realms of chaos-the horde of corruption

21
Realm of Chaos: Warbands in the 41 st Millennium Table of Contents: Title Page............................................................................................................................1 Using the Realms of Chaos................................................................................................2 Chaos Pantheon and Chaos Daemons................................................................................3 Khorne, Master of War .......................................................................................................4 Tzeentch, Changer of Ways................................................................................................5 Nurgle, Great Lord of Decay ..............................................................................................6 Slaanesh, Prince of Excess.................................................................................................7 The Road To Power ............................................................................................................8 Starting Profiles..................................................................................................................9 The Marks of Chaos, and Chaos Rewards.......................................................................10 Gifts of the gods...............................................................................................................11 Chaos Spawn and Daemon Princes..................................................................................12 Chaos Champions and Warbands in Campaigns..............................................................13 Chaos Attributes...............................................................................................................14 Chaos Attributes, continued.............................................................................................15 Chaos Equipment.............................................................................................................16 Equipment Lists...............................................................................................................17 Creating a Warband..........................................................................................................18 Point Costs........................................................................................................................19 Example Army ..................................................................................................................20 Playing a Narrative Campaign.........................................................................................21 Special Notes for Using This Book With Hordes of Chaos When I designed Hordes of Chaos , I did not anticipate that people would want to play full size campaigns with it! I made it sufficiently simple for one-off games, but campaigns need more complexity and flavor, hence this monster 21 page supplement! With that in mind, I recommend the following changes when making use of the army list for making warbands in this game. 1. Assume that any changes in the wargear apply to the Champion only. For example, in this supplement, Chaos Weapons are much more complex. These more complex rules should apply to Champions only, the normal Hordes of Chaos Chaos Weapon rules should be used for followers. The same goes for Chaos Armor, Chaotic Attributes, and so on. 2. Always assume that if any stats are abilities differ between books, that this book takes precedence. 3. Some special rules from Hordes of Chaos have not made it into this book. For example, summoning and personal icons. Assume that the rules have stayed the same. In fact, if something is not changed or mentioned in this book, assume that it has not been changed and stays the same as per Hordes of Chaos. 4. Some parts of this book are intentionally vague, for example creating campaigns. This is so that the players don't feel constricted by the rules and play the game how they see fit. This book has been a labor of love and I hope you enjoy it! Sincerely, Vladsimpaler/Sean

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This is a supplement that I intended for use with my Warhammer 40,000 codex: Hordes of Chaos. It harks back to the days of Realms of Chaos and will assuredly add a lot of fun and interest to your campaigns!

TRANSCRIPT

Page 1: Realms of Chaos-The Horde of Corruption

Realm of Chaos Warbands in the 41st MillenniumTable of ContentsTitle Page1Using the Realms of Chaos2Chaos Pantheon and Chaos Daemons3Khorne Master of War4Tzeentch Changer of Ways5Nurgle Great Lord of Decay6Slaanesh Prince of Excess7The Road To Power8Starting Profiles9The Marks of Chaos and Chaos Rewards10Gifts of the gods11Chaos Spawn and Daemon Princes12Chaos Champions and Warbands in Campaigns13Chaos Attributes14Chaos Attributes continued15Chaos Equipment16Equipment Lists17Creating a Warband18Point Costs19Example Army20Playing a Narrative Campaign21

Special Notes for Using This Book With Hordes of ChaosWhen I designed Hordes of Chaos I did not anticipate that people would want to play full size

campaigns with it I made it sufficiently simple for one-off games but campaigns need more complexity and flavor hence this monster 21 page supplement

With that in mind I recommend the following changes when making use of the army list for making warbands in this game

1 Assume that any changes in the wargear apply to the Champion only For example in this supplement Chaos Weapons are much more complex These more complex rules should apply to Champions only the normal Hordes of Chaos Chaos Weapon rules should be used for followers The same goes for Chaos Armor Chaotic Attributes and so on

2 Always assume that if any stats are abilities differ between books that this book takes precedence 3 Some special rules from Hordes of Chaos have not made it into this book For example summoning

and personal icons Assume that the rules have stayed the same In fact if something is not changed or mentioned in this book assume that it has not been changed and stays the same as per Hordes of Chaos

4 Some parts of this book are intentionally vague for example creating campaigns This is so that the players dont feel constricted by the rules and play the game how they see fit

This book has been a labor of love and I hope you enjoy it

SincerelyVladsimpalerSean

[ltltUsing Realms of Chaosgtgt]How the System Works

This books Companion if it can be called that is The Hordes of Chaos a book which includes many of the troops and abilities that you will make use of during the Campaign Note that if there is a difference between abilities in this book and The Hordes of Chaos always assume that this book takes precedence

A Champion of Chaos is any individual that gives up its soul and any goodwill it may have had for power and carnal desires In the 41st millennium there are many such individuals In this campaign system the Champion begins its path to power as a randomly generated profile with randomly generated rewards and attributes

As you progress in your games your Champion of Chaos will gain more rewards and attributes with the intent of becoming an immortal Daemon Prince Your Champion will continue on its goal until one of three things happens It dies (fairly likely) becomes a Chaos Spawn (even more likely) or becomes a Daemon Prince (highly unlikely) Such is the nature of Chaos Quickly attained power in exchange for a long lifespan

The D6In this system the D6 is the primary dice used Often there will be a notation like 1d6 This means that

you will roll one d6 2D6 means to roll two D6 and then combine the results In the same way D6+1 means to roll a single D6 and then add one to the result To roll a D3 means to roll a D6 Then change the scores to 1 or 2=1 3 or 4=2 5 or 6=3 A D2 also uses a D6 but the score is changed to 1 through 3=1 4 through 6=2

The D66

The d66 is an important part of Slaves to Darkness In order to get a d66 roll 2d6rsquos with one representing the 10rsquos digit and one representing the 1rsquos digit You then put the two values together For example if someone rolls a 1 and a 6 they will get 16 This gives values of 11 to 66 for 36 total values

Profiles Points Value This is added to the end of the profile with the heading PV A Chaos Thug with a PV of 8 would cost 8 points

The GamesmasterThough not explicitly called for or needed a GM is incredibly useful especially in a complicated ruleset

such as Realms of Chaos There are many benefits to a fair GM Flavorful narrative campaigns can be created and rules decisions will be chosen by a third party

If a GM is chosen make sure that they have a good knowledge of the Warhammer 40000 rulebook and also a decent understanding of this ruleset A GM is also useful for helping ease the games along without too much problem

Being a GM can be a very rewarding position even more than playing It is exciting to have knowledge that the players are unwittingly fighting in a minefield or the site of a merciless slaughter where the dead rise again to fight

The Pantheon of ChaosIn this section you will find special rules for Chaos Daemons and for using this supplement

There are four Major Chaos gods listed in order of power and prominence Khorne Tzeentch Nurgle and Slaanesh This section gives a brief description of each accompanied with the list of their Daemonic servants Each god has a Greater Daemon one or more Lesser Daemons a Beast andor a Steed to do its bidding

Chaos Daemons All Chaos Daemons by default are Fearless and have an invulnerable save which is listed in their profile They may take this in addition to any armor or cover save they take

Greater Daemons You may only have 1 Greater Daemon in an army Greater Daemons are all Monstrous Creatures and considered Summoning Icons (As per Hordes of Chaos) The unit composition for Greater Daemons is 1 Greater Daemon Lesser Daemons come in a squad size equal to their gods sacred number They also lose Fearless when in combat against a Greater Daemon Unit type Infantry Beasts Beasts lose Fearless when fighting Lesser Daemons or Greater Daemons They have the unit type BeastSteeds Steeds lose Fearless when fighting against Lesser Daemons or Greater Daemons They may also be ridden as a reward Steeds have the unit type Cavalry if a Mount or Beast if a unit The unit composition for Steeds is always 1-10 Steeds

All Chaos Daemons suffer from Instability Whenever a Chaos Daemon unit sustains 25 or more casualties it takes a LD test If it succeeds nothing happens If it fails for every point it fails by deal another wound to the unit

Due to the fact that the rules of reality dont really apply to the denizens of the Warp Chaos Daemons cannot be removed from play or instantly killed-instead they take D3 unsaveable wounds

Jealous godsThe Chaos gods are jealous beings Though they all hate each other in some capacity some are diametrically opposed

Khorne hates Slaanesh and vice versaTzeentch hates Nurgle and vice versa You may never include armies with followers of diametrically opposed powers See Hordes of Chaos for more on the Jealous gods rule

KhorneKhorne is the god of War He sits on a throne of brass atop a heaping mountain of skulls of both his champions and the slain His followers are brutal and live to kill in Khornes name Khornes sacred number is 8 Greater Daemon WS BS S T W I A LD SV PV

Bloodthirster 10 10 8 7 5 5 5 10 2+5++ 360

Special Rules Must Sweeping Advance if able Equipment The Bloodthirster has an Axe of Khorne which it may use one-handed and a Whip which counts as an additional CCW It also has Fused Chaos Armor +2 (2+ save +1 T) and a Collar of Khorne Chaotic Attributes Bestial Face Hideous Appearance Regeneration and Wings (all included)

Lesser Daemon WS BS S T W I A LD SV PV

Bloodletter 5 5 4 3 1 5 2 8 5+5++ See below

Unit Composition 8 Bloodletters for a total cost of 180 points May add another 8 for +180 points Chaotic Attributes Spits AcidEquipment Hellblade (Power Weapon) Special Rules Bloodletters have a special type of Regeneration which functions the same as Feels no Pain except that it only succeeds on a 5+ Must sweeping advance if able Options The squad may ride Juggernauts for an additional 200 points

Chaos Beast WS BS S T W I A LD SV PV

Flesh Hound 5 0 5 4 1 5 2 8 ndash4++ See below

Unit Composition 8 Flesh Hounds for a cost of 200 points May add another 8 for +200 points Chaotic Attributes Bestial FaceEquipment Claws (Count as 2 CCWs) Special Rules Furious Charge must sweeping advance if able

WS BS S T W I A LD SV PV

Juggernaut 3 0 5 5 2 2 2 8 3+5++ 50

Chaos Steed If this model is taken as a Mount it gives +1S +1T +1W Furious Charge and Fleet of Foot Chaotic Attributes Bestial FaceEquipment Hooves (Count as a CCW) Special Rules Furious Charge Fleet of Foot As the Juggernaut is lumbering it only charges 6rdquo not 12rdquo

TzeentchTzeentch is the Changer of Ways He is manipulative and mysterious opportunistic and cunning He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain Tzeentchs sacred number is 9

Greater Daemon WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 ndash3++ 370

Chaotic Attributes Wings Magic ResistanceEquipment Chaos Weapon with D6 random properties and one random piece of Chaos equipment Special Rules Psyker A Lord of Change automatically passes all psychic tests and knows all Tzeentchian psychic powers and may use 1 power a turn A Lord of Change has the Withering Gaze reward

Lesser Daemon WS BS S T W I A LD SV PV

Pink Horror 3 4 3 3 1 4 2 9 ndash4++ See below

Blue Horror 2 3 2 3 1 5 1 7 ndash5++

Unit Composition 9 Blue Horrors for a total squad cost of 200 May add another 9 Horrors for +210 points Equipment Claws (count as 1 CCW) Special Rules When a Pink Horror is slain place 2 Blue Horrors within 1rdquo of where the Pink Horror stood If the Blue Horrors cannot be placed because of combat or other factors they are also destroyed Options For every 9 models one of the Pink Horrors may be a Psyker for 10 points and use 1 Psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 ndash4++ See below

Unit Composition 9 Flamers for a total cost of 200 points May add another 9 flamers for +220 points Equipment Flickering Fire of Tzeentch May be fired as either a Flamer or R24rdquo Str4 Ap6 Assault 2 shooting attack Declare which mode you will be using at the start of the game Special Rules Flamers are Jump Infantry

WS BS S T W I A LD SV PV

Disc of Tzeentch 3 0 3 3 2 3 2 9 ndash3++ 20

Chaos Steed If ridden as a mount grants the rider Hit and Run Skilled Rider and the ability to move as an Eldar Jet Bike Equipment Jaws (Count as a CCW) Special Rules Instead of Cavalry the Disc moves as if an Eldar Jet-Bike Hit and Run

Tzeentch Psychic Powers

2-3 Bolt of Change Grants a R36rdquo Str9 Ap1 Assault 1 shooting attack 4 Boon of Tzeentch Once per turn if used is not considered one of the powers used this turn On a successful psychic test this model may cast an additional psychic power this turn 5 Psychic Duel Choose any psyker within LOS Both sides roll a d6+ LD If you lose or tie nothing happens If you win the enemy psyker gets -X for the rest of the game where X is the amount you won by 6-7 Transformation On a successful psychic test choose one model within 6rdquo It must take a T test or become a Chaos Spawn It retains its original profile but gains D6 attributes You control it for the rest of the game but after the game it permanently dies

8 Warp Time The model warps time You may choose to make it slower or faster If slower during one combat one enemy unit within 9rdquo attacks at I1 If faster this model gains Fleet and +D3 attacks 9-10 Tzeentchs Fire Storm One enemy unit within 18rdquo takes D3+1 Str9 Ap-- hits and that unit moves as if dangerous terrain the next turn11-12 Reckoning of Tzeentch One squad within 9rdquo that follows Tzeentch may reroll all to-hit or to-wound rolls this turn but must reroll ALL of them

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 2: Realms of Chaos-The Horde of Corruption

[ltltUsing Realms of Chaosgtgt]How the System Works

This books Companion if it can be called that is The Hordes of Chaos a book which includes many of the troops and abilities that you will make use of during the Campaign Note that if there is a difference between abilities in this book and The Hordes of Chaos always assume that this book takes precedence

A Champion of Chaos is any individual that gives up its soul and any goodwill it may have had for power and carnal desires In the 41st millennium there are many such individuals In this campaign system the Champion begins its path to power as a randomly generated profile with randomly generated rewards and attributes

As you progress in your games your Champion of Chaos will gain more rewards and attributes with the intent of becoming an immortal Daemon Prince Your Champion will continue on its goal until one of three things happens It dies (fairly likely) becomes a Chaos Spawn (even more likely) or becomes a Daemon Prince (highly unlikely) Such is the nature of Chaos Quickly attained power in exchange for a long lifespan

The D6In this system the D6 is the primary dice used Often there will be a notation like 1d6 This means that

you will roll one d6 2D6 means to roll two D6 and then combine the results In the same way D6+1 means to roll a single D6 and then add one to the result To roll a D3 means to roll a D6 Then change the scores to 1 or 2=1 3 or 4=2 5 or 6=3 A D2 also uses a D6 but the score is changed to 1 through 3=1 4 through 6=2

The D66

The d66 is an important part of Slaves to Darkness In order to get a d66 roll 2d6rsquos with one representing the 10rsquos digit and one representing the 1rsquos digit You then put the two values together For example if someone rolls a 1 and a 6 they will get 16 This gives values of 11 to 66 for 36 total values

Profiles Points Value This is added to the end of the profile with the heading PV A Chaos Thug with a PV of 8 would cost 8 points

The GamesmasterThough not explicitly called for or needed a GM is incredibly useful especially in a complicated ruleset

such as Realms of Chaos There are many benefits to a fair GM Flavorful narrative campaigns can be created and rules decisions will be chosen by a third party

If a GM is chosen make sure that they have a good knowledge of the Warhammer 40000 rulebook and also a decent understanding of this ruleset A GM is also useful for helping ease the games along without too much problem

Being a GM can be a very rewarding position even more than playing It is exciting to have knowledge that the players are unwittingly fighting in a minefield or the site of a merciless slaughter where the dead rise again to fight

The Pantheon of ChaosIn this section you will find special rules for Chaos Daemons and for using this supplement

There are four Major Chaos gods listed in order of power and prominence Khorne Tzeentch Nurgle and Slaanesh This section gives a brief description of each accompanied with the list of their Daemonic servants Each god has a Greater Daemon one or more Lesser Daemons a Beast andor a Steed to do its bidding

Chaos Daemons All Chaos Daemons by default are Fearless and have an invulnerable save which is listed in their profile They may take this in addition to any armor or cover save they take

Greater Daemons You may only have 1 Greater Daemon in an army Greater Daemons are all Monstrous Creatures and considered Summoning Icons (As per Hordes of Chaos) The unit composition for Greater Daemons is 1 Greater Daemon Lesser Daemons come in a squad size equal to their gods sacred number They also lose Fearless when in combat against a Greater Daemon Unit type Infantry Beasts Beasts lose Fearless when fighting Lesser Daemons or Greater Daemons They have the unit type BeastSteeds Steeds lose Fearless when fighting against Lesser Daemons or Greater Daemons They may also be ridden as a reward Steeds have the unit type Cavalry if a Mount or Beast if a unit The unit composition for Steeds is always 1-10 Steeds

All Chaos Daemons suffer from Instability Whenever a Chaos Daemon unit sustains 25 or more casualties it takes a LD test If it succeeds nothing happens If it fails for every point it fails by deal another wound to the unit

Due to the fact that the rules of reality dont really apply to the denizens of the Warp Chaos Daemons cannot be removed from play or instantly killed-instead they take D3 unsaveable wounds

Jealous godsThe Chaos gods are jealous beings Though they all hate each other in some capacity some are diametrically opposed

Khorne hates Slaanesh and vice versaTzeentch hates Nurgle and vice versa You may never include armies with followers of diametrically opposed powers See Hordes of Chaos for more on the Jealous gods rule

KhorneKhorne is the god of War He sits on a throne of brass atop a heaping mountain of skulls of both his champions and the slain His followers are brutal and live to kill in Khornes name Khornes sacred number is 8 Greater Daemon WS BS S T W I A LD SV PV

Bloodthirster 10 10 8 7 5 5 5 10 2+5++ 360

Special Rules Must Sweeping Advance if able Equipment The Bloodthirster has an Axe of Khorne which it may use one-handed and a Whip which counts as an additional CCW It also has Fused Chaos Armor +2 (2+ save +1 T) and a Collar of Khorne Chaotic Attributes Bestial Face Hideous Appearance Regeneration and Wings (all included)

Lesser Daemon WS BS S T W I A LD SV PV

Bloodletter 5 5 4 3 1 5 2 8 5+5++ See below

Unit Composition 8 Bloodletters for a total cost of 180 points May add another 8 for +180 points Chaotic Attributes Spits AcidEquipment Hellblade (Power Weapon) Special Rules Bloodletters have a special type of Regeneration which functions the same as Feels no Pain except that it only succeeds on a 5+ Must sweeping advance if able Options The squad may ride Juggernauts for an additional 200 points

Chaos Beast WS BS S T W I A LD SV PV

Flesh Hound 5 0 5 4 1 5 2 8 ndash4++ See below

Unit Composition 8 Flesh Hounds for a cost of 200 points May add another 8 for +200 points Chaotic Attributes Bestial FaceEquipment Claws (Count as 2 CCWs) Special Rules Furious Charge must sweeping advance if able

WS BS S T W I A LD SV PV

Juggernaut 3 0 5 5 2 2 2 8 3+5++ 50

Chaos Steed If this model is taken as a Mount it gives +1S +1T +1W Furious Charge and Fleet of Foot Chaotic Attributes Bestial FaceEquipment Hooves (Count as a CCW) Special Rules Furious Charge Fleet of Foot As the Juggernaut is lumbering it only charges 6rdquo not 12rdquo

TzeentchTzeentch is the Changer of Ways He is manipulative and mysterious opportunistic and cunning He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain Tzeentchs sacred number is 9

Greater Daemon WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 ndash3++ 370

Chaotic Attributes Wings Magic ResistanceEquipment Chaos Weapon with D6 random properties and one random piece of Chaos equipment Special Rules Psyker A Lord of Change automatically passes all psychic tests and knows all Tzeentchian psychic powers and may use 1 power a turn A Lord of Change has the Withering Gaze reward

Lesser Daemon WS BS S T W I A LD SV PV

Pink Horror 3 4 3 3 1 4 2 9 ndash4++ See below

Blue Horror 2 3 2 3 1 5 1 7 ndash5++

Unit Composition 9 Blue Horrors for a total squad cost of 200 May add another 9 Horrors for +210 points Equipment Claws (count as 1 CCW) Special Rules When a Pink Horror is slain place 2 Blue Horrors within 1rdquo of where the Pink Horror stood If the Blue Horrors cannot be placed because of combat or other factors they are also destroyed Options For every 9 models one of the Pink Horrors may be a Psyker for 10 points and use 1 Psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 ndash4++ See below

Unit Composition 9 Flamers for a total cost of 200 points May add another 9 flamers for +220 points Equipment Flickering Fire of Tzeentch May be fired as either a Flamer or R24rdquo Str4 Ap6 Assault 2 shooting attack Declare which mode you will be using at the start of the game Special Rules Flamers are Jump Infantry

WS BS S T W I A LD SV PV

Disc of Tzeentch 3 0 3 3 2 3 2 9 ndash3++ 20

Chaos Steed If ridden as a mount grants the rider Hit and Run Skilled Rider and the ability to move as an Eldar Jet Bike Equipment Jaws (Count as a CCW) Special Rules Instead of Cavalry the Disc moves as if an Eldar Jet-Bike Hit and Run

Tzeentch Psychic Powers

2-3 Bolt of Change Grants a R36rdquo Str9 Ap1 Assault 1 shooting attack 4 Boon of Tzeentch Once per turn if used is not considered one of the powers used this turn On a successful psychic test this model may cast an additional psychic power this turn 5 Psychic Duel Choose any psyker within LOS Both sides roll a d6+ LD If you lose or tie nothing happens If you win the enemy psyker gets -X for the rest of the game where X is the amount you won by 6-7 Transformation On a successful psychic test choose one model within 6rdquo It must take a T test or become a Chaos Spawn It retains its original profile but gains D6 attributes You control it for the rest of the game but after the game it permanently dies

8 Warp Time The model warps time You may choose to make it slower or faster If slower during one combat one enemy unit within 9rdquo attacks at I1 If faster this model gains Fleet and +D3 attacks 9-10 Tzeentchs Fire Storm One enemy unit within 18rdquo takes D3+1 Str9 Ap-- hits and that unit moves as if dangerous terrain the next turn11-12 Reckoning of Tzeentch One squad within 9rdquo that follows Tzeentch may reroll all to-hit or to-wound rolls this turn but must reroll ALL of them

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 3: Realms of Chaos-The Horde of Corruption

The Pantheon of ChaosIn this section you will find special rules for Chaos Daemons and for using this supplement

There are four Major Chaos gods listed in order of power and prominence Khorne Tzeentch Nurgle and Slaanesh This section gives a brief description of each accompanied with the list of their Daemonic servants Each god has a Greater Daemon one or more Lesser Daemons a Beast andor a Steed to do its bidding

Chaos Daemons All Chaos Daemons by default are Fearless and have an invulnerable save which is listed in their profile They may take this in addition to any armor or cover save they take

Greater Daemons You may only have 1 Greater Daemon in an army Greater Daemons are all Monstrous Creatures and considered Summoning Icons (As per Hordes of Chaos) The unit composition for Greater Daemons is 1 Greater Daemon Lesser Daemons come in a squad size equal to their gods sacred number They also lose Fearless when in combat against a Greater Daemon Unit type Infantry Beasts Beasts lose Fearless when fighting Lesser Daemons or Greater Daemons They have the unit type BeastSteeds Steeds lose Fearless when fighting against Lesser Daemons or Greater Daemons They may also be ridden as a reward Steeds have the unit type Cavalry if a Mount or Beast if a unit The unit composition for Steeds is always 1-10 Steeds

All Chaos Daemons suffer from Instability Whenever a Chaos Daemon unit sustains 25 or more casualties it takes a LD test If it succeeds nothing happens If it fails for every point it fails by deal another wound to the unit

Due to the fact that the rules of reality dont really apply to the denizens of the Warp Chaos Daemons cannot be removed from play or instantly killed-instead they take D3 unsaveable wounds

Jealous godsThe Chaos gods are jealous beings Though they all hate each other in some capacity some are diametrically opposed

Khorne hates Slaanesh and vice versaTzeentch hates Nurgle and vice versa You may never include armies with followers of diametrically opposed powers See Hordes of Chaos for more on the Jealous gods rule

KhorneKhorne is the god of War He sits on a throne of brass atop a heaping mountain of skulls of both his champions and the slain His followers are brutal and live to kill in Khornes name Khornes sacred number is 8 Greater Daemon WS BS S T W I A LD SV PV

Bloodthirster 10 10 8 7 5 5 5 10 2+5++ 360

Special Rules Must Sweeping Advance if able Equipment The Bloodthirster has an Axe of Khorne which it may use one-handed and a Whip which counts as an additional CCW It also has Fused Chaos Armor +2 (2+ save +1 T) and a Collar of Khorne Chaotic Attributes Bestial Face Hideous Appearance Regeneration and Wings (all included)

Lesser Daemon WS BS S T W I A LD SV PV

Bloodletter 5 5 4 3 1 5 2 8 5+5++ See below

Unit Composition 8 Bloodletters for a total cost of 180 points May add another 8 for +180 points Chaotic Attributes Spits AcidEquipment Hellblade (Power Weapon) Special Rules Bloodletters have a special type of Regeneration which functions the same as Feels no Pain except that it only succeeds on a 5+ Must sweeping advance if able Options The squad may ride Juggernauts for an additional 200 points

Chaos Beast WS BS S T W I A LD SV PV

Flesh Hound 5 0 5 4 1 5 2 8 ndash4++ See below

Unit Composition 8 Flesh Hounds for a cost of 200 points May add another 8 for +200 points Chaotic Attributes Bestial FaceEquipment Claws (Count as 2 CCWs) Special Rules Furious Charge must sweeping advance if able

WS BS S T W I A LD SV PV

Juggernaut 3 0 5 5 2 2 2 8 3+5++ 50

Chaos Steed If this model is taken as a Mount it gives +1S +1T +1W Furious Charge and Fleet of Foot Chaotic Attributes Bestial FaceEquipment Hooves (Count as a CCW) Special Rules Furious Charge Fleet of Foot As the Juggernaut is lumbering it only charges 6rdquo not 12rdquo

TzeentchTzeentch is the Changer of Ways He is manipulative and mysterious opportunistic and cunning He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain Tzeentchs sacred number is 9

Greater Daemon WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 ndash3++ 370

Chaotic Attributes Wings Magic ResistanceEquipment Chaos Weapon with D6 random properties and one random piece of Chaos equipment Special Rules Psyker A Lord of Change automatically passes all psychic tests and knows all Tzeentchian psychic powers and may use 1 power a turn A Lord of Change has the Withering Gaze reward

Lesser Daemon WS BS S T W I A LD SV PV

Pink Horror 3 4 3 3 1 4 2 9 ndash4++ See below

Blue Horror 2 3 2 3 1 5 1 7 ndash5++

Unit Composition 9 Blue Horrors for a total squad cost of 200 May add another 9 Horrors for +210 points Equipment Claws (count as 1 CCW) Special Rules When a Pink Horror is slain place 2 Blue Horrors within 1rdquo of where the Pink Horror stood If the Blue Horrors cannot be placed because of combat or other factors they are also destroyed Options For every 9 models one of the Pink Horrors may be a Psyker for 10 points and use 1 Psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 ndash4++ See below

Unit Composition 9 Flamers for a total cost of 200 points May add another 9 flamers for +220 points Equipment Flickering Fire of Tzeentch May be fired as either a Flamer or R24rdquo Str4 Ap6 Assault 2 shooting attack Declare which mode you will be using at the start of the game Special Rules Flamers are Jump Infantry

WS BS S T W I A LD SV PV

Disc of Tzeentch 3 0 3 3 2 3 2 9 ndash3++ 20

Chaos Steed If ridden as a mount grants the rider Hit and Run Skilled Rider and the ability to move as an Eldar Jet Bike Equipment Jaws (Count as a CCW) Special Rules Instead of Cavalry the Disc moves as if an Eldar Jet-Bike Hit and Run

Tzeentch Psychic Powers

2-3 Bolt of Change Grants a R36rdquo Str9 Ap1 Assault 1 shooting attack 4 Boon of Tzeentch Once per turn if used is not considered one of the powers used this turn On a successful psychic test this model may cast an additional psychic power this turn 5 Psychic Duel Choose any psyker within LOS Both sides roll a d6+ LD If you lose or tie nothing happens If you win the enemy psyker gets -X for the rest of the game where X is the amount you won by 6-7 Transformation On a successful psychic test choose one model within 6rdquo It must take a T test or become a Chaos Spawn It retains its original profile but gains D6 attributes You control it for the rest of the game but after the game it permanently dies

8 Warp Time The model warps time You may choose to make it slower or faster If slower during one combat one enemy unit within 9rdquo attacks at I1 If faster this model gains Fleet and +D3 attacks 9-10 Tzeentchs Fire Storm One enemy unit within 18rdquo takes D3+1 Str9 Ap-- hits and that unit moves as if dangerous terrain the next turn11-12 Reckoning of Tzeentch One squad within 9rdquo that follows Tzeentch may reroll all to-hit or to-wound rolls this turn but must reroll ALL of them

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 4: Realms of Chaos-The Horde of Corruption

KhorneKhorne is the god of War He sits on a throne of brass atop a heaping mountain of skulls of both his champions and the slain His followers are brutal and live to kill in Khornes name Khornes sacred number is 8 Greater Daemon WS BS S T W I A LD SV PV

Bloodthirster 10 10 8 7 5 5 5 10 2+5++ 360

Special Rules Must Sweeping Advance if able Equipment The Bloodthirster has an Axe of Khorne which it may use one-handed and a Whip which counts as an additional CCW It also has Fused Chaos Armor +2 (2+ save +1 T) and a Collar of Khorne Chaotic Attributes Bestial Face Hideous Appearance Regeneration and Wings (all included)

Lesser Daemon WS BS S T W I A LD SV PV

Bloodletter 5 5 4 3 1 5 2 8 5+5++ See below

Unit Composition 8 Bloodletters for a total cost of 180 points May add another 8 for +180 points Chaotic Attributes Spits AcidEquipment Hellblade (Power Weapon) Special Rules Bloodletters have a special type of Regeneration which functions the same as Feels no Pain except that it only succeeds on a 5+ Must sweeping advance if able Options The squad may ride Juggernauts for an additional 200 points

Chaos Beast WS BS S T W I A LD SV PV

Flesh Hound 5 0 5 4 1 5 2 8 ndash4++ See below

Unit Composition 8 Flesh Hounds for a cost of 200 points May add another 8 for +200 points Chaotic Attributes Bestial FaceEquipment Claws (Count as 2 CCWs) Special Rules Furious Charge must sweeping advance if able

WS BS S T W I A LD SV PV

Juggernaut 3 0 5 5 2 2 2 8 3+5++ 50

Chaos Steed If this model is taken as a Mount it gives +1S +1T +1W Furious Charge and Fleet of Foot Chaotic Attributes Bestial FaceEquipment Hooves (Count as a CCW) Special Rules Furious Charge Fleet of Foot As the Juggernaut is lumbering it only charges 6rdquo not 12rdquo

TzeentchTzeentch is the Changer of Ways He is manipulative and mysterious opportunistic and cunning He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain Tzeentchs sacred number is 9

Greater Daemon WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 ndash3++ 370

Chaotic Attributes Wings Magic ResistanceEquipment Chaos Weapon with D6 random properties and one random piece of Chaos equipment Special Rules Psyker A Lord of Change automatically passes all psychic tests and knows all Tzeentchian psychic powers and may use 1 power a turn A Lord of Change has the Withering Gaze reward

Lesser Daemon WS BS S T W I A LD SV PV

Pink Horror 3 4 3 3 1 4 2 9 ndash4++ See below

Blue Horror 2 3 2 3 1 5 1 7 ndash5++

Unit Composition 9 Blue Horrors for a total squad cost of 200 May add another 9 Horrors for +210 points Equipment Claws (count as 1 CCW) Special Rules When a Pink Horror is slain place 2 Blue Horrors within 1rdquo of where the Pink Horror stood If the Blue Horrors cannot be placed because of combat or other factors they are also destroyed Options For every 9 models one of the Pink Horrors may be a Psyker for 10 points and use 1 Psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 ndash4++ See below

Unit Composition 9 Flamers for a total cost of 200 points May add another 9 flamers for +220 points Equipment Flickering Fire of Tzeentch May be fired as either a Flamer or R24rdquo Str4 Ap6 Assault 2 shooting attack Declare which mode you will be using at the start of the game Special Rules Flamers are Jump Infantry

WS BS S T W I A LD SV PV

Disc of Tzeentch 3 0 3 3 2 3 2 9 ndash3++ 20

Chaos Steed If ridden as a mount grants the rider Hit and Run Skilled Rider and the ability to move as an Eldar Jet Bike Equipment Jaws (Count as a CCW) Special Rules Instead of Cavalry the Disc moves as if an Eldar Jet-Bike Hit and Run

Tzeentch Psychic Powers

2-3 Bolt of Change Grants a R36rdquo Str9 Ap1 Assault 1 shooting attack 4 Boon of Tzeentch Once per turn if used is not considered one of the powers used this turn On a successful psychic test this model may cast an additional psychic power this turn 5 Psychic Duel Choose any psyker within LOS Both sides roll a d6+ LD If you lose or tie nothing happens If you win the enemy psyker gets -X for the rest of the game where X is the amount you won by 6-7 Transformation On a successful psychic test choose one model within 6rdquo It must take a T test or become a Chaos Spawn It retains its original profile but gains D6 attributes You control it for the rest of the game but after the game it permanently dies

8 Warp Time The model warps time You may choose to make it slower or faster If slower during one combat one enemy unit within 9rdquo attacks at I1 If faster this model gains Fleet and +D3 attacks 9-10 Tzeentchs Fire Storm One enemy unit within 18rdquo takes D3+1 Str9 Ap-- hits and that unit moves as if dangerous terrain the next turn11-12 Reckoning of Tzeentch One squad within 9rdquo that follows Tzeentch may reroll all to-hit or to-wound rolls this turn but must reroll ALL of them

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 5: Realms of Chaos-The Horde of Corruption

TzeentchTzeentch is the Changer of Ways He is manipulative and mysterious opportunistic and cunning He favors psychic powers and any psyker who calls Tzeentch his patron has much to gain Tzeentchs sacred number is 9

Greater Daemon WS BS S T W I A LD SV PV

Lord of Change 5 9 6 6 4 6 3 10 ndash3++ 370

Chaotic Attributes Wings Magic ResistanceEquipment Chaos Weapon with D6 random properties and one random piece of Chaos equipment Special Rules Psyker A Lord of Change automatically passes all psychic tests and knows all Tzeentchian psychic powers and may use 1 power a turn A Lord of Change has the Withering Gaze reward

Lesser Daemon WS BS S T W I A LD SV PV

Pink Horror 3 4 3 3 1 4 2 9 ndash4++ See below

Blue Horror 2 3 2 3 1 5 1 7 ndash5++

Unit Composition 9 Blue Horrors for a total squad cost of 200 May add another 9 Horrors for +210 points Equipment Claws (count as 1 CCW) Special Rules When a Pink Horror is slain place 2 Blue Horrors within 1rdquo of where the Pink Horror stood If the Blue Horrors cannot be placed because of combat or other factors they are also destroyed Options For every 9 models one of the Pink Horrors may be a Psyker for 10 points and use 1 Psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Flamer 3 4 4 5 1 4 2 9 ndash4++ See below

Unit Composition 9 Flamers for a total cost of 200 points May add another 9 flamers for +220 points Equipment Flickering Fire of Tzeentch May be fired as either a Flamer or R24rdquo Str4 Ap6 Assault 2 shooting attack Declare which mode you will be using at the start of the game Special Rules Flamers are Jump Infantry

WS BS S T W I A LD SV PV

Disc of Tzeentch 3 0 3 3 2 3 2 9 ndash3++ 20

Chaos Steed If ridden as a mount grants the rider Hit and Run Skilled Rider and the ability to move as an Eldar Jet Bike Equipment Jaws (Count as a CCW) Special Rules Instead of Cavalry the Disc moves as if an Eldar Jet-Bike Hit and Run

Tzeentch Psychic Powers

2-3 Bolt of Change Grants a R36rdquo Str9 Ap1 Assault 1 shooting attack 4 Boon of Tzeentch Once per turn if used is not considered one of the powers used this turn On a successful psychic test this model may cast an additional psychic power this turn 5 Psychic Duel Choose any psyker within LOS Both sides roll a d6+ LD If you lose or tie nothing happens If you win the enemy psyker gets -X for the rest of the game where X is the amount you won by 6-7 Transformation On a successful psychic test choose one model within 6rdquo It must take a T test or become a Chaos Spawn It retains its original profile but gains D6 attributes You control it for the rest of the game but after the game it permanently dies

8 Warp Time The model warps time You may choose to make it slower or faster If slower during one combat one enemy unit within 9rdquo attacks at I1 If faster this model gains Fleet and +D3 attacks 9-10 Tzeentchs Fire Storm One enemy unit within 18rdquo takes D3+1 Str9 Ap-- hits and that unit moves as if dangerous terrain the next turn11-12 Reckoning of Tzeentch One squad within 9rdquo that follows Tzeentch may reroll all to-hit or to-wound rolls this turn but must reroll ALL of them

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 6: Realms of Chaos-The Horde of Corruption

NurgleNurgle is the god of Decay pestilence and death His followers are plague-ridden and live to spread the

many diseases of ldquoGrandfatherrdquo Nurgle Nurgles sacred number is 7 Nurgles Rot A terrible disease A model with Nurgles Rot has -1S -1T and -1 I for the rest of the game and for D3 more games Use the original values for taking tests and for instant death purposes A model wounded by a Daemon of Nurgle must roll a d6 On a 5 or 6 it contracts Nurgles Rot Greater Daemon WS BS S T W I A LD SV PV

Great Unclean One 7 4 6 7 7 3 4 10 5+4++ 320

Chaotic Attributes Horrible StenchEquipment Chaos Weapon with D3 random propertiesSpecial Rules Has the Nurgling Infestation and Biting Tongue rewards Is a psyker and knows all Nurgle psychic powers and may use 1 a turn

Lesser Daemon WS BS S T W I A LD SV PV

Plague Bearer 5 2 4 5 1 3 1 7 5+5++ See below

Unit Composition 7 Plaguebearers for 150 points May add another 7 for +160 points Chaotic Attributes One Eye Horrible StenchEquipment Plague WeaponOptions For every 7 models one Plaguebearer may be a psyker for +15 points and be given a random psychic power

Lesser Daemon WS BS S T W I A LD SV PV

Nurgling 3 0 3 3 3 3 3 7 ndash5++ 20

Unit Composition 1-3 Bases You may not have more units of Nurglings than you have units of other models that follow Nurgle Chaotic Attributes Horrible StenchEquipment The weight of the nurglings (1 CCW) Special Rules Swarm

Beast WS BS S T W I A LD SV PV

Beast of Nurgle 4 0 3 5 3 3 D6 7 ndash5++

Unit Composition 7 Beasts of Nurgle for 245 points Chaotic Attributes Horrible Stench TentaclesEquipment Suckers (Count as a CCW) Special Rules The Beast of Nurgle is Slow And Purposeful

Nurgle Psychic Powers (Note that none of these powers affect followers of Nurgle) 1 Stench of Nurgle All models failing a S test within 3rdquo reduce their attacks characteristic to 0 until the end of the turn 2 Miasma of Pestilence All models within 3rdquo take a Str3 Ap-- hit 3 Stream of Corruption RTemplate StrX Ap1 All models touched by the template must take an I test or take a Str7 Poisoned 3+ hit 4 Nausea One unit within 7rdquo must take a T test (use Majority MCs get -1 to the roll) If a failure must move their full move away from the caster This move ignores difficult terrain but they should stop instantly if they would come into contact with dangerousimpassable terrain or the edge of the board 5 Aura of Decay All models within 3rdquo get -1 to their armor saves until the end of the turn 6 Plague Wind R Template Str X (Poisoned 4+) Ap 4 All models that would take a wound from this are not killed Instead they contract Nurgles Rot (See above)

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 7: Realms of Chaos-The Horde of Corruption

SlaaneshSlaanesh is the god of excess hedonism and pleasure The followers of Slaanesh always are pursuing a

new forms of pleasure and excess There is nothing out-of-bounds for them Slaaneshs sacred number is 6

Greater Daemon

WS BS S T W I A LD SV PV

Keeper of Secrets 9 6 6 6 4 10 6 10 ndash4++ 260

Chaotic Attributes Hypnotic Gaze Razor Sharp Claws Special Rules Fleet of Foot Is a Psyker and knows all Slaaneshi psychic powers may use up to 1 a turn

Lesser Daemon

WS BS S T W I A LD SV PV

Daemonette 6 5 4 3 1 6 2 7 ndash5++

Unit Composition 6 Daemonettes for 115 points may add another 6 for +115 Chaotic Attributes Hypnotic Gaze Razor Sharp ClawsSpecial Rules Fleet of FootOptions For every 6 models one model in the squad may be a Psyker for +15 points that knows one rando Slaaneshi psychic power

Beast WS BS S T W I A LD SV PV

Fiend 3 0 3 3 1 3 3 8 ndash5++

Unit Composition 6 Beasts for Chaotic Attributes Hypnotic Gaze Equipment Claws (Count as 1 CCW) Special Rules Has the Reward of Musk Hit and Run Fleet of Foot Any model suffering an unsaved wound from a fiend strikes at I1 the next round

Steed WS BS S T W I A LD SV PV

Mount 3 0 5 3 2 6 2 7 ndash5++

Chaos Steed Any model riding a Steed of Slaanesh becomes Cavalry and gains Hit and RunChaotic Attributes Powerful Tail Equipment Claws (Count as 1 CCW) Special Rules Hit and Run

Slaaneshi Psychic Powers 1-2 Acquiescence May use on a model in base to base contact Instead of making its normal complement of attacks the Psyker may make one to-hit roll If it fails nothing happens If it succeeds the models characteristics are all halved rounding up (Except for Saves) Then roll ad6 On a5+ the model cannot attack at all Any model following Khorne affected by this also takes D6 wounds 3 Pavane of Slaanesh You may target one unit within 12rdquo It moves D6rdquo in a direction of your choosing or 2d6rdquo in the direction of a scatter die The unit may not be moved off the board or into impassable terrain 4-5 Bedazzle Any units attempting to attack this model or any unit it is in must pass a LD test first On a failure they may not but may choose another unit in range On a success they may fire as normal 6 Beam of Slaanesh As Acquiescence except that you place a line 24rdquo long and any model wishing to avoid it must pass an I test

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 8: Realms of Chaos-The Horde of Corruption

The Road To PowerGetting started especially for those new to this supplement seems very confusing and well chaotic

This section gives the basic breakdown of how to progress1 First of all generate your Champion (3) 2 Choose a power of Chaos for your Champion to follow and generate its first Chaotic Attribute(s) (7) and

also any starting equipment from the Champion Equipment (10) section that it will have We recommend doing this in the presence of a neutral third party

3 Decide between you and any opponents the points value of the game and then create your warband For a first game 500 or 750 is a good place to start

4 Generate any attributes or abilities for your warband before deployment5 After the game has finished to figure out the winner determine any survivors calculate victory points

and generate any rewards or attributes gained (If a narrative campaign) 6 Using equipment and recruitment points tailor your list for the next battle It is best to add no more than

250 points(for scaling purposes) after each battle So if your first battle is 750 your next battle will be 1000 (For escalation leagues or narrative campaigns)

7 Repeat 2 through 5 if playing narrative campaigns or escalation leagues using the book

The Most Important Rule Yes yes you are a filthy mutated daemonic follower of Chaos but to ensure that everyone has fun

there needs to be a sense of fairness which is why we recommend using a GM There is a points system in place to ensure that the sides are (for the most part) fairly even but with so much randomness it is impossible for any system to cope This randomness also ensures that scenarios will come up that were not envisioned when this supplement was created And thats perfectly fine One of the best ways to ldquodeciderdquo if one side is more correct than the other is to consult the greater daemon of the Chance gods The d6 Both players roll off the higher number chooses to use hisher envisioned ruling

The most important rule is to have fun This is a chance to escape and to do some crazy stuff So if one side seems super powerful and the other seems really weak add some stuff to the weak side and take some stuff from the more powerful side

A note on WYSIWYG Models are not ldquorequiredrdquo per se to be WYSIWYG It is however very rewarding to have models with the appropriate mutations and equipment and to see both sides duke it out This isnt always possible of course Before each game if a model isnt WYSIWYG then you should declare what it has Note that some abilities REQUIRE that you be WYSIWYG

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 9: Realms of Chaos-The Horde of Corruption

Starting ProfilesThe table below is used to determine your Champion of Chaos Some races have special rules and equipment associated with them and these will all be listed on the next page Note that the table skews towards weaker profiles since the lure of Chaos is much greater to those who are weak When rolling for the profiles roll 2d6 to determine the Champions origin and then 2d6 to determine the models status It is easiest to roll 4d6 in one go with 2 sets of dice being the same color so that you can quickly determine the starting point

2-7 Human Roll 2d6 8 Imperial Space Marine Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5Human

3 3 3 3 1 3 1 7 5 2-6 Marine

4 4 4 4 1 4 1 8 3

6-7Champion

4 4 3 3 1 3 2 8 5 7-8 Champion

4 5 4 4 1 4 2 9 3

8 Minor Hero

5 4 3 3 2 4 2 8 5 9 Minor Hero

5 5 4 4 2 5 2 9 3

9 Major Hero

5 5 4 3 3 5 3 9 5 10 Major Hero

6 5 5 4 3 5 3 10 3

10 Psyker 3 3 3 3 1 3 1 8 5 11 Psyker 4 4 4 4 1 4 1 9 3

11 Psyker Hero

4 4 3 3 2 4 2 9 5 12 Psyker Hero

5 5 4 4 2 5 2 10 3

12 Inquisitor

5 4 4 3 2 4 2 10 5

9-11 Abhuman Roll 2d6 12 Other Roll 2d6

WS BS S T W I A LD SV WS BS S T W I A LD SV

2-5 Beastman

4 3 3 4 1 3 1 6 6 2-5 Ork 4 2 3 4 1 2 2 7 6

6-7Champion

4 4 3 4 1 3 2 7 6 6-7Champion

4 2 4 4 1 2 3 8 6

8 Minor Hero

5 4 3 4 2 4 2 7 6 8 Minor Hero

5 2 5 4 2 3 3 8 6

9 Major Hero

6 4 4 4 3 5 3 8 6 9 Major Hero

5 2 5 5 3 4 4 9 6

10 Demiurg

4 3 3 4 1 2 1 8 4 10 Zoat 5 3 4 5 3 3 3 8 6

11 Champion

4 4 3 4 1 2 2 9 4 11 Champion

5 4 4 5 3 3 4 9 6

12 Ogryn 4 3 5 5 3 3 2 7 6 12 Minor Hero

6 4 4 5 3 4 4 9 6

Basic Equipment Humans have Flak Armor a Lasgun or a Laspistol and CCWInquisitors have Carapace Armor Bolter Bolt Pistol CCWMarines have Powered Armor a Bolter or a Bolt Pistol and CCWBeastmen and Ogryn have Flak Vests a laspistol and a CCWDemiurg have Carapace Armor and a LasgunOrks have a Flak Vest and a Shoota or Slugga and CCWZoats have a Flak Vest and a Fleshborer

Except in competition games you may choose to have a Chaos Thug or Aspiring Sorcerer as the base instead of rolling This should be a mutual agreement between you and your opponent This Champion starts with an additional Chaos Attribute

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 10: Realms of Chaos-The Horde of Corruption

The Marks of Chaos

Once a Champions profile has been determined it is given a Chaos Reward which differs from patron to patron In addition all Chaos Champions receive a single Chaos Attribute generated randomly using the Chaotic Attributes table Keep in mind that these initial Chaos Rewards and Attributes -are- used for determining if it becomes a Chaos Spawn or a Daemon Prince

Once the Champion has received its bonuses you may then start to create a warband KhorneA Champion of Khorne receives a suit of Chaos Armor+1 Psykers immediately lose all psychic powers They may still make use of Psychic Hoods and other psychic wargear

TzeentchA Champion of Tzeentch receives a random piece of Chaotic Equipment It also receives D3 starting Chaos Attributes instead of 1

NurgleA Champion of Nurgle gets +1 T Its original value is used for calculating ID

SlaaneshA Champion of Slaanesh is Stubborn

Chaos UndividedA Champion of Chaos Undivided may reroll a single failed leadership test per turn

[++Chaos Rewards++]Whenever a Champion is eligible to receive a Chaos Reward roll a d66 and consult this table

11-31 Chaotic Attribute32-34 The model receives the Rage and Furious Charge special rules Further rewards give -1 LD to resisting Rage 35-42Chaos Equipment The model gains a random piece of Chaos Equipment43-44Daemonic SteedThe model is gifted the steed of its patron god which it will ride Subsequent gifts may be given to a follower A follower given this reward becomes an Independent Character 45-46Chaos SpawnYou may use add D3 spawn to your force for half the normal point cost Then roll a d6 On a 1 this model also becomes a Chaos Spawn

51-52Strength +2 S53-56Gift of the godsRoll on the Gifts of the gods table for the appropriate god Undivided Champions gain +1 WS and A 61-63Daemonic CreaturesThe model is given one of the Beasts of his patron64-66 Eye of godIf the model has received 6 or more Rewards and less than 6 attributes it becomes a Daemon Prince If vice versa it becomes a Spawn If it has less than 6 of both the model gets a Chaos weapon with a single property If a psyker it gets an additional power Champions of Khorne gain a Collar of Khorne instead

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 11: Realms of Chaos-The Horde of Corruption

GIFTS OF THE GODS

To determine the gift roll 2d6 Note that while some gifts grant Chaos Attribute abilities these do not count towards you for determining Spawndom or Princedom The roll of a Chaos Attribute does however

Khorne Tzeentch2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Bloodthirster- Bestial Face Horrific Appearance (Gives -2 LD as if a Greater Daemon) 4 Face of Bloodletter- Bestial Face Spits Acid If the model ever changes faces (ie to a bloodthirster) it keeps the Spits Acid ability 5 Brass Skin- +1 T 5+ invul against psychic shooting attacks 6 Weapon Hand- One of the models weapons fuses to its arm and cant be removed +1 I in close combat7-8 Frenzy- This model and any models in this squad are Fearless and have Rage 9 Aggression Bonus- +1 WS BS and S Ever turn take a LD test On a failure gain Rage 10-11 Regeneration- As per the Chaos Attribute If this model has the Chaos attribute and this gift you get +1 to the roll 12 Eternal Warrior- The model has the Eternal Warrior special rule

2 D3 Chaos Attributes- The model gains D3 Chaos Attributes3 Face of Lord of Change- Bestial Face Once per game the model may automatically pass a Psychic Test 4 Face of a Horror- Bestial Face +1 BS 5 Hand of Tzeentch- During the shooting phase one unit within 12rdquo may take D6 Str3 Ap6 hits Gives +D3 Str 3 attacks at Initiative in close combat 6 Ever Changing Body- At the beginning of the game but before deployment may add D3-2 to any characteristic area of your choice excepting save and points value These values are permanent and will carry on between games or new ones may be rolled at the beginning of the next game A model reduced to 0 T or W is slain A model with 0 LD becomes a spawn7-8 Gift of Magic- The model becomes a Psyker if it isnt already one The model gains a Psychic power of your choice 9 Withering Gaze- One model in base to base contact must take an I test to avoid the gaze If it fails it take a Str9 hit 10 Rubric of Tzeentch 5+ invulnerable save or +1 to an existing invulnerable save-11-12 Ecstatic Duplication- If on the board if this model is ever slain place 2 Blue horrors within 6rdquo of where it died they form a new unit

Nurgle Slaanesh2 Chaos Attribute- The model gains a Chaos Attribute3 Face of Great Unclean One- Bestial Face All models following Nurgle within 7rdquo get +1 LD 4 Face of Plaguebearer- Bestial Face One Eye 5 Biting Tongue- In combat grants a Str4 hit that strikes at I7 to one model in base to base6 Plague- At the beginning of the turn all models within 3rdquo that dont follow Nurgle take a Str2 (Poisoned 5+) Ap ndash hit An unsaved wound gives the model -1 S and this counts as giving a model the plague 7-8 Immensity- +1 T -1 I Slow and Purposeful 9 Nurgles Rot- Whenever this model deals an unsaved wound the model contracts Nurgles Rot -1 S -1 T -1 I for the rest of the game and for D3 more games 10 Nurgling Infestation- At the beginning of the turn all enemy models in base contact take a Str3 hit 11-12 Feels No Pain- This model has the Feels No Pain special rule

2 Chaos Attribute- The model gains a Chaos Attribute 3 Face of Keeper of Secrets- Bestial Face In the first round of combat the model strikes at I10 4 Face of Daemonette- Bestial Face Hypnotic Gaze5 Crossbreed- The model fuses with a Mount of Slaanesh Its unit type becomes Cavalry and it gains Fleet (Roll 2d6 choosing the highest for Fleet if the model already had it) -1 T 6-7 Musk- Once per turn force a model in base contact to take a LD test at -1 If it fails it forfeits all attacks 8 Crab-like Claw- Additional CCW +1 S 9 Sigil of Slaanesh- +1 I 10 Fleet of Foot- The model gains the Fleet of Foot special rule 11-12 Hit and Run- The model gains the Hit and Run special rule

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 12: Realms of Chaos-The Horde of Corruption

Becoming a Chaos SpawnThere are many ways to become a Chaos Spawn

1 Roll a 1 on the Chaos Spawn reward table2 If S T A or LD is reduced to 0 because of a Chaos Attribute3 If a Champion has 6 or more Chaos Attributes when it rolls Eye of the god4 If the Champion offends its god in battle

When the model becomes a Chaos Spawn it keeps its same profile but adds an additional D3+1 Chaos Attributes It also loses all of its equipment Any Chaos Equipment is destroyed the rest may be recovered You may still use the Chaos Champion but it ceases to gain any more rewards or attributes It may be taken as a Retinue for another Champion

Note that if you only have one Champion and it becomes a Spawn you must declare another Champion Then follow through with the Step 2 as outlined in creating a Champion in The Road To Power on page 8

Becoming a Daemon PrinceThere is only one way to become a Daemon Prince and that is by rolling Eye of the god when the Champion possesses 6 or more rewards A Daemon Prince has the following benefits It is considered a Chaos Daemon and the model gets the following changes to its stat lineWS BS S T W I A LD SV

X+1 X X+2 X+1 X+2 X+2 X+1 Becomes 10 See below

X is the value that the Champion had For example a model with WS5 BS4 S5 would still have the same BS but its WS would be 6 and its S would now be 7 The Daemon Prince also gains a 5+ invulnerable save or it gets +1 to any existing invulnerable save the model had

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 13: Realms of Chaos-The Horde of Corruption

Chaos Champions and Warbands during Campaigns

In lieu of an experience system Chaos Champions gain rewards It is helpful to have a sheet to recording the rewards attributes and equipment of the Champion Due to the random factor and the amount of rolling it is easy to ldquofudgerdquo rolls and come out with an uber Chaos character This is why we recommend (in competition games it is REQUIRED) that you roll in the presence of a GM or neutral third party

Generating Rewards in a CampaignAs noted before the best kind of games are those that are part of a Narrative Campaign one that details the rise and fall of your Champions After every game calculate the amount of Victory Points that a Champion has earned Note that 10 Victory Points = 1 Reward Surplus points are stored for the next game Victory points are rewarded each time the Champion completes the task described A task may be completed multiple times but you will only receive victory points for the first time the task is completed in a game There is a basic Victory Point chart which all Champions use Then there are specific victory point tables for each of the 4 Chaos powers that grant victory points

Khorne Tzeentch Nurgle

+5 Kill a psyker+1 Kill a follower of Slaanesh+5 Kill a champion of Slaanesh+2 Kill any other Champion of Chaos

+1 Kill a follower of Nurgle+9 Kill a Champion of Nurgle+1 Kill an enemy with the Transformation power+X Kill a personal or arch enemy where X is the of VPrsquos acquired in the battle

+1 Infect an enemy with the plague (not Nurglersquos Rot)+5 Infect an enemy with Nurglersquos Rot+1 Kill a follower of Tzeentch+9 Kill a Champion of Tzeentch

Slaanesh Basic+5 Surviving the game on the winning side+3 Surviving the game on the losing side+2 Slaying a personal enemy+6 Slaying an arch enemy+9 Slaying a Greater Daemon

+1 Kill an enemy with a psychic power+1 Killing a non-Champion of Khorne+9 Killing a Champion of Khorne+5 Killing an enemy with the Beam of Slaanesh or Acquiesence powers

Personal Enemy Before deployment choose an enemy Champion You get Preferred Enemy against that modelArch Enemy Any Champion that has ldquoslainrdquo the Champion before The Champion get Preferred Enemy against that model

Casualties in CampaignsWhenever a Champion is ldquoslainrdquo after the game roll a d6 If the Champion was killed by an attack that caused instant Death subtract 1 from the roll 1-2 Dead The Champion bites the dust At this point you must choose a new Champion from the models that you have Then follow step 2 on The Road to Power chart on page 8 3-4 Minor Wound The Champion has sustained minor injuries and may participate in the next game Roll a d6 to see what kind of injury it sustained

1 -1 WS2 -1 BS3 -1S4 -1 T5 -1I6 -1 LD

This can possible result in the Champion becoming a Chaos Spawn If so see 1-2 Dead5-6 Major Wound The Champion has sustained serious injuries See ldquoMinor Woundrdquo except roll 2d6 and apply both results

Squads Roll 1d6 for each model in a squad killed On a 4+ it survives Otherwise it succumbs to its wounds Either roll one at a time or roll differently colored dice for models with different equipment

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 14: Realms of Chaos-The Horde of Corruption

Chaos AttributesWhenever a model is eligible for a Chaos Attribute roll a D66 and consult this chart and then apply the result to the model A model without a Mark may only ever have 1 Chaos Attribute For every 2 Chaos Attributes a model possesses it suffers a -1 to its armor save unless it has Chaos Armor

11 Additional Limbs12 Agile13 Beweaponed Extremeties14 Bestial Face15 Breathes Fire16 Coward (-)21 Dimensional Instability (-)22 Enormously Fat23 Evil Eye24 Giant Growth25 Horrible Stench26 Hideous Appearance31 Hypnotic Gaze32 Inhuman Constitution33 Levitation34 Long Legs35 Magic Resistant36 Metal Body

41 One Eye (-)42 Pin Head (-)43 Powerful Tail44 Pseudo-Daemonhood45 Razor Sharp Claws46 Regeneration51 Rotting Flesh (-)52 Silly Voice (-)53 Silly Walk (-)54 Strong55 Spits Acid56 Teleports61 Tentacles62 Temporal Instability (-)63 Warp Aura64 Weapons Master65 Wings66 Vampyre

11 Additional Limbs +1 Attack may fire an additional weapon as if a Monstrous Creature12 Agile +1 I13 Beweaponed Extremeties +1 S -1 I -1 to enemy armor saves in close combat14 Bestial Face Once per combat phase an enemy takes an auto Str4 hit Multiple Bestial faces add one Str to the hit 15 Breathes Fire The model may fire as though it had a flamer in addition to any other weapons it has 16 Coward Whenever there is an enemy model within 6rdquo must take leadership or fall back This model loses Stubborn or Fearless if it had it 21 Dimensional Instability Suffers from Instability as per Chaos Daemons 22 Enormously Fat +1 T -1 I count as two models for transport23 Evil Eye One model in base contact must take an I test or become WS1 for the rest of the combat 24 Giant Growth +1 S +1 T Monstrous Creature These are additions to base stats 25 Horrible Stench Defensive Grenades May not join a squad unless it also has Horrible Stench 26 Hideous Appearance -1 LD to enemies within 6rdquo -2 instead if a Greater Daemon 31 Hypnotic Gaze -1 I to enemies within 6rdquo32 Inhuman Constitution +1W33 Levitation Ignores difficult and dangerous terrain If the model is in a squad without levitation it loses this bonus 34 Long Legs The model becomes Fleet of Foot If the model is in a squad without levitation it loses this bonus 35 Magic Resistant Whenever this model is affected by a psychic power roll a d6 On a 6 it is not affected36 Metal Body The model gets -2 WS and BS but +2S and +1T These are additions to base stats 41 One Eye -1 BS42 Pin Head -1 LD At the beginning of every turn take a LD test On a failure the model moves using the scatter die and may not do anything else in the turn A pass indicates the model isnt a total idiot this turn Units with Pin Head take a LD test together and if they fail they all move in the direction the scatter die indicates

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 15: Realms of Chaos-The Horde of Corruption

43 Powerful Tail The model gains an additional attack at Str5 44 Pseudo-Daemonhood The model gains horns wings and a tail granting it an additional Str3 attack in combat Also roll a d6 On a 2+ the wings are large enough to allow the model to move as if a Jump Pack If a unit has this ability roll for the entire unit with one die Either all of them get it or they dont 45 Razor Sharp Claws The model gains the Rending special rule The claws are also dual CCWs 46 Regeneration At the end of any turn in which the model has suffered a wound roll a d6 On a 5+ it regains it This may not be used if the model has been killed 51 Rotting Flesh Subtract 1 from this models toughness for instant death purposes 52 Silly Voice A unit never uses this models Leadership for leadership tests In addition a unit with at least one model with a Silly Voice suffers -1 to all combat resolution scores 53 Silly Walk The model always moves as if in Difficult Terrain If actually in Difficult or Dangerous terrain only roll 1 dice 54 Strong +1 S55 Spits Acid The model has a R6rdquo S3 AP3 Assault 1 shooting attack in addition to any other shooting 56 Teleports Instead of its normal movement phase a Teleporting model may move to anywhere within 24rdquo of its current position provided it is within 1rdquo of any terrain or enemy model It then scatters 1d6rdquo as if it had done a Deep Strike A unit with this ability must teleport to the same position if at least one model teleports A teleporting model may not assault but may still shoot 61 Tentacles The model has an additional d3 Str3 attacks in close combat In a squad roll once and apply that number to the entire squad 62 Temporal Instability At the beginning of each of your turns roll 1d6 On a 1 the model is removed from the table and placed in reserves Place a marker where it once stood Once the model becomes available from reserves place it within d2rdquo of the marker as if it was deploying during deep strike If the models cannot be placed due to terrain destroy them If they cannot be placed due to other models standing there eliminate the other models 63 Warp Aura The model has a 5+ invulnerable save or gets +1 to any existing invulnerable save 64 Weapons Master The model gains +1 WS or BS 65 Wings The model moves as if it had a Jump Pack 66 Vampyre For every unsaved wound this model deals it gains a wound up to X+1 X being the original wound characteristic of the model This model gets +1 S when Night Fighting rules are in effect

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 16: Realms of Chaos-The Horde of Corruption

Chaos Equipment A model eligible for Chaotic Equipment rolls 2d6 and then consults the following table2-4 Chaos Armor5 Chaos Familiar (The model gains a Combat Familiar If a Psyker it may opt to take a Psychic Familiar instead)6-7 Chaos Weapon with 1 random property8 Chaos Weapon with D3 random properties9-10 Equipment of the gods11-12 Daemon Weapon

Description of Chaos Equipment Chaos Armor Grants a 4+ save or gives +1 to the modelrsquos existing armor save (For example an Inquisitor would have a 3+ save if it received Chaos Armor ) Further gifts of Chaos Armor may be given to another follower OR may be combined For example if a model has Chaos Armor and receives a gift of Chaos Armor you may combined the two and have the armor may be upgraded to Chaos Armor +1 meaning that the model would have a 3+ save or get +2 to an existing save A 2+ save is still the best save a model can receive Every time a model receives a suit of Chaos Armor or upgrades it roll a d6 On a 5+ the armor fuses with the bearer granting +1 T Such armor is called Fused Chaos Armor Where Chaos Attributes reduce the models armor save a model with Chaos Armor suffers no such reduction as the armor simply reforms

Chaos Weapon Roll 2d6 to determine the property(s) 2 Plague(Poisoned 4+ )3 Strength (+1 S) 4 Entrancing (-1 I to enemies in assault)5 Freezing (Any enemy wounded strikes at I1 next round) 6 Piercing (-1 to enemy armor saves) 7 Frenzy (+1 A)8 Skill (+1 WS) 9 Chainsword (Rending) 10 Powered (Power Weapon) 11 Hatred (Preferred Enemy Infantry or Independent Characters)12 Vampyre (For every wound a model deals with this weapon it gains one wound back up to its maximum limit +1)

Daemon WeaponRoll a d6 On a 1-4 the weapon is a 1H CCW On a 5-6 it is a 2H CCW but gives +1 S Roll a d6 for type of Daemon 1-3 it is a Lesser Daemon 4-6 it is a Greater DaemonRegardless of the Daemon inhabiting the weapon all Daemon Weapons are Power Weapons and multiply all unsaved wounds into D3 wounds Whenever a LD test is required a model with a Daemon weapon may use the bound Daemons LD if it is higher than its own If the Daemon weapon has any psychic abilities or shooting attacks the model owning the blade may use them as if they were its own At the beginning of every turn roll a 1d6 for every model you control with a Daemon Weapon that is currently on the table (Roll a different colored dice for each champion)On a 1 the Daemon rebels Roll 2d6 and consult the below table2 The bearer is sucked into the weapon remove it from the table as a casualty You may have another model of yours pick up the weapon provided it was within 2rdquo As long as it is recovered by a model you may continue to use the Daemon Weapon3-4 The Daemon escapes from the weapon The weapon becomes a normal CCW5-9 The Daemon attacks the bearer doing one wound that is unsaveable 10-11 The Daemon appears 1rdquo from the bearer and fights on your side as an allied model The Daemon weapon becomes a normal CCW and the Daemon will re-enter the weapon after the battle 12 The Daemon gains a Chaotic Attribute

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 17: Realms of Chaos-The Horde of Corruption

Equipment ListsEquipment of the gods

Khorne Tzeentch

1-2 Khornate Chainaxe -1 to enemy armor saves in close combat3 Collar of Khorne Whenever this model would be affected by a psychic power roll a d6 On a 2+ nullify the power 4 Bloodstone One use only May be used at the beginning of your movement phase to automatically summon a pack of Daemons (Not a Greater Daemon)5 Berserker Glaive 2H Power Weapon +2 A must move towards enemy units if able 6 Axe of Khorne A 2 Handed Daemon Weapon which always has a Bloodthirster

1-2 Force Weapon See the 40k rulebook for rules concerning Force Weapons 3 Rod of Tzeentch At the beginning of the game receive a random psychic power Counts as an additional CCW 4 Warpstone Charm Grants a 3+ invulnerable against psychic shooting attacks and Perils of the Warp5 Kai Gun R36rdquo Str5 Ap3 Assault 1 or Heavy 26 Bedlam Staff 2H Power Weapon Automatically cast psychic powers on the rolls of doubles

Nurgle Slaanesh

1 Death Head of Nurgle All models in base to base contact suffer a -1 WS penalty 2-3 Plague Weapon Is a CCW that grants Poisoned 4+ attacks 4-5 Blight Grenades Defensive grenades6 Pestilent Standard The squad gets +1 to its combat resolution scores and may reroll any to-wound roll of 1

1-4 Sonic Weapon See Hordes of Chaos5 Blast Master See Hordes of Chaos6 Rod of Command May be used once per movement phase to allow a unit to move again as if it had not moved already The unit then takes D6 Str6 Ap-- hits

Champion EquipmentAfter generating your champion it receives 2d6 (2d6+3 if a Major Hero) Equipment points which it may then spend on Equipment These points transfer over to the army list ie a Human champion which spends 8 Equipment points will cost an additional 8 points Left over points may be saved for later purchases be sure to write down how much you have left

Basic Weaponry Special Weaponry Close Combat Weapons

Lasautogun 1Bolter 2Shuriken Catapult 2Pulse Rifle 3

Grenade Launcher 7Plasma or Melta Gun 10Flamer 6Storm Bolter 5

Close Combat Weapon 1Lasautopistol 1Bolt Pistol 2Plasma Pistol 7Hand Flamer 5Power Weapon 10Power Fist 20

Armor Equipment Transports

Flak Armor 1Carapace Armor 5Powered Armor 11Terminator Armor 30

Frag Grenades 1Krak Grenades 1Melta Bombs 5Digital Weapons 10

Horse 7Xeno Cavalry 15Bike 23Jump Pack 20

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 18: Realms of Chaos-The Horde of Corruption

Creating a WarbandAfter the Champion has been created it is time to create the warband that it leads For competition games use the Hordes of Chaos book Your Champion also has the Leader of Chaos special rule NarrativeEscalation Campaigns At the beginning of the campaign many of the FOC slots are locked and can be only unlocked by paying the proper amount of Recruitment Points A Champion starts with 2 Recruitment points Everytime your Champion receives a reward it gains an additional Recruitment point Whenever you win a battle you gain D3 points If you lose a battle you gain D2 Recruitment Points

Note A follower is any non-Heavy Support model you control that is not your Chaos Champion

HQ All lockedElites All lockedTroops All except Marauders unlockedFast Attack All lockedHeavy Support All locked

Recruitment costLord 5 pointsChampion or Sorcerer 2 pointsAspiring Champion 1 pointElites 3 6 for Chosen TerminatorsTroops 1 point (Your first 3 troop choice picks are free with the exception of Marine Renegades) Fast Attack 2 points Chaos Spawn are 1Heavy Support 5 points 6 for a Land RaiderDedicated Transports 2

Note that this is the cost for unlocking the slot and that you may only take one unit or model of that unlocked choice You must pay the cost in recruitment points every time you wish to take another unit but the cost is reduced by 1 to a minimum of 1 You must also pay the proper point cost for the squad and any upgrades it takes For example say you want to take 2 units of Mounted Marauders It would cost 2 Recruitment points for the first squad then 1 for the second squad for a total cost of 3 Recruitment Points

Recruitment Points may also be used to add up to 10 models to a squad up to the units maximum Composition

Chaos Attributes Lords start with D3+1 Chaos attributesChampions start with D3-1Aspiring Champions start with D6-4Any Mutants Big Mutants and Chaos Spawn start with D3 Any Infantry squad starts with D6-4

Note that you are not required to give a unit Chaos Attributes if they are available and you may always take less than the maximum

Follower RewardsIn narrativeescalation campaigns Whenever a Champion receives a reward you may elect one unit of followers or a single follower model to receive a special follower Chaos Reward Roll d66 and consult this chart11-46 Chaos Attribute The unit gains a Chaos Attribute 51-54 Characteristic Increase (+1S and +1T both are not additions to base stats)55-56 Chaos Spawn The entire unit becomes Chaos Spawn gaining D6 Chaos Attributes They still have their same profiles (albeit modified by the Chaos Attributes) but gain the special rules of Chaos Spawn 61-66 Special Reward The follower (or one follower in a unit) may roll on the main Chaos Rewards chart as if it was a champion

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 19: Realms of Chaos-The Horde of Corruption

Point Costs for Realm of ChaosNow for the nitty gritty the point costs

ChampionsChampion of Chaos with base profile 40 (50 if a Marine)Champion of Chaos with Champion profile 50 (60 if a Marine)Champion of Chaos with Minor Hero profile 65 (80 if a Marine)Champion of Chaos with Major Hero profile 90 (110 if a Marine)

Chaos Attributes after the first +15 points (Chaos attributes with a (-) symbol cost nothing)Chaos Rewards after the first +25 pointsModel is a Daemon Prince Cost x2

Followers

Chaos Attributes+2 points per model (Chaos attributes with a (-) symbol cost nothing) For mutants the first Chaos Attribute is free Chaos Rewards +4 points per model

For Competition gamesIn one-off Competition games all Champions cost 55 points base A randomly generated Champion may take any of the following Chaos Weapon costs 10 points plus 10 for each property after the first Daemon Weapons cost 45 points Chaos Armor costs 20 points +5 for each upgrade after the first Chaos Attributes 15 points each May take attributes up to their patrons sacred powerChaos Rewards 25 points each May take rewards up their patrons sacred power If Eye of the god is rolled consider it as if the model doesnt have enough attributes or rewards yetBecome a Daemon Prince (requires 6 rewards and less than 6 attributes) Point cost of Champion (excluding all Equipment) multiplied by 2

Though Champions dont take up HQ slots they may never consist of more than 25 of your force rounding down any decimals For example in a 1500 point game you may only have up to 375 points of Chaos Champions

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 20: Realms of Chaos-The Horde of Corruption

Example of a starting 500 point army The Corsairs of CorruptionI am doing a Narrative escalation campaign with the first battle being 500 points First I generate my

champion I roll 2d6 and get 7 a Human Then I roll another 2d6 and get the result of 9 a Major Hero I choose to give it a Laspistol and Close Combat Weapon

Since I want this to be a Slaaneshi warband I choose to make him a follower of Slaanesh I then proceed to generate his first Chaos Attribute so I roll a d66 getting the result of 51 Rotting Flesh This isnt too useful but I -do- have a Major Hero for my starting Champion so I roll with it I then generate its equipment points getting the result of 7 for a total of 10 equipment points I choose to give him Carapace Armor (5) and a Bolt Pistol (2) So I now have a 97 point Champion that can certainly give a beating Unfortunately it dies quite easily but in 500 points theres not a lot that can really do too much damage

Now for the warband itself The Hordes of Chaos book gives me three starting troops options Chaos Thugs Mutants and Humanoid Renegades Using 1 of my 2 Recruitment points I unlock the powerful Chaos Marauder troop choice In 500 theyre a bit overkill but will be much more useful as the games go on

I choose a hefty squad of 20 mutants for a total point cost of 100 points Since I have a Slaanesh warband Im going to give them the special Slaaneshi attribute which gives opponents -1 initiative Some may balk at the cost but when youre striking at the same time as marines and before most other troop choices trust me its worth it The total cost is 140 I also choose to give the mutants a Chaos Attribute as the first one is free I get the result of 11 which gives Additional Limbs This is pretty ridiculous because now my mutants have 3 attacks or 4 on the charge At this point I put my Champion in this squad as he will give them his hefty leadership of 9 Plus hes stubborn Hail to the king baby

At this point I have almost half of my points wrapped up in one squad Id like some support squads for my mutants so I purchase a squad of 10 Renegades for 40 points and give them the Imperial Guard origin I then choose to give one a Heavy Stubber for 10 points and another a Heavy Bolter for 10 points So for 70 points thats a great firebase

I choose to take another squad of 10 Renegades with the Imperial Guard origin but this time I give them an Autocannon and a Heavy Stubber for some high strength shooting This squad comes to 72 points

Now I want another close range squad so I go with some Chaos Thugs These guys are beastmode I take a squad of 10 I like risks so I replace their lasguns with Firearms I then give 2 of them Melta Guns for some close-range ownage I also give them Carapace Armor added protection

The entire warband comes up to 499 points Id say that this is a competitive warband with good shooting and combat In 750 I can see my warband having some Marauders along with a Rhino or a Chimera

Champion of Slaanesh (97) Human Major Hero with Rotting Flesh Bolt Pistol CCW and Carapace Armor

20x Mutants (140) Special Attribute Slaaneshi Additional Arms

10x Renegades (70) Imperial Guard Origin 1x Heavy Stubber 1x Heavy Bolter

10x Renegades (72) Imperial Guard Origin 1x Autocannon 1x Plasma Gun

10x Chaos Thugs (120) 2x Melta Guns Carapace Armor

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos
Page 21: Realms of Chaos-The Horde of Corruption

Playing a Narrative Campaign Theres been a lot of talk of Narrative campaigns in this book so we wanted to go over what they actually

are A narrative campaign has some sort of storyline involved (for example 2 sides want to take over a planet) and is where the consequences of actions in a game are tangible For example sending a squad of your best troops to attempt to take out a tank but they fail and are killed In a normal game this would be bad In a narrative campaign sending troops on suicide campaigns is a last-ditch effort not the first thing you do

For these campaigns it is recommended that you have Chaos Warbands face off against eachother You can certainly have other codices fight against a player using this ruleset and Hordes of Chaos but the amount of variety may be overpowering Thats why we recommend Chaos warbands going against other warbands

Death in a Campaign In a narrative campaign when troops die thats it Your first three troop choices are free Once those run out you have to start using Recruitment points You are also not allowed to replenish troops in a squad unless you use a Recruitment point Luckily after each game you gain Recruitment points so while your original squads may go down in size you gain new squads When new troops are added to an existing squad they are assumed to have the same attributes and rewards This is for simplicitys sake For example if you had a squad of 15 mutants with One Eye you could pay a recruitment point to add another 10 mutants to the squad which all have One Eye as well

Spicing up Narrative Campaigns To add a sense of scale use the Planetary Empires ruleset that Games Workshop has laid out Its useful and adds a Risk-like element to the campaign

Use a Gamesmaster Yes we sound like a broken record but they are incredibly useful and can iron out any kinks in the rules and create house rules where appropriate

Escalation Games Escalation games are exciting and do a great job of showing the progression of a warband As mentioned before (and this applies to Narrative campaigns too) it is best to start small with a game of 500 This allows for a Champion and a good complement of troops Then add 250 to every game ending perhaps with a huge game of 2000 per side For escalation campaigns dont roll for dead followers as you can use new ones next game Recruitment points are still used

  • Khorne
  • Starting Profiles
    • The Marks of Chaos
      • GIFTS OF THE GODS
        • Chaos Champions and Warbands during Campaigns
          • Chaos Attributes
            • Chaos Equipment
              • Equipment Lists
                • Creating a Warband
                  • Point Costs for Realm of Chaos