Codex: Forces of Chaos

Codex: Forces of Chaos


Covenants
Covenants affect all units in a specific Detachment that have the COVENANT keyword.  Each Covenant grants the associated keyword to the model. Below are the five Covenants available
Covenant of Slaanesh: All COVENANT OF SLAANESH units roll an additional D6 when advancing or charging, and drop the lowest dice. In addition, all enemy attacks targeting a COVENANT OF SLAANESH unit has a -1 to hit modifier if the COVENANT OF SLAANESH unit has moved its full movement range. This includes the range added by the advance roll and the charge roll. All COVENANT OF SLAANESH units have a -1 modifier to their Save.
Covenant of Nurgle: All units with the COVENANT OF NURGLE keyword move 1” slower, but gain +1 to their Toughness and Armor save rolls.
Covenant of Khorne: All COVENANT OF KHORNE units have +1 to their Strength. In addition, they do not roll for morale for models lost in the Fight phase. A COVENANT OF KHORNE unit may not Fall Back from combat.
Covenant of Tzeentch: All COVENANT OF TZEENTCH units have +1 to hit in the Overwatch phase. In addition, all AP 0 ranged weapons become AP -1. All COVENANT OF TZEENTCH units count every killed model as 2 for the purposes of Morale.
Covenant of Chaos Undivided: All COVENANT OF CHAOS UNDIVIDED counts every two lost models in a unit as one for the purposes of Morale checks.
Dark Pacts:
Dark Pacts are detachment specific, and only one may be taken per detachment. 
Dark Pact RENEGADES: All RENEGADE units reroll unmodified 1s to hit in the Shooting phase. In addition, they receive the benefit of cover if they have not moved in the previous Movement phase.
Dark Pact HERETICS: All HERETICS units may choose to roll a single D6 per turn, if they have been affected by a Psychic power. On a 5+, they ignore the effect. In addition, you may reroll one dice for Psychic tests.
Dark Pact MUTANTS: All MUTANT units may reroll Save rolls of 1. In addition, hit rolls of 6+ in the Fight phase generate an additional attack.
Dark Pact DARK MECHANICUM: DARK MECHANICUM units may Charge after Advancing. In addition, at the start of every battle round, you may select a single Warp Canticle, or roll a D3 to select one. You may not select a Warp Canticle that has been previously used in the battle.
Servants of the Dark Gods: If a FORCES OF CHAOS detachment is taken alongside other CHAOS detachments, then it takes the COVENANT that relates to the Chaos God keyword of the largest allied detachment. Use points value to calculate this. If the majority of the army does not have a Mark keyword, then your army takes COVENANT OF CHAOS UNDIVIDED. If the FORCES OF CHAOS detachment take up the most points, you may take whichever COVENANT you like. FORCES OF CHAOS detachments do not have to follow this rule in regards to other FORCES OF CHAOS detachments.
Patchwork Army: A DARK PACT or COVENANT detachment may contain units that do not have a DARK PACT or COVENANT keyword and still be Battle-Forged. They may not contain a unit that has a DARK PACT or COVENANT keyword that is different from the detachment’s DARK PACT and COVENANT unless it also has the detachment’s DARK PACT and COVENANT keyword as well, or an ability that says otherwise.
Ruinous Scavengers: If your army is Battle-forged, all Troops and Character units in a FORCES OF CHAOS Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Warp Canticles: Warp Canticles affect every DARK MECHANICUM unit on the field of battle.
1: Litany of the Aether: Any time this unit suffers a mortal wound, roll a D6. On a 6+, this unit ignores the mortal wound.
             2: Malediction of the Omnissiah: Enemy units that attack this unit in the Shooting Phase reroll 6+s to hit.
             3: Psalm of Warp-Cursed Armor: Hit rolls of 6+ in the Fight phase have an additional -1 AP.
 
Chaos Psyker: All Psykers in the army, with the exception of named Characters, have the Chaos Psyker rule. Whenever a Psyker Perils and survives, it loses the Psyker keyword and the ability to cast or dispel. It gains the Possessed Psyker statline below, as well as the Possessed Hands weapon. It retains all other abilities, keywords and  psychic powers assigned to it.
 

Possessed Psyker
M WS BS S T W A LD Sv
Possessed Hands 6” 2+ 6 4 * 4+D3 8 3++
Weapon Range Type S AP D Abilities
Possessed Hands Melee Melee User -2 2 Reroll failed Wound rolls against Psykers.
KEYWORDS: INFANTRY, DAEMON, POSSESSED PSYKER

 
Datasheets:
 
HQs:

Urlock Gaur
35pts M WS BS S T W A LD Sv
Urlock Gaur 6” 3+ 3+ 3 3 4 3 9 5+
Urlock Gaur is a single model, armed with an autopistol and his Sanguinary Blade.
Weapon Range Type S Ap D Abilities
Autopistol 12” Pistol 1 3 0 1
Sanguinary Blade Melee Melee x2 -2 D3+1
Wargear Options This model may replace its autopistol with a weapon from the FORCES OF CHAOS Ranged Weapons List.
Abilities Brutal Warlord: All  <Renegade> units within 6” automatically pass Morale tests.
Master of the Consanguinity: All <Renegade> units within 6 ” reroll Wound rolls of 1. In the Fight phase, friendly RENEGADE units within 6” reroll all failed Wound rolls.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade, Covenant of Khorne
Keywords: Infantry, Character, Urlock Gaur

 

Cardinal Xaphen
35 pts M WS BS S T W A LD Sv
Cardinal Xaphen 6” 4+ 4+ 3 3 4 2 9 4+
Cardinal Xapehn is a single model armed with an autopistol and an Arch-Heretic’s Staff.
Range Type S AP D Abilities
Autopistol 12” Pistol 1 3 0 1
Arch-Heretic’s Staff Melee Melee User -1 D3
Wargear Options •This model may replace its autopistol with a weapon from the FORCES OF CHAOS Ranged Weapons List.
Abilities Corrupted Rosarius: This model has a 4+ invulnerable save
Corrupted Faith: Add 1 to the attack characteristics of all friendly units within 6”. In addition, all units with Uncertain Worth can reroll one die when they generate LD
Psyker: This unit can attempt to manifest two psychic powers per friendly psychic phase, and deny one psychic power per enemy psychic phase. It know Smite and three psychic powers from the Chaotic discipline
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic, COVENANT
Keywords: Infantry, Character,  Cardinal Xaphen

 

Cardinal Spawn Kharfra
65 pts M WS BS S T W A LD Sv
Cardinal Spawn Kharfra 7” 2+ 5 5 4 D6 9 5+
Cardinal Spawn Kharfra is a single model, armed with Malignant Mutations
Range Type S Ap D Abilities 
Malignant mutations Melee Melee +2 -3 2
Abilities •Mutant Overlord: Instead of rolling for mutation abilities, you may choose one option for any <Mutant> unit within 6”.
•Fearsome: Enemy units within 1” subtract one from their LD
•Mutated beyond reason: Before rolling to hit with this unit in the Fight phase, roll a D3. On a 1, Hideous mutations get AP -4. On a 2, each Chaos Spawn gets an additional 2 attacks. On a 3, you may reroll all failed wound rolls for this unit. The effect lasts until the end of the phase.
Faction Keywords: CHAOS, FORCES OF CHAOS, MUTANT,  COVENANT
Keywords: Infantry, Character, Cardinal Spawn Kharfra

 

Rogue Psyker Coven
50pts M WS BS S T W A LD Sv
Rogue Psyker 6” 5+ 3 3 3 1 8
This unit contains 5 Rogue Psykers. Rogue Psykers are armed with bare hands.
Range Type S Ap D Abilities
Bare Hands Melee Melee User 0 1
Abilities: Aura of the Witch: 5+ invulnerable save
Choir of Chaos: Once per Psychic phase, you may roll 3D6 instead of 2D6 for manifesting a power or Deny the Witch tests.. If you do so, this unit suffers D3 mortal wounds. If all models in the unit are slain, the test is automatically failed. 
•Alpha Psykers: If the casting roll for a Psychic power from this unit is 10 or more, the power cannot be denied.
Psyker: This unit can attempt to manifest one psychic power per friendly psychic phase, and deny one psychic power per enemy psychic phase. It know Smite and two psychic powers from the Chaotic discipline.
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic,  COVENANT
Keywords: Infantry, Psyker, Rogue Psyker Coven

 

Malefic Lord
55 pts M WS BS S T W A LD Sv
Malefic Lord 6” 4+ 3 4 4 3 8 4++
A Malefic Lord is a single model armed with bare hands
Range Type S Ap D Abilities
Bare hands Melee Melee User 0 1  
Abilities: Aura of the Master Witch: 4+ invulnerable save
•Unstable Alpha Psyker: This model will Peril on any double roll while casting or dispelling, and it will only ever take one wound from Periling.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
•Psyker: This unit can attempt to manifest one psychic power per friendly psychic phase, and deny one enemy psychic power in each enemy psychic phase. It knows Smite and two psychic powers from the Chaotic discipline.
Faction Keywords: FORCES OF CHAOS, Chaos, COVENANT
Keywords: Character, Infantry, Psyker, Malefic Lord

 

Demagogue
35pts M WS BS S T W A LD Sv
Demagogue 6” 4+ 4+ 3 3 4 3 7 4+
A Demagogue is a single unit armed with an autopistol
Range Type S Ap D Abilities
Autopistol 12” Pistol 1 3 0 1
Abilities Voice of the Ruinous Powers: You may ignore the negative effect for each Covenant for units within 6” of a Demagogue 
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Weapon Options This unit may take one item from the FORCES OF CHAOS Ranged Weapons List, in addition to its autopistol.
This unit may take one item from the FORCES OF CHAOS Melee Weapons List.
Faction Keywords: Chaos, FORCES OF CHAOS, DARK PACT, COVENANT
Keywords: Character, Infantry, Demagogue

 

Renegade Commander
35pts M WS BS S T W A LD Sv
Renegade Commander 6” 3+ 3+ 3 3 4 3 8 5+
A Renegade Commander is a single model armed with an assault weapon, frag grenades, and an autopistol
Range Type S Ap D Abilities 
Autopistol 12” Pistol 1 3 0 1  
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenade 6” Grenade D6 3 0 1  
Wargear Options:  •This model may exchange its autopistol for an autogun, shotgun, or a weapon from the FORCES OF CHAOS Ranged Weapons List
•This model may exchange it’s assault weapon with a weapon from the FORCES OF CHAOS Melee Weapons List.
Abilities: •Refractor Field: 5+ invulnerable save.
Overlord: All <Renegade> units within 6” reroll failed Hit rolls of 1.
Faction Keywords: FORCES OF CHAOS, Chaos, Renegade, COVENANT
Keywords: Character, Infantry, Renegade Commander

 

Decius Abraxas
Name M WS BS S T W A LD Sv
Decius Abraxas 6” 4+ 2+ 5 6 8 4 9 2+
Decius Abraxas is a single model armed with an Aeldari D-Scythe and Drukhari Power Lance
Range Type S AP D Abilities
Drukhari Power Lance Melee Melee User -1 1
Aeldari D-Scythe 8” Assault D3 10 -4 1 This weapon automatically hits its target
Abilities •Corrupted Refractor: This model has a 4+ FnP.
•Abominable Intellect: At the beginning of each of your turn, heal this unit D3 wounds.
•Blasphemous Mechanic: Once per turn, in the Movement phase, you may select one CHAOS Vehicle within 6” of a Weaponwright and heal it D3 wounds. Alternatively, you may select a single Vehicle within 6” of the Weaponwright and inflict D3 mortal wounds on it, and then heal a CHAOS Vehicle within 6” of the Weaponwright for double the amount of wounds inflicted on the first Vehicle. You may not select one Vehicle to be targeted by this ability more than once per turn.
•Dark Arts of the Omnissiah: You may reroll all hit rolls for DARK MECHANICUM units within 6”.
•Dark Mechanicum: This unit can only be taken in a DARK MECHANICUM Detachment.
Faction Keywords: CHAOS, FORCES OF CHAOS, DARK MECHANICUM, COVENANT
Keywords: Infantry, Character,  DECIUS ABRAXAS

 

Heretek-Savant
Name M WS BS S T W A LD Sv
Heretek-Savant 6” 4+ 2+ 5 6 8 4 9 2+
A Heretek-Savant is a single model armed with an Eradication Pistol
Range Type S AP D Abilities
Drukhari Power Lance Melee Melee User -1 1
Aeldari D-Scythe 8” Assault D3 10 -4 1 This weapon automatically hits its target
Wargear Options
Abilities •Corrupted Refractor: This model has a 4+ FnP.
•Abominable Intellect: At the beginning of each of your turn, heal this unit D3 wounds.
•Blasphemous Mechanic: Once per turn, in the Movement phase, you may select one CHAOS Vehicle within 6” of a Weaponwright and heal it D3 wounds. Alternatively, you may select a single Vehicle within 6” of the Weaponwright and inflict D3 mortal wounds on it, and then heal a CHAOS Vehicle within 6” of the Weaponwright for double the amount of wounds inflicted on the first Vehicle. You may not select one Vehicle to be targeted by this ability more than once per turn.
•Dark Arts of the Omnissiah: You may reroll all hit rolls for DARK MECHANICUM units within 6”.
•Dark Mechanicum: This unit can only be taken in a DARK MECHANICUM Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, DARK MECHANICUM, COVENANT
Keywords: Infantry, Character,  Cardinal Xaphen

 
Troop choices:

Chaos Militia
M WS BS S T W A LD Sv
Chaos Militia 6” 5+ 5+ 3 3 1 1 * 6+
Chaos Militia Heavy Weapons 6” 5+ 5+ 3 3 2 1 * 6+
Chaos Militia Champion 6” 4+ 4+ 3 3 1 2 * 6+
This unit contains 1 Chaos Militia Champion and 9 Chaos Militia. It may include up to 30 additional Chaos Militia.
•Chaos Militia are armed with autoguns and frag grenades
•A Chaos Militia Champion is armed with an autogun and frag grenades
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Autopistol 12” Pistol 1 3 0 1
Shotgun 12” Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s strength characteristic
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenade 6” Grenade D6 3 0 1
Wargear Option •Any Chaos Militia may replace their autogun with an autopistol and assault weapon.
•For every five models in the unit, one Chaos Militia may replace their autogun with a heavy stubber or flamer.
•One other Chaos Militia may be upgraded with a Chaos Sigil
•One other Chaos Militia may be upgraded with a vox-caster
•For every 10 models in the unit, two other Chaos Militia may form a Heavy Weapons Team, and take a weapon from the FORCES OF CHAOS Heavy Weapons List.
•The Chaos Militia Champion may replace their autogun with a shotgun or a single choice from the FORCES OF CHAOS Ranged Weapons List and/or a single choice from the FORCES OF CHAOS Melee Weapons List
Abilities Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
Chaos Sigil: A unit equipped with a Chaos sigil rolls two dice when rolling for Morale, and takes the lower score.
Vox-Caster: a unit with a vox-caster rolls two dice to determine it’s leadership and takes the higher score
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, COVENANT
Keywords: Infantry,  Chaos Militia Squad

 

Traitor Guard
4pts
8pts for HWT
M WS BS S T W A LD Sv
Traitor Guard 6” 5+ 4+ 3 3 1 1 * 6+
Traitor Guard Sergeant  6” 4+ 4+ 3 3 2 1 * 6+
Traitor Guard Heavy Weapons Team 6” 5+ 4+ 3 3 2 1 * 6+
This unit contains one Traitor Guard Sergeant and 9 Traitor Guardsmen. It may contain an additional 10 Traitor Guard.
•Traitor Guard are armed with autoguns and frag grenades
•A Traitor Guard Sergeant is armed with an autogun and krak grenades
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Autopistol 12” Pistol 1 3 0 1
Shotgun 12”  Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s strength characteristic
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon.
Frag Grenade 6” Grenade D6 3 0 1
Krak Grenade 6” Grenade 1 6 -1 D3
Wargear Option •Any model in this unit may replace their autogun with a shotgun or with an autopistol and assault weapon.
•One model per every five may replace their autoguns with a weapon from the FORCES OF CHAOS Special Weapons list.
One other model may be upgraded with a vox-caster.
•Two other models per every ten may form a Heavy Weapons Team, and take a weapon from the FORCES OF CHAOS Heavy Weapons List.
•The Traitor Guard Sergeant may replace its autogun with a shotgun or a single choice from the FORCES OF CHAOS Ranged Weapons List and a single choice from the FORCES OF CHAOS Melee Weapons List.
Abilities Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
Vox-Caster: a unit with a vox-caster rolls two dice to determine it’s leadership and takes the higher score.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade, COVENANT
Keywords: Infantry, Traitor Guard

 

Plague Zombies
4pts M WS BS S T W A LD Sv
Plague Zombies 6” 5+ 3 3 1 2 6 6+
This unit contains 10 Plague Zombies. It can include up to 40 additional Plague Zombies. Each model is armed with Plague Hands
  Range Type S Ap D Abilities 
Plague hands Melee Melee User 0 1  
Wargear Options This unit may only take Plague Hands as a weapon
Abilities: Plague of Unbelief: For every enemy model killed by this unit, roll a D6. On a 4+, restore a single model, up to the unit starting size. This unit cannot be healed in any other way.
•Mindless: This unit never takes morale tests
•Bodies and Bodies: This unit gains +1 to strength and toughness if the unit has more than 15 models.
•Tar-Pit: If this unit has more than 25 models in it, enemy units cannot fall back from it.
Faction Keywords: FORCES OF CHAOS, Chaos, Heretic, Mutant, Covenant of Nurgle
Keywords: Infantry, Plague Zombies

 

Chaos Cultists
4pts M WS BS S T W A LD Sv
Chaos Cultist 6” 4+ 5+ 3 3 1 1 * 6+
Chaos Cultist Champion 6” 4+ 5+ 3 3 1 2 * 6+
This unit contains 1 Chaos Cultist Champion and 9 Chaos Cultists. It may contain up to 30 additional Cultists
•Cultists are armed with autoguns
•Cultist Champions are armed with autoguns
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Autopistol 12” Pistol 1 3 0 1
Shotgun 12” Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s strength
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon
Wargear Option •Any Chaos Cultist may replace their autogun with an autopistol and assault weapon, or a shotgun and assault weapon
•For every ten models in the unit, one Cultist may replace their autogun with a heavy stubber or flamer.
•One Cultist may take a Chaos Sigil.
•The Cultist Champion may replace their autogun with an autopistol and assault weapon or a shotgun and assault weapon
Abilities •Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
Chaos Sigil: A unit equipped with a Chaos sigil rolls two dice when rolling for Morale, and takes the lower score.
Faction Keywords:  Chaos, FORCES OF CHAOS, Heretic, COVENANT
Keywords:  Infantry, Chaos Cultists

 

Mutant Rabble
4pts M WS BS S T W A LD Sv
Mutant 7″ 5+ 5+ 3 3 1 1 5 6+
Mutant Champion  7″ 4+ 4+ 3 3 1 1 6 6+
This unit contains 9 Mutants and a Mutant Champion. It may include an additional 30 Mutants.
●Each Mutant is equipped with an Autogun.
  Range Type S Ap D Abilities
Autogun 24″ Rapid Fire 1 3 0 1
Autopistol 12″ Pistol 1 3 0 1
Shotgun 12″ Assault 2 3 0 1
Heavy Stubber 36″ Heavy 3 4 0 1
Assault Weapon Melee Melee User 0 1
Wargear Option For every 20 Mutants, one Mutant may take a Heavy Stubber.
Each model may take a shotgun or an autopistol.
Abilities •Curse of Mutation: At the start of each turn, roll a D6 and apply the following result. On a 1, remove D6 models in the unit as they are slain when their mutation runs amok. On a 2-3, add 2″ to the unit’s Move characteristic for the duration of the battle. On a 4-5, add 1 to the unit’s Attacks characteristic in a turn in which it made a charge move. On a 6, add 1 to the unit’s Toughness.
Faction Keywords: Chaos, FORCES OF CHAOS, Mutant, COVENANT
Keywords: Infantry, Mutant Rabble

 

Dark Skitarii
9pts M WS BS S T W A LD Sv
Dark Skitarii 6” 4+ 3+ 3 3 1 1 2 4+
Dark Skitarii Alpha 6” 4+ 3+ 3 3 1 2 2 4+
This unit contains 1 Dark Skitarii Alpha and 4 Dark Skitarii. It may contain up to 5 additional Dark Skitarii.
•The unit is armed with a Plasmic Rifles.
  Range Type S Ap D Abilities
Plasmic Rifles 24” Rapid Fire 1 4 -3 1
Wargear Option •Up to two Dark Skitarii  may replace their Plasmic Rifle with a weapon from the Dark Mechanicum Special Weapons List or the Renegades and Heretics Special Weapons List.
•If there are ten models in the unit, one additional Dark Skitarii may replace their Plasmic Rifle with a Special Weapon.
•The Dark Skitarii Alpha may take one item from the Melee Weapons list, and replace their Plasmic Rifle with an item from the Pistol list.
Abilities •Slaved to the System: If there is a <Dark Mechanicum> Character within 6” of this unit, raise the Ld of the unit to 8.
Blasphemous Tech: Reduce the Strength of enemy units within 1” of any Dark Skitarii models.
Bionics: All models in this unit have a 6+ invulnerable save.
•Heretic: This unit can only be taken in a Dark Pact DARK MECHANICUM Detachment.
Faction Keywords:  Chaos, Renegades and Heretics, Heretic, <Covenant>
Keywords:  Infantry, Chaos Cultists

 
 
Transport:

N20 Infantry Carrier
50 pts M WS BS S T W A LD Sv Remaining Wounds M BS A
N20 Infantry Carrier * 6+ * 6 7 10 * 7 4+ 6-10+ 12” 4+ 3
3-5 8” 5+ D3
1-2 4” 6+ 1
A N20 Infantry Carrier is a single model equipped with a heavy bolter and a heavy stubber.
  Range Type S Ap D Abilities
Heavy Bolter 36” Heavy 3 5 -1 1
Heavy Stubber 36″ Heavy 3 4 0 1
Wargear Option •This model may take items from the FORCES OF CHAOS Vehicle Equipment List.
Abilities •Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it or disembarking units. On a 6, it explodes, and each unit with 6” suffers D3 mortal wounds
•Exterior Transport: This unit can transport 10 additional FORCES OF CHAOS Infantry models. Declare these models as externally transported before the start of the game. When this vehicle is targeted, use the externally transported models’ stats for resolving the attacks. Deal all wounds to the externally transported models, until there are no more externally transported models. Resolve morale as usual. Externally transported models may fight in the Shooting phase, but not in the Fight phase.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
This model can transport 12 FORCES OF CHAOS Infantry models. Each Heavy Weapon Team takes two spots, and each OGRYN takes three spots.
Faction Keywords: Chaos, FORCES OF CHAOS
Keywords: Vehicle, Transport, N20 Infantry Carrier

 
Elites:

Renegade Command Squad
6pts each M WS BS S T W A LD Sv
Disciples 6” 3+ 3+ 3 3 1 1 * 5+
This unit contains 4 Disciples. 
Each Disciple is armed with frag grenades and an autogun
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenade 6” Grenade D6 3 0 1
Krak Grenade 6” Grenade 1 6 -1 D3
Wargear Option •Each Disciple may exchange their autogun for a weapon from the FORCES OF CHAOS Special Weapons List.
•One other Disciple may carry either a Banner of the Apostate or a Banner of Hate
•One other Disciple may carry a command vox net
•All models in this unit may take krak grenades, in addition to their other weapons. They may also take an additional assault weapon.
Abilities •Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
•Fanatic: Roll an additional D6 when determining this unit’s Uncertain Worth, and take the higher of the two. In addition, add 3 instead of 2.
•Banner of the Apostate: Enemy units subtract 1 from their LD while within 6” of any models with a Banner of the Apostate. Enemy Chaos and Imperium units subtract D3 from their Ld instead.
Banner of Hate: Whenever a FORCES OF CHAOS unit within 6” of the banner dies in the Fight phase, it may immediately make a single attack against the unit that killed it
•Command Vox Net: All friendly units with a vox caster within 120” of a command vox net can use this unit’s LD for Morale if it is higher.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, COVENANT
Keywords: Infantry, Renegade Command Squad

 

Renegade Disciple Squad
6pts each
12pts for HWT
M WS BS S T W A LD Sv
Disciples 6” 3+ 3+ 3 3 1 1 * 5+
Disciple Weapon Team 6” 3+ 3+ 3 3 2 2 * 5+
Disciple Champion 6” 2+ 2+ 3 3 1 2 * 5+
This unit contains 4 Disciples and a Disciple Champion. It may contain an additional 10 Disciples.
Each model is equipped with an autogun and frag grenades
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenades 6” Grenade D6 3 0 1
Krak Grenades 6” Grenade 1 6 -1 D3
Wargear Option •The Disciple Champion may exchange their autogun for a weapon from the FORCES OF CHAOS Ranged Weapons List and a weapon from the FORCES OF CHAOS Melee Weapons List.
•One Disciple may carry a Chaos sigil
•One Disciple may carry a command vox-caster
•One Disciple may exchange their autogun for a weapon from the FORCES OF CHAOS Special Weapons List.
•Two Disciples may form a weapons team, equipped with a weapon from the FORCES OF CHAOS Heavy Weapons List.
•All models in this unit may take krak grenades and an assault weapon, in addition to their other weapons.
Abilities •Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
•Chaos Sigil: A unit equipped with a Chaos sigil rolls two dice when making Morale tests, taking the lowest score.
•Fanatic: Roll an additional D6 when determining Uncertain Worth and take the highest. In addition, add 3 to the roll
•Command Vox Caster: All friendly units within 120” with a vox caster may use this unit’s Ld if it is higher.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, DARK PACT, COVENANT
Keywords: Infantry, Renegade Disciple Squad

 

Enforcer
30pts M WS BS S T W A LD Sv
Enforcer 6” 3+ 3+ 3 3 4 3 * 5+
This unit contains 1 Enforcer
The Enforcer is a single model armed with an assault weapon and an autogun.
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Shotgun 12” Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s strength
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenades 6” Grenade D6 3 0 1
Wargear Option •This model may exchange their autogun for a shotgun or a weapon from the FORCES OF CHAOS Ranged Weapons List.
•This model may exchange it’s assault weapon for a weapon from the FORCES OF CHAOS Melee Weapons List.
Abilities •Uncertain Worth: The first time this unit is required to make a Morale test, roll a D6 and add 2, with the final number being between 3 and 8. This is this unit’s Ld value for the remainder of the battle.
•Fanatic: Roll an additional D6 when determining Uncertain Worth and take the highest. In addition, add 3 to the roll
•Baleful Judge: Whenever a friendly Infantry unit within 3” of this model takes a morale test, remove D3 models instead. The test is automatically passed.
•Refractor field: 5+ invulnerable save
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, DARK PACT, COVENANT
Keywords: Character, Infantry, Enforcer

 

Marauder Squad
5pts each M WS BS S T W A LD Sv
Marauder 6” 3+ 3+ 3 3 1 2 7 5+
Marauder Chief 6” 3+ 3+ 3 3 2 2 8 5+
This unit contains 1 Marauder Chief and 4 Marauders. It may contain an additional 5 Marauders.
Marauders and the Marauder Chief are armed with autoguns and frag grenades.
  Range Type S Ap D Abilities
Autogun 24” Rapid Fire 1 3 0 1
Shotgun 12” Assault 2 3 0 1 If the target is within half range, add 1 to this weapon’s strength
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon
Frag Grenades 6” Grenade D6 3 0 1
Wargear Option •Any Marauder can exchange their autogun for a weapon from the FORCES OF CHAOS Ranged Weapons List and the FORCES OF CHAOS Melee Weapons List.
•Up to two Marauders can take weapons from the FORCES OF CHAOS Special Weapons List.
•The Marauder Chief may exchange their autogun for a weapon from the FORCES OF CHAOS Ranged Weapons List and the FORCES OF CHAOS Melee Weapons List.
Abilities •In it for the Money: Whenever this unit takes a morale test, roll a D6. On a 1, remove the entire unit from play.
•Specialists: Before the game, apply one of the following to this unit:
•Stalker: Your opponent must subtract 1 from all ranged hit rolls against this unit. In addition, this unit gains +1 to save rolls while in cover.
•Murder Cultists: You can reroll failed hit and wound rolls in the Fight Phase with this unit
•Hereteks: This unit has a 4+ save, and krak grenades.
•Unaligned: This unit may be taken in any DARK PACT detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, Marauder
Keywords: Infantry, Marauder Squad

 

Ogryn Brutes
30 pts M WS BS S T W A LD Sv
Ogryn Brute 6” 3+ 4+ 5 5 3 3 6 5+
Ogryn Brute Boss 6” 3+ 4+ 5 5 4 4 7 5+
This unit contains 3 Ogryn Brutes. It may contain an additional 9 Brutes.
Ogryn Brutes are equipped with Ogryn Weapons
  Range Type S Ap D Abilities
Ogryn Weapon Melee Melee +1 -1 2
Ogryn Power Drill Melee Melee 10 -3 D3 Reroll all failed wounds against Vehicles
Wargear Option •One Ogryn Brute may be upgraded to a Ogryn Brute Boss with an Ogryn Power Drill.
Abilities •Avalanche of Muscle: Models in this unit get 1 additional attack after they successfully charge.
•Combat Stimms: At the beginning of the Fight phase, you may activate Combat Stimms for this unit. If so, roll a D6. On a 1, an Ogryn in this unit dies. On a 2-5, each Ogryn gets 1 additional attack. On a 6, each Ogryn gains an additional D3 attacks. Roll for each model
•Unaligned: This unit may be taken in any DARK PACT Detachment.
•Shower of Bile: If this unit is taken in a <Covenant of Nurgle> Detachment, you may choose to turn this unit of Ogryns into a unit of Plague Ogryns. Everytime a Plague Ogryn dies in the Fight phase, roll a D6 for every model that does not have the Nurgle keyword or Covenant of Nurgle keyword within 3”. On a 4+, each model suffers a mortal wound.
•Unstoppable Ferocity: If this unit is taken in a <Covenant of Khorne> Detachment, you may choose to turn this unit of Ogryns into Blood Ogryns. If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with.
•Brute Warp Power: If this unit is taken in a <Covenant of Tzeentch> Detachment, you may choose to turn this unit into a unit of Warp Ogryns. Warp Ogryns know Smite, and can cast one Psychic power on a single D6 per turn.
•Soporific Musk: If this unit is taken in a <Covenant of Slaanesh> Detachment, you may choose to turn this unit into a unit of Pleasure Ogryns. Units within 1″ of any enemy models with this ability cannot Fall Back unless they can FLY.
Faction Keywords: Chaos, FORCES OF CHAOS, COVENANT, DARK PACT
Keywords: Infantry, Ogryn, Ogryn Brutes

 

Chaos Preacher
35pts M WS BS S T W A LD Sv
Chaos Preacher 6” 4+ 4+ 3 3 4 3 7 6+
A Chaos Preacher is a single model armed with an autopistol, a heretic’s staff, and frag grenades.
Weapon Range Type S AP D Abilities
Autopistol 12” Pistol 1 3 0 1
Autogun 24” Rapid Fire 1 3 0 1
Heretic’s Staff Melee Melee User 0 1 On a wound roll of 6, this weapon deals an additional wound
Frag Grenade 6” Grenade D6 3 0 1
Wargear Option •This model may replace its autopistol with an autogun.
Abilities •Zealous Exclamation: All friendly <Infantry> units within 6” of this model gain +1 Ld on a turn where this model charges, is charged, or makes a heroic intervention. All enemy units within 6” suffer -1 to Ld when this effect takes place.
•Corrupted Rosarius: 4+ invul save
•Blood Hymns: Add 1 to the attack characteristics of all friendly <Infantry> units with 6”
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic, COVENANT
Keywords: Infantry, Chaos Preacher

 

Weaponwright
45 pts M WS BS S T W A LD Sv
Weaponwright 6” 4+ 4+ 4 4 4 2 8 3+
A Weaponwright is a single model armed with an Omnissian axe, autopistol, and servo-arm
Range Type S Ap D Abilities
Autopistol 12” Pistol 1 3 0 1
Omnissian ax Melee Melee -1 +2 2
Servo-Arm Melee Melee x2 -2 3 Subtract 1 from all hit rolls
Abilities •Blasphemous Mechanic: Once per turn, in the Movement phase, you may select one CHAOS Vehicle within 6” of a Weaponwright and heal it D3 wounds. Alternatively, you may select a single Vehicle within 6” of the Weaponwright and inflict 1 mortal wound on it, and then restore 2 wounds to a CHAOS Vehicle within 6” of the Weaponwright. You may not select one Vehicle to be targeted by this ability more than once per turn.
•Bionics: 6+ invulnerable save
Acts of the Dark Mechanicus: At any point during the movement phase, the Weaponwright may use one of the following abilities. 
•Incantation of the Motive Force: Pick a friendly FORCES OF CHAOS Vehicle within 8”. Move that unit according it’s movement characteristic. This does not count as the unit’s normal move. You may not target a single Vehicle with this ability more than once per turn.
•Tech-Heresy: Select a friendly FORCES OF CHAOS Vehicle within 8”. That unit rerolls all failed hits and wounds until your next movement phase, but takes D6 mortal wounds. Additionally, you may not select that Vehicle for Blasphemous Mechanic for the rest of the game, and you may not select that Vehicle as a target for Tech-Heresy for the rest of the game.
•Curse of the Machine God: Select an enemy vehicle within 8”. That unit now has a -1 modifier to its BS and WS until the start of your next movement phase.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS, Dark Mechanicum, COVENANT
Keywords: Infantry, Character, Weaponwright

 

Rogue Psyker
30 pts M WS BS S T W A LD Sv
Rogue Psyker 6” 5+ 5+ 3 3 3 1 8
A Rogue Psyker is a single model armed with bare hands.
Range Type S Ap D Abilities
Bare Hands Melee Melee User 0 1 – 
Abilities •Aura of the Witch: 5+ invulnerable save
Psyker: This unit can attempt to manifest one psychic power per friendly psychic phase, and deny one psychic power per enemy psychic phase. It know Smite and one psychic power from the Chaotic discipline
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic, COVENANT
Keywords: Infantry, Psyker, Rogue Psyker 

 

Unstable Psyker
25 pts M WS BS S T W A LD Sv
Unstable Psyker 6” 4+ 4+ 3 3 3 1 8
This unit contains 1 Unstable Psyker. The Unstable Psyker is a single model armed with Warp Blasts.
Range Type S Ap D Abilities
Warp Blasts 12” Assault 3D3 User+D3 -1 2 On a double roll for generating attacks, the Unstable Psyker ability triggers. On a triple roll, double the range for the Unstable Psyker effect.
Abilities •Aura of the Witch: 5+ invulnerable save
•Lonely Psyker: You may roll only one D6 for Psychic powers for this unit.
•Unstable Psyker: Roll a single D3. Every unit within 6” suffers that many mortal wounds. Psykers and Daemons suffer D6 mortal wounds from the same roll instead. 
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Psyker: This unit can attempt to manifest one psychic power per friendly psychic phase. It know Smite.
Faction Keywords: Chaos, FORCES OF CHAOS, DARK PACT, COVENANT
Keywords: Infantry, Psyker, Unstable Psyker 

 

Neverborn Host
55 pts M WS BS S T W A LD Sv
Neverborn Host 6” 2+ 6+ 8 3 4 3+D3 8 5+
A Neverborn Host is a single model armed with bare hands
Range Type S Ap D Abilities
Possessed Hands Melee Melee User -2 2
Abilities: Daemon: This model has a 5+ invulnerable save.
Neverborn Spirit: This model ignores Perils of the Warp. Instead, on any double roll when casting a psychic power, the power manifests and cannot be dispelled by a Deny the Witch test.
Living Warp Portal: When this model attempts to summon Daemons, roll 3D6, and drop the lowest roll. In addition, friendly Psykers can use a Neverborn Host to extend the range of their casts. Pick a friendly Psyker and declare which power they are using. If the Neverborn Host is within the effective range of that power, remeasure for that power using the Neverborn Host as the casting model. Using this ability does not count as casting for the Neverborn Host. You may not cast through multiple Neverborn Hosts in this way.
•Psyker: This unit can attempt to manifest one psychic power per friendly psychic phase, and deny one enemy psychic power in each enemy psychic phase. It knows Smite.
Faction Keywords: FORCES OF CHAOS, Chaos, Heretic, COVENANT
Keywords: Character, Infantry, Psyker, Daemon, Neverborn Host

 

Beastmen
5pts M WS BS S T W A LD Sv
Beastman 6” 3+ 5+ 4 4 1 2 * 6+
Beastman Alpha 6” 3+ 5+ 4 4 2 2 * 6+
This unit contains 1 Beastman Alpha and 4 Beastmen. It can contain up to 5 additional Beastmen. Each Beastman is armed with an Assault Weapon and an Autopistol.
Range Type S Ap D Abilities
Autopistol 12” Pistol 1 3 0 1
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon.
Abilities •Brutal Charge: In a turn where this unit makes a charge, each model gains 1 attack.
•Incurable Bloat: If this unit is taken in a <Covenant of Nurgle> Detachment, you may choose to turn this unit of Beastmen into a unit of Pestigors. If a unit of Pestigors successfully charges an enemy unit, roll a D6 for every enemy model in base contact with a Pestigor. On a 4+, the enemy model takes a mortal wound.
•Blinded by Hate: If taken in a <Covenant of Khorne> Detachment, you may choose to turn this unit of Beastmen into a unit of Khorngors. Khorngors have a 4++ save against all Melee weapons.
•Aura of Dark Glory: If this unit is taken in a <Covenant of Tzeentch> Detachment, you may choose to turn this unit into a unit of Tzaangors. Tzaangors have a 5++ save, and reroll failed Wounds against Characters.
•Blessed by the Dark Prince: If this unit is taken in a <Covenant of Slaanesh> Detachment, you may choose to turn this unit into a unit of Slaangors. Slaangors always have the -1 to hit modifier from their Covenant ability.
Faction Keywords: Chaos, FORCES OF CHAOS, Mutant, COVENANT
Keywords: Infantry, Beastmen

 

Wirewolves
35 pts  M WS BS S T W A LD Sv
Wirewolf 10” 3+ 4+ 6 4 3 4 9 5+
This unit contains two Wirewolves, armed with Wirewolf Claws and Warp Howls.
  Range Type S Ap D Abilities
Wirewolf Claws Melee Melee User -1 D3 If this weapon scores a wound against a unit under the effect of Glyf Influence, all wounds dealt become mortal
Warp Howl 6” Assault D3 4 0 2
Abilities •Daemonic: 5++ save
•Wirewolf Gibbet: You may deploy this unit anywhere on the board that is more than 9” away from an enemy unit. In addition, this unit cannot be selected as a target during your enemy’s Shooting, Charge, or Fight phase until it has performed an action. (Moving, shooting, fighting, being affected by a psyker, stratagem, or AoE ability). It is considered a Terrain piece until that point. This unit cannot fight, charge, or shoot until it has moved in your turn or been affected by an ability, stratagem, or psychic power. 
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic
Keywords: Infantry, Daemon, Wirewolves

 
Heavy Support:

AT70 Reaver
120 pts WS S T W LD Sv Remaining Wounds M BS A
AT70 Reaver 5+ 7 8 11 8 4+ 7-11+  10” 4+ 
4-6 7” 5+ D3
1-3 4” 6+ 
An AT70 Reaver is a single model, equipped with a 105mm hypervelocity gun and two heavy stubber mounts. It may be deployed in a unit with up to two additional AT70s
  Range Type S Ap D Abilities
105mm hypervelocity gun 48” Heavy D6  8 -2 D3 – 
Twin-linked autocannons 48” Heavy 8 7 -1 2
Twin-linked Lascannons 48” Heavy 2 9 -3 D6
Heavy stubber 36” Heavy 3 4 0 1
Wargear Options •An AT70 Reaver may exchange it’s 105mm hypervelocity gun for twin-linked autocannons or twin lascannons.
Abilities •Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it or disembarking units. On a 6, it explodes, and each unit with 6” suffers D3 mortal wounds
•Smoke Launchers: Once per game, instead of shooting any weapons, this model can use its smoke launchers. Until your next shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons against this model.
•Exterior Transport: This unit can transport 10 additional FORCES OF CHAOS Infantry models. Declare these models as externally transported before the start of the game. When this vehicle is targeted, use the externally transported models’ stats for resolving the attacks. Deal all wounds to the externally transported models, until there are no more externally transported models. Resolve morale as usual. Externally transported models may fight in the Shooting phase, but not in the Fight phase.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, AT70 Reaver

 

AT83 Brigand
130 pts WS S T W LD Sv Remaining Wounds M BS A
AT83 Brigand 5+ 7 8 13 7 3+ 8-13+ 8” 3+ 3
4-7 4” 4+ D3
1-3 2” 5+ 1
An AT83 Brigand is a single model, armed with a Brigand Battlecannon, a hull mounted lascannon, and a mounted heavy stubber
  Range Type S Ap D Abilities
Brigand Battlecannon 72” Heavy D6  8 -2  3+D3
Demolisher Cannon 24” Heavy D6 10 -3 D6
Lascannon 48” Heavy 1 9 -3 D6
Heavy Flamer 8” Heav D6 5 -1 1 This weapon automatically hits its target
Plasma Cannon 36” Heavy D3 7
8
-3 1
2
When supercharged, on a hit roll of 1, this model takes a mortal wound
Heavy Stubber 36” Heavy 3 4 0 1
Wargear Option •An AT83 Brigand may replace its Brigand Battlecannon for a Demolisher Cannon. It may also replace its lascannon for a heavy flamer or plasma cannon.
Abilities •Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it or disembarking units. On a 6, it explodes, and each unit with 6” suffers D3 mortal wounds
•Smoke Launchers: Once per game, instead of shooting any weapons, this model can use its smoke launchers. Until your next shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons against this model.
•Exterior Transport: This unit can transport 10 additional FORCES OF CHAOS Infantry models. Declare these models as externally transported before the start of the game. When this vehicle is targeted, use the externally transported models’ stats for resolving the attacks. Deal all wounds to the externally transported models, until there are no more externally transported models. Resolve morale as usual. Externally transported models may fight in the Shooting phase, but not in the Fight phase.
•Squadron Leader: All AT70 Reavers within 10” of this model gain +1 to all hit rolls in the Shooting Phase.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, AT83 Brigand

 

Usurper Artillery Gun
80 pts M WS BS S T W A LD Sv
Usurper Gun 6” 6+ 4+ 6 7 3 1 7 3+
This unit contains a single Usurper Artillery Gun. The unit may include up to two additional Usurpers. Each Usurper is armed with a Daemonic Artillery Cannon and a hull-mounted Heavy Bolter
  Range Type S Ap D Abilities
Daemonic Artillery Cannon 240” Heavy D6  9 -3  D6 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Every unmodified wound roll of a 6 generates an additional wound
Heavy Flamer 8” Heav D6 5 -1 1 This weapon automatically hits its target
Heavy Bolter 36” Heavy 3 5 -1 1
Wargear Option •Each Usurper may replace its heavy bolter with a heavy flamer.
Abilities
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Usurper Artillery Gun

 

Flechette Launcher
80 pts M WS BS S T W A LD Sv
Flechette Launcher 6” 6+ 5+ 6 7 3 1 7 3+
This unit contains a single Flechette Launcher. The unit may include up to two additional F;echette Launchers. Each Flechette Launcher is armed with a Flechette Mortar and a hull-mounted Heavy Bolter
  Range Type S Ap D Abilities
Flechette Mortar 48” Heavy 4D6 * -1 1 This weapon wounds Infantry on a 2+ and Vehicles on a 6+.
Heavy Flamer 8” Heav D6 5 -1 1 This weapon automatically hits its target
Heavy Bolter 36” Heavy 3 5 -1 1
Wargear Option •Each Flechette Launcher may replace its heavy bolter with a heavy flamer.
Abilities
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Flechette Launcher

 

Heavy Weapons Emplacement
12 pts  M WS BS S T W A LD Sv
Heavy Weapons Emplacement 0” 4+ 6 7 5 * 4+
This unit contains a single Heavy Weapons Emplacement. It may include up to two additional Emplacements. Each Emplacement is equipped with two lascannons and four autoguns.
  Range Type S Ap D Abilities
Lascannon 48” Heavy 1 9 -3 D6
Heavy Bolter 36” Heavy 3 5 -1 1
Missile Launcher 38” Heavy D3
Heavy 1
7
8
-3
-2
1
D6
Autocannon 48” Heavy 2 4 0 1
Mortar 48” Heavy D6 4 0 1 This weapon can target units not visible to the bearer.
Autogun 24” Rapid Fire 1 3 0 1
Wargear Option •Each Emplacement may replace either lascannon with a plasma cannon, a heavy bolter, a missile launcher, an autocannon, or a mortar.
Abilities •Emplacement: This model provides cover to all models behind it within 2”.
•Chargebreaker: During the Overwatch phase, this model uses its standard BS value.
•Crew-Serviced Gun: Each model has five wounds total, one for each crew member and one for the gun. If the model is reduced to one wound, it may no longer fire, for every two wounds lost, it loses the ability to fire one of it’s heavy weapons, and for every wound it loses, it loses one autogun shot. One model, from any Troop choice within 1”, can enter the Emplacement per turn. For each model that enters the Emplacement, it regains a wound, up to its starting value.
•Unaligned: This unit may be taken in any DARK PACT Detachment.
Faction Keywords: Chaos, FORCES OF CHAOS
Keywords: Vehicle, Heavy Weapons Emplacement

 

Stumble Gun
150 pts M WS BS S T W A LD Sv Remaining Wounds M BS
Stumble Gun  * 4+ * 8 5 10 2 6 4+ 7-10+  12” 4+
4-6 8” 5+
1-3 4” 6+
A Stumble Gun is a single model, equipped with two Plasma Beams and it’s Rolling Weight
  Range Type S Ap D Abilities
Plasma Beams 24” Assault D3 8 -3 2
Rolling Weight Melee Melee 8 -2 D3 When using this weapon after a charge, take half of that charge’s distance, rounding down,  and add that number to the number of attacks this model makes.
Abilities •Explodes:
•Rolling Terror: If the model moves more than 10” in the Movement phase, it gains +1 to it’s BS and WS.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Stumble Gun

 
Fast Attack

Stalk Tank
30 pts M WS BS S T W A LD Sv
Stalk Tank 8” 4+ 4+ 4 6 5 2 7 4+
This unit consists of 1 Stalk tank, armed with two pulse lasers and Stalker Claws. It may contain an additional two Stalk Tanks
  Range Type S Ap D Abilities
Pulse Laser 36” Rapid Fire 3 4 0 1
Heavy flamer 8” Heavy D6 5 -1 1 This weapon automatically hits
Heavy Bolter 36” Heavy 3 5 -1 1
Stalker Claws Melee Melee User -1 1 For every successful 5+ hit roll, gain one additional hit. This effect does not apply to attacks on Characters. In addition, this weapon does D3 damage to INFANTRY
Wargear Options: •This unit may replace its pulse lasers with heavy bolters or heavy flamers
Abilities: •Stalking Advance: This unit can be deployed off of the table at the start of the game, and then, at the start of your second Movement phase, deploy anywhere on the battlefield that is within 6” from the edge of the table and 9” away from an enemy unit. This unit must be deployed during the second turn, or it will be destroyed.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Stalk Tank

 

Psyk-Tank
45 pts M WS BS S T W A LD Sv
Psyk-Tank 8” 4+ 4+ 4 6 5 2 7 4+
This unit consists of 1 Psyk-tank, armed with two pulse lasers.
Range Type S Ap D Abilities
Pulse Lasers 36” Rapid Fire 3 4 0 1
Abilities: •Enslaved Psyker: All enemy army wide effects and stratagems do not affect units, friendly or enemy, within 10” of this model. 
•Pysk-Shield: This model can only be wounded on a 6+, before modifiers.
Psyker: This unit can cast Smite. It cannot use other powers by any means, and cannot dispel.
Faction Keywords: Chaos, FORCES OF CHAOS,  Heretic
Keywords: Vehicle, Psyk-Tank

 

Chaos Spawn
20pts M WS BS S T W A LD Sv
Chaos Spawn 7” 4+ 5 5 4 D6 9 5+
This unit contains 1 Chaos Spawn. It may include up to 4 additional Chaos Spawn. Each Chaos Spawn is equipped with hideous mutations
  Range Type S Ap D Abilities
Hideous mutations Melee Melee User -2 2
Abilities •Fearsome: Enemy units within 1” subtract one from their LD
•Mutated beyond reason: Before rolling to hit with this unit in the Fight phase, roll a D3. On a 1, Hideous mutations get AP -4. On a 2, each Chaos Spawn gets an additional 2 attacks. On a 3, you may reroll all failed wound rolls for this unit. The effect lasts until the end of the phase.
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic, Mutant, COVENANT
Keywords: Beast, Chaos Spawn

 

Chaos Mauler Hounds
10 pts  M WS BS S T W A LD Sv
Chaos Mauler Hounds 10” 4+ 5 5 2 2 6 5+
This unit contains 3 Mauler Hounds. It may contain an additional 6 Mauler Hounds
Chaos Mauler Hounds are armed with Befouled Claws
  Range Type S Ap D Abilities
Befouled Claws Melee Melee User 0,  1 If this weapon causes an unsaved wound, add 1 to the roll for the target’s morale test
Abilities •Natural Sprinters: This unit may charge after advancing or falling back.
Faction Keywords: Chaos, FORCES OF CHAOS, Mutant, COVENANT
Keywords: Infantry, Chaos Mauler Hounds

 

Loxotl
35 pts  M WS BS S T W A LD Sv
loxotl 8” 3+ 3+ 4 4 2 3 7 5+
This unit contains three loxotl, armed with flechette launchers and dewclaws.
  Range Type S Ap D Abilities
Dewclaws Melee Melee User -1 2 Every wound roll of 6+ scores one mortal wound instead of a normal wound.
Flechette Launcher 8” Assault D6 * 0 1 This weapon wounds Infantry on a 2+, and everything else on a 6+.
Abilities •Reptilian Gait: this model ignores vertical movement when moving or charging. 
•Xeno Senses: This model ignores -1 to hit modifiers.
Faction Keywords: Chaos, FORCES OF CHAOS
Keywords: Infantry, loxotl

 
Flyers:

Glyf
20pts M WS BS S T W A LD Sv
Glyf 8” 4+ 3 3 2 1 9 6+
This unit contains 1 Glyf. It may contain up to two additional Glyfs. Each Glyf is equipped with Glyf Influence
  Range Type S Ap D Abilities
Glyf Influence 24” Assault 3 5 0 0 If this weapon causes an unsaved wound, the enemy unit that was affected must move as close to the Glyf as it can immediately, up to its maximum movement characteristic. The targeted unit may not advance. In addition, that unit does not have any invulnerable saves for the remainder of the battle round. This weapon may only target Infantry.
Abilities •Tiny Rune: This unit may only be targeted by INFANTRY. In addition, no weapon automatically hits this unit. If attacking with an auto-hitting weapon, roll for each hit instead.
•Daemon: This unit has a 5+ invul save
Faction Keywords: Chaos, FORCES OF CHAOS, Heretic
Keywords: Daemon, Flyer, Glyf

 
Lords of War:
 
 
 

Faithbane
400 pts M WS BS S T W A LD Sv Remaining Wounds M BS A
Faithbane * 5+ * 9 8 26 * 8 3+ 14-26+ 10” 4+ 9
7-13 7” 5+ 6
1-6 4” 6+ 3
A Faithbane is a single model equipped with two heavy stubbers, two twin heavy bolters, a Faithbane Cannon, and adamantium tracks
  Range Type S Ap D Abilities
Heavy Stubber 36” Heavy 3 4 0 1
Hunter-killer missile 48” Heavy 1 8 -2 D6 Each hunter-missile can only be fired once per battle.
Twin Lascannon 48” Heavy 2 9 -3 D6
Storm Bolter 24” Rapid Fire 2 4 0 1
Twin Heavy Bolter 36” Heavy 6 5 -1 1
Twin Heavy Flamer 8” Heavy 2D6 5 -1 1 This weapon automatically hits its target
Faithbane Cannon 72” Heavy 3D6 9 -3 3
Adamantium Track Melee Melee User -2 D3
Wargear Option •This model may take a hunter-killer missile.
•This model may take a storm bolter or a heavy stubber.
•This model may take either two or four sponsons. Each sponson is equipped with a twin lascannon, a twin heavy bolter or twin heavy flamer.
Abilities •Explodes
•Smoke Launchers
•Steel Behemoth: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1″ of it (but only its twin heavy bolter or twin heavy flamer can target units that are within 1″ of it – its other guns must target other units). In addition this model only gains a bonus to its save in cover if at least half of the model is obscured from the shooter.
•Exterior Transport: This unit can transport 10 additional FORCES OF CHAOS Infantry models. Declare these models as externally transported before the start of the game. When this vehicle is targeted, use the externally transported models’ stats for resolving the attacks. Deal all wounds to the externally transported models, until there are no more externally transported models. Resolve morale as usual. Externally transported models may fight in the Shooting phase, but not in the Fight phase.
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Titanic, Faithbane

 

Flatcrab
310 pts M WS BS S T W A LD Sv Remaining Wounds M BS A
Flatcrab * 5+ * 9 8 20 * 8 3+ 10-20+ 10” 3+ 9
5-9 7” 4+ 6
1-4 4” 5+ 3
A Flatcrab is a single model equipped with two twin heavy bolters, a Zoican Cannon, and Massive Rams
  Range Type S Ap D Abilities
Zoican Cannon (Stationary) 36” Heavy 4D6 8 -3 3 This weapon rerolls failed Wounds against Fortifications and Titanic models. This profile cannot be used if the model has moved in the preceding Movement phase.
Zoican Cannon (Mobile) 36” Heavy 2D6 8 -3 3 This weapon rerolls failed Wounds against Fortifications.
Twin Heavy Bolter 36” Heavy 6 5 -1 1
Massive Rams Melee Melee x2 -4 D3
Wargear Option
Abilities •Explodes
Faction Keywords: Chaos, FORCES OF CHAOS, Renegade
Keywords: Vehicle, Titanic, Faithbane

 
Madail

370 pts M WS BS S T W A LD Sv Remaining Wounds M A
* 2+ 2+ 8 8 27 * 10 3+ 14-27+ 10” 7
7-13 7” 5
1-6 4” 3
Madail is a Daemon of immense power, armed with Warpfire Talons, Apostatic Influence, and Aura of Heresy. Only one of this model may be included in your army.
  Range Type S Ap D Abilities
Apostatic Influence 24” Assault 2D6 5 -1 3 This weapon can be fired within 1” of enemy models and can target enemy models within 1” of friendly models. If the targeted unit suffers a wound, they have a -1 to hit penalty against all <Heretics> units until the start of your next turn.
Warpfire Talons Melee Melee User -3 D6 If a damage roll is a 6, immediately inflict D3 mortal wounds on the target unit in addition to any other damage.
Aura of Heresy Melee Melee x2 -2 3 After fighting with the Warpfire Talons, you may make two additional attacks with this weapon. If this weapon completely destroys an enemy unit, but has unresolved wounds left over, apply those wounds to an applicable enemy unit within range. This effect only triggers once per attack.
Abilities •Daemon Lord: This model has a 4+ invulnerable save
•Heretical Master: Add 1 to any invulnerable saving throws made for a <Heretics> unit within 6”.
•Force of Will: All <Heretics> units within 9” can use this unit’s LD for Morale tests.
•Spiteful Demise: When this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+. It explodes with sorcerous energy, and each unit within D6” suffers D6 mortal wounds.
•Madail’s Influence: All enemy units within 16”  take -3 to Leadership. In addition, any time the enemy loses a model within 10” of this unit to Morale losses, that model attacks the unit it is a part of with either it’s ballistic or melee statline. Roll a dice, on a 4+, use the ranged statline.
•Psyker: Madail knows Smite and three powers from the FORCES OF CHAOS Psychic Discipline. He can cast three powers and dispel two powers in each Psychic phase.
Faction Keywords: Chaos, Daemon, FORCES OF CHAOS, Heretic
Keywords: Titanic, Character, Monster, Fly, Psyker, Madail

 
Mutant Abomination

  M WS BS S T W A LD Sv
Mutant Abomination 8” 2+ 2+ 9 8 40 4D6 7 4+
A Mutant Abomination is a single model equipped with Massive Claws and a Chaos Bile Spray.Only one of this unit may be included in your army.
  Range Type S Ap D Abilities
Massive Claws melee melee User -2 2
Chaos Bile Spray 6” Assault 4D6 6 -2 1
Abilities  •Hideously Mutated: Before rolling to hit with this unit in the Fight phase, roll a D3. On a 1, Hideous mutations get AP -4. On a 2, each roll of a 6 generates an additional attack. On a 3, you may reroll all failed wound rolls for this unit. The effect lasts until the end of the phase.
•Warp Influence: All <Mutants> models within 10” can reroll rolls for generating amount of attacks.
Faction Keywords: Chaos, FORCES OF CHAOS, Mutant
Keywords: Monster, Titanic, Mutant Abomination

 
 
Stratagems:
‘Slaught Boost: Used at the start of the Fight phase. Select a single Ogryn unit. The Combat Stimms ability takes effect, adding D3 attacks to each model. Roll for each model individually. 2cp
Saturation fire: Used at the start of the Shooting phase. Select a Infantry unit with a ranged weapon. If this unit inflicts a wound on its targeted unit, the targeted unit cannot fire overwatch in the charge phase. Only one enemy unit may be affected by this stratagem at a time. 2cp
Stealthy Advance: Used immediately after a Stalk Tank unit has deepstriked on the table. All enemy units attacking the Stalk Tanks have a -1 to hit until your next turn.
Back in Line!: Combine any two Troop choices within 2” of each other into one unit. This stratagem can only be used on two units of the same type. 1cp
Rain Hellfire: This stratagem may be used during the Shooting phase. Select two Usurper Artillery Guns within 6” of each other. Instead of firing normally, you may select a single point, within range of their Usurper Artillery, on the table. Roll 2D6, and attribute that many mortal wounds to units within 6” of that point. If there are multiple units within 6” of that point, you may choose how the wounds are attributed. Each Usurper Artillery Gun can only be used once for this stratagem. 3cp
From the Spider-Holes: This stratagem is used during the Morale phase. Choose a single, damaged Troop unit, and roll a D6. Return that many models to the squad. 2cp
Death or Glory: This stratagem is used at any point in the Charge phase. Select a Troop unit that is armed with grenades. Select an enemy unit that is within charge distance from your Troop unit. Roll as if making a charge, and resolve Overwatch. If the charge is successful, and at least one model survives Overwatch, each surviving model may make an attack with an equipped grenade. These attacks will automatically hit. Regardless of damage dealt, remove the entirety of your unit after resolving damage. 2cp
Live to fight again: Used at the start of your opponent’s shooting phase, before your opponent selects targets. Pick a friendly unit and move them a minimum of 6”, and no more than their maximum movement range. They must end at least 4” farther from the closest enemy unit than the original starting distance. In addition, they take 1d3 mortal wounds, ignoring FnP abilities. 2cp
Infoslave Skull: Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your DARK PACT units that is within 6” of a Weaponwright. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 2 from all the resulting hit rolls. 2cp
 
DARK PACT specific: Some stratagems can only be used on specific DARK PACT units, and can only be used if your Battleforged army is of a specific DARK PACT.
Spray and Pray: Pick a <Renegade> unit. That unit may fire twice with all of it’s Ranged weapons. 2cp
Eye of Terror: Any CHAOS Character may choose to summon Daemons twice this turn. In addition, you may choose to reroll one dice for summoning Daemons. 2 cp
Blessings of the Dark Gods: Select a single <Mutant> unit. The mutant effect of an additional attack being generated takes effect on a 5+. 1cp
God-specific strats: unlocked by cov. All 2 cp
Worthless Cowards: Used at any point during your turn. Pick a friendly <Covenant of Khorne> Character. No enemy psyker can cast a power on a unit within 12” of this unit. If an enemy psyker is within 12” of this unit, they may not cast psychic powers at all. 
Words of Pleasure: Used at the start of your Fight phase. Pick an enemy unit that is currently in melee with a friendly <Covenant of Slaanesh> Character. You may fire all of that unit’s ranged weapons out of combat, following all other normal restrictions, using your model’s BS.
Warp-Blessed Fortune: Used at the start of shooting phase on any friendly <Covenant of Tzeentch> Character. Pick a single <Covenant of Tzeentch> Character. The next Psychic power this unit attempts will automatically manifest as if you had rolled an 11 for the test. 
Blessing of the Bloated One: Used at the start of your Fight phase. Select any friendly COVENANT OF NURGlE unit that is currently in combat. No enemy unit within 6” of that unit may fall back. In addition, add 1 to the Toughness and Save of that unit.
Warlord Traits:
Prophet of Doom: Once per battle round, cause a single model’s hit rolls to succeed on either an unmodified 2+ or 6+. Can be used on any unit, friendly or enemy. This can only be used on models within 6”. This ability cannot be used on any one unit more than once.
Master of the Horde: Every time a troop choice that started with 15 models or more is destroyed, roll a die. On a 5+, that unit is restored to its starting amount of models and wargear, and is placed into reserves, and can be deployed along the back edge of your deployment zone during your next movement phase. Every model in the unit must be touching the edge of the table. Deploying them counts as their movement action. This does not count towards total point value. This only affects each unit once. 
Voice of the Gods: Add 4” to all aura abilities of the Warlord.
Fanatical Convert: The Warlord can take a Covenant separate from the rest of the army. All friendly COVENANT units within 6” that can take a Covenant take the Warlord’s Covenant. (For example, if your Warlord takes <Covenant of Slaanesh> in a <Covenant of Khorne> army, all units within 6” will take <Covenant of Slaanesh>.)
Mob-Ruler: If there are more friendly models in 2” than enemy models, add D3 to the Warlord’s Attack characteristic.
Blasphemous Iconoclast: All enemy units within 6” has a -1 modifier to all D6 and D3 rolls. (Generating number of attacks, advance rolls, generating stats) This does not affect Psychic casts, Hit rolls, Wound rolls, or Save rolls.
 
Artifacts:
APOSTATIC MATRIX
The Apostatic Matrix replaces whichever Melee weapon the Character is using:

Weapon Range Type S AP D
Apostatic Matrix Melee Melee +2 -1 D3
Abilities: For every hit roll of 5+ made with this weapon, subtract 1 from the target unit’s Leadership.

 
GLORY OF THE EMPEROR IN THE LIGHT OF DAWN
The Glory of the Emperor In the Light of Dawn does not replace any wargear. All IMPERIUM units have -1 to hit while within 12” of the model with this Artifact. 
 
LIBELLUS APPELO
Heretic model only. The Libellus Appello does not replace any wargear. Once per battle, you may perform a Daemonic Ritual and automatically pass without rolling doubles or triples. Name which unit you want to summon, and place it on the board as usual. You may not perform an Arch-Daemonic Ritual with this Artifact. In addition, every time a unit deepstrikes within 16” of this model, roll a D6. On a 5+, deal D3 mortal wounds to that unit, from the daemons that pour forth from the Libellus Appelo.
NADZYBAR’S BLADE
Renegade model only. Nadzybar’s Blade replaces a power sword.
 

Weapon Range Type S AP D
Nadzybar’s Blade Melee Melee +2 -2 2
Abilities: For every wound roll of 5+, deal an additional mortal wound. This ability takes effect on a 4+ against IMPERIUM models.

 
CROWN OF MUTATION
Mutant model only. Units that have the Mutant keyword may choose to roll a D6 while wholly within 6” of this model and take the resulting effect. Each unit can only be affected by the Crown of Mutation once per battle.
1: There is no mutation ability affecting this unit this turn. This includes the mutation ability inherent to the unit.
2-3: Enhanced Muscles: Add 1 to the strength of the unit for the remainder of the battle.
4-5: Evolved Eyesight: Add 1 to all Hit rolls for the unit, up to a 3+, for the remainder of the battle.
6: Apex Predator: Add 1 to all Wound rolls made for this unit, up to a 3+. In addition, all melee weapons gain an additional AP -1 and 1 damage. (A weapon with AP-1 and 1 Damage would become AP-2 and D2. These effects last until the end of the battle.
HELM OF VA’HAKOR
Every time a command point is spent by the player controlling the model with this relic, roll a D6. On a 5+, the command point is not lost.
 
Weapons Lists:

FORCES OF CHAOS Melee Weapons List FORCES OF CHAOS Ranged Weapons List FORCES OF CHAOS Heavy Weapons List FORCES OF CHAOS Special Weapons list
Assault Weapon
Power Maul
Power Axe
Power Sword
Power Fist
Autogun
Autopistol
Shotgun
Plasma Pistol
Mortar
Autocannon
Lascannon
Heavy Bolter
Missile Launcher
Plasma Gun
Flamer
Melta Gun
Grenade Launcher
Sniper Rifle

 

FORCES OF CHAOS Vehicle Equipment
Dozer Blade
Hunter-Killer Missile
Heavy Stubber
Track Guards
War Banner

 
PSYCHIC DISCIPLINES
 
All Psykers in a FORCES OF CHAOS Army may take powers from the following Cults, following the restriction of the respective Cults. A Psyker may only take powers from one Cults at a time.
 
Cult of Apostasy:
Only a Psyker with the <Heretic> keyword may take powers from this Cult.
Creeping Terror has a warp charge value of 6. If manifested, select an enemy unit that is within 12″ of the caster. That unit has a -D3 Ld modifier, to a minimum of 4, until the start of your next Psychic phase.
Screaming Incursion has a warp charge of 9. Pick a single enemy unit within 18”. For every enemy unit within 6” of the selected unit, that unit takes a mortal wound.
Ruinous Power has a warp charge of 9. If manifested, select a single Psyker within 18”. That Psyker may automatically manifest a power it knows that was used previously in the turn, with the exception of this power. However, both Psykers, the one casting this power and the one affected by it, suffer D3 mortal wounds. The affected Psyker does not gain a second cast, it must use one of it’s normal casts to manifest the power. 
For the Dark Gods has a warp charge of 6. If manifested, select a single <Heretic> unit within 12” of the caster. That unit may advance and charge.
Protection of the Damned has a warp charge of 8. If manifested, select a single <Heretic> unit within 12” of the caster. Improve the invulnerable save of that unit by 1, to a max of 3+. If the unit does not have an invulnerable save, it gains a 6+ invulnerable save.
Possessed Fury has a warp charger of 9. If manifested, select a single <Heretic> unit within 6” of the caster. Every time a model in that unit dies during the Fight phase, you may make a single attack using the Possessed Psyker statline against the attacking unit.
 
Cult of Blood:
All FORCES OF CHAOS Psykers may take powers from this Cult.
Unnatural Vigour has a warp charge value of 10. Each FORCES OF CHAOS INFANTRY unit within 6″ re-rolls failed charge rolls and re-rolls failed hit rolls and wound rolls in the Fight phase for the rest of the turn. At the start of the Morale phase, each affected unit suffers D3 mortal wounds. Roll for each unit individually.
Warp Flux has a warp charge of 7. Pick a unit within 12” of the caster. Deal D3 mortal wounds to that unit. If the target unit is a vehicle, deal D6 mortal wounds.
Terror Daemon has a warp charge of 8. If manifested, pick an enemy unit within 18” of the caster. That unit rolls 2D6 for Morale tests, taking the highest, and rerolls 1s.
Blood Wolf has a warp charge of 7. If manifested, select a single Infantry unit within 18” of the caster. Deal D6 mortal wounds to the unit.
Blood Sacrifice has a warp charge of 6. If manifested, select a single unit within 2” and deal a mortal wound to them. Then, select a single model within 12” with the Daemon keyword and heal them D3 wounds. If the model you inflicted a wound on was a Psyker, heal the Daemon 3 wounds. This power cannot be used to harm Daemons.
Immaterial Spear has a warp charge of 6. If manifested, select a single enemy unit within 18” of the caster. That unit cannot use an invulnerable save until the start of your next Psychic phase.
 
FORCES OF CHAOS Melee Weapons
 

Points Value Name Range Type S Ap D Abilities
Arch-Heretic’s Staff Melee Melee User -1 D3
Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make one additional attack with this weapon.
Bare Hands Melee Melee User  0 1
Befouled Claws Melee Melee User 0 1 If this weapon causes an unsaved wound, add 1 to the roll for the target’s morale test. This effect stacks.
Chainaxe Melee Melee +1 -1 1
Close Combat Weapon Melee Melee User 0 1
Headsman’s Axe Melee Melee +2 -2 D3 This weapon does 3 damage to all Characters
Heretic’s Staff Melee Melee User 0 1 On a wound roll of 6, this weapon deals an additional wound
Hideous Mutations Melee Melee User -2 2
Massive Claws melee melee User -2 2
Mechandendrites Melee Melee User 0 1 Each time the bearer fights, it can make D6 additional attacks with this weapon.
Mutated Hands Melee Melee User -D3 D3 Roll for AP for each individual attack
Ogryn Weapon Melee Melee +1 -1 2
Ogryn Power Drill Melee Melee 10 -3 D3 Reroll all failed wounds against Vehicles
Omnissian Ax Melee Melee +1 -2 2
Plague Claws Melee Melee User -1 D3 Reroll all failed wounds against Infantry
Possessed Hands Melee Melee User -2 2
Rolling Weight Melee Melee 8 -2 D3 When using this weapon after a charge, take half of that charge’s distance, rounding down,  and add that number to the number of attacks this model makes.
Silver Gauntlets Melee Melee x2 -2 D3
Stalker Claws Melee Melee User -1 1 This weapon does D3 damage to Infantry units. For every successful 5+ hit, this weapon generates an additional hit. This effect does not apply to characters.
Wirewolf Claws Melee Melee User -1 D3 If this weapon scores a wound against a unit under the effect of Glyf Influence, all wounds dealt become mortal

 
Ranged Weapons
 

Points Value Name Range Type S Ap D Abilities
Autocannon 48” Heavy 2 7 -1 2
Autogun 24” Rapid Fire 1 3 0 1
Autogun Array 24” Rapid Fire 3 3 0 1 This weapon can only be fired if the unit inside is equipped with autoguns.
Autopistol 12” Pistol 1 3 0 1
Bileripper 8” Assault D6 6 -1 1 This weapon autohits it’s targets. If this weapon inflicts a wound, reduce that unit’s armor save by 1 for the remainder of the turn.
Brigand Battlecannon 72” Heavy D6  8 -2  D6
Chem Cannon 8” Heavy D6 * -3 1 This weapon hits automatically. It wounds on a 2+, unless targeting a vehicle, where it wounds on a 6+
Daemonic Autocannon 48” Heavy 2 7 -1 2 For every wound roll of 6, deal an additional wound.
Daemonic Earthshaker Cannon 240” Heavy D6 9 -3 D3 Roll two dice for the number of attacks when firing this weapon and discard the lower result. This weapon can target units not visible to the bearer. Every wound roll of a 6 generates an additional wound.
Demolisher Cannon 24” Heavy D3 10 -3 D6 When attacking units with 5 or more models, this weapon is Heavy D6.
Frag Grenade 6” Grenade D6 3 0 1
Heavy Bolter 36” Heavy 3 5 -1 1
Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits its target
Heavy Stubber 36” Heavy 3 4 0 1
Hunter-killer missile 48” Heavy 1 8 -2 D6 This weapon can only be fired once per battle
0 pts Krak Grenade 6” Grenade 1 6 -1 D3
20 pts each Lascannon 48” Heavy 1 9 -3 D6
15 pts each Missile Launcher (Frag) 48” Heavy D6 4 0 1
15 pts each Missile Launcher (Krak) 48” Heavy 1 8 -2 D6
5 pts each Multi-laser 36” Heavy 3 6 0 1
5 pts each Multi-melta 24” Heavy 1 8 -4 D6 If the target is within half-range, roll two dice when determining damage and take the higher roll.
Plasma Beams 24” Heavy D3 8 -3 1
10 pts each Plasma Cannon 36” Heavy D3 7 -3 1
Plasma Cannon Supercharged 36” Heavy D3 8 -3 2 On a hit roll of 1, take a mortal wound.
6 pts each Plasma Rifle 24” Rapid Fire 1 4 -3 1
Ripper Gun 12” Assault 3 5 0 1
Shotgun 12” Assault 2 3 0 1 If the target is within half-range, add 1 to this weapon’s strength
2 pts each Sniper Rifle 36” Heavy 1 4 0 1 This weapon can shoot at <Character> models that are not the closest unit. On a wound roll of 6, this weapon does 1 additional mortal wound.
25 pts each Twin-linked autocannons 48” Heavy 8 7 -1 2
40 pts Twin-linked Lascannons 48” Heavy 2 9 -3 D6
Warp Howl 6” Assault D3 4 0 2
Warpsight Rifle 24” Rapid Fire 2 3 0 1 All wounds dealt with this weapon are mortal. This weapon may fire at targets the bearer cannot see.
105mm hypervelocity gun 36” Heavy D6  8 -2 1 – 
40mm Cannon 36” Heavy 6 6 -1 2

 

Equipment Lists and Stats
Cost Weapon Range Type S T D Ability
5 pts each Dozer Blade If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
2 pts each Heavy Stubber 36” Heavy 3 4 0 1
6 pts each Hunter-killer missile 48” Heavy 1 8 -2 D6 This weapon can only be fired once per battle
10 pts each Track Guards Any model equipped with Track Guards does not have a degrading Movement Characteristic
5 pts each War Banner Any Vehicle model equipped with a War Banner explode on a 4+, and can reroll an explosion roll, regardless of success or failure.

 

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