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Army Roster (Chaos - Chaos Space Marines) (2000 PTS) : Configuration

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Erlan Dukembaev
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0% found this document useful (0 votes)
30 views9 pages

Army Roster (Chaos - Chaos Space Marines) (2000 PTS) : Configuration

Uploaded by

Erlan Dukembaev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Chaos - Chaos Space Marines - CSM - (2000 pts)

Army Roster (Chaos - Chaos Space Marines) (2000 pts)


Rules: Psychic

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Choice Renegade Raiders

Abilities: Raiders and Reavers

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Tzeentch Daemons are visible, Titans are
visible, Slaanesh Daemons are visible, Nurgle Daemons are visible, Legends are visible, Khorne Daemons
are visible, Chaos Knights are visible

Epic Hero (370 pts)


Abaddon the Despoiler (1) Warlord
(280 pts)
Rules: Deep Strike, Leader, Dark Pacts, Devastating Wounds, Sustained Hits
Unit: Abaddon the Despoiler
Abilities: The Warmaster, Dark Destiny, Leader[1], Invulnerable Save[1]
Warmaster: Paragon of Hatred (Aura), Mark of Chaos Ascendant (Aura), Lord of the Traitor Legions (Aura)
Melee Weapons: Drach'nyen, Talon of Horus
Ranged Weapons: Talon of Horus

Cypher (1) Rules: Dark Pacts, Lone Operative, Assault, Pistol, Sustained Hits, Extra Attacks
(90 pts) Abilities: Invulnerable Save[1], Agent of Discord (Aura), Guns Blazing
Unit: Cypher
Ranged Weapons: Cypher's bolt pistol, Cypher's plasma pistol
Melee Weapons: Cypher's bolt pistol, Cypher's plasma pistol

Character (105 pts)


Chaos Lord (1) Plasma pistol, Daemon hammer, Dread Reaver
(105 pts)
Rules: Dark Pacts, Leader, Devastating Wounds, Hazardous, Pistol
Abilities: Invulnerable Save[1], Leader[2], Chance for Glory, Lord of Chaos, Dread Reaver
Unit: Chaos Lord
Melee Weapons: Daemon hammer
Ranged Weapons: Plasma pistol - standard, Plasma pistol - supercharge

Battleline (390 pts)


Cultist Mob (10) • 9x Cultist w/ autopistol and brutal assault weapon
(50 pts) • Cultist Champion: Autopistol

Rules: Dark Pacts, Pistol


Unit: Cultist Mob (x2) (x2)
Abilities: For the Dark Gods
Melee Weapons: Brutal assault weapon (x4) (x8)
Ranged Weapons: Autopistol (x4) (x8)

Cultist Mob (10) • 9x Cultist w/ autopistol and brutal assault weapon


(50 pts) • Cultist Champion: Autopistol

Rules: Dark Pacts, Pistol


Unit: Cultist Mob (x2) (x2)
Abilities: For the Dark Gods
Melee Weapons: Brutal assault weapon (x4) (x8)
Ranged Weapons: Autopistol (x4) (x8)

Legionaries (5) • 4x Legionary w/ boltgun


(90 pts) • Aspiring Champion: Boltgun, Bolt pistol

Rules: Dark Pacts, Pistol


Abilities: Veterans of the Long War
Unit: Legionaries (x2) (x2)
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Bolt pistol (x11) (x22), Boltgun (x5) (x10)

Legionaries (5) • 4x Legionary w/ boltgun


(90 pts) • Aspiring Champion: Boltgun, Bolt pistol

Rules: Dark Pacts, Pistol


Abilities: Veterans of the Long War
Unit: Legionaries (x2) (x2)
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Bolt pistol (x11) (x22), Boltgun (x5) (x10)
Rubric Marines (5) • 4x Rubric Marine w/ inferno boltgun
(110 pts) • Aspiring Sorcerer: Inferno bolt pistol

Rules: Psychic, Anti-, Devastating Wounds, Pistol


Abilities: Bringers of Change, Invulnerable Save[2]
Unit: Rubric Marine
Melee Weapons: Force weapon, Close combat weapon
Ranged Weapons: Warpsmite, Inferno bolt pistol, Inferno boltgun

Infantry (465 pts)


Chosen (5) • 5x Chosen w/ boltgun
(125 pts)
Rules: Dark Pacts, Pistol
Unit: Chosen
Abilities: Chosen Marauders
Melee Weapons: Accursed weapon
Ranged Weapons: Bolt pistol (x11) (x11), Boltgun (x5) (x5)

Obliterators (2) • 2x Obliterator


(160 pts)
Rules: Dark Pacts, Deep Strike, Melta, Blast, Sustained Hits
Abilities: Warp Rift Firepower, Invulnerable Save[2]
Unit: Obliterators
Melee Weapons: Crushing fists
Ranged Weapons: Fleshmetal guns - focused malice, Fleshmetal guns - ruinous salvo, Fleshmetal guns -
warp hail

Raptors (5) • 4x Raptor


(90 pts) • Raptor Champion: Bolt pistol, Astartes chainsword

Rules: Dark Pacts, Deep Strike, Pistol


Unit: Raptors (x2) (x2)
Abilities: Fearsome (Aura), Terrifying Assault
Melee Weapons: Astartes chainsword (x4) (x8)
Ranged Weapons: Bolt pistol (x11) (x22)

Raptors (5) • 4x Raptor


(90 pts) • Raptor Champion: Bolt pistol, Astartes chainsword

Rules: Dark Pacts, Deep Strike, Pistol


Unit: Raptors (x2) (x2)
Abilities: Fearsome (Aura), Terrifying Assault
Melee Weapons: Astartes chainsword (x4) (x8)
Ranged Weapons: Bolt pistol (x11) (x22)

Mounted (70 pts)


Chaos Bikers (3) • 2x Biker w/ combi-bolter and bolt pistol
(70 pts) • Biker Champion: Bolt pistol

Rules: Dark Pacts, Rapid Fire, Pistol


Unit: Chaos Bikers
Abilities: Rapid Assault
Melee Weapons: Close combat weapon (x6) (x12)
Ranged Weapons: Combi-bolter (x4) (x8), Bolt pistol (x11) (x22)

Vehicle (450 pts)


Chaos Predator Annihilator (1) Rules: Deadly Demise D3, Dark Pacts, Twin-linked
(130 pts) Unit: Chaos Predator Annihilator (x2) (x2)
Abilities: Annihilator, Damaged: 1-4 wounds remaining
Melee Weapons: Armoured tracks (x4) (x4)
Ranged Weapons: Predator twin lascannon (x2) (x2)

Chaos Predator Annihilator (1) Rules: Deadly Demise D3, Dark Pacts, Twin-linked
(130 pts) Unit: Chaos Predator Annihilator (x2) (x2)
Abilities: Annihilator, Damaged: 1-4 wounds remaining
Melee Weapons: Armoured tracks (x4) (x4)
Ranged Weapons: Predator twin lascannon (x2) (x2)

Forgefiend (1) Forgefiend jaws, 2 ectoplasma cannons


(190 pts)
Rules: Deadly Demise D3, Dark Pacts, Blast
Unit: Forgefiend
Abilities: Daemonic Ordnance, Invulnerable Save[3], Damaged: 1-4 wounds remaining
Ranged Weapons: Ectoplasma cannon (x2) (x2)
Melee Weapons: Forgefiend jaws
Dedicated Transport (150 pts)
Chaos Rhino (1) Rules: Deadly Demise D3, Dark Pacts, Firing Deck 2, Rapid Fire
(75 pts) Unit: Chaos Rhino (x2) (x2)
Abilities: Self-repair
Transport: Chaos Rhino
Melee Weapons: Armoured tracks (x4) (x4)
Ranged Weapons: Combi-bolter (x4) (x4)

Chaos Rhino (1) Rules: Deadly Demise D3, Dark Pacts, Firing Deck 2, Rapid Fire
(75 pts) Unit: Chaos Rhino (x2) (x2)
Abilities: Self-repair
Transport: Chaos Rhino
Melee Weapons: Armoured tracks (x4) (x4)
Ranged Weapons: Combi-bolter (x4) (x4)
Rules:

Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.

Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.

Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

Dark Pacts If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark
Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that
unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the
phase:
% [LETHAL HITS]
% [SUSTAINED HITS 1]

Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.

Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’

Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".

Assault Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models
equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot,
you can only resolve attacks using Assault weapons its models are equipped with.

Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.

Extra Attacks Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):

% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.

If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.

If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Melta Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets
a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Deadly Demise D3 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.

Firing Deck 2 Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the
Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for
each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding
weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of its attacks, it counts as being
equipped with all of the weapons you selected in this way, in addition to its other weapons. Until the end of the phase, those
selected models’ units are not eligible to shoot.
Abilities

Raiders and Reavers

Ranged weapons equipped by HERETIC ASTARTES models from your army have the [ASSAULT] ability, and each time a HERETIC ASTARTES model from
your army makes an attack that targets a unit within range of an objective marker, improve the Armour Penetration characteristic of that attack by 1.

The Warmaster

In your Command phase, select one Warmaster ability. Until the start of your next Command phase, this model has that ability.

Dark Destiny

Each time this model makes a Dark Pact and does not fail the resulting Leadership test, if the result of that test was 7+, you gain 1CP.

Leader[1]

This model can be attached to the following units:


% CHAOS TERMINATOR SQUAD
% CHOSEN

Invulnerable Save[1]

This model has a 4+ invulnerable save.

Agent of Discord (Aura)

Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12" of this model, increase the cost of that use of that Stratagem
by 1CP (this is not cumulative with any other rules that would increase the CP cost of that Stratagem).

Guns Blazing

Once per turn, in your opponent's Shooting phase, when an enemy unit makes a ranged attacks that targets a friendly HERETIC ASTARTES unit within 3" of
this model, after that enemy unit has shot, this model can shoot as if it were your Shooting phase, but it must target only that enemy unit when doing so and
can only do so if that enemy unit is an eligible target.

Leader[2]

This model can be attached to the following units:


% CHOSEN
% LEGIONARIES

Chance for Glory

Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour
Penetration and Damage characteristics of melee weapons equipped by this model by 1.

Lord of Chaos

Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.

Dread Reaver

Each time the bearer makes a melee attack, if the bearer is wholly within 12" of your opponent's deployment zone, you can re-roll the Hit roll and you can
re-roll the Wound roll.

For the Dark Gods

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if
you have no models within range of it, until your opponent controls it at the start or end of any turn.

Veterans of the Long War

Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you
can re-roll the Wound roll instead.

Bringers of Change

Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1. If the target of that attack is within range of an objective marker you do not
control, you can re-roll the Wound roll instead.

Invulnerable Save[2]

Models in this unit have a 5+ invulnerable save.

Chosen Marauders
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.

Warp Rift Firepower

Once per battle, when this unit makes a Dark Pact, it can use this ability. If it does, until the end of the phase, ranged weapons equipped by models in this
unit have the [INDIRECT FIRE] ability.

Fearsome (Aura)

While an enemy unit is within 6" of this unit, each time that enemy unit takes a Battle-shock or Leadership test, subtract 1 from the result.

Terrifying Assault

At the start of the Fight phase, each enemy unit within Engagement Range of one or more units with this ability must take a Battle-shock test.

Rapid Assault

Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, improve the Strength characteristic of that attack by 1.

Annihilator

Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, you can re-roll the Damage roll.

Damaged: 1-4 wounds remaining

While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Daemonic Ordnance

Each time this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its ranged weapons have the [DEVASTATING
WOUNDS] and [HAZARDOUS] abilities.

Invulnerable Save[3]

This model has a 5+ invulnerable save.

Self-repair

At the start of your Command phase, this model regains 1 lost wound.

Unit M T SV W LD OC

Abaddon the Despoiler 5" 5 2+ 9 5+ 4

Cypher 6" 4 3+ 5 6+ 1

Chaos Lord 6" 4 3+ 5 6+ 1

Cultist Mob (x2) (x2) 6" 3 6+ 1 7+ 1

Legionaries (x2) (x2) 6" 4 3+ 2 6+ 2

Rubric Marine 5" 4 3+ 2 6+ 2

Chosen 6" 4 3+ 3 6+ 1

Obliterators 4" 7 2+ 5 6+ 2

Raptors (x2) (x2) 12" 4 3+ 2 6+ 1

Chaos Bikers 12" 5 3+ 3 6+ 2

Chaos Predator Annihilator (x2) (x2) 10" 10 3+ 11 6+ 4

Forgefiend 8" 10 3+ 12 6+ 3

Chaos Rhino (x2) (x2) 12" 9 3+ 10 6+ 2


Warmaster

Paragon of Hatred (Aura)

While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6" of this model, each time a model in that unit makes an attack, you can re-roll
the Hit roll.

Mark of Chaos Ascendant (Aura)

While a friendly HERETIC ASTARTES INFANTRY or HERETIC ASTARTES MOUNTED unit (excluding DAMNED units) is within 6" of this model, models in
that unit have a 4+ invulnerable save.

Lord of the Traitor Legions (Aura)

While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6" of this model, you can re-roll Leadership and Battle-shock tests taken for
that unit.

Melee Weapons Range A WS S AP D Keywords

Drach'nyen Melee 8 2+ 14 -4 3 Devastating Wounds

Talon of Horus Melee 14 2+ 7 -3 1 Devastating Wounds

Cypher's bolt pistol Melee 6 2+ 4 -1 1 Sustained Hits 1

Cypher's plasma pistol Melee 3 2+ 8 -3 2 Extra Attacks

Daemon hammer Melee 5 3+ 8 -2 2 Devastating Wounds

Brutal assault weapon (x4) (x4) Melee 2 4+ 3 0 1 -

Close combat weapon (x6) (x6) Melee 3 3+ 4 0 1 -

Force weapon Melee 3 3+ 6 -1 D3 Psychic

Close combat weapon Melee 2 3+ 4 0 1 -

Accursed weapon Melee 4 3+ 5 -2 1 -

Crushing fists Melee 4 3+ 9 -2 2 -

Astartes chainsword (x4) (x4) Melee 4 3+ 4 -1 1 -

Armoured tracks (x4) (x4) Melee 3 4+ 6 0 1 -

Forgefiend jaws Melee 5 3+ 7 0 2 -


Ranged Weapons Range A BS S AP D

Talon of Horus 24" 4 2+ 5 -1 2

Sustained Hits 1

Cypher's bolt pistol 12" 6 2+ 4 -1 1

Assault, Pistol, Sustained Hits 1

Cypher's plasma pistol 12" 3 2+ 8 -3 2

Assault, Pistol, Sustained Hits 1

Plasma pistol - standard 12" 1 2+ 7 -2 1

Pistol

Plasma pistol - supercharge 12" 1 2+ 8 -3 2

Hazardous, Pistol

Autopistol (x4) (x4) 12" 1 4+ 3 0 1

Pistol

Bolt pistol (x11) (x11) 12" 1 3+ 4 0 1

Pistol

Boltgun (x5) (x5) 24" 2 3+ 4 0 1

Warpsmite 18" 2 3+ 4 -3 1

Anti-INFANTRY 4+, Devastating Wounds, Pistol, Psychic

Inferno bolt pistol 12" 1 3+ 4 -1 1

Pistol

Inferno boltgun 24" 2 3+ 4 -1 1

Fleshmetal guns - focused malice 18" D3 3+ 12 -3 4

Melta 2

Fleshmetal guns - ruinous salvo 24" D6 3+ 8 -2 2

Blast

Fleshmetal guns - warp hail 24" D6+3 3+ 5 -1 1

Sustained Hits 1

Combi-bolter (x4) (x4) 24" 2 3+ 4 0 1

Rapid Fire 2

Predator twin lascannon (x2) (x2) 48" 1 3+ 14 -3 D6+1

Twin-linked

Ectoplasma cannon (x2) (x2) 36" D3 3+ 10 -3 3

Blast

Transport

Chaos Rhino

This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY models. It cannot transport TERMINATOR, JUMP PACK, OBLITERATOR or
POSSESSED models.

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