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.
|