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Overview
This supplement is designed to be used with our campaign systems and allows chaos players the ability
to field Legion armies using special legion lists that used to exist about ten years ago. This list is not
mandatory to use.
This list works alongside the Chaos Space Marine codex and does not replace it. Rather, it augments it.
To use this supplement, your primary detachment must be one of the eight original chaos legions. You
choose your army as normal, but in addition you may field additional rules which are laid out in the
various legion entries below. By choosing to use a legion list, your force cannot mix in cult troops if the
legion chosen does not represent that cult.
For example, World Eaters would not have any Plague Marines or Emperors Children within its ranks,
nor would it have characters or units that have marks other than Khorne.
Some legions have Legion Tactics. These tactics are not mandatory to take but if the player wishes to
use them, they must also follow the Limitations portion as well.
Legionnaires are not required to take the Veteran of the Old War marks unless instructed to, as the
legions must recruit new fighters the same as loyalists do, and not every marine in a chaos legion will be
10,000 years old.
Last, the Black Legion is not included in this supplement due to them having a supplement at the time of
this writing.
Inspiration for this work comes from the old Chaos 3.5 codex as well as the Horus Heresy books as well
as unique rules that were created for the campaign specifically.
If you enjoy these rules, feel free to pass them along to others who may benefit from them as well.

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The Alpha Legion
The XX Legion was the last of the original twenty legions. Their
primarch Alpharius believed in attacking from several directions at
once, and the legion was adept at infiltration, subterfuge, sabotage, and
assassination. They tend to operate as raiders deep behind enemy
lines, and make extensive use of chaos cultists to do their bidding and
spread their propaganda.
Special Rules
Alpha Legionary forces will not contain any marks of chaos
within it, they all follow chaos undivided.
An Alpha Legion army must choose one of the following traits
that apply to all units within the detachment (to include
cultists):
o Scout
o Infiltrate
o Tank Hunters
o Counter-Attack
o Move Through Cover
o Adamantine Will
If a battle is being fought with secondary objectives, and an Alpha Legion detachment suffers
more units destroyed than their enemy at the end of the game, the enemy scores an additional
+1 victory point.
Alpha Legion armies may deploy Headhunter Kill Teams as a Fast Attack choice. These
infiltrators are deadly assassins.
Alpha Legion armies may deploy the Exodus, a deadly assassin that takes up an HQ choice. The
Exodus may not be the armys warlord.
Banestrike Ammunition special ammunition for bolters. In a bolter, cuts the range down to
18. For heavy bolters and bolt pistols, no change in range. Same stats as a bolter otherwise,
except on the roll of a 6 to wound is AP3.
Power Dagger Strength as user 1. AP3 rending.
Venom Spheres upgrade to typical frag grenades. Count as assault grenades that give their
bearers Hammer of Wrath attacks. Can be purchased by Alpha Legionnaire squads for +25
points.

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Headhunter Kill Team
175 points
Stats: As a chaos space marine except BS is 5
Composition: 4 headhunters and 1 prime. The prime has the same stats as a normal unit upgrade,
having +1 A and +1 Ld (9)
Wargear: Power Armor, Bolt Pistols, Banestrike Ammunition (18 range but AP3 on the roll of a 6),
Power Dagger, Krak Grenade, Venom Sphere
Special Rules: Infiltrate, Preferred Enemy (all infantry)
Dedicated Transport Options: Rhinos or Dreadclaw Drop Pod. If these are taken the squad loses its
infiltrate ability.
Options
Up to 5 more Headhunters at 25 points each
Any model may upgrade their bolter to a combi bolter with Banestrike ammunition for +5 points
One model may upgrade their bolter to a heavy bolter with Banestrike ammunition for +10
points
The Prime may exchange his Bolt Pistol for one of the following
o Plasma Pistol at 15 points
o Inferno Pistol at 15 points
o Power Fist for 15 points
The Prime may exchange their close combat weapon for one of the following
o Power Weapon at 10 points
o Power Fist for 15 points
The Prime may take any of the following
o Melta Bombs at 5 points
o Artificer Armor at 10 points

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The Exodus
115 points
WS BS S T W I A Ld Save
5 6 4 4 3 5 2 9 3+

Wargear
Power Armor
Krak Grenades
Venom Spheres
Melta Bombs
Power Dagger
Bolt Pistol
The Instrument
Special Rules
Independent Character (unique)
Infiltrate
Move Through Cover
Scout
Lone Killer
Assassins Shot
Acute Senses
It Will Not Die
Lone Killer The only unit that the Exodus may join are Headhunter Kill teams. Otherwise they may
never join units and may never be the army warlord.
Assassins Shot The Exodus has Precise Shot on the roll of a 4+
The Instrument This sniper rifle has two fire modes. The first is rapid shot, 36 S5 AP 4 Salvo 2/4
Rending. The second is Execution Shot, 36 S6 AP3, Heavy 1 Rending, Ignores Cover, inflicts two wounds
instead of one per wound.

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The Iron Warriors
The Iron Warriors, sons of the primarch Peturabo, are the most heavily
armed of the Chaos Legions. They are siege specialists that rely on
blistering salvos of firepower. They place great importance on detailed
fire plans and assembling formidable field fortifications.
Offensively, they are methodical, always seeks ways to grind down their
enemies by attrition until the moment comes where they can be swept
away with a massive counter-attack.
While attacking fortifications, the Iron Warriors will quickly decide at
what point they will actually attack and launch a series of feints to test
the enemy and weaken their real objective.
Special Rules
Iron Warriors forces will not contain any marks of chaos within it,
they all follow chaos undivided.
Iron Warriors have the Tank Hunter special rule at no additional cost
One unit of Obliterators may be taken as a TROOP choice
Iron Warriors may field four heavy support choices in their Force Organization Chart
Iron Warriors unit champions may purchase Mechatendrils (p.66 C:CSM) for +20 points
Warsmith The leader of an Iron Warriors army may be made into a Warsmith. A warsmith has
the Shatter Defenses Warlord Trait, which means that at the beginning of the game one piece of
terrain in the enemy deployment zone gives one less point of cover than it normally would. A
warsmith may not be given a jump pack or a bike, but may be upgraded with a servo-arm (C:SM)
or Mechatendrils (p.66 C:CSM) for +20 points.
Shrapnel Bolts all units armed with heavy bolters have the Pinning special rule, but are AP 5
instead of 4.
Hammer of Olympia Tactics once per game a unit may elect to use this tactic. When used, a
unit may launch an assault after firing a rapid fire weapon. The assault counts as a Disordered
Assault.
All vehicles gain the extra armor upgrade for free

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The Night Lords
Striking fear into the hearts of their enemies, the Night Lords are
masters of psychological warfare and terror tactics. The catalogue of
atrocities they have committed continue to perpetuate are their way
of sapping their enemies will to resist.
Many enemies have given in without a fight rather than have to face
the wrath of the Night Lords, though none have ever been spared
regardless.
Aggressive patrolling and surprise raids are their signature. They will
patiently win a hundred small battles in order to achieve their
objectives rather than pinning everything on one big battle.
Special Rules
Night Lords armies do not follow any of the chaos gods.
They are composed entirely of unmarked units.
Night Lords troops all have Night Vision
Night Lords specialize in fast raids and may field an
additional Fast Attack choice in return for giving up two
heavy support choices.
Night Lords may field Raptors and Warp Talons as TROOP choice
Night Lords may adapt the Stealth Skill for +1 point per model or +5 points for an independent
character. Models on a bike, demonic in stature, or wearing terminator armor cannot use this
skill
A Talent For Murder - If a unit or units of models from the Night Lords legion outnumber one or
more enemy infantry units during any initiative step in which they fight an assault, they gain +1
to wound. Bulky models count as two models, and very bulky models count as three models for
purposes of working out when the Night Lords outnumber their victims.
Nostraman Blood If a unit falls back it falls back an additional 1. If a unit fails a pinning check,
it may fall back instead of be pinned.
From the Shadows All models in the Night Lords have a cover save of 6+ on the first game
turn, even in open ground. This can be combined with the effects of Stealth, etc as normal but
other forms of cover that provide a higher save supersede it.
Seeds of Dissent If the armys warlord is slain, each of its unit must make an immediate
morale check as if they had just suffered 25% casualties from shooting
Nostraman Chainglave Any character or independent character capable of taking a power
weapon can instead opt to choose this item as part of their option for the same cost. The
chainglaive is melee Str as User +1, AP 3, Melee, Two-Handed, Rending
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Trophies Night Lords characters may buy trophies for +5 points which allow them to cause
Fear
Night Lords Terror Assault Tactic
Cover of Darkness The force may impose night fighting for the duration of the first turn on the
roll of a 4+ if this condition is not already occurring normally. Might fighting imposed in this
manner carries over to the second turn on a 5+ and the third turn on a 6+
Claw Assault Tactical Squads, and Veteran Squads may take Dreadclaw Drop Pods as
Dedicated Transports.
Limitations
If choosing to use the Terror Assault tactic, only one heavy support choice may be used and no
fortifications or other allies may be used.


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Word Bearers
The Zealous XVII legion were fanatical devotees of the Imperial Cult. The Word
Bearers took the rejection of the Emperor personally, and they threw in their
zealous worship to the Chaos Gods instead. They do not worship one
particular Chaos God; they worship them all.
The Word Bearers use daemons extensively, and strive to advance through
daemonhood themselves.
Special Rules
Word Bearers armies do not follow any of the chaos gods. They are composed entirely of
unmarked units.
Word Bearer Dark Apostles and Chaos Lords may take an Accursed Crozius (Daemon Weapon)
for +30 points. This follows the rules for a Daemon Weapon, counts as a Power Weapon and
thus is AP3 and grants the wearer a 4+ invulnerable save.
Word Bearer Dark Apostles and Chaos Lords may take the Demagogue Ability for +20 points
which allows all friendly units within 12 of them to reroll any failed morale checks.
Possessed Space Marines count as Troops
Any Dark Apostle or Chaos Lord may take the Burning Lore ability for +30 points which upgrades
them into a Level 1 Psyker with access to the Biomancy or Telepathy Disciplines
Tainted Weapon Any Word Bearer character capable of taking a power weapon may instead
take a Tainted Weapon for no extra points cost. A tainted weapon is a melee weapon with no
bonus to strength, has no AP, but is a Specialist Weapon and causes Instant Death
From Beyond Chaos Demons count as Battle Brothers
Word Bearers Tactics: The Dark Brethren
Arch Traitors All independent characters have the Preferred Enemy (Space Marines) special
Rule
Signs and Portents At the beginning of the game, the player chooses one of his TROOP choices
and rolls a D6. On the roll of a 1-3, all opposing units count as having preferred enemy against
this unit. On a 4-6 that unit counts as having Preferred Enemy for all of the opposing units.
Hell Follows With Them All wounds caused by Perils of the Warp tests taken by the opposing
force gain the Instant Death special rule.
Limitations on using the Dark Brethren Tactics
Detachments using this Tactic must take at least one Dark Apostle
Detachments using this Tactic may not take fortifications and treat all other allies as Desperate
Allies with the exception of Daemons

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The World Eaters
The disciples of Khorne, the World Eaters are totally devoted to his murderous ideals. They fight to
heap skulls at the base of their masters throne. Berzerkers live to kill and kill some more, to burn their
enemies and tear their limbs from their bodies.

A World Eaters force is descended from Angrons legion, and these frothing madmen are frenzied hand-
to-hand fighters that are as apt to turn on each other as they are to fight the enemy.

Special Rules
Sacred Number Units that have a model count divisible by eight do not have to pay the cost
for upgrading their unit champion, it is considered free.
Blood Frenzy All models must have the mark of Khorne. While frenzied, the models have +1
Attack and are Fearless. This lasts until the unit is beaten in close combat. Models with the
Blood Frenzy must attempt to charge in the assault phase if they are in range to do so.
Feel No Pain - Blood Frenzy confers the Feel No Pain (6+) special rule
Infantry models with the Blood Frenzy rule must roll a D6 before attempting to shoot in the
shooting phase. If they roll a 1-2 then instead of shooting they will run towards the nearest
enemy instead of shooting. If mounted in a transport, then their frenzy overcomes their abilities
to shoot regardless, though the transport cannot move further.
If victorious in combat, models with the Blood Frenzy must consolidate towards the nearest
enemy
World Eaters forces do not contain any psyker or sorcerers
Destroyers World Eaters vehicles are outfitted with all manner of spikes, scythed wheels, and
slicing blades which tear apart their enemy. If given to a Dreadnought it may re-roll one close
combat miss in each round of combat. If given to a tank, then during tank shock each enemy
forced to move will take a wound on a 4+ with no AP value. This ability costs +25 points
Khornate Chainaxes Khorne Berzerkers in a World Eaters army are armed with Chain Axes.
These axes follow the same rules as in C:CSM, with the exception that the max armor save that
any model may take against these is a 4+ (note that the weapon is AP 4, but reducing an armor
save to 4+ will not therefore make the AP4 negate it, ex: a 3+ save is hit with a chain axe, they
save on a 4+)
Banner of Rage This banner may be used once per battle. It is used in any assault phase. Any
models in the unit gain +1 Attack. +20 points
Rage of Khorne Champions of Khorne (those being unit champions and independent
characters) gain D3 extra attacks when they charge, not just the normal one.
Khorne Berzerkers Count as TROOP CHOICES.

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Thousand Sons
The sons of Magnus were explorers of the most mystic and forbidden arts before the Emperor had the
Space Wolves scatter their forces during the Heresy. Magnus pulled his sons to a safe retreat, and from
there the legions mutations began appearing more and more rapidly.

Determined to prevent his brothers from descending into a mutated madness, the chief Librarian
Ahriman cast a powerful ritual over his legion to stop the mutation. The ritual worked very well too
well. Most of the legion was reduced to dust within their power armor save for the strongest of
sorcerers.

Enraged, Magnus exiled his son for casting this ritual against his will but the damage had already been
done. The majority of the legion are now mindless automatons trapped forever in their armor

Special Rules
Sacred Number Units that run with a number divisible by nine may upgrade their unit
champion for no cost.
Marked by Tzeentch The only mark allowed in the primary detachment is the mark of
Tzeentch
Sorcerers All independent characters and chosen and possessed have the sorcerer ability
without having to upgrade for it. They count as a level 1 sorcerer and may choose the same
powers as a normal chaos sorcerer of tzeentch can. They may also purchase equipment for
sorcerers.
Units All unit champions are sorcerers. Thousand Sons count as TROOP choice. Terminators
count as being Rubric Terminators and possess the Mark of Tzeentch, the Slow and Purposeful,
Veterans of the Long War, Fearless rules as well as having a 4++ invulnerable save. Their bolt
weapons are upgraded to use Inferno Bolts. The cost of terminators is increased by +10 points
a model.
Ahriman Ahriman is the same as in the C:CSM with the exception that as one of the most
gifted diviners of the 40k galaxy he also can pull powers from the Divination deck.
Bedlam Staff This counts as a Daemonic Weapon that counts as a Power Weapon (AP 3) that
clouds the mind of any struck by it. Any model wounded by it but not killed have their Attacks
characteristic reduced to 1 until the end of their next assault phase. +35 points
Blasted Standard Used once per battle in the chaos players shooting phase instead of its
bearer firing its weapon. It has a range of 6 and inflicts 2D6 S6 AP4 hits. +35 points
Bolt of Change Thousand Sons sorcerers may always select this power instead of rolling for
one randomly. (this still counts as one of the powers that they know) It has a 24 range, S8 AP2
Assault 1 characteristic.
Warp Blade counts as a power weapon. Any enemy psyker using a psychic power when within
12 of this item must roll a D6. On a 4+ the power works normally. Otherwise they take an
immediate Perils of the Warp attack and the power fails to function. +25 points
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Death Guard
Servants of Nurgle, the Death Guard fight only to spread contagion and death throughout the galaxy.
These once proud marines have now been reduced to pestilent, disease-infested killers.

The Death Guard consist mainly of Plague Marines, creatures so vile that their entire existence is
devoted to spreading Nurgles Rot among the living. Those infected with the rot meet a painful and;
their bodies reduced to a mass of weeping sores and waste.

Special Rules
Sacred Number Units that run with a number divisible by seven may upgrade their unit
champion for no cost.
All creatures and units must have the Mark of Nurgle.
Death Guard terminators have the Mark of Nurgle, blight grenades, are Fearless, and have Feel
No Pain for +16 points a model
Any model capable of buying a power sword can instead upgrade to a Plague Sword. Plague
Swords count as power weapons. In addition, if an enemy is wounded by a Plague Sword but
not killed, roll a D6. On a 4+, the model suffers from the Instant Death rule. +25 points
Plague Banner Used once per game. Any one enemy unit within 6 of the banner will take D6
wounds just as shooting with no armor or cover saves allowed. +50 points
Deathshroud Power Scythe Independent characters and Death Guard terminators may
instead of upgrading to a power fist, instead upgrade to a Deathshroud Power Scythe for the
same cost. The Power Scythe is a melee weapon, +1 Strength, AP 2 with the Unwieldly, Two-
Handed special rules. In addition, a model armed with a power scythe may instead of attacking
normally choose to attach each model in base contact with it once.
Manreaper Chaos lords may choose to wield Manreaper for +50 points. The rules for
Manreaper are found in the C:CSM (p.61)
Plague Marines Plague Marines count as TROOPS in a Death Guard army
Infantry-Based Death Guard are primarily an infantry-based army. They may only ever field
one fast attack choice regardless of Force Organizational Chart.
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Emperors Children
Once a legion dedicated to perfection in all of its pursuits, the Emperors Children succumbed to the call
of forbidden knowledge. Their drive for perfection was perverted to an obsession with excess, and the
members of this legion will stop at nothing to gratify their basest desires.
Chaos Space Marines of the Emperors Chidlren make war into art; a riot of sound, sight, and sensation.
Doom sirens wail and implements of torture slash as these followers of Slaanesh are driven to further
extremes.
Special Rules
Sacred Number Units that run with a number divisible by six may upgrade their unit champion
for no cost.
Mark of Slaanesh All characters and units must be marked with the Mark of Slaanesh
Hellbrutes Hellbrutes may replace their Multi-Melta for a Blastmaster for no extra cost, their
heavy bolters if bought with twin-linked sonic blasters, and the heavy flamer for a Doom Siren.
Predators Predators may upgrade their autocannon to a blastmaster for free and their heavy
bolter sponsons for sonic-blasters for free.
Terminators Emperors Children terminators are fearless and have the mark of Slaanesh. In
addition, they may replace their combi-bolter with a sonic blaster at +3 points. They may
instead of buying an autocannon buy a blastmaster at the same cost. They may instead replace
a plasma cannon with a Doom Siren for the same cost.
Warp Amp Emperors Children vehicles can be equipped with Warp Amps. This is a +20 point
upgrade. Warp Amps reduce an enemys leadership by 1 within 12, 2 if within 6 and by 3 if
touching.
Combat Drugs Emperors Children champions and characters come with Combat Drugs. Drugs
can be taken at the beginning of any assault phase and last that assault phase. For every drug
taken, roll a D6 and consult the following chart. If any doubles are rolled, the character takes a
wound with no save of any kind allowed. If a triple is rolled, the character dies outright with no
save of any kind allowed.
o 1 The character charges 3D6
o 2 The character is at +1 WS
o 3 The character is at +1 S
o 4 The model ignores the first wound inflicted so long as it would not cause Instant
Death
o 5 The model receives +1 A
o 6 The model receives the Feel No Pain special rule
Lash of Torment Daemon weapon, counts as a power weapon. May be used at full effect if
the bearer is within 2 of the enemy. A unit that takes a wound from the lash is at -1 to their
Leadership if they have to take a Morale Check.
Noise Marines Count as Troop Choice

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