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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. 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 Great
Claw +15 points Tentacles
+25 points Black
Blood +20 points Sharp
Claws +12 points 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.
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.
TROOPS
Chaos CultistsAcross 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.
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.
Traitor Guard SquadTrained 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.
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.
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 RULESCorrupted:
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 VehicleSee
Codex: Orks Chaos SpawnIf 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.
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 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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