Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Mighty Champion (HQ) |
1 |
5 |
5 |
4 |
4 |
2 |
5 |
4 |
10 |
2+/5(I)+ |
105 |
Independent Character; Power Weapon (x1); Combi-Meltagun; Mark of Chaos Undivided
|
Terminator Armour |
2+ armour save (included on profile). May not pursue, only consolidate. Deep Strike if allowed. Always count as stationary for purposes of firing heavy / rapid fire weapons. |
[25] |
Spiky Bits |
Re-roll up to one missed hand-to-hand attack per turn. |
[5] |
Possessed Marines (Elites) |
10 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
300 |
Fearless; Possessed: 3 rolls on Possession table at the start of the game; Bolt Pistol / CCW (x10)
|
Chaos Space Marines (Troops) |
8 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
253 |
Bolter (x6); Missile Launcher (x1); Flamer (x1)
|
Chaos Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[70] |
Carries up to 10 Chaos Space Marines, but no Terminators; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Combi-Bolter
|
Coruscating Warp Flame |
Any models attacking the vehicle take a S(D6) AP4 hit before they attack. |
[5] |
Extra Armour |
Counts "Crew Stunned" results as "Crew Shaken". |
[5] |
Auxilliary Combi-Bolter |
24" R, S4, AP5, Rapid Fire, Linked. |
[10] |
Aspiring Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
3+ |
[50] |
Close-Combat Weapon (x1); Plasma Pistol (x1); Mark of Chaos Undivided
|
Spiky Bits |
Re-roll up to one missed hand-to-hand attack per turn. |
[5] |
Chaos Space Marines (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2* |
9 |
3+ |
190 |
Bolt Pistol / CCW (x8); Plasma Pistol & CCW (x1)
|
Aspiring Champion |
1 |
4 |
4 |
4 |
4 |
1 |
4 |
2/3 |
10 |
3+ |
[50] |
Close-Combat Weapon (x1); Plasma Pistol (x1); Mark of Chaos Undivided
|
Spiky Bits |
Re-roll up to one missed hand-to-hand attack per turn. |
[5] |
Chaos Space Marines (Troops) |
9 |
4 |
4 |
4 |
4 |
1 |
4 |
1 |
9 |
3+ |
210 |
Bolter (x8); Heavy Bolter (x1)
|
Chaos Rhino APC |
1 |
BS: 4 Front: 11 Side: 11 Rear: 10 |
[70] |
Carries up to 10 Chaos Space Marines, but no Terminators; If immobilised, can attempt to repair instead of shooting - this succeeds on the roll of a 6; Combi-Bolter
|
Coruscating Warp Flame |
Any models attacking the vehicle take a S(D6) AP4 hit before they attack. |
[5] |
Extra Armour |
Counts "Crew Stunned" results as "Crew Shaken". |
[5] |
Auxilliary Combi-Bolter |
24" R, S4, AP5, Rapid Fire, Linked. |
[10] |
Chaos Space Marines (Troops) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
96 |
Bolt Pistol / CCW (x3); Lascannon (x1); Plasma Gun (x1)
|
Chaos Space Marines (Troops) |
5 |
4 |
4 |
4 |
4 |
1 |
4 |
1/2 |
9 |
3+ |
96 |
Bolt Pistol / CCW (x3); Lascannon (x1); Plasma Gun (x1)
|
Land Raider (Heavy Support) |
1 |
BS: 4 Front: 14 Side: 14 Rear: 14 |
250 |
Carries up to 10 Chaos Space Marines or 5 Terminators; May always fire one extra weapon at BS2, at a seperate target if it wishes; If the crew are stunned, it may move directly forward up to it's maximum move; Linked Heavy Bolters; Sponson Lascannon (x2)
|
Option Footnotes: |
|
|
Bolt Pistol |
12"R, S4, AP5, Pistol. |
|
Bolter |
24"R, S4, AP5, Rapid Fire. |
|
CC Weapon |
+1A if used with another CCW / pistol. |
|
Combi-Bolter |
24" R, S4, AP5, Rapid Fire, Linked. |
|
Combi-Meltagun |
Bolter (24" R, S4, AP5, Rapid Fire) or Meltagun (12" R, S8, AP1, Assault 1, +D6 AP at 6" or less). Meltagun is one-shot. |
|
Flamer |
Template, S4, AP5, Assault 1. |
|
Heavy Bolter |
36"R, S5, AP4, Heavy 3. |
|
Lascannon |
48" R, S9, AP2, Heavy 1. |
|
Linked Heavy Bolters |
36" R, S5, AP4, Heavy 3, Linked. |
|
Linked Lascannon |
48" R, S9, AP2, Heavy 1, Linked. |
|
Mark of Chaos Undivided |
Re-roll failed morale checks. |
|
Missile Launcher |
48" R- (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1, Blast). |
|
Plasma Gun |
24"R, S7, AP2, Rapid Fire. Overheats - if you roll a 1 to hit, make a save or take a wound. |
|
Plasma Pistol |
12"R, S7, AP2, Pistol. Overheats: If you roll a 1 to hit, make a save or take a wound. |
|
Power Weapon |
No armour save in close combat. |
|