Chaos Space Marines

Chaos Space Marines Tactical Summary as of 10-26-16

While Chaos Daemons have been the big bad of the Warhammer 40k universe, the Chaos Space Marines have always been the main villain. These evil Space Marines got their start with great betrayal of the Horus Heresy. We all know the iconic Chaos Space Marine chapters, those first to turn against the Emperor. Many still can also remember the great Chaos Space Marine codex 3.5 and the legendary breaking of the game it brought. Nostalgia for that Chaos Space Marine version always overshadows just how powerful it was. Games Workshop followed by a famous overreacted after that codex, leaving the Chaos Space Marines devoid of flavor or much fun.

It has been almost 15 years and we still feel the consequences. The Chaos Space Marines have never been able to reach anywhere close to 3.5 competitive heights. What is worse is Games Workshop continues to focus on adding things, no one asked for, like the Crimson Slaughter and the generic Chaos Warbands. It has allowed the model range to languish as players desperately want plastic updates instead of new units for their Chaos Space Marines. Hopefully the leaks of new Thousand Sons models will be the start the overhaul every Chaos Space Marine player is desperate for.

Even after the 3.5 years, the Chaos Space Marines stayed competitive not because they had a good codex, but because they always had just enough good units that could win. Since 7th though it hasn’t been the case, the Chaos Space Marines are firmly in the lower tier of competitive armies. Now we do have some hope, the recent Traitor’s Hate campaign book, brings some life. Like before though, it is not cohesive.

Chaos Space Marine still have to ally with Daemons to work well. Now though Formations like Raptor’s Talon and Cyclopia Cabal are damn good. This doesn’t change core units like Chaos Cultists and Heldrakes, but at least you can add Raptors and Sorcerers to the mix. The Cult Troops are still underwhelming and the basic Chaos Space Marine never sees the tabletop. Games Workshop also tries too hard to get us to buy Possessed, without realizing all they need is less Formation tricks and just a severe point reduction. How the next installment of the Fenris campaign plays out will determine how Games Workshop sees the Chaos Space Marines going forward.

Below you find all the quick reference material you need to build an competitive or fluffy Chaos Space Marines army.

As of 01-26-2017 Chaos Space Marines Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Black Crusade
  • Black Legion Speartip
  • Alpha Legion Insurgency Force
  • Iron Warriors Grand Company
  • Night Lords Murder Talon
  • Word Bearers Grand Host
  • World Eaters Butcherhorde
  • Death Guard Vectorium
  • Emperor’s Children Rapture Battalion
  • Thousand Sons Grand Coven

(See tabs for details)

Combined Arms Detachment

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase (pg 68). If you have Air Superiority (pg 58) and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

Black Crusade Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince

Core: 1+ Choas Warband Formation, Maelstrom of Gore Formation, The Lost and the Damned Formation

Auxiliary: 1+ Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Raptor Talon Formaiton, Terminator Annihilation Force Formation, Favoured of the Chaos Formation, Trinity of Blood Formation, 1-3 Chaos Spawn Units, 1-4 uits from the following list Khorne Berzerkers, Thousand Sons, Plague Marines, Noise Marines.

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Lords of Chaos: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Chaos Space Marines Warlord Traits tables.

Death to the False Emperor: All units in this Detachment have the Hatred (Armies of the Imperium) special rule. In addition, any unit from this Detachment that has the option of taking the Veterans of the Long War special rule can do so for free.

Path to Glory: At the start of each friendly turn choose a model in this Detachment with the Champion of Chaos special rule and roll on teh Chaos Boon table. The model has that result for the rest of the game. If the model has the Favoured Scions special rule, roll twice and apply one or both results

Source: Supplement: Traitor’s Hate

Black Legion Speartip Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince, Abaddon the Despoiler, Dark Apostle, The Bringers of Despair, Cyclopia Cabal, The Chosen of Abaddon

Core: 1+ Black Legion Formation, The Hounds of Abaddon

Auxiliary: 1+ The Lost and the Damned Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Raptor Talon Formation, Terminator Annihilation Force Formation, 1-3 Chaos Spawn Units

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Tip of the Spear: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Black Legion Warlord Traits tables.

Heralds of the Black Crusade: All non-vechicle units in this Detachment have the Fear and Crusader special rules.

Speartip Strike: Any units wit the Deep Strike special rule from this Detachment can make a Reserve Roll to see if they arrive from Deep Strike Reserve on the first turn, requiring a roll of 3+ to be successful. In addition, if this Detachment is your Primary Detachment and your Warlord has Deep Strike special rule, you can choose to automatically pass this unit’s Reserve Roll to arrive on the first turn

Source: Supplement: Traitor Legions

Alpha Legion Insurgency Force Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince, Dark Apostle

Core: 1+ Chaos Warband Formation

Auxiliary: 1+ The Lost and the Damned Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Raptor Talon Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

I am Alpharius: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Alpha Legion Warlord Traits tables.

Hidden Deployment: All non-vehicle units in this Detachment have the Shrouded special rule during the first turn.

Cult Uprising: Each time a Chaos Cultist unit from this Detachment is completely Destroyed, roll a D6; on a 4+, you can immediately place a new unit into Ongoing Reserves that is identical – in terms of the original number of models, weapons and upgrades – to the unit that was destroyed. These new units count as being part of the original Detachment, so roll a D6 as described above if they are subsequently destroyed. Victory Points are award for new units in this Detachment that have been destroyed.

Source: Supplement: Traitor Legions

Iron Warriors Grand Company Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince, Dark Apostle

Core: 1+ Chaos Warband Formation

Auxiliary: 1+ The Lost and the Damned Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Raptor Talon Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units, 1-3 Fortifications

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Warpsmith: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Iron Warriors Warlord Traits tables.

Masters of Annihilation: When firing Barrage and/or Ordnance weapons with models from this Detachment, you can choose to re-roll the scatter dice.

Intractable Brotherhood: All non-vehicle units from this Detachment have the Stubborn special rule. Non-vehicle from this Detachment that are on or within a Fortification have the Fearless special rule instead.

Source: Supplement: Traitor Legions

Night Lords Murder Talon Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince, Dark Apostle

Core: 1+ Chaos Warband Formation, Raptor Talon

Auxiliary: 1+ The Lost and the Damned Formation, Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units,

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Talon-master: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Night Lords Warlord Traits tables.

Strike Fast, Strike Hard: You can re-roll failed charge rolls for units from this Detachment

Intractable Brotherhood: If the Night Lords player wishes the Night Fighting rules to take effect, they are automatically successful; there is no need to roll. Whilst the Night Fighting rules are in effect, all non-vehicle units in this Detachment add 1 to their cover saves.

Source: Supplement: Traitor Legions

Word Bearers Grand Host Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Sorcerer, Daemon Prince, Dark Apostle

Core: 1+ Chaos Warband Formation, The Lost and the Damned Formation

Auxiliary: 1+ Raptor Talon Formation, Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units,

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

The Coryphaus: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Word Bearers Warlord Traits tables.

Dark Crusaders: All non-vehicle units in this Detachment have the Crusader Special rule.

The Eight-fold Path: At the start of each of your turns, pick one character from this Detachment and make a roll on the Chaos Boon table for them. Each character can only benefit from this rule once, though they may still further rolls on the Chaos Boon table as normal.

Source: Supplement: Traitor Legions

World Eaters Butcherhorde Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Daemon Prince, Dark Apostle

Core: 1+ Chaos Warband Formation, Maelstrom of Gore Formation

Auxiliary: 1+ The Lost and the Damned Formation, Raptor Talon Formation, Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Terminator Annihilation Force Formation, Favoured of Chaos, Trinity of Blood, 1-3 Chaos Spawn Units,

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Berzerker Lord: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the World Eaters Warlord Traits tables.

Blood Mad: After both sides have deployed (including Infiltrators), but before the first player begins their first turn, all non-vehicle units comprised of entirely of models from this Detachment can immediately make a 2D6″ move. In addition, non-vehicle units and Walkers from this Detachment can re-roll any failed charge rolls they make during the battle.

Source: Supplement: Traitor Legions

Death Guard Vectorium Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Daemon Prince, Dark Apostle, Sorcerer

Core: 1+ Chaos Warband Formation, Plague Colony

Auxiliary: 1+ The Lost and the Damned Formation, Raptor Talon Formation, Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units,

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Plague Lord: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Death Guard Warlord Traits tables.

Disgustingly Resilient: Units from this Detachment can re-roll Feel No Pain rolls of 1.

Cloud of Flies: If any enemy unit targets a unit from this Detachment that is 18′ or more away, the target unit has the Stealth special rule while that attack is resolved.

Source: Supplement: Traitor Legions

Emperor’s Children Rapture Battalion Detachment

Force Organization

Command: 0-5 of the following Chaos Lord, Daemon Prince, Dark Apostle, Sorcerer

Core: 1+ Chaos Warband Formation, Kakophoni

Auxiliary: 1+ The Lost and the Damned Formation, Raptor Talon Formation, Helforged Warpack Formation, Heldrake Terror Pack Formation, Cult of Destruction Formation, Fist of the Gods Formation, Terminator Annihilation Force Formation, Favoured of Chaos, 1-3 Chaos Spawn Units,

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to five Command choices. Only the datasheets listed here can be included in this Detachment, and all units in the Detachment must have the Chaos Space Marines Faction.

Command Benefits:

Lord of Hedonism: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Emperor’s Children Warlord Traits tables.

Combat Drugs: After Deployment, roll a dice and consult the Combat Drugs table to see what effects the combat drugs have on the characteristic profiles of all non-vehicle units from this Detachment for the duration of the game. D6 Result, 1 +1 Weapon Skill, 2 +1 Ballistic Skill, 3 +1 Initiative, 4 +1 Strength, 5 +1 Toughness, 6 +1 Attacks.

Source: Supplement: Traitor Legions

Thousand Sons Grand Coven Detachment

Force Organization

Command: 0-4 of the following Mangus the Red, Ahriman, Daemon Prince, Exalted Sorcerer, Rehati War Sect Formation, Ahriman’s Exiles Formation.

Core: 1+ War Cabal Formation, Sekhmet Conclave Formation

Auxiliary: 1+ War Coven, Tzaangor Warherd, Defiler, Forgefiend, Helbrute, Heldrake, Maulerfiend, Chaos Land Raider, Chaos Predator, Chaos Vindicator

Restrictions: This Detachment must include a minimum of one Core choice and one Auxiliary choice. It can optionally include any number of additional Core or Auxiliary choices, in any combination, and up to four Command choices. Only the datasheets listed here can be included in this Detachment.

Command Benefits:

Lord of Fallen Prospero: If this Detachment is chosen as your Primary Detachment, you can chose to re-roll the result of the Thousand Sons Warlord Traits tables.

Masters of Arcane Knowledge: If a Psyker from this Detachment suffers Perils of the Warp, you can choose to re-roll the result. In addition, Psykers from this Detachment can attempt to manifest one additional psychic power in each Psychic phase.

Source: Supplement: Traitor Legions

As of 01-26-2017 Chaos Space Marines Unique Item groups are…

  • Chaos Artefacts
  • Chaos Artefacts of the Black Legion
  • Relics of the Crimson Slaughter
  • Chaos Artefacts of the Alpha Legion
  • Chaos Artefacts of the Iron Warriors
  • Chaos Artefacts of the Night Lords
  • Chaos Artefacts of the Word Bearers
  • Chaos Artefacts of the World Eaters
  • Chaos Artefacts of the Death Guard
  • Chaos Artefacts of the Emperor’s Children
  • Chaos Artefacts of the Thousand Sons

(See tabs for details)

Only one of each Chaos Artefact may be taken per army.

The Murder Sword 35 pts:

Range -, Str User, AP 3, Type: Melee, Murder – Immediately before the start of the first turn you must nominate one enemy character to be the target of the bearer of the Murder Sword (this can even be one in reserve; remember to tell your opponent which character you have nominated). Whilst the bearer is in base contact with the nominated character, the Murder Sword’s Strength becomes x2, its AP becomes 1 , and it has the Instant Death special rule.

The Black Mace 45 pts:

Range -, Str User, AP 4, Type: Melee, Daemon Weapon, Fleshbane, Cursed – lf a model suffers an unsaved Wound from the Black Mare it must immediately take a Toughness test. lf the test is failed, remove the model as a casualty with no saves of any kind allowed. In addition, at the end of a phase in which the Black Mace causes one or more unsaved Wounds, all non-vehicle enemy models within 3 inches of the bearer, which haven’t suffered an unsaved Wound from the Black Mace this phase, must take a Toughness test. Any models that fail the test suffer a Wound with no saves of any kind allowed.

The Axe of Blind Fury 35 pts:

Models with Marks of Khorne only. Range -, Str +2, AP 2, Type: Melee, Deamon Weapon, Blinded – The bearer of the Axe of Blind Fury has -1 Weapon Skill and Ballistic Skill, and has the Rage special rule.

Burning Brand of Skalathrax 30 pts:

Range Template, Str 4, AP 3, Type: Assault 1, Torrent, Soul Blaze

Scrolls of Magnus 45 pts:

Models with the Mark of Tzeentch only. At the beginning  of each of his turns, the bearer of the Scrolls of Magnus  may choose to gain an additional psychic power for therest of the game. To do so, roll a D6 and consult the Scrolls of Magnus table to see which discipline the new psychic power is from. Then, randomly generate a power from that discipline, as  if you were rolling for a Mastery Level I Psyker with the exception you cannot swap to the Primaris Power. If the results in a power ilie bearer already knows, roll again on the table below. Every time the bearer rolls on Scrolls of Magnus table (including re-rolls), the secrets of the Scrolls wrack his  mind – he immediately takes a Strength 3 API hit, with the Ignores Cover special rule.

Dimensional Key 25 pts:

When the bearer kills an enemy model in the Fight subphase,he may immediately unlock the Key’s power. From this point on, all enemy models that start any phase within 12? of ilie Key’s bearer treat all terrain as both difficult and dangerous during that phase. Furthermore any friendly units from this codex that arrive by Deep Strike after the Key’s power has been unlocked do not scatter.

Any character in your Black Legion detachment that can select Chaos Artefacts cannot select from those listed in Codex: Chaos Space Marines, but can instead select from the Chaos Artefacts of the Black Legion at the points costs shown.

The Spineshiver Blade 30 pts:

Range -, Str User, AP 3, Type: Melee, Daemon Weapon, Quicksilver – The bearer of the Spineshiver Blade has +1 Initiative in close combat.

Crucible of Lies 25 pts:

The bearer of the Crucible of Lies has -1 Toughness, but may re-roll invulnerable save rolls of a 1.

Last Memory of the Yuranthos 30 pts:

Psyker only. The bearer increases his Mastery Level by 1. Do not generate an additional psychic power for this bonus Mastery Level. Instead, the Psyker knows the Sunburst psychic power from the Pyromancy Discipline (see Warhammer 40,000: The Rules) in addition to any other powers he knows. The Psyker can choose to manifest Sunburst with an increased range, though this will have an increased Warp Charge cost. If you wish to increase its range to 12″, Sunburst has a Warp Charge cost of 2; if you wish to increase its range to 18″, Sunburst has a Warp Charge cost of 3 – declare the range of the power you are attempting to manifest before rolling. If the Psyker suffers Perils of the Warp when attempting to manifest this power with an increased range, he is removed from play as a casualty – do not roll on the Perils of the Warp table.

The Eye of Night 75 pts:

Once per game, instead of firing his weapon, the bearer of the Eye of Night can choose to make a shooting attack that uses the following profile: Range Infinite, Str 5, AP 4, Type: Heavy 1, Large Blast, Ignores Cover, One use only, Haywire Maelstrom – Instead of making armour penetration rolls, any vehicles, building or fortifications that are buildings that are fully or partially beneath the marker suffer D3 automatic penetrating hits.

Any character in your Crimson Slaughter detachment that can select Chaos Artefacts cannot select from those listed in Codex: Chaos Space Marines, but can instead select from the Relics of the Crimson Slaughter, presented opposite, at the points cost shown.

Crozius of the Dark Covenant 30 pts:

The Crozius of the Dark Covenant can only be taken by a Dark Apostle, and replaces the model’s power maul. Range -, Str +2, AP 4, Type: Melee, Concussive, Warp-Medium – All friendly Crimson Slaughter units within 6? of the bearer have the Zealot special rule.

Blade of the Relentless 30 pts:

Chaos Lord only. Range -, Str User, AP 3, Type: Melee, Soul Siphon – Make a note of how many enemy models are removed as casualties as a direct result of the wielder’s close combat attacks over the course of the battle. At the end of every Assault phase, compare the current total to the Blade of the Relentless chart to see if any further effects are applied to the Blade of the Relentless.

The Slaughterer’s Horns 15 pts:

The bearer of the Slaughterer’s Horns has the Furious Charge, Hammer of Wrath and Rage special rules.

The Balestar of Mannon 25 pts:

Chaos Sorcerer only. The bearer of the Balestar of Mannon can choose to generate powers from the Divination discipline, and re-rolls failed Psychic tests. However, neither he nor any unit he has joined can benefit from any modifiers to Deny the Witch rolls for the bearer being a Psyker.

Daemonheart 30 pts:

May not be taken by a Daemon Prince. Daemonheart confers a 2+ Armour Save and the It Will Not Die special rule.

Prophet of the Voices 30 pts:

The bearer has the Daemon, Fearless and Fleet special rules. Furthermore, the bearer has the Slaves to the Voices special rule, and can only join units of Possessed chosen from a Crimson Slaughter detachment.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

The Mindevil 30 pts:

At the start of any of your Movement phases, you can choose to roll 3D6 and move the bearer and this unit up to the distance rolled in inches instead of moving normally. You can do this even if they are locked in combat; if you do so, enemy units cannot Consolidate.

Blade of the Hydra 30 pts:

Range -, Str User, AP 5, Type: Melee, Daemon Weapon, Rending, Multi-headed – Each time the bearer rolls a 6 To Hit, they can immediately make another Attack. Any additional Attacks also benefit from this rule, so further To Hit rolls of 6 also grant additional Attacks.

Viper’s Bite 15 pts:

Range 24″, Str 5, AP 2, Type: Rapid Fire

The Drakescale Plate 25 pts:

The Drakescale Plate confers 2+ armour save. In addition, the wearer has 2+ invulnerable save against all flamer weapons

Icon of Insurrection 25 pts:

Friendly units of Chaos Cultists within 12″ of the bearer have the Zealot special rule.

Hydra’s Teeth 15 pts:

Hydra’s Teeth can b fired from any boltgun, bolt pistol, combi-bolter or boltgun part of any combi-weapon that the bearer is equipped with; that weapon’s profile gains the Blast, Ignores Cover and Poisoned (2+) special rules.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Warpbreacher 25 pts:

Warpsmith only. Warpbreacher is an upgrade to the bearer’s mechatendrils. At the start of each of your turns, the bearer can grant the Daemonic Possession Chaos Vehicle Equipment upgrade to a friendly vehicle within 3″ of him, so long as the vehicle has the Chaos Space Marine Faction and does not already have the upgrade.

Nest of Mechaserpents 20 pts:

Warpsmith only. The Nest of Mechaserpents is an upgrade the bearer’s mechatendrils. When fighting in a challenge, resolve two of the bearer’s Attacks separately first before resolving the remainder. If both of these initial Attacks successful hits, the bearer’s remaining Attacks have the Instant Death special rule that turn

Fleshmetal Exoskeleton 30 pts:

The Fleshmetal Exoskeleton confers a 2+ armour save. In addition, the bearer has the It Will Not Die special rule.

Cranium Malevolus 30 pts:

At the start of the bearer’s Shooting phase, enemy vehicles within 2d6″ of the bearer suffer an automatic hit with the Haywire special rule. Cover saves cannot be taken against this hit.

Siegebreaker Mace 25 pts:

Range -, Str +2, AP 4, Type: Melee, Concussive, Master-crafted, Siegebreaker = Instead of attacking normally, teh bearer can choose to make a single Attack, resolved at Strength 10 AP1.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Scourging Chains 10 pts:

All the bearer’s close combat attacks have the Shred special rule.

Claws of the Black Hunt 40 pts:

Range -, Str +1, AP 3, Type: Melee, Master-crafted, Rending, Shred

Talons of the Night Terror 20 pts:

Range -, Str User, AP 5, Type: Melee, Shred, In each Fight sub-phase, the bearer can make an additional D3 Attacks or D6 in the turn he charges at their normal Initiative step.

Vox Daemonicus 30 pts:

Enemy units within 6″ of the bearer must subtract1 from their Leadership. In addition, whilst the bearer is on the battlefield, your opponent must subtract 1 from their Reserve Rolls.

Curze’s Orb 20 pts:

The bearer of the Curze’s Orb can re-roll any run. To Hit and to Wound rolls of 1

Stormbolt Plate 20 pts:

The Stormbolt Plate confers a 2+ armour save. In addition, the bearer improves their cover save by 1.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

The Skull of Monarchia 15 pts:

The bearer and his unit can re-roll all failed To Hit rolls in close combat when attacking units that contain any models from the Armies of the Imperium. In addition, the bearer and his unit can re-roll all failed To Wound rolls in close combat when attacking units that contain Ultramarines.

Crown of the Blasphemer 30 pts:

The Crown of the Blasphemer confers a 4+ invulnerable ave. In addition, the bearer the Adamantium Will and Fear special rule.

The Malefic Tome 10 pts:

Psykers only. The bearer knows one additional power from the Daemonlogy (Malefic) discipline.

The Scripts of Erebus 15 pts:

Once per game, at the start of either your or your opponent’s Psychic phase, the bearer can read from the Scripts of Erebusto immediately generate an additional D6 Warp Charge points.

Baleful Icon 15 pts:

Units attempting to charge the bearer of the Baleful Icon, or the unit he is with, must re-roll successful charge rolls, and if still successful, models in the charging unit do not gain any bonus Attacks from charging.

The Cursed Crozius 35 pts:

Range -, Str +2, AP 3, Type: Melee, Concussive, Bane of Man = The bearer of the Cursed Crozius has the Preferred Enemy (Armies of the Imperium) special rule.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Talisman of Burning Blood 25 pts:

Add 3″ to the maximum move distances of the bearer and all models in his unit each time they move in the Movement phase, Run in the Shooting phase and charge in the Assault phase.

The Berserker Glaive 30 pts:

Range -, Str +2, AP 3, Type: Melee, Daemon Weapon, Specialist Weapon, Two-Handed, Epitome of Rage = The bearer gains the Feel No Pain and Will Not Die special rules, but loses the Independent Character special rule.

Brass Collar of Bhorghaster 20 pts:

When making Deny the Witch tests, the bearer and his unit always nullify Warp Charge points on rolls of 4 or more. In addition, if the power is successfully nullified, the casting Psyker immediately suffers Perils of the Warp.

Gorefather 30 pts:

Range -, Str +2, AP 2, Type: Melee, Armourbane, Unwieldy, Two-Handed, Murderous Strike = Any to Wound rolls of 6 made with this weapon have the Instant Death special rule.

The Crimson Killer 20 pts:

Range 12″, Str 7, AP 2, Type: Pistol, Soul Blaze

Bloodfeeder 30 pts:

Range -, Str +1, AP 2, Type: Melee, Specialist Weapon, Unwieldy, Whirlwind of Blood = When using Bloodfeeder in close combat, the bearer’s Attacks characteristic is not used; instead, the bearer makes 2D6 Attacks. However, for each roll of 1, the bearer immediately suffers a Wound with no armour saves allowed.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Puscleaver 10 pts:

Range -, Str User, AP -, Type: Melee, Poisoned (2+).

Plague Skull of Glothila 15 pts:

Range 8″, Str +1, AP -, Type: Assault 1, Large Blast, One Use Only, Poisoned (2+)

The Pandemic Staff 30 pts:

Range Template, Str 1, AP 5, Type: Assault 1, Poisoned (2+) or Range -, Str +2, AP 4, Type: Melee, Concussive, Poisoned (2+)

Dolorous Knell 25 pts:

All friendly Death Guard units within 14″ of the bearer at the start of the Fight sub-phase have the Fear special rule for the duration of the phase. In addition, enemy units taking a Fear test against an affected unit must do so on 3D6 instead of 2D6.

Poxwalker Hive 20 pts:

At the start of each of your turns, pick a friendly unit of Chaos Cultists within 7″ to infect with the poxwalker virus. For the rest ofteh game, that unit of Chaos Cultists cannot Run or make shooting attacks, but they gain the Fearless and Feel No Pain special rules. In addition, at the start of each of your following turns, return D3 slain models to every friendly unit of infected Chaos Cultists that are within 7″ of the bearer. Any models returned in this manner cannot be placed within unit coherency are lost.

Plaguebringer 35 pts:

Range -, Str User, AP 3, Type: Melee, Daemon Weapon, Poisoned (4+)

 

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Intoxicating Elixer 25 pts:

After deployment, make D3 rolls on the Combat Drugs table to see what effect the Intoxicating Elixir has on the bearer. All effects are cumulative, including with the Combat Drugs Command Benefit should the bearer be part of a Rapture Battalion Detachment.

Shriekwave 20 pts:

Range 12″, Str 8, AP 2, Type: Assault D6, Mental Trauma = Before making this attack, the target unit must first take a Leadership test. If failed, you can re-roll all failed To Wound rolls made for this attack.

The Endless Grin 10 pts:

The bearer of the Endless Grin has the Fear special rule. Enemy units must reduce their Leadership by 1 whilst they are within 6″ of the bearer.

Bolts of Ecstatic Vexation 15 pts:

Bolts of Ecstatic Vexation can be fired from any boltgun, bolt pistol, or boltgun part of any combi-weapon; that weapon’s profile gains Blast, Ignores Cover, and Pinning special rules.

Blissgiver 30 pts:

Range -, Str User, AP 3, Type: Melee, Daemon Weapon, Catatonic Trance = Any model that suffers one or more unsaved Wounds from Blissgiver must immediately pass a Leadership test for each Wound suffered or be removed from play as a casualty.

Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Astral Grimoire 30 pts:

At the start of the Movement phase, pick the bearer or a single friendly Infantry unit within 12″ of the bearer. For the duration of the phase, that unit has the Jump unit type.

Seer’s Bane 40 pts:

Range -“, Str User, AP 2, Type: Melee, Daemon Weapon, Force, Bane of Wisdom = Against non-vehicle tarts, teh Strength value of the Seer’s Bane is equal to the Leadership characteristic, and all to Wound rolls are made against the target’s Leadership characteristic instead of their Toughness. However, use the target’s Toughness values as normal for determining whether or not the Seer’s Bane inflicts Instant Death.

Helm of the Third Eye 20 pts:

The wearer and any unit he joins can fire Overwatch even if they are have the Slow and Purposeful special rule. Units that do not have the Slow and Purposeful special rule can instead fire Overwatch at Ballistic Skill 2.

Staff of Arcane Complusion 10pts:

Range -, Str +2, AP 4, Type: Melee, Concussive, Force, Repelling Sweep = Enemy units attempting to charge teh bearer or his unit must subtract 2 from their charge roll.

Coruscator 20 pts:

Range 12″, Str 4, AP 3, Type: Pistol, Blast, Soul Blaze.

Athenaean Scrolls 20 pts:

If the bearer makes a successful Psychic test that includes two or more dice of the same number. the power has been manifested with such unstoppable force that the target unit cannot choose to take a Deny the Witch test.

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Fallen Champions Formation

Fallen Champions Formation

Requirements: Cypher, 1-3 Chosen Units

Restrictions: Units of Chosen from this Formation cannot take Chaos Rewards, Chaos Artifacts, Marks of Chaos or Dedicated Transports.

Special Rules:

Infiltrate Fallen Leader: Any unit from this Formation that is within 12? of Cypher must use his Leadership characteristic instead of their own for any Leadership tests, and has the And They Shall Know No Fear special rule.

Never Forgive: In missions that include both Cypher and Dark Angels models, all Dark Angels models with the Inner Circle special rule also receive the Zealot special rule.

Source: Dataslate: Cypher

Helcult Formation

Helcult Formation

Requirements: 1 Helbrute, 2 Chaos Cultist Squads

Restrictions: None.

Special Rules:

Apocalyptic Fury: This Formation’s Helbrute has the Rage special rule. Furthermore, when rolling To Hit with the Helbrute’s Melee attacks, any unmodified rolls of a 1 are not discarded. Instead, they automatically hit a friendly model (but not the Helbrute) nearby. Randomly determine (for each roll of a 1) which model is hit, from those within 6? of the Helbrute, even if they are not involved in the same combat. If there are no viable targets in range, these Attacks are discarded.

Living Idol of Chaos: As long as the Helbrute is alive, both of the Formation’s units of Chaos Cultists have the Fearless special rule. If the Helbrute is completely destroyed, the Formation’s units of Chaos Cultists lose the Fearless special rule, but gain the Zealot special rule.

Human Shields: If the Helbrute is partially obscured from the firer’s line of sight by models from one or more of this Formation’s units of Chaos Cultists, it receives a 3+ cover save. However, for each successful cover save the controlling player makes as a result of this special rule, the nearest intervening Cultist model is removed as a casualty with no saves allowed.

Source: Dataslate: Helbrutes

Helfist Murderpack Formation

Helfist Murderpack Formation

Requirements: 5 Helbrutes

Restrictions: One Helbrute must be nominated to be the Helbrute Champion.

Special Rules:

Murderpack: All of the Helbrutes in this Formation count as a single vehicle squadron.

Pack Leader: The Helbrute Champion has the Vehicle (character) unit type, and the Aura of Dark Glory special rule. Other Helbrutes in the same vehicle squadron can make Look Out, Sir attempts to protect the Helbrute Champion as long as they are within 6?. Furthermore, if any of the Formation’s Helbrutes have crazed markers, do not roll on the Crazed Table if the Helbrute Champion is still alive; instead, the controlling player can choose which result affects them each turn, though the nominated result applies to all the Helbrutes in the Formation with crazed markers.

Death of a Leader: If the Helbrute Champion is completely destroyed, all other Helbrutes in the Formation gain the Rage special rule.

Source: Dataslate: Helbrutes

Kranon’s Helguard Formation

Kranon’s Helguard Formation

Requirements: 1 Chaos Lord, 1 unit of Chosen, 1 unit of Chaos Terminators, 2 units of Chaos Cultists, 1 unit of Raptors, 1 Chaos Land Raider, 1 Helbrute

Restrictions: All units in this Formation must have the Chaos Space Marines Faction.

Special Rules: Fear, Stubborn

Swarm of Phantasms: Enemy units that are within 12? of at least one unit from this Formation subtract 1 from their Leadership. Enemy units that are within 12? of at least two units from this Formation also subtract 1 from their Ballistic Skill, to a minimum of 1.

Source: Dataslate: Kranon’s Helguard

Khârn’s Butcherhorde Formation

Khârn’s Butcherhorde Formation

Requirements: Khârn the Betrayer, 4 Chaos Space Marines Units, 4 Khorne Berserkers Units

Restrictions: All units in this Formation must have the Chaos Space Marines Faction. All units of Chaos Space Marines in this Formation must take the Mark of Khorne upgrade.

Special Rules: Adamantium Will

Blood and Rage: If a unit from this Formation rolls an 8 when rolling its charge range (after any re-rolls), all models in that unit double the Attacks value on their profile until the end of the phase.

Slaughter Without Respite: Each time a model from this Formation scores a 6 when rolling To Hit in the Assault phase, it can immediately make another Attack. If these additional Attacks score a 6 To Hit, they also grant additional Attacks.

Source: Dataslate: Khârn’s Butcherhorde

The Bringers of Despair Formation

The Bringers of Despair Formation

Requirements: Abaddon the Despoiler, 1 unit of Chaos Terminators

Restrictions: This is a Black Legion Formation.

Special Rules:

Without Equal: Chaos Terminators that are part of this Formation (including the Terminator Champion) have a Weapon Skill and Ballistic Skill of 5 rather than 4.

The Despoiler’s Guard: While Abaddon the Despoiler is joined to the unit of Chaos Terminators from this Formation, you can re-roll one Look Out, Sir roll for him in each phase.

Source: Supplement: Black Legion

Chosen of Abaddon Formation

Chosen of Abaddon Formation

Requirements: 1-4 Chaos Lords or Sorcerers (in any combination), 1 unit of Chosen or Chaos Terminators (in any combination) for each Chaos Lord or Sorcerer

Restrictions: This is a Black Legion Formation.

Special Rules:

Exalted Champions: During deployment, each Chaos Lord and Sorcerer from this Formation must join one of the units of Chosen or Chaos Terminators. Only one character can join each unit in this way, and they cannot leave these units during the course of the battle. As long as the character is on the battlefield, his unit has the Fearless special rule.

Blessed by the Chaos Gods: Before deployment, roll on the Chaos Boon table in Codex: Chaos Space Marines for each Chaos Lord and Sorcerer in this Formation, re-rolling any results of Spawnhood or Dark Apotheosis. The result lasts for the entire game.

Source: Supplement: Black Legion

Hounds of Abaddon Formation

Hounds of Abaddon Formation

Requirements: 1 Chaos Lord, 1-3 units of Khorne Berzerkers, 1-3 units of Chaos Space Marines, 1-3 units of Raptors, Warp Talons or Chaos Bikers (in any combination)

Restrictions: This is a Black Legion Formation. Any unit that has the option to take a Mark of Khorne must do so, but at no additional points cost.

Special Rules: 

Let Slip the Hounds: Once per game, at the start of any of your turns after the first, you can declare a massed assault. For the duration of that turn, units from this Formation can charge in the Assault phase even if they made a Run move in the same turn.

Khorne’s Favour: If a unit from this Formation makes a successful charge and the total rolled for its charge range is 8 or more (before modifers), add 1 to the Strength of its models until the end of the Assault phase.

Source: Supplement: Black Legion

 

Daemon Engine Pack Formation

Daemon Engine Pack Formation

Requirements: 1 Warpsmith, 2 Forgefiends or Maulerfiends (in any combination)

Restrictions: This is a Black Legion Formation.

Special Rules: Hunting Pack: After deployment, but before the first turn, you can nominate one character in the enemy army. All Forgefiends and Maulerfiends from this Formation have the Preferred Enemy special rule against that character. If the nominated character is slain by a vehicle from this Formation, that model regains a Hull Point lost earlier in the battle.

Prized Possessions: At the start of each Shooting and Assault phase, you can nominate a Forgefiend or Maulerfiend from this Formation that is within 12? of the Formation’s Warpsmith. Until the end of the phase, that model uses the Warpsmith’s Weapon Skill or Ballistic Skill instead of its own.

Source: Supplement: Black Legion

 

Cyclopia Cabal Formation

Cyclopia Cabal Formation

Restrictions: This is a Black Legion Formation.
Special Rules:
Shroud of Deceit: At the start of each of your Psychic phases, select one model from the Cyclopia Cabal to lead it in a dark ritual. That model can attempt to manifest the Shroud of Deceit psychic power, below. For each other Sorcerer from this Formation that is within 12?, add one dice to the Psychic Test – these dice do not cost any Warp Charge points.
Source: Supplement: Black Legion

 

The Tormented Formation

The Tormented Formation

Requirements: Daemon Prince, 2-5 units of Possessed 

Restrictions: This is a Black Legion Formation.

Special Rules: 

Advanced Possession: Units of Possessed from The Tormented have Weapon Skill and Initiative 5, and the Rending special rule. However, any unit of Possessed from the Tormented that is not locked in combat at the start of its turn must take a Leadership test. If it fails, the unit can only move D6? in the Movement Phase as it is wracked with mutative spasms. Units that are within 18? of the Formation’s Daemon Prince pass this test automatically.

Source: Supplement: Black Legion

 

Black Legion Warband Formation

Black Legion Warband Formation

Requirements: 1 Chaos Lord, 0-1 Sorcerer, 2-6 units of Chaos Space Marines or Chosen (in any combination), 1-3 units of Chaos Terminators or Possessed (in any combination), 1-3 units of Raptors, Warp Talons or Bikers (in any combination)1-3 units of Havocs or Helbrutes (in any combination) 

Restrictions: This is a Black Legion Formation.

Special Rules:

Favoured of the Warmaster: When a model from a Black Legion Warband earns a roll on the Chaos Boon table as a result of the Champion of Chaos special rule, roll twice on the table and choose either one or both of the results.

Thirst for Glory: If an enemy unit is completely destroyed by a unit from a Black Legion Warband, all other units from the same Black Legion Warband can re-roll To Hit and To Wound rolls of 1 until the end of the phase.

 Source: Supplement: Black Legion

The Ravagers Formation

The Ravagers Formation

Requirements: 1 unit of Chosen, 1 unit of Possessed 

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

Sight of the Third Eye: If the Chosen Champion from Draznicht’s Ravagers is alive at the start of your turn, you can pick one of the units from the Formation to benefit from his prescience. For the duration of your turn, that unit can re-roll all failed To Hit rolls.

Source: Supplement: Crimson Slaughter

 

Disciples of Mannon Formation

Disciples of Mannon Formation

Requirements: 1 Sorcerer, 1 unit of Possessed 

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

Signs and Portents: At the start of the battle, roll two dice and put them to one side, representing a prophecy granted to the Sorcerer. The first time during the battle that your opponent rolls exactly two dice (for example, when making a Leadership test, a charge roll, a Psychic Test using two Warp Charge points, a model firing an Assault 2 weapon, etc.) and the result matches the two dice you put aside, the prophecy comes to pass and a unit of Daemons is immediately summoned within 18? of the Sorcerer from the Disciples of Mannon, as if he had just manifested a conjuration psychic power. Roll a D6 to determine what kind of unit is summoned.

Source: Supplement: Crimson Slaughter

Brethren of the Dark Covenant Formation

Brethren of the Dark Covenant Formation

Requirements: 1 Dark Apostle, 1 unit of Possessed, 1-3 units of Chaos Space Marines 

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

Unbridled Wrath: At the start of your Shooting phase, the Dark Apostle from the Brethren of the Dark Covenant can scream a litany of rage and bloodshed instead of shooting. If he does so, each other unit from the Formation that is within 12? is filled with unholy zeal, and gains the Zealot and Feel No Pain special rules until the start of your next turn.

Source: Supplement: Crimson Slaughter

Cult of Slaughter Formation

Cult of Slaughter Formation

Requirements: 1 Dark Apostle, 2-8 units of Chaos Cultists 

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

The Desperate and the Depraved: Units of Chaos Cultists from the Cults of Slaughter have a Leadership of 10 while they are within 9? of the Formation’s Dark Apostle.

Frenzied Horde: The Cults of Slaughter follow their Dark Apostle unquestioningly, stragglers seizing up fallen weapons even as mortally wounded warriors drag themselves to their feet to continue fighting. At the start of each of your Movement phases, roll a dice for each unit of Chaos Cultists in the Cults of Slaughter that is within 18? of the Formation’s Dark Apostle. That many slain models are returned to the unit. Each must be set up within unit coherency and not within 1? of any enemy models. Any models that cannot be set up are lost.

Source: Supplement: Crimson Slaughter

 

Lords of Slaughter Formation

Lords of Slaughter Formation

Requirements: 1 Chaos Lord, 1 unit of Possessed, 1 unit of Chaos Terminators, 1-3 units of Chaos Space Marines 

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

Whispered Portents: The Chaos Lord from the Lords of Slaughter has the Psyker (Mastery Level 1) special rule. He always knows the Prescience power from the Divination discipline. He can target any unit from the Lords of Slaughter regardless of range when attempting to manifest this power.

Source: Supplement: Crimson Slaughter

The Red Onslaught Formation

The Red Onslaught Formation

Requirements: The Ravagers Formation, Disciples of Mannon Formation, Brethren of the Dark Covenant Formation, Cult of Slaughter Formation, Lords of Slaughter Formation, Kranon’s Helguard Formation

Restrictions: This is a Crimson Slaughter Formation.

Special Rules:

The Maddening Horde: While at least one unit from this Formation is on the battlefield, subtract 1 from the Leadership of all units in the enemy army.

Daemonic Resurgence: At the start of each of your turns, roll a dice. On a result of 4 or more, each unit of Possessed from the Red Onslaught that has been completely destroyed is placed into Ongoing Reserve. When these units arrive, they do so using the rules for Deep Strike. Regardless of any Formation they were previously part of, these units do not benefit from any Formation special rules – however, they can still be summoned back to the battlefield using this rule.

Source: Supplement: Crimson Slaughter

Wrathborn Formation

Wrathborn Formation

Requirements: 1 Chaos Lord, 1 Chaos Space Marine unit , 1 Hellbrute

Restrictions: The Chaos Lord must be equipped with Terminator Armour.

Special Rules:

Avatar of Spite: The Chaos Lord and all Wrathborn units within 12? inches of him have the Hatred special rule.

Source: Start Collecting!: Chaos Space Marines

Chaos Warband Formation

Chaos Warband Formation

Requirements: 1 Chaos Lord, 0-1 Sorcerer, 1-3 units chosen from Chosen, Chaos Terminators, Possessed, 2-6 Chaos Space Marine Units, 1-3 chosen from Raptors, Warp Talons, Chaos Bikers, 1-3 units chosen from Havocs, Helbrutes

Restrictions: None.

Special Rules:

Favoured Scions: When a model from a Chaos Warband earns a roll on the Chaos Boon table as a result of the Champion of Chaos special rule, roll twice on the table and choose either one or both of the results.

Objective Secured: All units in a Chaos Warband have this special rule and will control objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has the this special rule.

Source: Supplement: Traitor’s Hate

Maelstrom of Gore Formation

Maelstrom of Gore Formation

Requirements: 1 Chaos Lord or Kharn the Betrayer, 4-8 Khorne Berserker units

Restrictions: Chaos Lord must be given the Mark of Khorne at no additional points cost.

Special Rules:

Blood-crazed: Maelstrom of Gore units have the Fleet special rule and add 3 inches to their charge distances.

Red Rain: Once per battle, at the start of your movement phase, a Maelstrom of Gore can summon the red rain. When it does, every unit in the Formation that is locked in combat is allowed to Pile In and fight as if it were a Fight sub-phase, but enemy units cannot fight back. Using this ability does not stop the Maelstrom of Gore’s units from fighting again in the Assault phase of the same turn.

Source: Supplement: Traitor’s Hate

 

The Lost and the Damned Formation

The Lost and the Damned Formation

Requirements: 1 Dark Apostle, 4-9 Chaos Cultist units.

Restrictions: None.

Special Rules:

A Tide of Traitors: Each time a unit of Chaos Cultists from this Formation is completely destroyed, a roll a D6: on a 4+, you can immediately place a new, identical unit into Ongoing Reserve. These new units gain the Outflank special rule, but otherwise count as being art of the original Formation, so rollaD6 as described above if they are subsequently destroyed as well. Victory points are awarded as normal for new units in this Formation that have been completely destroyed

Prophet of the Gods: The Dark Apostle’s Zealot Special rule applies to all Lost and the Damned units within 6 inches of him.

Source: Supplement: Traitor’s Hate

Hellforged Warpack Formation

Hellforged Warpack Formation

Requirements: 1 Warpsmith, 3-5 units chosen from this list, Helbrute, Maulerfiend, Forgefiend, Defiler.

Restrictions: None.

Special Rules:

Master of Mechanical Warpcraft: Whilst their Warpsmith is alive and on the battlefield, Helforged Warpack models that have already used their Daemonforge Special rule during the game can choose to do so for a second time.

Warpack Alpha: One vehicle model from this Formation must be nominated as the Warpack Alpha. The Warpack Alpha gains the (Character) unit type and a 4+ invulnerable save. If the Warpack Alpha is completely destroyed, all other models in its Helforged Warpack gain the Rage special rule.

Source: Supplement: Traitor’s Hate

Heldrake Terror Pack Formation

Heldrake Terror Pack Formation

Requirements: 2-4 Heldrakes.

Restrictions: None.

Special Rules:

Rising Terror: Enemy units that are within 12 inches of two models from a Heldrake Terror Pack reduce their Leadership by 1. Enemy units that are within 12 inches of three models from a Heldrake Terror Pack instead reduce their Leadership by 2, or by 3 if they are within 12 inches of four models from a Heldake Terror Pack.

Merciles Pursuit: When performing a Vector Strike with a model from a Heldrake Terror Pack against a target unit that is Pinned, Falling Back, or has Gone to Ground, that unit suffers D6 Strength 7, AP2 hits instead of only 1 hit.

Source: Supplement: Traitor’s Hate

Cult of Destruction Formation

Cult of Destruction Formation

Requirements: 1-3 Warpsmiths, 3-5 units chosen from the following list, Obliterators, Mutliators.

Restrictions: None.

Special Rules:

Empyrionic Guidance Rituals: At the star of the Chaos Space Marine Movement phase, each Warpsmith in this Formation can perform a set of Empyrionic Guidance Rituals on one unit of Obliterators or Mutilators from the Formation that is within 8 inches. If a unit of Obliterators is selected then it can shoot twice at the same unit in the Shooting phase of the turn. If a unit of Mutilators s selected,then it can attack twice after Piling In in the Assault phase of the turn. Carry out the first set of attacks to completion, then carry out the second set of attacks. A unit must use different weapons for the two different sets of attacks, and cannot use a weapon it used in the previous turn.

Source: Supplement: Traitor’s Hate

Fist of the Gods Formation

Fist of the Gods Formation

Requirements: 1 Warpsmith, 3-5 units chosen from the following list, Chaos Predators, Chaos Vindicators, Chaos Land Raiders.

Restrictions: None.

Special Rules:

Dark Wards: All vehicles from this Formation have a 6+ invulnerable save whilst they are within 12 inches of their Warspmith.

Unholy Blessings: The Warpsmith from this Formation has a +1 bonus when making attempts to repair a vehicle from its Formation.

Source: Supplement: Traitor’s Hate

Raptor Talon Formation

Raptor Talon Formation

Requirements: 1 Chaos Lord, 3-5 units from the following list Raptors, Warp Talons.

Restrictions: The Chaos Lord must be equipped with a jump pack at no additional cost.

Special Rules: Predatory Warriors: Units in this Formation can charge on the same turn they arrive from Deep Strike Reserve, but always count as making a disordered charge when they do so.

Cacophonic War Cries: Enemy units that are charged by two or more units from a Raptor Talon must subtract 2 from there Leadership unit the end of the turn

Source: Supplement: Traitor’s Hat

Terminator Annihilation Force Formation

Terminator Annihilation Force Formation

Requirements: 1 Chaos Lord or Sorcerer, 3-5 Chaos Terminators units.

Restrictions: The Chaos Lord must be equipped with a Terminator armour at no additional cost.

Special Rules:

Targeted For Annihilation: At the start of the game before deployment, nominate one unit in the enemy army. Units in this Formation have the Hatred special rule when making attacks against the nominated unit. In addition, units from this Formation can make a shooting attack against the nominated unit immediately after they deploy by Deep Strike, if it is within range and line of sight. This does not stop the unit from shooting again later in the same turn, either at the same or different target.

Target Updated: If the enemy unit nominated for annihilation is completely destroyed, you can immediately pick a new enemy unit as a replacement target. The Targeted for Annihilation rules apply to the new unit from then on. If the new unit is also destroyed, pick another new unit, and so on.

Source: Supplement: Traitor’s Hate

Favoured of Chaos Formation

Favoured of Chaos Formation

Requirements: 1 Daemon Prince, 3-5 Possessd units.

Restrictions: None.

Special Rules:

Baleful Nexus of Warp Energies: Units of Possessed from the Favoured of Chaos that are within 12 inches of their Daemon Prince at the start of the Fight sub-phase receive the benefit of all three Mutations from their Mutation table, rather than only one.

Source: Supplement: Traitor’s Hate

Trinity of Blood Formation

Trinity of Blood Formation

Requirements: 3 Khorne Lords of Skulls.

Restrictions: None.

Special Rules: Rampage.

Apoplectic Storm: At the Star of this Formation’s movement phase, any enemy units locked in combat with any models from a Trinity of Blood are engulfed in a scorching storm of rage-fueled energy. Affected units suffer a number of Strength 6 AP4 hits with the Ignores Cover and Soul Blaze special rules equal to the number of models in the unit. Any Wounds caused by these hits are Randomly Allocated.

Crashing Volleys: Weapons used by a Model from this Formation have the Twin-linked special if they are used to attack a target that has already been attacked by another model from the Formation earlier in that Shooting Phase.

Source: Supplement: Traitor’s Hate

 

Plague Colony Formation

Plague Colony Formation

Requirements: 1 Chaos Lord or Typhus, 3-7 Plague Marine units.

Restrictions: None.

Special Rules: Fear.

Enervating Pestilential Aura: Enemy models within 7″ of any Plague Colony units at the start of the Fight sub-phase must reduce Initiative and Weapon Skill by 1 for the duration of the phase. If this Formation includes the maximum number of units at the start of the battle, then enemy models within 7″ of any Plague Colony unit at the startof the Fight sub-phase must also reduce their Toughness by 1 for the duration of the phase.

Source: Supplement: Traitor Legions

Kakophoni Formation

Kakophoni Formation

Requirements: 1 Chaos Lord or Lucius the Eternal, 3-6 Noise Marine units

Restrictions: None.

Special Rules: Split Fire.

Sonic Overload: All sonic weapons used by units from a Kakophoni have the Shred special rule. If this Formation includes the maximum number of units at the start of the battle, then all attacks made by sonic weapons from the Kakophoni are also resolved at +1 Strength.

Source: Supplement: Traitor Legions

War Cabal Formation

War Cabal Formation

Requirements: 1 of the following Ahriman, Daemon Prince, Exalted Sorcerer, Sorcerer, 1-3 unit of Exalted Sorcerer or Sorcerer, 1-3 Rubric Marines units, 1-3 Scarab Occult Terminator units

Restrictions: This is a Thousand Sons Detachment.

Special Rules: 

Favoured of Tzeentch: If a War Cabal contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Oracular Guidance: If a Psyker from a War Cabal successfully manifests a psychic power, the Psyker, and any War Cabal unit he is part of or has joined, ca re-roll failed To Hit rolls or 1 until the start of our next Psychic phase.

Source: Supplement: Traitor Legions

War Coven

War Coven Formation

Requirements: 1 of the following Daemon Prince, Exalted Sorcerer, Sorcerer, 3-9 unit of Exalted Sorcerer or Sorcerer

Restrictions: This is a Thousand Sons Detachment.

Special Rules: 

Favoured of Tzeentch: If a War Coven contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Prosperine Cult: Before generating powers for models from a War Coven, you can choose a single cult of ancient Prospero. All units in the Formation then count as having belonged to that cult and harness Warp Charges points on a result of 3+ when attempting to manifest psychic powers from their cult’s associated psychic disciple.

Source: Supplement: Traitor Legions

Tzaangor Warherd

Tzaangor Warherd Formation

Requirements: 1 Exalted Sorcerer or Sorcerer, 3 Tzaangor units, 0-6 Tzaangor or Spawn units.

Restrictions: This is a Thousand Sons Detachment.

Special Rules: Fleet.

Favoured of Tzeentch: If a Tzaangor Warherd contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Avaricious Vigour: Tzaangor units from this Formation can Run and Charge in the same turn. In addition, if a charging Tzaangor unit rolls 9 or more for its charge roll add 1 to their Strength and Initiative in the ensuring Fight sub-phase.

Source: Supplement: Traitor Legions

Sekhmet Conclave

Sekhmet Conclave Formation

Requirements: 1 of the following Magnus the Red, Ahriman, Daemon Prince, Exalted Sorcerer, Sorcerer. 3-9 Scarab Occult Terminator units.

Restrictions: This is a Thousand Sons Detachment.

Special Rules: Fear.

Favoured of Tzeentch: If a Sekhmet Conclave contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Sorcerous Sigil-wards: Units from this Formation have +1 Toughness so long as they are within 6″ of at least2 other units from their Formation

Source: Supplement: Traitor Legions

Ahriman's Exiles

Ahriman’s Exiles Formation

Requirements: Ahriman, 3-9 Exalted Sorcerers

Restrictions: This is a Thousand Sons Detachment.

Special Rules: Fear.

Favoured of Tzeentch: If a Ahriman’s Exiles contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Cabal of the Rubric: Ahriman, and models from this Formation that are within 18″ of him, harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers.

Source: Supplement: Traitor Legions

Rehati War Sect

Rehati War Sect Formation

Requirements: Magnus the Red, 3-9 Daemon Princes or Exalted Sorcerers

Restrictions: This is a Thousand Sons Detachment.

Special Rules: Fear.

Favoured of Tzeentch: If a Rehati War Sect contains the maximum number of units, then all units from the Formation can re-roll any failed saving throws of 1.

Cabal of the Rubric: Ahriman, and models from this Formation that are within 18″ of him, harness Warp Charge points on a result of 3+ when attempting to manifest psychic powers.

Source: Supplement: Traitor Legions

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