CHAOS SPACE MARINE KILL TEAMS
Stalking through the smog-wreathed ASPIRING CHAMPION Kill Team Leader Cost to recruit: 225 points
gloom, bands of Chaos Space Marines M WS BS S T W I A Ld
come seeking glorious reward from Aspiring Champion 4" 4 4 4 4 1 4 2 9
the Dark Gods. Murderers and
madmen gifted with superhuman Masterful killers who walk the path to glory or damnation, Aspiring Champions
strength, resilience and speed, they butcher their enemies in the name of the Dark Gods.
are monsters clad in baroque power
armour who slaughter all in their Wargear: An Aspiring Champion has a combat blade and power armour. In
path. Zealous cultists accompany addition, an Aspiring Champion can be armed with items chosen from
their masters to battle, motivated by a the Chaos Space Marines Hand-to-Hand Weapons, Pistols, Basic Weapons,
mixture of terror, hate and desperate Ammunition, Grenades and Miscellaneous Equipment lists.
ambition. As the servants of Chaos
accrue wealth, they funnel it into their Champion of Chaos: If an Aspiring Champion takes an enemy leader out of
preparations for abhorrent summoning action in hand-to-hand combat, you can make a roll on the Advance table and
rituals, fuelling monstrous braziers apply its effects immediately.
and sacrificial pyres in the hopes of
conjuring Daemons into reality, and CHAOS SPACE MARINE Trooper Cost to recruit: 120 points
thus overrunning their foes for good. M WS BS S T W I A Ld
Chaos Space Marine 4" 4 4 4 4 1 4 1 8
CHAOS SPACE MARINES SPECIAL RULES
The following special rule applies to all Whether ancient traitor or more recently rebelled renegade, every Chaos Space
members of a Chaos Space Marines kill Marine is a powerful warrior who kills without mercy or hesitation.
team, other than Chaos Cultists.
Wargear: A Chaos Space Marine has a combat blade and power armour. In
Marks of Chaos: When you recruit a addition, a Chaos Space Marine can be armed with items chosen from the
model with this ability, pick a Mark Chaos Space Marines Hand-to-Hand Weapons, Pistols, Basic Weapons,
of Chaos to give them and modify Ammunition, Grenades and Miscellaneous Equipment lists.
your roster accordingly:
CHAOS CULTIST New Recruit Cost to recruit: 40 points
– Khorne: Add 1 to the fighter’s M WS BS S T W I A Ld
Attacks characteristic. Chaos Cultist 4" 3 3 3 3 1 3 1 7
– Tzeentch: The fighter has a 5+
invulnerable save. Though the Chaos Space Marines see them as little more than expendable
– Nurgle: Add 1 to the fighter’s vermin, Chaos Cultists fight with desperate fervour to earn their masters’ favour.
Toughness characteristic.
– Slaanesh: Add 1 to the fighter’s Wargear: All Chaos Cultists have a combat blade and improvised armour. In
Initiative characteristic. addition, a Chaos Cultist can be armed with items chosen from the Chaos
– Undivided: Add 1 to the fighter’s Cultists Hand-to-Hand Weapons, Pistols, Basic Weapons and Miscellaneous
Leadership characteristic. Equipment lists.
Note that once you have given a fighter a CHAOS GUNNER Specialist Cost to recruit: 130 points
Mark of Chaos, you cannot change it. M WS BS S T W I A Ld
Chaos Gunner 4" 4 4 4 4 1 4 1 8
USING A CHAOS SPACE MARINES KILL TEAM
A Chaos Space Marines kill team Certain Chaos Space Marines excel in the use of potent ranged weaponry,
follows all of the normal rules, with the slaughtering their enemies amidst storms of sulphurous firepower.
following exceptions:
Wargear: A Chaos Gunner has a combat blade and power armour. In addition,
– When a Chaos Cultist earns his third a Chaos Gunner can be armed with items chosen from the Chaos Space
‘Mission Completed’ mark, he does Marines Hand-to-Hand Weapons, Pistols, Heavy Weapons, Special Weapons,
not get promoted in the usual manner. Ammunition, Grenades and Miscellaneous Equipment lists.
That Chaos Cultist becomes a Trooper
and may be given skills in the future as
normal, but their characteristics and
equipment remain the same.
CHAOS SPACE MARINE WEAPON AND EQUIPMENT LISTS CHAOS CULTISTS WEAPON AND EQUIPMENT LISTS
Ammunition Miscellaneous
Inferno bolts*.......................................................... 25 points Weapon reload...........................Half cost of weapon in points
* Can be purchased for bolt pistols or boltguns only. Fighters
with the Mark of Tzeentch only. Hand-to-Hand Weapons
Combat blade (knife)............................................... 5 points
Grenades Flail........................................................................... 10 points
Frag grenades.......................................................... 25 points Assault blade (sword).............................................. 15 points
Melta bombs*........................................................... 30 points Axe............................................................................ 15 points
Blight grenades**.................................................... 35 points Bludgeon.................................................................. 15 points
Krak grenades.......................................................... 40 points
* Aspiring Champion only Pistols
** Fighters with the Mark of Nurgle only Autopistol................................................................. 15 points
Miscellaneous Basic Weapons
Camo gear.................................................................. 5 points Autogun................................................................... 20 points
Clip harness............................................................. 10 points Shotgun.................................................................... 20 points
Photo-visor............................................................... 15 points
Red-dot laser sight................................................... 20 points
Telescopic sight........................................................ 20 points
Weapon reload...........................Half cost of weapon in points
Hand-to-Hand Weapons
Combat blade (knife)............................................... 5 points
Assault blade (sword).............................................. 15 points
Chainsword.............................................................. 25 points
Power sword*........................................................... 50 points
Power fist*................................................................ 85 points
* Aspiring Champion only
Pistols
Bolt pistol................................................................. 25 points
Plasma pistol*.......................................................... 50 points
* Aspiring Champion only
Basic Weapons
Boltgun..................................................................... 35 points
Heavy Weapons
Autocannon........................................................... 150 points
Heavy bolter........................................................... 180 points
Missile launcher:
… with frag missiles.............................................. 175 points
… with super krak missiles................................... 190 points
… with both........................................................... 225 points
Lascannon.............................................................. 250 points
Special Weapons
Flamer...................................................................... 40 points
Plasma gun............................................................... 80 points
Meltagun.................................................................. 95 points
WEAPONS AND EQUIPMENT
HAND-TO-HAND WEAPONS PISTOLS
AXE AUTOPISTOL
Baroque and heavy-bladed, the axes wielded by Chaos The autopistol is a rapid-firing automatic pistol that is both
Cultists are ghoulish-looking murder weapons. easy to manufacture and simple to use, making it a favoured
weapon amongst cultist organisations.
Range Strength Damage Save Mod.
⌐Range¬ ⌐To Hit¬ Save Ammo
Close Combat As user 1 -
Short Long Short Long Str. Dam. Mod. Roll
Dual-handed: An axe can be wielded in one hand using 0-8" 8-16" +2 - 3 1 - 4+
the profile above. Alternatively a fighter can wield an axe
with both hands, in which case it confers a +1 bonus to
their Strength. BASIC WEAPONS
BLUDGEON AUTOGUN
Some Chaos Cultists wield improvised mauls, clubs or Autoguns are manufactured in factories and underhive
hammers to crush their enemies to their knees. workshops across the Imperium. A sturdy frame combined
with a high rate of fire makes an autogun a popular weapon
Range Strength Damage Save Mod.
on many an Imperial world.
Close Combat As user 1 -
⌐Range¬ ⌐To Hit¬ Save Ammo
Short Long Short Long Str. Dam. Mod. Roll
Concussive: A fighter who goes down as a result of an Injury
roll made for this weapon is automatically taken out of 0-12" 12-24" +1 - 3 1 - 4+
action, even if the wielder is fighting other opponents.
CHAINFIST
Tipped with roaring chain-blades, these monstrous
SPECIAL WEAPONS
gauntlets can carve even a Space Marine in two. COMBI-BOLTER
Two boltguns combined in a single housing and drawing
Range Strength Damage Save Mod.
rounds from a linked multi-hopper, this weapon can
Close Combat 8 D3 -7 maintain a ferocious rate of fire.
⌐Range¬ ⌐To Hit¬ Save Ammo
Noisy: This weapon emits a loud and distinctive sound, so
Short Long Short Long Str. Dam. Mod. Roll
must test to see if the alarm is raised when used during
missions such as The Raid. 0-12" 12-24" +1 - 4 1 -1 5+
FLAIL Sustained Fire: 1 dice.
The flails used by cultists are often nothing more than gore-
stained lumps of metal tied to strips of scavenged leather. COMBI-FLAMER
The combi-flamer combines the prodigious stopping power
Range Strength Damage Save Mod.
of a boltgun with a single-shot flamer unit, perfect for
Close Combat As user 1 - filling a crawlway or ruin with scouring flame.
Flailing Attack: Enemy fighters cannot parry against a A combi-flamer can be fired either as a boltgun or a flamer,
fighter that is attacking with a flail. but can only be fired as a flamer once per game.
MUTATED LIMBS COMBI-MELTA
The gifts of the Dark Gods can be hideous to behold, but Combining a boltgun and a single shot melta unit, the
lashing talons and pincer limbs are deadly in battle. combi-melta all but guarantees the death of a single, deeply
unfortunate foe.
Range Strength Damage Save Mod.
Close Combat As user 1 -1 A combi-melta can be fired either as a boltgun or a
meltagun, but can only be fired as a meltagun once
Flailing Attack: Enemy fighters cannot parry against a per game.
fighter that is attacking with mutated limbs.
HEAVY WEAPONS ARMOUR
AUTOCANNON IMPROVISED ARMOUR
Heavy automatic cannons that fire shells the size of a Fashioned from ragged cloaks, scavenged wargear and
man’s forearm, autocannons are designed to rip apart light crudely beaten metal plates, the improvised armour worn by
vehicles. Against infantry, their effect is catastrophic. Chaos Cultists offers poor protection at best.
⌐Range¬ ⌐To Hit¬ Save Ammo
A fighter wearing improvised armour has a basic armour
Short Long Short Long Str. Dam. Mod. Roll
save of 6+.
0-20" 20-40" - - 7 D3 -3 4+
Sustained Fire: 1 dice. SPECIALISED EQUIPMENT
LASCANNON JUMP PACK
The lascannon fires a concentrated stream of laser energy Some Chaos Space Marines, most notably those of the Night
that can punch through a battle-tank. Fighters hit by such a Lords, favour the use of jet-powered jump packs to leap
weapon stand little chance of survival. across the battlefield in soaring bounds.
⌐Range¬ ⌐To Hit¬ Save Ammo
A fighter with a jump pack treats all terrain as open ground
Short Long Short Long Str. Dam. Mod. Roll
for the purposes of movement, but can’t end its move on
0-24" 24-48" - - 9 D6 -6 5+ impassable terrain.
GRENADES AMMUNITION
BLIGHT GRENADES INFERNO BOLTS
These foul bombs contain virulent toxins and diseased Rune-carved bolt shells used by the worshippers of
filth, that sprays a wide area when they detonate. Victims Tzeentch, these projectiles can punch through power
caught in the blast are riddled with pox and plague, and are armour, and explode in searing blasts of Warp flame.
quickly reduced to rotting cadavers.
Weapons equipped with inferno bolts have the following
Strength Damage Save Mod.
profiles until they run out of ammunition, after which they
3 1 -1 may continue to fire with their standard ammunition.
Large Blast: Blight grenades erupt in a spray of foetid Bolt Pistol
liquid; they use the large blast template.
⌐Range¬ ⌐To Hit¬ Save Ammo
Short Long Short Long Str. Dam. Mod. Roll
Poisonous: Blight grenades always wound fighters on a 4+,
regardless of their Toughness, unless a lower result would 0-8" 8-16" +2 - 4 1 -3 5+
be required.
Boltgun
⌐Range¬ ⌐To Hit¬ Save Ammo
Short Long Short Long Str. Dam. Mod. Roll
0-12" 12-24" +1 - 4 1 -3 5+
Rare Ammunition: A fighter equipped with a weapon reload
cannot re-roll a failed Ammo roll for their inferno bolts –
the re-roll only applies to the first failed ammo roll they
make for their weapon’s standard ammunition.
CHAOS SPACE MARINE SPECIAL OPERATIVES
RAPTOR
M WS BS S T W I A Ld
Raptor 8" 4 4 4 4 1 4 1 8
Airborne terror troops, Raptors are debased assault specialists who have been twisted by the power of the Warp. They leap
into battle using jump packs, paralysing their victims with horrific screeches before pouncing and hacking them to pieces.
Wargear: A Raptor has a chainsword, bolt pistol, frag and krak grenades, a jump pack and power armour. He may also do
any of the following:
Exchange his chainsword for a power sword or power fist.
Exchange his bolt pistol for a plasma pistol.
Pick a Mark of Chaos.
Killer Reputation: Raptors cause fear.
CHAOS TERMINATOR
M WS BS S T W I A Ld
Chaos Terminator 4" 4 4 4 4 1 4 2 9
Veterans of a thousand battles, Chaos Terminators are lumbering behemoths of spiked armour and hatred who mow down
any foolish enough to stand in their path. Though they are not swift, Chaos Terminators are all but impervious to harm
thanks to their hulking Tactical Dreadnought armour, and their weapons are fearsome indeed.
Wargear: A Chaos Terminator has a power maul, combi-bolter and Terminator armour. He may also pick a Mark of Chaos
and do one of the following:
Exchange his power maul for a chainfist, power axe or power fist.
Exchange his combi-bolter for a combi-flamer or combi-melta.
Exchange his power maul and combi-bolter for a pair of lightning claws.
Killer Reputation: Chaos Terminators cause fear.
Bounty: If a Chaos Terminator is down or out of action at the end of a mission, the enemy kill team secures an additional
promethium cache.
CHAOS SPAWN
M WS BS S T W I A Ld
Chaos Spawn 2D6" 3 0 5 5 3 3 D6 10
Those who are overwhelmed by the mutative gifts of the Chaos Gods become revolting sub-human abominations known
as Chaos Spawn. Heaving masses of screaming mouths, undulant flesh and snapping, claw-tipped tentacles, these twisted
monstrosities lurch into the enemy ranks to rend, kill and devour at random.
Wargear: A Chaos Spawn has mutated limbs. It may also pick a Mark of Chaos.
Killer Reputation: Chaos Spawn cause fear.
Shapeless Abomination: Before moving or attacking with a Chaos Spawn, randomly generate their characteristics
as appropriate.
‘I murdered thousands for the Emperor and he gave me nothing except his damning silence. Now his
lapdogs yap for every life I take, whilst the gods promise me the galaxy.’
- Svane Vulfbad
SKILLS
The skill tables are used to determine what skills your specialists have access to different skills that reflect their
fighters gain as they advance. Your fighters are restricted different roles to those of troopers in a kill team. New
to specific skill tables depending upon their faction and recruits, meanwhile, are still too green to pick up anything
whether they are a trooper, specialist or kill team leader. but the basics they need to fight alongside the other
members of their kill team. New recruits cannot gain skills.
The different characters of the factions mean that they
each have contrasting areas of strength and weakness. For When a fighter gains a skill, pick a skill type that is available
example, as veterans of countless wars against humanity, the to them, roll two dice and consult the relevant table. You
Chaos Space Marines are highly skilled at both ranged and can choose one of the skills that correspond to the numbers
close combat, while Space Marine Scouts favour stealth and rolled – your fighter gains that skill. If you roll the same
guerilla tactics over blunt force. number, re-roll one dice until you get another number. A
fighter cannot gain the same skill twice – if the only skills
Similarly, a fighter’s role counts for a great deal in terms you roll are skills they already have, re-roll the dice.
of what skills they are able to learn. Kill team leaders and
Skill types available
SUB-
ROLE Combat Ferocity Guerilla Agility Muscle Shooting Stealth
FACTION
Chaos Space Marines
Trooper
Specialist
Leader