BL1.0 THE FORCES OF CHAOS (v3.2) <Quote> <Background Information on Chaos In General, including Daemons, Chaos Titans and Navy> BL1.

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1 BL1.0 THE FORCES OF CHAOS (v3.2) <Quote> <Background Information on Chaos In General, including Daemons, Chaos Titans and Navy> BL1.1 CHAOS SPECIAL RULES The following special rules apply to all Chaos armies. BL1.1.1 Initiative & Strategy Rating All Chaos Marine, Daemon, Chaos Titan Legion and Chaos Navy formations have an initiative rating of 2+. Chaos armies do not have a fixed strategy rating. Instead you should roll 2D6 in the strategy phase for a Chaos army, and use the combined total of the two dice as the Chaos army s strategy value for that turn. IMPORTANT: If you roll a double on the dice (i.e. two 1 s or two 2 s etc), then the Chaos Gods have smiled upon you and you may add one sacrifice point to any formation in the army (see summoned units below). In situations where you need to compare your strategy rating to your opponents, for example when setting up formations in the Grand Tournament scenario (see &6.1.6), then halve the total rolled on the dice at the start of the turn, rounding any fractions up. BL1.1.2 Factions Each formation in a Chaos army belongs to a faction that owes allegiance to one of the gods of Chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to at the start of the battle and note it down on your army list. With the exception of those formations that worship Chaos Undivided, the different factions do not get on all that well, and some factions hold a millennia-old hatred of each other. Although the factions will often unite under a powerful Warlord to take on a common enemy, their enmity can cause problems during a battle. This is represented by the following rules: The following factions hate each other. Khorne hates Slaanesh, and vice-versa. Tzeentch hates Nurgle, and vice-versa. A formation that has are no units from a hated formation within 30cm of it receives a +1 initiative test modifier. If even one hated unit is within 30cms then this bonus is lost. This modifier only ever applies to units that are on the gaming table; aircraft, spacecraft and any other formations that are not in play never receive the modifier. BL1.1.3 Summoned Units Certain Chaos units may be summoned to appear at the start of a Chaos formation s action through the use of sacrifice points. Sacrifice points are purchased for a formation at the start of the battle (see the army lists below). One sacrifice point purchased for a formation can be spent to summon daemonic units to the battlefield at the start of the formation s action. The sacrifice point that is spent allows you to call D6 points worth of summoned units to the battlefield (the number of points it costs to summon a unit will be listed on its data sheet, but as a rule of thumb Greater Daemons cost five points and all other units one each). Any points that are not spent are lost, and cannot be saved for use later on in the game. If the formation includes a Chaos Sorcerer or Champion of Khorne then you roll 2D6 whenever you spend a sacrifice point to summon Daemons, rather than 1D6 as would normally be the case. Note that you only receive the bonus dice for having a Chaos Sorcerer or Khorne Champion if you spend one or more sacrifice points first of all. Summoned units are called to the battlefield at the start of a formation s action, after any sacrifice points have been spent but before the formation s action test is taken. They may be set up within 5cms of any unit from their formation, apart from other summoned units that have already been placed (i.e. you cannot place a chain of summoned units). They may not be set up in the ZOC of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation s faction, as follows: Any faction: Furies Khorne: Bloodthirster, Bloodletters, Flesh Hounds Nurgle: Great Unclean One, Plaguebearers, Nurglings Slaanesh: Keeper of Secrets, Daemonettes, Daemonettes on Riding Beasts Tzeentch: Lord of Change, Horrors, Screamers

2 Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. The only exception to the normal rules is that the loss of a summoned unit does not cause a blast marker to be placed on the formation. This aside they are counted as normal units, and should be included when working out if a formation outnumbers an opponent in an assault or is broken by blast markers, etc. Note that Daemons that are killed in an assault DO count towards the number of units killed by the enemy when working out modifiers to the result dice roll. Summoned units remain on the battlefield until the end phase. In the rally phase, after a formation has attempted to rally, the Chaos player may spend one sacrifice point to keep any and all summoned units that belong to the formation in play for a further turn. If the sacrifice is not made then all summoned units in the formation vanish back to the warp and are removed from play. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the Daemons have been removed. Any summoned units will vanish back to the warp when a formation breaks. In this later case a sacrifice point may not be spent to keep the summoned units in play. Note that sacrifices are not lost when a formation breaks. BL2.0 BLACK LEGION CHAOS ARMY LIST The Black Legion were originally known as the Luna Wolves and later as the Sons of Horus, Abaddon the Despoiler rose to command of the legion following their defeat during the Horus Heresy, and commanded that there armour be painted jet black to morror their shame. From that time on they have been known as the Black Legion. The Black Legion are the most diverse of the Traitor Legions and at any one time will include factions loyal to each of the Chaos Gods. Occasionally the bitter rivalry between the followers of the different Chaos gods can lead to problems, but in general the different factions are united by the implacable will of Abaddon the Despoiler. Thus companies including Khorne Berzerkers will march side by side with companies that include Sorcerors of Tzeentch, and either or both could be commanded by a Chaos Lord that bears the mark of Chaos Undivided. At the time of the Heresy the Space Marines were organised into huge armies known as Legions. There were only twenty such Legions, but each was many, many times greater in size than the Space Marine Chapters of the 41st Millennium. The purpose of the Legions was to carve out a new empire for mankind, a task that they carried out with great success until the Horus Heresy caused them to turn on themselves and bring the Emperor s re-conquest of the galaxy to a premature end. Because of this the formations in a Space Marine Legion were rather larger than those found in the later Space Marine Chapters, as the Space Marine were intended to deliver hammer blows against an enemy rather than a surgical strike. This rather different organisation is sustained until this day amongst the Traitor Legions, who still operate in much larger formations than their loyal counter-parts that follow the teachings of the Codex Astartes. BL2.1 Using The Army List The following army list allows you to field a Chaos Space Marine army based on Abbadon s Black Legion. It can also be used as a stand in army list for other Traitor Legions, such as the Death Guard, World Eaters, Night Lords and Iron Warriors. Note that the army does not include Chaos cultists, which will be covered instead by a separate army list. Chaos Space Marines are organised into formations called retinues or companies. Each retinue or company is made up of four or more units, and may also include a number of extra units called upgrades. The companies that may be taken are shown on the chart below. The chart also shows what units comprise the company, what upgrades are allowed, and its points cost. For example, an Black Legion Retinue consists of eight Chaos Space Marine units and a Chaos Lord character for 250 points, and may include a number of upgrades at an additional cost in points. Each upgrade that is taken adds to the cost of the retinue or company, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taking for, and sometimes take the form of additional units for the detachment. Any number of upgrades may be taken for each formation, but each upgrade may only be taken once per formation. Black Legions armies may be supported by Black Legion War Engines, Aircraft and Spacecraft. Up to a third of the points available to the army may be spent on these formations. BL2.1.1 Chaos Warlord One Chaos Lord character in the army must be upgraded to a Chaos Warlord character. This additional upgrade does not cost any additional points.

3 Black Legion Formations Formation Type Units Upgrades Allowed Points Cost 0-1 Raptor Cult One Chaos Lord character upgrade and from four to eight Raptor units 0-2 Black Legion Chosen Retinues Black Legion Retinue 0-1 Black Legion Forlorn Hope per Black Legion Retinue Black Legion Bike Company Black Legion Armoured Company Black Legion Assault Company One Chaos Lord character upgrade and from four to six Chosen Space Marine units One Chaos Lord character upgrade and eight to twelve Chaos Space Marines units. Up to four Chaos Space Marine units may be replaced with units belonging to the Cult associated with the Retinue s faction: Berzerkers (Khorne), Noise Marines (Slannesh), Plague Marines (Nurgle), Thousand Sons (Tzeentch). Four of the following units (all must be the same type): Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons (Chaos Space Marines in the formation receive the Scout ability for free) One Chaos Lord character upgrade and eight Chaos Space Marines Bike units Four to eight Chaos Predators and/or Land Raiders One to Three Decimators and/or Death Wheels Sacrifices Dreadnought, Defilers, Chaos Land Raiders, Dreadclaws, Obliterators, Sacrifices, Sorcerer, Icon Bearer, Daemon Prince Rhinos, Havocs, Dreadnought, Defilers, Dreadclaws, Chaos Land Raiders, Obliterators, Sacrifices, Sorcerer, Icon Bearer, Daemon Prince Dreadclaws, Rhinos, Sacrifices Sacrifices, Icon Bearer Defilers Defilers 35 points per unit 65 points per unit 35 points per unit 150 points 300 points 50 points per Predator and 75 points per Land Raider 275 points per unit Black Legion Upgrades Upgrade Units Cost Rhinos Up to eight Rhinos. If you choose to take this option then you must take exactly enough Rhinos to carry the units that still require transport after any other upgrades that can transport units have been taken. No spare transport spaces may be left over if it is possible to avoid it. 10 points each Obliterators Up to three Obliterators 100 points each Dreadnought Up to three Dreadnoughts 50 points each Chaos Land Raiders Up to four Chaos Land Raiders 75 points each Sacrifices Up to three Sacrifices 25 points each

4 Sorcerer One Chaos Sorcerer character may be added to any unit in the formation, including the unit that includes a Chaos Lord if desired. Formations that include Berzerkers may not include a Chaos Sorcerer, but may take a Champion of Khorne instead for the same cost. 50 points Defilers Up to three Defilers 75 points each Dreadclaws <These work in exactly the same manner Marine Drop Pods. They may not be taken by formations that include any vehicles other than Dreadnoughts. In addition they require a Devastation class cruiser or Despoiler class battleship in order to be used.> 10 points per unit in the formation Havocs Four Havoc units 150 points Icon Bearer One Icon Bearer character upgrade +50 points Daemon Prince Replace the unit in the formation that includes the Chaos Lord or Warlord character with a Daemon Prince unit. +25 points CHAOS TITAN LEGION WAR ENGINES Banelord Titan (850 points each) Ravager (650 points each) Feral (300 points each) CHAOS NAVY AEROSPACE UNITS Swiftdeath Interceptor (200 points for three) Doomfire Bomber (400 points for three) Devastation Class Cruiser (150 points) Despoiler Class Battleship (250 points)

5 CHAOS SPACE MARINE UNITS CHAOS SPACE MARINE LORD OR WARLORD Na na na na na Daemon Weapon (base contact) Assault weapon, Extra Attacks (+1), macro-weapon Notes: Character, Commander, Leader. If upgraded to a Warlord then the character also counts as a Supreme Commander. DAEMON PRINCE Infantry 15cm (30cm) 3+ (4+) Weapons: Daemon Weapon Daemon Weapon Base Contact Assault weapon, Extra Attack (+2), macro-weapon, titan killer (1), Warp Bolt (15cm) Small Arms, Extra Attacks (+1), titan killer (D3), macro-weapon Notes: Commander, Leader, Reinforced Armour, Teleport. The Daemon prince may have wings. If this option is taken he counts as having a jump pack and his speed is increased to 30cms. However his armour save is reduced to 4+. The different values for taking wings are shown in (brackets) above. If taken as a replacement for a Warlord then the Daemon Prince also counts as a Supreme Commander. CHAOS SORCERER Na na na na na Warp Bolt (15cm) Small Arms, Extra Attacks (+1), macro-weapon Notes: Roll extra D6 when summoning Daemons (see C.1.1.3). ICON BEARER Na na na na na None - - Notes: Character, Leader, Inspiring, Invulnerable Save CHAMPION OF KHORNE Na na na na na Daemon Weapon (base contact) Assault weapon, Extra Attacks (+1), macro-weapon Notes: Roll extra D6 when summoning Daemons (see C.1.1.3).

6 CHAOS SPACE MARINES Infantry 15cm Bolters (15cms) Small Arms Autocannon 45cm AP5+/AT6+ Notes: None. CHAOS SPACE MARINE BIKES Infantry 35cm Bolters (15cms) Small Arms Chainswords (base contact) Assault Weapons Notes: Mounted. CHOSEN Infantry 15cm Combi-Bolters (15cms) Small Arms Power Weapons (base contact) Assault Weapons, macro-weapon, extra attacks (+1) 2 x Reaper Autocannon 30cm AP4+/AT6+ Notes: Reinforced Armour. Thick Rear Armour. Teleport. BERZERKERS Infantry 15cm Bolt Pistols (15cms) Small Arms Chainaxe (base contact) Assault Weapons Notes: Fearless. NOISE MARINES Infantry 15cm Sonic Blasters (15cms) Small Arms Blastmaster 30cm AP4+/AT5+ Notes: Fearless.

7 PLAGUE MARINES Infantry 15cm Bolters (15cms) Small Arms Plague knives (base contact) Assault Weapons Notes: Fearless. THOUSAND SONS Infantry 15cm Bolters (15cms) Small Arms Notes: Reinforced armour. Fearless. OBLITERATORS Type Speed Armour Close Combat Firefigh Infantry 15cm Body weapons 45cm 3 x AP5+/AT5+/AA5+ Notes: Reinforced Armour. Thick Rear Armour. Invulnerable Save. Fearless. Teleport RAPTORS Infantry 30cm Bolt pistols (15cms) Small Arms Chainswords (base contact) Assault Weapons Notes: Jump Packs. HAVOCS Infantry 15cm x Heavy Weapon 45cm AP5+/AT6+ Notes: None

8 CHAOS RHINO Type/Hits Speed Armour Close Combat Firefight Armoured Vehicle 30cm Storm bolter (15cm) Small Arms Notes: Transport (May transport two of the following units: Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs) CHAOS PREDATOR Armoured Vehicle 30cm Twin-linked Lascannon 45cm AT4+ 2 x Heavy Bolter 30cm AP5+ Notes: none. CHAOS LAND RAIDER Armoured Vehicle 25cm x Twin Lascannon 45cm AT4+ Twin Heavy Bolter 30cm AP4+ Notes: Reinforced Armour. Thick Rear Armour, Transport (May transport one Chosen or two of the following units: Chaos Space Marines, Berzerkers, Noise Marines, Plague Marines, Thousand Sons, Havocs) CHAOS DREADNOUGHT Armoured Vehicle 15cm Twin Autocannon 45cm AP4+/AT5+ Powr Fist - Assault Weapon, macro weapon, extra Attacks (+1) Notes: Walker. Fearless.

9 DEFILER Armoured Vehicle 15cm Defiler cannon 75cm AP4+/AT4+ or 1BP, indirect fire Twin Lascannon 45cm AT4+ Heavy flamer 15cm AP4+, ignore cover AND (15cm) Small Arms, Extra Attack (+1), Ignore Cover Battle Claws (base contact) Extra attacks (+1), macro-weapon Notes: Fearless, Invulnerable Save, Walker. DEATH WHEEL(New Chaos war engine that is basically a giant wheel with guns on the hub. No really, it will look cool, trust me!) War Engine 30cm x Reaper 30cm AP4+/AT6+, left side 2 x Reaper 30cm AP4+/AT6+, right side Battle Cannon 75cm AP4+/AT4+, left side Battle Cannon 75cm AP4+/AT4+, right side Notes: 2 Void Shields. Damage Capacity 4..Reinforced armour. Fearless. Critical Hit Effect: The Death Wheel s gyroscopic stabiliser is damaged. The Death Wheel rolls 3D6cms in a random direction (stopping if it contacts impassable terrain or another war engine) inflicting a hit on any unit run over or into, and then tips over and is destroyed. DECIMATOR (New Chaos war engine, very tank like, but big and imposing and slightly mad, with plenty of spikes etc. Imagine a steam-punk chaos 1 st WW tank and you ll start to get an idea of what I m thinking of) War Engine 15cm x Twin Reaper 30cm AP3+/AT5+, right side 2 x Twin Reaper 30cm AP3+/AT5+, left side Decimator Cannon 45cm 3BP, macro weapon, fixed forward Notes: Damage Capacity 4..Reinforced armour. Fearless. Critical Hit Effect: The Decimator s boiler explodes. The Decimator is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

10 CHAOS TITAN LEGIONS BANELORD TITAN War Engine 15cm Havoc Missile Rack 60cm 12BP, indirect fire, single shot Hellstrike Cannon 60cm 3BP, macro-weapon, ignore cover, fixed forward Doomfist 30cm 2 x AP4+/AT4+, fixed forward or Close Combat, extra attack (+1), macro-weapon,titan Killer D6, Battlehead (15cm) Small Arms, extra attack (+2), fixed forward Tail 75cm AP4+/AT4+ or Assault Weapon, extra attack (+1) Notes: 6 Void Shields. Damage Capacity 8. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Reinforced armour. Thick rear armour. Fearless. Critical Hit Effect: The Banelord is driven into a Blood Rage. If broken it immediately rallies (see1.14.1), and it does not receive any additional Blast markers until the Blood Rage ends. In it s next action it must either take a charge action if there are any enemy units within 15cms, or take a double action and shoot at the nearest formation after it has made the move, friend or foe! Any further critical hits will extend the Blood Rage for a turn. RAVAGER TITAN (Chaos Reaver) War Engine 20cm Doomburner 45cm MW2+, Titan Killer, ignore cover 2 x Death Storm 45cm 4 x AP4+/AT4+ Battlehead (15cm) Small Arms, extra attack (+2), fixed forward Tail 75cm AP4+/AT4+ or Assault Weapon, extra attack (+1) Notes: 4 Void Shields. Damage Capacity 6. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan s knees and up to 2cm wide. Reinforced armour. Fearless. Critical Hit Effect: The Ravager is driven into a Blood Rage. If broken it immediately rallies (see1.14.1), and it does not receive any additional Blast markers until the Blood Rage ends. In it s next action it must either take a charge action if there are any enemy units within 15cms, or take a double action and shoot at the nearest formation after it has made the move, friend or foe! Any further critical hits will extend the Blood Rage for a turn. FERAL TITAN (Chaos Warhound) War Engine 30cm Death Storm 45cm 4 x AP4+/AT4+ Hellmouth 30cm 3 BP, macro-weapon, ignore cover Battlehead (15cm) Small Arms, extra attack (+2), fixed forward Notes: 2 Void Shields. Damage Capacity 3. Walker. Reinforced armour. Fearless. Critical Hit Effect: The Feral is driven into a Blood Rage. If broken it immediately rallies (see1.14.1), and it does not receive any additional Blast markers until the Blood Rage ends. In it s next action it must either take a charge action if there are any enemy units within 15cms, or take a double action and shoot at the nearest formation after it has made the move, friend or foe! Any further critical hits will extend the Blood Rage for a turn.

11 CHAOS NAVY SWIFTDEATH FIGHTER (stats based on Thunderbolt for moment, will update once we have model) Aircraft fighter-bomber 6+ na na Stormbolters 15cm AP5+/AA5+, fixed forward Heavy Bolter 30cm AP5+ /AA6+, fixed forward Bomb Racks 15cm 1BP, fixed forward Notes: None DOOMFIRE BOMBER (as above, but based on Marauder) Aircraft bomber 4+ na na 2 x Twin Heavy Bolters 30cm AA5+ Twin lascannon 45cm AT4+/AA4+, fixed forward Heavy Bomb Racks 15cm 2BP, fixed forward Notes: None DEVASTATION CLASS CRUISER Spacecraft na na na na Orbital Bombardment na 3Bps, Macro-weapon Pin-Point Attack 30cms MW2+, Titan Killer (D3) Notes: Spacecraft. May carry up to twenty units that can be deployed them with Dreadclaws. DESPOILER CLASS BATTLESHIP Spacecraft na na na na Orbital Bombardment na 3BPs 3 x Pin-Point Attack 30cms MW2+, Titan Killer (D3) Notes: Spacecraft. May carry up to forty units that can be deployed them with Dreadclaws. Slow and Steady.

12 CHAOS DAEMONS FURIES Infantry 30cm none Claws and fangs (base contact) Assault Weapons Aerial Assault 30cm AA6+ Notes: Jump Packs. Invulnerable Save. Scouts. Costs one point to summon. The aerial assault attack represents the Furies flying over to mob enemy aircraft as they approach. Even though it is not a ranged flak attack as such, it is treated as one in the game. GREATER DAEMON OF KHORNE War Engine 30cm na Axe Of Khorne (base contact) Extra attacks (+1), Titan Killer Notes: Damage Capacity 2. Leader. Inspiring. Walker. Wings (count as Jump Pack). Invulnerable save. Fearless. Costs four points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. BLOODLETTERS Infantry 15cm none Hellblades (base contact) Assault Weapons, extra attacks (+1) Notes: Invulnerable Save. Costs one point to summon. FLESH HOUNDS Infantry 30cm none Claws and fangs (base contact) Assault Weapons Notes: Invulnerable Save. Costs one point to summon. GREATER DAEMON OF NURGLE War Engine 15cm Stream Of Corruption 15cms AP4+, AT6+, ignore cover Notes: Damage Capacity 3. Leader. Inspiring. Walker. Invulnerable save. Fearless. Costs four points to summon. Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6.

13 PLAGUEBEARERS Infantry 15cm Plague Swords (base contact) Assault Weapons Notes: Invulnerable Save. Costs one point to summon. NURGLINGS Infantry 15cm none None Notes: Invulnerable Save. Two may be summoned for each summoning point spent. GREATER DAEMON OF TZEENTCH War Engine 30cm Bolt Of Change 30cms MW5+ Notes: Damage Capacity 2. Leader.. Inspiring. Walker. Wings. Invulnerable save. Fearless. Costs four points to summon Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. HORRORS Infantry 15cm Daemonic fire (15cms) Count as Small Arms Doom Bolt 15cm AP4+/AT6+ Notes: Invulnerable Save. Costs one point to summon. SCREAMERS Infantry 30cm none Claws and fangs (base contact) Assault Weapons Notes: Jump Packs. Invulnerable Save. Costs one point to summon.

14 GREATER DAEMON OF SLAANESH War Engine 15cm Aura Of Slaanesh 30cms 2BP, macro weapon Notes: Damage Capacity 2. Leader. Inspiring. Walker. Invulnerable save. Fearless. Costs four points to summon Critical Hit Effect: The Daemon is hurled back into the warp. It will drag any other units within 5cms back with on a roll of 6. DAEMONETTE Infantry 15cm none Daemonic talons (base contact) Assault Weapons Notes: First Strike. Invulnerable Save. Costs one point to summon. DAEMONETTES ON RIDING BEASTS Infantry 30cm none Daemonic talons (base contact) Assault Weapons Notes: First Strike. Invulnerable Save. Costs one point to summon.

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