Chaos army

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Chaos - Chaos Space Marines - Chaos army - (2000 pts)

Army Roster (Chaos - Chaos Space Marines) (2000 pts)

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Choice Slaves to Darkness

Marks of Chaos: -, KHORNE, TZEENTCH, NURGLE, SLAANESH, CHAOS UNDIVIDED

Show/Hide Options Tzeentch Daemons are visible, Slaanesh Daemons are visible, Chaos Knights are visible, Nurgle Daemons
are visible, Khorne Daemons are visible, Titans are visible, Unaligned Fortifications are visible, Unaligned
Forces are visible, Legends are visible

Character (395 pts)


Dark Commune (5) Mark of Tzeentch
(55 pts) • 2x Blessed Blades
• Iconarch
• Mindwitch
• Cult Demagogue

Rules: Dark Pacts, Leader, Pistol, Devastating Wounds, Sustained Hits, Hazardous, Psychic
Abilities: Leader[1], Faithful Flock, Dark Ritual, Chaos icon
Unit: Cult Demagogue, Mindwitch, Iconarch, Blessed Blade
Ranged Weapons: Autopistol, Warp Curse - witchfire, Warp Curse - focused witchfire
Melee Weapons: Commune stave, Close combat weapon, Commune blade

Heretic Astartes Daemon Prince (1) Mark of Tzeentch, Eye of Tzeentch, Warlord
(210 pts)
Rules: Deep Strike, Deadly Demise D3
Unit: Heretic Astartes Daemon Prince
Abilities: Invulnerable Save[1], Dark Blessing (Aura), Ascended Daemon, Eye of Tzeentch
Melee Weapons: Hellforged weapons - strike, Hellforged weapons - sweep
Ranged Weapons: Infernal cannon

Sorcerer in Terminator Armour (1) Liber Hereticus, Mark of Chaos Undivided, Combi-weapon, Chaos Familiar
(130 pts)
Rules: Dark Pacts, Leader, Psychic, Hazardous, Anti-, Devastating Wounds, Rapid Fire
Abilities: Invulnerable Save[1], Leader[2], Warptime (Psychic), Death Hex (Psychic), Chaos Familiar, Liber
Hereticus
Unit: Sorcerer in Terminator Armour
Melee Weapons: Force weapon
Ranged Weapons: Infernal Gaze - witchfire, Infernal Gaze - focused witchfire, Combi-weapon

Battleline (330 pts)


Cultist Mob (20) Mark of Tzeentch
(110 pts) • 9x Cultist w/ autopistol and brutal assault weapon
• 8x Cultist w/ cultist firearm and close combat weapon
• Cultist w/ flamer
• Cultist w/ heavy stubber
• Cultist Champion: Autopistol and brutal assault weapon

Rules: Dark Pacts, Pistol, Rapid Fire, Ignores Cover, Torrent, Heavy
Unit: Cultist Mob
Abilities: For the Dark Gods
Ranged Weapons: Autopistol, Cultist firearm, Flamer, Heavy stubber
Melee Weapons: Brutal assault weapon, Close combat weapon

Cultist Mob (20) Mark of Tzeentch


(110 pts) • 9x Cultist w/ autopistol and brutal assault weapon
• 8x Cultist w/ cultist firearm and close combat weapon
• Cultist w/ flamer
• Cultist w/ heavy stubber
• Cultist Champion: Autopistol and brutal assault weapon

Rules: Dark Pacts, Pistol, Rapid Fire, Ignores Cover, Torrent, Heavy
Unit: Cultist Mob
Abilities: For the Dark Gods
Ranged Weapons: Autopistol, Cultist firearm, Flamer, Heavy stubber
Melee Weapons: Brutal assault weapon, Close combat weapon
Cultist Mob (20) Mark of Tzeentch
(110 pts) • 9x Cultist w/ autopistol and brutal assault weapon
• 8x Cultist w/ cultist firearm and close combat weapon
• Cultist w/ flamer
• Cultist w/ heavy stubber
• Cultist Champion: Autopistol and brutal assault weapon

Rules: Dark Pacts, Pistol, Rapid Fire, Ignores Cover, Torrent, Heavy
Unit: Cultist Mob
Abilities: For the Dark Gods
Ranged Weapons: Autopistol, Cultist firearm, Flamer, Heavy stubber
Melee Weapons: Brutal assault weapon, Close combat weapon

Infantry (210 pts)


Traitor Guardsmen Squad (10) Mark of Tzeentch
(70 pts) • 6x Guardsman w/ lasgun
• Guardsman w/ plasma gun
• Guardsman w/ meltagun
• Guardsman w/ Cultist sniper rifle
• Traitor Sergeant: Boltgun, Close combat weapon

Rules: Dark Pacts, Rapid Fire, Hazardous, Melta, Heavy, Precision


Unit: Traitor Guardsmen Squad
Abilities: Twisted Defence Force
Melee Weapons: Close combat weapon
Ranged Weapons: Boltgun, Lasgun, Plasma gun - standard, Plasma gun - supercharge, Meltagun, Cultist
sniper rifle

Traitor Guardsmen Squad (10) Mark of Tzeentch


(70 pts) • 6x Guardsman w/ lasgun
• Guardsman w/ plasma gun
• Guardsman w/ meltagun
• Guardsman w/ Cultist sniper rifle
• Traitor Sergeant: Boltgun, Close combat weapon

Rules: Dark Pacts, Rapid Fire, Hazardous, Melta, Heavy, Precision


Unit: Traitor Guardsmen Squad
Abilities: Twisted Defence Force
Melee Weapons: Close combat weapon
Ranged Weapons: Boltgun, Lasgun, Plasma gun - standard, Plasma gun - supercharge, Meltagun, Cultist
sniper rifle

Traitor Guardsmen Squad (10) Mark of Tzeentch


(70 pts) • 6x Guardsman w/ lasgun
• Guardsman w/ plasma gun
• Guardsman w/ meltagun
• Guardsman w/ Cultist sniper rifle
• Traitor Sergeant: Boltgun, Close combat weapon

Rules: Dark Pacts, Rapid Fire, Hazardous, Melta, Heavy, Precision


Unit: Traitor Guardsmen Squad
Abilities: Twisted Defence Force
Melee Weapons: Close combat weapon
Ranged Weapons: Boltgun, Lasgun, Plasma gun - standard, Plasma gun - supercharge, Meltagun, Cultist
sniper rifle

Vehicle (370 pts)


Chaos Land Raider (1) Mark of Tzeentch, Combi-weapon
(240 pts)
Rules: Deadly Demise D6, Dark Pacts, Sustained Hits, Twin-linked, Anti-, Rapid Fire, Devastating Wounds
Unit: Chaos Land Raider
Abilities: Assault Ramp, Damaged: 1-5 wounds remaining
Transport: Chaos Land Raider
Ranged Weapons: Soulshatter lascannon (2), Twin heavy bolter, Combi-weapon
Melee Weapons: Armoured tracks[1]

Chaos Predator Annihilator (1) Mark of Tzeentch, 2 lascannons, Combi-weapon


(130 pts)
Rules: Deadly Demise D3, Dark Pacts, Twin-linked, Anti-, Rapid Fire, Devastating Wounds
Unit: Chaos Predator Annihilator
Abilities: Annihilator, Damaged: 1-4 wounds remaining
Ranged Weapons: Predator twin lascannon, Combi-weapon, Lascannon (2)
Melee Weapons: Armoured tracks[2]

Allied Units (695 pts)


Knight Tyrant (1) 2 Gheiststrike missile launchers and 1 twin desecrator cannon, Brimstone volcano lance and ectoplasma
(555 pts) decimator

Rules: Super-Heavy Walker, Deadly Demise D6+2, Melta, Twin-linked, Blast, Hazardous, Anti-, Devastating
Wounds
Unit: Knight Tyrant
Abilities: Infernal Aegis (Aura), Bastion of Corruption, Invulnerable Save[2], Damaged: 1-8 wounds remaining
Ranged Weapons: Twin daemonbreath meltagun (2), Brimstone volcano lance, Ectoplasma decimator -
standard, Ectoplasma decimator - supercharge, Gheiststrike missile launcher (2), Twin desecrator cannon
Melee Weapons: Titanic feet

Pink Horrors (10) Instrument of Chaos, Daemonic Icon


(140 pts) • 10x Pink Horror

Rules: Deep Strike, The Shadow of Chaos, Psychic


Abilities: Invulnerable Save[3], Split, Horrors are Pink. Horrors are Blue. Where once there was one, now
there are two., Daemonic Icon, Instrument of Chaos
Ranged Weapons: Coruscating Yellow flames, Coruscating Blue flames, Coruscating Pink flames
Melee Weapons: Yellow claws, Blue claws, Pink claws
Unit: Pink Horror
Rules:

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Dark Pacts If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark
Pact. If it does, select one of the following abilities for that unit’s weapons to gain until the end of the phase:
% [LETHAL HITS]
% [SUSTAINED HITS 1]
Each time a unit makes a Dark Pact, after it has resolved its attacks, it must take a Leadership test; if that test is failed, that
unit suffers D3 mortal wounds.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that
attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the
attacking unit have been allocated and resolved

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one
Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one
model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a
Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in
an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit
that has lost one or more wounds or has had attacks allocated to it this phase.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Ignores Cover Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with
such a weapon, the target cannot have the Benefit of Cover against that attack.

Torrent Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon,
that attack automatically hits the target.

Heavy Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the
attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.

Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Super-Heavy Walker Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC
models) and terrain features that are 4" or less in height as if they were not there.

Deadly Demise D6+2 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

The Shadow of Chaos If your Army Faction is LEGIONES DAEMONICA, certain areas of the battlefield are considered to be within your army’s
Shadow of Chaos, as follows:
% Your deployment zone is always within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within No Man’s Land, until the end of that
phase, No Man’s Land is within your army’s Shadow of Chaos.
% At the start of any phase, if you control at least half of the objective markers within your opponent’s deployment zone, until
the end of that phase, your opponent’s deployment zone is within your army’s Shadow of Chaos.

DAEMONIC MANIFESTATION
While a Legiones Daemonica unit from your army is within your army’s Shadow of Chaos, each time that unit takes a
Battle-shock test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit
is a Battleline unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).

DAEMONIC TERROR
While an enemy unit is within your army’s Shadow of Chaos, each time that unit takes a Battle-shock test, subtract 1 from that
test and, if that test is failed, that enemy unit suffers D3 mortal wounds.

Marks of Chaos

When mustering your army, each time you select a HERETIC ASTARTES unit to include in your army, if that unit is not an EPIC HERO and does not already
have one or more of the keywords listed below, you must select one of the keywords listed below for that unit to gain (note which units gain which keywords in
this way on your Army Roster). Each time a unit with one of these keywords makes a Dark Pact, it gains the associated ability below until the end of the
phase.

KHORNE

Blood Fury: In the Fight phase, if this unit’s weapons gained the [LETHAL HITS] ability this phase as the result of a Dark Pact, each time a model in this unit
makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

TZEENTCH

Warpfire: In the Shooting phase, if this unit’s weapons gained the [LETHAL HITS] ability this phase as the result of a Dark Pact, each time a model in this unit
makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

NURGLE

Spreading Sickness: In the Shooting phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability this phase as the result of a Dark Pact, each time a
model in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

SLAANESH

Excessive Cruelty: In the Fight phase, if this unit’s weapons gained the [SUSTAINED HITS 1] ability this phase as the result of a Dark Pact, each time a model
in this unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

CHAOS UNDIVIDED

Glory to Chaos: Each time a model in this unit makes an attack, re-roll a Hit roll of 1.
Abilities

Leader[1]

This model can be attached to the following units:


% ACCURSED CULTISTS
% CULTIST MOB

Faithful Flock

While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save.

Dark Ritual

Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit
can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll.

Chaos icon

Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Dark Blessing (Aura)

While a friendly HERETIC ASTARTES INFANTRY unit is within 6" of this model, each time a ranged attack is allocated to a model in that unit, that model has
the Benefit of Cover against that attack.

Ascended Daemon

Each time this model shoot or fights, while resolving those attacks, you can re-roll one Hit roll and you can re-roll one Wound roll.

Eye of Tzeentch

HERETIC ASTARTES TZEENTCH model only. Each time the bearer’s unit makes a Dark Pact, take a Leadership test for the bearer: if that test is passed, you
gain 1CP.

Leader[2]

This model can be attached to the following units:


% CHAOS TERMINATOR SQUAD

Warptime (Psychic)

While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.

Death Hex (Psychic)

At the start of your Shooting phase, one PSYKER with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll
one D6: on a 1, that PSYKER's unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy
unit, improve the Armour Penetration characteristic of that attack by 1.

Chaos Familiar

Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0.

Liber Hereticus

HERETIC ASTARTES CHAOS UNDIVIDED model only. Each time the bearer’s unit makes a Dark Pact, that unit’s weapons gain the [LETHAL HITS] and
[SUSTAINED HITS 1] ability until the end of the phase, instead of just gaining one of those abilities.

For the Dark Gods

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if
you have no models within range of it, until your opponent controls it at the start or end of any turn.

Twisted Defence Force

While this unit is within range of an objective marker, each time a ranged attack targets this unit, models in this unit have the Benefit of Cover against that
attack.

Assault Ramp

Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.

Damaged: 1-5 wounds remaining


While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Annihilator

Each time this model makes a ranged attack that targets a MONSTER or VEHICLE unit, re-roll a Damage roll of 1.

Damaged: 1-4 wounds remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Infernal Aegis (Aura)

While a friendly WAR DOG model is within 6" of this model, that WAR DOG model has the Benefit of Cover.

Bastion of Corruption

Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.

Invulnerable Save[2]

This model has a 5+ invulnerable save against ranged attacks.

Damaged: 1-8 wounds remaining

While this model has 1-8 wounds remaining, subtract 5 from this model’s Objective Control characteristic and each time this model makes an attack, subtract
1 from the Hit roll.

Invulnerable Save[3]

Models in this unit have a 4+ invulnerable save.

Split

Each time a PINK HORROR or BLUE HORROR model in this unit is destroyed, after the attacking unit has finished making its attacks, if this unit is not
destroyed, roll one D6 for that model. On a 4+, if it was a PINK HORROR, add two BLUE HORROR models to this unit, and if it was a BLUE HORROR, add
one BRIMSTONE HORROR model to this unit.

Horrors are Pink. Horrors are Blue. Where once there was one, now there are two.

If, at any point, this unit contains no PINK HORRORS models, use the BLUE HORRORS datasheet for this unit.
Designer’s Note: While this unit contains one or more PINK HORRORS models, the Cackling Horrors and Exploding Horrors abilities from the Blue Horrors
datasheet do not apply to this unit.

Daemonic Icon

Models in the bearer’s unit have a Leadership characteristic of 6+.

Instrument of Chaos

Add 1 to Charge rolls made for the bearer’s unit.

Unit M T SV W LD OC

Cult Demagogue 6" 3 6+ 4 6+ 1

Mindwitch 6" 3 6+ 1 7+ 1

Iconarch 6" 3 6+ 1 7+ 1

Blessed Blade 6" 3 6+ 1 7+ 1

Heretic Astartes Daemon Prince 8" 10 2+ 10 6+ 3

Sorcerer in Terminator Armour 5" 5 2+ 5 6+ 1

Cultist Mob 6" 3 6+ 1 7+ 1

Traitor Guardsmen Squad 6" 3 5+ 1 7+ 2

Chaos Land Raider 10" 12 2+ 16 6+ 5

Chaos Predator Annihilator 10" 10 3+ 11 6+ 4

Knight Tyrant 8" 13 2+ 24 6+ 10

Pink Horror 6" 3 7+ 1 8+ 2


Ranged Weapons Range A BS S AP D

Autopistol 12" 1 4+ 3 0 1

Pistol

Warp Curse - witchfire 18" 3 3+ 4 -1 2

Psychic

Warp Curse - focused witchfire 18" 3 3+ 5 -1 2

Hazardous, Psychic, Sustained Hits 2

Infernal Gaze - witchfire 24" D6 3+ 5 -1 D3

Psychic

Infernal Gaze - focused witchfire 24" D6 3+ 6 -2 D3

Hazardous, Psychic

Combi-weapon 24" 1 4+ 4 0 1

Anti-INFANTRY 4+, Devastating Wounds, Rapid Fire 1

Cultist firearm 24" 1 4+ 3 0 1

Rapid Fire 1

Flamer 12" D6 N/A 4 0 1

Ignores Cover, Torrent

Heavy stubber 36" 4 5+ 4 0 1

Heavy, Rapid Fire 3

Boltgun 24" 1 4+ 4 0 1

Rapid Fire 1

Lasgun 24" 1 4+ 3 0 1

Rapid Fire 1

Plasma gun - standard 24" 1 4+ 7 -2 1

Rapid Fire 1

Plasma gun - supercharge 24" 1 4+ 8 -3 2

Hazardous, Rapid Fire 1

Meltagun 12" 1 4+ 9 -4 D6

Melta 2

Cultist sniper rifle 36" 1 4+ 4 -2 2

Heavy, Precision

Soulshatter lascannon (2) 48" 2 3+ 12 -3 D6+1

Twin heavy bolter 36" 3 3+ 5 -1 2

Sustained Hits 1, Twin-linked

Predator twin lascannon 48" 1 3+ 14 -3 D6+1

Twin-linked

Lascannon (2) 48" 1 3+ 12 -3 D6+1

-
Twin daemonbreath meltagun (2) 12" 1 3+ 9 -4 D6

Melta 2, Twin-linked

Brimstone volcano lance 60" D3 3+ 20 -5 D6+8

Blast

Ectoplasma decimator - standard 36" D6+3 3+ 8 -2 2

Blast

Ectoplasma decimator - supercharge 36" D6+3 3+ 9 -3 3

Blast, Hazardous

Gheiststrike missile launcher (2) 72" 1 3+ 12 -6 D6+1

Anti-TITANIC 4+, Devastating Wounds

Twin desecrator cannon 36" D6 3+ 6 0 1

Blast, Twin-linked

Coruscating Yellow flames 18" 2 5+ 2 -1 1

Psychic

Coruscating Blue flames 18" 2 4+ 3 -1 1

Psychic

Coruscating Pink flames 18" 2 3+ 4 -1 1

Psychic

Infernal cannon 24" 6 2+ 5 -1 2

Melee Weapons Range A WS S AP D Keywords

Commune stave Melee 2 4+ 3 0 D3 Devastating Wounds

Close combat weapon Melee 1 4+ 3 0 1 -

Commune blade Melee 2 4+ 4 -2 1 -

Hellforged weapons - strike Melee 6 2+ 8 -2 3 -

Hellforged weapons - sweep Melee 14 2+ 6 0 1 -

Force weapon Melee 4 3+ 6 -1 D3 Psychic

Brutal assault weapon Melee 2 4+ 3 0 1 -

Armoured tracks[1] Melee 6 4+ 8 0 1 -

Armoured tracks[2] Melee 3 4+ 6 0 1 -

Titanic feet Melee 4 4+ 8 -1 2 -

Yellow claws Melee 2 5+ 2 0 1 -

Blue claws Melee 1 5+ 3 0 1 -

Pink claws Melee 1 4+ 3 0 1 -

Transport

Chaos Land Raider

This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY (excluding OBLITERATOR and JUMP PACK models). Each POSSESSED and
TERMINATOR model takes up the space of 2 models.

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