leigon_rules
TRANSCRIPT
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1
THE
TRAITOR LEGIONS OF THE
ADEPTUS ASTARTES Developed by MvS With special thanks for the very particular help and invaluable input of the Warseer luminaries:
Suicide, Scribe of Khorne, Drakcore Bloodtear & Son of Sanguinius General Disclaimer This file and the lists within it are completely unofficial. They are no way endorsed by Games Workshop Limited. The file is
distributed strictly on the understanding that it is freely accessible and cannot be sold for financial gain.
To use this file correctly you must have access to copies of the Warhammer 40,000 Rulebook, Imperial Armour: The Siege of
Vraks III and the following Codices (sometimes referred to as µCodexes¶):
Space Marines, Chaos Space Marines, Chaos Daemons, Blood Angels, Space Wolves, Imperial Guard, Daemon
Hunters. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex,Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge
World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, theNurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter
logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf,the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from theWarhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries
around the world.
Used without permission.
No challenge to GW¶s status is intended. All Rights Reserved to their respective owners.2
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CONTENTS: BLACK LEGION................................................................................3-12WORD BEARERS............................................................................13-24
WORLD EATERS............................................................................25-35
THOUSAND SONS..........................................................................36-50DEATH GUARD.............................................................................51-64
EMPEROR¶S CHILDREN...............................................................65-76
NIGHT LORDS.................................................................................77-87
IRON WARRIORS...........................................................................88-97
ALPHA LEGION............................................................................98-104
RED CORSAIRS...........................................................................105-111 3
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THE BLACK LEGION The Luna Wolves, the Sons of Horus, the Black Legion ± three names, one fighting force. The Astartes of the
Black Legion are the inheritors of Horus, first Warmaster of the Imperium and most hated monster in the history of Mankind. The Legion has set itself against the Imperium of Man with a mono-maniacal precision that eclipses the
efforts of all other Chaos Legions. Across the Eye of Terror and beyond the Black Legion is amongst the mostrenowned of the armies of Chaos, possessing authority, perceived legitimacy and logistical support enough to have
united the usually disparate followers of the Chaos Gods to singular great causes on numerous occasions. The
Black Legion always capitalise on any expertise, technologies and manpower they deem useful, looting their enemies¶ weapon systems and striking alliances with renegade warbands, mercenaries and cultists of all kinds if itserves their purposes to do so.
Black Legion: All non-Fearless units are LD10 and Stubborn and they Rally automatically if they end a fall-back move within12´ of a Black Legion Independent Character or Daemon Prince Any squad of exactly 20 models may be split into four squads of 5 models, after which the Combat Squads rule
applies to the four squads. See Codex: Space Marines (C:SM) for details.
BLACK LEGION ARMOURY / SPECIAL RULES Accursed Weapon: Counts as a two-handed, Strength 6 Power WeaponBlasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.
These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Anyenemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll.Models in close-combat with aDreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steelforged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as RunicArmour (see Codex: Space Wolves for details).Chaos Mount: Daemonic Steed. The creatures of the Warp come in all shapes and sizes and with all
temperaments and allegiances. Chaos Lords sometimes manage to either enslave or secure the loyalty of suchmalefic creatures to serve as their mounts in battle. Chaos Mounts bestow the following rules upon their riders:Cavalry; +1 Attack; +1 Toughness; F leet ; May Run in the Shooting Phase. 0-1 per army.
Chaos Sorcery: The following Psychic Powers are available to Black Legion Psykers:
Bolt of Change ± (models with the Mark of Tzeentch only) exactly as in C:CSM, p.88 Doombolt ± exactly as in C:CSM, p.88
Gift of Chaos ± exactly as in C:CSM, p.88 Lash of Submission ± (models with the Mark of Slaanesh only) exactly as in C:CSM, p.88 Null Zone ± exactly as in C:SM, p.57
Nurgle¶s Rot ± (models with the Mark of Nurgle only) exactly as in C:CSM, p.88
The Gate of Infinity ± exactly as in C:SM, p.57
The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63 Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Warptime ± exactly as in C:CSM, p.88
Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63 Wind of Chaos ± exactly as in C:CSM, p.88
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Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.
Drach¶nyen & The Talon of Horus: Together these count as a Daemon Weapon. They bestow and obey thefollowing rules:
Power Weapon
Adds D6 Attacks in close combat but will hit Abbadon if this dice roll is a 1. Work out one hit against Abbadonwith no Armour Saves permitted Counter-Attack & Furious Charge
Close-combat Attacks resolved at Strength: 8
All failed Wound rolls in close-combat may be re-rolled In-built Twin-Linked Boltgun that fires Kraken Bolts (see C:SM for details) Abbadon only
Aethyric Lance: Daemon Weapon. Obeys the following rules:
Two-handed Power Weapon
+1 Strength for all Close-combat attacks May fire in the Shooting Phase: Range: 18´, Strength: 5, AP: 4, Assault D6.
A roll of 1 when establishing how many shots the Lance may make means the shots have failed and the Daemoninside the weapon has rebelled. Work out one hit against the bearer instead. No Armour Saves
0-1 per army. Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.Mark of Chaos Ascendant: Bestows the F avoured by Chaos rule and the Eternal Warrior USR, in addition to the
benefits of a Mark of Khorne, Nurgle, Slaanesh and Tzeentch (3+ Invulnerable Save in total). All benefits are
already included in Abbadon¶s rules and profile. Abbadon only.Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychic
roll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if theyrolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative. 5
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HQ Abbadon the Despoiler, Master of the Black Legion, Lupercal¶s Heir, Warmaster of Chaos ± use the profile,
unit type, number/squad for Abbadon as listed in Codex: Chaos Space Marines (C:CSM), for the rest use thefollowing:
315pts Special Rules & Equipment: Orbital Bombardment; Fearless; Mark of Chaos Ascendant; Independent
Character; Drach¶nyen & The Talon of Horus; Terminator Armour; Personal Icon
All Black Legion units in an army led by Abbadon become Fearless Abbadon must be the ultimate leader of any Chaos Space Marine force he is included within Honour Guard: Abbadon may take up to three Honour Guard units of between 3 and 10 Black Legion
Terminators, one of which he may join and lead. If so, Abbadon may take a Dreadclaw Assault Pod (see entry
below), a Chaos Land Raider or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transportvehicle. The usual space limitations for transport vehicles apply. Honour Guards count as an HQ choice that doesnot take up an HQ slot on the Force Organisation Chart.
Ygethmor, µThe Deceiver¶, Sorcerer Lord of the Black Legion ± use the profile, unit type, number/squad, and
wargear for Chaos Sorcerers in C:CSM, for the rest use the following:
200pts Special Rules & Equipment: Black Legion; Independent Character; Favoured of Chaos (4+ Invulnerable
Save); Psyker; Force Weapon. May choose Psychic Powers from the Chaos Sorcery list in the Armoury.
Ygethmor may purchase a Chaos Mark at the cost listed in the C:CSM entry Master of Sorcery: Bestows the following rules -
o May choose up to three Psychic Powers from those available in C:CSM
o May make three Psychic Tests per player turn
May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts May purchase Chaos Armour, +15pts
May purchase a Portal Key, +20pts
May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with Terminator Armour (see below) Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Lightning Claw
(+10pts); Storm Shield (+10pts); Power Fist (+20pts)
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
0-1 Black Legion Daemon Prince ± use the rules and options for Daemon Princes in Codex: Chaos Daemons
(C:CD) but with the following alteration: Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion Daemon
Princes deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.6
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Black Legion Captain ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lords inC:CSM, for the rest use the following:
Special Rules & Equipment: Black Legion; Independent Character May purchase any Chaos Mark at the cost listed in the C:CSM entry
May purchase F avoured by Chaos, +15pts May purchase Chaos Armour, +15pts
May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts
May replace his CCW with one of the following:o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Accursed Weapon (+30pts); Chainfist
(+30pts)
May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts);
Lightning Claw (+15pts); Storm Shield (+15pts); Power Fist (+25pts); Chainfist (+30pts);
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts) Terminator Armour (see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+30pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Accursed Weapon (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Power Weapon
(+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist (+20pts); Chainfist (+25pts); Heavy Flamer (+25pts)
o May purchase a Personal Icon, +5pts
Black Legion Sorcerer ± use the points cost, profile, invulnerable save, unit type, number/squad, and Wargear
options for Chaos Sorcerers in C:CSM, for the rest use the following: Special Rules & Equipment: Black Legion; Independent Character; Favoured of Chaos (4+ Invulnerable
Save); Psyker; Force Weapon, Psychic Powers are chosen for free, +50pts May choose Psychic Powers from the Chaos Sorcery list in the Armoury.
May purchase a Chaos Mark at the cost listed in the C:CSM entry May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase Chaos Armour, +15pts May purchase a Portal Key, +20pts May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Jump Pack (+20pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
May replace his Force Weapon with one of the following:
o Aethyric Lance (free); Daemon Weapon (free)
May replace Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Storm Shield (+10pts); Power Fist (+20pts)
May purchase a Personal Icon, +5pts May purchase a Familiar, +3pts
May purchase a Chaos Mark at the cost listed in the C:CSM entry
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ELITES Chosen Black Legionnaires ± use the profile, unit type, number/squad, wargear, Aspiring Champion option and
cost, and Chaos Icon options for Chosen Chaos Marines in C:CSM, but for the rest use the following: 20pts per model (p/m)
Special Rules & Equipment: Black Legion; all models have A:2 Any model may take Melta Bombs, +5pts p/m
The entire unit may be given Chaos Armour, +18pts p/m
The Aspiring Champion may replace all Close-combat and Rapid Fire weapons with a single Accursed Weapon,+30pts Any model may replace his CCW and/or Bolt Pistol/Boltgun with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Bolter (+5pts); Storm Shield (+15pts); Power Weapon (+15pts); Plasma
Pistol (+15pts); Power Fist (+25pts)
One Black Legionnaire may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Black Legionnaire may replace his existing weaponry with oneof the following:
o Missile Launcher (+5pts); Autocannon (+5pts); Heavy Bolter (+5pts); Multi-Melta (+5pts); Plasma Cannon
(+15pts); Lascannon (+15pts)
One unit of Chosen Black Legionnaires may be given Jump Packs at +10pts p/m. Models with Jump Packs may
not carry Rapid Fire or Heavy Weapons Models in Honour Guard units may swap Boltguns, Bolt Pistols & CCW¶s with Accursed Weapons, +30pts p/m Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take a
Chaos Land Raider or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply Black Legion Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion
upgrade for Chaos Terminators in C:CSM, but for the rest use the following: 30pts p/m
Special Rules & Equipment: Black Legion
Any model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts); Thunder Hammer (15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+10pts); Power Weapon (+10pts); Power Fist
(+20pts); Chainfist (+25pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Models in Honour Guard units may swap their Power Weapons with Accursed Weapons, +15pts p/m Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider
or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
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Possessed Black Legionnaires ± use all the rules and options for Possessed Chaos Space Marines in C:CSM butwith the following additions and alterations:
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
Acolyte of the Dark Mechanicum ± use the points cost, profile, unit type and wargear for Techmarines in C:SM,
for the rest use the following:
Special Rules & Equipment: Black Legion; Acolyte of the Dark Mechanicum (see Iron Warriors list for details) May not purchase a Storm Bolter but may purchase a Twin-Linked Boltgun, +3pts
May replace his Bolt Pistol and/or CCW with a Storm Shield, +15pts
May upgrade Servo-Arm to a Servo-Harness, +25pts All standard wargear (except Servo-arms or Servo-Harnesses) can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon, +35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Thunder Hammer (+15pts);
Chainfist (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Storm Shield (+10pts);
Power Fist (+20pts)
Servitors may be taken regardless of the armour worn by the Acolyte.
Black Legion Dreadnoughts ± pick any Dreadnought variant available in C:SM but with the following changes: Venerable Dreadnoughts do not roll on the µCrazed¶ table. All other Dreadnoughts must
Venerable Dreadnoughts may purchase Daemonic Possession, +45pts.
Any Dreadnought may purchase Blasphemous Runes, +10pts Transport: May take a Dreadclaw Assault Pod (this replaces the option for a Space Marine Drop Pod)
TROOPS Black Legion Space Marines ± use the profile, unit type, number/squad, wargear, Aspiring Champion option and
cost, and Chaos Icon options for Chaos Space Marines in C:CSM, but for the rest use the following:
16pts p/m Special Rules & Equipment: Black Legion
The Aspiring Champion may be given Melta Bombs, +5pts The Aspiring Champion may replace his Bolt Pistol & Boltgun with one of the following:
o Combi-Bolter (+5pts); Power Weapon (+15pts); Plasma Pistol (+15pts); Power Fist (+25pts)
One Black Legionnaire may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Black Legionnaire may replace his existing weaponry with oneof the following:
o Missile Launcher (+5pts); Autocannon (+5pts); Heavy Bolter (+5pts); Multi-Melta (+5pts); Plasma Cannon
(+15pts); Lascannon (+15pts)
Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply
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0-1 Word Bearers Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion Space Marines in play. See appropriate entries for details
0-1 World Eaters Space Marines ± a single unit may be taken providing there is at least one unit of Black LegionSpace Marines in play. See appropriate entry for details
0-1 Thousand Sons Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion Space Marines in play. See appropriate entry for details
0-1 Death Guard Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion
Space Marines in play. See appropriate entry for details0-1 Emperor¶s Children Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion Space Marines in play. See appropriate entry for details
0-1 Night Lords Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion
Space Marines in play. See appropriate entry for details0-1 Iron Warriors Space Marines ± a single unit may be taken providing there is at least one unit of Black Legion Space Marines in play. See appropriate entry for details
0-1 Alpha Legion Space Marines ± a single unit may be taken providing there is at least one unit of Black LegionSpace Marines in play. See appropriate entries for details
FAST ATTACK Black Legion Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion upgradecost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following:
25pts p/m Special Rules & Equipment: Black Legion; Space Marine Bikes
The Aspiring Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the followingrules:
o Toughness 5; +1 Wound; Heavy Bolter
o Heavy Bolter may be upgraded to a Multi-Melta, +10pts
Black Legion Raptors ± use the rules for Black Legion Space Marines (above) but with the following additions: 20pts p/m
Special Rules & Equipment: Black Legion; Jump Packs
No Heavy Weapons may be chosen & no Rapid Fire weapons may be used If there are 10+ models in the squad, one further Black Legion Raptor may replace his existing weaponry with
one of the following:o Flamer (+5pts); Meltagun (+15pts); Plasma Pistol (+15pts)
May not take a transport vehicle
Black Legion Land Speeder Squadron ± use the rules for Land Speeder Squadrons in C:SM 11
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HEAVY SUPPORT Black Legion Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion
upgrade for Chaos Terminators in C:CSM, but for the rest use the following: 30pts p/m
Special Rules & Equipment: Black Legion Any model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts); Thunder Hammer (15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+10pts); Power Weapon (+10pts); Power Fist
(+20pts); Chainfist (+25pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Models in Honour Guard units may swap their Power Weapons with Accursed Weapons, +15pts p/m Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider
or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
Black Legion Havocs ± use the rules for Black Legion Space Marines (above) but with the following options and
alterations:
Up to four Black Legionnaire Havocs may replace their existing weaponry with one of the following:o Flamer (+5pts); Heavy Flamer (+10pts); Heavy Bolter (+15pts); Missile Launcher (+15pts); Autocannon
(+20pts); Plasma Cannon (+25pts); Multi-Melta (+30pts); Lascannon (+35pts);
Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. Theusual space limitations for transport vehicles apply
Black Legion Dreadnoughts ± pick any Dreadnought variant except Venerable Dreadnoughts from C:SM butwith the following changes:
Black Legion Dreadnoughts are Crazed, see C:CSM for details
All vehicle upgrades must be chosen from the Dreadnought entry in C:CSM
May purchase Blasphemous Runes, +10pts Transport: May take a Dreadclaw Assault Pod (this replaces the option for a Space Marine Drop Pod)
Black Legion Obliterator Cult ± use exactly as it appears in C:CSM.Black Legion Predator ± use exactly as it appears in C:CSM, with the following addition:
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Black Legion Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a Siege
Shield, see Codex; Space Marines for details, with the following addition:
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
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Black Legion Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but withthe following additions and alterations:
230pts Transport Capacity: 10 models
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Black Legion Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
240pts
Transport Capacity: 12 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for atotal of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts Counts as a Chaos Icon
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Black Legion Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the following additionsand alterations:
BS:4 May purchase Blasphemous Runes, +10pts p/m
Use the rules for Daemonic Possession cited in this list, +30pts SUMMONED DAEMONS & CHAOS SPAWN 0-1 Summoned Greater Daemon ± use the rules and options for Summoned Greater Daemons in C:CSM
0-2 Summoned Lesser Daemons ± use exactly as they appear in C:CSM.Chaos Spawn ± use exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models.
Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Morale
test to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unitimmediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in a
direction chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
May purchase Blasphemous Runes, +10pts13
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THE WORD BEARERS LEGION The Word Bearers were the first of the Adeptus Astartes to embrace what they view to be the truth of matters
concerning gods and men ± a truth, they maintain, the Emperor sought to suppress for his own benefit. The WordBearers bend their every effort to spreading the teachings of the Urizen, their divine Master, and preach against the
stale and repressive creed of the Corpse Emperor of Mankind. Of all the Astartes Legions the Word Bearersremain the First Chosen and most faithful of all servants of Chaos.
Word Bearers:
All non-Fearless units are LD10 and they Rally automatically if they end a fall-back move within 12´ of a WordBearers Independent Character or Daemon Prince No models may possess any Chaos Mark whatsoever and may only purchase Icons of Chaos Glory
Any squad of exactly 20 models may be split into two squads of 10 models, after which the Combat Squads rule
applies to the four squads. See C:SM for details.
WORD BEARERS ARMOURY / SPECIAL RULES Accursed Weapon: Counts as a two-handed, Strength 6 Power WeaponBlasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.
These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with a
Dreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Blessed Crozier: Counts as a single handed Strength 6 Power Weapon.Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steelforged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as Runic
Armour (see Codex: Space Wolves for details).Urizenian Theomancy: The following Psychic Powers are available to Word Bearer Theosophists: Divine Wrath (counts as J aws of the World Wolf ) ± exactly as in C:SW, p.37
Doombolt ± exactly as in C:CSM, p.88
Gift of Chaos ± exactly as in C:CSM, p.88 The Gate of Infinity ± exactly as in C:SM, p.57 The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63
Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Warptime ± exactly as in C:CSM, p.88 Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
Wind of Chaos ± exactly as in C:CSM, p.88 Chaos Mount: Daemonic Steed. The creatures of the Warp come in all shapes and sizes and with all
temperaments and allegiances. Chaos Lords sometimes manage to either enslave or secure the loyalty of such
malefic creatures to serve as their mounts in battle. Chaos Mounts bestow the following rules upon their riders:
Cavalry; +1 Attack; +1 Toughness; F leet ; May Run in the Shooting Phase. 0-2 per army. 14
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Crozier Sacra: Daemon Weapon. Obeys the following rules: Accursed Weapon
Any unsaved Wound causes Instant Death Will rebel against Kor Phaeron on any to-Hit roll with two or more 1¶s. Work out one hit against Phaeron with
no Armour Saves permitted Kor Phaeron only
Crozier Deimos: Daemon Weapon. Obeys the following rules: Single Handed Power Weapon +D6 Attacks. Will hit Erebus if this D6 roll is a 1. Work out one hit against Erebus with no Armour Saves
permitted
Bearer re-rolls all failed Hit and Wound rolls in close-combat Erebus only
Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of every
owning-player¶s turn.Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.
No Invulnerable Save may ever better 3+.Icon of Chaos Glory: The unit may re-roll failed Morale tests.Portal Key: Portals Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychic
roll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if theyrolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Theosophist: Chaos Sorcerer. Psyker; May choose Psychic Powers available to Sorcerers without Chaos Marks.
May re-roll Psychic tests of double-ones and double-sixes, the second roll applies. Does not have to re-rollsuccessful Invulnerable Saves against successful P erils of the Warp attacks.Transfigured Crozier: Counts as two-handed Strength 6 Force Weapon and the bearer counts as a Psyker in all
senses and may make one Psychic Test in each of his Assault Phases. He may not choose any additional Psychic
Powers.Urizen¶s Blessing: Since ascending to godhood (or µdaemonhood¶, depending upon one¶s perspective) Lorgar
bestows his blessing upon his most favoured servants, granting them supernatural protection and amazing powersof persuasion & intimidation that can rob their enemies of the will to fight. The Urizen¶s Blessing counts as a mixof all the following: P ersonal Icon; Icon of Chaos Glory; Transfixing Gaze; Instrument of Chaos, Blessing of the
Blood God and Aura of Acquiescence Chaos Gifts. If one model in a unit possesses the Urizen¶s Blessing, his
entire unit benefits from the Icon of Chaos Glory re-roll. 15
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HQ Kor Phaeron, Master of the Faith, Lord of the First Company ± use the statline, special rules and basic points
cost for Chaos Lords in C:CSM but with the following additional rules: 265pts
Special Rules & Equipment: Orbital Bombardment; The Urizen¶s Blessing; Eternal Warrior; Favoured byChaos; Fearless (along with any squad he joins and/or all Word Bearers units fully or partially within 6´ of
Phaeron); Crozier Sacra; Terminator Armour; Storm Shield
Honour Guard: Kor Phaeron may take an Honour Guard of between 3 and 10 Terminators chosen from theWord Bearers Terminators entry. Honour Guards count as an HQ choice that does not take up an HQ slot on theForce Organisation Chart.
Transport: If accompanied by an Honour Guard, Kor Phaeron may take a Dreadclaw Assault Pod, a Chaos
Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space limitationsfor transport vehicles apply
Lord Erebus, Dark Apostle, First Chaplain of the Word Bearers ± use the statline and special rules for ChaosLords in C:CSM but with the following additions:
270pts
Special Rules & Equipment: The Urizen¶s Blessing; Word Bearers; Favoured by Chaos; Theosophist; Crozier Deimos; Jump Pack; Chaos Armour; Storm Shield
Ignore the points cost for Psychic Powers. Erebus may choose for free. Honour Guard: Erebus may take an Honour Guard of between 3 and 10 Blessed Hosts chosen from the
appropriate entry. If he does so, the Hosts come with the Daemonic F light rule and may not roll on the PossessedAbilities Table. Honour Guards count as an HQ choice that does not take up an HQ slot on the Force Organisation
Chart. The Warmonger WS: 6, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 11 ] I: 4, A: 3 Pts: 230 Unit Composition: Unique Word Bearers Dreadnought. Unit Type: Vehicle (Walker)
Wargear:
o Dreadnought CCW with integrated Heavy Flamer o Plasma Cannon
o Smoke Launchers
o Extra Armour
o Blasphemous Runes
o Searchlight
Special Rules:
o The U rizen¶s Blessing
o V enerable
o Counter-Attack
o F riendly models within 12´ are F earless
Transport: May take a Dreadclaw Assault Pod
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0-1 Word Bearers Dark Apostle ± use the points cost, profile, invulnerable save and unit type for Chaos Lords inC:CSM, for the rest use the following:
Special Rules & Equipment: Word Bearers; The Urizen¶s Blessing; Independent Character; Power Armour;Bolt Pistol; Blessed Crozier; +65pts
Blessed Crozier may be upgraded to a Transfigured Crozier, +10pts May purchase F avoured by Chaos, +15pts
May purchase Eternal Warrior, +40pts
May purchase Chaos Armour, +15pts May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts); Power
Fist (+25pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Daemonic Steed (+45pts); Terminator Armour (see
below) All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Blessed Crozier,
+25pts
o Blessed Crozier may be upgraded to a Transfigured Crozier, +10pts
o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Storm Shield (+10pts);
Lightning Claw (+10pts); Power Fist (+20pts); Chainfist (+25pts); Heavy Flamer (+25pts) Disciples: Apostles may take an Honour Guard of between 3 and 10 Proselytisers (see their entry for details). If the Apostle is equipped with Terminator Armour then the Disciple Honour Guard must be chosen from the Word
Bearers Terminator entry. Honour Guards count as an HQ choice that does not take up an HQ slot on the ForceOrganisation Chart.
Transport: If accompanied by an Honour Guard, the Apostle may take a Dreadclaw Assault Pod, a Chaos
Rhino, a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usualspace limitations for transport vehicles apply
0-1 Word Bearers Seraphic Prince ± use the rules and options for Daemon Princes in C:CD but with the
following additions: The U rizen¶s Blessing , +35pts
Use the rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion DaemonPrinces deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish. May not purchase a Mark of Chaos, but may choose a maximum of 7 Chaos Gifts from any mix of the Chaos,
Khorne, Tzeentch, Slaanesh and/or Nurgle Chaos Gifts lists
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Word Bearers Coryphaus ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lordsin C:CSM, for the rest use the following:
Special Rules & Equipment: Word Bearers; Independent Character May purchase F avoured by Chaos, +15pts
May purchase Chaos Armour, +15pts May Purchase The U rizen¶s Blessing , +40pts
May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts
May replace his CCW with one of the following:o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Chainfist (+30pts); Daemon Weapon for
Lords with no Marks (+40pts)
May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts);
Lightning Claw (+15pts); Storm Shield (+15pts); Power Fist (+25pts); Chainfist (+30pts);
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Daemonic Steed (+45pts); Terminator Armour (see
below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,+30pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Accursed Weapon (+15pts);
Aethyric Lance (+25pts); Daemon Weapon (+25pts)o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Power Weapon
(+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist (+20pts); Chainfist (+25pts); Heavy Flamer
(+25pts)
o May purchase a Personal Icon, +5pts
o May purchase any Chaos Mark at the cost listed in the C:CSM entry
Word Bearers Theosophist ± use the points cost, profile, unit type, number/squad, wargear and psychic power options for Chaos Sorcerers in C:CSM, for the rest use the following: Special Rules & Equipment: Word Bearers; Independent Character; Favoured of Chaos (4+ Invulnerable
Save); Theosophist; Force Weapon; Psychic Powers are chosen for free, +65pts
May Purchase The U rizen¶s Blessing , +40pts
May purchase a Familiar, +3pts May purchase Chaos Armour, +15pts May purchase a Portal Key, +20pts
May replace his Force Weapon with a Daemon Weapon (free) May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Jump Pack (+20pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
o May replace his Force Weapon with a Daemon Weapon (free)
o May replace Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Storm Shield (+10pts); Power Fist (+20pts)
o May purchase a Familiar, +3pts
o May Purchase the Urizen¶s Blessing, +35pts
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ELITES Heresy-Era Word Bearers Dreadnoughts WS: 5, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 185
Unit Composition: 1 Word Bearers Dreadnought.Unit Type: Vehicle (Walker)
Wargear:
Dreadnought CCW with integrated Heavy Flamer Plasma Cannon Smoke Launchers
Searchlight
Special Rules: Venerable
Crazed does not apply May purchase The U rizen¶s Blessing , +35pts
Wargear Options: May purchase Extra Armour, +15pts
May purchase Daemonic Possession, +30pts May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Assault Cannon with one of the following:
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod
Acolyte of the Dark Mechanicum ± use the points cost, profile, unit type and wargear for Techmarines in C:SM,
for the rest use the following: Special Rules & Equipment: Word Bearers; Acolyte of the Dark Mechanicum (see Iron Warriors list for
details)
May not purchase a Storm Bolter but may purchase a Twin-Linked Boltgun, +3pts May replace his Bolt Pistol and/or CCW with a Storm Shield, +15pts May upgrade Servo-Arm to a Servo-Harness, +25pts
All standard wargear (except Servo-arms or Servo-Harnesses) can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon, +35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Thunder Hammer (+15pts);
Chainfist (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Storm Shield (+10pts);
Power Fist (+20pts)
Servitors may be taken regardless of the armour worn by the Acolyte.
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Word Bearer Proselytisers ± use the profile, unit type, number/squad, wargear and Aspiring Champion upgradeand cost for Chosen Chaos Space Marines in C:CSM, but for the rest use the following:
20pts p/m Special Rules & Equipment: Word Bearers; all models have A:2
The Aspiring Champion may replace all other Close-combat and Rapid Fire weapons with a Accursed Weapon,+30pts
The Aspiring Champion may purchase The U rizen¶s Blessing, +20pts.
Any model may take Melta Bombs, +5pts p/m One model may purchase an Icon of Chaos Glory, +5pts The entire unit may be given Chaos Armour, +18pts p/m
Any model may replace his CCW and/or Bolt Pistol & Boltgun with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Bolter (+5pts); Storm Shield (+15pts); Power Weapon (+15pts); Plasma
Pistol (+15pts); Power Fist (+25pts)
One Proselytiser may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Proselytiser may replace his existing weaponry with one of the
following:
o Missile Launcher (+5pts); Autocannon (+5pts); Heavy Bolter (+5pts); Multi-Melta (+5pts); Plasma Cannon
(+15pts); Lascannon (+15pts)
One unit per army may be given Jump Packs, +10pts p/m. Models with Jump Packs may not carry Rapid Fire or Heavy Weapons Models in Honour Guard units may swap Boltguns, Bolt Pistols & CCW¶s with Accursed Weapons, +30pts p/m
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take a
Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
0-2 Blessed Hosts ± use the profile, Possessed Champion upgrade option, unit type, number/squad and Wargear for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations:
30pts p/m
The Urizen¶s Blessing ± applies to the entire unit The Possessed Abilities Table is replaced with the following table:
o 1 = Daemonic Flight (entire unit counts as having Jump Packs)o 2 = Furious Charge
o 3 = Fleet
o 4 = Unholy Might (see C:CD for details)
o 5 = Feel No Pain
o 6 = Power Weapons
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
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Word Bearer Terminators ± use the profile, unit type, number/squad, wargear and Terminator Championupgrade for Chaos Terminators in C:CSM, but for the rest use the following:
30pts p/m Special Rules & Equipment: Word Bearers
Any Champion may purchase The U rizen¶s Blessing, +15pts p/m. Champions with The U rizen¶s Blessing may replace their Power Weapons with Accursed Weapons, +15pts p/m
One model may purchase an Icon of Chaos Glory, +5pts
Any other model may replace his Power Weapon with one of the following:o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+10pts); Power Fist (+10pts); Chainfist
(+15pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space limitations for transport
vehicles apply
TROOPS
Word Bearer Space Marines ± use the profile, unit type, number/squad, wargear and Aspiring Championupgrade and cost for Chaos Space Marines in C:CSM, but for the rest use the following: 16pts p/m
Special Rules & Equipment: Word Bearers
The Aspiring Champion may take Melta Bombs and/or a Personal Icon, +5pts per item The Aspiring Champion may replace his Bolt Pistol & Boltgun with one of the following:
o Combi-Bolter (+5pts); Power Weapon (+15pts); Storm Shield (+15pts); Plasma Pistol (+15pts); Power Fist
(+25pts) One model may purchase an Icon of Chaos Glory, +5pts
One Word Bearer may replace his existing weaponry with one of the following:
o Flamer (free); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Word Bearer may replace his existing weaponry with one of
the following:o Missile Launcher (+3pts); Autocannon (+3pts); Heavy Bolter (+3pts); Multi-Melta (+3pts); Plasma Cannon
(+5pts); Lascannon (+10pts)
Cultists: For every unit of Word Bearer Space Marines in your army, you may take one unit of Lorgarian
Cultists led by a single Word Bearer Aspiring Champion. Such units do not take up any slots on the ForceOrganisation Chart but count as Troops choices in all other matters. See entry below for details Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply
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Lorgarian Cultists ± use all the rules and options for the Disciples of Xaphan in Imperial Armour: Siege of VraksIII, but with the follower alterations:
The Disciples of Xaphan Champion is replaced with a Word Bearer Aspiring Champion, see entry above for details
While the Aspiring Champion lives, the entire unit benefits from the Word Bearers rules One model may purchase an Icon of Chaos Glory, +5pts
Transport: The squad may take a Chimera as a dedicated transport vehicle. All vehicle options must be chosen
from those available to Chaos Land Raiders, plus the following:o May purchase Blasphemous Runes, +10pts
o May purchase Daemonic Possession, +40pts
0-3 Blessed Hosts ± use the profile, Possessed Champion upgrade option, unit type, number/squad and Wargear
for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations:
30pts p/m The Urizen¶s Blessing ± applies to the entire unit The Possessed Abilities Table is replaced with the following table:
o 1 = Daemonic Flight (entire unit counts as having Jump Packs)
o 2 = Furious Charge
o 3 = Fleet
o 4 = Unholy Might (see C:CD for details)
o 5 = Feel No Pain
o 6 = Power Weapons
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
FAST ATTACK Word Bearer Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion upgrade
cost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following: 25pts p/m Special Rules & Equipment: Word Bearers; Space Marine Bikes
One model may purchase an Icon of Chaos Glory, +5pts The Aspiring Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the following
rules:
o Toughness 5; +1 Wound; Heavy Bolter
o Heavy Bolter may be upgraded to a Multi-Melta, +10pts
Word Bearers µCherubim¶ ± use the rules for Word Bearers Space Marines (above) but with the followingadditions:
20pts p/m Special Rules & Equipment: Jump Packs No Heavy Weapons may be chosen & no Rapid Fire weapons may be used
If there are 10+ models in the squad, one further Cherubim may replace his existing weaponry with one of the
following:
o Flamer (+5pts); Meltagun (+15pts); Plasma Pistol (+15pts)
May not take a transport vehicle
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HEAVY SUPPORT Word Bearer Adjudicators ± use the rules for Word Bearer Space Marines (above) but with the following
options and alterations: The Champion may replace his Bolt Pistol & Boltgun with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Bolter (+5pts); Power Weapon (+15pts); Plasma Pistol (+15pts); Power
Fist (+25pts)
Up to four Adjudicators may replace their existing weaponry with one of the following:
o Flamer (+5pts); Heavy Flamer (+10pts); Heavy Bolter (+15pts); Missile Launcher (+15pts); Autocannon(+20pts); Plasma Cannon (+25pts); Multi-Melta (+30pts); Lascannon (+35pts); Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply Word Bearer Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion
upgrade for Chaos Terminators in C:CSM, but for the rest use the following: 30pts p/m Special Rules & Equipment: Word Bearers
Champions may purchase The U rizen¶s Blessing, +15pts p/m. Champions with The U rizen¶s Blessing may replace their Power Weapons with Accursed Weapons, +15pts p/m
One model may purchase an Icon of Chaos Glory, +5pts
Any other model may replace his Power Weapon with one of the following:o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+10pts); Power Fist (+10pts); Chainfist
(+15pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space limitations for transport
vehicles apply Word Bearers Obliterator Cult ± use exactly as in C:CSM
Word Bearers Predator ± use exactly as it appears in C:CSM, with the following addition: May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Word Bearers Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a SiegeShield, see Codex; Space Marines for details, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Word Bearers Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the following additions
and alterations: BS:4
May purchase Blasphemous Runes, +10pts p/m Use the rules for Daemonic Possession cited in this list, +30pts
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Word Bearers Dreadnoughts WS: 5, BS: 4, St.: 6 (10), [ F: 12, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 120Unit Composition: 1 Word Bearers Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Dreadnought CCW with integrated Heavy Flamer
Plasma Cannon Smoke Launchers Searchlight
Special Rules: Crazed
Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10ptso Twin-Linked Autocannon, +10pts
May replace Assault Cannon with one of the following:
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod Word Bearers Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but
with the following additions and alterations: 230pts
Transport Capacity: 10 models The Land Raider may take a pintle-mounted Multi-Melta, +10pts
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Word Bearers Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations: 240pts
Transport Capacity: 12 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for a
total of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts Counts as a Chaos Icon May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
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SUMMONED DAEMONS & CHAOS SPAWN 0-1 Scion of His Word ± use the rules and options for Daemon Princes in C:CD but with the following additions:
May not purchase a Mark of Chaos May not purchase any Chaos Gifts except Daemonic F light and Iron Hide
The Urizen¶s Blessing: the Scion must be given the Urizen¶s Blessing at +35pts. Use all rules for Daemon Princes found within C:CD except those for deployment. Note that the rules for
summoning Greater Daemons found in C:CSM apply to summoned Word Bearer Daemon Princes. The daemon
may not Assault in the same turn that it arrives in play. Summoned Divine Emissaries ± use the rules for Summoned Lesser Daemons exactly as they appear in C:CSM.Purgatorian ± use the rules for Chaos Spawn exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or DaemonicPossession at +40pts.
Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with thefollowing changes:
Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoidImpassable Terrain, vehicles and friendly models, not enemy models.
Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Moraletest to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal. Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in a
direction chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless). May purchase Blasphemous Runes, +10pts
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THE WORLD EATERS LEGION The World Eaters are unlike any other Space Marines dedicated to the Blood God. Following the lead of their
furious Primarch, Angron, the World Eaters were the first and most zealous of all Astartes to give their souls to theChaos God Khorne. The World Eaters exist only to glorify their chosen deity through endless battle, bloodshed
and slaughter. World Eaters are Khornate Berserkers unlike any others that may be found in the many warbands,Chapters and even Legions of Space Marines dedicated to Chaos, and they are certainly the most favoured in the
eyes of their God.
World Eaters: All World Eaters units have F urious Charge All World Eater units with a WS are WS:5, unless they already possess a higher WS
Battle Madness: If a non-Fearless World Eaters unit loses 50% of its models or if it fails any Morale or
Pinning tests, or any other Leadership-based test during play, that unit immediately becomes subject to theBerserker rule until the end of their next player turn. If all HQ choices and Special Characters are equipped with Terminator Armour (or the Crimson Harness in the
case of Kharn), World Eater Terminators may be chosen as Heavy Support choices and as Troops choices, takingthe place of World Eater Space Marines in all senses. If so, no unit types equipped with Power Armour, Artificer
Armour or Khornate Battle Harnesses may be chosen, and any Terminator unit may take a Land Raider Carnage as
a dedicated transport vehicle Units of exactly 16 models may be split into two sub-units of 8 models, after which the Combat Squads rule
applies (see C:SM for details) No Psykers or Sorcerers of any kind may be included in a World Eaters force
WORLD EATERS ARMOURY / SPECIAL RULES Berserker: This rule may only be given to Independent Characters and/or Elite units of exactly 8 or 16 models.Independent Characters with the Berserker rule bestow the rule upon any unit they join. Berserkers have thefollowing rules: Leadership: 7; Fearless; Fleet; Feel No Pain; Rage, must move towards any visible enemy within
16´ during the Movement Phase; Must always Run towards any visible enemy unit within 16´ during the Shooting
Phase; Berserkers may not purchase or use Jump Packs or Space Marine Bikes . Units with Blessing of the Blood God may restrain themselves from making the compulsory Rage and compulsory Run moves by passing aLeadership Test on 2D6. Berserkers never count as Scoring Units.
Berserker Chain Axe: Brutally efficient single-handed chain-axes with ergonomic grips and hardened mono-
molecular cutting teeth. They count as standard CCW¶s that double the bearer¶s basic Attack profile. If a modelcarries two Berserker Chain Axes he gains a single additional Attack on top of this. May not be used by models in
Terminator Armour.Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with a
Dreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to makeBlessed Above All: Kharn is completely immune to all Psychic Powers. Force Weapons count as normal Power
Weapons against him. This trumps the Blessing of the Blood God rule. Kharn only.
Blessing of the Blood God: Exactly as it appears in C:CD. 26
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Blood Feeder: Daemon Weapon, exactly as it appears in C:CSM. 0-1 per army.Bone Render: Daemon Weapon. Obeys the following rules:
2 Handed Power Weapon +1 Strength
Bearer re-rolls failed to-Wound rolls Roll a D6 whenever you wish to use it. Will hit its bearer on a roll of 1. Work out one hit against bearer with no
Armour Saves permitted
0-1 per army The Crimson Harness: Heavy Armour gifted by Khorne to his most favoured servant. 2+ Armour Save; May
teleport and Deep Strike as if wearing Terminator Armour; +1 to Invulnerable Save, giving Kharn a 3+
Invulnerable Save; 3+ Invulnerable Save against all Gifts of Chaos with a given Range. Kharn only. Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.Khornate Decapitator: Counts as a Master Crafted single-handed Rending Power Axe. The bearer may gain +1
Close-combat Attack only if he carries two Decapitators.Gorechild: Power Weapon. Always hits on a roll of 2+. Rending against all non-vehicle / non-Gargantuan units.
Bestows +2D6 to Kharn¶s Armour Penetration rolls. Kharn only. Juggernaut of Khorne: Daemonic Steed. Bestows +1 Strength; +1 Toughness; +1 Attack; +1 Wound; F leet ;
Cavalry; Always an Independent Character; Must always Run towards an enemy unit (owning players choice) inthe Shooting Phase. Independent Characters with the Berserker rule retain this rule even if mounted on aJuggernaut. 0-1 per army.Khornate Battle Harness: Essentially an improved form of Chaos Armour. Counts as Artificer Armour that also
bestows the Blessing of the Blood God Chaos Gift.Khornate War Glaive: Two-handed weapon. Counts as a Chainfist. Strikes at Initiative 4 (unless the bearer¶sInitiative is already lower than this). Bearers do not gain +1 Attack for assaulting. No other weapons may be
carried or used by the bearer, including grenades. May not be used by models riding Chaos Space Marine Bikes
Mark of Khorne: +1 Attack on starting profileSkull Flayer: A viciously-barbed alloy whip, crackling with high-voltage electricity. Possesses the following
profile and special rules: Range: 6´, Strength: 7, AP: 2, Assault 1 May not be used by models in Terminator Armour
0-1 per army
The Betrayer: If Kharn any of Kharn¶s to-hit rolls comes up as a 1 work out a single hit against any friendlymodel in the same combat alongside Kharn, as if they were hit by the enemy. Make as many attacks against
friendly units as there are 1¶s rolled by Kharn. If there are no friendly models in the same combat as Kharn, these
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HQ Kharn µthe Betrayer¶, Berserker Warlord and First Captain of the World Eaters Legion ± use the profile,
unit type, number/squad in C:CSM, but with the following changes/additions: 255pts
Special Rules & Equipment: World Eaters; Berserker; Eternal Warrior; Favoured by Chaos (4+ InvulnerableSave); Counter Attack; The Betrayer; Blessed Above All; Gorechild; Flamer; No Grenades.
May swap Power Armour for The Crimson Harness, +30pts
Maim! Kill! Burn!: o Kharn¶s Berserker rule extends to any Honour Guards he leads.
o Kharn and any Honour Guards he leads may never attempt to restrain themselves from any compulsory
movement bestowed by the Berserker rule.
o Kharn and his unit must prioritise enemy Monstrous Creatures, Independent Characters and Eternal Warriors
wherever possible.
o Kharn may still shoot his Flamer at the end of any Run move and providing that he only targets the unit he is
running towards.
o The Flamer does not give him any additional attacks in Close-Combat.
Berserker Warlord: Kharn may take an Honour Guard of precisely 7 World Eater Devourers. If Kharn isequipped with The Crimson Harness then the seven-man Honour Guard may be chosen from the World Eater
Terminator entry instead. Kharn may not join any other unit and no unit he leads may ever restrain itself from
Running in the Shooting Phase. Honour Guards count as an HQ choice that does not take up an HQ slot on theForce Organisation Chart. Transport: If accompanied by an Honour Guard, Kharn may take a Dreadclaw Assault Pod, Chaos Rhino, a
Chaos Land Raider or a Chaos Land Raider Carnage as a dedicated transport vehicle. The usual space limitationsfor transport vehicles apply.
Zhufor, µThe Butcher of Vraks¶, Lord of the Skull Takers ± use the rules and options for Zhufor in ImperialArmour: The Siege of Vraks III, but with the following additions and alterations: Special Rules & Equipment: World Eater, Counter Attack; +20pts
May purchase Orbital Bombardment, +20pts Blood Brothers: The Skull Takers Bodyguard option is ignored. Instead, Zhufor may take an Honour Guard of
precisely 7 World Eater Terminators (see below). Honour Guards count as an HQ choice that does not take up an
HQ slot on the Force Organisation Chart. Transport: If accompanied by an Honour Guard, Zhufor may take a Dreadclaw Assault Pod, Chaos Rhino, aChaos Land Raider or a Chaos Land Raider Carnage as a dedicated transport vehicle. The usual space limitations
for transport vehicles apply.
0-1 World Eaters Daemon Prince ± use the points cost, rules and options for Daemon Princes in C:CD but withthe following additions:
Special Rules & Equipment: World Eaters; Counter Attack; Berserker, +65pts Must purchase the Mark of Khorne
May purchase a Khornate Battle Harness, +50pts
Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion DaemonPrinces deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
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World Eaters Skull Priest ± use the following rules and options: 185pts
WS:5, BS:4, S:4, T:4, W:2, I:4, A:2, Ld:10, Sv: 2+/ 4++ Special Rules & Equipment: World Eaters; Berserker; Counter Attack; Mark of Khorne (already shown on
profile); Independent Character; Counts as an Aspiring Champion for the purposes of summoning daemons;Personal Icon; Khornate Battle Harness; Khornate War Glaive
Khorne¶s Favour: The Skull Priest and any non-vehicle and non daemonic World Eater units within 6´ have
the Berserker rule and Blessing of the Blood God . This applies only to World Eater units that start their turn within6´ of the Skull Priest. The effects last until the end of that player turn. May replace his Khornate War Glaive with any of the following:
o 2 Berserker Chain Axes (free); 2 Khornate Decapitators (free); Power Axe and a Storm Shield (+5pts); 2
Chainfists (+10pts)
May be equipped with one of the following:
o Terminator Armour (+20pts); Jump Pack (+25pts); Chaos Space Marine Bike (+35pts)
0-1 World Eater Warlord ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lords
in C:CSM, for the rest use the following: Special Rules & Equipment: Independent Character; World Eaters; Counter Attack; Mark of Khorne (+1
Attack); Personal Icon, +30pts
May purchase F avoured by Chaos, +15pts May purchase Berserker , +15pts May purchase Eternal Warrior, +40pts
May purchase a Khornate Battle Harness, +20pts
May exchange standard CCW and/or Bolt Pistol with one of the following:
o Berserker Chain Axe (+13pts); Lightning Claw (+15pts); Khornate Decapitator (+20pts); Power Fist (+25pts);
Chainfist (+30pts)
May exchange Bolt Pistol with one of the following:
o Combi-Boltgun (+10pts); Plasma Pistol (+15pts); Skull Flayer (+20pts)
May replace all existing weaponry with one of the following:
o Blood Feeder (+40pts); Bone Render (+40pts); Khornate War Glaive (+40pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Juggernaut of Khorne (+45pts); Terminator Armour (see below) Standard Chaos Lord¶s Terminator Armour options replaced with the following:
o All standard wargear can be replaced with Terminator Armour, Personal Icon, Twin-Linked Boltgun and Power
Weapon, +30pts
o May replace Power Weapon with: Khornate Decapitator (+5pts); Lightning Claw (+5pts); Power Fist (+10pts);
Chainfist (+15pts)
o May replace Twin-Linked Boltgun with: Combi-Boltgun (+5pts); Lightning Claw (+10pts); Khornate
Decapitator (+20pts); Power Fist (+20pts); Chainfist (+25pts)
o May replace all armaments with one of the following: Blood Feeder (+20pts); Bone Render (+20pts); Khornate
War Glaive (+25pts)
Blood Brothers: The World Eater Warlord may take an Honour Guard of precisely 7 World Eater Devourers. If
the Warlord is equipped with Terminator Armour then the seven-man Honour Guard must be chosen from theWorld Eater Terminator entry. Honour Guards count as an HQ choice that does not take up an HQ slot on theForce Organisation Chart.
Transport: If accompanied by an Honour Guard, the Warlord may take a Dreadclaw Assault Pod, ChaosRhino, a Chaos Land Raider or a Chaos Land Raider Carnage as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply.
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World Eaters Favoured Champion ± use the points cost, profile, unit type and wargear for Chaos Lords inC:CSM, for the rest use the following:
Special Rules & Equipment: Independent Character; World Eaters; Counter Attack; Mark of Khorne (+1Attack). BS:4, +30pts
May purchase Berserker , +15pts May purchase a Personal Icon, +5pts
May purchase a Khornate Battle Harness, +20pts
May exchange standard CCW and/or Bolt Pistol with one of the following:o Berserker Chain Axe (+15pts); Lightning Claw (+15pts); Khornate Decapitator (+20pts); Power Fist (+25pts);
Chainfist (+30pts)
May exchange Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Boltgun (+10pts); Plasma Pistol (+15pts)
May replace all existing weaponry with one of the following:
o Blood Feeder (+40pts); Bone Render (+40pts); Khornate War Glaive (+40pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Lord¶s Terminator Armour options replaced with the following:
o All standard wargear can be replaced with Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+30pts
o May be given Blessing of the Blood God , +10pts
o May purchase a Personal Icon, +5pts
o May replace Power Weapon with: Khornate Decapitator (+5pts); Lightning Claw (+5pts); Power Fist (+10pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Lightning Claw
(+10pts); Khornate Decapitator (+20pts); Power Fist (+20pts)
o May replace all armaments with one of the following: Blood Feeder (+20pts); Bone Render (+20pts); Khornate
War Glaive (+25pts)
ELITES World Eaters Berserker Champion ± use the following rules: 30pts WS:5, BS:4, S:4, T:4, W:2, I:4, A:3, LD:10, Sv: 3+ / -
Special Rules & Equipment: World Eaters; Berserker ; Counter Attack; Mark of Khorne (already shown on
profile); Eternal Warrior; May not join any unit during play; Counts as µAspiring¶ for the purposes of summoning
daemons; Single Close Combat Weapon May purchase a Khornate Battle Harness, +20pts May exchange standard CCW with one of the following:
o Berserker Chain Axe (+15pts); Lightning Claw (+15pts); Khornate Decapitator (+20pts); Power Fist (+25pts);
Chainfist (+30pts)
May take one of the following in his free hand:
o Berserker Chain Axe (+15pts); Lightning Claw (+15pts); Khornate Decapitator (+20pts); Chainfist (+30pts);
Storm Shield (+30pts) All standard wargear can be replaced with Terminator Armour and Power Weapon, +20pts
o
May replace Power Weapon with: Khornate Decapitator (+5pts); Lightning Claw (+5pts); Chainfist (+15pts)o May take one of the following in his free hand: Berserker Chain Axe (+15pts); Lightning Claw (+15pts);
Khornate Decapitator (+20pts); Chainfist (+30pts); Storm Shield (+30pts)
o May replace all other armaments with a Khornate War Glaive (+25pts)
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World Eater µDevourers¶ ± use the profile, unit type, number/squad and wargear for Khorne Berserkers inC:CSM but for the rest use the following:
23pts p/m Special Rules & Equipment: World Eaters; Counter Attack; Mark of Khorne (+1 Attack p/m)
Unit Size: 5-20 models One model may be upgraded to a Skull Champion, +15pts
The Skull Champion may be given a Personal Icon, +5pts
The unit may be equipped with Khornate Battle Harnesses, +18pts p/m Any model may exchange standard CCWs and/or Bolt Pistols with one of the following:
o Power Weapon (+15pts); Berserker Chain Axe (+15pts); Lightning Claw (+15pts); Khornate Decapitator
(+20pts); Power Fist (+25pts); Chainfist (+30pts) Any model may exchange Bolt Pistols with one of the following:
o Twin-Linked Boltgun (+5pts); Plasma Pistol (+15pts)
For every 5 models in the squad (to a maximum of 2 models), one model may swap his Bolt Pistol and CCWwith one of the following:
o Flamer (free); Heavy Flamer (+5pts) or a Meltagun (+10pts)
One unit per army may be given Jump Packs, +10pts p/m. Units of 8 or 16 models may be made Berserkers, +4pts p/m
In starting units of 8 or 16 models where one model is a World Eaters Independent Character, the entire unit
gains Blessing of the Blood God . This benefit is lost if the Independent Character leaves the unit or is killed duringplay, but not due to other casualties Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take a
Chaos Land Raider or a Chaos Land Raider Carnage (see entry below) as a dedicated transport vehicle. The usual
space limitations for transport vehicles apply. World Eater Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for the rest
use the following: 33pts p/m
Special Rules & Equipment: World Eaters; Counter Attack; Mark of Khorne (+1 Attack p/m); May not
purchase Chaos Icons Unit Size: 3-10 models or 16 models
Any model may be upgraded to a Terminator Skull Champion (4 Attacks), +15pts p/m Any model may replace his Power Weapon with one of the following:
o Khornate Decapitator (+3pts); Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Berserker Chain Axe (+10pts); Lightning Claw (+10pts); Khornate Decapitator
(+13pts); Power Fist (+20pts); Chainfist (+25pts) For every 5 models in the squad (to a maximum of 2 models), one model may swap his Twin-Linked Boltgun
with:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Skull Champions may replace all other weapons with Khornate War Glaives, +25pts p/m
Units of 8 or 16 models may be made Berserkers, +4pts p/m In starting units of 8 or 16 models where one model is a World Eaters Independent Character, the entire unit
gains Blessing of the Blood God . This benefit is lost if the Independent Character leaves the unit or is killed duringplay, but not due to other casualties
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or Chaos Land Raider Carnage as a dedicated transport vehicle. The usual space limitations for transport vehicles
apply.
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0-1 Possessed World Eaters ± use the profile, Possessed Champion upgrade option, unit type, number/squad andWargear for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations:
30pts p/m Khornate Daemonkin: In starting units of 8 or 16 models, every model may be given both the World Eaters
and Berserkers rules (although not one or the other) Khornate Daemonkin: Must purchase Marks of Khorne for entire unit. Costs the same as one Icon of Khorne.
The Possessed Abilities Table is replaced with the following:
o 1 = Unholy Might (see C:CD for details)o 2 = Hit & Run
o 3 = Blessing of the Blood God (see C:CD for details)
o 4 = Fury of Khorne (see C:CD for details)
o 5 = Feel No Pain
o 6 = Hell Blades (see C:CD for details)
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle. Theusual space limitations for transport vehicles apply.
Heresy-Era World Eaters Dreadnought WS: 6, BS: 3, St.: 10, [ F: 13, S: 12, R: 10 ] I: 4, A: 4 (3) Pts: 185Unit Composition: 1 World Eater Dreadnought.Unit Type: Vehicle (Walker)
Wargear: 2 x Dreadnought Chainfists with integrated Heavy Flamers
Smoke Launchers
Searchlight
Special Rules: Venerable
Counter Attack Instead of rolling on the Chaos Dreadnought µCrazed¶ table at the start of each movement phase, World Eater
Dreadnoughts roll on the following table instead:
D6 roll of 1-3 = Obeys the Rage and F leet USR¶s D6 roll of 4-6 = Obeys the Chaos Dreadnought Blood Rage special rule and the F urious Charge USR. If theDreadnought is immobilised then it is subject to the F ire F renzy rule
Wargear Options: May purchase Extra Armour, +15pts May purchase Daemonic Possession, +30pts
May purchase Blasphemous Runes, +10pts May upgrade Heavy Flamers into Meltaguns, +10pts per arm.
For -1 close-combat Attack the World Eaters Dreadnought may replace one Chainfist with one of the following
±
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Twin-Linked Autocannon, +10pts
o Plasma Cannon, +10pts
o Multi-Melta, +10pts
o Twin-Linked Lascannon, +30pts
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TROOPS World Eaters Space Marines ± use the profile, unit type, number/squad and Wargear for Khorne Berserkers in
C:CSM but for the rest use the following: 20pts p/m
Special Rules & Equipment: World Eaters; Marks of Khorne (included in profile) One model may be upgraded to a Skull Champion, +15pts
The Skull Champion may swap his CCW with one of the following:
o Lightning Claw (+15pts); Power Weapon (+15pts); Power Fist (+25pts); Berserker Chain Axe (+25pts);Chainfist (+30pts) The Skull Champion may be given Melta Bombs, +5pts
The Skull Champion may be given a Personal Icon for +5pts For every 5 models in the squad one model may swap his Bolt Pistol and CCW with a Heavy Flamer (+5pts) or
a Meltagun (+5pts)
In starting units of 8 or 16 models where one model is a World Eaters Independent Character, the entire unitgains Blessing of the Blood God . This benefit is lost if the Independent Character leaves the unit or is killed duringplay, but not due to other casualties
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply.
World Eaters Dreadnought WS: 5, BS: 4, St.: 10, [ F: 12, S: 12, R: 10 ] I: 4, A: 4 (3) Pts: 120Unit Composition: 1 World Eater Dreadnought.Unit Type: Vehicle (Walker)
Wargear: 2 x Dreadnought Chainfists with integrated Heavy Flamers
Smoke Launchers
Searchlight
Special Rules: You may include one Dreadnought for every unit of World Eaters Space Marines in your army
Instead of rolling on the Chaos Dreadnought µCrazed¶ table at the start of each movement phase, World Eater Dreadnoughts roll on the following table instead:
D6 roll of 1-3 = Obeys the Rage and F leet USR¶s D6 roll of 4-6 = Obeys the Chaos Dreadnought Blood Rage special rule and the F urious Charge USR. If theDreadnought is immobilised then it is subject to the F ire F renzy rule
Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts May upgrade Heavy Flamers into Meltaguns, +10pts per arm. For -1 close-combat Attack the World Eaters Dreadnought may replace one Chainfist with one of the following
±
o Twin-Linked Heavy Flamer (free)o Twin-Linked Heavy Bolter (free)
o Twin-Linked Autocannon, +10pts
o Plasma Cannon, +10pts
o Multi-Melta, +10pts
o Twin-Linked Lascannon, +30pts
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FAST ATTACK 0-1 World Eater Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion
upgrade cost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following: 30pts p/m
Special Rules & Equipment: World Eaters; Marks of Khorne (+1 Attack to listed) Unit may not purchase Chaos Icons
The Skull Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the following
rules:o Toughness 5; +1 Wound; Heavy Bolter
o Heavy Bolter may be changed to a Heavy Flamer, (free)
0-1 World Eater Raptors ± use the rules for World Eater Space Marines (above) but with the following additions:
30pts p/m
Special Equipment: Jump Packs No Heavy Weapons may be chosen & no Rapid Fire weapons may be used For every 5 models in the squad one model may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+15pts)
For every 5 models in the squad one model may replace his Bolt Pistol with a Plasma Pistol, +15pts p/m
May not take a transport vehicle
0-1 World Eaters Blood Slaughterer unit ± use exactly as it appears in Imperial Armour, with the followingadditions:
May purchase Blasphemous Runes, +10pts p/m
May purchase Daemonic Possession, +40pts p/m World Eaters Defiler ± use the rules for Chaos Defilers as they appear in C:CSM, with the following changes:
May purchase Blasphemous Runes, +10pts p/m Use the rules for Daemonic Possession cited in this list, +30pts
HEAVY SUPPORT World Eater µDestroyers¶ ± use all the rules and options for World Eater Space Marines (above) but with the
following additions and options: The Skull Champion may also swap his CCW and Bolt Pistol with a Heavy Flamer (+5pts)
Up to 4 models in the unit may swap their Bolt Pistols and CCWs with any mix of the following:
o Heavy Flamers (+5pts); Meltaguns (+5pts); Plasma Guns (+10pts); Astartes Grenade Launchers, see C:SM for
details (+10pts) Every model in the unit not equipped with a special or heavy weapon may be equipped with Boltguns that fireDragon Fire Bolts (see C:SM for details) in exchange for their Bolt Pistols and CCWs, +3pts p/m
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World Eaters Brass Scorpion ± use exactly as it appears in Imperial Armour, with the following changes: May purchase Blasphemous Runes, +10pts p/m
Use the rules for Daemonic Possession cited in this list, +30pts
World Eaters Predator ± use exactly as it appears in C:CSM, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
World Eaters Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a SiegeShield (see C:SM for details) and the following addition:
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts World Eaters Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but with
the following additions and alterations: 230pts
Transport Capacity: 10 models
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Daemonic Possession, +40pts
May purchase Blasphemous Runes, +10pts World Eaters Land Raider Carnage ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
245pts Transport Capacity: 16 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Twin-Linked Heavy
Bolters, for a total of four Twin-Linked Heavy Bolters in all
The Land Raider Carnage may take a pintle-mounted Multi-Melta, +10pts Spikes & Scything Blades: Replaces the forward facing hull-mounted Twin-Linked Heavy Bolter. Grants +1Strength when Ramming other vehicles. Any infantry models successfully Tank Shocked by the Land Raider
Carnage automatically suffer D6+2, Strength 8 hits as they fall back. All saves apply as normal.
Counts as a Chaos Icon May purchase Daemonic Possession, +40pts
May purchase Blasphemous Runes, +10pts SUMMONED DAEMONS & CHAOS SPAWN 0-1 Summoned Bloodthirster ± use the rules and options for Bloodthristers exactly as they appear in C:CD. Note
that the rules for summoning Greater Daemons found in C:CSM still apply. The daemon may not Assault in the
same turn that it arrives in play. All World eaters within 12´ of the Bloodthirster must always Run towards thenearest visible.
0-2 Summoned Bloodletters ± use the rules and options for units of Bloodletters exactly as they appear in C:CD.
Note that the rules for summoning Lesser Daemons found in C:CSM still apply. The daemons count as Troopchoices but do not take up a slot on the FOC. The daemons may not Assault in the same turn that they arrive in
play.Chaos Spawn ± use exactly as they appear in C:CSM, with the following addition: May purchase F ury of Khorne Chaos Gift, +10pts (see C:CD for details)
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TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts. World Eater Rhinos may be upgraded to F ast vehicles, +20ptsDreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Moraletest to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
May purchase Blasphemous Runes, +10pts
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THE THOUSAND SONS LEGION The vast majority of the Thousand Sons Legion are now little more than haunted suits of Power Armour that have
been fused shut by the power of Ahriman¶s Rubric. However, the elite few who control the Legion are sorcerers of alarming power and discipline, perhaps the most proficient ever to have emerged from humanity. The Sorcerers of
the Thousand Sons are masters of the arcane and often bind minor daemons into the armoured shells of hostThousand Sons Marines, expertly trapping these alarming entities into an eternity of servitude.
Thousand Sons:
Rubric of Ahriman: Rubric Marines have the following rules: LD: 10; Fearless; Slow & Purposeful; 5+Invulnerable Save; The Sorcerer Commands; Immune to the Gift of Chaos Psychic Power, the Boon of MutationChaos Gift and the Gets Hot! rule.
No Thousand Sons Invulnerable Saves may ever better 3+
Sorcerer Lords, Sorcerers, Magisters, Heralds of Change and Thrall Psykers are not Rubric Marines Units of exactly 18 models may be split into two sub-units of 9 models, after which the Combat Squads ruleapplies (see C:SM for details)
Thousand Sons Psykers (excluding Thrall Psykers) suffer P erils of the Warp attacks only on a double 6; theyfulfil the Sorcerer Commands rule for any Rubric Marines within 6´; may choose Psychic Powers for free.
THOUSAND SONS ARMOURY / SPECIAL RULES Bedlam Staff: Daemon Weapon. Obeys the following rules:
2 Handed Power Weapon Enemies wounded but not killed by the Staff may not Attack until the end of the next Assault phase
Vehicles hit by it suffer Crew Shaken in addition to any other results. Roll a D6 whenever you wish to use it. Will hit its bearer on a roll of 1. Work out one hit against bearer with no
Armour Saves permitted 0-1 per army Black Staff of Ahriman: Force Weapon; Talisman of Tzeentch; Portal Key; Re-roll failed Psychic Tests; We Are
Legion Gift of Chaos (see C:CD)Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with aDreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.
Boon of Mutation: Chaos Gift. Exactly as it appears in C:CD. 37
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Book of Magnus: The following Psychic Powers are available to Thousand Sons Psykers: Doombolt ± exactly as in C:CSM, p.88
Warptime ± exactly as in C:CSM, p.88 Gift of Chaos ± exactly as in C:CSM, p.88
Wind of Chaos ± exactly as in C:CSM, p.88 Bolt of Tzeentch ± exactly as in C:CSM, p.88
Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63 The Gate of Infinity ± exactly as in C:SM, p.57, if there are 9 models in the unit no members of the unit arelost as casualties if a double is rolled as per the usual rules
Force Bubble ± Thousand Sons¶ Shooting Phase. One enemy unit within 6´ of the Sorcerer and any unit he
leads is immediately thrown back 1D6 inches in any direction chosen by the Sorcerer. The effected unit must testto see if it is P inned (unless it is F earless). May be cast at the end of the Shooting Phase.
Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steelforged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as Runic
Armour (see Codex: Space Wolves for details).Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.Deathscreamer: Daemon Weapon, exactly as it appears in C:CSM. Thousand Sons may shoot with theDeathscreamer in addition to using psychic shooting attacks. 0-1 per army.Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.First Sorcerer of Prospero:Ahriman has a 3+ Invulnerable Save. Also, in any player turn, Ahriman may make up
to three Psychic Power tests and either one Force Weapon test or may shoot with his Bolt weapon. Ahriman only.Greater Discs of Tzeentch: Daemonic Steed. Bestows +1 Invulnerable Save (to a maximum of 3+) and Hit &Run. Counts as a Familiar; Chaos Icon; Melta Bombs; Jetbike; +1 Toughness.Inferno Bolts: ALL Bolt Weapons (Bolt Pistols, Boltguns, Twin-Linked Boltguns, Combi-Boltguns and Heavy
Bolters) in a Thousand Sons army fire at AP:3. Vehicle-mounted Bolt weapon upgrades of all kinds cost an extra
+5pts on top of their usual costs listed in their Codex entries.Iron Will ± Thousand Sons Sorcerer-Lords and any unit they lead may choose to automatically pass or fail any
Leadership-based tests (except Psychic Tests).Lesser Discs of Tzeentch: Daemonic Steeds. Count as Jetbikes. +1 Toughness.Mark of Tzeentch: Models gain +1 to their Invulnerable Saves (to a maximum of 3+) or 5+ for models that do not
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Occamy Harness: An intricate and unique harness of Chaos Armour, wrought by the Ahriman¶s own hand andwoven around with his most subtle enchantments. Has the following rules: 2+ Armour Save; May teleport and
Deep Strike as if wearing Terminator Armour; +1 to Ahriman¶s Invulnerable Save (to 3+). Ahriman only. Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp and
Realspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychicroll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if they
rolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Talisman of Tzeentch ± Enemy Psykers within 24´ of a Talisman suffer -1 to their Leadership when makingPsychic Tests. Enemy Psykers within 12´ of a Talisman suffer -2 to their Leadership when making Psychic Tests.
The effects of multiple Talismans are not cumulative.Tutelary: Grants owner one extra Psychic Power (owner¶s choice)Warptide Cannon: Shoots the Boon of Mutation Chaos Gift (see C:CD for details) but with a Flamer Template.
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HQ Ahzek Ahriman, First Sorcerer of Prospero, Chief Librarian the Thousand Sons, Keeper of the Book of
Magnus ± as in C:CSM, but with the following changes: 315pts
Special Rules / Equipment: BS: 6; Eternal Warrior; First Sorcerer of Prospero; Black Staff of Ahriman;Occamy Harness; Bolt Pistol; Knows all the spells in the Book of Magnus
Iron Will ± This replaces Ahriman¶s F earless rule.
May replace Bolt Pistol with a Twin-Linked Boltgun, +5pts Bodyguard: Ahriman may take a bodyguard of precisely 8 Thousand Sons Space Marines as bodyguards. Or Ahriman may choose his bodyguard from the Thousand Sons Terminator entry. Bodyguards count as an HQ
choice that does not take up an HQ slot on the Force Organisation Chart.
Transport: If accompanied by a bodyguard, Ahriman may take a Dreadclaw Assault Pod, a Chaos Rhino, aChaos Land Raider or a Chaos Land Raider Sortiarius as a dedicated transport vehicle. The usual space limitationsfor transport vehicles apply.
0-1 Thousand Sons Sorcerer-Lord ± use the points cost, profile, unit type and wargear options for Chaos
Sorcerers in C:CSM, for the rest use the following:
190pts WS:5, BS:6, S:4, T:4, W:3, I:5, A:3, Ld:10, Sv: 3+ / 3++
Special Rules: Thousand Sons; Independent Character; Psyker; Force Weapon; Iron Will; Mark of Tzeentch &Favoured of Chaos (3+ Invulnerable Save)
May purchase Sorcerer Supreme for +40pts. Bestows the following rules:
o Sorcerer-Lords may choose up to five Psychic Powers from the Book of Magnus
o May make three Psychic Power tests and one Force Weapon test per player turn.
May purchase Eternal Warrior, +40pts May replace Force Weapon with a Deathscreamer or Bedlam Staff, (free)
May take a Personal Icon and/or a Tutelary, +3pts each May purchase a Talisman of Tzeentch, +15pts
May purchase Chaos Armour and/or a Portal Key, +20pts each
May be equipped with one of the following:
o Greater Disc of Tzeentch (+40pts); Terminator Armour (see below)
Standard Chaos Sorcerer Terminator Armour options replaced with the following:o All wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Force Weapon, +30pts
o May purchase a Talisman of Tzeentch, +15pts
o May purchase a Portal Key, +20pts
o May take a Personal Icon and/or a Tutelary, +3pts each
o May replace Force Weapon with: Deathscreamer (free); Bedlam Staff (free)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Fist (+15pts)
Bodyguard: The Thousand Sons Sorcerer-Lord may take a bodyguard of precisely 8 Thousand Sons SpaceMarines as bodyguards. If the Sorcerer-Lord is equipped with Terminator Armour then the bodyguard must be
chosen from the Thousand Sons Terminator entry. Bodyguards count as an HQ choice that does not take up an HQslot on the Force Organisation Chart.
Transport: If accompanied by a bodyguard, the Sorcerer may take a Dreadclaw Assault Pod, a Chaos Rhino, a
Chaos Land Raider or a Chaos Land Raider Sortiarius as a dedicated transport vehicle. Space limitations apply
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0-1 Thousand Sons Daemon Prince ± use the points cost, rules and options for Daemon Princes in C:CD but withthe following alterations and additions:
WS:5; BS:7 Must purchase a Mark of Tzeentch
May purchase Daemonic Flight at the reduced cost of +40pts May purchase Warp-Forged Plate Armour. Bestows a 2+Armour Save and improves Invulnerable saves by +1
(to a maximum of 3+), +55pts
Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion DaemonPrinces deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish. Thousand Sons Sorcerer ± use the points cost, profile, unit type and wargear options for Chaos Sorcerers in
C:CSM, for the rest use the following: 150pts WS:5, BS:5, S:4, T:4, W:2, I:5, A:2, Ld:10, Sv: 3+ / 3++
Special Rules: Thousand Sons; Psyker; Force Weapon; Mark of Tzeentch & Favoured of Chaos (3+Invulnerable Save),
May purchase Master of Sorcery for +30pts. Bestows the following rules:
o Sorcerer may choose up to four Psychic Powers from the Book of Magnus
o May make two Psychic Power tests plus one Force Weapon test per player turn
May replace Force Weapon with a Deathscreamer or Bedlam Staff, (free) May take a Personal Icon and/or a Tutelary, +3pts each May purchase a Talisman of Tzeentch, +15pts
May purchase Chaos Armour, +15pts
May purchase a Portal Key, +20pts May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Greater Disc of Tzeentch (+40pts); Terminator
Armour (see below) Standard Chaos Sorcerer Terminator Armour options replaced with the following:
o All wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Force Weapon, +30pts
o May purchase a Talisman of Tzeentch, +15pts
o May purchase a Portal Key, +20pts
o May take a Personal Icon and/or a Tutelary, +3pts each
o May replace Force Weapon with: Deathscreamer (free); Bedlam Staff (free); Lightning Claw (free)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Weapon
(+10pts); Lightning Claw (+10pts); Power Fist (+15pts)
Bodyguard: The Thousand Sons Sorcerer may take a bodyguard of precisely 8 Thousand Sons Space Marines
as bodyguards. If the Sorcerer-Lord is equipped with Terminator Armour then the bodyguard must be chosen fromthe Thousand Sons Terminator entry. Bodyguards count as an HQ choice that does not take up an HQ slot on the
Force Organisation Chart. Transport: If accompanied by a bodyguard, the Sorcerer may take a Dreadclaw Assault Pod, a Chaos Rhino, a
Chaos Land Raider or a Chaos Land Raider Sortiarius as a dedicated transport vehicle. Space limitations apply
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ELITES Thousand Sons Magisters ± use the following rules:
120pts p/m WS:5, BS:5, S:4, T:4, W:2, I:4, A:2, Ld:10, Sv: 3+ / 4++
Unit Composition: 1-3 Magisters Unit Type: Infantry
Wargear: Power Armour; Bolt Pistol; Frag & Krak Grenades; Power Weapon
Special Rules: Thousand Sons; Psyker; Mark of Tzeentch (already shown on profile); Counts as an AspiringSorcerer for the purposes of summoning of daemons; Magisters are Independent Characters, although they maystay together as a single unit during play if you wish
May choose two Psychic Powers listed in the Book of Magnus
May make two Psychic Power tests and one Force Weapon test in the same player turn May purchase one of the following:
o Terminator Armour (+18pts p/m); Chaos Armour (+15pts p/m)
May purchase any of the following::
o Force Weapon (+30pts p/m); Portal Key (+25pts); Talisman of Tzeentch (+20pts); Plasma Pistol (+15pts p/m);
Combi-Bolter (+10pts p/m); Tutelary (+5pts p/m); Personal Icon (+5pts p/m); Twin-Linked Boltgun (+5pts p/m)
0-1 Thousand Sons Daemon Hosts ± use the profile, Possessed Champion upgrade option, unit type,
number/squad and Wargear for Possessed Chaos Space Marines in C:CSM but with the following additions andalterations: 25pts p/m
Tzeentchian Daemonkin: Must purchase Marks of Tzeentch for entire unit. Costs the same as one Icon of
Tzeentch. The Possessed Abilities Table is replaced with the following table:
o 1 = +1 to Invulnerable Save (may be stacked with Mark of Tzeentch bonus)
o 2 = Unholy Might (see C:CD for details)
o 3 = Warpfire (see C:CD for details)
o 4 = Soul Devourer (see C:CD for details)
o 5 = Daemonic Flight (count as Jump Packs)
o 6 = Breath of Chaos - cast by the entire unit as a gestalt whole (see C:CD for details)
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply.
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Thousand Sons Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for therest use the following:
35pts p/m Unit Size: 3-10 or 18
Special Rules & Equipment: Rubric Marines; Initiative 1 unless a Sorcerer/Magister is within 6´; InfernoBolts; Marks of Tzeentch (4+ Invulnerable Saves); May not purchase Chaos Icons
Models may not be upgraded into Terminator Champions
Thousand Sons Terminators never scatter when they teleport, even when accompanied by IndependentCharacters Any Rubric Terminator may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Fist (+10pts); Storm Shield (+15pts); Heavy Bolter
(+20pts) For every 5 models in the squad one Rubric Marine may swap his Twin-Linked Boltgun with one of thefollowing: Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
In starting units of 9 models, one model may take a Heavy Bolter instead of the weapon options shown above.This may rise to two models if the starting unit has 18 models, +30pts p/m
One Thousand Sons Terminator may be upgraded to be a First Company Aspiring Sorcerer equipped withTerminator Armour, Force Weapon and Twin-Linked Boltgun, +35pts The Aspiring Sorcerer has the following profile and special rules:
o WS:4, BS:4, S:4, T:4, W:1, I:4, A:2, Ld:10, Sv: 2+ / 4++
o Mark of Tzeentch (already shown on profile)
o May choose two Psychic Power from the Book of Magnus
o May make one Psychic Power test and one Force Weapon test in the same player turn
In bodyguard units the entire unit gains F eel No P ain. This benefit is lost if the Sorcerer leaves the unit or iskilled during play, but not due to other casualties
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or (if led by an Aspiring Sorcerer or Independent Character) a Chaos Land Raider Sortiarius as a dedicatedtransport vehicle. Space limitations apply
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Thousand Sons Space Marines ± use the profile, unit type and wargear for Thousand Sons Space Marines inC:CSM, for the rest use the following:
20pts p/m Unit Size: 5-20 models
Special Rules & Equipment: Rubric Marines; Initiative 1 unless a Sorcerer/Magister is within 6´; InfernoBolts; Marks of Tzeentch (5+ Invulnerable Saves)
If there are 5 models in the squad, one Rubric Marine may replace his Boltgun with one of the following:o Plasma Gun (+15pts); Heavy Bolter (+20pts)
If there are 10+ models in the squad, one further Rubric Marine may replace his Boltgun with one of the
following:
o Autocannon (+10pts); Heavy Bolter (+15pts); Multi-Melta (+15pts); Plasma Gun (+15pts); Lascannon
(+20pts); Plasma Cannon (+25pts)
One model may be upgraded to an Aspiring Sorcerer, +40pts The Aspiring Sorcerer may exchange his Bolt Pistol with a Twin Linked Bolter, (free)
The Aspiring Sorcerer has the following profile and special rules:
o WS:4, BS:4, S:4, T:4, W:1, I:4, A:2, Ld:10, Sv: 3+ / 4++
o Mark of Tzeentch (already shown on profile)o May choose two Psychic Power from the Book of Magnus
o May make one Psychic Power test and one Force Weapon test in the same player turn
In bodyguard units the entire unit gains F eel No P ain. This benefit is lost if the Sorcerer leaves the unit or is
killed during play, but not due to other casualties In bodyguard units, the entire squad may purchase Chaos Armour, +10pts p/m
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
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Heresy-Era Thousand Sons Dreadnought WS: 5, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 10 ] I: 4, A: 3 Pts: 185Unit Composition: 1 Thousand Sons Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Twin-Linked Heavy Bolter (Inferno Bolts)
Dreadnought CCW Smoke Launchers Searchlight
Special Rules: Venerable Ignores µCrazed¶ rule
Mark of Tzeentch (5+Invulnerable Save) Dreadnought CCW may be swapped for a Force Weapon (free). The Dreadnought counts as being Leadership
10. If it suffers a P erils of the Warp attack, treat it as a Glancing Hit
Wargear Options:
May purchase Extra Armour, +15pts May purchase Daemonic Possession, +30pts
May purchase Blasphemous Runes, +10pts May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Twin-Linked Heavy Bolter with one of the following:
o Multi-Melta +10pts
o Plasma Cannon +10pts
o Twin-Linked Autocannon +10pts
o Warptide Cannon +25pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod
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TROOPS Thousand Sons Space Marines ± use the profile, unit type and wargear for Thousand Sons Space Marines in
C:CSM, for the rest use the following: 20pts p/m
Unit Size: 5-20 models Special Rules & Equipment: Rubric Marines; Initiative 1 unless a Sorcerer/Magister is within 6´; Inferno
Bolts; Marks of Tzeentch (5+ Invulnerable Saves)
If there are 5 models in the squad, one Rubric Marine may replace his Boltgun with one of the following:o Plasma Gun (+15pts); Heavy Bolter (+20pts)
If there are 10+ models in the squad, one further Rubric Marine may replace his Boltgun with one of the
following:
o Autocannon (+10pts); Heavy Bolter (+15pts); Multi-Melta (+15pts); Plasma Gun (+15pts); Lascannon
(+20pts); Plasma Cannon (+25pts)
One model may be upgraded to an Aspiring Sorcerer, +40pts The Aspiring Sorcerer may exchange his Bolt Pistol with a Twin Linked Bolter, (free) The Aspiring Sorcerer has the following profile and special rules:
o WS:4, BS:4, S:4, T:4, W:1, I:4, A:2, Ld:10, Sv: 3+ / 4++
o Mark of Tzeentch (already shown on profile)
o May choose two Psychic Power from the Book of Magnus o May make one Psychic Power test and one Force Weapon test in the same player turn
In bodyguard units the entire unit gains F eel No P ain. This benefit is lost if the Sorcerer leaves the unit or iskilled during play, but not due to other casualties
In bodyguard units, the entire squad may purchase Chaos Armour, +10pts p/m
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
Thrall Psykers ± use the profile, points costs, special rules and equipment options available to Rogue Psykers of
Nurgle in Imperial Armour: Siege of Vraks III (p.179), but with the following alterations: Unit: 1-3 Thrall Psykers
Ignore the Advisor special rule
You may take one Thrall Psyker unit for every Thousand Sons special character, Sorcerer-Lord or Sorcerer inyour army. Thrall Psykers count as Troops choices in all senses but do not take up any slots of the FOC
Thrall Psyker units may either act as Retinues Independent Characters (if so the Character may not have a
Thousand Sons Bodyguard) or they be deployed as single model units. They are not Independent Characters andmay never join other units. Use the P sychic P owers rule & chart for Rogue Psykers in Imperial Armour: Siege of Vraks III
Thousands Sons Sorcerer-Lords, Sorcerers and Magisters who suffer a P erils of the Warp attack within 6´ of aThrall Psyker may transfer the attack onto the Thrall. The Thrall is effected normally. If he suffers a Wound the
owning player may choose either to remove him as a casualty or allow him to become P ossessed as per the Rogue
Psyker rules. P erils of the Warp attacks cannot be transferred onto Possessed Thralls and they don¶t count asscoring units
Kill Points for Thrall Psykers that die through the transference of P erils of the Warp Wounds go to the opposingplayer. Possessed Thrall Psykers cannot remain as part of a retinue and must instead become an Independent
Character that cannot join other units Thrall Psykers count as Aspiring Sorcerers only for the purposes of summoning daemons. Note that a Thrall
Psyker who is already possessed cannot be used for summoning any other daemons
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FAST ATTACK 0-1 Thousand Sons Bikers ± use the profile, unit type, number/squad, wargear and options for Chaos Bikers in
C:CSM, for the rest use the following: 30pts p/m
Rubric of Ahriman; May not purchase Chaos Icons; Ignore the Slow & P urposeful special rule; Rubric Marinesmay never Turbo-Boost
Replace Biker Champion upgrade option with a Biker Aspiring Sorcerer: +30pts
The Aspiring Sorcerer may be equipped with an Armoured Quad Bike at +25pts, which bestows the followingrules:
o Toughness 5; +1 Wound; Heavy Bolter
o Heavy Bolter may be upgraded to a Multi-Melta, +10pts
0-1 Thousand Sons Daemon Hosts ± use the profile, Possessed Champion upgrade option, unit type,
number/squad and Wargear for Possessed Chaos Space Marines in C:CSM but with the following additions andalterations: 25pts p/m
Tzeentchian Daemonkin: Must purchase Marks of Tzeentch for entire unit. Costs the same as one Icon of Tzeentch.
The Possessed Abilities Table is replaced with the following table:
o 1 = +1 to Invulnerable Save (may be stacked with Mark of Tzeentch bonus)o 2 = Unholy Might (see C:CD for details)
o 3 = Warpfire (see C:CD for details)
o 4 = Soul Devourer (see C:CD for details)
o 5 = Daemonic Flight (count as Jump Packs)
o 6 = Breath of Chaos - cast by the entire unit as a gestalt whole (see C:CD for details)
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply.
Thousand Sons Heralds of Change ± use the following rules: 125pts p/m
WS:4, BS:5, S:4, T:5, W:2, I:4, A:2, Ld:10, Sv: 3+ / 4++ Unit Composition: 1-3 Heralds
Unit Type: Jet Bikes Wargear: Chaos Space Marine Bikes; Power Armour; Bolt Pistol; Frag & Krak Grenades; Power Weapon
Special Rules: Thousand Sons; Psyker; Mark of Tzeentch (already shown on profile); Counts as an AspiringSorcerer for the purposes of summoning of daemons
May choose two Psychic Powers listed in the Book of Magnus
May make two Psychic Power tests in the same player turn May exchange bike for either Lesser Discs of Tzeentch (free) or Jump Packs (free) Options: Chaos Armour (+20pts p/m); Plasma Pistol (+15pts p/m); Tutelary (+10pts p/m); Combi-Bolter
(+10pts p/m); Melta-Bombs (+5pts p/m); Personal Icon (+5pts p/m); Twin-Linked Boltgun (+5pts p/m)
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HEAVY SUPPORT Thousand Sons Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for the
rest use the following: 35pts p/m
Unit Size: 3-10 or 18 Special Rules & Equipment: Rubric Marines; Initiative 1 unless a Sorcerer/Magister is within 6´; Inferno
Bolts; Marks of Tzeentch (4+ Invulnerable Saves); May not purchase Chaos Icons
Models may not be upgraded into Terminator Champions Thousand Sons Terminators never scatter when they teleport, even when accompanied by IndependentCharacters
Any Rubric Terminator may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Fist (+10pts); Storm Shield (+15pts); Heavy Bolter
(+20pts) For every 5 models in the squad one Rubric Marine may swap his Twin-Linked Boltgun with one of the
following: Heavy Flamer (+5pts); Reaper Autocannon (+25pts) In starting units of 9 models, one model may take a Heavy Bolter instead of the weapon options shown above.
This may rise to two models if the starting unit has 18 models, +30pts p/m
One Thousand Sons Terminator may be upgraded to be a First Company Aspiring Sorcerer equipped withTerminator Armour, Force Weapon and Twin-Linked Boltgun, +35pts
The Aspiring Sorcerer has the following profile and special rules:
o WS:4, BS:4, S:4, T:4, W:1, I:4, A:2, Ld:10, Sv: 2+ / 4++
o Mark of Tzeentch (already shown on profile)
o May choose two Psychic Power from the Book of Magnus (above)
o May make one Psychic Power test and one Force Weapon test in the same player turn
In bodyguard units the entire unit gains F eel No P ain. This benefit is lost if the Sorcerer leaves the unit or is
killed during play, but not due to other casualties
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or (if led by an Aspiring Sorcerer or Independent Character) a Chaos Land Raider Sortiarius as a dedicated
transport vehicle. Space limitations apply
Thousand Sons Obliterators ± use exactly as in C:CSM but with the following addition: Must purchase Marks of Tzeentch, +35pts for entire unit
0-1 Thousand Sons µGodslayers¶ ± use all the rules for Thousand Sons Space Marines (above), with the
following changes/additions:
Up to 4 Rubric Marines may replace their Boltguns with one of the following:
o Heavy Bolter (+10pts); Missile Launcher (+10pts); Autocannon (+15pts); Plasma Cannon (+20pts); Multi-
Melta (+25pts); Lascannon (+30pts) Any model not equipped with a Heavy Weapon may be given an Auxiliary Grenade Launcher (see C:SM for details), +10pts p/m
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
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Thousand Sons Dreadnought WS: 5, BS: 2, St.: 6 (10), [ F: 12, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 120Unit Composition: 1 Thousand Sons Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Twin-Linked Heavy Bolter (Inferno Bolts)
Dreadnought CCW Smoke Launchers Searchlight
Special Rules: Slow & P urposeful Ignores µCrazed¶ rule
Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10ptso Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Twin-Linked Heavy Bolter with one of the following:
o Multi-Melta +10pts
o Plasma Cannon +10pts
o Twin-Linked Autocannon +10pts
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod Thousand Sons Predator ± use exactly as it appears in C:CSM, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Thousand Sons Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a SiegeShield (see C:SM for details) and the following addition:
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Thousand Sons Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but
with the following additions and alterations: 230pts
Transport Capacity: 10 models
The Land Raider¶s Heavy Bolters fire Inferno Bolts The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
May purchase the We Are Legion Gift of Tzeentch, +30pts
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Thousand Sons Land Raider Sortiarius ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
245pts Transport Capacity: Special ± the interior of the Sortiarius defies the logic of 3 dimensional space. It may
always carry a maximum of 9 models, regardless of the armour they wear The Land Raider¶s Twin-Linked Heavy Bolter fires Inferno Bolts
The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponson-mounted Warptide Cannons.
Counts as a Chaos Icon May purchase the We Are Legion Gift of Tzeentch, +30pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Thousand Sons Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the followingadditions and alterations:
BS:4 May purchase Blasphemous Runes, +10pts
Use the rules for Daemonic Possession cited in this list, +30pts
0-1 Thousand Sons Deceiver ± use the profile, rules and points cost for Soul Grinders of Chaos as they appear in
C:CD but with the following additions and alterations: 170pts
BS:4; Mark of Tzeentch (5+ Invulnerable Save); Glamour of Tzeentch (see Changling rules in C:CD for details) May not Deepstrike and must be deployed normally at the start of the game
Replace the Mawcannon rules / options with the following:
o V omit replaced with Warpfire (free)
o Tongue option replaced with Boon of Mutation, +25pts
o P hlegm option replaced with Breath of Chaos, +25pts
SUMMONED DAEMONS & CHAOS SPAWN 0-1 Summoned Lord of Change ± use the rules and options for Lords of Change exactly as they appear in C:CD.Note that the rules for summoning Greater Daemons found in C:CSM still apply. The daemon may not Assault in
the same turn that it arrives in play.0-2 Summoned Pink Horrors ± use the rules and options for units of Pink Horrors exactly as they appear in
C:CD. Note that the rules for summoning Lesser Daemons found in C:CSM still apply. The daemons count asTroop choices but do not take up a slot on the FOC. The daemons may not Assault in the same turn that they arrive
in play.
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TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Moraletest to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
May purchase Blasphemous Runes, +10pts
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THE DEATH GUARD LEGION Stoic and terrible, the Death Guard were the first (and remain the most favoured) of all Nurgle¶s Plague Marines.
Although there are many Astartes renegades who have embraced the God of Decay for various reasons, none havereceived the quantity or quality of blessings that the Death Guard enjoy.
Death Guard: All non-vehicle units have the following USRs: F earless; F eel No P ain
All Death Guard infantry models (except Daemon Princes & Terminators) have Blight Grenades
All Death Guard models are immune to the special effects of all P oisoned attacks and the Noxious Touch andAura of Decay Gifts of Chaos Any squad of exactly 14 models may be split into two squads of 7 models, after which the Combat Squads rule
applies to the two squads.
DEATH GUARD ARMOURY / SPECIAL RULES Atrophy Rounds: Against vehicles, buildings and models that are immune to P oisoned attacks, Atrophy Rounds
count as normal rounds fired from Bolt weapons of their type (so Boltgun rounds, Bolt Pistol rounds, Heavy Bolter rounds, etc). Against all other models Atrophy Rounds replace their normal Strength rating with: Poisoned (2+) Aura of Decay: exactly as it appears in C:CD.Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with a
Dreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Blight Grenades: count as both offensive and defensive grenades, but do not give any strength bonuses during
assaults against vehicles etc.Chaos Sorcery: The following Psychic Powers are available to Death Guard Sorcerers: Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Doombolt ± exactly as in C:CSM, p.88
Gift of Chaos ± exactly as in C:CSM, p.88 Nurgle¶s Rot ± exactly as in C:CSM, p.88 The Gate of Infinity ± exactly as in C:SM, p.57
The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63
Warptime ± exactly as in C:CSM, p.88 Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
Wind of Chaos ± exactly as in C:CSM, p.88
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Cloud of Flies: exactly as it appears in C:CD.Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At the
end of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on theVehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of every
owning-player¶s turn.Destroyer Hive: Counts as both Frag and Blight Grenades; Eternal Warrior; Aura of Decay; +1 bonus to
Terminator Armour Invulnerable Save (making it 4+). Typhus only.
Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.Herald of Nurgle: Typhus is a Psyker with the Nurgle¶s Rot and Wind of Chaos Psychic Powers. Typhus may
only use one of these powers in any given Shooting Phase. Typhus passes his Psychic Tests automatically and so is
also immune to Perils of the Warp.Manreaper: Daemon Weapon. Obeys the following rules: 2 Handed Power Weapon
Noxious Touch Gift of Chaos +D6 Attacks in the Assault Phase. Will hit back at Typhus if this D6 roll is a 1. Work out one Strength 4 hit
against Typhus with no Armour Saves permitted. Note that Typhus is immune to the effects of the Noxious Touch
gift. Typhus only
Mark of Nurgle: +1 Toughness to bearer.Noxious Blade: Daemon Weapon. Obeys the following rules: 2 Handed Power Weapon
Noxious Touch Roll a D6 whenever you wish to use it. Will hit its bearer on a roll of 1. Work out one hit against bearer with noArmour Saves permitted. Note that models bearing the Mark of Nurgle are immune to the effects of the Noxious
Touch gift.
0-1 per army Noxious Touch: exactly as it appears in C:CD.
Glorious Palanquin of Nurgle: Daemonic Steed. Bestows +1 Toughness; +1 Wound; Relentless; Cloud of F lies;
Aura of Decay; Chaos Icon; For transport vehicles, counts as Terminator Armour. 0-2 per army.Pestilential Staff: Daemon Weapon. Obeys the following rules:
2 Handed Power Weapon May be used in the Shooting Phase instead of other firearms or shooting attacks. Shoots Breath of Chaos (seeC:CD for details).
Roll a D6 every time this shooting attack is used. On a roll of 1 work out a single Breath of Chaos hit against
bearer with no Armour Saves permitted
0-1 per army
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Plague Banner ± Counts as a Squad Icon that also contains the Aura of Decay Gift of Chaos with an effectiverange of 12´. 0-1 per army.Plaguebringer: exactly as it appears in C:CSM. 0-1 per army.Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp and
Realspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychicroll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if they
rolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Scabby Carapace: The Death Guard¶s Power Armour has fused together with all manner of foul and Warp-tainted effluence, scabbing and scar tissue. Counts as Runic Armour (see C:SW) that also reduces the Leadership
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HQ Typhus, First Captain of the Death Guard, Host of the Destroyer Hive ± use the profile from C:CSM, but for
the rest use the following: 290pts
Special Rules & Equipment: Death Guard; Mark of Nurgle (shown of profile); Independent Character; Psyker;Herald of Nurgle; Destroyer Hive; Manreaper; Terminator Armour
Commander of the Terminus Est: May purchase Orbital Bombardment, +15pts
Zombie Epidemic: If Typhus is included in your army all Plague Zombie Hordes (see below) may be given thefollowing additional rules:
o +5pts p/m
o The Dead Rise ± The corpses that litter the battlefield are not all they seem. They have been infected by the
Zombie Plague and so are not truly dead. Once the battle-lines have been drawn, Typhus may call upon his rotting
children to rise up and attack his enemies. Typhus¶ Zombies may Infiltrate.
o Virulent Contagion ± Typhus¶ Zombies are the most vile and contagious of all creatures of their kind. They
have the Aura of Decay and Cloud of F lies Gifts of Chaos.
o Reanimated Soldiers ± Typhus¶ Zombies were once soldiers and still wear the tattered remains of the various
kinds of body armour they wore when they fell in battle. They have an Armour Save of 5+.
o If another Independent Character in your army also grants bonuses to Plague Zombies (such as Necrosius,
below) you must choose in advance which character¶s benefits you will be applying to all Zombies during play.
You may not apply more than one set of bonuses. Plague Brothers: Typhus may take an Honour Guard of precisely 6 Death Guard Terminators. Honour Guardscount as an HQ choice that does not take up an HQ slot on the Force Organisation Chart.
Transport: If accompanied by an Honour Guard, Typhus may take a Dreadclaw Assault Pod, a Chaos Rhino, aChaos Land Raider or a Chaos Land Raider Pandemic as a dedicated transport vehicle. The usual space limitations
for transport vehicles apply
Necrosius, µThe Hand of Nurgle¶, Master of the Apostles of Contagion ± exactly as he appears in ImperialArmour: The Siege of Vraks III, but with the following changes and additions:
170pts Immune to the special effects of all P oisoned attacks
May purchase F avoured by Chaos, +15pts
May purchase Eternal Warrior, +40pts Master of the Dead: If Necrosius is included in an army all Zombie Hordes in play benefit from F uriousCharge at +3pts p/m
If another Independent Character in your army also grants bonuses to Plague Zombies (such as Typhus, above)
you must choose in advance which character¶s benefits you will be applying to all Zombies during play. You maynot apply more than one set of bonuses.
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0-1 Death Guard Daemon Prince ± use the rules and options for Daemon Princes in C:CD but with the followingadditions:
F eel No P ain (free) Must purchase the Mark of Nurgle
Must purchase the Iron Hide Chaos Gift Immune to the special effects of all P oisoned attacks
Plague Lord: All Zombie Hordes in play benefit from P oisoned attacks on a 4+, +2pts p/m
If another Independent Character in your army also grants bonuses to Plague Zombies (such as Typhus andNecrosius, above) you must choose in advance which character¶s benefits you will be applying to all Zombiesduring play. You may not apply more than one set of bonuses.
Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion Daemon
Princes deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
0-1 Death Guard Plague Lord ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos
Lords in C:CSM, for the rest use the following: Special Rules & Equipment: Death Guard; Mark of Nurgle; Initiative: 4; Independent Character, +35pts
May purchase Scabby Carapace, +15pts
May purchase F avoured by Chaos, +15pts May purchase Eternal Warrior, +40pts
May purchase a Boltgun, +3pts May purchase an Auxiliary Grenade Launcher for Boltgun, +15pts
May purchase Atrophy Rounds for any Bolt weapon, +10pts May exchange Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Boltgun (+10pts); Plasma Pistol (+15pts)
May replace CCW and Bolt Pistol with one of the following:
o Noxious Blade (+40pts); Plaguebringer (+40pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Palanquin of Nurgle (+45pts); Terminator Armour
(see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,+35pts
o May be given Cloud of F lies Chaos Gift, +5ptso May purchase a Personal Icon, +5pts
o May exchange Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Plaguebringer (+25pts);
Noxious Blade (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Weapon (+5pts);
Lightning Claw (+10pts); Storm Shield (+10pts); Power Fist (+20pts)
Plague Brothers: The Death Guard Plague Lord may take an Honour Guard of precisely 6 Favoured DeathGuard Plague Marines (see their entry for details). If the Plague Lord is equipped with Terminator Armour thenthe six-man Honour Guard must be chosen from the Death Guard Terminator entry. Honour Guards count as an
HQ choice that does not take up an HQ slot on the Force Organisation Chart.
Transport: If accompanied by an Honour Guard, the Plague Lord may take a Dreadclaw Assault Pod, a ChaosRhino, a Chaos Land Raider or a Chaos Land Raider Pandemic as a dedicated transport vehicle. The usual space
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Death Guard Sorcerer ± use the points cost, profile, unit type, wargear and psychic options for Chaos Sorcerersin C:CSM, for the rest use the following:
Special Rules & Equipment: Death Guard; Mark of Nurgle; Initiative: 4; Favoured of Chaos; IndependentCharacter; Psyker +60pts
Ignore the points cost for Psychic Powers. May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase a Portal Key, +20pts May purchase Scabby Carapace, +15pts May purchase F avoured by Chaos, +15pts
May purchase Eternal Warrior, +40pts
May purchase Atrophy Rounds for any Bolt weapon, +10pts May exchange Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Boltgun (+10pts); Plasma Pistol (+15pts)
May replace Force Weapon with one of the following:
o Noxious Blade (free); Plaguebringer (free); Pestilential Staff, (+15pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Palanquin of Nurgle (+40pts); Terminator Armour
(see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
o May purchase Aura of Decay Chaos Gift, +15pts
o May purchase Cloud of F lies Chaos Gift, +5pts
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
o May replace Force Weapon with: Plaguebringer (free); Pestilential Staff (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Weapon
(+10pts); Storm Shield (+10pts); Power Fist (+15pts)
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Death Guard Plague Captain ± use the points cost, profile, invulnerable save, unit type and wargear for ChaosLords in C:CSM, for the rest use the following:
Special Rules & Equipment: Death Guard; Mark of Nurgle; Initiative: 4; Independent Character, +35pts May purchase Scabby Carapace, +15pts
May purchase F avoured by Chaos, +15pts May purchase Eternal Warrior, +40pts
May purchase a Boltgun, +3pts
May purchase Atrophy Rounds for any Bolt weapon, +10pts May purchase an Auxiliary Grenade Launcher for Boltgun, +15pts May exchange Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Boltgun (+10pts); Plasma Pistol (+15pts)
May replace CCW and Bolt Pistol with one of the following:
o Noxious Blade (+40pts); Plaguebringer (+40pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+35pts
o May purchase a Personal Icon, +5pts
o May purchase an with: Lightning Claw (+5pts); Power Fist (+10pts); Plaguebringer (+25pts); Noxious Blade
(+25pts)o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Weapon (+5pts);
Lightning Claw (+10pts); Storm Shield (+10pts)
ELITES 0-1 Nurgle¶s Pretties ± use the profile, Possessed Champion upgrade option, unit type, number/squad andWargear for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations:
Nurglish Daemonkin: If the unit number 7 or 14 models, every model may be given the F eel No P ain USR and the Cloud of F lies Chaos Gift, +4pts p/m.
Must purchase Marks of Nurgle for entire unit. Costs the same as one Icon of Nurgle. The Possessed Abilities Table is replaced with the following:
o 1 = Unholy Might (see C:CD for details)
o 2 = +1 Wound
o 3 = Plagueswords (see C:CD for details)
o 4 = 2+Armour Saves
o 5 = Aura of Decay (see C:CD for details)
o 6 = Insect Wings (count as Jump Packs)
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
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Favoured Death Guard ± use the profile, unit type and wargear for Plague Marines in C:CSM, for the rest use thefollowing:
25pts p/m Special Rules & Equipment: Death Guard; all models have A:2
Unit Size: 5-20 models One model may be given a Plague Banner, +25pts
One model may be upgraded into a Plague Champion, +15pts
Plague Champions may be given a Personal Icon, +5pts Any model may take Melta Bombs, +5pts p/m The entire unit may be given Scabby Carapaces, +15pts p/m
Any model may replace his standard CCW with one of the following:
o Power Weapon (+15pts); Power Fist (+25pts)
Any model may replace his Bolt Pistol & Boltgun with one of the following:
o Plasma Pistol (+15pts); Storm Shield (+15pts)
If there are 5 models in the squad, one Favoured Death Guard Marine may replace his Bolt Pistol and CCWwith one of the following:
o Flamer (free); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Favoured Death Guard Marine may replace his Bolt Pistol and
CCW with one of the following:
o Heavy Bolter (+5pts); Missile Launcher (+5pts); Multi-Melta (+5pts); Autocannon (+10pts); Plasma Cannon(+10pts) One unit per army may be given Jump Packs, +10pts p/m. Models with Jump Packs may not carry Rapid Fire or
Heavy Weapons In starting units of 7 or 14 models all Bolt weapons may be equipped with Atrophy Rounds at no extra points
cost
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Pandemic as a dedicated transport vehicle. The usual space limitationsfor transport vehicles apply
Death Guard Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for the restuse the following:
38pts p/m Special Rules & Equipment: Death Guard; T:5; I:3; may not purchase Chaos Icons Unit Size: 3-7 models or 14 models
One model may be given a Plague Banner, +25pts
Any model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+15pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
In starting units of 7 or 14 models all models get the Cloud of F lies Gift of Chaos and all Bolt weapons may beequipped with Atrophy Rounds at no extra charge
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Pandemic as a dedicated transport vehicle. The usual space limitationsfor transport vehicles apply
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Heresy-Era Death Guard Dreadnought WS: 5, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 12 ] I: 3, A: 3 (4) Pts: 195Unit Composition: 1 Death Guard Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Chainfist with integrated Heavy Flamer
Multi-Melta Smoke Launchers & Searchlight
Special Rules: Venerable Cloud of Flies Aura of Decay
Ignores µCrazed¶ rule Dreadnought CCW¶s gain the Noxious Touch Chaos Gift
Wargear Options: May purchase Extra Armour, +15pts
May purchase Daemonic Possession, +30pts May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Multi-Melta with one of the following:
o Twin-Linked Heavy Bolter (free)
o Plasma Cannon +10pts
o Twin-Linked Autocannon +10pts
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod
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TROOPS Death Guard Plague Marines ± use the profile, unit type and wargear for Plague Marines in C:CSM, for the rest
use the following: 23pts p/m
Special Rules & Equipment: Death Guard One model may be upgraded into a Plague Champion, +15pts
The Plague Champion may be given Melta Bombs, +5pts
The Plague Champion may be given a Personal Icon, +5pts The Plague Champion may be given a Scabby Carapace, +15pts The Plague Champion may replace his CCW with one of the following:
o Power Weapon (+15pts); Plasma Pistol (+15pts); Power Fist (+25pts)
One Plague Marines may replace his Boltgun with one of the following:
o Flamer (free); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Plague Marine may be given one of the following:
o Heavy Bolter (+5pts); Missile Launcher (+5pts); Multi-Melta (+5pts); Autocannon (+10pts); Plasma Cannon
(+10pts)
In starting units of 7 or 14 models all Bolt weapons may be equipped with Atrophy Rounds, +2pts p/m Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
Death Guard Plague Zombies ± use the following rules: 7pts p/m
WS:2, BS:0, S:3, T:4, W:1, I:1, A:1, Ld:10, Sv: 6+
Unit Composition: 10-50 Zombies Equipment: None Options: None
Special Rules:
o Rage
o Fearless
o Feel No Pain
o Slow & Purposeful
o Poisoned Attacks on 5+
You may include one Zombie Horde for every Death Guard Plague Marines starting unit of exactly 7 or 14models (including attached Independent Characters) in your army
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FAST ATTACK 0-3 Deathguard Blight Drones ± use all the rules for units of Nurgle Blight Drones exactly as they appear in
Imperial Armour: Siege of Vraks III
0-2 Death Guard Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion
upgrade cost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following: 35pts p/m
Special Rules & Equipment: Death Guard; Mark of Nurgle (Toughness 6); may not purchase Chaos Icons
Number/squad: 5-14 The Plague Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the followingrules:
o Toughness 6; +1 Wound; Heavy Bolter
o Heavy Bolter may be upgraded to a Multi-Melta, +10pts
0-1 Death Guard µInfestor¶ Swarm ± use the rules for Death Guard Plague Marines (above) but with thefollowing additions: 26pts p/m
Special Rules & Equipment: Jump Packs No Heavy Weapons may be chosen & no Rapid Fire weapons may be used
For every 5 models in the squad one model may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+15pts); Plasma Pistol (+15pts) May not take a transport vehicle
HEAVY SUPPORT Death Guard µDesolaters¶ ± use the rules for Death Guard Plague Marines (above) but with the followingadditions: Up to 4 Death Guard Marines may replace his Bolt Pistol & Boltgun with one of the following:
o Heavy Bolter (+10pts); Missile Launcher (+10pts); Autocannon (+15pts); Plasma Cannon (+20pts); Multi-
Melta (+25pts); Lascannon (+30pts)
Models wielding Heavy Bolters may be equipped with Atrophy Rounds at +3pts p/m
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
Death Guard Obliterator Cult ± use exactly as in C:CSM but with the following addition: Must purchase Marks of Nurgle, +40pts for entire unit
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Death Guard Dreadnought WS: 5, BS: 4, St.: 6 (10), [ F: 12, S: 12, R: 11 ] I: 3, A: 3 (4) Pts: 120Unit Composition: 1 Death Guard Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Chainfist with integrated Heavy Flamer
Multi-Melta Smoke Launchers Searchlight
Special Rules: Cloud of F lies Crazed
Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10ptso Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Multi-Melta with one of the following:
o Twin-Linked Heavy Bolter (free)
o Plasma Cannon +10pts
o Twin-Linked Autocannon +10pts
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod Death Guard Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for the restuse the following:
38pts p/m Special Rules & Equipment: Death Guard; T:5; I:3; may not purchase Chaos Icons
Unit Size: 3-7 models or 14 models One model may be given a Plague Banner, +25pts
Any model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Storm Shield (+15pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
In starting units of 7or
14 models all models get the Cloud of F
lies Gift of Chaos and all Bolt weapons may beequipped with Atrophy Rounds at no extra charge
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Pandemic as a dedicated transport vehicle. The usual space limitations
for transport vehicles apply
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Death Guard Predator ± use exactly as it appears in C:CSM, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Death Guard Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a SiegeShield (see C:SM for details) and the following addition:
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Death Guard Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but with
the following additions and alterations:
230pts Transport Capacity: 10 models The Land Raider may take a pintle-mounted Multi-Melta, +10pts
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Death Guard Land Raider Pandemic ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
245pts Transport Capacity: 14 models
The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponson-mounted Plague Cannons.
These shoot the Breath of Chaos Gift of Chaos.
Counts as a Chaos Icon and may purchase the following Daemonic Upgrades: Cloud of F lies (+5pts); Aura of Decay (+15pts); May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Death Guard Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the following additionsand alterations:
BS:4
May purchase Blasphemous Runes, +10pts Use the rules for Daemonic Possession cited in this list, +30pts
0-1 Bound Plague Hulk ± use all the rules for Nurgle Plague Hulks exactly as they appear in Imperial Armour butwith the following alteration:
May not Deepstrike and must be deployed normally at the start of the game
SUMMONED DAEMONS & CHAOS SPAWN (BEASTS OF NURGLE) 0-1 Summoned Great Unclean One ± use the rules and options for Great Unclean Ones exactly as they appear in
C:CD. Note that the rules for summoning Greater Daemons found in C:CSM still apply. The daemon may not
Assault in the same turn that it arrives in play.0-2 Summoned Plaguebearers ± use the rules and options for units of Plaguebearers exactly as they appear in
C:CD. Note that the rules for summoning Lesser Daemons found in C:CSM still apply. The daemons count asTroop choices but do not take up a slot on the FOC. The daemons may not Assault in the same turn that they arrivein play.
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TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Moraletest to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
May purchase Blasphemous Runes, +10pts
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THE EMPEROR¶S CHILDREN LEGION Originally a Legion dedicated towards the pursuit of perfection in all things, the Emperor¶s Children became the
first of all Space Marines to dedicate themselves wholly to the pursuit of perfect sensation through worship of thePrince of Chaos, Slaanesh. Although the Legion is rightly feared for the number and passion of its Noise Marines,
there are many paths to perfection and many forms of pleasure, and the Emperor¶s Children are pursue of them all.Emperor¶s Children: All models with a WS are Fearless.
All Elites and HQ choices possess the Counter-Attack rule. All Independent Characters have the Warp Scream gift (see below). Any squad of exactly 12 models may be split into two squads of 6 models, after which the Combat Squads rule
applies to the two squads (see C:SM for details). Units of 18 models may be split into three units of 6 models with
the same rule applying.
EMPEROR¶S CHILDREN ARMOURY / SPECIAL RULES Armour of Shrieking Souls: 2+ Armour Save; 4+Invulnerable Save; Eternal Warrior. For each successfulArmour or Invulnerable Save Lucius makes, the unit causing the Wound takes an immediate Strength 4 Hit that
ignores Armour Saves. Lucius only. Aura of Acquiescence: Gift of Chaos. Exactly as in C:CD.Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.
These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Anyenemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with aDreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Blastmaster: Exactly as it appears in C:CSM, p.39Blissgiver: Exactly as it appears in C:CSM. 0-1 per army.Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steel
forged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as Runic
Armour (see Codex: Space Wolves for details).Chaos Sorcery: The following Psychic Powers are available to Emperor¶s Children Sorcerers: Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Doombolt ± exactly as in C:CSM, p.88
Gift of Chaos ± exactly as in C:CSM, p.88 Lash of Submission ± exactly as in C:CSM, p.88
The Gate of Infinity ± exactly as in C:SM, p.57 The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63 Warptime ± exactly as in C:CSM, p.88
Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
Wind of Chaos ± exactly as in C:CSM, p.88
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Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.
Daemon¶s Kiss: Two-Handed Power Weapon. +1 Strength. Always hits on a 3+ in close-combat.Doom Siren: Exactly as it appears in C:CSM, p.39Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.
No Invulnerable Save may ever better 3+.Stallion of Slaanesh: Daemonic Steed. Bestows +1 Attack; F leet ; Soporific Musk ; Aura of Acquiescence; Skilled Rider ; Changes unit type to Cavalry; Counts as a Chaos Icon. 0-1 per army.Lash of Torment: Close-combat Weapon. Reduces the Attacks of any model in base contact with Lucius by 1 (to
a minimum of one). Increases Lucius¶s Attacks to 4. Lucius only.Mark of Slaanesh: +1 Initiative to bearer.Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp and
Realspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychicroll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if they
rolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Rapturous Standard: Bestows Aura of Acquiescence and Soporific Musk upon the owning unit.
Rod of Desire: Force Staff that also bestows Aura of Acquiescence upon the wielder. Enemies within 3´ of thebearer lose one Attack (to a minimum of 1)Sonic Blaster: Exactly as it appears in C:CSM, p.39Soporific Musk: Gift of Chaos. See C:CD for detailsSuccubus Blade: Daemon Weapon. Obeys the following rules: 2 Handed Power Weapon +2 to bearer¶s Strength in Close-combat
Enemies wounded but not killed may not Attack until the end of the next Assault phase
Roll a D6 whenever you wish to use it. Will hit its bearer on a roll of 1. Work out one hit against bearer with noArmour Saves permitted. 0-1 per army
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HQ Lucius the Eternal, Chosen Paragon of Slaanesh, Lord Commander of the Emperor¶s Children ± use the
profile, unit type and number/squad as in C:CSM, but for the rest use the following: 245pts
Special Rules & Equipment: Emperor¶s Children; Mark of Slaanesh; Armour of Shrieking Souls; WarpScream; Lash of Torment; Daemon¶s Kiss
May purchase Orbital Bombardment, +20pts
The Blades of Delight: Lucius may take his personal Honour Guard of precisely 5 or 11 or 17 EcstaticEmperor¶s Children (see entry below for details). In addition to any other equipment, all models in the Honour Guard must be equipped with either Power Swords or Daemon¶s Kisses or any mix of these two and may not be
equipped with any Heavy Weapons. Honour Guards count as an HQ choice that does not take up an HQ slot on the
Force Organisation Chart. Transport: If accompanied by an Honour Guard, Lucius may take a Dreadclaw Assault Pod, a Chaos Rhino, aChaos Land Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply Eidolon, First of the Noise Marines; Lord Commander of the Emperor¶s Children ± use the points cost,
profile, invulnerable save, unit type and wargear for Chaos Lords in C:CSM, for the rest use the following: 230pts
Special Rules & Equipment: Emperor¶s Children; Independent Character; Eternal Warrior; Mark of Slaanesh(+1 Initiative); Eternal Warrior; Warp Scream; Aura of Acquiescence; Favoured of Chaos; Terminator Armour;
Twin-Linked Blastmaster; Power Fist Noise Marine Choir: Eidolon may take an Honour Guard of precisely 5 Emperor¶s Children Terminators (see
entry below for details). The only firearms permitted to his Honour Guard are Sonic Blasters, Doom Sirens and/or Blastmasters. Honour Guards count as an HQ choice that does not take up an HQ slot on the Force OrganisationChart.
Transport: If accompanied by an Honour Guard, Eidolon may take a Dreadclaw Assault Pod, a Chaos Land
Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual space limitations for transport vehicles apply
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0-1 Emperor¶s Children Daemon Prince ± use the rules and options for Daemon Princes in C:CD but with thefollowing additions:
Special Rules & Equipment: Emperor¶s Children; +30pts May purchase Daemonic Flight at the reduced cost of +40pts
Must purchase the Instrument of Chaos Chaos Gift Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion Daemon
Princes deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
0-1 Emperor¶s Children Paragon ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lords in C:CSM, for the rest use the following:
Special Rules & Equipment: Emperor¶s Children; Independent Character; Mark of Slaanesh (+1 Initiative);
Warp Scream, +20pts May purchase F avoured by Chaos, +15pts May purchase Chaos Armour, +15pts
May purchase Eternal Warrior, +40pts May replace his CCW with one of the following:
o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Daemon¶s Kiss (+30pts); Succubus
Blade (+40pts); Blissgiver (+40pts) May replace his Bolt Pistol with one of the following:
o Sonic Blaster (+5pts); Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts); Lightning Claw (+15pts); Doom Siren (+15pts); Storm Shield (+15pts); Power Fist (+25pts) May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Mount of Slaanesh (+40pts); Terminator Armour (see
below) All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,+35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Daemon¶s Kiss (+15pts);
Succubus Blade (+25pts); Blissgiver (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Sonic Blaster (free); Combi-Weapon (+5pts);
Power Weapon (+5pts); Doom Siren (+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Blastmaster
(+20pts)
o May purchase a Personal Icon, +5pts Catamite Retinue: The Emperor¶s Children Paragon may take an Honour Guard of precisely 5 or 11 EcstaticEmperor¶s Children (see their entry for details). If the Paragon is equipped with Terminator Armour then the five-
man Honour Guard must be chosen from the Emperor¶s Children Terminator entry. Honour Guards count as an
HQ choice that does not take up an HQ slot on the Force Organisation Chart. Transport: If accompanied by an Honour Guard, the Paragon may take a Dreadclaw Assault Pod, a ChaosRhino, a Chaos Land Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply
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Emperor¶s Children Sorcerer ± use the points cost, profile, unit type and wargear options for Chaos Sorcerers inC:CSM, for the rest use the following:
Special Rules & Equipment: Emperor¶s Children; Independent Character; Mark of Slaanesh (+1 Initiative);Warp Scream; Favoured of Chaos; Psyker; Force Weapon, +50pts
May choose psychic powers from the Chaos Sorcery list in the Armoury May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase Chaos Armour, +15pts May Purchase a Portal Key, +20pts May exchange Force Weapon with a Rod of Desire, +15pts
May replace his Bolt Pistol with one of the following:
o Sonic Blaster (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts); Doom Siren
(+15pts); Storm Shield (+15pts); Power Fist (+25pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Mount of Slaanesh (+40pts); Terminator Armour (see
below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
o May replace Force Weapon with: Blissgiver (free).o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Power Weapon (+5pts);
Lightning Claw (+10pts); Storm Shield (+10pts); Power Fist (+20pts); Doom Siren (+15pts)
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
Emperor¶s Children Exemplar ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos
Lords in C:CSM, for the rest use the following: Special Rules & Equipment: Emperor¶s Children; Independent Character; Mark of Slaanesh; Warp Scream,+20pts
May purchase F avoured by Chaos, +15pts
May purchase Chaos Armour, +15pts
May replace his CCW with one of the following:
o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Daemon¶s Kiss (+30pts); Succubus
Blade (+40pts); Blissgiver (+40pts)
May replace his Bolt Pistol with one of the following:
o Sonic Blaster (+5pts); Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power
Sword (+15pts); Lightning Claw (+15pts); Doom Siren (+15pts); Storm Shield (+15pts); Power Fist (+25pts) May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Mount of Slaanesh (+40pts); Terminator Armour (see
below) All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Daemon¶s Kiss (+15pts);
Succubus Blade (+25pts); Blissgiver (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Sonic Blaster (free); Combi-Weapon (+5pts);
Power Weapon (+5pts); Doom Siren (+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist(+20pts); Blastmaster (+20pts)
o May purchase a Personal Icon, +5pts
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ELITES The Ecstatic ± use the profile, unit type and wargear for Noise Marines in C:CSM, for the rest use the following:
23pts p/m Special Rules & Equipment: Emperor¶s Children; Marks of Slaanesh (already shown on profile); all models
have A: 2 Unit Size: 5-20 models
One model may be upgraded into a Noise Champion, +15pts
The Noise Champion may be given a Personal Icon, +5pts The Noise Champion may replace his CCW and Boltgun with a Daemon¶s Kiss, +25pts Any model may be given Chaos Armour, +18pts p/m
Any model may be given Melta Bombs, +5pts p/m
Any model may replace his Bolt Pistol & Boltgun with one of the following:
o Sonic Blaster (+3pts); Storm Shield (+15pts); Power Weapon (+15pts)
Any model may replace his CCW with one of the following:
o Power Weapon (+15pts); Power Fist (+25pts)
One model may replace his Boltgun with one of the following:
o Flamer (free); Doom Siren (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If the squad numbers 10+ models, one further Ecstatic Marine may be given one of the following:
o Missile Launcher (+5pts); Heavy Bolter (+5pts); Blastmaster (+5pts); Autocannon (+10pts); Multi-Melta
(+10pts); Lascannon (+15pts); Plasma Cannon (+15pts) One unit per army may be given Jump Packs, +10pts p/m. Models with Jump Packs may not carry Rapid Fire or Heavy Weapons
Models in Honour Guard units may swap Boltguns & CCW¶s with a Daemon¶s Kiss, +30pts p/m Starting units of 6, 12 or 18 models may purchase a Rapturous Standard, +25pts
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take a
Chaos Land Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply Emperor¶s Children Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for
the rest use the following: 33pts p/m
Special Rules & Equipment: Emperor¶s Children; Marks of Slaanesh (Initiative:5); May not purchase ChaosIcons Unit Size: 3-6 models or 12 models
Any model may replace his Power Weapon with one of the following:
o Lightning Claw (+3pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Sonic Blaster (free); Combi-Boltgun (+5pts); Doom Siren (+10pts); Lightning Claw (+10pts); Storm Shield
(+10pts); Power Weapon (+10pts) For every 5 models in the squad one model may swap his Twin-Linked Boltgun with: one of the following:
o Heavy Flamer (+5pts); Blastmaster (+20pts); Reaper Autocannon (+25pts)
Honour Guards may swap their Power Weapons with a Daemon¶s Kiss, +15pts p/m Starting units of 6 or 12 models may purchase a Rapturous Standard, +20pts
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
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0-1 Emperor¶s Children Nephilim ± use the profile, Possessed Champion upgrade option, unit type,number/squad and Wargear for Possessed Chaos Space Marines in C:CSM but with the following additions and
alterations: Slaaneshi Daemonkin: Come with P referred Enemy USR and the Aura of Acquiescence Chaos Gift (see C:CD
for details), +7pts p/m Must purchase Marks of Slaanesh for entire unit. Costs the same as one Icon of Slaanesh.
The Possessed Abilities Table is replaced with the following:
o 1 = Daemonic Flight (entire unit counts as having Jump Packs)o 2 = Instrument of Chaos (see C:CD for details)
o 3 = Fleet
o 4 = Soporific Musk (see C:CD for details)
o 5 = Rending
o 6 = Power Weapons
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
Heresy-Era Emperor¶s Children Dreadnought WS: 5, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 10 ] I: 5, A: 3 (4) Pts: 185Unit Composition: 1 Emperor¶s Children Dreadnought.Unit Type: Vehicle (Walker)
Wargear: Dreadnought CCW with integrated Doom Siren
Twin-Linked Blastmaster
Smoke Launchers Searchlight
Special Rules: Venerable Aura of Acquiescence
Ignores µCrazed¶ rule
Wargear Options: May purchase Extra Armour, +15pts
May purchase Daemonic Possession, +30pts
May purchase Blasphemous Runes, +10pts May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10pts
o Twin-Linked Autocannon, +10pts
May replace Twin-Linked Blastmaster with one of the following:
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)
o Plasma Cannon, +10pts
o Twin-Linked Autocannon, +10pts
o Additional Dreadnought CCW with integrated Doom Siren, +10pts
o Twin-Linked Lascannon, +30pts
Other Options:
o Warp Scream, +10pts
o P referred Enemy USR against everything the Dreadnought attacks, +20pts
Transport: May take a Dreadclaw Assault Pod
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TROOPS Emperor¶s Children Space Marines ± use the profile, unit type and wargear for Noise Marines in C:CSM, for
the rest use the following: 18pts p/m
Special Rules & Equipment: Emperor¶s Children; Marks of Slaanesh (included in profile) One model may be upgraded into a Noise Champion, +15pts
Noise Champions may be given a Personal Icon, +5pts
Noise Champions may be given Melta Bombs, +5pts Noise Champions may replace CCW¶s and/or Bolt Pistols & Boltguns with one of the following:
o Doom Siren (+15pts); Power Weapon (+15pts)
The entire unit may exchange their Bolt Pistols & Boltguns with Sonic Blasters, +3pts p/m In a squad of 5 or more Emperor¶s Children Marines one may replace his Boltgun with one of the following:
o Flamer (free); Doom Siren (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If the squad numbers 10 or more models, one further Emperor¶s Children Marine may be given one of thefollowing:
o Missile Launcher (+5pts); Heavy Bolter (+5pts); Blastmaster (+5pts); Autocannon (+10pts); Multi-Melta
(+10pts); Lascannon (+15pts); Plasma Cannon (+15pts) Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.
The usual space limitations for transport vehicles apply
FAST ATTACK Emperor¶s Children Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion
upgrade cost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following:
30pts p/m Special Rules: Emperor¶s Children; Marks of Slaanesh (+1 to listed Initiative); May not purchase Chaos Icons The Noise Champion may be equipped with an Armoured Quad Bike at +30pts, which bestows the following
rules:
o Toughness 5; +1 Wound; Blastmaster
o Blastmaster may be swapped with a Multi-Melta, (free)
Emperor¶s Children µJoyous Heralds¶ ± use the rules for Emperor¶s Children Space Marines (above) but with
the following additions: 20pts p/m Special Rules & Equipment: Jump Packs
No Heavy Weapons may be chosen & no Rapid Fire weapons may be used
For every 5 models in the squad one model may replace his existing weaponry with one of the following:
o Flamer (+5pts); Doom Siren (+10pts); Meltagun (+15pts); Plasma Pistol (+15pts)
May not take a transport vehicle
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HEAVY SUPPORT Emperor¶s Children Terminators ± use the profile, unit type and wargear for Chaos Terminators in C:CSM, for
the rest use the following: 33pts p/m
Special Rules & Equipment: Emperor¶s Children; Marks of Slaanesh (Initiative:5); May not purchase ChaosIcons
Unit Size: 3-6 models or 12 models
Any model may replace his Power Weapon with one of the following:o Lightning Claw (+3pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Sonic Blaster (free); Combi-Boltgun (+5pts); Doom Siren (+10pts); Lightning Claw (+10pts); Storm Shield
(+10pts); Power Weapon (+10pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with: one of the following:
o Heavy Flamer (+5pts); Blastmaster (+20pts); Reaper Autocannon (+25pts)
Honour Guards may swap their Power Weapons with a Daemon¶s Kiss, +15pts p/m Starting units of 6 or 12 models may purchase a Rapturous Standard, +20pts
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Cacophony as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply
Emperor¶s Children Choristers ± use the rules for Emperor¶s Children Space Marines (above) but with thefollowing additions:
Up to 4 Emperor¶s Children may replace their Bolt Pistols & Boltguns with any mix of the following:
o Heavy Bolter (+15pts); Missile Launcher (+15pts); Multi-Melta (+15pts); Blastmaster (+15pts); Autocannon
(+20pts); (+20pts); Plasma Cannon (+25pts); Lascannon (+35pts)
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
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Emperor¶s Children Dreadnought WS: 4, BS: 4, St.: 6 (10), [ F: 12, S: 12, R: 10 ] I: 5, A: 3 (4) Pts: 120Unit Composition: 1 Emperor¶s Children Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Dreadnought CCW with integrated Doom Siren
Twin-Linked Blastmaster Smoke Launchers Searchlight
Special Rules: Crazed
Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Heavy Bolter, +10ptso Twin-Linked Autocannon, +10pts
May replace Multi-Melta with one of the following:
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)
o Plasma Cannon +10pts
o Twin-Linked Autocannon +10pts
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon +30pts
Transport: May take a Dreadclaw Assault Pod Emperor¶s Children µVirtuosos¶ ± use the rules and options for Obliterators exactly as in C:CSM but with the
following additions:
Must purchase an Icon of Slaanesh, +15pts Replace entries for Twin-Linked Flamers with Twin-Looked Doom Sirens and Twin-Linked Meltaguns withTwin-Linked Blastmasters
Emperor¶s Children Predator ± use exactly as it appears in C:CSM, with the following addition:
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Emperor¶s Children Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a
Siege Shield, see Codex; Space Marines for details, with the following addition:
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
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Emperor¶s Children Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSMbut with the following additions and alterations:
230pts Transport Capacity: 10 models
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Emperor¶s Children Land Raider Cacophony ± use the rules and options for Chaos Land Raiders as theyappear in C:CSM but with the following additions and alterations:
245pts
Transport Capacity: 12 models Dirge Caster included The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Twin-Linked Blastmasters,
for a total of 4 Twin-Linked Blastmasters Hull-mounted Twin-Linked Heavy Bolter replaced with 2 Twin-Linked Sonic Blasters
Counts as a Chaos Icon and may purchase the Aura of Acquiescence (+5pts)
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Emperor¶s Children Defiler ± use the rules for Chaos Defilers as they appear in C:CSM but with the following
additions and alterations: BS:4
May purchase Blasphemous Runes, +10pts Use the rules for Daemonic Possession cited in this list, +30pts Emperor¶s Children Desecrater ± use the profile, rules and points cost for Soul Grinders of Chaos as they appear
in C:CD but with the following additions and alterations: 170pts BS:4; Mark of Slaanesh (I:5); Aura of Acquiescence; Transfixing Gaze; Warp Scream
May not Deepstrike and must be deployed normally at the start of the game
Replace the Mawcannon rules / options with the following:o V omit replaced with Doom Siren (free)
o Tongue option replaced with Boon of Mutation, +25pts
o P hlegm option replaced with Twin-Linked Blastmaster , +25pts
SUMMONED DAEMONS & CHAOS SPAWN 0-1 Summoned Keeper of Secrets ± use the rules and options for Keepers of Secrets exactly as they appear in
C:CD. Note that the rules for summoning Greater Daemons found in C:CSM still apply. The daemon may not
Assault in the same turn that it arrives in play.0-2 Summoned Daemonettes ± use the rules and options for units of Daemonettes exactly as they appear inC:CD. Note that the rules for summoning Lesser Daemons found in C:CSM still apply. The daemons count as
Troop choices but do not take up a slot on the FOC. The daemons may not Assault in the same turn that they arrive
in play.Chaos Spawn ± use exactly as they appear in C:CSM, with the following addition:
May purchase Aura of Acquiescence Chaos Gift at +5pts
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TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Moraletest to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
May purchase Blasphemous Runes, +10pts
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THE NIGHT LORDS LEGION Amongst all the Legions of the Adeptus Astartes, the Night Lords are the undisputed masters of terror tactics. It is
not unheard of for the populations of continents (and even whole planets) to descend into terrified rioting and massevacuations in the face of the Night Lords¶ advance. The Night Lords do not choose to serve the Chaos Gods,
although they think nothing of utilising the energies and entities of the Warp if doing so brings them closer toachieving their goals.
Night Lords:
All non-Fearless units are Stubborn and Rally automatically if they end a fall-back move within 12´ of a NightLords Independent Character or Daemon Prince. Non-Fearless units have the Combat Tactics special rule
Models may purchase Icons of Chaos Glory and Personal Icons, but no other Icons / Chaos Marks
All Night Lords benefit from the Night V ision / Acute Senses USR All Night Lords (including Daemon Princes but excluding Terminators) benefit from the Stealth and Move
Through Cover and USR
Any squad of exactly 20 models may be split into two squads of 10 models, after which the Combat Squads ruleapplies to the two squads. See Codex: Space Marines (C:SM) for details.
NIGHT LORDS ARMOURY / SPECIAL RULES Accursed Weapon: Counts as a two-handed, Strength 6 Power Weapon
Anathema: Counts as a Boltgun that fires Kraken Bolts (see C:SM for details). Talos only.Aurum: Counts as a Terror Shard (see below). Talos only.Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with aDreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steel
forged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as RunicArmour (see Codex: Space Wolves for details).Corona Nox: Counts as a Personal Icon that bestows a 4+Invulnerable Save. All enemy models in base contact
with Sahaal must halve their Leadership rating (rounding fractions up). All enemies wishing to assault or shoot at
Sahaal and any unit he leads must do so using the Night F ighting rules regardless of the scenario being played.Acute Senses does not lessen the effect of the Corona. Sahaal only. Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on theVehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of every
owning-player¶s turn.Daemon Talons: Daemon Weapon. Obeys the following rules:
Lightning Claws Bestow D6+1 Attacks in addition to bearers own Attack profile (to a maximum of 10 Attacks)
Non-Fearless units taking any Wounds from the Talons must take a Morale test as if it had lost the combat
If the above D6 roll is a 1, the Claws will rebel against their bearer. Work out a single hit against the bearer withno Armour Saves allowed.
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Favoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.Hooks of Midnight: A pair of Master Crafted sickle shaped Strength 6 Power Swords that ignore all InvulnerableSaves of 5+. Sahaal only.
Horrorist: Daemon Weapon. Obeys the following rules: 2 Handed Power Weapon
+2 to bearer¶s Strength in Close-combat
Units wounded but not killed by this weapon halve their Leadership profile until the end of their next turn(rounding fractions up). This applies to Fearless units. Roll a D6 whenever you wish to use this weapon. Will hit its bearer on a roll of 1. Work out one hit against
bearer with no Armour Saves permitted.
0-1 per army Insurgency Armour: Counts as Carapace Armour (4+ Armour Save) that also bestows Scout and Infiltrate. Enemies wishing to target models in Insurgency Armour must use the Night F ighting rules. Models wearingInsurgency Armour also carry Cluster Mines (see C:SM for details). Wearers may not be equipped with Jump
Packs.Maledictions of Midnight: The following Psychic Powers are available to Night Lords Sorcerers: Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Gift of Chaos ± exactly as in C:CSM, p.88 Ravening Fury (counts as Quickening ) - exactly as in C:SM, p.57
The Gate of Infinity ± exactly as in C:SM, p.57 The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63
Unholy Terror ± all enemy units within a 6´ radius must take an immediate Morale test at -3 Leadership. If thistest is failed the effected units must immediately Fall Back as per the usual rules. Fearless units are unaffected bythis power.
Unreasoning Panic ± one enemy unit within 12´ inches of the Sorcerer must take an immediate Pinning test athalf its usual Leadership value (rounding fractions down to a minimum of 1). The usual rules for Pinning apply. Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63 Wind of Chaos ± exactly as in C:CSM, p.88
Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychic
roll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if theyrolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Terror Shard: Two-Handed Power Weapon that bestows +1 Strength on bearers. Enemy infantry units wounded
but not killed by a Terror Shard count as having -1 to both their Initiative and Leadership profiles until the end of
their next turn. Apply this negative modifier from the end of the Assault Phase where the effected unit was
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HQ Zso Sahaal, Captain of the First Company, µThe Talonmaster¶, Heir of the Night Haunter ± use the profile
and unit type for Chaos Lords in C:CSM, for the rest use the following: 245pts
Special Rules & Equipment: Night Lords; Hooks of Midnight; Corona Nox; Orbital Bombardment; Hit &Run; Eternal Warrior
Melta Bombs; Personal Icon; Krak & Frag Grenades (may not be taken if Sahaal wears Terminator Armour)
May purchase Insurgency Armour, +15pts May purchase Chaos Armour, +15pts May purchase Terminator Armour, (if so he loses his Hit & Run ability). +20pts
If equipped with Power or Chaos Armour, Sahaal may take a Jump Pack, +25pts
Honour Guard: Sahaal may take an Honour Guard of between 3 and 10 Night Lord Terrorists (see their entryfor details). The Honour Guard must be equipped with the same sort of armour as Sahaal. If Sahaal is equippedwith Terminator Armour then the Honour Guard must be chosen from the Night Lords Terminator entry. Honour
Guards count as an HQ choice that does not take up an HQ slot on the Force Organisation Chart. Transport: If accompanied by an Honour Guard, Sahaal may take a Dreadclaw Assault Pod, Chaos Rhino, a
Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply
Krieg Acerbus, Night Lords Daemon Prince, Former Captain of the Eighth Company ± use the profile, unittype, number/squad and special rules for Daemon Princes in C:CD, for the rest use the following:
240pts Special Rules & Equipment: Night V ision / Acute Senses; Infiltrate; Move Through Cover ; Chaos Icon; Iron
Hide; Unholy Might; Daemonic Flight Ultimate Nightmare: all models seeking to assault Krieg must first pass a Morale test at -2 Ld. This alsoapplies to F earless units and Eternal Warriors but not units with the Daemon, Daemonkin or Daemonic special
rules
Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion DaemonPrinces deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
Talos, the µSoul Hunter¶ ± use the profile and invulnerable save for Chaos Lords in C:CSM, for the rest use the
following: 180pts
Night Lords; WS:5; Mk. VII Chaos Armour; Aurum; Anathema; Melta Bombs; Krak & Frag Grenades The Night Haunter¶s Curse: Talos has the µgift¶ of foresight, like his gene-father. He may always re-roll anyfailed Morale, Pinning, Hit and/or Wound rolls during a game.
Counts as an upgrade for units of Terrorists. Note that if the rest of his unit is wearing Insurgency Armour,
Talos may be equipped with it as well (+10pts), although his weapons must remain the same.
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0-1 Manifest Nightmare ± use the rules and options for Daemon Princes in C:CD but with the followingadditions:
Special Rules & Equipment: Night V ision; Infiltrate; Move Through Cover ; Manifest Nightmare (see Krieg¶sentry above), +60pts
May not purchase a Mark of Chaos, but may choose any number of general Chaos Gifts May purchase Daemonic Flight at the reduced cost of +30pts
Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion Daemon
Princes deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
0-1 Night Lords Master ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lords in
C:CSM, for the rest use the following:
Special Rules & Equipment: Night Lords; Independent Character, +20pts May purchase a Personal Icon, +5pts May purchase F avoured by Chaos, +15pts
May purchase Insurgency Armour, +15pts May purchase Chaos Armour, +15pts
May purchase Orbital Bombardment, +20pts
May purchase Eternal Warrior, +40pts May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts
May replace his CCW with one of the following:o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Terror Shard (+30pts); Horrorist
(+40pts); Daemon Talons (+40pts)
May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts);
Lightning Claw (+15pts); Storm Shield (+15pts); Power Fist (+25pts) May be equipped with one of the following:
o Jump Pack (+20pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts); Terror
Shard (+15pts); Horrorist (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Power Weapon(+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist (+15pts)
o May replace both Power Weapon and Twin-Linked Boltgun with a pair of Daemon Talons (+20pts)
o May purchase a Personal Icon, +5pts
Honour Guard: The Night Lord Masters may take an Honour Guard of between 3 and 10 Night Lord Terrorists
(see their entry for details). The Honour Guard must be equipped with the same sort of armour as the Master. If the
Master is equipped with Terminator Armour then the Terrorist Honour Guard must be chosen from the NightLords Terminator entry. Honour Guards count as an HQ choice that does not take up an HQ slot on the ForceOrganisation Chart.
Transport: If accompanied by an Honour Guard, the Master may take a Dreadclaw Assault Pod, Chaos Rhino,
a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
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Night Lords Sorcerer ± use the points cost, profile, unit type, wargear and psychic options for Chaos Sorcerers inC:CSM, for the rest use the following:
Special Rules & Equipment: Night Lords; Independent Character; Favoured of Chaos; Psyker; Force Weapon,+50pts
May choose Psychic Powers from the Maledictions of Midnight list in the Armoury. May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase Insurgency Armour, +15pts May purchase Chaos Armour, +15pts May purchase a Portal Key, +20pts
May replace his Force Weapon with one of the following:
o Horrorist (free); Daemon Talons (free)
May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Jump Pack (+20pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
May replace his Force Weapon with one of the following:o Horrorist (free); Daemon Talons (free)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Lightning Claw
(+10pts); Storm Shield (+10pts); Power Fist (+20pts)
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
Night Lords Captain ± use the points cost, profile, invulnerable save, unit type and wargear for Chaos Lords in
C:CSM, for the rest use the following: Special Rules & Equipment: Night Lords; Independent Character, +20pts May swap Power Armour for Insurgency Armour, +15pts
May swap Power Armour for Chaos Armour, +15pts May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts
May replace his CCW with one of the following:
o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Terror Shard (+30pts); Horrorist
(+40pts); Daemon Talons (+40pts)
May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts);
Lightning Claw (+15pts); Storm Shield (+15pts); Power Fist (+25pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,+35pts
o
May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts); Terror Shard (+15pts); Horrorist (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Power Weapon
(+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist (+15pts)
o May replace all existing weapons with Daemon Talons (+20pts)
o May purchase a Personal Icon, +5pts
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ELITES Night Lord Terrorists ± use the profile, unit type, number/squad, wargear and Aspiring Champion upgrade for
Chosen Chaos Marines in C:CSM, but for the rest use the following: 20pts p/m
Special Rules & Equipment: Night Lords; all models have A: 2 One model may be upgraded into an Aspiring Champion, +15pts
One model may purchase an Icon of Chaos Glory, +5pts
The entire unit may purchase Insurgency Armour, +15pts p/m The entire unit may purchase Chaos Armour, +18pts p/m Any model may take Melta Bombs, +5pts p/m
Up to 10 models in Insurgency Armour may replace their Bolt Pistols & Boltguns with Sniper Rifles, +10pts
p/m Any model may replace his CCW or Bolt Pistol & Boltgun with one of the following:
o Combi-Bolter (+5pts); Storm Shield (+15pts); Power Weapon (+15pts); Plasma Pistol (+15pts); Lightning Claw
(+15pts); Power Fist (+25pts) One Terrorist may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Terrorist may replace his existing weaponry with one of the
following:
o Missile Launcher (+5pts); Reaper Autocannon (+5pts); Heavy Bolter (+5pts); Multi-Melta (+5pts);PlasmaCannon (+15pts); Lascannon (+15pts) The entire squad may be given Jump Packs, +10pts p/m. Models with Jump Packs may not wear Insurgency
Armour or carry Rapid Fire / Heavy Weapons
Models in Honour Guard units may swap Boltguns & CCW¶s with Terror Shards, +25pts p/m Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply
0-1 Night Horrors ± use the profile, Possessed Champion upgrade option, unit type, number/squad and Wargear
for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations: 35pts p/m
Move Through Cover, Infiltrate, Stealth and Scouts USR¶s apply One model may purchase an Icon of Chaos Glory, +5pts
The Possessed Abilities Table is replaced with the following table:
o 1 = Daemonic Flight (entire unit counts as having Jump Packs)
o 2 = Furious Charge
o 3 = Fleet
o 4 = Unholy Might (see C:CD for details)
o 5 = Terrifying Aura (enemies models within 3´ resolve all Morale tests at -3 Ld)
o 6 = Power Weapons
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
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Heresy-Era Night Lords Dreadnought WS: 6, BS: 5, St.: 6 (10), [ F: 13, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 185Unit Composition: 1 Night Lords Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Dreadnought CCW with integrated Heavy Flamer
Twin-Linked Autocannon Smoke Launchers Searchlight
Special Rules: Venerable Night Vision / Acute Senses
Move Through Cover Ignores µCrazed¶ rule
Wargear Options: May purchase Extra Armour, +15pts
May purchase Daemonic Possession, +30pts May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following:
o Missile Launcher, +10pts
o Twin-Linked Autocannon, +10pts
May replace Twin-Linked Autocannon with one of the following:
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)
o Plasma Cannon, (+10pts)
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon, +30pts
Transport: May take a Dreadclaw Assault Pod
Night Lords Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion upgrade
for Chaos Terminators in C:CSM, but for the rest use the following: 30pts p/m
Special Rules & Equipment: Night Lords; Fearless; Combat Squads
One model may purchase an Icon of Chaos Glory, +5pts Any other model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Weapon (+15pts); Storm Shield (+10pts); Power Fist
(+20pts); Chainfist (+25pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Models in Honour Guard units may swap Power Weapons with Terror Shards, +15pts p/m
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply
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TROOPS Night Lords Space Marines ± use the profile, unit type, number/squad, wargear and Aspiring Champion upgrade
for Chaos Marines in C:CSM, but for the rest use the following: 18pts p/m
Special Rules & Equipment: Night Lords; Combat Squads One model may be upgraded into an Aspiring Champion, +10pts
One model may purchase an Icon of Chaos Glory, +5pts
The entire unit may swap Power Armour for Insurgency Armour, +15pts p/m The Aspiring Champion may take Melta Bombs and/or a Personal Icon, +5pts per item The Aspiring Champion may swap existing armaments/grenades with Lightning Claws, +20pts
The Aspiring Champion may replace his CCW or Bolt Pistol/Boltgun with one of the following:
o Power Weapon (+15pts); Plasma Pistol (+15pts); Lightning Claws (+20pts)
One Night Lord may replace his existing weaponry with one of the following:
o Flamer (free); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Night Lord may replace his existing weaponry with one of thefollowing:
o Missile Launcher (+5pts); Autocannon (+5pts); Plasma Cannon (+5pts); Lascannon (+10pts)
Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply
Night Lords Dreadnought WS: 4, BS: 4, St.: 6 (10), [ F: 12, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 115Unit Composition: 1 Night Lords Dreadnought.Unit Type: Vehicle (Walker)
Wargear: Dreadnought CCW with integrated Heavy Flamer Twin-Linked Autocannon
Smoke Launchers
Searchlight
Special Rules: Night Vision / Acute Senses
Move Through Cover Crazed
You may take one Dreadnought for every Night Lords Space Marines unit in your force Wargear Options: May purchase Extra Armour, +15pts
May purchase Blasphemous Runes, +10pts May replace Twin-Linked Autocannon with one of the following:
o Twin-Linked Heavy Flamer (free)
o Twin-Linked Heavy Bolter (free)
o Multi-Melta (free)o Plasma Cannon, (+10pts)
o Additional Dreadnought CCW with integrated Twin-Linked Boltgun, +10pts
o Twin-Linked Lascannon, +30pts
Transport: May take a Dreadclaw Assault Pod
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FAST ATTACK 0-1 Night Lord Bikers ± use all the profile, unit type, number/squad, wargear, options, Aspiring Champion
upgrade cost and character options for Chaos Space Marine Bikers in C:CSM, for the rest use the following: 25pts p/m
Special Rules & Equipment: Night Lords; Combat Squads; Move Through Cover does not apply The Aspiring Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the following
rules:
o Toughness 5; +1 Wound; Heavy Bolter o Heavy Bolter may be upgraded to a Heavy Flamer, +5pts
Night Lord Raptors ± use the rules for Night Lords Space Marines (above) but with the following additions: 20pts p/m
Special Rules & Equipment: Jump Packs
No Heavy Weapons may be chosen & no Rapid Fire weapons may be used For every 5 models in the squad one model may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+15pts); Plasma Pistol (+15pts)
The entire may replace all existing armaments for Krak & Frag Grenades and Lightning Claws, +20pts p/m May not take a transport vehicle
Night Lords Land Speeder Squadron ± use the rules for Land Speeder Squadrons in C:SMHEAVY SUPPORT Night Lords Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion upgrade
for Chaos Terminators in C:CSM, but for the rest use the following:
30pts p/m Special Rules & Equipment: Night Lords; Fearless; Combat Squads One model may purchase an Icon of Chaos Glory, +5pts
Any other model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Weapon (+15pts); Storm Shield (+10pts); Power Fist
(+20pts); Chainfist (+25pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:o Heavy Flamer (+5pts); Reaper Autocannon (+25pts)
Models in Honour Guard units may swap Power Weapons with Terror Shards, +15pts p/m
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider
or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply
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Night Lords Dreadnought WS: 4, BS: 4, St.: 6 (10), [ F: 12, S: 12, R: 10 ] I: 4, A: 3 (4) Pts: 115Unit Composition: 1 Night Lords Dreadnought.
Unit Type: Vehicle (Walker)Wargear: Dreadnought CCW with integrated Heavy Flamer
Twin-Linked Autocannon Smoke Launchers Searchlight
Special Rules: Night Vision / Acute Senses Move Through Cover
Crazed
Wargear Options: May purchase Extra Armour, +15pts May purchase Blasphemous Runes, +10pts
May replace Dreadnought CCW with one of the following: o Missile Launcher, +10pts
o Twin-Linked Autocannon, +10pts
May replace Twin-Linked Autocannon with one of the following:
o Multi-Melta (free)
o Plasma Cannon, (+10pts)
o Twin-Linked Lascannon, +30pts
Transport: May take a Dreadclaw Assault Pod Night Lords Havocs ± use the rules for Night Lords Space Marines (above) but with the following options andalterations:
Up to four Night Lord Havocs may replace their existing weaponry with one of the following:
o Flamer (+5pts); Heavy Flamer (+10pts); Heavy Bolter (+15pts); Missile Launcher (+15pts); Autocannon(+20pts); Plasma Cannon (+25pts); Multi-Melta (+30pts); Lascannon (+35pts); The entire unit may swap Power Armour for Insurgency Armour, +15pts p/m
Up to 10 models in Insurgency Armour may replace their Bolt Pistols & Boltguns with Sniper Rifles, +10pts
p/m Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. Theusual space limitations for transport vehicles apply
Night Lords Obliterator Cult ± use exactly as in C:CSMNight Lords Predator ± use exactly as it appears in C:CSM, with the following addition:
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Night Lords Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a Siege
Shield, see Codex; Space Marines for details, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
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Night Lords Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM but withthe following additions and alterations:
230pts Transport Capacity: 10 models
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Night Lords Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
240pts
Transport Capacity: 12 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for atotal of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts Counts as a Chaos Icon
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Night Lords Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the following additionsand alterations:
BS:4 May purchase Blasphemous Runes, +10pts
Use the rules for Daemonic Possession cited in this list, +30pts SUMMONED DAEMONS & CHAOS SPAWN 0-2 Bound Furies ± use the rules and options for units of Furies of Chaos exactly as they appear in C:CD. Note
that the rules for summoning Lesser Daemons found in C:CSM still apply.Chaos Spawn ± use exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models.
Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Morale
test to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unitimmediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in a
direction chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
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IRON WARRIORS LEGION The Iron Warriors are perhaps the most bitter and hateful of all the Adeptus Astartes Legions to rebel against the
Emperor¶s dominion. Masters of siegecraft, the Iron Warriors make more use of heavy artillery than any other Legion and have exceedingly close ties with the Dark Mechanicum and numerous diabolical pacts with the
daemonic µSoul Forge¶ deep within the Eye of Terror. The Iron Warriors were the first Legion or manifest (or perhaps create) the bizarre quasi-daemonic cyborgs known as the Obliterators, and have more of these strange and
terrible soldiers within their ranks than any other Legion.
Iron Warriors: All non-Fearless Iron Warrior units are Stubborn and count as possessing Icons of Chaos Glory
IRON WARRIORS ARMOURY / SPECIAL RULES Accursed Weapon: Counts as a two-handed, Strength 6 Power WeaponAcolyte of the Dark Mechanicum: Counts as Blessing of the Omnissiah. See C:SM for detailsBlasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.
These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Anyenemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with a
Dreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Bolster Defences: See C:SM for details
Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steelforged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as Runic
Armour (see Codex: Space Wolves for details).Chaos Mount: Daemonic Steed. The creatures of the Warp come in all shapes and sizes and all temperaments and
allegiances. Chaos Lords sometimes manage to either enslave or secure the loyalty of such malefic creatures toserve as their mounts in battle. Chaos Mounts bestow the following rules upon their riders: Cavalry; +1 Attack; +1Toughness; F leet ; May Run in the Shooting Phase.Magistry of the Soul Forge: The following Psychic Powers are available to Iron Warriors Sorcerers:
Doombolt ± exactly as in C:CSM, p.88 Gift of Chaos ± exactly as in C:CSM, p.88 Heal Machine ± a single immobilised vehicle within 12´ and line of sight of the Sorcerer may move as normal,
although any destroyed weapons remain destroyed
Infernal Intelligence ± one vehicle or weapons platform within 12´ and line of sight of the Sorcerer may re-rollany failed shooting-hits for the duration of that Shooting phase
Machine Curse ± exactly as in C:SM, p.57. The Gate of Infinity ± exactly as in C:SM, p.57 Unholy Conflagration ± for the duration of that Shooting Phase all the shots of a single vehicle or weapons
platform within 24´ and line of sight of the Sorcerer reduce all Cover Saves by 2
Warptime ± exactly as in C:CSM, p.88
Wind of Chaos ± exactly as in C:CSM, p.88
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Conversion Beamer: See C:SM for detailsDaemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At the
end of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on theVehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of every
owning-player¶s turn.Daemon Weapon: As for Chaos Lords with no Chaos Marks. Use exactly as they appear in C:CSMFavoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.
No Invulnerable Save may ever better 3+.Jamming Beacon: See C:SM for detailsLiving Metal Arm: counts as a Powerfist that hits in Initiative order. Honsou only.Locator Beacon: See C:SM for detailsPortal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychicroll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if theyrolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative.Servitors: See C:SM for detailsServo Arm / Servo Harness / Signum: See C:SM for details
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HQ Honsou, Warsmith of the Iron Warriors ± use the profile, special rules and basic points cost for Chaos Lords in
C:CSM but with the following additional rules and options: 260pts
Special Rules & Equipment: Iron Warriors; Independent Character; Eternal Warrior; Relentless; OrbitalBombardment; Locator Beacon; Favoured by Chaos; Bolster Defences; Living Metal Arm; Signum
May purchase Chaos Armour, +15pts
May purchase Terminator Armour, +20pts If equipped with Terminator Armour, Honsou may replace his existing firearms with a Reaper Autocannon,+25pts
Honour Guard: Honsou may take an Honour Guard of between 3 and 10 Iron Guards (see entry below for
details). If Honsou is wearing Terminator Armour then the Honour Guard must be chosen from the Iron WarriorsTerminator entry. Honour Guards count as an HQ choice that does not take up an HQ slot on the ForceOrganisation Chart.
Transport: If accompanied by an Honour Guard, the Honsou may take a Dreadclaw Assault Pod, Chaos Rhino,a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space
limitations apply
0-1 Iron Warriors Daemon Prince ± use the rules and options for Daemon Princes in C:CD but with the
following additions: May not purchase a Mark of Chaos, but may choose any number of non god-specific Chaos Gifts
Emissary of the Soul Forge: the Daemon Prince may be upgraded to become an Obliterator for +75pts. Keepthe profile and Daemon special rule of a Daemon Prince but use the wargear, Special Rules and Saving Throws of
an Obliterator. May purchase a Chaos Icon, +25pts Use all other rules for Daemon Princes found within C:CD except those for deployment
Iron Warriors Forgemaster ± use the points cost, profile, unit type and wargear for Masters of the Forge inC:SM, for the rest use the following: Special Rules & Equipment: Iron Warriors; Acolyte of the Dark Mechanicum; Bolster Defences; Independent
Character
WS:5, BS:6 May purchase a Signum, +10pts
May purchase a Locator Beacon or a Jamming Beacon, +10pts May replace his Bolt Pistol and/or CCW with a Storm Shield, +15pts May not purchase a Storm Bolter
All standard wargear (except Servo-Harness) can be swapped for Terminator Armour, Twin-Linked Boltgun
and Power Weapon, +35pts
o May replace Power Weapon with: Power Fist (+10pts); Thunder Hammer (+15pts); Chainfist (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Storm Shield (+10pts);
Power Fist (+20pts)
o Servo-harness and all firearms may be replaced with a Conversion Beamer, +20pts
o May purchase a Locator Beacon, +5pts
o May purchase a Jamming Beacon, +5ptso May purchase a Signum, +10pts
Servitors may be taken regardless of the armour worn by the Forgemaster
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0-1 Iron Warriors Warsmith ± use the points cost, profile, unit type, wargear and options for Chaos Lords inC:CSM, for the rest use the following:
Special Rules & Equipment: Iron Warriors; Bolster Defences; Relentless; Independent Character, +25pts May purchase F avoured by Chaos, +15pts
May purchase a Signum, +10pts May purchase a Locator Beacon, +10pts
May purchase Chaos Armour, +15pts
May purchase Orbital Bombardment, +20pts May purchase Eternal Warrior, +40pts May purchase a Boltgun with an Auxiliary Grenade Launcher, +18pts
May replace his CCW with one of the following:
o Power Sword (+15pts); Lightning Claw (+15pts); Power Fist (+25pts); Chainfist (+30pts); Daemon Weapon
(+40pts)
May replace his Bolt Pistol with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Weapon (+10pts); Plasma Pistol (+15pts); Power Sword (+15pts);
Lightning Claw (+15pts); Storm Shield (+15pts); Power Fist (+25pts)
May be equipped with one of the following:
o Chaos Space Marine Bike (+35pts); Chaos Mount (+45pts); Terminator Armour (see below)
All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon,
+35ptso May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts); Thunder
Hammer (+15pts); Daemon Weapon (+25pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Weapon (+5pts); Power Weapon
(+10pts); Storm Shield (+10pts); Lightning Claw (+10pts); Power Fist (+15pts); Chainfist (+20pts)
o May purchase a Locator Beacon, +10pts
o May purchase a Signum, +10pts
Lord Obliterator: the Warsmith may forego all existing weapon and armour options and may instead beupgraded to become an Obliterator for +75pts. Keep the profile of a Chaos Lord but use the wargear, Special Rulesand Saving Throws of an Obliterator.
Honour Guard: Warsmiths may take an Honour Guard of between 3 and 10 Iron Guards (see their entry for
details). If the Warsmith is an Obliterator or wearing Terminator Armour then the Honour Guard must be chosen
from the Iron Warriors Terminator entry or else a single unit of Obliterators may be taken. Honour Guards countas an HQ choice that does not take up an HQ slot on the Force Organisation Chart. Transport: If accompanied by an Honour Guard, the Warsmith may take a Dreadclaw Assault Pod, Chaos
Rhino, a Chaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usualspace limitations apply
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Iron Warriors Sorcerer ± use the points cost, profile, unit type and wargear options for Chaos Sorcerers inC:CSM, for the rest use the following:
Special Rules & Equipment: Iron Warriors; Bolster Defences; Psyker; Force Weapon May choose Psychic Powers from the Magistry of the Soul Forge list in the Armoury.
May purchase a Familiar, +3pts May purchase a Jamming Beacon, +10pts
May purchase Chaos Armour, +15pts
May purchase a Portal Key, +20pts May replace his Force Weapon with a Daemon Weapon (free) May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
May replace his Force Weapon with a Daemon Weapon (free)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Lightning Claw
(+10pts); Storm Shield (+10pts); Power Fist (+20pts)
o May purchase a Jamming Beacon, +10ptso May purchase a Familiar, +3pts
ELITES Iron Guards ± use the profile, unit type, number/squad, wargear and Aspiring Champion upgrade for Chosen
Chaos Marines in C:CSM, but for the rest use the following: 20pts p/m
Special Rules & Equipment: Iron Warriors; All models have A: 2; Boltguns, Krak & Frag Grenades only. NoClose-Combat Weapons or Bolt Pistols.
Any model may take Melta Bombs, +5pts p/m Any model may purchase an Auxiliary Grenade Launcher, +10pts p/m
The entire unit may be given Chaos Armour, +18pts p/m
One model may be upgraded into an Aspiring Champion (with a Bolt Pistol and CCW), +15pts Any model may replace his Bolt Pistol and/or Boltgun with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Bolter (+5pts); Storm Shield (+15pts); Power Weapon (+15pts); Plasma
Pistol (+15pts); Power Fist (+25pts) One Iron Guard may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Iron Guard may replace his existing weaponry with one of thefollowing:
o Missile Launcher (+5pts); Autocannon (+5pts); Heavy Bolter (+5pts); Multi-Melta (+5pts); Plasma Cannon
(+15pts); Lascannon (+15pts) One unit per army may be given Jump Packs, +10pts p/m. Models with Jump Packs may not carry Rapid Fire or
Heavy Weapons
Models in Honour Guard units are Relentless, +3pts p/m Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino. One squad per army may take aChaos Land Raider or a Chaos Land Raider Pandemonium as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply
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Iron Warriors Techsmith ± use the points cost, profile, invulnerable save, unit type and wargear for Techmarinesin C:SM, for the rest use the following:
Special Rules & Equipment: Iron Warriors; Acolyte of the Dark Mechanicum; Bolster Defences May purchase a Signum, +10pts
May purchase a Locator Beacon or a Jamming Beacon, +10pts May upgrade Servo-Arm to a Servo-Harness, +25pts
May replace his Bolt Pistol and/or CCW with a Storm Shield, +15pts
All standard wargear (except Servo-arms or Servo-Harnesses) can be swapped for Terminator Armour, Twin-Linked Boltgun and Power Weapon, +35pts
o May replace Power Weapon with: Lightning Claw (+5pts); Power Fist (+10pts); Thunder Hammer (+15pts);
Chainfist (+15pts)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Storm Shield (+10pts);
Power Fist (+20pts)
o Servo-harness may be replaced with a Conversion Beamer, +20pts
o May purchase a Locator Beacon or a Jamming Beacon, +10pts
Servitors may be taken regardless of the armour worn by the Techsmith
Iron Warrior Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion
upgrade for Chaos Terminators in C:CSM, but for the rest use the following:
30pts p/m Special Rules & Equipment: Iron Warriors; Combat Squads Any other model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Weapon (+15pts); Storm Shield (+10pts); Power Fist
(+20pts); Chainfist (+25pts)
For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts); Cyclone Missile Launcher (+30pts)
One Terminator may be upgraded to be an Obliterator Aspiring Champion at +35pts. Combat Squads no longer
apply and the entire unit becomes and Slow & P urposeful .
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider
or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual spacelimitations for transport vehicles apply, except Obliterators may use Land Raiders and count as 3 models Iron Warriors Dreadnoughts ± pick any Dreadnought variant available in C:SM but with the following changes: Any Dreadnought may purchase Blasphemous Runes, +10pts
Venerable Dreadnoughts may purchase Daemonic Possession, +45pts.
Replace any reference to Storm Bolters with Twin-Linked Bolters Transport: May take a Dreadclaw Assault Pod
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0-1 Daemon-Cyborgs ± use the profile, Possessed Champion upgrade option, unit type, number/squad andWargear for Possessed Chaos Space Marines in C:CSM but with the following additions and alterations:
26pts p/m The Possessed Abilities Table is replaced with the following table:
o 1 = Daemonic Flight (entire unit counts as having Jump Packs)
o 2 = Tank Hunters (bonus also counts against all fortifications)
o 3 = 2+Armour Save
o 4 = Unholy Might (see C:CD for details)o 5 = Cybernetic Bodies (F eel N o Pain)
o 6 = Power Weapons
Transport: The squad may take a Dreadclaw Assault Pod or a Chaos Rhino as a dedicated transport vehicle.The usual space limitations for transport vehicles apply
Iron Warriors Obliterator Cult ± use exactly as in C:CSM
TROOPS Iron Warriors Space Marines ± use the profile, unit type, number/squad, wargear and Aspiring Champion
upgrade for Chaos Marines in C:CSM, but for the rest use the following: 18pts p/m
Special Rules & Equipment: Iron Warriors; No Close-Combat Weapons One model may be upgraded into an Aspiring Champion, +10pts The Aspiring Champion may take Melta Bombs and/or a Personal Icon, +5pts per item
The Aspiring Champion may purchase an Auxiliary Grenade Launcher, +10pts The Aspiring Champion may replace his Bolt Pistol & Boltgun with one of the following:
o Twin-Linked Boltgun (+5pts); Combi-Bolter (+5pts); Power Weapon (+15pts); Plasma Pistol (+15pts); Power
Fist (+25pts) One Iron Warrior may replace his existing weaponry with one of the following:
o Flamer (free); Meltagun (+5pts); Plasma Gun (+10pts)
If there are 10+ models in the squad, one further Iron Warrior may replace his existing weaponry with one of the following:
o Missile Launcher (+5pts); Autocannon (+5pts); Plasma Cannon (+5pts); Lascannon (+10pts)
Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. Theusual space limitations for transport vehicles apply
Iron Warriors Dreadnoughts ± pick any Dreadnought variant except venerable Dreadnoughts available in C:SMbut with the following changes:
Any Dreadnought may purchase Blasphemous Runes, +10pts
Replace any reference to Storm Bolters with Twin-Linked Bolters You may take one Dreadnought Troops Choice for every unit of Iron Warriors Space marines in your force. Iron
Warrior Dreadnoughts count as Troops Choices in all senses and take up Troops slots on the Force OrganisationChart.
Transport: May take a Dreadclaw Assault Pod
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FAST ATTACK 0-1 Iron Warrior Bikers ± use all the rules for Chaos Space Marine Bikers in C:CSM but with the following
additions and alterations: 25pts p/m
Special Rules & Equipment: Iron Warriors; Combat Squads The Aspiring Champion may be equipped with an Armoured Quad Bike at +25pts, which bestows the following
rules:
o Toughness 5; +1 Wound; Heavy Bolter o Heavy Bolter may be upgraded to a Multi-Melta, +10pts
0-1 Iron Warrior Raptors ± use the rules for Iron Warriors Space Marines (above) but with the followingadditions:
20pts p/m
Special Rules & Equipment: Jump Packs No Heavy Weapons may be chosen & no Rapid Fire weapons may be used For every 5 models in the squad one model may replace his existing weaponry with one of the following:
o Flamer (+5pts); Meltagun (+15pts); Plasma Pistol (+15pts)
May not take a transport vehicle
Iron Warriors Defiler± use the rules for Chaos Defilers as they appear in C:CSM but with the followingalteration: BS:4
May purchase Blasphemous Runes, +10pts
Use the rules for Daemonic Possession cited in this list, +30pts Iron Warriors Thunderfire Cannon ± use all the rules for Thunderfire Cannons but replace the Techmarine rules
and options for the Techsmith ones mentioned above.HEAVY SUPPORT Iron Warrior Terminators ± use the profile, unit type, number/squad, wargear and Terminator Champion
upgrade for Chaos Terminators in C:CSM, but for the rest use the following: 30pts p/m
Special Rules & Equipment: Iron Warriors; Combat Squads Any other model may replace his Power Weapon with one of the following:
o Lightning Claw (+5pts); Power Fist (+10pts); Chainfist (+15pts)
Any model may swap his Twin-Linked Boltgun with one of the following:
o Combi-Boltgun (+5pts); Lightning Claw (+10pts); Power Weapon (+15pts); Storm Shield (+10pts); Power Fist
(+20pts); Chainfist (+25pts) For every 5 models in the squad one model may swap his Twin-Linked Boltgun with one of the following:
o Heavy Flamer (+5pts); Reaper Autocannon (+25pts); Cyclone Missile Launcher (+30pts)
One Terminator may be upgraded to be an Obliterator Aspiring Champion at +35pts. Combat Squads no longer
apply and the entire unit becomes and Slow & P urposeful .
Transport: The squad may take a Dreadclaw Assault Pod. One squad per army may take a Chaos Land Raider or a Chaos Land Raider Pandemonium (see entry below) as a dedicated transport vehicle. The usual space
limitations for transport vehicles apply, except Obliterators may use Land Raiders and count as 3 models96
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Iron Warriors Obliterator Cult ± use exactly as in C:CSMIron Warriors Havocs ± use the rules for Iron Warriors Space Marines (above) but with the following options
and alterations: Up to four Iron Warrior Havocs may replace their existing weaponry with one of the following:
o Flamer (+5pts); Heavy Flamer (+10pts); Heavy Bolter (+15pts); Missile Launcher (+15pts); Autocannon
(+20pts); Plasma Cannon (+25pts); Multi-Melta (+30pts); Lascannon (+35pts);
Transport: The squad may take a Dreadclaw Assault Pod or Chaos Rhino as a dedicated transport vehicle. The
usual space limitations for transport vehicles apply Iron Warriors Predator ± use exactly as it appears in C:CSM, with the following addition:
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Iron Warriors Vindicator ± use exactly as it appears in C:CSM, except that it also comes equipped with a SiegeShield, see Codex; Space Marines for details, with the following addition: May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Iron Warriors Whirlwind ± use exactly as it appears in C:SM, except that it also comes equipped with a Siege
Shield, see Codex; Space Marines for details, with the following addition: May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Replace any reference to Storm Bolters with Twin-Linked Bolters
0-1 Iron Warriors Hydra Flak Tank Battery ± Use as it appears in Codex: Imperial Guard, but with thefollowing changes:
One Battery maximum per Iron Warriors army
Ballistic Skill: 4 (+20pts p/m) May purchase Blasphemous Runes, +10pts p/m May purchase Daemonic Possession, +40pts p/m
May not take Camo Netting
Replace any reference to Storm Bolters or Heavy Stubbers with Twin-Linked Bolters
0-1 Iron Warriors Griffon Heavy Mortar Battery ± Use as it appears in Codex: Imperial Guard, but with thefollowing changes: One Battery maximum per Iron Warriors army
Ballistic Skill: 4 (+20pts p/m)
May purchase Blasphemous Runes, +10pts p/m May purchase Daemonic Possession, +40pts p/m
May not take Camo Netting Replace any reference to Storm Bolters or Heavy Stubbers with Twin-Linked Bolters
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Iron Warriors Land Raider ± use the rules and options for Chaos Land Raiders as they appear in C:CSM butwith the following additions and alterations:
230pts Transport Capacity: 10 models
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Iron Warriors Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear inC:CSM but with the following additions and alterations:
240pts
Transport Capacity: 12 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for atotal of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts Counts as a Chaos Icon
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
SUMMONED DAEMONS & CHAOS SPAWN 0-1 Soul Forge µCollector¶ ± use the rules and options for Soul Grinders of Chaos from C:CD but with the
following additions: May choose any number of non god-specific Chaos Gifts and no Chaos Marks
Note that the rules for summoning Greater Daemons found in C:CSM apply to a Summoned Soul Forge Master,except that Iron Warrior Independent Characters, Dreadnoughts, Defilers and all tanks (except Rhinos) may alsoact as hosts for the daemon. Just as with other models, these vehicles are destroyed when the daemon manifests.
0-1 Summoned Soul Forge Lesser Daemons ± use exactly as they appear in C:CSM.Chaos Spawn ± use exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models.
Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Morale
test to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unitimmediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in a
direction chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
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ALPHA LEGION Although the Alpha Legion was the most junior of all Space Marines Legions during the Great Crusade they
rapidly became one of the most influential ± albeit in a manner and to an extent unknown to any outside of theLegion. Politicians, statesmen, enforcers of Imperial Law, military leaders and troops of all kinds and at all levels
of society could be counted as allies or even directly controlled agents of the Alpha Legion and its µBrotherhood of the Hydra¶. This situation has not changed over the ten millennia since the Legion chose to rebel against the
Emperor and his galaxy-spanning plans for humanity.
Alpha Legion: All units benefit from µ And They Shall Know No F ear¶ and Combat Tactics No Alpha Legion model may purchase any Chaos Marks or Icons except where listed specifically in their
entries
All Independent Characters and Sergeants count as Aspiring Champions for the purposes of the summoningDaemons In all cases use Twin-Linked Boltguns instead of Storm Bolters and Reaper Autocannons instead of Assault
Cannons, the costs of these replaced items remain unchanged however
ALPHA LEGION ARMOURY / SPECIAL RULES Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with a
Dreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steel
forged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as RunicArmour (see Codex: Space Wolves for details).Chaos Mount: Daemonic Steed. The creatures of the Warp come in all shapes and sizes and all temperaments and
allegiances. Chaos Lords sometimes manage to either enslave or secure the loyalty of such malefic creatures to
serve as their mounts in battle. Chaos Mounts bestow the following rules upon their riders: Cavalry; +1 Attack; +1Toughness; F leet ; May Run in the Shooting Phase.Chaos Sorcery: The following Psychic Powers are available to Alpha Legion Sorcerers:
Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63
Doombolt ± exactly as in C:CSM, p.88 Gift of Chaos ± exactly as in C:CSM, p.88
Null Zone ± exactly as in C:SM, p.57 The Gate of Infinity ± exactly as in C:SM, p.57 The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63
Warptime ± exactly as in C:CSM, p.88
Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
Wind of Chaos ± exactly as in C:CSM, p.88
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Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.
Daemon Weapon: As for Chaos Lords with no Chaos Marks. Use exactly as they appear in C:CSMFavoured by Chaos: Bestows +1 to existing Invulnerable Saves, or a 5+ Invulnerable Save to models with none.No Invulnerable Save may ever better 3+.
Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychicroll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if they
rolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative. 100
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HQ 0-1 Alpha Legion Master ± use all the rules and options for Chapter Masters in C:SM but with the following
additions and options: May take a Personal Icon and/or a an Icon of Chaos Glory, +5pts each
May purchase Eternal Warrior, +40pts May take a Daemon Weapon for Lords with no Marks, +40pts (+25pts if the Master is already equipped with
Terminator Armour and the Daemon Weapon replaces a Power Weapon)
If not equipped with a Jump Pack, Space Marine Bike or Terminator Armour, the Master may be given a ChaosMount mount, +45pts.
0-1 Alpha Legion Daemon Prince ± use the rules and options for Daemon Princes in C:CD but with the
following additions: May not purchase a Mark of Chaos Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion Daemon
Princes deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish. Alpha Legion Captain ± use all the rules and options for Captains in C:SM but with the following additions and
options: May take a Personal Icon and/or a an Icon of Chaos Glory, +5pts each
May take a Daemon Weapon, +40pts (+25pts if the Captain is already equipped with Terminator Armour andthe Daemon Weapon replaces a Power Weapon)
Alpha Legion Honour Guards ± use all the rules and options for Honour Guards in C:SM but with the following
additions and options: One model may be given a Personal Icon and the unit may be given an Icon of Chaos Glory instead of a banner,+5pts each
Alpha Legion Command Squad ± use all the rules and options for Command Squads in C:SM but with thefollowing additions and options: One model may be given a Personal Icon and the unit may be given an Icon of Chaos Glory instead of a banner,
+5pts each
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Alpha Legion Sorcerer ± use the points cost, profile, unit type and wargear options for Chaos Sorcerers inC:CSM, for the rest use the following:
Special Rules & Equipment: Alpha Legion; And They Shall Know No F ear ; May not purchase Chaos Marks;Combat Tactics; Independent Character; Psyker; Force Weapon, +35pts
May choose Psychic Powers from the Chaos Sorcery list in the Armoury. May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase Chaos Armour, +15pts May purchase Favoured by Chaos, +15pts May purchase a Portal Key, +20pts
May replace his Force Weapon with a Daemon Weapon (free)
May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Twin-Linked Boltgun and a Force Weapon,
+30pts
May replace his Force Weapon with a Daemon Weapon (free)
o May replace Twin-Linked Boltgun with one of the following: Combi-Boltgun (+5pts); Lightning Claw(+10pts); Storm Shield (+10pts); Power Fist (+20pts)
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
ELITES Chosen Alpha Legionnaires ± use all the rules and options for Sternguard Veterans in C:SM but with the
following additions and options: The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
Alpha Legion Terminators ± use all the rules and options for Terminators and Assault Terminators in C:SM but
with the following addition:
The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each Possessed Alpha Legionnaires ± use all the rules and options for Possessed Chaos Space Marines in C:CSMAlpha Legion Techmarines ± use all the rules and options for Techmarines in C:SM but with the following
addition: The Techmarine may be given a Personal Icon and/or an Icon of Chaos Glory, +5pts each
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Alpha Legion Dreadnoughts ± use all the rules and options for any Dreadnought variant available in C:SM butwith the following addition:
Venerable Dreadnoughts may purchase Daemonic Possession, +45pts. Any Dreadnought may purchase Blasphemous Runes, +10pts
Replace any reference to Storm Bolters with Twin-Linked Bolters Transport: May take a Dreadclaw Assault Pod (this replaces the option for a Space Marine Drop Pod)
TROOPS Alpha Legionnaire ± use all the rules and options for Space Marine Tactical Squads in C:SM but with thefollowing addition:
The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
For every two Alpha Legionnaire units in your army you may also take one Brotherhood of the Hydraformation. See below.
0-1 Brotherhood of the Hydra ± use all rules and options for a single Imperial Guard Infantry Platoon as itappears in Codex: Imperial Guard, but with the Platoon Commander swapped for a single Alpha Legionnaire. No
Commissars and no named Imperial Guard characters may be chosen
FAST ATTACK Alpha Legion Bikers ± use all the rules and options for Space Marine Bikers in C:SM but with the following
addition: The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
Any model may replace his Bolt Pistol and Boltgun for a Bolt Pistol and CCW, (free) Alpha Legion Assault Marines ± use all the rules and options for Assault Space Marines in C:SM but with thefollowing addition: The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
Alpha Legion Vanguard Veterans ± use all the rules and options for Vanguard in C:SM but with the followingaddition: The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
Alpha Legion Land Speeder Squadron ± use the rules for Land Speeder Squadrons in C:SMHEAVY SUPPORT Alpha Legion Havocs± use all the rules and options for Devastators in C:SM but with the following addition: The Sergeant may be given a Personal Icon and the unit may be given an Icon of Chaos Glory, +5pts each
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Alpha Legion Dreadnoughts ± use all the rules and options for any Dreadnought variant except VenerableDreadnoughts available in C:SM but with the following addition:
Any projectile-weapon arm may be replaced with a Twin-Linked Autocannon, +10pts Any Dreadnought may purchase Blasphemous Runes, +10pts
Replace any reference to Storm Bolters with Twin-Linked Bolters Transport: May take a Dreadclaw Assault Pod (this replaces the option for a Space Marine Drop Pod)
Alpha Legion Obliterator Cult ± use exactly as in C:CSMAlpha Legion Predator ± use exactly as it appears in C:SM but with the following addition: Use the upgrade options available to Chaos Predators instead on those available in C:SM
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Alpha Legion Vindicator ± use exactly as it appears in C:SM but with the following addition:
Use the upgrade options available to Chaos Vindicators instead on those available in C:SM May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Alpha Legion Whirlwind ± use exactly as it appears in C:SM but with the following addition:
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Alpha Legion Land Raider ± use exactly as it appears in C:SM but with the following addition: 240pts Power of the Machine Spirit does not apply
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM
The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear in C:CSM butwith the following additions and alterations:
245pts Transport Capacity: 12 models The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for a
total of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts
Counts as a Chaos Icon May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
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Alpha Legion Defiler ± use the rules for Chaos Defilers as they appear in C:CSM but with the following additionsand alterations:
BS:4 May purchase Blasphemous Runes, +10pts
Use the rules for Daemonic Possession cited in this list, +30pts
SUMMONED DAEMONS & CHAOS SPAWN
0-1 Summoned Independent Daemon Lord ± use the rules and options for Daemon Princes in C:CD but with thefollowing additions: May not purchase a Mark of Chaos
May not purchase any Chaos Gifts except Iron Hide
Use all rules for Daemon Princes found within C:CD except those for deployment. Note that the rules for summoning Greater Daemons found in C:CSM apply to summoned Alpha Legion Daemon Princes The daemon may not Assault in the same turn that it arrives in play.
0-2 Summoned Lesser Daemons ± use exactly as they appear in C:CSM.Chaos Spawn ± use exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or Daemonic
Possession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoidImpassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Morale
test to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unit
immediately take 1 St:10 Hit. Saving Throws are taken as normal. Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or
Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless).
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RED CORSAIRS Led by their megalomaniacal Chapter Master, Huron µBlackheart¶, the renegade Marines of the Astral Claws
Chapter managed to fight their way clear of Imperial space and retreat to the broiling confusion that is theMaelstrom. Once there, Huron reforged his Chapter into the Red Corsairs and went about establishing for himself
a piratical empire of several planets and space stations within the Maelstrom. The Red Corsairs have becomeinfamous for their daring and bloody raids on Imperial inter-planetary shipping lanes. Such has been the success of
this relatively new Chapter of traitors that Lord Huron has gained the respect of many of the original Traitor
Legions and attracts many recruits to his banner, all eager for plunder, revenge or simple bloodshed.Red Corsairs: Combat Tactics, Combat Squads, µ And They Shall Know No F ear¶
All Independent Characters and Sergeants count as Aspiring Champions for the purposes of the summoning
Daemons
RED CORSAIR ARMOURY / SPECIAL RULES Blasphemous Runes: The Traitor Legions often etch their vehicles with the holy runes of the Chaos Powers.These sentient and malign sigils shift and pulse in the most disturbing manner even as they are looked upon. Any
enemy units that have been Tank Shocked or that are testing to see whether they have been Pinned by vehicles or
Assault Pods marked with Blasphemous Runes must add +1 to their Morale roll. Models in close-combat with aDreadnought marked with a Blasphemous Runes must add +1 to any Morale tests they are required to make.
Chaos Armour: This may be Warp-infused Power Armour or perhaps a harness of ensorcelled iron and steelforged within one of the Eye of Terror¶s hellish smithies. Whatever the case, Chaos Armour counts as Runic
Armour (see Codex: Space Wolves for details).Chaos Mount: Daemonic Steed. The creatures of the Warp come in all shapes and sizes and all temperaments and
allegiances. Chaos Lords sometimes manage to either enslave or secure the loyalty of such malefic creatures toserve as their mounts in battle. Chaos Mounts bestow the following rules upon their riders: Cavalry; +1 Attack; +1Toughness; F leet ; May Run in the Shooting Phase.Chaos Sorcery: The following Psychic Powers are available to Red Corsair Sorcerers:
Bolt of Change ± (models with the Mark of Tzeentch only) exactly as in C:CSM, p.88 Daemonic Hatred (counts as U nleash Rage) ± exactly as in C:BA, p.63 Doombolt ± exactly as in C:CSM, p.88
Gift of Chaos ± exactly as in C:CSM, p.88
Lash of Submission ± (models with the Mark of Slaanesh only) exactly as in C:CSM, p.88 Null Zone ± exactly as in C:SM, p.57
Nurgle¶s Rot ± (models with the Mark of Nurgle only) exactly as in C:CSM, p.88 The Gate of Infinity ± exactly as in C:SM, p.57 The Horror of Chaos (counts as F ear of the Darkness) ± exactly as in C:BA, p.63
Warptime ± exactly as in C:CSM, p.88
Warp Perception (counts as Shackle Soul ) ± exactly as in C:BA, p.63
Wind of Chaos ± exactly as in C:CSM, p.88
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Daemonic Possession: BS:4. Vehicle ignores Shaken and Stunned results on the Vehicle Damage Chart. At theend of the owning player¶s turn, if the vehicle has suffered a Destroyed Weapon or Immobilised result on the
Vehicle Damage Chart, it may be repaired on a D6 roll of 5+. This test may be made again at the end of everyowning-player¶s turn.
Portal Key: Portal Keys come in all shapes and forms. They work to degrade the barriers between the Warp andRealspace around targeted Psykers. Enemy Psykers within 12´ of a Key must roll 1d6 after any successful psychic
roll. On a 4+ the enemy Psyker suffers an immediate P erils of the Warp attack and the enemy Psychic Power
evaporates without any effect. This means that effected enemies may suffer two P erils of the Warp attacks if theyrolled double 1¶s for their preceding Psychic Test. The effects of multiple Portal Keys are not cumulative. 107
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HQ Lufgt Huron, the µBlackheart¶, Tyrant of Badab, Master of the Red Corsairs ± as in C:CSM, but with the
following exceptions / alterations: 240pts
Special Rules & Equipment: Orbital Bombardment; Iron Halo; Eternal Warrior May swap Power Armour for Chaos Armour, +15pts
May swap Power Armour for Terminator Armour, +20pts
If equipped with Power or Chaos Armour, Huron may take a Jump Pack, +25pts May be accompanied by a Red Corsair Honour Guard (see below for details)
0-1 Allied Daemon Prince ± use the rules and options for Daemon Princes in C:CD but with the following
addition: Use all rules for Daemon Princes found within C:CD except those for deployment. Traitor Legion DaemonPrinces deploy like Chaos Lords, although they may Deep Strike as if wearing Terminator Armour if you wish.
Red Corsairs Captain ± use all the rules and options for Captains in C:SM but with the following additions and
options:
May purchase a Personal Icon, +5pts each May purchase any Mark of Chaos available to Chaos Lords
May take a Daemon Weapon for Lords with no Marks, +40pts (+25pts if the Master is already equipped withTerminator Armour and the Daemon Weapon replaces a Power Weapon)
If not equipped with a Jump Pack, Space Marine Bike or Terminator Armour, the Master may be given a ChaosMount mount, +45pts.
Red Corsair Honour Guards ± use all the rules and options for Honour Guards in C:SM but with the followingadditions and options:
One model may be given a Personal Icon and the unit may be given an Icon of Chaos Glory instead of a banner,
+5pts each Red Corsair Command Squad ± use all the rules and options for Command Squads in C:SM but with the
following additions and options:
One model may be given a Personal Icon and the unit may be given an Icon of Chaos Glory instead of a banner,+5pts each
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Red Corsairs Sorcerer ± use the points cost, profile, unit type, wargear and Chaos Mark options for ChaosSorcerers in C:CSM, for the rest use the following:
Special Rules & Equipment: Red Corsair; And They Shall Know No F ear ; Combat Tactics; IndependentCharacter; Psyker; Force Weapon, +35pts
May choose Psychic Powers from the Chaos Sorcery list in the Armoury. May purchase a Familiar, +3pts
May purchase a Personal Icon, +5pts
May purchase Chaos Armour, +15pts May purchase Favoured by Chaos, +15pts May purchase a Portal Key, +20pts
May purchase any Chaos Mark available to Chaos Sorcerers in C:CSM
May replace his Force Weapon with a Daemon Weapon (free) May replace his Bolt Pistol with one of the following:
o Combi-Weapon (+10pts); Plasma Pistol (+15pts); Storm Shield (+15pts)
May be equipped with one of the following:
o Jump Pack (+25pts); Chaos Space Marine Bike (+35pts); Terminator Armour (see below)
Standard Chaos Sorcerer¶s Terminator Armour options replaced with the following:
o All standard wargear can be swapped for Terminator Armour, Storm Bolter and a Force Weapon, +30pts
May replace his Force Weapon with a Daemon Weapon (free)
o May replace Storm Bolter with one of the following: Combi-Boltgun (+5pts); Lightning Claw (+10pts); StormShield (+10pts); Power Fist (+20pts)
o May purchase a Personal Icon, +5pts
o May purchase a Familiar, +3pts
ELITES Chosen Red Corsairs ± use all the rules and options for Sternguard Veterans in C:SM but with the following
additions and options: The Sergeant may be given a Personal Icon
The unit may purchase any Icon available to units of Chaos Space Marines Red Corsairs Terminators ± use all the rules and options for Terminators and/or Assault Terminators in C:SM
but with the following addition: The Sergeant may be given a Personal Icon The unit may purchase any Icon available to units of Chaos Space Marines
0-1 Allied Chaos Terminators ± use all the rules and options for Chaos Terminators in C:CSM.Possessed Red Corsairs ± use all the rules and options for Possessed Chaos Space Marines in C:CSMRed Corsairs Techmarines ± use all the rules and options for Techmarines in C:SM but with the following
addition: The Techmarine may be given a Personal Icon and/or an Icon of Chaos Glory, +5pts each
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Red Corsairs Dreadnoughts ± use all the rules and options for Dreadnoughts in C:SM but with the followingaddition:
Venerable Dreadnoughts do not roll on the µCrazed¶ table. All other Dreadnoughts must Venerable Dreadnoughts may purchase Daemonic Possession, +45pts.
Any Dreadnought may purchase Blasphemous Runes, +10pts Transport: May take a Dreadclaw Assault Pod (this replaces the option for a Space Marine Drop Pod)
TROOPS Red Corsairs Space Marines ± use all the rules and options for Space Marine Tactical Squads in C:SM but withthe following addition:
The Sergeant may be given a Personal Icon
The unit may purchase any Icon available to units of Chaos Space Marines Any model may replace his Bolt Pistol and Boltgun for a Bolt Pistol and CCW, (free)
0-1 Traitor Wolves ± providing there is at least one unit of Red Corsair Space Marines in you army, you may alsochoose one unit of Grey Hunters from Codex: Space Wolves.
0-1 Fallen Angels ± providing there is at least one unit of Red Corsair Space Marines in you army, you may also
choose one unit of Blood Angels Death Company Marines from Codex: Blood Angels. The maximum number of models permitted in the unit is 10 and the Lemartes upgrade may not be chosen.
FAST ATTACK Red Corsairs Bikers ± use all the rules and options for Space Marine Bikers in C:SM but with the following
addition: The Sergeant may be given a Personal Icon
The unit may purchase any Icon available to units of Chaos Space Marines Red Corsairs Assault Marines ± use all the rules and options for Assault Space Marines in C:SM but with the
following addition:
The Sergeant may be given a Personal Icon The unit may purchase any Icon available to units of Chaos Space Marines
Red Corsairs Vanguard Veterans ± use all the rules and options for Vanguard in C:SM but with the following
addition: The Sergeant may be given a Personal Icon
The unit may purchase any Icon available to units of Chaos Space Marines Red Corsairs Land Speeder Squadron ± use the rules for Land Speeder Squadrons in C:SM
HEAVY SUPPORT Red Corsairs Havocs± use all the rules and options for Devastators in C:SM but with the following addition:
The Sergeant may be given a Personal Icon The unit may purchase any Icon available to units of Chaos Space Marines
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Red Corsairs Obliterator Cult ± use exactly as in C:CSMRed Corsairs Predator ± use exactly as it appears in C:SM but with the following addition:
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Red Corsairs Vindicator ± use exactly as it appears in C:SM but with the following addition:
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
Red Corsairs Whirlwind ± use exactly as it appears in C:SM but with the following addition: Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts Red Corsairs Land Raider ± use exactly as it appears in C:SM but with the following addition:
230pts Power of the Machine Spirit does not apply
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM The Land Raider may take a pintle-mounted Multi-Melta, +10pts
May purchase Blasphemous Runes, +10pts May purchase Daemonic Possession, +40pts
0-1 Red Corsairs Land Raider Redeemer ± use exactly as it appears in C:SM but with the following addition: 220pts
Power of the Machine Spirit does not apply
Use the upgrade options available to Chaos Land Raiders instead on those available in C:SM The Land Raider may take a pintle-mounted Multi-Melta, +10pts May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
Red Corsairs Land Raider Pandemonium ± use the rules and options for Chaos Land Raiders as they appear in
C:CSM but with the following additions and alterations: 240pts Transport Capacity: 12 models
The 2 sponson-mounted Twin-Linked Lascannons are replaced with 2 sponsons of 2 Reaper Autocannons, for a
total of 4 Reaper Autocannons
The Land Raider Pandemonium may take a pintle-mounted Multi-Melta, +10pts Counts as a Chaos Icon
May purchase Blasphemous Runes, +10pts
May purchase Daemonic Possession, +40pts
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0-1 Red Corsairs Defiler ± use the rules for Chaos Defilers as they appear in C:CSM but with the followingadditions and alterations:
BS:4 May purchase Blasphemous Runes, +10pts
Use the rules for Daemonic Possession cited in this list, +30pts
SUMMONED DAEMONS & CHAOS SPAWN
0-1 Summoned Greater Daemon ± use the rules and options for Summoned Greater Daemons in C:CSM0-2 Summoned Lesser Daemons ± use exactly as they appear in C:CSM.Chaos Spawn ± use exactly as they appear in C:CSM
TRANSPORTS Chaos Rhino ± Exactly as it appears in C:CSM. May purchase Blasphemous Runes at +10pts and/or DaemonicPossession at +40pts.Dreadclaw Assault Pod ± use the points cost and all the rules for Drop Pods noted in C:SM, but with the
following changes: Replace Storm Bolter with Twin-Linked Boltgun
Malign Intelligence: Counts as an Inertial Guidance System, except that if it Scatters it will only avoid
Impassable Terrain, vehicles and friendly models, not enemy models. Models under the Assault Pod¶s landing zone are hit with a unique sort of Tank Shock and must pass a Morale
test to avoid being burnt by the Pod¶s retro-thrusters or crushed. If the roll is failed all models in the effected unitimmediately take 1 St:10 Hit. Saving Throws are taken as normal.
Regardless of whether a unit suffers any damage from the landing Assault Pod, it must still fall back 6´ in adirection chosen by the owning player. Ignore the rules for Difficult Terrain but not Dangerous Terrain or
Impassable Terrain. Once this move is completed, the unit must take a Pinning test (unless it is Fearless). May purchase Blasphemous Runes, +10pts