Codex Traitor Legions

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    CODEX:

    TRAITOR LEGIONS

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    Codex: Traitor Legions

    An Unofficial Alternative Codex

    for Warhammer 40,000

    By Azathoth DCLXVI

    This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.

    Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, BloodAngels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the

    Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark

    Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol

    devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games

    Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of

    Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:

    Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim

    logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices,

    Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters,

    Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed

    Comet Logo, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online,

    Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all

    associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the BloodBowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either , TM

    and/or Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the

    world. All Rights Reserved

    Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

    All art, illustrations and concepts used without permission.

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    -Table of Contents-_____________________________________________________________________________________________________

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    This is the place. The Chaos Sorcerers voice was

    little more than a harsh whisper.

    The small force of Chaos Marines stood in a with-

    ered glade, the grass at their feet was dark and

    burnt, the trees hung limply as if drained of life. In

    the middle of the clearing was a rocky hill, a small

    cave opening in front of them. Tendrils of dank

    smog drifted lazily through the air from the hole,

    its rancid odour easily picked up by the enhanced

    senses of the renegades.

    Abaddon stepped forward and stared at the cave

    entrance, as if daring some hideous beast to rush

    forth and challenge him.

    I will go alone. Stay here and keep a watchful

    eye. The Warmaster commanded.

    As Abaddon stepped inside, he was plunged into

    near darkness, the dismal light of the worlds an-

    cient sun barely penetrating more than a few feet

    into the cavern. His superior eyes quickly adjusted

    to the gloomy interior and within a moment he

    was able to see clearly. The cave was hung with

    grisly decorations animal and human skulls, en-

    trails on hooks and chains hung with pungent

    smelling plants. Wind chimes made from hollowed

    bones hung low from the ceiling, some of them

    drilled out so that the faint wind caused them to

    produce a murmuring of groans and shrieks

    amidst the desultory clattering of bone on bone.

    The Warmaster was unimpressed. Such baubles

    might seem frightening to mere mortals, but he

    had waged war for ten thousand years, strode

    across hundreds of battlefields laying waste to his

    enemies. Whole planetary populations had been

    enslaved or put to death in his name. He had little

    to fear from this place.

    The smoke was billowing intermittently from a

    small fire in the centre of the cave, burning some

    noxious

    fuel that gave off dark purple flames which

    seemed to exaggerate the shadows rather than

    provide any real light. In the darkness, Abaddon

    could make out a hunched figure by the fireside. It

    was swathed in rags, which once must have been

    a deep green but were now faded to dull grey and

    grimed with dust, mud and bloodstains.

    Greetings, magnificent Abaddon, thrice-cursed,

    destroyer of worlds. The wheezing voice was

    quavering

    and the speaker degenerated into racking coughs

    for a moment. Abaddon strode into the central

    chamber and stood behind the crouching figure.

    You know why I am here, hag. Tell me what I

    need to know! He demanded, his voice a menac-

    ing growl. The figure turned its head and let its

    frayed hood fall back. The womans face was hag-

    gard and lined, her scalp bald except for a few

    wispy strands of pure white hair. It was then that

    Abaddon noticed that her eye sockets were empty

    shriveled holes that still wept a slight trickle of

    blood.

    The mighty Abaddon, come here to consult with

    old Moriana. What price will you pay? The with-

    ered

    woman asked.

    Abaddon leant forward and grasped the seers

    neck in the Talon of Horus, squeezing ever so

    slightly.

    If you do not tell me my destiny, it is you who will

    pay with your life!

    The hag cackled then, a screeching laugh that set

    the Warmasters teeth on edge.

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    Kill me and you will never know! She retorted,

    her cracked, blistered lips twisted into a sneer.

    You will not live to see the end of the year, killed

    by a traitor in your own ranks. Stop this foolish-

    ness. I have consorted with creatures far more

    horrific than you and I do not fear death at your

    hand,

    With a growl, Abaddon released his grip and

    stepped back. The haggard old woman stood up

    with the cracking of arthritic joints and gasps for

    breath. She hobbled over to a pile of ill-made pot-

    tery jugs andtook a handful of foul-smelling leaves

    from one. Casting them on to the fire, she seemed

    to gaze into the flames, though she had no eyes.

    Your future is twisted and turning. You will either

    achieve your goals or your masters will strike you

    down for your disloyalty. The Dark Gods tolerate

    no-one who betrays them, and to think that you

    can rival them The hag laughed again. I see

    fortresses in the stars, a circle of six, but they

    sleep yet and must be awakened by you. Seek the

    Hand of Darkness in the place between salvation

    and damnation, for with it you shall guide the

    doom of suns. Take the Eye of Night from the

    stunted men and see the path laid out for you.

    With these, the citadels of the ether will be yours

    to command, their powers yours to unleash. Ride

    upon the storms of Chaos that will come soon.

    Gather your rivals about you. Send discord and

    terror through a thousand worlds. But be swift, for

    destiny does not wait for those who are cautious.

    That is the way to control your destiny, to set

    yourself up as a living god to rival the so called

    Emperor of Mankind. A chorus of a billion throats

    will cry your name in fear and hatred, the stars

    themselves will run with blood. If you have the

    stomach for it, Warmaster The prophetess

    nodded to herself as she finished, dousing the

    flames with a splash of water from a cracked

    gourd beside her.

    You speak in meaningless riddles. Where is this

    place between salvation and damnation? What is

    the

    fortress of the stars? Tell me these things or die

    now! Abaddon demanded, ripping the Daemon

    sword Drachnyen from its scabbard, its unearthly

    blade bathing the inside of the cave in a baleful

    blue glow.

    If you would set yourself up as a god, you must

    use your head, as well as your fists, ignorant fool!

    The hag spat back, her voice suddenly strong and

    full of contempt.

    I will remember your insolence, crone. Abaddon

    threatened, pointing the baneful sword at the old

    woman. The seer did not reply, but merely turned

    away from the Warmaster to show that the con-

    sultation had ended. Abaddon snarled to himself

    and then turned and strode out, his bulky Termi-

    nator armour smashing through the grisly wind

    chimes and causing a cacophony of rattling and

    wails.

    The Sorcerer was waiting outside with Abaddons

    bodyguard, his eyes full of questions.

    What did she say, master? Did she mention me?

    he asked, stepping next to Abaddon, who ignored

    the follower of Tzeentch for a moment, lost in

    thought. With a grunt he turned suddenly to face

    Zaraphiston, causing the Sorcerer to flinch as Ab-

    addons Daemon sword flashed past his face.

    Signal my fleet to prepare for battle, Abaddon

    ordered. We seek our destinies in the stars!

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    -Chaos Space Marine Special Rules-__________________________________________________

    Favored UnitsUnits with the Mark of Khorne, Nurgle, Slaanesh or Tzeentch may be organized in squads based on the favored

    number of their god. These numbers are 6 for Slaanesh, 7 for Nurgle, 8 for Khorne and 9 for Tzeentch.

    If a non-vehicle unit in a Chaos Space Marine army with a Mark of a chaos god consists of a number of models

    equal to the chosen gods favored number before deployment, then that unit is considered a Favored Unit. That unitmay upgrade one of its models to a champion for free instead of the listed price. Additionally, if the army contains

    an allied Chaos Daemon detachment, then allied demon squads do not scatter if they deep strike within 6 of a

    favored unit who is dedicated to the same god as the individual demon unit.

    AnimosityThe hatred the Chaos gods feel for each other is legendary and even manifests itself on the battlefield.

    Chaos Space Marine units with the Mark of Khorne treat Chaos Space Marine units with the Mark of Slaanesh as

    Desperate Allies, and vice versa, even if they are taken in the same army and/or detachment.

    Chaos Space Marine units with the Mark of Nurgle treat Chaos Space Marine units with the Mark of Tzeentch as

    Desperate Allies, and vice versa, even if they are taken in the same army and/or detachment.

    An independent character with a Mark of Khorne, Nurgle, Slaanesh or Tzeentch may not join a unit which contains

    models with one of the other three listed marks.

    Bolter DrillIf a model with this special rule shoots with a boltgun, bolt pistol or the boltgun portion of a combi-weapon (not

    including a combi-bolter), then if they did not move in the preceding Movement phase, they may fire that weapon

    twice. Both instances of shooting must target the same unit.

    Rule Through FearFriendly units within 12 of a model with this special rule may use its Leadership value for any Morale or Pinning

    tests they are called upon to make.

    Veterans of the Long WarA model with this special rule has the Hatred (Space Marines) special rule. Additionally, the model increases its

    Leadership value by +1 to a maximum of 10. Models whose entries already have this special rule included have this

    Leadership bonus include in their profile.

    RepairIf a vehicle with this special rule is immobilized for any reason, in subsequent turns the crew can attempt a repair

    instead of the vehicle shooting. Roll a D6 in the Shooting phase on a roll of a 6, the vehicle is no longer

    immobilized.

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    -Chaos Psychic Powers-__________________________________________________________________________________________________________________________________

    Psykers in a Chaos Space Marine army may choose their psychic powers from the Undivided Psychic Powers list.

    Models with a Mark of Chaos may also select their powers from the list their chosen god.

    Undivided Psychic Powers

    Breath of Chaos 15 points Warp Charge 1

    This is a Witchfire psychic power with the following profile:

    Rng S AP Type

    Template 1 2 Assault 1, Corrosion, Poisoned (4+)

    Corrosion

    Do not roll for armour penetration against vehicles touched by the template. Instead they suffer a glancing hit on a

    D6 roll of a 4+.

    Doombolt 10 points Warp Charge 1

    This is a Witchfire power with the following profile:

    Rng S AP Type24 4 3 Assault 4

    Gift of Chaos 10 points Warp Charge 1

    This is a Malediction that targets a single enemy model of the psykers choice within 6. The target model must take

    a Toughness test. If failed, the model is removed as a casualty with no saves of any kind allowed. Additionally, if the

    psykers controlling player has a Chaos Spawn model available, they may replace the casualty with a Chaos Spawn

    under their control. If the casualty was in base contact with friendly models, they are now locked in close combat

    with the Spawn.

    Warptime 15 points Warp Charge 1

    This is a Blessing that targets the psyker. If successful, the psyker may re-roll all failed rolls To-Hit and To-Wound

    and all Armor, Invulnerable and Cover saves.

    Discipline Powers

    Before deployment, a psyker may trade out any powers he has selected from the above list and instead generate

    an equal number of powers from the Biomancy, Pyromancy or Telepathy disciplines as detailed in the Warhammer

    40,000 rulebook.

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    Nurgle Psychic Powers

    Affliction 10 points Warp Charge 1

    This is a Witchfire psychic power that that automatically hits a single enemy unit within 18. All models in that unit

    must take a Toughness test or suffer an automatic Wound.

    Blessing of Nurgle 8 points Warp Charge 1

    This is a Maelstrom psychic power. To use it, place the large blast template with the central hole centered over the

    Psyker. All non-Nurgle Daemons and models without the Mark of Nurgle take an automatic Hit which wounds on a

    5+ with the Ignores Cover special rule.

    Miasma of Pestilence 10 points Warp Charge 1

    This is a Witchfire psychic power. To use it, place the small blast template within 24 of the Psyker and scatter it as

    normal for a blast weapon. After scattering, any enemy units with a model that is touched by the template must take

    a Morale check and a Blind test.

    Plague Wind 15 points Warp Charge 2This is a Witchfire power with the profile below. It has no effect on vehicles.

    Rng S AP Type

    12 1 2 Assault 1, Large Blast, Poisoned (4+)

    Slaanesh Psychic Powers

    Ecstatic Seizures 12 points Warp Charge 2This is a Witchfire power that automatically hits an enemy unit within 24. Every non-vehicle model in the target

    unit takes a hit at its own unmodified Strength.

    Sensory Overload 10 points Warp Charge 1

    This is a Witchfire power with the following profile:

    Rng S AP Type

    24 4 4 Assault 4, Blind, Concussive, Pinning

    She Who Thirsts 10 points Warp Charge 1This is a Blessing that is used at the start of the controlling players Assault phase and targets the psyker. All of the

    psykers attacks wound automatically if they hit. Saves may be taken against these wounds normally for a weapon of

    that type. This power has no effect on Vehicles.

    Siren 10 points Warp Charge 1

    This is a Blessing that targets the psyker. Enemy units attempting to target the psyker with shooting attacks or

    attempting to charge the psyker must first pass a Leadership test. If the psykers Leadership is greater, then the target

    unit suffers a negative modifier to their Leadership score equal to the difference between the two for the purpose of

    taking this test.

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    Tzeentch Psychic Powers

    Bolt of Change 15 points Warp Charge 1

    This is a Beam power with the following profile:

    Rng S AP Type

    18 8 1 Assault 1, DetonateDetonateIf a weapon with this special rule hits a vehicle and causes an Explodes result, roll 2D6 to determine the explosion

    distance.

    Boon of Mutation 10 points Warp Charge 1

    This is a Blessing that targets a single, friendly character within 2" of the psyker. That character takes a Strength 4

    AP- hit. If the character survives, he must immediately make a roll on the Chaos Boon table as described under the

    Champion of Chaos rule.

    Twisting Path 5 points Warp Charge 1

    This is a Witchfire power that automatically hits an enemy unit within 18. That unit must take a Pinning test with a

    -2 penalty to their Leadership value. If this test is failed, then all friendly units containing a psyker with the Mark of

    Tzeentch gain the Preferred Enemy special rule until the end of the following player turn.

    Tzeentchs Firestorm 15 points Warp Charge 2

    This is a Witchfire power with the following profile:

    Rng S AP Type

    24 D6+1 D6-1 Assault 1, Large Blast

    For each model that is removed as a casualty as result of a weapon with this special rule, the remainder of the unit

    immediately takes a further D3 Strength 3 AP- hits. These extra hits do not themselves generate more hits.

    Mass Mutation 35 points Warp Charge 3

    This is a Blessing that targets the psykers unit but does not target the psyker himself. That unit takes a number of

    Strength 4 AP- hits equal to the number of non-Independent Character models in that unit, excluding the psyker

    himself. If any models survive, immediately roll once on the Chaos Boon table, re-rolling any results of 11 or 66.

    The result rolled is applied to every Infantry model in the unit, excluding models with the Independent Character

    special rule and the psyker.

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    -Chaos Armory-____________ _____________________________________________________________________________________________

    Weapons:

    Blastmaster

    Rng S AP Type

    VariedFrequency

    36 5 4 Assault 2, IgnoresCover, Pinning

    Single

    Frequency

    48 D6+4 3 Heavy 1, Blast,

    Ignores Cover,

    Pinning

    Combi-bolter

    Rng S AP Type

    24 4 5 Rapid Fire, Twin-linked

    Doom SirenA model with a doom siren counts as being armed with

    defensive grenades.

    Additionally, a model with this weapon does not sufferthe Initiative penalties for charging enemies through

    cover, but instead fights at their normal Initiative in the

    ensuing combat.

    Rng S AP Type

    Template 5 4 Assault 1

    Havoc Launcher

    Rng S AP Type

    48 5 5 Heavy 1, Blast, Twin-linked

    Heavy Chainaxe

    Rng S AP Type

    - User+2 3 Melee, Armorbane, Shred, Two-handed, Unwieldy

    Incendiary Bombs

    Rng S AP Type

    Bomb 5 Heavy 1, Bomb, Ignores Cover,

    Large Blast, One-shot

    Khornate Chainaxe

    Rng S AP Type

    - User 5 Melee, Shred

    Plague Knife

    Rng S AP Type

    - User - Melee, Poisoned (4+)

    Power Scourge

    A Powere Scourge counts as an additional Dreadnaught

    Close Combat Weapon, except that it adds +2 Attacks to

    the models profile, rather than the normal +1 Attack.

    Additionally, when locked in an assault, enemy models

    within 2 of a model with a Power Scourge count as

    being in base contact. This means that a model with a

    Power Scourge may strike enemy models that are within2 of these models as well.

    Rng S AP Type

    - Userx2 2 Melee

    Reaper Autocannon

    Rng S AP Type

    36 7 4 Heavy 2, Twin-linked

    Sonic Blaster

    Rng S AP Type

    24 4 5 Assault 2 or Heavy 3, Ignores Cover

    Tactical BombsRng S AP Type

    Bomb 6 3 Heavy 1, Blast, Bomb, One-shot

    Grenades:

    Blight Grenades

    Blight grenades count as both assault and defensive

    grenades.

    Armor:

    Chaos Armor

    Chaos Armor confers a 2+ Armor save.

    Power Armor

    Power Armor confers a 3+ Armor save.

    Improvised Armor

    Improvised Armor confers a 6+ Armor save.

    Terminator ArmorTerminator armor confers a 2+ Armor save and a 5+

    Invulnerable save. Furthermore, models in Terminator

    armor have the Bulky, Deep Strike and Relentless

    special rules and may not make Sweeping Advances.

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    Icons of Chaos:

    All models with an Icon of Chaos count as being

    equipped with a Personal Icon in addition to any other

    effects listed in their description.

    Personal Icon 5 pointsAny friendly units with the Daemon special rule that

    attempt to Deep Strike within 6 of a model with a

    Personal Icon do not scatter.

    Banner of Rage 20 pointsModels with the Mark of Khorne only. In addition to its

    other effects, once per game, the unit containing the

    Banner of Rage may gain +1 Attack until the end of the

    turn. The banner may be activated at any time on either

    players turn.

    Blasted Standard 20 points

    Models with the Mark of Tzeentch only. In addition to

    its other effects, once per game, the model carrying theBlasted Standard may target an enemy unit with a

    shooting attack with the following profile:

    Rng S AP Type

    6 6 4 Assault 2D6, One-shot

    Icon of Chaos Glory 20 points

    In addition to its other effects, a unit containing a model

    with an Icon of Chaos Glory gains the Fearless special

    rule.

    Icon of Despair 10 points

    In addition to its other effects, a unit containing a model

    with an Icon of Despair counts as having the Fear

    special rule.

    Icon of Turbulence 20 points

    In addition to its other effects, any enemy model

    attempting to use a psychic power within 6 of a model

    with an Icon of Turbulence must roll 3D6 and pick the

    two highest when making Psychic tests.

    Plague Banner 50 points

    Models with the Mark of Nurgle only. In addition to its

    other effects, once per game, in his own Shooting phase,

    the controlling player may target any one enemy unit

    within 6 of the banner. This unit suffers D6 automatic

    wounds as if from shooting. Armor and Cover saves

    may not be taken against these wounds.

    Rapturous Standard 35 pointsModels with the Mark of Slaanesh only.In addition toits other effects, once per game, all friendly units within

    6 of the Rapturous Standard gains the Feel No Pain

    special rule until the end of the turn. The banner may be

    activated at any time on either players turn.

    Vehicle Upgrades:

    Ceramite Plating

    A vehicle with ceramite plating is not subject to the

    additional D6 armor penetration caused by weapons

    with the Melta special rule.

    Daemonic PossessionA model with the Daemonic Possession upgrade has a

    Ballistic Skill of 3. In addition, it ignores all Crew

    Shaken and Crew Stunned results inflicted on it.

    Destroyer BladesAny unit that is Tank Shocked by a vehicle with

    destroyer blades takes D6 Strength 5 AP- hits. If the unit

    chose to make a Death or Glory it instead takes 2D6

    Strength 5 AP- hits.

    Dirge CasterEnemy units within 6 of one or more vehicles with a

    dirge caster cannot fire Overwatch.

    Siege Shield

    A vehicle equipped with a siege shield automaticallypasses Dangerous Terrain tests.

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    Wargear:

    Auspex

    Enemy infiltrators cannot set up within 12 of a model

    with an auspex. Similarly, enemy scouts cannot use

    their pre-game move to approach to within 12 of one.

    When his unit shoots, a model armed with an auspexmay forgo his shooting. If he does, any one enemy unit

    within 12 reduces their Cover save by 1 until the end

    of the phase against shooting attacks from his unit.

    BionicsA model equipped with bionics gains the Feel No Pain

    special rule at the listed amount (6+ if unspecified.)

    Chaos Bike

    Models armed with a Chaos Bike change their type to

    Bike as described in the Warhammer 40,000 rulebook.

    Chaos Bikes are equipped with a twin-linked boltgun.

    Combat DrugsIf an army contains one or more units with combat

    drugs, then before deploying forces, roll once on the

    table below. All units in the controlling players army

    that have combat drugs will benefit from the effect

    listed for the entire game. Note that the effects are not

    cumulative.

    Dice Roll Effect

    1 +1 Weapon Skill

    2 +1 Attack

    3 Feel No Pain

    4 Shred

    5 +1 Strength6 Fleet

    Inferno BoltsA model with inferno bolts which is shooting with a bolt

    pistol, boltgun, combi-bolter, heavy bolter or the

    boltgun portion of a combi-weapon uses them in place

    of the normal bolt ammunition.

    Each time a models shoots using Inferno bolts, the

    weapons profile must be modified in one of two ways:

    the AP value is changed to AP 3

    -or- the weapon gains the blast type.*

    When using Inferno bolts, the entire unit and any

    attached characters must choose the same modifier.*When firing Inferno bolts with the Blast type, roll to hit

    as if the weapon did not have the blast type. When a

    wound is allocated, place the small blast marker to

    determine how many models are hit by the attack. From

    that point, roll to wound as normal for blast weapons.

    Jump PackModels equipped with Jump Packs are Jump Units as

    desctibed in the Warhammer 40,000 rulebook.

    Gift of MutationBefore deployment, for each model with the Gift of

    Mutation, roll on the Chaos Boon table. Do not apply

    any Step Towards Spawndom or Multiple Boons results;

    roll again on the table instead. The model has that result

    for the entire game.

    Locator Beacon

    If a unit wishes to arrive on the battlefield via deep

    strike and chooses to do so within 6" of a model

    carrying a locator beacon, then it does not scatter. Note

    that the locator beacon must already be on the table at

    the start of the turn for it to be used.

    Mechatendrils

    Mechatendrils give the wearer +2 Attacks.

    Mechatendrils also include a meltagun and a flamer. In

    the Shooting phase, the model can fire either both

    mecharendril weapons or one mechatendril weapon andone other weapon.

    Servo-arm

    A servo-arm grants a model an additional close combat

    attack that strikes at Initiative 1, Strength 8 and ignores

    armor saves.

    Servo-harness

    A model equipped with a servo-harness counts as being

    armed with two servo-arms, a flamer and a twin-linked

    plasma pistol which does not count as an additional

    close combat weapon. In the Shooting phase, the model

    may choose to fire both harness mounted guns, or oneharness mounted gun and another gun.

    Servo-skull

    Servo-skulls are treated as counters, rather than units,

    for all intents and purposes. They are placed on the

    battlefield after deployment areas have been

    determined, but before any forces are deployed. Each

    Servo-skull can be place anywhere on the battlefield

    outside the enemys deployment zone. Once deployed,

    Servo-skulls do not move.

    Enemy infiltrators cannot set up within 12 of a

    Servoskull. Similarly, enemy scouts cannot use their

    pregame move to approach to within 12 of one. Afriendly unit arriving by Deep Strike rolls one D6 less

    for scatter if it aims to arrive within 12 of a Servo-

    skull. Likewise, friendly blast templates placed within

    12 of a Servo-skull roll one D6 less for scatter.

    Servo-skulls are considered too small and agile to be

    attacked and cannot be harmed in any way. However,

    should an enemy unit move to within 6 then the

    Servoskull will self-destruct or flee the battlefield

    remove it from play.

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    hhhhQQQQ0-1 Daemon Prince135 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionDaemon Prince 7 6 6 6 4 5 4 10 - Mc (Ch) 1 Daemon Prince

    Wargear:

    Close Combat WeaponSpecial Rules:

    Daemon Eternal Warrior Independent Character Rule Through Fear Veterans of the Long War

    Options:

    Must select between 50 and 100 points worthof Daemonic Gifts cost varies

    May replace close combat weapon with one ofthe following:

    - Daemon Weapon cost varies- Power weapon +15 pts- A pair of lightning claws +30 pts- Power fist +25 pts

    May be given one of the following:- Power armor +8 pts- Chaos armor +20 pts

    May be given a single Mark of Chaos:- Mark of Khorne +10 pts- Mark of Nurgle +15 pts- Mark of Slaanesh +8 pts- Mark of Tzeentch +15 pts

    If the Mark of Khorne is not taken, may begiven the Psyker special rule and up to 3Mastery Levels +25 pts per level

    - Psykers must select one psychic power perMastery Level from the Chaos Psychic

    Power list cost varies

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    Chaos Lord..85 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Chaos Lord 6 5 4 4 3 5 4 10 3+ In (Ch) 1 Chaos Lord

    Special Rules:

    Champion of Chaos Fearless Independent Character Rule Through Fear

    Wargear:

    Power Armor Boltgun or Chainsword Bolt Pistol Frag and Krak Grenades

    Options:

    May select up to 50 points worth of daemonicgifts cost varies

    May replace his power armor with chaosarmor +15 pts

    May replace his boltgun and/or bolt pistol withone of the following:

    - Daemon Weapon cost varies- Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts- Power weapon +15 pts- A single lightning claw +20 pts- May then take a second Lightning

    claw +10 pts

    - Power fist +25 pts May replace power armor, boltgun, bolt pistol

    and frag and krak grenades for terminator

    armor, combi-bolter and power

    weapon +40 pts

    May replace terminator armors combi-bolterwith a combi-flamer, -melta or -plasma +5 pts

    May replace terminator armors power weaponwith one of the following:

    - Daemon weapon cost varies- Lightning claw +5 pts- Power fist +10 pts- Chainfist +15 pts

    May replace terminator armors combi-bolterand power weapon with a pair of lightning

    claws +15 pts

    If terminator armor is not taken, may take oneof the following:- Jump Pack +20 pts- Chaos Bike +35 pts

    May be given the veterans of the long warspecial rule +3 pts

    May be given the bolter drill special rule +1 pt May be given a single mark of chaos:

    - Mark of Khorne +10 pts- Mark of Nurgle +15 pts- Mark of Slaanesh +5 pts- Mark of Tzeentch +10 pts

    If the Mark of Khorne is not taken, may begiven the psyker special rule and up to 2mastery levels +25 pts per level

    - Psykers must select one psychic power perMastery Level from the Chaos Psychic

    Power list cost varies

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    Chaos Lieutenant65 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Chaos Lieutenant 5 5 4 4 2 5 3 9 3+ In (Ch) 1 Chaos Lieutenant

    Special Rules:

    Champion of Chaos Fearless Independent Character

    Wargear:

    Power Armor Boltgun or Chainsword Bolt Pistol Frag and Krak Grenades

    Options:

    May select up to 35 points worth of daemonicgifts cost varies

    May replace his boltgun and/or bolt pistol withone of the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single lightning claw +20 pts-

    May then take a second Lightningclaw +10 pts

    - Power fist +25 pts May replace power armor, boltgun, bolt pistol

    and frag and krak grenades for terminator

    armor, combi-bolter and power

    weapon +40 pts

    May replace terminator armors combi-bolterwith a combi-flamer, -melta or -plasma +5 pts

    May replace terminator armors power weaponwith one of the following:

    - Lightning claw +5 pts- Power fist +10 pts-

    Chainfist +15 pts

    May replace terminator armors combi-bolterand power weapon with a pair of lightning

    claws +15 pts

    If terminator armor is not taken, may take oneof the following:

    - Jump pack +20 pts- Chaos bike +35 pts

    May be given the veterans of the long warspecial rule +5 pts

    May be given the bolter drill special rule +1 pt May be given a single mark of chaos:

    - Mark of Khorne +10 pts- Mark of Nurgle +15 pts- Mark of Slaanesh +5 pts- Mark of Tzeentch +10 pts

    If the Mark of Khorne is not taken, may begiven the psyker special rule with mastery

    level 1 +25 pts

    - Psykers must select one psychic powerfrom the Chaos Psychic Power list cost

    varies

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    EEEEliteslitesliteslitesChaos Techmarine...65 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionChaos Techmarine 4 4 4 4 1 4 2 9 2+ In (Ch) 1 Chaos Techmarine

    Wargear:

    Chaos Armor Boltgun or Bolt Pistol Servo-arm Frag and Krak Grenades

    Special Rule:

    Bolster Defenses Champion of Chaos Damage Control Independent Character Machine Curse Master of Mechanisms

    Options:

    May exchange servo-arm for one of thefollowing:

    - Mechatendrils +10 pts- Servo-harness +30 pts

    May be given a power weapon +15 pts May be given up to 25 points in Daemonic

    Gifts cost varies

    May take any of the following:- Auspex +8 pts- Bionics +5 pts- Melta Bombs +5 pts- Servo-skull +3 pts- Locator Beacon +15 pts- Chaos Bike +35 pts

    May replace boltgun with one of the following:- Combi-bolter +3 pts- Combi-flamer, -melta, -plasma or plasma

    pistol +10 pts

    May be given the bolter drill special rule +2 pts May be given the Veterans of the Long War

    special rule +3 pts

    If given the Veterans of the Long War specialrule, then he may take a single Mark of Chaos:

    - Mark of Chaos Undivided +2 pts- Mark of Khorne +5 pts- Mark of Nurgle +8 pts- Mark of Slaanesh +4 pts- Mark of Tzeentch +5 pts

    Bolster Defenses

    Each chaos techmarine may bolster a single ruin before the game begins. When you deploy, nominate one ruin for

    your Chaos techmarine to bolster. The ruins cover save is increased by 1 for the duration of the game (e.g., a normal

    ruin changes from a 4+ cover save to a 3+.) A ruin may only be bolstered once.

    Damage Control

    If a vehicle with a transport capacity suffers damage while one or more chaos techmarines are embarked, all damage

    rolls made against it are made with a further -1 penalty on the damage chart.

    Machine CurseIn each of the controlling players Shooting phases, instead of firing his weapons, a chaos techmarine may choose to

    curse a single enemy vehicle. The chaos techmarine cannot use this rule if he has gone to ground or is falling back.

    To curse a vehicle, the chaos techmarine must be within 18" of it. Roll To-Hit the vehicle using the chaos

    techmarine's Ballistic Skill. If the curse hits, all of that vehicle's weapons have the Gets Hot special rule until the end

    of its next turn.

    Master of MechanismsA chaos techmarine in base contact with or embarked upon a damaged vehicle may attempt to repair it in the

    Shooting Phase instead of firing, unless he is Falling Back or has Gone to Ground.

    Roll a D6 and add 1 for each servitor with a servo arm in the unit. If the result is a 5 or more, then a Weapon

    Destroyed or an Immobilized result (owning players choice) is repaired. If a weapon destroyed result is repaired,

    that weapon can be fired in the following Shooting Phase.

    If the chaos techmarine is equipped with a servo-harness, he gains a +1 bonus on this roll.

    If the chaos techmairine fails his repair roll, then on the controlling players following turn, if the chaos techmarine

    performs no other actions, his next repair roll gains a +1 bonus. This bonus increases cumulatively each turn that the

    chaos techmarine spends doing nothing but attempting to repair the damaged vehicle.

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    Khorne Berserker Squad.105 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Berserker 5 4 4 4 1 4 2 7 3+ In 5 Berserkers

    Skull Champion 5 4 4 4 1 4 3 8 3+ In (Ch)

    Special Rules:

    Mark of Khorne (included in profile) Fearless From Whence the Blood Flows Rage Champion of Chaos (Skull Champion only)

    Wargear:

    Power Armor Bolt Pistol Close Combat Weapon Frag and Krak Grenades

    Dedicated Transport:

    The unit may take a Chaos Rhino, Dreadclawor a Chaos Land Raider as a dedicated

    transport.

    Options:

    May include up to 15 additional KhorneBerserkers +21 pts per model

    Any model may be given aboltgun +1 pt per model

    Any model may replace their close combatweapon with a KhornateChainaxe +5 pts per model

    Up to Two Berserkers may replace their boltpistols with plasma pistols +10 pts per model

    A single Berserker may select an Icon ofChaos cost varies

    A single model may be upgraded to a skullchampion +10 pts

    The Skull Champion may take any of thefollowing:

    - Melta-bombs +5 pts- Gift of Mutation +10 pts

    The Skull Champion may replace his boltpistol and/or close combat weapon with one of

    the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or aplasma pistol +10 pts- Power weapon or Heavy

    Chainaxe +15 pts

    - A single lightning claw +20 pts- May then take a second Lightning

    claw +10 pts

    - Power fist +25 pts The entire unit may take the Veterans of the

    Long War special rule +1 pt per model

    From Whence the Blood Flows

    Models with this special rule modify their Leadership value by -1.

    In missions in which Victory Points are earned by destroying enemy units, then for every friendly unit with this

    special rule destroyed in that game (but not fleeing units or units that fled off the table), for every Victory Point the

    opposing player would earn for their destruction, the controlling player earns a half Victory Point, rounding down

    any fractions once totals have been calculated.

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    Noise Marine Squad85 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Noise Marine 4 4 4 4 1 5 1 8 3+ In 5 Noise Marines

    Noise Champion 4 4 4 4 1 5 2 9 3+ In (Ch)

    Special Rules

    Mark of Slaanesh Blind Hedonism Champion of Chaos (Noise Champion only)

    Wargear:

    Power Armor Boltgun Bolt Pistol

    Dedicated Transport:

    The unit may take a Chaos Rhino or aDreadclaw as a dedicated transport.

    Options:

    May include up to 15 additional NoiseMarines +17 pts per model

    Any model may take a close combatweapon +1 pt per model

    Any model may replace their boltgun with:- Close combat weapon free- Sonic blaster +5 pts per model

    For every 10 models in the squad, a singlemodel may replace their boltgun with a

    Blastmaster +25 pts per model

    The entire unit may be given frag and krakgrenades +1 pt per model

    A single Noise Marine may select an Icon ofChaos cost varies

    A single model may be upgraded to a noisechampion +10 pts

    The Noise Champion may take any of thefollowing:

    - Melta-bombs +5 pts- Gift of Mutation +10 pts- Doom Siren +15 pts

    The Noise Champion may replace his boltgunand/or bolt pistol with one of the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single Lightning Claw +20 pts- A second Lightning Claw +10 pts- Power fist +25 pts

    The entire unit may be given combatdrugs +3 pts per model

    The entire unit may be given the Veterans ofthe Long War special rule +1 pt per model

    Blind HedonismThese warriors are dedicated only to feeding their own excess. A unit with this special rule uses the lowest

    leadership in its

    unit when making Leadership tests, rather than the highest.

    If a unit with this special rule wishes to attempt to run down fleeing enemy models, it must first pass a Leadership

    test. If failed, the unit may not attempt to run the enemy down as they are too busy enjoying the corpses of the fallen

    to worry about such matters.

    Units with this special rule do not suffer negative modifiers to their Leadership value when taking morale or Pinning

    tests. Instead, they gain the modifier as a bonus to their Leadership value, to a maximum value of 10, when taking

    those types of tests.

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    Plague Marine Squad...115 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Plague Marine 4 4 4 5 1 4 1 8 3+ In 5 Plague Marines

    Plague Champion 4 4 4 5 1 4 2 9 3+ In (Ch)

    Special Rules:

    Mark of Nurgle Bolter Drill Champion of Chaos (Plague Champion only) Feel No Pain Plague Incubator Stubborn Slow and Purposeful True Grit

    Wargear:

    Power Armor Boltgun Plague Knife Blight Grenades

    Dedicated Transport:

    The unit may take a Chaos Rhino or aDreadclaw as a dedicated transport.

    Options:

    May include up to 15 additional PlagueMarines +23 pts per model

    Up to two Plague Marines may replace theirboltguns with one of the following:

    - Flamer +5 pts per model- Meltagun +10 pts per model- Plasmagun +15 pts per model

    The entire unit may be given krakgrenades +1 pt per model

    A single Plague Marine may select an Icon ofChaos cost varies

    A single model may be upgraded to a plaguechampion +10 pts

    The Plague Champion may take any of thefollowing:

    - Melta-bombs +5 pts- Gift of Mutation +10 pts

    The Plague Champion may replace his boltgunand/or plague knife with one of the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single Lightning Claw +20 pts- A second Lightning Claw +10 pts- Power fist +25 pts

    The entire unit may be given the Veterans ofthe Long War special rule +1 pt per model

    Plague Incubator

    Models with this special rule are immune to the effects of the Poisoned special rule when being attacked by enemy

    models.

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    Thousand Sons Squad..125 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Rubric Marine 4 4 4 4 1 2 1 6 3+ In 4 Ruberic Marines

    Aspiring Sorcerer 4 4 4 4 1 4 2 9 3+ In (Ch) 1 Aspiring Sorcerer

    Special Rules:

    Mark of Tzeentch FearlessRubric Marine All Is DustAspiring Sorcerer

    Champion of Chaos Psyker (Mastery Level 1)

    Wargear:

    Power Armor Inferno BoltsRuberic Marine

    BoltgunAspiring Sorcerer

    Bolt Pistol Force Weapon Frag and Krak Grenades

    Dedicated Transport:

    The unit may take a Chaos Rhino or aDreadclaw as a dedicated transport.

    Psychic Powers:

    The Aspiring Sorcerer must select onepsychic power from the Chaos Psychic

    Power list per Mastery Level.

    Options:

    May include up to 15 additional RubricMarines +21 pts per model

    For every nine models in the unit, a singleRubric Marine may replace their boltgun

    with a heavy bolter +10 pts per model

    A single Rubric Marine may select an Iconof Chaos cost varies

    The entire unit may be given the bolter drillspecial rule +2 pts per model

    The Aspiring Sorcerer may take 1 additionalMastery Level +25 pts

    The Aspiring Sorcerer may take the Veteransof the Long War upgrade +3 pts

    The Aspiring Sorcerer may replace his boltpistol with a plasma pistol +8 pts

    The Aspiring Sorcerer may be given any ofthe following:

    - Melta Bombs +5 pts- Gift of Mutation +10 pts

    All Is DustNon-vehicle models with this special rule gain the Relentless special rule and modify their Initiative and Leadership

    values by -2 (already included in the profile above.) Additionally, if a model with this special rule is not part of the

    same unit as a Psyker model with the Mark of Tzeentch it gains the Slow and Purposeful special rule.

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    Chaos Chosen Squad..50 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Chosen 4 4 4 4 1 4 2 9 3+ In 3 Chosen

    Champion 4 4 4 4 1 4 2 9 3+ In (Ch)

    Special Rules:

    Champion of Chaos (Champion only)Wargear:

    Power Armor Boltgun Bolt Pistol Close Combat Weapon

    Dedicated Transport:

    The unit may take a Chaos Rhino, Dreadclawor a Chaos Land Raider as a dedicated

    transport.

    Options*:

    May include up to 7 additionalChosen +17 pts per model Up to four Chosen may select one of the

    following options:

    - Replace bolt pistol with a plasmapistol +10 pts per model

    - Replace boltgun with one of the following: Combi-bolter +3 pts per model Flamer +5 pts per model Combi-flamer, -melta, or -plasma or a

    meltagun +10 pts per model

    Plasmagun +15 pts per model- Replace close combat weapon with one of

    the following: Power Weapon +15 pts per model Lightning claw +20 pts per model Power fist +25 pts per model

    - Replace boltgun, bolt pistol and closecombat weapon with a pair of lightning

    claws +30 pts per model

    A single Chosen may replace his boltgun withone of the following:

    - Flamer +5 pts- Autocannon, Heavy Bolter or- Meltagun +10 pts- Missile Launcher (with frag and krak

    missiles) or Plasmagun +15 pts- Lascannon +20 pts

    Upgrade one model to a champion +10 pts Champion may be take Melta Bombs +5 pts The Champion may be given the Gift of

    Mutation +10 pts

    *Points cost which are listed as +x/+x show the cost for

    Chosen with power armor before the slash and Chosen

    in terminator armor following the slash.

    A Champion in power armor may replace hisboltgun and/or close combat weapon with one

    of the following:- Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single lightning claw +20 pts- May then take a second Lightning

    claw +10 pts

    - Power fist +25 pts The entire unit may replace their power armor,

    boltgun, bolt pistol and close combat weapon

    with terminator armor, a combi-bolter and a

    power weapon +18 pts per model

    Any model in terminator armor may replacetheir combi-bolter with a combi-flamer, -melta

    or plasma +5 pts per model

    Any model in terminator armor may replacetheir power weapon with one of the following:

    - Lightning Claw +5 pts per model- Power Fist +10 pts per model- Chainfist +15 pts per model

    Any model in terminator armor may replace allof their weapons with a pair of lightning

    claws +10 pts per model

    For every five chosen in terminator armor inthe squad, a single model may replace their

    combi-bolter with one of the following:

    - Heavy Flamer +5 pts per model- Reaper Autocannon +20 pts per model

    If not equipped with terminator armor, theentire unit may be given frag and krak

    grenades +1 pt per model

    A single Chosen may select an Icon ofChaos cost varies

    The entire squad may be given the Bolter Drillspecial rule +1 pt per model

    The entire unit may be given the Veterans ofthe Long War special rule +2/+3 pt per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take a

    single Mark of Chaos:

    - Mark of Chaos Undivided +1 pt per model- Mark of Khorne +2/+3 pts per model- Mark of Nurgle +2/+6 pts per model- Mark of Slaanesh +2/+4 pts per model- Mark of Tzeentch +2/+5 pts per model

    The unit may be given a single veteran skill:Counter-attack, Furious Charge, Infiltrate or

    Tank Hunters +3 pts per model

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    Chaos Dreadnaught..105 pointsArmor

    WS BS S F S R I A HP Unit Type Unit CompositionDreadnought 4 4 6 12 12 10 4 3 4 W 1 Dreadnought

    Special Rules:

    FrenzyDedicated Transport:

    May take a Dreadclaw as a dedicated transport.

    Wargear:

    Two Power Fists with inbuilt twin-linkedbolters (bonus attack included in profile)

    Smoke Launchers

    Options:

    May replace any of its twin-linked bolters witha heavy flamer +10 pts each

    May replace any power fist with one of thefollowing:

    - Chainfist +8 pts each- Power Scourge +10 pts each- Thunder Hammer +5 pts each

    May replace one power fist with one of thefollowing:- Havoc Launcher or Multi-melta free- Twin-linked Heavy Bolter or a Reaper

    Autocannon +5 pts

    - Plasma Cannon +10 pts- Twin-linked Lascannon +25 pts

    May replace either power fist with one of thefollowing:

    - Missile Launcher with frag and krakmissiles +10 pts each

    May add flakk missiles +5 pts each- Reaper Autocannon +5 pts each

    May be given one of the following:- Searchlight +1 pt- Daemonic Possession +10 pts- Extra armor +15 pts

    May be dedicated to one of the Chaos Gods:- Khorne +10 pts- Nurgle +15 pts- Slaanesh +10 pts- Tzeentch +15 pts

    Frenzy

    At the start of the controlling players turn, if a model with this special rule suffered a glancing or penetrating hit on

    the previous players turn and has not been destroyed, roll a D6 add apply the result from the following chart:

    D6 Result Effect

    1 Fire Frenzy The model counts as

    immobilized until the end of the turn. If

    unengaged, it must fire all of its weapons

    twice in this turns Shooting phase. It must

    target the nearest visible enemy unit with

    these attacks.

    2-5 Rising Fury The model immediately

    recovers from Crew Shaken and Crew

    Stunned results. It must test for Rage as if it

    had that special rule this turn.

    6 Blood Rage The model immediately

    recovers from any Crew Stunned and Crew

    Shaken results. It counts as having failed a

    Rage test and has the Fleet special rule until

    the end of the tum. If, during this tum'sShooting phase, the model is not within

    maximum charge range of any enemy units,

    it must Run as far as possible towards the

    nearest enemy unit. If this is not possible for

    any reason, it may fire its weapons as

    normal.

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    Possessed Chaos Space Marines..140 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Possessed 4 4 5 4 1 4 2 9 3+ In 5 Possessed

    Possessed Champion 5 4 5 4 1 4 2 9 3+ In (Ch)

    Special Rules:

    Daemon Fleet Vessels of Chaos

    Wargear:

    Power Armor Close Combat Weapon

    Dedicated Transport:

    The unit may take a Chaos Rhino or aDreadclaw as a dedicated transport.

    Options:

    May include up to fifteen additionalpossessed +28 pts per model

    A single model may be upgraded to apossessed champion +5 pts

    The possessed champion may be given the giftof mutation +10 pts

    The entire unit may be given the Veterans ofthe Long War special rule +2 pts per model

    The entire unit may take a single Mark ofChaos:

    - Mark of Khorne +4 pts per model- Mark of Nurgle +6 pts per model- Mark of Slaanesh +4 pts per model- Mark of Tzeentch +5 pts per model

    Vessels of ChaosAt the start of the game, before forces are deployed, the controlling player may roll twice on the Chaos Boon table

    for each unit containing a model with this special rule. The results rolled are applied to every model in that unit with

    this special rule. Rolls of 11 and 66 must be re-rolled.

    0-1 Land Raider Proteus..215 pointsBS Front Side Rear HP Unit Type Unit Composition

    Land Raider Proteus 4 14 14 14 6 Tk, T 1 Land Raider Proteus

    Special Rules:

    Explorator Augury Web Scout

    Wargear:

    Two Twin-linked Lascannons Smoke Launchers

    Transport Capacity:

    Eight models

    Options:

    May take a hull-mounted:-

    Twin-linked heavy bolter +15 pts- Twin-linked heavy flamer +15 pts

    May take a pintle-mounted:- Combi-bolter +5 pts- Combi-flamer, -melta or -plasma or heavy

    bolter +10 pts

    May take any of the following:- Searchlight +1 pt- Dirge Caster +5 pts- Dozer Blade +5 pts- Extra Armor +10 pts- Havoc Launcher +10 pts- Destroyer Blades +15 pts-

    Ceramite Plating +20 pts- Daemonic Possession +20 pts

    Explorator Augury Web

    While the Land Raider Proteus is on the table, at the start of an of the controlling players turns, before any Reserve

    rolls are made, the controlling player may declare the Proteus augurs are being used in either Disruption or Relay

    modes, their effect lasting until the start of the controlling players next turn.

    Disruption Mode: The opposing player suffers -1 to their Reserve rolls. Relay mode: The controlling players Reserve rolls may be re-rolled (whether passed or failed) if they wish.

    In addition, enemy units using the Infiltrate special rule to deploy may not be placed within 24 of a Land Raider

    Proteus which itself has already been deployed (this has no other effect on the deployment of units.)

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    TroopsChaos Space Marine Squad...70 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionChaos Space Marine 4 4 4 4 1 4 1 8 3+ In 5 Chaos Space Marines

    Champion 4 4 4 4 1 4 2 9 3+ In (Ch)

    Special Rules: Champion of Chaos (Champion only)

    Dedicated Transport:

    The unit may take a Chaos Rhino or aDreadclaw as a dedicated transport.

    Wargear: Power Armor Boltgun Bolt Pistol

    Options:

    May include up to 15 additional Chaos SpaceMarines +14 pts per model

    Any model may be given a close combatweapon:

    - In addition to his wargear +1 pt per model- In place of his bolterfree

    A single Chaos Space Marine may replace hisbolt pistol with a plasma pistol +10 pts

    Otherwise, a single Chaos Space Marine mayreplace his boltgun with one of the following:

    - Flamer +5 pts per model- Meltagun +10 pts per model- Plasmagun +15 pts per model

    If the unit numbers ten or more models,another Chaos Space Marine may replace his

    boltgun with one of the following:

    - Flamer +5 pts- Autocannon, heavy bolter or

    meltagun +10 pts- Missile launcher (with frag and krak

    missiles) or plasmagun +15 pts

    - Lascannon +20 pts A single model may be upgraded to a

    champion +10 pts

    The champion may be given any of thefollowing:

    - Melta bombs +5 pts- Gift of Mutation +10 pts

    The champion may replace his boltgun and/orbolt pistol with one of the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single lightning claw +20 pts- May then take a second Lightning

    claw +10 pts

    - Power fist +25 pts The entire unit may be given frag and krak

    grenades +1 pt per model

    The entire unit may be given the Bolter Drillspecial rule +1 pt per model

    The entire unit may be given the Veterans ofthe Long War special rule +1 pt per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take a

    single Mark of Chaos:- Mark of Chaos Undivided +1 pt per model- Mark of Khorne +2 pts per model- Mark of Nurgle +2 pts per model- Mark of Slaanesh +1 pt per model- Mark of Tzeentch +2 pts per model

    A single model in the unit may rake an Icon ofChaos cost varies

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    Chaos Cultists..35 pointsA single unit of Chaos Cultists may be taken for each Chaos Space Marine unit in the army.

    WS BS S T W I A Ld Sv Unit Type Unit Composition

    Cultist 2 2 3 3 1 3 1 6 - In 10 Cultists

    Cult Champion 3 3 3 3 1 3 1 7 - In

    Wargear:

    AutogunOptions:

    May include up to 20 additionalcultists +3 pts per model

    Any cultist may exchange their autogun for:- An autopistol and close combat

    weapon free

    - A shotgun +1 pts per model The entire unit may take frag

    grenades + pt per model

    The entire unit may be given improvisedarmor + pt per model

    For every ten models in the squad, a singlemodel may replace their autogun with:- A heavy stubber +5 pts per model- A flamer +5 pts per model

    The entire unit may be given the Infiltratespecial rule +1 pt per model

    A single model may carry a personalicon +5 pts

    The entire unit may be upgraded to CultChampions +2 pts per model

    A unit of Cult Champions may be given asingle mark of chaos:

    - Mark of Chaos Undivided +1 pt per model- Mark of Khorne +2 pts per model-

    Mark of Nurgle +2 pts per model- Mark of Slaanesh +1 pt per model- Mark of Tzeentch +2 pts per model

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    FaFaFaFast Attackst Attackst Attackst AttackChaos Space Marine Assault Squad..85 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionChaos Space Marine 4 4 4 4 1 4 1 8 3+ In 5 Chaos Space Marines

    Champion 4 4 4 4 1 4 2 9 3+ In (Ch)

    Special Rules Champion of Chaos (Champion only)

    Dedicated Transport:

    The entire may remove its jump packs(becoming Infantry) and may take a Chaos

    Rhino or Dreadclaw as a dedicated transport at

    a 35 point discount.

    Wargear: Power Armor Chainsword Bolt Pistol Frag and Krak Grenades Jump Pack

    Options:

    May include up to fifteen additional ChaosSpace Marines +20 pts per model

    Up to two Chaos Space Marine may replacetheir bolt pistols with plasma pistols +10 pts

    Or take one of the following:- Flamer +5 pts per model- Meltagun +10 pts per model- Plasmagun +15 pts per model

    A single model may be upgraded to achampion +10 pts

    The Champion may be given any of thefollowing:

    - Melta bombs +5 pts- Gift of Mutation +10 pts

    The Champion may replace his bolt pistoland/or close combat weapon with one of the

    following:- Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single lightning claw +20 pts- May then take a second Lightning

    claw +10 pts

    - Power fist +25 pts

    The entire unit may be given the bolter drillspecial rule +1 pt per model

    The entire unit may be given the Veterans ofthe Long War special rule +2 pt per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take a

    single Mark of Chaos:

    - Mark of Chaos Undivided +1 pt per model- Mark of Khorne +2 pts per model- Mark of Nurgle +3 pts per model- Mark of Slaanesh +2 pts per model- Mark of Tzeentch +2 pts per model

    A single model in the unit may take an Icon ofChaos cost varies

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    Raptor Cult140 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Raptor 5 4 4 4 1 4 2 9 3+ In, J 5 Raptors

    Raptor Champion 5 4 4 4 1 4 3 9 3+ In, J (Ch)

    Special Rules:

    Champion of Chaos (Raptor Champion only) Daemon Hit and Run

    Wargear:

    Power Armor Close Combat Weapon Bolt Pistol Jump Pack Frag and Krak Grenades

    Options:

    May include up to ten additionalRaptors +28 pts per model

    For every five models in the squad, a singleRaptor may replace their bolt pistol with a

    Plasma Pistol +10 pts per model

    Or take one of the following:- Flamer +5 pts per model- Meltagun +10 pts per model- Plasmagun +15 pts per model

    Any model in the unit may replace their closecombat weapon and bolt pistol with a pair of

    lightning claws +15 pts per model

    Any model may be given meltabombs +5 pts per model

    A single model may be upgraded to a raptorchampion +5 pts

    The Champion may replace his bolt pistoland/or close combat weapon with one of the

    following:

    - Plasma pistol +10 pts- Power weapon +15 pts-

    Power fist +25 pts The entire unit may be given Gift of Mutation

    (roll once) +5 pts per model

    The entire unit may be given the Veterans ofthe Long War special rule +2 pts per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take

    the Mark of Chaos Undivided +1 pt per model

    Hell Blade Fighter.115 pointsBS Front Side Rear HP Unit Type Unit Composition

    Hell Blade 3 10 10 10 2 Fl, Int 1 Hell Blade

    Wargear:

    Two Fuselage-mounted Reaper Autocannons Options: May be given Daemonic Possession +20 pts

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    Chaos Biker Squad.75 pointsWS BS S T W I A Ld Sv Unit Type Unit Composition

    Chaos Biker 4 4 4 5 1 4 1 8 3+ Bk 3 Chaos Bikers

    Biker Champion 4 4 4 5 1 4 2 9 3+ Bk (Ch)

    Special Rules:

    Champion of Chaos (Biker Champion only) Wargear: Power Armor Bolt Pistol Frag and Krak Grenades Chaos Bike

    Options:

    May include up to seven additional chaos spacemarine bikers +24 pts per model

    Up to two chaos bikers may replace their boltpistols with one of the following:

    - Flamer +5 pts per model- Meltagun +10 pts per model- Plasmagun +15 pts per model

    A single model may be upgraded to a bikerchampion +10 pts

    The biker champion may be given any of thefollowing:

    - Melta bombs +5 pts- Gift of Mutation +10 pts

    The biker champion may replace his bolt pistolweapon with one of the following:

    - Combi-flamer, -melta, or -plasma or aplasma pistol +10 pts

    - Power weapon +15 pts- Power fist +25 pts

    The entire unit may be given the bolter drillspecial rule +1 pts per model

    The entire unit may be given the Veterans ofthe Long War special rule +2 pt per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take a

    single Mark of Chaos:

    - Mark of Chaos Undivided +1 pt per model-

    Mark of Khorne +2 pts per model- Mark of Nurgle +5 pts per model- Mark of Slaanesh +2 pts per model- Mark of Tzeentch +2 pts per model

    A single model in the unit may take an Icon ofChaos cost varies

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    Heavy SupportHeavy SupportHeavy SupportHeavy SupportHavoc Squad70 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionChaos Space Marine 4 4 4 4 1 4 1 8 3+ In 5 Chaos Space Marines

    Champion 4 4 4 4 1 4 2 9 3+ In (Ch)

    Special Rules: Champion of Chaos (Champion only)

    Dedicated Transport:

    May take a Chaos Rhino or a Dreadclaw as adedicated transport.

    Wargear: Power Armor Boltgun Bolt Pistol

    Options:

    May include up to 5 additional chaos spacemarines +14 pts per model

    Any model may be given a close combatweapon:

    - In addition to his wargear +2 pt per model- In place of his bolterfree

    Up to four chaos space marines may replacetheir boltgun with one of the following:

    - Flamer +5 pts per model- Autocannon, Heavy Bolter or Meltagun

    +10 pts per model

    - Missile Launcher armed with frag and krakmissiles +10 pts per mdoel

    Add flakk missiles +5 pts per model- Plasmagun +15 pts per model- Lascannon +20 pts per model

    A single model may be upgraded to achampion +10 pts

    The champion may be given any of thefollowing:- Melta Bombs +5 pts- Gift of Mutation +10 pts

    The champion may replace his boltgun and/orbolt pistol with one of the following:

    - Combi-bolter +3 pts- Combi-flamer, -melta, or -plasma or a

    plasma pistol +10 pts

    - Power weapon +15 pts- A single lightning claw +20 pts- May then take a second

    Lightning claw +10 pts

    - Power fist +25 pts The entire unit may be given the Veterans of

    the Long War special rule +1 pt per model

    If they have taken the Veterans of the LongWar special rule, then the entire unit may take a

    single Mark of Chaos:

    - Mark of Chaos Undivided +1 pt per model- Mark of Khorne +2 pts per model- Mark of Nurgle +3 pts per model-

    Mark of Slaanesh +2 pts per model- Mark of Tzeentch +2 pts per model

    A single model in the unit may rake an icon ofchaos cost varies

    The entire unit may be given frag and krakgrenades +1 pt per model

    The entire unit may be given the bolter drillspecial rule +1 pt per model

    Hell Talon Bomber185 points

    ArmorBS F S R HP Unit Type Unit Composition

    Hell Talon 3 11 11 11 3 Fl, Bm 1 Hell Talon

    Wargear:

    Fuselage-mounted Reaper Autocannon Fuselage-mounted Twin-linked Lascannon Eight Tactical Bombs

    Options:

    May replace its Reaper autocannon with ahavoc launcherfree

    May replace all eight tactical bombs with fourincendiary bombs free

    May be given Daemonic Possession +20 pts

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    Chaos Predator65 pointsArmor

    BS F S R HP Unit Type Unit CompositionPredator 4 13 12 10 4 Tk 1 Predator

    Wargear:

    Turret-mounted Autocannon Smoke Launchers

    Options:

    May include up to two additional Predators,forming a squadron +60 pts each

    May replace autocannon with a twin-linkedlascannon +25 pts

    May take side sponsons with:- Heavy bolters +25 pts- Lascannons +40 pts

    May take a pintle-mounted: Combi-bolter +5 pts Combi-flamer, -melta or -plasma +10 pts May take any of the following:

    - Searchlight +1 pt- Dozer blade +5 pts- Extra armor +10 pts- Havoc launcher +10 pts- Daemonic Possession +20 pts

    Chaos Vindicator...115 pointsArmor

    BS F S R HP Unit Type Unit CompositionVindicator 4 13 11 10 4 Tk 1 Vindicator

    Wargear:

    Demolisher Cannon Storm Bolter Smoke Launchers

    Options:

    May take any of the following:- Searchlight +1 pt- Storm bolter +5 pts- Dirge Caster +10 pts-

    Havoc Launcher +10 pts- Dozer blade +5 pts- Siege shield +10 pts- Extra armor +10 pts- Daemonic Possession +20 pts

    Chaos Land Raider...235 pointsArmor

    BS F S R HP Unit Type Unit Composition

    Land Raider 4 14 14 14 6 Tk, T 1 Land Raider

    Special Rules:

    Assault VehicleWargear:

    Twin-linked Heavy Bolter Two Twin-linked Lascannons Smoke Launchers

    Transport Capacity:

    Ten Models

    Options:

    May take a pintle mounted:-

    Combi-bolter +5 pts- Combi-flamer, -melta or -plasma +10 pts

    May take any of the following:- Searchlight +1 pts- Dozer Blade +5 pts- Dirge Caster +10 pts- Extra Armor +10 pts- Havoc Launcher +10 pts- Daemonic Possession +20 pts

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    Defiler.160 pointsArmor

    WS BS S F S R I A HP Unit Type Unit CompositionDefiler 3 3 8 12 12 10 3 3 4 W 1 Defiler

    Special Rules:

    Daemon Fleet It Will Not Die

    Wargear:

    Two Power Fists Battle Cannon Reaper Autocannon Twin-linked Heavy Flamer Daemonic Possession Searchlight Smoke Launchers

    Options:

    The Battle Cannon may be given the Barragespecial rule +20 pts

    May replace the Twin-linked Heavy Flamerwith one of the following:

    - Havoc Launcher +5 pts- Additional Power Fist (+1 Attack) +5 pts- Power Scourge (+2 Attacks) +15 pts

    May replace the Reaper Autocannon with oneof the following:

    - Twin-linked Heavy Bolterfree- Additional Power Fist (+1 Attack) free- Twin-linked Lascannon +20 pts

    May be given a Dirge Caster +10 pts0-1 Technovirus Cult...60 points

    WS BS S T W I A Ld Sv Unit Type Unit CompositionMutilator 4 4 5 5 2 4 2 8 2+ In 1 Mutilator

    Obliterator 4 4 5 5 2 4 2 8 2+ In

    Special Rules:

    Bulky Daemon Deep Strike Slow and PurposefulObliterator

    Obliterator WeaponsMutilator

    Mutilator Weapons

    Wargear:

    Chaos ArmorObliterator

    Power FistOptions:

    May add up to four additionalmutilators +55 pts per model

    Up to three mutilators in the unit may bereplaced with obliterators +15 pts per model

    All models in the unit may be given theVeterans of the Long War special

    rule +4 pts per model

    Obliterator WeaponsIn each of the controlling players Shooting phases, they must choose what weapons the Obliterators in the unit will

    fire from the following list:

    Heavy flamer Lascannon Multi-melta Plasma cannon

    Reaper autocannon Twin-linked flamer Twin-linked meltagun Twin-linked plasmagun

    Every Obliterator in the unit must fire the same weapon.

    Mutilator WeaponsIf a Mutilator unit is locked in close combat at the start of a Fight sub-phase, their controlling player must choose

    one of the weapons options from the following list:

    A pair of chainfists A pair of lightning claws A pair of power axes

    A pair of power mauls A pair of power swords

    Every Mutilator in the unit must choose the same weapon option.

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    DDDDedicated Transportsedicated Transportsedicated Transportsedicated TransportsChaos Rhino35 points

    BS Front Side Rear HP Unit Type Unit CompositionRhino 4 11 11 10 3 Tk, T 1 Rhino

    Special Rules:

    RepairWargear:

    Combi-bolter Smoke Launchers

    Transport Capacity:

    Ten models

    Options:

    May take a pintle-mounted:- Combi-bolter +5 pts- Combi-flamer, -melta or -plasma +10 pts

    May take any of the following:- Searchlight +1 pt- Dirge Caster +5 pts- Dozer Blade +5 pts- Extra Armor +10 pts- Havoc Launcher +10 pts- Daemonic Possession +20 pts

    Fire Points

    Two models may fire from the rhinos top hatch.

    Dreadclaw80 pointsBS Front Side Rear HP Unit Type Unit Composition

    Dreadclaw - 12 12 12 5 Fl, G, H, T 1 Dreadclaw

    Special Rules:

    Dreadclaw Assault Transport Capacity: Ten models or one dreadnaughtDreadclaw AssaultIf a Dreadclaw is taken as a dedicated transport, then the unit that it accompanies must begin the game embarked

    upon it. The Dreadclaw and its cargo always begin the game in reserve and enter play using the Deep Strike rules.

    Should a Dreadclaw scatter on top of impassable terrain or another model (friend or foe) then reduce the scatter

    distance by the minimum distance required in order to avoid the obstacle. After the Dreadclaw has arrived, it may

    move normally.

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