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WARHAMMER 40,000 - Foot-troops of Chaos Army List by James Henley & Stephen Thomas

Introduction

The Codex: Chaos Space Marines army list does not fully reflect Chaos in the 40k Universe. After the Horus Heresy, Chaos Space Marines rarely venture out of the Eye of Terror, and are rarely seen in squads, let alone whole companies.

After realizing this, Stephen and I began to work on the concept of an Imperial Renegades Army List, reflecting a Planetary Defense Force that has turned to Chaos. After a long Friday night and Saturday morning, we had finished the Army List. Later, I changed it a bit to this.

James :-P  

The Armoury

A character may carry up to two weapons but only one of these may be a two-handed weapon. Within these limits a character may add to or replace any weapons he has already from the Armoury. Each model may take up to 50 points of wargear but no item may be taken more than once. Wargear and weapon must be represented on the model.

Single-handed Weapons

Bolt Pistol

3 pts

Close Combat Weapon

1 pt

Hellpistol

2 pts

Laspistol

1 pt

Plasma Pistol

10 pts

Power Fist

15 pts

Power Weapon

10 pts

Two-handed Weapons

Bolter

2 pts

Combi-weapon*

 

Bolter-flamer

10 pts

Bolter-grenade launcher

10 pts

Bolter-meltagun

15 pts

Bolter-plasma gun

15 pts

Lasgun

5 pts

Hellgun

7 pts

Shotgun

10 pt

Storm Bolter*

10 pt

Flamer

5 pts

Wargear

Bionics

5 pts

Carapace Armour

5 pts

Ceramite Armour

15 pts

Cursed Standard (Standard Bearer only)

20 pts

Frag grenades

1 pt

Krak grenades

2 pts

Master-crafted weapon*

15 pts

Melta  Melta bombs

5 pts

Targe  Targeter*

1 pt

          Trademark Item

5 pts

Unholy Relic (Standard Bearer only)

30 pts

Marks of Chaos
Only Cultist Leaders and Darksouls may take a Mark of Chaos.

Mark of Khorne

15 pts

Mark of Nurgle

15 pts

Mark of Tzeentch

15 pts

Mark of Slaanesh

15 pts

Mark of Chaos Undivided

15 pts

Vehicle Upgrades

Armoured crew compartment

20 pts

Extra armour

5 pts

Hunter-killer missile

10 pts

Mine Sweeper

5 pts

Pintle-mounted storm bolter

10 pts

Rough terrain modification

5 pts

Searchlight

1 pt

Smoke launchers

3 pts

Track guards

10 pts

  * Cultist Leader and Darksouls only.

  The Army List

HQ

1 Cultist Leader

At least once in the history of an Imperial planet, its citizens must have fallen victim to a Chaos rebellion. Roused up by one fanatical individual, who puts little or no value on human lives.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Cultist Leader

85

5

5

3

4

3

4

3

9

5+

Equipment: The Cultist Leader is armed with a laspistol and close combat weapon, he may be equipped with other equipment from the Armoury.

SPECIAL RULES

No Retreat: Because of the Cultist Leader’s fanatical worship of the Chaos Gods he is totally immune to psychology, apart from the exception below.

Corrupted: The character is so corrupted to the point where he hates the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the character’s charging distance, he must charge them and will strike with +1 attack in all subsequent rounds of combat against the model(s).

Mutations: Most of the most renowned rebel leaders suffered from mutations given as gifts from the Chaos Gods. At a cost of +25 points the model may be given a mutation from the table in the ‘Mutants’ section of this army list.

Retinue: The Cultist Leader may be accompanied by a retinue of Cultists. The Leader and the cultists both count together as one HQ choice

Note: The model may not have more than one mutation and the cost is taken away from the character’s wargear ‘allowance’.

  Chaos Cultist Retinue

Squad: The Retinue consists of between 5 and 50 cultists. See the Cultist army list entry below.

Standard Bearer: One Cultist may be upgraded to a standard bearer at +10 points. Any models within 12” may test using the Cultist’s leadership of 10. Alternatively, he may have a Unholy relic or Cursed standard, at an extra cost, from the Renegades Armoury.

Darksoul

Darksouls are demented individuals who have been driven insane by daemonic possession. The daemons have left the bodies of these men, but their minds have been scarred by the horror of the experience. In their tortured minds the Darksouls believe themselves to be Daemons. They wear leering daemonic masks and garb themselves in armour and clothing resembling the scaled skin of Daemons.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Cultist Leader

103

3

3

3

4

2

5

1

8

5+

Equipment: The Darksoul is armed with a laspistol. He may be equipped with other equipment from the Renegades Armoury.

SPECIAL RULES

Crazed: Darksouls have been driven insane by daemonic possession and know no fear. They are completely immune to psychology apart from the exception below.

Corrupted: The character is so corrupted to the point where he hates the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the character’s charging distance, he must charge them and will strike with +1 attack in all subsequent rounds of combat against the model(s).

  Psychic Power: Mind Storm

The Darksoul tries to destroy another psyker’s mind. This counts as a weapon, it can only be fired against an enemy psyker. It uses this profile:

Range

Str.

AP

unlimited

7

3

0-1  Greater Daemon

See Codex: Chaos Space Marines

0-1  Daemon Prince

See Codex: Chaos Space Marines

  ELITES

Mutants

Mutants are individuals who are so dedicated to their cause that the Chaos Gods have gifted them with mutating them into a form that grants them better abilities.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Mutants

20

4

4

4

5

1

4

2

7

3+

Wolverine

+15

4

4

4

5

2

4

3

7

3+

Squad: Mutants form a squad of 5-10 models.

Equipment: The Mutants are armed with two close combat weapons (or the mutant equivalent, bonus already included in profile) and must choose a mutation from the mutations table below.

Wolverine: One mutant may be upgraded to a Wolverine at a cost +15 pts. He may choose extra equipment from the Renegades Armoury, but must still         choose a mutation.

  SPECIAL RULES

No Retreat: Because of the Mutants’ fanatical worship of the Chaos Gods they are totally immune to psychology, apart from the exception below.

Corrupted: The Mutants are corrupted to the point where they hate the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the unit’s charging distance they must charge them and will strike with +1 attack in all subsequent rounds of combat against the model(s).

Mutations Table

Daemon Soul + 10 points A Daemon lives within the mutant’s soul. This gives him a 4+ invulnerable save.

Great Claw +15 points One of the mutant’s arms ends in a great, crab-like claw. He counts as wearing a power fist.  

Tentacles +25 points The mutant is covered in tentacles. In close combat he may use these to grapple with his opponent. His opponents all loose –1 attack down to a minimum of 1. Hem may make this attack in addition to his normal close combat attacks.  

Black Blood +20 points If the model loses a wound in close combat, any models in base contact suffer a strength 3 hit, hitting automatically.  

Sharp Claws +12 points The mutant counts as having as wearing a power weapon on one arm.  

Berserker Squad

Berserkers are vicious, unemotional, merciless beings. Before battles, they whip themselves up into a berserker fit; where they know neither friend nor foe, only inferiors who must be destroyed.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Berserker

29

4

3

5

6

2

4

3

7

4+

Dark Mantis

+19

4

3

5

6

3

4

4

7

4+

Squad: Berserkers form a squad of 10-20 models.

Equipment: The Berserkers are armed with hellguns, but may swap their hellgun for a hellpistol and close combat weapon at +1 pt, or may swap it for a shotgun or flamer +5 pts. They may also be armed with two close combat weapons at no extra points cost.

Dark Mantis: One Berserker may be upgraded to a Dark Mantis at a cost of +19 pts. He may choose equipment from the Renegades Armoury.

Fearless: Before a battle, Berserkers whip themselves up into a Berserk fit. Because of this they are immune to all Psychology, apart from the exception below.  

Corrupted: The Berserkers are corrupted to the point where they hate the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the unit’s charging distance they must charge them and will strike with +1 attack in all subsequent rounds of combat against the model(s).

Berserk Fits: Roll a D6 at the start of each turn for every unit of Berserkers in your army, but not if they are involved in a combat. On a roll of 1 the Berserkers go into a Berserk Fit. Roll another D6 and consult the table below.

D6 Roll

BERSERK FIT TABLE

1

Don’t Stand on My Toe!

The Berserkers argue amongst themselves and a fight breaks out.Resolve D6 Str. 6 hits against the Berserkers unit. This unit may not do anything else this turn.

2

They’re Dissin’ Us!

The Berserkers think that a nearby unit is ‘taking the Michael’. They immediately assault the nearest unit, friend or foe (within their assault distance, if there is no enemy within range, nothing happens), and resolve a round of combat against them. The unit that falls victim to them is so startled that they do not fight back. The Berserkers may not do anything else this turn. If the unit they assaulted was friendly, then both units go about their own way (we’ve taught ‘em a lesson they won’t forget!), if the unit was an enemy then keep on fighting the combat during the next turn.

3

Fire Frenzy!

Roll a scatter dice, the berserkers fire twice, at the nearest unit (within range) with at least one model within 2” of the direction of the scatter dice.

4

Pile On!

The Berserkers will attack the nearest combat within 12”. Roll to hit as normal but divide the hits equally between the two sides in thecombat. The Berserkers cannot do anything else this turn.

5

We challenge you to a Duel!

All the Berserkers crowd around the nearest enemy unit. Choose one of the Berserkers to fight the sergeant/leader of the unit. The sergeant cannot refuse the challenge, fight out one round of combat, between the twoModels. Afterwards, the Berserkers will both go their separate ways. The Berserkers cannot do anything else this turn.

6

Ah, That’s Gross!

The Berserkers think that they have found something terrifying and flee from the table as quickly as possible. They fall back 2D6” and may do nothing else this turn. They will automatically regroup at the start of the next turn.

TROOPS

Chaos Cultists

Across the countless worlds of the Imperium, there are many who plot and rebel against their masters. Most dangerous of all are those who become seduced by the power of Chaos, believing that the worship of the Dark Gods will give them a quick and easy way of achieving their goals. The lure of Chaos attracts all manner of men on all kinds of different worlds. Planets which vary tremendously in their civilizations and technical achievements all harbor the followers of Chaos -from the most blood-splattered practitioners of ritual worship on feral worlds to the sophisticated membership of secret societies on Hive Worlds. Even on comfortable, civilized worlds there are those who crave forbidden knowledge, whose lust for unearthly power and arcane lore overrides their loyalty to the Imperium. All over the galaxy, even upon Mars and Ancient Terra at the heart of Mankind’s rule, there are heretics willing to dabble in dark arts beyond their understanding.

The ever-present dangers of discovery by the Inquisition and other Imperial agencies make it imperative for Chaos cults to conceal their activities. Under the guise of normality, perhaps beneath the legitimate facade of a labour union, charitable organisation or business venture, the cult will accumulate power and additional members through blackmail, bribery and corruption. Once the cult has become strong enough it will start an uprising, which, with the blessings of the Dark Gods, will deliver the entire planet into the arms of Chaos. The cultists will summon plagues of Daemons through possession, ritual and sacrifice; they will send forth a call to draw renegades and Chaos Space Marines to their aid. If their efforts meet with their gods’ approval they may even be blessed with a Greater Daemon or Daemon Prince to lead them against their foes.

One way or another Chaos Cultists are utterly damned. If their revolt fails, the terrible retribution of the Emperor’s minions will be exacted upon the survivors. If it succeeds, the Cultists will have unleashed the power of Chaos and all but the most powerful members of the cult will be enslaved by Daemons on a hell-world of their own making.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Chaos Cultist

3

2

2

3

3

1

3

1

7

-

Demagogue

+4

2

2

3

3

1

3

2

8

-

Chaos Space Marine

20

4

4

4

4

1

4

2

9

3+

Squad: A Chaos Cultist squad consists of between 10 and 50 Cultists.

Weapons: Close combat weapon.

Options: Any model may be given a laspistol/autopistol for +1 point or a lasgun/autogun/shotgun for +1 pt. Up to one model in ten may be given one of the following weapons; plasma gun at +6 pts, meltagun at +6 pts, flamer at +2 pts, heavy bolter at +6 pts, Grenade launcher at +8 pts, heavy stubber at +4 pts or an autocannon at +6 pts.

One of the Cultists may be upgraded to a Demagogue at an additional cost of +4 pts. The Demagogue may be given additional equipment, Marks of Chaos and Gifts from the Armoury up to a total value of 40 pts.

The Squad may be led by a Chaos Space Marine at the cost of 20 pts, he may be given additional equipment from the Armoury.

Heavy Stubber: These are old-fashioned automatic weapons which fire a hail of solid shot. Though most commonly found amongst defence militias and hive gangs, they often find their way into the hands of Cultists as they are simple to maintain and operate. Range 36", Strength 4, AP 5, Heavy 3.

Traitor Guard Squad

Trained Fighters are few and far between in a Chaos Horde, so when a squad of guardsmen joins the dark side, it is a great advantage. These troops assault in great hordes of up to thirty in number, which gives them a truly ferocious charge. Their bodies are adorned with Chaos icons and pendants.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Traitor

9

3

3

3

4

1

3

2

7

5+

Sergeant

+10

3

3

3

4

2

3

3

7

5+

Chaos Space Marine

20

4

4

4

4

1

4

2

9

3+

Squad: Renegades form a squad of 15-30 models.

Equipment: The Renegades are armed with lasguns.

Sergeant: One Renegade may be upgraded to an Sergeant at +10 pts. He can swap his lasgun for a laspistol and close combat weapon at no extra points cost and he may choose extra equipment from the armoury.

Chaos Space Marine: The Squad may be led by a Chaos Space Marine at the cost of 20 pts, he may be given additional equipment from the Armoury.

 SPECIAL RULES

Corrupted: The Renegades are corrupted to the point where they hate the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the             unit’s charging distance they must charge them and they will strike with +1 attack in all subsequent rounds of combat against the model(s).

Ferocious Charge: Because they charge in such great numbers and because of their fanatical worship of the Chaos Gods, they will always strike first in the first turn of combat if they charge.

0-1  Daemon Packs

See Codex: Chaos Space Marines

FAST ATTACK

Daemonic Beast Pack

See Codex: Chaos Space Marines

 

Cultist Biker Squad

Often cultists are mounted on bikes, salvaged from local depots, and used for recon patrols.

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Cultist

29

2

2

3

3

1

3

1

7

5+

Demagogue

+15

2

2

3

3

1

3

2

8

5+

Chaos Space Marine

25

4

4

4

4

2

4

2

9

3+

Squad: Renegades form a squad of 3-10 models.

Equipment: The Bikes are equipped with twin-linked bolters and the Renegades are armed with laspistols.

Demagogue: One Biker may be upgraded to an Enforcer. He may choose extra equipment from the armoury.

Chaos Space Marine: The Squad may be led by a Chaos Space Marine at the cost of 25 pts, he may be given additional equipment from the Armoury and is equipped with a bike.

SPECIAL RULES

Corrupted: The Renegades are corrupted to the point where they hate the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the unit’s charging distance they must charge them and they will strike with +1 attack in all subsequent rounds of combat against the model(s).

Ferocious Charge: Because they charge in such great numbers and because of their fanatical worship of the Chaos Gods, they will always strike first in the first turn of combat if they charge.

HEAVY SUPPORT

Looted Vehicle

See Codex: Orks

Chaos Spawn

If a Cultist Leader is in the particular favour of one god, the God may present him with the gift of a Chaos spawn. These large, mutated abominations are the size of a dreadnought and are as savage in close combat. 

Model

Points

WS

BS

S

T

W

I

A

Ld

Sv

Chaos Spawn

75

4

4

6 (10)

9

3

3

3

7

2+

Squad: Chaos Spawn do not fight in squads, but you may take 0-3 as one Heavy Support choice.

Equipment: The Spawn is armed with two dreadnought close combat weapons.

SPECIAL RULES
Daemonic:
Chaos Spawn are Daemonic and so are immune to psychology (apart from below) and are immune to poison such as that used by Deathworld Snipers and Assassins. 

Corrupted: The character is so corrupted to the point where he hates the Imperium. Whenever a Space Marine, SoB or Imperial Guard model is within the character’s charging distance, he must charge them and will strike with +1 attack in all subsequent rounds of combat against the model(s).

Ferocious Charge: They will always strike first in the first turn of combat if they have charged.

 

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