Campaign Rules for Chaos Warbands
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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 | 0 | 1 | 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 |
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![]()
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) |
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.
| 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 |
| 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 |
| 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 | -- |
| 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). |
|
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 |
| 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). |
| 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). |
| 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 |
|
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 |
| 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 |
|
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 |
|
|
|||||||||
|---|---|---|---|---|---|---|---|---|---|
| DAEMONS | M | A | H | MELEE | ADVANCES | BASE | $f | $e | Rpl. |
| Bloodletter | 6b | 1 | 1 | OOOOOOO
+P Scythe |
Hunger. Deadly x2, Bloodlust, Hellblade | Warrior | 2 | 2 | 1 |
| Flesh Hound | 8t | 0 | 2 | OOOO Mob | Soft. Collar, Mob | Beast | 4 | 4 | 1 |
| Juggernaut | 6x2tb | 1 | 3 | OO* Heavy | Glaring. Bloodlust, Bulk x2, Trample | Steed | 2 | 3 | 2 |
| Flamer | 6 | 1* | 1 | OOO | Glaring. Fly, Flame Gout, Force Field. | Warrior | 2 | 3 | 1 |
| Horror | 6 | 1 | 1 | OOOO
NOR |
Transmute, Devolve, Tentacles | Warrior | 2 | 3 | 1 |
| Disc of T. | 6x2f | 1 | 1 | OO | Fly. | Steed | 3 | 2 | 2 |
| Screamer | 8 | 1 | 2 | OOOO | Fly. Slice. | Beast | 4 | 4 | 1 |
| Plaguebearer | 6 | 1 | 1 | OOO | Plague. Undead. | Warrior | 2 | 2 | 1 |
| Beast of N. | 4+OO | 1 | 4 | OOOO Heavy | Shamble. Corrode, Plague, Slimy, Bulk x2. | Beast | 3 | 4 | 1 |
| Nurglings | 6 | 1 | 3 | OOO+1 | Plague. | Swarm | 2 | 1 | 1 |
| Zombie | 4+OO | 0 | 1 | OO | Shamble, Hunger. Mob, Undead, Transmute. | Minion | 1 | 1 | 0 |
| Daemonette | 6 | 0 | 1 | OOOO parry +2 | Soft. Claws, Torment, Hypnotize | Warrior | 2 | 1 | 1 |
| Fiend of S. | 8t | 1 | 2 | OOOOO | Stinger Tail, Hypnotize | Beast | 4 | 3 | 1 |
| Steed of S. | 6x2t | 1 | 1 | OO | Latch On. | Steed | 3 | 1 | 2 |
| Succubus | 6 | 0 | 1 | OOO | Soft. Fly, Control. | Warrior | 2 | 1 | 1 |
| Chaos Hound | 8 | 1 | 2 | OOOO* | Latch On. | Beast | 4 | 1 | 1 |
| Scourge | 6 | 1 | 1 | OOO | Fly. | Warrior | 2 | 2 | 1 |
| Metal Beast | 6 | 2 | 3 | OOOOO+2*
Heavy |
Elusive. Flesh Storm. Armored. Bulk x2. Deadly x2. | Champion | 2 | 6 | 4 |
GREATER
DAEMONS![]()
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 |