8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified) http://slidepdf.com/reader/full/chaos-codex-eternal-slaves-of-chaos-simplified 1/53 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 than any threat posed by mortals.It is a rent in the void of space, where the beings of Chaos flow through, unhindered by such 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 Weapons 6.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 Champion 19.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 Technological Advisors 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 Fateweaver 44.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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8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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. )
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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)
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
· 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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
· 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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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)
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
(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.
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
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
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+)
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
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.
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.
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.
8/9/2019 Chaos Codex: Eternal Slaves of Chaos (Simplified)
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
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
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+.