Special Rules:
Addicted to Frenzon: Must take 2 Frenzon shots every turn, also has Feels No Pain
Custom Shotgun: R12" Str6 Ap -- Assault 2, Rending (and rends on a to-wound roll of 5+)
Chaos Attributes (All already included): Weapons Master (+1 BS)
Chaos Rewards (Already Included): Aggression
Options: May purchase Deranged Derek's Annihilator, a converted civilian car, for 50
points.
Annihilator BS AV Points
-- 11/10/10 35 Composition: 1 Annihilator
Unit Type: Vehicle(Tank)
Transport Capacity: 1 model
Special Rules: Extra Armor, 1 Fire Point, Open Topped,
If the Annihilator is taken, Derek must start the game mounted in it. No model
other than Derek may enter the Annihilator. The Annihilator may tank shock and
ram and inflicts a -1Ld penalty on any unit it tank shocks..The Annihilator alsohas 1 Firepoint, for simplicity's sake which is considered on the top of the car.
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Inquisitor Valshezzar
Inquisitors are exposed to the warp on a daily basis, and it is only a matter of time before those who are
not hardy enough to be weeded out. Valshezzar was not weak-minded in any way, he was strong of mind
and 'pure' of heart, as only an Inquisitor can be. But he fell face first to the greatest weakness of man:
Desire of power. Not just desired it, craved it. And Tzeentch gave it to him.
WS BS S T W I A LD SV Points
Inquisitor
Valshezzar
5 5 3 3 4 4 3 10 2+/4++ 160
Unit Composition: Inquisitor Velshazzar
Weapons and Wargear: Force Weapon, Plasma Pistol, Terminator Armor, Mark of
Tzeentch
Special Rules: Independent Character, Psyker, Iron Will (as per the Inquisitor Lord
special rule), knows Doombolt, Bolt of Change, Tzeentch's Fire Storm, and Warp Time,
Origin: Inquisitor
Chaos Attributes (All already included): Inhuman Constitution, Warp Aura
Chaos Rewards (Already Included): Reforming Body
Captain Halgon
Captain Halgon was a much celebrated Captain of the Promelian 7th Airborne of the Imperial
Guard, as much by the press as by his own soldiers. In many ways, he was a father figure to the young
men in his company, yet this proved to be their undoing. During a war in the Emersian system, the 7th
Airborne came upon a terribly mutated planet. Captain Halgon and his men had unwittingly stumbled
upon a planet that had been overrun by a plague, where those who had survived because of their pleas to
Nurgle sang a chant called the Chant of the Ever Circling Skeletal Family, in honor of the plague that
disintegrated the skin of their loved ones. It was entrancing, and Halgon and his men soon joined.
WS BS S T W I A LD SV Points
Captain
Halgon
4 4 4 3(4) 3 5 4 10 4+/6++ 175
Unit Composition: Captain Halgon
Weapons and Wargear: Mark of Nurgle, Carapace Armor, Master Crafted Heavy
Stubber, Laspistol, Chaos Weapon with Plague
Special Rules: Independent Character, Origin: Imperial Guard, Fearless. All
Origin:Imperial Guard models within 14" use this model's LD for any LD tests they take.
In addition, Captain Halgon may issue 2 orders as if he was a Senior Officer at 14" from
Codex: Imperial Guard to any Origin: Imperial Guard Renegade squad.
Chaos Attributes (All already included): Additional Arms, Magic Resistant
Chaos Rewards (Already Included): Face of Great Unclean One
Options: One Heavy Support choice in this army may be either a Valkyrie or a Vendetta
from Codex:Imperial Guard for the points cost listed in that codex. It may take upgrades
from Codex: Imperial Guard for their points cost listed.
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Ferin Grimjaw
They thought that they had killed them all. They thought that they were gone, no more
than legend. They were wrong. Manyhad survived through worship to the cruel and bloodthirsty
gods of Chaos. His ancestors had not stopped the tyranids, but the deities he now worships do.
WS BS S T W I A LD SV Points
Ferin
Grimjaw
4 6 3 4 3 4 2 9 2+/5++ 180
Unit Composition: Ferin Grimjaw
Weapons and Wargear: Mark of Chaos Undivided, Daemon Weapon, Exo Armor with
inlaid Assault Cannon
Special Rules: Independent, Origin: Dwarf-like
Exo Armor: Against AP 5, 6, and -- weapons, this model may take its armor save and also itsinvulnerable save if its armor save fails.
Preferred Enemies: Orks, Eldar, Tyranids
All models with Origin: Dwarf-like gain Preferred Enemies: Orks, Eldar, Tyranids. They may
also purchase Exo Armor for +25 PPM.
Chaos Attributes (All already included): Regeneration, Weapons Master (+1 BS)
The Black Antelope
A former slave to the Imperial Guard, this beastman was helped to escape by a group of Slaaneshi cultists.
After experiencing the delights of the Prince, the Black Antelope swore fealty. His already prestigious
stealth was increased, and its pelt became the blackest of black, so dark that it absorbed all light. It thenleft, hunting its former masters across the stars...
WS BS S T W I A LD SV Points
The
Black
Antelope
5 0 5 4 2 8 3 8 5+/5++ 120
Unit Composition: The Black Antelope
Weapons and Wargear: Slaanesh Daemon Weapon, Flak Armor, Origin: Beastman
(included), Mark of Slaanesh
Special Rules: Furious Charge, preferred enemy: Imperial Guard, Infiltrate,Hit& Run
Black Pelt: Subtract 6" from the range of any weapon that fires at the Black Antelope. DuringNight Fight enemies roll D6 x 3 to find spotting distance.]
Extreme Stealth: Gets +2 to any cover save or a 5+ cover save if in the open
Chaos Attributes (All already included): Strong, Teleports, Warp Aura
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Lessei Moondancer
WS BS S T W I A LD SV Points
Lessei
Moondancer
7 6 4 3 3 7 3 10 2+/5++ 145
Unit Composition: Lessei Moondancer
Weapons and Wargear: Heavy Shuriken Catapult, Powersword, Shuriken Pistol,
Hypermesh Armor, Digital Weapon-Needler
Special Rules: Independent Character, Origin: Eldar
Heavy Shuriken Catapult: R24" Str 4 Ap 5 Assault 2, Rending
Hypermesh Armor: 2+ save, 5+ invulnerable
Digital Weapon-Needler: May be fired in addition to any other weapons. Is R12" Str 3
Ap - Assault d3. Does d3 Str3 hits at Moondancer's I value in close combat.
Chaos Attributes (All already included): Agile, Weapons Master (+1 BS)
Chaos Rewards (Already Included):
Options: Any Origin: Eldar squad may purchase 0-2 Heavy Shuriken Catapults for 7 points each.
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[++Renegade Marines++]
Abaddon the Despoiler, Chaos Lord and Warmaster
WS BS S T W I A LD SV Points
Abaddon 8 6 5(8) 4(5) 4 5 4+D6 10 2+/4++ 365 Unit Composition: Abaddon the Despoiler
Weapons and Wargear: Terminator Armor, The Talon of Horus, Daemon Weapon
Drach'nyen, Mark of Chaos Ascendant
Special Rules: Independent Character, Fearless, 4+ invulnerable save. Any Chaos army
that has Abaddon ignores the Animosity special rule.
Daemon Weapon Drachn'ynen: An Undivided Daemon Weapon that always has an UndividedGreater Daemon that knows all generic Psychic powers and does d3 wounds and grants +3 Str
instead of +1, is a 1H CCW
Mark of Chaos Ascendant : All allied Chaos armies (including this one) do not suffer fromAnimosity. Grants Eternal Warrior, the Terminator Armor does not lose its save because of
attributes, +1 T, and Fearless.
The Talon of Horus: +3 S, is a Lightning Claw that can reroll both to-wound and to-hit rolls, also
grants a R24" Str 5 Ap 2 Assault 3 shooting attack
Terminator Armor: Grants a 2+ save and a 5+ invulnerable save and Deepstrike.
Chaos Attributes (All already included): Inhuman Constitution, Hideous Appearance,
Strength, Warp Aura, Weapon Master
Ahriman
WS BS S T W I A LD SV Points
Ahriman 5 6 4 4 3 5 3 10 3+/4++ 230
Unit Composition: Ahriman
Weapons and Wargear: Mastercrafted Bolt Pistol, Bedlam Staff, Talent Focuser,
Powered Armor
Special Rules: Independent Character, Fearless, Knows all Tzeentch Psychic Powers,
Mark of Tzeentch, 4+ invulnerable save
Bedlam Staff: Is a Force Weapon that removes all wounds instead of causing instant death on asuccessful psychic test
Chaos Attributes (All already included): Warp Aura
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Cypher
WS BS S T W I A LD SV Points
Cypher 5 8 4 4 2 6 3 9 3+/4++ 165
Unit Composition: Cypher
Weapons and Wargear: Cypher's Pistols C'tan Phase Knife Special Rules: Fearless, 4+ invulnerable save, And They Shall Know No Fear
C'tan Phase Knife: Is a 2H CCW and ignores both Armor and Invulnerable saves. Against aC'tan, the weapon is destroyed and Cypher loses all of his attacks.
Cypher's Pistols: R18" Str 5 Ap 2 Assault 3, Rending, Pistol
Fallen Angels: Cypher and Fallen Angels gets Preferred Enemy: Dark Angels, likewise, Dark
Angels get Preferred Enemy: Cypher and Fallen Angels. In addition, Cypher may take a retinue
of Chosen which are considered "Fallen Angels". These Chosen may not take a Mark of Chaos,and Cypher loses his Independent Character status.
Gunslinger: May fire 2 weapons in the shooting phase, the controlling player chooses what
which models any resulting wounds are allocated against.
Uncatchable: If Cypher is ever eliminated, roll 3d6. On a 4+, he is not considered worth any
VP's or KP's. In addition, in close combat, Cypher may give up his attacks to gain the special
rule Hit and Run which he does not have to make an Initiative test for.
Lufgt Huron 'Blackheart', Tyrant of Badab
WS BS S T W I A LD SV Points
Huron 3 3 6 6 3 5 3 10 3+/5++ 220
Unit Composition: Huron Blackheart
Weapons and Wargear: Tyrant's Claw, Power Weapon, Familiar, Powered Armor
Special Rules: Independent Character, Fearless
Tyrant's Claw: Is a mastercrafted Lightning Claw with a Heavy Flamer
Huron knows all generic Psychic Powers
Cyborg: Half of his body destroyed by a melta bomb, and with it a large amount of his brain,Blackheart has never recovered fully despite his new body being in full working order thanks to
his Techmarines. Huron is considered to have the Metal Body and Pinhead Chaos Attributes but
these do not affect his armor save.
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DOOMRIDER
WS BS S T W I A LD SV Points
DOOMRIDER 8 6 5 4(5) 3 5(10) 4 10 2+/4++ 240
Unit Composition: Doomrider
Weapons and Wargear: Slaaneshi Daemon Weapon, Chaos Armor, Bike, Plasma Gun,Mark of Slaanesh
Special Rules: Independent Character, Stubborn. Unlike most Daemon Princes,
Doomrider must be summoned by an icon to first come onto the field, though it does not
have to be a Personal Icon.
Ezy Rider: Doomrider moves as if he has a Jetbike but does not count as having a Jetbike.2
Here he comes...there he goes: When rolling for temporal instability, on a 5+ Doomrider is
removed from the table. Whenever Doomrider teleports, on a 6+ he is removed from the table as
if from Temporal Instability. Never place a marker for Doomrider when he is removed from the
table as part of Temporal Instability. Instead, when he reappears he may be placed wherever youwish as if he has just performed a Deepstrike, except that there is no roll for scatter and no
mishaps.
Chaos Attributes (All already included): Dimension Instability, Teleports, Temporal
Instability, Warp Aura
Chaos Rewards (already included): Daemon Prince (+1 WS, +1 S, +1 A, Eternal
Warrior, Daemon)
Typhus
WS BS S T W I A LD SV Points
Typhus 6 6 4 5(7) 4 2 3 10 2+/5++ 300
Unit Composition: Typhus
Weapons and Wargear: Manreaper, Terminator Armor, Mark of Nurgle
Special Rules: Independent Character, Fearless, Psyker (knows all Nurgle Psychic
Powers), Plague Cult (-1I, FNP, already included)
Manreaper: Nurgle Daemon Weapon.
Chaos Attributes (All already included): Extremely Fat, Horrible Smell Chaos Rewards: Nurgling Infestation
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Fabius Bile, Primogenitor
WS BS S T W I A LD SV Points
Fabius
Bile
3+D3 3+D3 2+D3 2+D3 2+D3 3+D3 1+D3 10 3+/5+ 150
Unit Composition: Fabius Bile
Weapons and Wargear: Xyclos Needler, Rod of Torment, Chirurgeon, Powered Armor
Special Rules: Independent Character, Fearless
Xyclos Needler: R12" Str X (poisoned, 2+) Ap 2 Assault 1, Pistol
Rod of Torment: Power Weapon, does d2 wounds, any model wounded by the Rod of Torment is
considered I1 next turn.
Chirurgeon: Grants a 5+ invulnerable save, and gives 2 WS3 Str 4 attacks in addition to any
other attacks. Also grants Feels No Pain to any squad he joins.
Primogenitor: Before deployment, roll 1d3, and add it to the appropriate statistic for Fabius Bile.
For example, first roll 1d3 and add it to Bile's WS, then roll 1d3 and add it to Bile's BS, and soon and so forth. (The +d3 is added to remind the player). Be sure to write down the final
statistics for Fabius!
Enhanced Warriors: Any non-Daemon Renegade squad may become Enhanced Warriors for +1
PPM. Each squad gets +D3-2 to these statistics: WS, BS, S, T, I, and A.
Kharn the Betrayer
WS BS S T W I A LD SV Points
Kharn 8 7 6(8) 4(5) 3 5 4 8 2+/5++ 305
Unit Composition: Kharn the Betrayer
Weapons and Wargear: Plasma Pistol, Gorechild, Fused Chaos Armor, Mark of Khorne
Special Rules: Independent Character, Fearless, Furious Charge, Eternal Warrior
The Betrayer: At the beginning of each of your turns, take a LD test. If passed, Kharn may moveas normal. If failed, Kharn will Rage towards the nearest friendly unit and attempt to engage in
combat with it. In addition, in close combat, if Kharn is joined by any friendly models, anymissed to-hit rolls are considered to have hit a friendly model!
Gorechild: Kharn always hits on a 2+ in close combat, 1H Power Weapon, +2 S
Chaos Attributes (All already included): Magic Resistant, Strong, Weapons Master
(+1 WS)
Chaos Rewards (already included): Collar of Khorne, Aggression
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Lucius the Eternal
WS BS S T W I A LD SV Points
Lucius 9 5 4 4 3 8 3 10 2+/4++ 235
Unit Composition: Lucius the Eternal
Weapons and Wargear: Power Sword, Lash of Torment, Armor of Shrieking Souls,Mark of Slaanesh
Special Rules: Independent Character, Stubborn, Eternal Warrior
Armor of Shrieking Souls: Chaos Armor. Once per turn, you may reduce this model'sinvulnerable save by 1 to do d6 Str 6 Ap6 hits to one model/squad within 12"
Lash of Torment: Subtracts 1 A from all enemy models within 2". Attacks may be reduced to 0by this.
Master Swordfighter: Lucius always hits on a 2+ in close combat, and enemies who have 1/2 thismodel's WS or less hit Lucius on a 6+.
Chaos Attributes (All already included): Agile, Evil Eye, Hideous Appearance,
Hypnotic Gaze, Weapons Master (+1 WS)
Chaos Rewards (All already included): Musk
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