BLACK CRUSADE

Campaign Rules for Chaos Warbands
(Return to Rules Crusade Command Central)
CHAOS BLIPS
CHAOS RECORD SHEETS
CHAOS SCENARIOS

STARTING THE CAMPAIGN: Each player must pick a chaos power. They start with 5 Exp. points (E), 13 Fame (F) and 13 Gold (G).
DAEMON WORLD GAMES: Players must choose a scenario from the list. Default start point is any board edge. Roll off for placement. Roll off to see who goes first, then proceed clockwise around the table unless the scenario states otherwise.
INVASION GAMES: Be sure the mission is correctly scaled based on the warbands in play. Players should rotate running the enemies, the other players running their warbands in unison against the enemies. The Enemy player may place blips anywhere on the board, face down (so they start hidden). They may draw Enemy cards, and may earn more cards during the game. See the Scenarios for details. NOTE: One player may wish to guide the campaign, maintaining hidden plots and storylines to give the campaign some cohesion.

PIPS: Each hit on an opponent (not a stun) earns 1 pip.   Pips earned from attacking a RIVAL force are doubled (see chart below for Rivals). Pips earned from attacking a Greater Daemon or an Icon Bearer earn an additional pip (after multipliers).  NOTE: You may NOT earn  pips for attacking your own models.  If you CONTROL a target, only the controller will earn  pips for any result of the control.

PIP CHART:  Roll a white die for every  Pip earned and consult the following chart to see how much FAME you earned.
Roll 2-3 4-6 7-10 11+   ALIGNMENT Khorne Tzeentch Slaanesh Nurgle Unaligned
Fame
Earned
0 1 2 3 4 5 RIVALS Tzeentch,
Slaanesh
Khorne,
Nurgle
Nurgle, 
Khorne
Slaanesh,
Tzeentch
Imperial
Forces

DEVOTION: Your patron God may award additional Experience points for the following actions.  Each time an action is completed, roll a white die: earn that much Experience!  (Max. 3 Exp.  per game).
ALIGNMENT ACTION
 KHORNE Do 3 hits in melee this turn.
 TZEENTCH "Change" an enemy,  or kill 2 enemies with magic in a single turn
 SLAANESH Knock Out or Control 2 enemies in a single turn
 NURGLE "Plague" 2  times in a single turn 
 UNALIGNED Kill 2 marines or chaos spawn  in a single turn
"Change": If a Globe of Change yields a chaos spawn, or Transmute used.
"Plague": If a Plague equipped model does a wound by "Tie"ing

POST GAME:  +1 Gold.  Roll a white die +1: if the roll is greater than or equal to the amount of experience you earned during the game, take an additional +1 Experience.  Fame, Experience can also be earned as above.  Mission determines additional Gold, Exp. or Fame awards.

SACRIFICE(optional):  Increase your gold by spending FAME!  For each FAME spent, roll 1 red die- if the result is greater than or equal to the gold you found, select the die that rolled the highest and earn that much more gold (minimum of 1!).

WOUNDED: Roll a RED DIE  for each wounded member after a fight.  Daemons do NOT roll- if wounded, they recover automatically.
0: COMPLICATIONS- The character dies (must be replaced as per normal casualty).
1-2: RECOVERED- No ill effects, may be used in the next battle as normal.
3: CHANGED- As Recovered, and roll on this chart again.  If another 3 is rolled, model earns 1 Exp. point (must be spent on model or forfeited).

SPENDING EXPERIENCE(e): Exp. points are used to buy chaos rewards and daemon abilities.
SPENDING FAME(f): Fame is used to recruit / promote members (see Chaos Warband lists).
SPENDING GOLD(g): Gold points are used to purchase equipment and weapons.

PROMOTION: To promote a leader, pay the points difference in  FAME. To promote a Marine to a SPECIALIST, pay the Exp. cost listed for each model you promote. You may promote your leader with a SPECIALIST ability, but at TWICE the points cost.

RECOVERING LOST MODELS:  Models that have been killed may be replaced by spending the Rep. cost listed for that model at the end of the game.  The amount of replacement points available at the end of each game is determined by rolling four red dice (OOOO).  You may not "save" Rep. points from game to game unless you do not have enough Rep. to replace something you lost- then you may save the difference and add it to your roll the next game.   Note that some scenarios, advances, or equipment may affect how much Rep. you get.  PACK DISCOUNT: If you have three or more models of exactly the same type (same move, armor, hits, melee, special abilities), you may deduct 1 from the replacement cost of all models of that type.  You may not have more than 7 of the same model though!  REJECTED: If you wish, you may "cash in" a model.  You will get back all their Fame, Gold and Experience points, unless the model was not replaced- then you will lose 1 white die of fame from the transaction for each Rep point of the model.  OFFERING: If you are desperate for Rep. points, you may buy 3 Rep. points for each point of Gold, Fame or Experience you wish to spend (you do not get these points back!).


THE FIELD

SCENARIOS: Read the scenario carefully and ensure all players understand it before starting. Scenarios may also have special rules and restrictions, so read them carefully before playing. If there are any BLIPS in the scenario, place them face down until they are revealed. Note that Daemon Worlds usually have some blips on them (5-10 per player). During an Invasion, however, only enemy blips are typically used.  Remember that if you are using the Greater Daemon Summoning rules, you'll want to keep track of the turn # (try adding a marker to a pile every turn).

BLIPS: Following are rules for the different blip types you may encounter:
BOGUS- Nothing happens.  Remove blip when revealed.
CHARNEL- You must spend an action to pick it up, and cannot perform any action while carrying it. It takes no actions to drop a CHARNEL. If you can drop the CHARNEL off the board or on your vehicle, or are carrying it when the fight ends, you may sell it for 2 white dice worth of GOLD.
WARPSTONE- To pick up, spend an action and roll a Red and a White die VS. armor.  Max. damage = stun, warpstone dropped.  If picked up, You must  immediately trade it in for 1 red die plus 1  worth of  Experience.  If you max out on the roll (total of 4), the model that picked it up is turned into a CHAOS SPAWN- the Warpstone and the Experience is lost (treat model as killed for end of game purposes).

TRAP- VORTEX. Roll OO W vs. Armor.  If model would be killed by the roll, then model takes no damage but is removed from table, will re-appear at location of next Ambush blip revealed instead of an Ambush (may not ambush).  If no other Ambush blips are found before game ends, treat model as KOed.  Models that are Big or Heavy will not get sucked into a vortex- they are simply killed instead.  Remove trap after it goes off.

HAZARD- Note that all hazards have a permanent 3" area effect. If you start inside the area and move out, you will not be affected. If you move into or stay in the area, you will be affected unless KOed or dead. You will be affected as described on the chart below.

HAZARD TABLE:
1:  Cursed.  Add +1 to the next trap, hazard or enemy attack you encounter.
2:  Jagged.  Roll OW vs. armor.
3:  Infested.  Roll ooooW  vs. melee (may not parry).   NOR unless you have Scythe.
4:  Corruption.  Roll oW, ignores armor.
5:  Warp Fire.  Roll Oo S vs. armor, Burn.
6:  Warp Creature.  Roll OOOO vs. Melee.  Kill= stun, -1 chaos pip

AMBUSH: may attack immediately upon being discovered.  If still alive during the "enemy" turn, may move and attack as normal.  Ambushers may ignore all hazards and other Ambushers.  Below are two common ambushers:
ENEMY M A H  Melee Notes
Chaos Spawn 4+OO 1 3 OOOOO Frenzy, Death Throes, Transmute, Shamble
Renegade 6 2 1 OOO+1 W Bolter (oo K X KB Rap)
Frenzy: Ignores effects of wounds.  Death Throes: If killed by exact amount, will take an additional move and melee before expiring.
Transmute: Any model killed by the Chaos Spawn must roll a zero on one red die or turn into another spawn (# of hits = roll).
Note that Chaos Spawn count as living models (they are not Daemons).

SPIKES:Most chaos scenery is covered in spikes. If you attempt to move a model past spikes with less than a 1" gap between them, you may be injured. Roll OO  for the spikes: if it rolls anything, roll your melee vs. the spike's roll (as melee). You may NOT Parry or Reroll, but +P weapons count vs. spikes. Lose = end movement before the spikes (max damage = wound).  Tie= end movement past the spikes.  Win= continue moving.   Spikes are only destroyed if the scenery they are attached to is destroyed.


TROOPS
 LEADER M A H Chaos Rewards allowed / notes R+  Base Melee  $ Rpl.
 Cult Leader 6 1 3 2  Rewards.  1  OO 7f  2
 Lieutenant 6 2 4 3  Rewards.  Marine. 2M  OO+2 15f  4
 Chaos Lord 6 2 5 4  Rewards.  Marine. 3M  OO+3 25f  5
 Warmaster 6 3 5 5  Rewards. TDA.  Marine. 5M  OO+3 40f  7
 Daemon Prince 8 2 6 6 Rewards/ DAs.  BIG 5D  OOO+3 50f  7
LEADER: May not take more than one of each type.  May not take heavy weapons.   R+: If you survive, add this number to your warband's replacement rolls.  Numbers with M can only be used to replace marines.  Numbers with D can only be used to replace demons. Promote: May PROMOTE from one leader type to another by paying  the difference in Fame. MARINE:   May Snap Fire. Ignore stun from Knockback. RPL= cost to replace killed model. TDA: as Terminator armor.  BIG: Can't use cover (except smoke / darkness).  Heavy.
 
 TROOPS  M A  H  Weapons allowed / notes Base Melee  $ Rpl.
 Slave 6 0 1 Melee, Pistol. Limited. o 1f 0
 Cultist 6 1 1 Melee, Pistol, Basic, Special, Grenade. oo 2f 1
 Beastman 7 1 1 Melee only.    Berserk. OO 2f 1
 Magus 6 1 1 Melee, pistol, Basic, Grenade.
Psy level 1. (No Khorne)
oo 4f 2
 Marine 6 2* 1 Any.  Marine. OO+1 5f 2
 + Champion -- -- +1 No Special / Heavy.   +1  Reward. -- +2e +1
LIMITED: May not have more slaves than cultists + leaders.  BERZERK: May melee after extra move.  MARINE:   May Snap Fire. Ignore stun from Knockback. + CHAMPION: may upgrade troops only.
SPECIALIST: May upgrade a Cultist, Marine, or Leader
 SPECIALIST SPECIAL NOTES  ALIGNMENT $ Rpl.
 + Berzerker Melee +O Frenzy, Berserk, Chop  Khorne +2e  --
 + Sorcerer --- Psy Level 1  Tzeentch +3e  --
 + Spirit Warrior  --- Ignore W   Tzeentch * +2e  -1
 + Conduit --- act as LOS for other Psy  Tzeentch +1e  --
 + Noise Move +1 May buy Sonic Blaster.  Slaanesh +3e  --
 + Seductor RO ranged Melee: Tie=Stun, Kill=Control.  Slaanesh +2e  --
 + Plague Hits +1 Plague.  Nurgle +3e  +1
 + Veteran +3 Gold. +Ranged and melee reroll.  Unaligned +3e  +1
 + Undead --- Undead. Horror.  Unaligned * +2e  --
 + Dark Apostle --- Exchange: Experience.   Any +3e  --
 + Warsmith --- Exchange: Gold.  Any +3e  +1
 + Night Lord --- Ignore darkness.  Stealth.  Any +1e  --
*: Cannot be combined with other Specialist abilities. CONDUIT: Any friendly psyker may use LOS from the Conduit when using  psy cards, mind war (reveals Conduit).  FRENZY: Ignore effects of Wounds. BERSERK: Melee after extra move. CHOP: Chainswords/Axes, Power Axes cost -1.  PLAGUE: Any tie will do a wound vs. living targets. EXCHANGE: For each pip this model earns, you may convert one Fame, Gold or Exp. point into the points type listed.  You may not take more than one model per band with the Exchange ability.   STEALTH: May hide for free if you did not attack this turn.
 
CHAOS REWARDS
Only troops, leaders indicated may take rewards (number allowed is listed too). 
Unless otherwise noted, you may not take any reward more than once per model.
REWARD $ DESCRIPTION   ($= cost in Experience).
Alchemy 1e Once per game, may convert 1 e, f, or g into 1 point of any other type.
Backup 2e If you tie or lose in melee, you may discard the dice and effects  for one weapon / equipment, then roll dice for a  Backup weapon (final roll counts for fail results).   Backup must be modeled.   Cost only 1e for oH backup weapon.
Devotion 1e You may reroll 1 die when rolling for Rep. points at the end of a game.
Destroyer 1e +1 to attacks against vehicles,BIG models.  2x damage vs. structures.
Extra Limb 1e May use an additional oH  weapon / equipment.
Extra Head 2e May fire 2 weapons each turn (both at a -1).  May Scythe.
Fanatics 2e Your troops within 3" may take an attack directed at you.
Fortune 1e Subtract 1 from the roll of any area effect weapon that hits you.
Freakout 1e Once/ turn, may take another full move and action, but will then take O+1 hits (graze= W).
Grapple 2e You and your opponent may only use base melee dice!
Grim 2e You may recover 1 hit when a troop in your band is killed.
Jinx 1e Any weapon that does damage to you will automatically jam.
Leap 1e +1 to jump rolls.  -3" from fall heights.  Ignore Zone of Control.
Mascot 1e Your Imp  may combine melee with you.
Massive 2e +1 hit.  (may be taken up to 3 times / warband).
Mind B / L 2e Choose one: Mind Blast or Mind Lance.  Must have Psy. (see RC for details)
Mutate 1e May purchase 1 Daemon advance for the cost listed in Exp. 
Overload 1e You may add 1 white die to the roll of your guns, but they'll explode on a fail.
Pumped 2e Base melee + O.
Pick Up 1e Your troops may pick up special or heavy weapons from fallen comrades.
Raider 2e Before anyone's first turn, you may take 1 normal move for free.
S+M 1e Earn 2 chaos pips for each hit you take
Sorcery 5e Psy value +1 (no Khorne).
Strain 1e May add +OO to an unsuccessful melee attack.  Must take a stun after the melee (can't ignore)
Torment 1e If you tie in melee against a living opponent (not a daemon), they take a Stun.
Transfusion 1e You may transfer any wound or stun result between yourself and any adjacent allied model.
Two Fisted 1e May fire two pistols as a ranged attack or snap fire.
Veil 1e You are always in darkness (as cover).
WEAPONS AND EQUIPMENT
PISTOLS: Pistols may be fired as a ranged weapon or used in melee!  If used in melee, ALL dice rolled in melee are considered for determining if the pistol FAILS.
HANDS: All weapons have a Hands value.  Unless otherwise noted, a model may only carry a 1H weapon and an oH weapon, or a 2H weapon  (NH weapons have no effect on the weapon total).  This means that carrying ranged weapons will affect how many melee weapons you can use, even if the ranged weapon is not useable in melee!   To circumvent this problem, buy Handy (below).
COMBAT SKILLS:Anyone may buy the following skills for the cost listed.
Handy $1e You may use two 1-handed (1H)  weapons.  You may ignore the Hands cost for one basic / special weapon.
Swordman $1e If you are equipped with a sword, you may reroll opponent (vs. normal reroll).  You may ignore an opponent's NOR ability.
Snap Fire $1e You may fire a pistol at a model before they melee you, once / turn.
 MELEE DICE GRAZE Hands $ NOTES
 Spikes/Horns +o W NH 1g Spiky
 Chains -- S NH 2g NOR
 Knife/Club o W/S oH 1/2g  
 Shield o -- oH 1/2g Parry at +2.  Armor +o.
 Fetish -- -- oH 2g RO
 Axe oo W 1H 1g  
 Blade O W 1H 1g
 Sword o R W 1H 1g Reroll
 Rod O S 1H 1g Kill=KO
 Mace oo KO 1H 2g  
 Flail / Whip oo S 1H 2g NOR.  Kill = KO.
 Chainsword Oo+P W 1H 3g  
 Power Axe OO W 1H 4g  
 Power Sword Oo R W 1H 4g Reroll
 Power Mace OO KO 1H 5g  
 Power Glove OO+P K 1H 5g  
 Power Claw OO W 1H 5g Reroll
 Chain Axe / Fist OO+P W 1H 5g Free Forced Entry
 Power Flail /Whip OO S 1H 6g NOR
SPIKY: Dice added to melee if  user is Defending, or attacking with Overrun,  ZOC, or Dive Attack.
NH: Takes NO hands.  Max # of NH weapons a model can take: 4.
REROLL: May reroll 1 of your own dice. If you have this TWICE, you may Reroll Opponent (RO).
2 HANDED WEAPONS: Cost x2, counts as 2 of that weapon. SCYTHES!  Takes 2 hands.
THIRSTING BLADE: Cost +1e.  If  previous melee attack killed, add +1 to your current attack.
DAEMON WEAPONS: Cost +3e.  +1 when attacking.  If you tie, you must take 1 hit (w)!
FORCE WEAPONS: Cost +3/Psy value. Adds users Psy value to the roll (max 1 / model).
PLAGUE WEAPONS: Cost is +1g.  Weapon will WOUND on a tie. Nurgle Only.
 
 PISTOL DICE GRAZE FAIL Hands $ NOTES:  May use in melee 
 Stub Pistol oo S J oH 1/2 g 4" Range.
 Laspistol oo S - oH 1g 8" Range.
 Autopistol oo W J oH 1g 8" Range.
 Bolt pistol oo K X oH 1g 8" Range.
 Hand Flamer Oo W X 1H 3g SFT, Burn
 Plasma Pistol OO W M 1H 6g Line Effect. 8" Range.
 Needler o KO J 1H 7g Ignore Armor. 8" Range.
 BASIC DICE GRAZE FAIL $ NOTES (all are oH)
 Crossbow oo W -- 1/2 g  Reload.
 Musket oo W X 1/2 g KB. Reload.
 Lasgun oo S -- 1g  
 Autogun oo W J 1g  
 Shotgun oo S J 1g KB, 1" AREA, 8" Max Range.
 Bolter oo K X 2g KB. Marines: Rapid Fire
 Storm Bolter Oo K X 4g KB. Rapid Fire (TDA only).
For descriptions of weapon effects, grazes, etc. please consult the Rules Crusade basic rules sheet.
If you have 3 or more models equipped with the same weapon, you may use the Volley Fire rules (see RC).
 
 SPECIAL DICE GRAZE FAIL COST NOTES (All: -1" move, 1H)
 Heavy Stubber OO S J 5g Split fire (*), Rapid Fire
 Flamer OO W X 5g FT, Burn
 Grenade Launch. g g J 3g Ignore Front Cover. g = As Grenade.
 Meltagun OO+1 W J 5g FT
 Plasma Gun OO W J 6g Line Effect
 Sonic Blaster OO+P S M 5g FT, Burn. May use in melee (2 hands).
FT= Flamer Template. SONIC BLASTER: Noise Marines only.
 
 HEAVY DICE GRAZE FAIL COST NOTES (All: -2" move, 1H)
 Heavy Bolter OO K X 6g KB, Split fire, Rapid Fire
 Heavy Flamer OO W M 7g HFT, Burn
 Multimelta OOO W J/X 7g HFT (Hvy Flamer Template)
 Missile Launcher OO K X 7g 2" Blast, Ignores Range penalties
 Conversion Beam  SP. +P K X 7g Roll O x Armor. Line Effect. Burn.
 Heavy Plasma OOO W J/X 8g Line Effect
 Las Cannon OOO +P K -- 8g Or, take two shots at OO
 Auto Cannon OOO W J/X 9g Split Fire, Rapid Fire (TDA only)
 ENHANCER COST NOTES
 Targeter +2g May reroll one die per turn when firing that weapon
 Compensator +1g May Rapid fire a Bolt Pistol.
 Combiweapon + 3g Purchase 1 basic and 1 special weapon.  May fire both weapons as one (1H).
 Bayonet +1g Attach an oH melee weapon to any ranged weapon (ignore the oH)
 Rubber Bullets +1g Bolters Graze=S, Kill=KO,  Fail=J. Slaanesh only. 
 Inferno Bolts [1g*] Change 1 white die to a red die for a Bolt Weapon.  *May buy 1 ration / marine sorceror in your band.  (RATIONED)
 Halluce shots [7g] oo, Graze= stun. Kill= Control for 1 action, then stunned. (RATIONED)
 Toxin shots [8g] Oo, Graze= Kill. (Halluce / Toxin: vs. living only). (RATIONED)

RATIONED ITEMS: Grenades,  special ammo, and Drugs are Rationed items. If you max out on one die, you will run out of the item for the rest of the game!  When using rations in melee, roll seperately for the ration (but fails still count all dice).  You may purchase multiple rations if you wish.  Ration must be assigned to 1 model.  Throwing a grenade counts as an attack action (NH).  All grenades ignore front cover.
 GRENADE DICE Grz. AREA $  NOTES: 8" Range. IFC.  Rationed.  Discounts:
 Blight OO W 2"  4g  Burn. Damages living only. Plague.  Nurgle Only
 Blind (ooo) -- 3"  5g Models hit may hide for free.  
 Bombot OO+1 W 2"B  6g As model. M=8, A=1,X if grazed.  
 DemoCharge OO+2+P W 3"  5g Place. Blows at start of next turn.  
 Frag OO W 2"B  4g 2" Blast. Khorne: $3
 Globe of Change OO W --  4g Kill= Turn into Chaos Spawn. Tzeentch Only
 Haywire OO+1 W 2"  6g Burn. Vs. Machines / Vehicles only.  
 Hallucinogen OO S 2"  7g Burn. Kill= Control for 1 action, then stunned.  
 Krak OO+1+P K --  6g    
 Meltabomb +OO +2P K --  5g Add to 1 melee attack (oH)  
 Musk Bomb OO S 2"  4g Burn. Kill=KO. Slaanesh Only
 Plasma OO+P W 2"  6g Burn.  
 Photon (OO+1) S 3"  7g Burn. Any hit stuns living (will not kill).  
 Rad OO W 2"  8g Ignores Armor. Persistant. Fail=X!  
 Screaming Skull OO+2 W 1"  3g Burn. As Melee attack (scythes).  
 Smoke (ooo) -- 3"  3g Grants cover (as darkness) for 1 turn.  
 Vortex OOOOOO K  3"  13g Burn. Moves OO"/turn (6=dissipates)  
 EQUIPMENT NOTES M# B# COST
 BIONIC ARM Melee +1. Free forced entry!  2 3 4g
 BIONIC LEG Move +1". Free forced entry! 2 3 4g
 BIONIC EYE Reroll with ANY ranged weapon, including grenades. Ignore Darkness. 1 2 5g
 JUMP PACK Move in any direction including vertical, must land at end of move. 
Ignore damage from falls. May not combine with Terminator Armor.
1 5 6g
 STIMM DOSE Ignore oo hits when attacked. (DRUG) 1 2 3g
 FRENZON Move + Oo (check each turn). (DRUG) 2 3g
 COMBAT DRUG Melee + OO (DRUG) 2 3g
 TERMINATOR  Armor 3, HEAVY.  HANDY.  May snap fire basic weapons.
May not use with Jump Pack, Bike, Mount, or Wings.  Marines only.
1 5 10g
 CHAOS ARMOR Works vs. all incoming damage, even IA, Psy, and Melee! 1 3 10g
 CHIRURGEON Bearer may take up to 2 drugs per game for free. 1 1 5g
 TROPHY RACK  Earn +1 pip for each model you kill. 2 10 3g
 CHAOS ICON* Enemies within 8" are worth 2x pips.   Bearer may not hide.  Hits on bearer are worth an additional pip!  1 1 5g
 MUSICIAN*  Troops within 3" may add +1 to their move! 1 2 5g 
 SERVO CLAW (Warsmith only) Base melee + 1.  +3 rep/game (can only be spent on repairing or replacing vehicles).  1 1 5g
 LITURGIES (Dark Apostle only) May reroll 1 die when rolling for replacement. 4 4 2g
M#: max. # allowed per model.  B#:  max. # allowed per warband.  (DRUG):  Drugs are RATIONED.  When the ration runs out, the user takes 1 red die (W) of hits!  *These items do NOT affect pack discount.



DAEMONS
You may invent your own demons!  Purchase a Base type, then upgrade them with Daemon Advances.
DAEMON BASE TYPES
Daemons are Non-Living.  May may not pick up blips. May not take Chaos Rewards unless noted.   Graze = W.  May parry.   May not use weap/equip. except NH weapons, Trophy Rack, Chaos Icon, Musician.
DAEMON M A H Melee, Notes DA $ Rep
Imp 6 0 0 Small. 1 1f 0
Minion 6 0 1 OO 2 1f 0
Warrior 6 1 1 OOO 3 2f 1
Champion 6 1 2 OOO+2. May take 1 Chaos Reward in lieu of 1 DA. 4 4f 2
Beast 8 1 2 OOOO.  Trot. 3 4f 1
Swarm 6 1 3 OOO+1.  Swarm.  Contort. 1 2f 1
Steed 6x2 1 1 OO.  Mount.  Trot. 2 3f 2
DA: This is the number of Daemon Advances the Daemon can purchase.  Rep: Replacement cost for the model.
MOUNTS. Mount riders add +1 to their melee value (takes no hands).  Riders may not charge.  Flaws and Advances of the mount are applied to any rider while riding.  Any troop type may ride a mount (except models with Trot)- even other daemons! See RC for details.
ADD-ON:  The number of Daemon Advances allowed can be increased by 1 for every 2 exp. spent.
DAEMON ADVANCES
You may not take any advance more than once per model, unless noted.
* = May take the advance that many times (just count each TYPE for DA total).
Daemon Advance Notes Cost
Armored Armor +1 3e
Bloodlust Frenzy (ignore effects of wounds).  Berserk (melee after Double move). 1e
Binding Chains Free ranged attack once / turn:  OO  6"  Max damage = stun. 2e
Bulk +1 hit.  (Beast, Steed models with 3 or more hits count as Heavy) *** 1e
Cacophony You may reroll 1 die of any enemy ranged attacks  made within 6" of you.
No models within 3" of you may be affected by Psychic abilities. 
2e
Claws Melee + O,  Parry at +2.  2H. 1e
Cloud of Flies Free ranged attack once /turn: O W Burn Plague 1e
Collar You cannot be affected by mind war or psychic attacks.  Force weapons lose their bonus against you. (Cost 1 for Khorne) 2e
Contort Climb.  No forced entry required.  Ignore stun from boarding a vehicle. 1e
Control Instead of killing target in melee, may control them for 1 action.  Once done, treat model as stunned. 2e
Corrode May move through terrain at 1/2 speed  (leaves no hole, no altitude changes). 1e
Dark Attraction Force any 1 hit model to full move towards you once per turn. 2e
Deadly Base Melee + O *** 1e
Devolve When killed, may place another of your daemons of lesser value (Fame + Exp) value in your place.  May finish turn if any but may not ambush. 0e
Distort Roll O: Any attack against you may be shifted to another model within that range. 1e
Flame Gout FT, OO, W, X, Burn.  X kills user and sets off 2" B OO explosion! 2H. 2e
Flame Spurt SFT, Oo, W, M, Burn. X kills user. 1H. 1e
Flesh storm Melee attack with base melee only, 3" range, Scythes. 2e
Fly Move in any direction, must land at end of move. Ignore damage from falls. 2e
Force Field Deduct the roll of a red die from incoming damage. 2e
Gore Spray If you are grazed or hit,  immediately make a free attack as a flamer. 1e
Grapple You and your opponent may only use base melee dice! 2e
Hellblade 2H.  Melee OO, +P, Scythe. 2e
Hypnotize May reroll 1 die of any opponent's ranged AND melee attacks 2e
Intelligent May pick up blips, may use equipment or a single oH weapon. 2e
Latch On See RC for details. 1e
Mob May mob 3.  Or, may mob-1 (combine melee with any 1 other model). 2e
Plague All attacks will wound on a tie (vs. living targets only). 1e
Quick Move +1. ** 1e
Regenerate Recover O hits per turn, at the end of your turn 2e
Shadowy Always in cover. 1e
Slice While moving, do Oo W vs. armor to any model you pass adjacent to (they may snap fire). 2e
Slimy Ignore ZOC, Latch On, Control. 1e
Stinger Tail Melee + O Poison (W on a tie) 2e
Teleport Move OO+4 in any direction (as move).  Max out =  in warp (as Trap) 3e
Tentacles Melee + O NOR  1H. 1e
Torment Tie in melee = Stun. 1e
Trample May overrun: OOO+2 RO 1e
Transmute If you kill an enemy, select a demon of your alignment and  roll OO: if the roll = or > the demon's value (Fame + Exp), replace killed model with the daemon! ( lost at game end). 2e
Undead Ignore W, KO grazes.  Cannot be KOed. 1e
DAEMON FLAWS
Each flaw taken will deduct 3 exp. from the cost of any DAs or Add-Ons taken.
FLAW Notes
Glaring May never take cover or hide.  Hits against you earn +1 pip.
Elusive Replacement cost increased by 2!
Hunger You may not break off from any melee you initiate unless your opponent is killed.  When you kill in melee, on your next turn you must spend an action feeding before you can do anything else.
Insane Roll a white die before each turn- if you roll a 1 or 2, the player on your left (1) or right (2) may run the model this turn however they see fit. 
Shamble Move is OO+4.  May not take extra move or charge.
Soft Armor -1 (must be at least 1 before the deduction)
Weak Melee - OO
You must have approval from a majority of the players to take flaws.  Flaws must have a signifigant effect on the model taking them!
EXAMPLE DAEMONS
DAEMONS  M A  H  MELEE ADVANCES BASE $f $e Rpl.
Bloodletter  6b OOOOOOO
+P Scythe
Hunger.  Deadly x2, Bloodlust,  Hellblade   Warrior 2 1
Flesh Hound  8t 0 OOOO Mob Soft.  Collar, Mob  Beast 4 1
Juggernaut 6x2tb OO* Heavy Glaring.  Bloodlust, Bulk x2, Trample  Steed 3
Flamer  6 1* OOO Glaring.  Fly, Flame Gout, Force Field.  Warrior  2 3 1
Horror  6 1 OOOO
NOR 
Transmute, Devolve, Tentacles   Warrior  3
Disc of T. 6x2f 1 OO Fly.   Steed  2
Screamer  8 2 OOOO Fly.  Slice.   Beast 4
Plaguebearer  6 OOO Plague.  Undead.   Warrior  2
Beast of N. 4+OO 1 OOOO Heavy Shamble. Corrode, Plague, Slimy, Bulk x2.   Beast 4
Nurglings  6 OOO+1 Plague.  Swarm   2 1 1
Zombie 4+OO OO Shamble, Hunger.  Mob, Undead, Transmute.  Minion  1 1 0
Daemonette  6 OOOO  parry +2 Soft.  Claws, Torment, Hypnotize  Warrior 1
Fiend of S.  8t OOOOO Stinger Tail, Hypnotize   Beast  4 3
Steed of S. 6x2t  1 OO Latch On.   Steed  1
Succubus 6 OOO SoftFly,  Control.   Warrior  2 1
Chaos Hound OOOO* Latch On.  Beast  1
Scourge 6 OOO Fly.  Warrior  2
Metal Beast 6 2 3 OOOOO+2*
Heavy
Elusive.  Flesh Storm.  Armored.  Bulk x2.  Deadly x2.  Champion 2 6 4
*May want to add a couple SPIKES or CHAINS weapons to these models too!

GREATER DAEMONS

SUMMONING: Greater Daemons cannot be purchased- they can only be summoned.  If you wish to summon a Greater daemon, expend 13 chaos pips and roll 3 white dice, -1 for every greater daemon already in play.  The roll is the number of turns the Daemon will last before returning to the warp.  The Daemon may appear adjacent to ANY member of your warband.  You resummon the Daemon by spending another 13 chaos pips- if you succeed, the Daemon has the same number of remaining hits as when they last left.  If the Daemon is killed, he may NOT be resummoned!   POSESSION: If you sacrifice a model to summon the demon, roll an additional white die for each REP point of the sacrificed model (minimum roll =1).  Place the greater Daemon where the model was. Treat the posessed model as killed.

Greater daemons may NOT earn chaos pips!  Attacks against greater daemons count double for earning chaos pips! Greater Daemons are BIG models.
GREATER M A H SPECIAL MELEE POWER
Bloodlord 12 2 25 Scythes. Flies. Latch On. OOOOOO+5 +P Khorne
Changelord 12 2 20 Psy Level 5. Forcefield. Flies. OOOOOO+1 RO Tzeentch
Plaguelord 6 2 30 Heavy Flamer. Plague.  Slimy. OOOOOO+3 NOR Nurgle
Pleasurelord 12 2 25 Gaze (OO Stun, Rap. Fire) free! OOOOOO+3 RO Slaanesh


VEHICLES

Your Warband may purchase any CHAOS, MARINE, or ORK vehicle, and any appropriate vehicle upgrades,  from the Vehicle Chart  for HALF the listed cost, in GOLD or in FAME.

The Replacement value is 1/5 the original vehicle cost (round up)- so for example, to to replace a lost Rhino would cost 4 Rep.
Damaged vehicles may be repaired by using 1 Rep. for every 5 hits taken (round up).

CHAOS VEHICLE UPGRADES: Each upgrade may be taken only once.
UPGRADE NOTES $
Blood Drinker Vehicle may earn Chaos Pips. 5e
Daemon Engine Vehicle may take up to 3 Daemon Advances (must be okayed by other players) 5e
Destroyer  Ram: / Overrun: roll  OOO+3 RO (in place of the normal roll) 5e
Dirge Caster Any chaos  models killed within 8" of the vehicle are treated as KOed instead. 3e
Flesh Screen Vehicle may apply hits directly to any passengers aboard instead of taking damage 3e
Warp Amp All models within 8" (except noise troops) must reroll  highest die when attacking 6e
Warp Flames Vehicle will do a free OO W attack on any models that move adjacent to it 5e


CHAOS BLIPS
CHAOS RECORD SHEETS
CHAOS SCENARIOS

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