The Fell Lords of Chaos: Chaos Space Marines
Special Rules
Only First Company. These rules are to be used only with Terminator
forces, otherwise the force becomes too unbalanced. Unless the Terminator
component is at least 1,500 points, no allies may be taken.
Deep Strike. Any Dreadnought or Terminator unit not associated
with a Land Raider may deep strike if the mission allows it.
The Fell Lord. The army must be led by a Chaos Lord.
Armory
Terminator Armor. Terminator armor, in addition to the abilities
conferred in Codex: Space Marines, also confers an invulnerable save of
5+. In addition, they may move and shoot twice up to 12" or once
up to 24" with rapid fire weapons.
Power Fist. When wielded by a Terminator, power fists
can be set on several settings. A powerfist can double the Strength
of the attack, but the user attacks last. Alternatively, the power
fist can be turned off, meaning the Terminator attacks as if it had an
extra close combat weapon (ST and I of the user, +1A, armor saves allowed).
Power Weapon. A Terminator using a power weapon gains
+1A.
Spiky Bits. Terminators may choose Spiky Bits at +5 points
(See Codex: Chaos Space Marines for rules).
HQ
Chaos Lord (1), Sorcerer, Greater Daemon: See Codex: Chaos Space Marines. The army must be led by a Chaos Lord. Note that the points value does not include the cost of Terminator armor.
Terminator Retinue
Elites
Chaos Terminators: see Troops below.
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
| Khorne Berzerker Terminator | 45 | 4 | 4 | 5 | 4 | 1 | 4 | 2 | 9 | 2+ |
Squad: The squad consists of between five to ten Khorne Berzerker
Terminators.
Weapons: Combi-bolter and power weapon.
Options: Up to one Khorne Berzerker Terminator can be
armed with an autocannon for +20 pts or a heavy flamer for +15pts.
Any model may upgrade its combi-bolter to a combi-flamer for +2 pts or
a combi-meltagun +3pts. The power weapon may be upgraded to a power
fist or lightning claw at +5pts or a chainfist for +8pts.
Character: Up to one model may be upgraded to an
Aspiring Champion at an additional cost of +15 pts. If the squad
has eight squad members, one squad member may be upgraded to an Aspiring
Champion at no cost in points. The Aspiring Champion has the same
profile as the rest of the squad but may be given any additional equipment
allowed from the Chaos Armory. A model with the Mark of Khorne does
not get a further point of Strength.
Fearless: The unit will never fall back and can not be
pinned. They automatically pass any morale check.
Transport Vehicle: The entire squad, if five models, may be
mounted in a Land Raider for +250 points (all appropriate vehicle upgrades
may be chosen).
Troops Choice: If the army is led by a Chaos Lord bearing
the Mark of Khorne then Khorne Berzerker Terminators may be take as Elites
or
Troops
choices. In any other circumstance, they may be taken only as an
Elites choice.
Plague Marine Terminators
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
| Plague Marine Terminator | 46 | 4 | 4 | 4 | 5 | 1 | 4 | 2 | 9 | 2+ |
Squad: The squad consists of between five to ten Plague Marine
Terminators.
Weapons: Combi-bolter and power weapon.
Options: Up to one Plague Marine Terminator can be armed
with an autocannon for +20 pts or a heavy flamer for +15pts. Any
model may upgrade its combi-bolter to a combi-flamer for +2 pts or a combi-meltagun
+3pts. The power weapon may be upgraded to a power fist or lightning
claw at +5pts or a chainfist for +8pts.
Character: Up to one model may be upgraded to an Aspiring Champion
at an additional cost of +15 pts. If the squad has seven squad members,
one squad member may be upgraded to an Aspiring Champion at no cost in
points. The Aspiring Champion has the same profile as the rest of
the squad but may be given any additional equipment allowed from the Chaos
Armory. A model with the Mark of Nurgle does not get a further point
of Toughness.
Fearless: The unit will never fall back and can not be
pinned. They automatically pass any morale check.
Transport Vehicle: The entire squad, if five models, may be
mounted in a Land Raider for +250 points (all appropriate vehicle upgrades
may be chosen).
Troops Choice: If the army is led by a Chaos Lord bearing
the Mark of Nurgle then Plague Marine Terminators may be take as Elites
or
Troops
choices. In any other circumstance, they may be taken only as an
Elites choice.
Noise Marine Terminators
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
| Noise Marine Terminator | 41 | 4 | 4 | 4 | 4 | 1 | 4 | 3 | 9 | 2+ |
Squad: The squad consists of between five to ten Noise Marine
Terminators.
Weapons: Combi-bolter and power weapon.
Options: Up to one Noise MarineTerminator can be armed
with an autocannon for +20 pts or a heavy flamer for +15pts. Any
model may upgrade its combi-bolter to a combi-flamer for +2 pts or a combi-meltagun
+3pts. The power weapon may be upgraded to a power fist or lightning
claw at +5pts or a chainfist for +8pts. Any model may replace their
combi-bolter with a sonic blaster at an additional cost of +10 pts.
Up to three models may replace their combi-bolters with one of the following:
a blastmaster at +30 pts, or a doom siren at +15 pts.
Character: Up to one model may be upgraded to an Aspiring Champion
at an additional cost of +15 pts. If the squad has eight squad members,
one squad member may be upgraded to an Aspiring Champion at no cost in
points. The Aspiring Champion has the same profile as the rest of
the squad but may be given any additional equipment allowed from the Chaos
Armory. A model with the Mark of Slaanesh does not get a further
Attack.
Fearless: The unit will never fall back and can not be
pinned. They automatically pass any morale check.
Transport Vehicle: The entire squad, if five models, may be
mounted in a Land Raider for +250 points (all appropriate vehicle upgrades
may be chosen).
Troops Choice: If the army is led by a Chaos Lord bearing
the Mark of Slaanesh then Noise Marine Terminators may be take as Elites
or
Troops
choices. In any other circumstance, they may be taken only as an
Elites choice.
Thousand Sons Terminators
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
| Thousand Sons Terminator | 46 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 9 | 2+ |
Squad: The squad consists of between five to ten Plague Marine
Terminators.
Weapons: Combi-bolter and power weapon.
Options: No upgrades may be taken.
Fearless: The unit will never fall back and can not be
pinned. They automatically pass any morale check.
All Is Dust: Thousand Sons Terminators are animated suits
of armor. Because of this, shooting attacks must be ST 5 or more
to wound. They can be attacked in close combat normally.
Slow and Purposeful: Thousand Sons Terminators may never
charge into combat, although they will defend normally. They can
consolidate into a new combat if they are victorious.
Sacred Number: When rolling to seee if a Lord of Change
possesses anyone, make one roll for each squad that began the game with
nine members. If any roll is a 6, the Lord of Change is summoned
and replaces one Thousand Sons Terminator (chosen by the owning player).
Transport Vehicle: The entire squad, if five models, may be
mounted in a Land Raider for +250 points (all appropriate vehicle upgrades
may be chosen).
Troops Choice: If the army is led by a Chaos Lord bearing
the Mark of Tzeentch then Thousand Sons Terminators may be take as Elites
or
Troops
choices. In any other circumstance, they may be taken only as an
Elites choice.
Possessed Terminators
| Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |
| Possessed Terminator | 56 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+ |
Squad: The squad consists of between five to ten Chaos Space
Marine Terminators.
Weapons: Combi-bolter and either power weapon or power fist.
Transport Vehicle: The entire squad, if five models, may be
mounted in a Land Raider for +250 points (all appropriate vehicle upgrades
may be chosen).
Fearless: They never fall back and can not be pinned.
They are assumed to automatically pass any Morale check.
Possessed: Roll three times on the table below at the
start of the battle to find out what effect being possessed has on the
models in the squad. Any duplicate rolls have no effect and are lost
(e.g., if you roll 'Strong' twice the squad only gets +1 Strength and the
wecond roll is wasted).
1) Daemonically
Fast. Models in the squad move 12" in the movement phase
instead of 6" (they still only have an assault move of 6" however).
2) Fearsome.
If the sequad wins an assault, their opponents automatically have to fall
back, without a Morale check being taken. Opponents that never fall
back or that ignore Morale checks are not affected and will remain in combat.
3) Strong.
All the models in the squad have +1 Strength.
4) Frenzied.
All
the models in the squad have +1 attack.
5) Warp Assault.
Models
in the squad can assault 12" in the assault phase instead of 6".
In rough terrain, the squad can assault the highest of 2D6 x 2" inches.
6) Invulnerable!
All
the models in the squad count as having an invulnerable saving throw of
3+ (not 2+); only one save can be used.
Troops
Fast Attack
Heavy Support