Points; 137 points including special wargear 


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Points; 137 points including special wargear



Troop Type M WS BS S T W I A Ld
Cypher 4 7 8 5 5 3 8 3 10

Wears Power Armour (3+ save). Armed with a Bolt Pistol (240). Cypher is a Fallen Angel (165) and follows all

rules for standard Space Marines (148). Hates (48) all Dark Angels (165). May fire a pistol in each hand during the shooting phase (27); this does not interfere with his ability to Rapid Fire (148) with his Bolt Pistol. If Cypher is reduced to 0 wounds, roll 3D6: on a 4+, he disappears before being killed and does not count towards either side's Victory Points (13). Cypher is worth 5 Victory Points to his side in the Dark Angels Blood Feud (165); Dark Angels score half that many points (2) if Cypher disappears from the battle, twice that many (10) if he is actually killed. Cypher causes Discord (47) in all units (except Fallen Angels), even those normally immune to psychology.

Options

Cypher may have up to 3 Wargear Cards (14); these will be a Master-Crafted Plasma Pistol (215), Master-  Crafted Bolt Pistol (215) and a C‘ta n P hase B lad e (208).

Bodyguard

Cypher may be accompanied by a squad of Fallen Angels (165) Veteran Marines (65); these models follow all rules for standard Space Marines (148) and hate (48) all Dark Angels (165).

 

Squads                                                                                                                               25%+

 

Chaos Terminators

45 points per model + cost of combi-weapon

Troop Type M WS BS S T W I A Ld
Chaos Veteran 4 5 5 4 4 1 5 1 9

The squad includes 3 to 9 models, each with the above stats, all wearing Chaos Terminator Armour (58, 3+ save

on 2D6) and armed with a Combi-Weapon (58) at the cost listed.

Options

Each model may select one. Up to 2 models may purchase a Terminator Heavy Weapon (60).

Squad Type

The whole squad may be upgraded to a specific type of Chaos marine for the listed cost per model:

Chapter Cost
Khorne Berserkers (58) 20
Plague Marines (58) 20
Noise Marines (58) 10
Thousand Sons Marines (58) 10

 

Post-Heresy Terminator Squad

Points per model

Troop Type M WS BS S T W I A Ld
Terminator 4 5 5 4 4 1 5 1 9

The squad includes 3 to 9 models, each with the above stats, all wearing Imperial Terminator Armour (222, 3+

save  on 2D6) and is armed  with a  Power Fist  (231) and a  StormBolter (229). Unlike  their  pre-Heresy equivalents, these suits include a Targeter (221, +1 to hit).

Options

Any number of models may replace their Power Fists with a Terminator Assault Weapon (60) at no extra cost. Up to 1 model may purchase a Terminator Heavy Weapon (60) at the listed cost.

 

Veteran Chaos Marine Squad

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Veteran 4 5 5 4 4 1 5 1 9

The squad includes 3 to 9 models, each with the above stats. All wear Power Armour (3+ save) and armed with

Bolt Pistols (240) and Frag (256) grenades. Chaos Veteran squads may infiltrate (13) and may fight in dispersed  formation (12).


 

 

Options

Any model may purchase Assault (59) weapons. Up to 2 models may purchase a Special (59) or Heavy (59) weapon. The entire squad may carry Krak (256) grenades for +3 points per model. May be led by an Aspiring  Chaos Champion (63).

 

Chaos Space Marine Squad

Points per Marine

Troop Type M WS BS S T W I A Ld
Chaos Marine 4 4 4 4 4 1 4 1 8

The squad includes 3 to 9 models, each with the above stats. All wear Power Armour (3+ save) and armed with

Bolt Pistols (240) and Frag (256) grenades.

Options

Any model may purchase Assault (59) weapons. Up to 3 models may purchase a Special (59) or Heavy (59) weapon. The entire squad may carry Krak (256) grenades for +3 points per model. May be led by an Aspiring  Chaos Champion (63).

 

Plague Marine Squad

Points per model

Troop Type M WS BS S T W I A Ld
Plague Marine 4 4 4 4 5 1 4 1 8

The squad includes 3 to 9 models, each with the above stats. All wear Power Armour (3+ save) and carry

Boltguns (224), Blight (256) grenades and Plagueknife (231). All bear the Mark of Nurgle (53).

Options

Any model may purchase Assault (59) weapons. Up to 1 model may purchase a Special (59) or Heavy (59) weapon. The squad may carry Frag (256) grenades for +2 points per model, and/or Krak (256) grenades for +3 points per model. The unit may be led by an Aspiring Chaos Champion (63), but only one with the Mark of  Nurgle (53).

 

Khorne Berserker Squad

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Marine 4 4 4 4 4 1 4 1 8

The squad includes 5 to 19 models, each with the above stats. All wear Chaos Armour (2+ save) and carry Bolt

Pistols (240) and Frag (256) grenades. Berserkers (58) bear the Mark of Khorne (53), meaning they always

frenzy (47), but still parry (33). Berserkers triple their speed when charging (23).

Options

Any model may purchase Assault (59) weapons. The entire squad may carry Krak (256) grenades at a cost of +3

points per model. May be led by an Aspiring Chaos Champion (63), but only one with the Mark of Khorne (53).

 

Thousand Sons Squad

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Marine 4 4 4 4 4 1 4 1 8

The squad includes 3 to 10 models, each with the above stats. All wear Power Armour (3+ save) and carry Bolt

Pistols (240) and Frag (256) grenades. All Thousand Sons Marines (58) bear the Mark of Tzeentch (53, may  nullify (37) psychic powers on 4+). They also have the same immunities and vulnerabilities (51) as daemons. They are immune to psychology (47) and never break (46). May not be led by an Aspiring Chaos Champion.

Options

Any model may purchase Assault (59) weapons. The entire squad may carry Krak (256) grenades at a cost of +3

points per model. Up to 3 models may purchase a Special (59) or Heavy (59) weapon.


 

 

Noise Marine Squad

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Marine 4 4 4 4 4 1 4 1 8

The squad includes 3 to 5 models, each with the above stats. All wear Power Armour (3+ save) and carry Bolt

Pistols (240). All bear the Mark of Slaanesh (53) and are immune to psychology (47). Noisemarines produce a psychic cacophony (58).

Options

Any model may carry a Sonic Blaster (228) for +10 points per model. Up to 1 model may carry a Blastmaster

(233) for +45 points; up to 1 model may carry a Doom Siren (225) for +15 points. The entire squad may carry  Photon Flares (257) for +5 points per model. The unit may be led by an Aspiring Chaos Champion (63), but only one bearing the Mark of Slaanesh (53); if so, the Champion may purchase a weapon from the  Noisemarines list (59).

 

Chaos Bikers

Points per model

Troop Type M WS BS S T W I A Ld
Chaos Marine 4 4 4 4 4 1 4 1 8

The squad includes 3 to 5 models, each with the above stats. All wear Power Armour (3+ save) and armed with

Bolt Pistols (240) and Frag (256) grenades. All models come riding bikes (156).

Options

Any model may purchase Assault (59) weapons. One model may purchase a Special (59) weapon. The entire squadron may carry Krak (256) grenades for +3 points per model. The unit may be led by an Aspiring Chaos  Champion (63), who must purchase a bike (156).

 

Daemons                                                                                                                                 <25%

 

Chaos Space Marine armies may include daemons (55) as Allies. These are summoned (52) using the rules listed above and may not be deployed at the start of the game.

 

Support                                                                                                                                   <25%

 


Allies


 

 

You may pick allied troops from the Ork (127) and Chaos Cult (72) army lists. If your opponent agrees, you may also select from the Imperial Guard (109) section. Allied forces may ignore the normal composition requirements, including command hierarchies.


 

Vehicles

Chaos Marine vehicles are identical to their normal Marine counterparts and include Predators (159), Land

Raiders (161) and Rhinos (158). Chaos Razorbacks (159) and Whirlwinds (160) cost an additional 50% above the normal cost for Space Marines.

 

Artillery Weapons

Chaos versions of Marine artillery weapons (156) also cost an additional 50% above the base cost for standard

Space Marines.

 

Chaos Dreadnoughts

 

Dreadnoughts are subject to frenzy (47) and stupidity (48). Because both can‘t apply simultaneously, you must follow the following rules.

 

· If there are enemy models within 12", the Dreadnought becomes frenzied (47) and must charge (23). During this turn, the dreadnought is immune to the effects of its stupidity.


 

 

· If there is no enemy within 12" or the Dreadnought cannot move far enough to reach its opponents through being damaged, make a Leadership test (47) instead. If it succeeds, it may operate as desired.

 

· If the dreadnought fails, it is subject to stupidity (48) until the start of its next turn. In the shooting phase (27), roll a D6 for each Dreadnought suffering stupidity. On a 2-6, it will fire all of its weapons at the nearest enemy model in its fire arc; multiple hits from sustained fire (30) weapons can be spread out among targets within 4" of the first as normal. On a roll of 1, the Dreadnought loses all capacity to identify friend or foe — the Dreadnought fires all of its weapons at the nearest model (friend or foe!) within its firing arc. If this happens, it will pump all of its sustained fire into the same target.

 

Chaos Dreadnought

135 points + weapons

Walker/Dreadnought (25). All weapons have a 90° arc of fire to the front. For purposes of psychic attacks, the

operator (13) has 2 Wounds and a Toughness of 5.

Weapons

Select one Dreadnought Assault Weapon (61) and one Dreadnought Heavy Weapon (61). Carries an auxiliary  combi-weapon (58), at no additional cost; this weapon is either mounted on the body or integrated into the arm with the Assault Weapon.

Options

May mount a Havoc Missile Launcher (234) for +30 points.

 

Ram

 

 

 

 

     

 

Str

Dmg

Save Mod M

WS

BS

S

I A Ld
7

D10

-4 6

7

5

6

5 3 10

 

 

Armour

 

D6

Location

Front

Side/Rear

1

Legs

19

19

2

Left Arm

18

18

3

Right Arm

18

18

4-6

Body

21

19

D6

Legs Damage Table

1

May not move next turn.

2

Staggers D3" in a random direction next turn.

3-4

May only limp D3" per turn.

5-6

Leg is blown off and the Dreadnought crashes to the ground (effectively destroyed).

D6

Arm Damage Table

1

Ranged weapons in the arm may still be used, but the arm is useless in close combat

(32); permanently reduce the Dreadnought‘s Attacks by 1.

2

Weapons mounted in the arm are jammed, and only work if you first roll a 4+ on a D6.

3-5

Arm is torn from the body; all weapons in it are destroyed. Permanently subtract 1 from the Dreadnought‘s Attacks.

6

Arm is destroyed, as previous result. Roll again on the Body Damage Table.

D6

Body Damage Table

1

The Dreadnought will automatically fail any Leadership tests (47) it has to take because

of fire frenzy in its next turn without rolling dice.

2

All of the Dreadnought‘s characteristics are halved for the rest of the game.

3-4

The engine bursts into flames and the machine is immobilized. The Marine inside may fire one arm-mounted weapon. Roll a D6 at the beginning of each player‘s turn; the Dreadnought explodes on a 1 or 2. The explosion inflicts D6 S10 hits with a –3 save modifier on all models within 3".

5

The operator is killed. The Dreadnought stagers D3" in a random direction and falls to

the ground (effectively destroyed).

6

Ammunition  explodes,  destroying  the  Dreadnought  and  killing  the  operator.  Any

models within 3" suffer D6 S10 hits with a –2 save modifier.

                             

 

 

Chaos Cult Equipment

 

Armour List

 

Models may choose up to one item from this list, except that a Shield may be taken in addition to armour.

 

Armour Type Cost
Primitive Shield (217, +1 save) 1
Flak Armour (105, 6+ save) 2
Mesh Armour (5+ save) 3
Carapace Armour (4+ save) 7

 

Assault Weapons

 

Any number per model.

 

Weapon Cost
Axe (230) 1
Sword (232) 1
Chain-Axe (230) 2
Chainsword (230) 2
Lance (230) 2
Autopistol (240) 1
Bolt Pistol (240) 2
Hand Flamer (240) 7
Laspistol (240) 1
Plasma Pistol (241) 5
Stub Gun (241) 1
PoleArm (231) 1

 

Melee Weapons

 

Any number per model.

 

Weapon Cost
Power Axe (231) 7
Power Fist (231) 10
Power Sword (232) 6

 

Basic Weapons

 

One per model.

 

Weapon Cost
Autogun (224) 1
Boltgun (224) 3
Lasgun (226) 2
Shotgun (228) 2

 

 

Special Weapons

 

One per model.

 

Weapon Cost
Flamer (225) 9
Meltagun (227) 8
Plasma Gun (228) 8

 

Heavy Weapons

 

One per model. These weapons do not include a Targeter.

 

Weapon Cost
Autocannon (233) 25
Heavy Bolter (234) 15
Lascannon (235) 45
Missile Launcher (236) w/Frag & Krak (256) missiles 45
Multi-Melta (236) 65
Heavy Plasma Gun (235) 40
Heavy Stubber (235) 10

 

Grenades

 

Any number per model.

 

Grenade Type Cost
Blind (256) 2
Plasma (257) 3
Frag (256) 2
Krak (256) 3
Melta bombs (256) 5
Photon Flash (257) 2

 

Transport

 

One per model.

 

Mount Type Cost
Chaos Steed 4

 

Models use standard Cavalry (12) rules.

 

Mount Type M WS BS S T W I A Ld
Chaos Steed 8 4 0 4 4 1 4 1 5

 

 

Daemon Gifts

 

Daemon Gifts are randomly assigned using the numbers provided next to each Gift.

 

Cannot be Possessed

1 Any Daemonic Attack (37) Warp Cards played on this model have no effect. If this power is rolled for a model lacking psychic powers, roll again.

 

Weapon Jinx

2 The model may use this power whenever an enemy model makes a ranged attack at him. Roll a D6; on a 6, the

weapon being fired at him is jammed (31).

 

Fearful Aura

3 The model causes Fear (47).

 

Freeze Time

4 The model may add D6" to his basic Movement rate.

 

Sense Presence

5 The model may detect any model within 12". Enemy models within this range may not hide (23).

 

Daemon Shot

6 The model will always hit a target he can see and within range on a 2+. No to-hit modifiers (29) apply.

 

Walk Through Walls

7 The model may move through walls or other obstacles less than 1" thick.

 

Mirror Image

8 The model may disengage at the start of any close combat (32) phase without penalty (32).

 

Bang-Flash

9 The model can make an attack exactly as if he were throwing a Photon Flash (257) grenade.

 

Daemonic Protection

10 The model is protected by a Daemonic Aura (51, 4+ unmodified save).


 

 

Chaos Cult Units

Characters                                                                                                                               <50%

 

Demagogue

Points (1x)

Troop Type M WS BS S T W I A Ld
Demagogue 4 5 5 4 4 2 5 2 8

Armed with a Laspistol (240). Must be the army commander. Provides a Strategy Rating (8) of 3. Comes with

one randomly generated Daemon-Gift (71)

Options

May purchase from the Armour (69), Grenades (70), Basic (69), Melee (69), Assault (69) and Special (70) weapons lists. May have up to 2 Wargear Cards (14).

Upgrades

May be a Psyker with a Mastery Level (36) of 3 at a cost of +90 points; select powers from the Adeptus (38) list. Up to 1 power may be from a Chaos list: Nurgle (39), Slaanesh (40), Tzeentch (40).

 

Daemonic Icon Bearer

Points (0-1x)

Troop Type M WS BS S T W I A Ld
Icon Bearer 4 4 4 3 3 1 4 1 8
Chaos Steed 8 4 0 4 4 1 4 1 5

Wears Carapace Armour (4+ save). Armed with a sword (232) or axe (230). Cult units within 12" may re-roll

any failed Leadership test (47) once.

Options

May purchase from the Armour (69), Grenades (70), Basic (69), Melee (69), Assault (69) and Special (70) weapons lists. May have one randomly generated Daemon-Gift (71) for +10 points. May carry a Chaos Icon (54).

 

Acolyte

Points

Troop Type M WS BS S T W I A Ld
Acolyte 4 4 4 3 3 1 4 1 8

Armed with a Laspistol (240). Acolytes are subject to frenzy (47). May only be present as the leader of a Cult

Coven (73); the Acolyte must remain part of the unit and may not operate independently.

Options

May purchase from the Armour (69), Grenades (70), Basic (69), Melee (69), Assault (69) and Special (70) weapons lists.

 

Beastman Champion

Points

Troop Type M WS BS S T W I A Ld
Beastman Champion 4 5 4 3 4 2 4 1 8

Wears primitive armour (6+ save). Armed with an axe (230). May only be present as the leader of a Beastman

pack (73); he must remain part of the unit and may not operate independently.

Options

May purchase from the Armour (69), Grenades (70), Basic (69), Melee (69), Assault (69) and Special (70) weapons lists.


 

 

Cultists                                                                                                                                    25%+

 

Chaos Cultist Coven

Points per model

Troop Type M WS BS S T W I A Ld
Cultist 4 2 2 3 3 1 3 1 5

The unit has between 5 and 20 models. Each comes with a sword (232) or axe (230).

Options

Any model may purchase Basic (69) or Assault (69) weapons. Up to one model may purchase a Special (70) or

Heavy (70) weapon.

 

Beastman Pack

Points per model (0-Nx)

Troop Type M WS BS S T W I A Ld
Beastman 4 4 3 3 4 2 3 1 7

A pack has between 5 and 20 models, but no more than the total number of human Cultists present. Each

Beastman wears primitive armour (6+ save) and is armed with an axe (230).

Options

Any model may purchase from the Armour (69), Basic (69) or Assault (69) weapons lists.

 

Allies                                                                                                                                       <50%

 

You may choose Allied support from the Imperial Guard (109), Adeptus Arbites (101), Ork (127), Genestealer Cult (Error! Bookmark not defined.) and Chaos Space Marine (62) forces. These units ignore the normal composition requirements. Chaos Cults may include summoned (52) daemons (55) as Allies.


 

 

Chaos Daemon World Units

Characters                                                                                                                               <50%

 

Daemonic Icon Bearer

65 points + Mark of Chaos (0-1x)

Troop Type M WS BS S T W I A Ld
Icon Bearer 4 4 4 3 3 1 4 1 8

Wears Carapace Armour (4+ save). Armed with a sword (232) or axe (230). Must purchase the appropriate

Mark of Chaos (53). All demonic units within 12" may re-take any failed Leadership test (47) once.

Options

May purchase from the Armour (69), Transport (70) and Assault (69) weapons lists. May carry a Chaos Icon

(54).

 

Chaos Warrior Champions Exalted Champion — 62 points Mighty Champion — 34 points

Troop Type M WS BS S T W I A Ld
Exalted Champion 4 6 6 4 4 3 6 3 9
Mighty Champion 4 5 5 4 4 2 5 2 8

Wears Carapace Armour (4+ save). Armed with a sword (232) or axe (230).

Options

May purchase from the Armour (69), Transport (70) and Assault (69) weapons lists. May bear the Mark of  Chaos (53) appropriate to this world.

 

Chaos Magus



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