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Dark and Terrible is the Universe. Empires rise and fall like the ocean's tide.
In the Eye of Terror lies an evil beyond all mortal comprehension, one more fearsome than any threat posed by
mortals. It is a rent in the void of space, where the beings of Chaos flow through, unhindered by such primitive ideas like
reality.
Ever since I first rolled a d1000 on the Realms of Chaos: Slaves to Darkness attribute chart, I have been
enthralled by all that Chaos has had to offer. There was so much complexity and so much flavor that you couldn't
help but be drawn in. What I really loved about Realms of Chaos was that virtually anything was possible.
Unfortunately, much of this is gone now. So I set out to revive a lot of the flavor that Chaos had. You want a bunch
of Chaos Eldar riding Bikes worshipping Nurgle? It's possible. You want Slaanesh Dwarves led by a Beastman on
Frenzon? It's there. Coward Bloodthirsters with high pitched voices? You'd have to be unlucky, but again, it's all
possible. So what are you waiting for? The universe is in your grasp and you have the might of the gods. So take it.
1. Introduction and Title Page2. Special Rules Part I
3. Special Rules Part II
4. Special Rules Part III
5. Paths, Chaos Armor, Chaos Weapons, Chaotic
Attributes rules
6. Chaotic Attribute Table and explanations part I
7. Chaotic Attributes explained part II
8. Chaos Rewards
9. Weapons and Mounts
10. Daemon Weapons, Cults, and Veteran Skills
11. Origins and other wargear and psychic wargear
12. Vehicular Upgrades
13. Psychic Powers14. HQ Choice: Marine Champion
15. HQ Choice: Marine Sorceror
16. HQ Choice: Chaos Pastor
17. HQ Choice: Greater Daemon
18. HQ Choice: Humanoid Champion
19. HQ Choice: Humanoid Sorceror
20. Dedicated Transports: Rhino and Chimera
21. Dedicated Transports: Renegade Transport
22. Troops Choice: Humanoid Renegades
23. Troops Choice: Marine Renegades
24. Troops Choices: Mutants and Possessed
25. Lesser Daemons
26.
Fast Attack Choice: Bikers27. Fast Attack Choice: Raptors
28. Fast Attack Choices: Chaos Spawn and
Renegade Walker
29. Chaos Beasts30. Elites Choice: Chosen
31. Elites Choice: Big Mutants
32. Elites Choice: Chaos Dreadnoughts
33. Heavy Support Choice: Defiler
34. Heavy Support Choice: Havocs
35. Heavy Support Choices: Predator and
Vindicator
36. Heavy Support Choices: Land Raider and Land
Raider-Legionnaire Class
37. Heavy Support Choice: Renegade Heavy
Vehicles
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Special Rules
Animosity: The Chaos gods are all rivals in some way, shape, or form but they each have an archenemy, the
polar opposite of themselves. Khorne hates Slaanesh and vice versa, and Tzeentch hates Nurgle
and vice versa. If at the start of the movement phase, a marked unit is within 24" of a Rival unitthey must take a Ld test:
Pass - Act as normal
Fail - The unit must Rage toward the nearest Rival unit. If this move brings them into basecontact, they count as charging. If not, they must fire any ranged weapons at the unit.
Additionally, a Marked IC may not join a unit with a different mark."
Aspire to Glory First of all, there may only be one Aspiring Champion OR an Apprentice Sorceror in a squad at
any time, and there may not be both an Apprentice and an Aspiring Champion in the squad at the
same time.Though all Aspiring Champions and Apprentice sorcerors purchased as part of a squad start with
all of the weapons and wargear of that squad, they may only take options from that squad.
Aspiring Champions and Apprentice Sorcerors purchased as an HQ choice must purchase any
wargear that modifies movement that the squad they are joined starts out with but they do notlose their original wargear.
For example, an Aspiring Champion as an HQ choice purchased joins a Chaos Biker squad. Hemust then purchase a Bike. If he joins a Raptor squad, he must purchase a Tactical Assault Pack.
Finally, there may only be one Legendary Champion or Major Sorceror per army.
Chaotic Attributes: Troops, Fast Attack, and Heavy Support may purchase up to 2 Chaotic Attributes that are
available to squads for that point cost per model unless they are Daemons.
Elites may purchase up to 3 Chaotic Attributes that are available to squads for the point cost per
model.
HQ choices (unless they are Greater Daemons) may choose up to 5 Chaotic Attributes and
purchase them for the point cost per model. In addition, for the listed points cost, they may getrandom Chaotic Attributes.
However, the sum of the random Chaotic Attributes and the chosen Chaotic Attributes may not
be above the sacred number of their god. For example, a Nurgle Champion can have 4 chosenChaotic Attributes and 3 randomly rolled Chaotic Attributes, or 7 randomly rolled Chaotic
Attributes if you so wish!
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HQ choices who have the Mark of Undivided or no Mark at all may only take up to 5 Chaos
attributes whether purchased or rolled randomly.
For Daemons:
Lesser Daemons and Beasts may take up to one free, randomly rolled Chaotic Attribute. Reroll it
if it is Giant Growth or Dimensional Instability.Greater Daemons may take up to three free, randomly rolled Chaotic Attributes. Reroll if it is
Giant Growth or Dimensional Instability.
Chaos Daemons: All Chaos Daemons are Fearless and Eternal Warriors and suffer from Instability. All Chaos
Daemons start in Reserve.
Next, all Chaos Daemons that have a Save characteristic consider it an invulnerable save with the
exception of Daemon Princes. All Chaos Daemons are also Eternal Warriors.
Daemonic Assault: This special rule only comes into play if your army is only comprised of Chaos Daemons and
Daemon Princes.
No model in this army is ever placed on the field during deployment but your opponent(s) set upas the mission calls for. All units in this army start in reserve even if the mission doesn't call for
it.
You should declare what the units are and if independent characters are on their own or in
squads.
At the beginning of your first turn, as best you can divide your army into 2 different blocks that
should try and have the same number of models.Then, choose one of the blocks and roll a d6. On a 1-2 the gods are in a fickle mood or perhaps
have better plans and choose the other block. On a 3-6, the gods are content with your choice,
only because it suits them, not because they care about your 'choice'.
If your army consists of only Daemons of a certain mark, add +1 to this roll. If your armyconsists of daemons with rival Marks, you receive -1 to this roll.
The units in that block then Deep Strike on your first turn, and the remaining units in the other
block roll for Reserves as normal. Whenever a unit becomes available, it enters via Deep Strike.
Icons: There are 2 types of Icons, Summoning and Personal Icons. The type of Daemons that are abledto be summoned depend on the Mark of the Icon bearer. An Undivided Icon can summon
daemons regardles of mark, and daemons summoned from Undivided icons are not subject to
animosity.
Summoning: This type of Icon may be used for any type of Daemon except for Greater Daemons.
Whenever a Daemon squad becomes available, it may be 'summoned' within 6" of the Icon
Bearer. They do not suffer from deepstrike mishaps. Any units besides Possessed and Raptors
and Obliterators may take a Summoning Icon for +2 points. Daemons that are summoned fromSummoning Icons may move but may not assault.
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Personal: Personal icons are used for summoning Greater Daemons. When the Greater Daemon
becomes available, remove the Personal Icon bearer from the game and place the GreaterDaemon over where the Personal Icon bearer once stood. If the icon bearer is slain, place the
Greater Daemon where the bearer once stood, but from now on the Greater Daemon takes all
Instability tests on 3d6 instead of 2d6. Daemons that are summoned from Personal Icons may
move but may not shoot or assault.
Instability:All Chaos Daemons suffer from instability. At the end of the shooting and combat phases, each
Daemon or each Daemon squad that takes a wound must take a special LD test. If it is passed,
nothing happens. If it is failed, then for each point failed by, the Daemon or Daemon squad takes
that many wounds which are unsaveable. For example, a squad of Daemonettes takes a wound inthe shooting phase. They take a LD test on their LD of 8 and roll an 11, meaning that they fail by
3. This means that 3 more unsaveable wounds are dealt to the Daemonette squad.
Jealous gods: The Chaos gods are jealous gods. Though in the end their champions mean little to the greater
scheme of things, they still demand loyalty. If a Marked HQ choice is taken, at least 25% of thatarmy must be of that Mark, and at least 1 Troops Choice must be of that Mark. Otherwise you
have free reign over the composition of your Champion's warband! Undivided is not exactly a
mark, per se, so this rule does not apply to them.
Sacred Numbers:Each Chaos entity has a sacred number.
Slaanesh: 6
Nurgle: 7
Khorne: 8
Tzeentch: 9
If a non- HQ, non-Mutant squad has a mark of Chaos and its squad size is the same as or is amultiple of the sacred number, you may replace the the model with the highest base point cost
(you choose if there is a tie) with an Aspiring Champion for free. In addition, Aspiring
Champions may always take options available to them via the HQ choice, but cannot take any
sort of transport.
Also, squads who are Undivided and its squad size is 10 or a multiple thereof, it is also eligible
for an Aspiring Champion.
Chaos Daemons who are in the Sacred Number of their god or a multiple thereof, it gets +1 to its
reserve rolls.
Veteran Skills: Most warriors of Chaos are adepts at battle and throughout their fights they have attained various
skills that they can put to use on the battlefields.Troops and Fast Attack may take up to 1 Veteran Skill
Elites and HQ may take up to 2 Veteran Skills.
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Paths The first point cost listed is for Independent Characters, the second is PPM for units. Forexample, for Nurgle, an Independent Character would pay 10 points and a unit would pay 3
points per model. Any non-vehicle model may purchase a Mark.
Khorne: Grants a suit of Chaos Armor +2 (is a 3+ save) (16)Units: +1 BS as long as the unit moves half its distance or less or does not move at all, or +1 A
(+3 PPM)
Tzeentch: May take an additional psychic power. (18)
Units: May purchase 1 additional mutation. (+2 PPM)
Nurgle: +1T, (12/3 PPM)
Slaanesh: Stubborn (12/3 PPM)
Undivided: Once per turn, reroll one failed LD test. (8/2 PPM)
Chaos Armor: Grants a 3+ save. May have save upgraded to a 2+ for 6 extra points. Wherenormal mutations may affect armor, Chaos Armor is unaffected. In addition, when the armor is
acquired and/or has its save upgraded, roll 1d6. On a 3+, increase the model's T by 1. The
model's T may only be upgraded once and the armor is called Fused Chaos Armor. Chaos Armor
that has a 2+ save is Chaos Armor 2+.
Chaos Weapons: Is a 1hand CCW, Grants a d6 roll, and you may pay an additional 8 points per
roll. Paying 50 points for the weapon gives all 6 abilities. If the same result is rolled, roll again.Roll before the start of the game and write down your results.
1. Entrancing (-1 I to Enemy)
2. Hate (Preferred Enemy: Infantry or Independent Characters)
3. Plague: (Wounds on a 4+ unless you would wound on something better)4. Powersword (Power weapon)
5. Strength (+1 Str)
6. Vampyre (Once per combat phase, if this character deals a wound, it gains a wound
back) [This stacks with the Chaos Attribute Vampyre]
Chaotic Attributes: Either pay points cost per mutation if it is listed, or pay 15 points and
roll d100 and apply whatever you get. Some mutations may only be achieved through rollingrandomly for mutations. If a value is listed, 1st value is Independent Characters, second is
PPM for squads. If the same mutation is rolled twice, roll again unless it is a statistics increase,
sans Giant Growth and Metal Body. Attributes may only be purchased once, and you may roll upto the model's god's sacred number. For every 2 mutations, armor save is reduced by
2. Giant Growth and Metal Body reduce any non-Chaos armor save by 2 in addition. If an
Attribute would cause the Champion or Squad to lose a mount, just roll on the chart again. When
rolling for Chaotic Attributes, roll for them BEFORE the game starts. In addition, ChaoticAttributes that are rolled for during a game do not have to be WYSIWYG.
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11: Additional Limbs (20)
12: Agile (12/3)
13: Beweaponed Extremeties
14: Bestial Face (10/3)
15: Breathes Fire (7)
16: Coward
21: Dimensional Instability
22: Enormously Fat
23: Evil Eye
24: Giant Growth (40)
25: Horrible Stench
26: Hideous Appearance (15)
31: Hypnotic Gaze (15)
32: Illusion of Normality
33: Inhuman Constitution (20)34: Levitation
35: Long Legs (11)
36: Magic Resistant
41: Metal Body
42: One Eye
43: Pin Head
44: Powerful Tail (15)
45: Razor Sharp Claws (16)
46: Regeneration (10)
51: Resilient (5/1)
52: Silly Voice
53: Strong (15/4)
54: Spits Acid (11)
55: Teleports
56: Tentacles (10)
61: Temporal Instability
62: Transparent Skin
63: Warp Aura (27/10)64: Weapons Master (20)
65: Wings (25)
66: Vampyre
Additional Limbs: +1 A, Fire as if a Monstrous Creature
Agile: +1 I Beweaponed Extremeties: +1 S, -1 I, -1 to enemy armor saves Bestial Face: In CC, one enemy within base contact takes an auto Str 4 hit. If multiple Bestial Faces are rolled,
the model grows another head and the effect is multiplied. (I.e. two heads, 2 Str 4 auto hits)
Breathes Fire: Gives a 'Str 3 Ap 6 Template Assault 1' attack in addition to shooting. Coward: Whenever an enemy is within 6”, must take a LD test or run. Dimensional Instability: Suffers from instability as per Daemons Enormously Fat: +1 T, -1 I, Slow and Purposeful, may not take any sort of vehicle and counts as an additional
model in transport. Terminators are 3 models to transport. Evil Eye: All opponents within base contact must take an I test each turn or halve their WS, BS, and I.
Giant Growth: At the beginning of the game but before deployment, roll 1d6. All additions are to base stats.
o 1-3: -1 WS, +1 S, +1 T, -1 I, Monstrous Creature, Vulnerable to Blasts o 4-6: -2 WS, +1 S, +2T, +1 W, -3 I, Monstrous Creature, Vulnerable to Blasts
Horrible Stench: Defensive Grenades, -1 WS to enemies within 3", cannot join squads unless the squad also
has Horrible Stench Hideous Appearance: -1 LD to enemies within 6”, -2 if a Greater Daemon
Hypnotic Gaze: -1 I to enemies in assault. Illusion of Normality: Enemies does not suffer any negative modifiers (ex: -1 Ld, -1 I) from this
character/models until within 2". Enemies in base contact get -1 I. Inhuman Constitution: +1W Levitation: Ignore dangerous and difficult terrain. Long Legs: Fleet of Foot Magic Resistant: Whenever this model(s) is affected by a psychic test, ignore it on a d6 roll of 5 or 6.
Metal Body: Divide WS and BS by 2, rounding up. +2 S and +2 T. One Eye: -2 BS
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Pin Head: Beginning of turn, take a LD test at -1 or do nothing. -1 LD. Powerful Tail: Gives a WS3 Str8 I1 attack that gives -1 to enemy armor saves Razor Sharp Claws: All attacks are now rending, considered 2CCW Regeneration: At the beginning of each of your turns, roll a d6. On a 6, this model regains one wound. Rotting Skin: Whenever this model takes a wound, roll a d6. On a 1-3, this model gets -1 T.
Silly Voice: Enemy gets +2 LD when within 3” Strong: +1 S Spits Acid: Grants a R6" Str 4 Ap 3 Assault 1 shooting attack that hits on a 3+ Teleports: Remove the model(s) from the field and place it/them anywhere within 18" using the deep strike
rules. Any mishaps happen as normal. May not run or charge or shoot if teleporting. If a squad has this, they all
teleport to the position. Tentacles: In CC: Model(s) gets +d3 WS3 S3 attacks. In a squad, roll once and apply that number. Temporal Instability: At the beginning of each of your turns, roll a d6. On a 6, the model(s) is/are removed
from the game temporarily for d2 turns; place a chit(s) where it/the squad once stood. When it/they reappears,
place it/them exactly where the chit(s) stood. Any models that are on the chit(s) when the model(s) reappears are
destroyed when the model(s) reappears, the reappearing model(s) suffers no penalty. Transparent Skin: -1 BS to all enemies firing at this/these model(s) unless a monstrous creature or a metal
body Warp Aura: +1 to invulnerable save or a 5+ invulnerable save. Weapons Master: +1 WS or BS Wings: Move as if a Jump Pack Vampire: Once per turn, regain a lost wound if this/these models has/have done a wound to an enemy. -1 S
unless in Night Fighting, in which case +1 S.
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Rewards of the gods: A non-Aspiring Champion with any Mark (or no Mark at all) may purchase:Daemon Prince: +2 WS and BS, Daemon, Eternal Warrior. Must have at least 4 attributes but
no more than 6. Gives a -1 to the Daemon Prince's non Chaos Armor/Invulnerable saves, and the
model grows slightly larger. The model may not take a Tactical Assault Pack, a Bike, or any sort
of mount. (65)
A non-Aspiring Champion with the Proper Mark may buy any of the rewards pertaining that
particular god here:
Khorne:
Aggression: +1 WS, BS, S.Rage. (45)
Brass Body: Ignores psychic
shooting attacks on a 3+ or gets +1 tothe roll of ignoring a psychic power
affecting this model and gives +1 to
T. (20) Face of a Bloodthirster: GivesTerrifying (with the -2 LD for Greater
Daemons), Bestial Face. (20)
Collar of Khorne: Whenever this
model is affected by a psychic power,roll 1d6. On a 3+, it is ignored instead.
(12)
Tzeentch:
Face of Lord of Change: Automatically pass one psychic test
once per game, Bestial Face. (14)
Reforming Body: At the beginningof each of your turns, roll a d6. On a
5+, this model regains a wound. (20)
Hand of Tzeentch: One of thechampion's hands is replaced with theHand of Tzeentch. In the shooting
phase, the model may also do Assault
d6 Str3 Ap -- hits to one enemy unit
within 12" in addition to any othershooting attacks it has.
Nurgle:
Cloud of Flies: Enemy models geta -1 to hit against this model. (20)
Face of a Great Unclean
One: Bestial Face. Models with
the Mark of Nurgle get +1 LD if within 14" of
this model. (28)
Nurgling Infestation: All enemiesin base contact take an auto Str3 hit. (7)
Slaanesh:
Crossbreed: Becomes half-Mount of Slaanesh, half the mutant's original form. The
champion moves as if it was Cavalry and gainsFleet of Foot(or may roll 2d6 for fleet if the
mutant already has it). The Champion also gets
-1 T if its T is higher than 3. (24)
Face of a Keeper of Secrets: Hypnotic Gaze(or -2 to enemy I if the mutant already has this
Attribute), Bestial Face. (20)
Musk: Once per turn, choose one modelwithin 8". It must make a LD test on 3d6 (evenif Fearless) or else it must move towards this
model but may not charge, however it must
still adhere to the 2" it can be from enemies. Itssquad may either join the model or choose to
leave it to its fate! (25)
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1 Hand CCW's:
Khornate Chain axe- Gives -1 to enemy saves in CC. Only models with the Mark of Khorne maypurchase this weapon.
Crozius Arcanum- Power Weapon, is also an Undivided Personal Icon.
Plague Weapon-Poisoned 4+. Only models with the Mark of Nurgle may purchase this weapon.
2 Hand CCW's:
Great Weapon: +1 S, -1 I
Range Strength Ap Type
Assault Bolter 24" 4 5 Assault 2
Blast-Master Dispersed:24"
Focused:36"
5
8
--
6
Assault 2
Assault 1, Blast,
PinningFirearms 18" 4 -- Assault 1
Hand Flamer Template 3 6 Assault 1
Needle-Pistol 12" X (poisoned 4+) 5 Assault 1
Sonic Blaster Dispersed:18"
Focused:24"
3
5
--
--
Assault 3
Assault 1
Mounts (Any model may only have one mount at any time, and may not be in a transport)
Chaos Steed: Mount. Move as if Cavalry.
Steeds of the gods: All are Mounts. Models in terminator armor and monstrous creatures maynot ride steeds and can only ride steeds of the corresponding mark. These stat increases are never
to base stats.
Juggernaught of Khorne: +1 S, T, W, Fleet (64)
Disc of Tzeentch: +1W, Move as if an Eldar Jetbike (40)
Palanquin of Nurgle: +1 T, +2W (64)
Mount of Slaanesh: -1 I to enemy in assaults, Fleet, Cavalry, Hit and Run (30)
Jet-Bikes: Mount. The model moves as if a Jet-Bike and has Hit and Run. In games of 2500points or less, a maximum of 9 Chaos Jetbikes may be fielded. In games of 2501+ points, a
maximum of 18 Jetbikes may be fielded.
Tactical Assault Pack: Mount. The model moves as Jump Infantry and has Hit and Run and
may move up to 3" during the assault phase if it does not assault.
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Daemon Weapons:
Do d2 wounds, Power Weapon. At the beginning of the game, roll a d6, 1-4 the daemon isLesser, on a 5 or 6 it is a Greater Daemon. The Daemon will correspond to the mark of the
Champion wielding it. I.e., a Tzeentch champion's Daemon weapon will have a Pink Horror or a
Lord of Change. The Daemon inside the weapon is granted its normal rolls on the Attribute table.
Any shooting attack (even technology or psychic!) that the daemon has may be fired from theDaemon weapon, even one from the attribute table.
Also, at the beginning of each of your turns, roll a d6. On a 1, roll 2d6.
2: The bearer is sucked into the weapon, and the daemon fights on the side of its formermaster.
3-4: The Daemon leaves, and the weapon becomes a normal CCW
5-7: The Daemon attacks the bearer of the weapon, doing 1 wound that is unsaveable.
8-12: The Daemon appears from the weapon and fights on the side of its former bearer.The weapon becomes a normal CCW.
The Daemon weapons, depending on the mark, are also given these abilities:
Khornate: +1 A, May add attacks to this model equal to the number of models it has killed lastturn.
Tzeentchian: All the model's psychic powers get +d6" rangeNurglesque: Poisoned: 3+
Slaaneshi: +1 I,
Cults and Vet Skills (Marine Renegades ONLY)
Cults Veteran Skills
Berzerker: +1 WS, Furious Charge, Rage (Must haveMark of Khorne):
Rubrics: +1 W, Slow and Purposeful, Relentless, 5+invulnerable save, may not take Chaotic Attributes or
Vet Skills. Must have a unit composition of 8 Rubricsand 1 Apprentice Sorceror with the Mark of Tzeentch
who does not benefit from the above statistic increases.
Plague: -1 I, Feels No Pain (Must have Mark of Nurgle)
Noise: Replace Boltgun with Sonic Blaster (Must have
Mark of Slaanesh).The Aspiring Champion/Apprentice
Sorceror may purchase a Blastmaster for +15 points.
Deepstrike
Infiltrate
Move Through CoverTank Hunters
Counter-Attack
Acute Senses
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Origin: You may take one Origin choice(Humanoid Renegades only!)
Inquisitor: May purchase a retinue from Codex: Daemonhunters (HQ only)
Eldar: +1 I, Fleet
Imperial Guard HQ: All Imperial Renegades use this model's LD for all LD tests that
they take Imperial Guard: +1 LD (Non-HQ choices only)
Beastman: +1 WS, +1 T, -1 LD (May not be taken by Psykers)
Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and
difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a
minimum of 1". Relentless.
Other Wargear
Frenzon: At the beginning of your turn, you may choose to roll 1d6. You may continue rollingdice to add bonuses after the first, but doubles means that the model loses a wound and gains
Rage permanently, triples removes the model from the game. Doubles stack except in the case of 6. (30)
May charge an additional d3"
+1 WS
+1S
+1I
+1 A
Reroll any rolls to hit of 1 in close combat
Servo-Harness: Can fortify 1 piece of terrain, meaning that models that take a cover save in the
terrain receive a +1 to their cover save. Also, if the model next to a vehicle, a 5 or 6 you can
repair one non-destroyed result. May add Servo-Arms, which give a WS4 Str8 hit that ignoresarmor and gives a +1 to repair rolls.
Psychic Wargear:
Familiar: Allows the Psyker to cast an additional psychic power
Force Weapon: (See the 40k Rulebook)
Talent Focuser: Gives an additional d6" range to all ranged psychic powers
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Unique to Chaos Vehicle Upgrades: (In the sense that no other army can get these upgrades but
this one)
Assault Bolter
Broadcaster: All friendly units within 12" of this vehicle that are in combat get +1 to theirCombat Resolution.
Daemonic Possession: Ignore and Shaken or Stunned Result. -1 BS.
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Psychic Powers:
Generic(Undivided) Powers:
1. Imbue Power: The model's weapon
becomes a Force Weapon, unless it
is Khornate.
2. Doombolt: The model may use aR24" Str 4 Ap 4 Assault 3 shooting
attack until end of turn
3. Slow Time: One squad (or one
character) within 18" moves as if in
difficult terrain and is I1 until the
beginning of your next turn.
Tzeentch:
1. Bolt of Change: R99" Str9 Ap2
Assault 1
2. Boon of Tzeentch: If used, is not
considered one of the powers usedthis turn but still requires a psychic
test. May cast an additional psychic
power this turn.
3. Psychic Duel: Choose any psyker.
Both sides roll a d6 and add their
LD. If you lose or tie, nothing
happens. If you win, the psyker rolls
2d6+2 for psychic tests.
4. Reckoning of Tzeentch: One squad
with Tzeentchian allegiance may
either re-roll a to-hit or a to-woundroll this turn.
5. Tzeentch's Fire Storm: Target one
enemy unit within 18", it takes d3+1
Str 9 Ap - hits that force the unit to
move as it is in dangerous terrain
their next turn. If the unit takes 2 or
more wounds from this, place a Pink
Horror within 6" of that squad.
6. Warp Time: Until the end of your
turn, whenever you wish to reroll a
die for this model, take a psychic testand you may reroll it.
Nurgle:
1. Aura of Decay: All models without
an allegiance to Nurgle within 3" get
-1 to their armor saves until the end
of turn.
2. Nausea: All models without an
allegiance to Nurgle within 14" must
take a T test (a roll of 6 always fails,
monstrous creatures may get -1 tothe roll) or may do nothing but move
away from the caster.
3. Nurgle's Rot: All models without an
allegiance to Nurgle within 3" take a
Str3 Ap- hit.
Slaanesh:
1. Acquiescence: May only use on one
target model in base to base contact.Roll to hit. If a failure, nothing
happens. If a success, the model's WS,
BS, I, and A are all halved, roundingup. The model from now on must roll a
d6. On a 1 or 6 it cannot do
anything. Khornate models affected bythis spell take d6 wounds.
2. Bedazzle: All models within 12" must
take a LD test to attack this model.
3. Pavane: You may move one enemy unitd6 inches.
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HQ Choice-Marine Champion
WS BS S T W I A LD SV Points
Aspiring 4 4 4 4 1 4 2 10 3+ 19
Lesser 4 4 4 4 2 4 2 10 3+/5++ 45
Major 5 5 4 4 2 5 2 10 3+/5++ 70
Legendary 6 6 4 4 3 5 3 10 3+/5++ 100Composition: 1 Marine Champion, or 0-3 Aspiring Champions that must be allocated to squads
before the game starts
Weapons and Wargear : Powered Armor, Bolter, Bolt Pistol+ CCW, Frag Grenades
Special Rules: Independent Character
Options:
· Replace Bolt Pistol with:
Needle Pistol: FreeHand Flamer: +4
Plasma Pistol: +8
Lightning Claw:+15
· Replace Bolter with:Plasma Gun: +10Assault Bolter +6
Melta Gun:+10
Flamer: +6· Replace CCW with:
Khornate Chainaxe: +2
Plague Weapon: +4Power Weapon:+10
Power Fist:+20
Chaos Weapon:+10
Daemon Weapon:+80Lightning Claw:+15
· Replace BP+CCW with Great
Weapon:+1 pt· Replace Powered Armor with:
Chaos Armor: +16
· Replace Powered Armor,
Bolter and Grenades with:Terminator Armor and Assault
Bolter:+25
· Replace Terminator Assault
Bolter:Heavy Bolter:+7Reaper Auto-cannon:+10
Las-cannon:+18
Combi-flamer, plasma, or melta:+5· If no Terminator Armor:
Tactical Assault Pack: +30
Bike:+35Jet-bike:+60
Chaos Steed:+7
Chaos Mount: Variable points cost
· May take:Frenzon:+40
Servo Harness:+20
Personal Icon:+25Psyker:+15
May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may theytake a Jetbike, Daemon Weapon, or a Personal Icon.
Champions who are psykers may choose 1 psychic power and may use that psychic power,chosen from the list of powers in the Sorceror section.
Cults Veteran Skills
Berzerker +20
Plague: +30
Noise: +3, may replace Sonic Blasterwith a Blast Master for +13 points
Deepstrike: +25
Infiltrate: +25
Move Through Cover: +1
Tank Hunters: +5
Counter-Attack: +5
Acute Senses: +3
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HQ Choice: Sorceror
WS BS S T W I A LD SV PV
Apprentice 4 4 4 4 2 4 1 9 3+/5++ 40
Lesser 5 5 4 4 2 5 2 10 3+/5++ 80
Major 5 5 4 4 3 5 3 10 3+/5++ 110
Composition: 1 Sorceror. An Apprentice sorceror may not be taken as the only HQ choice.Weapons and Wargear : Powered Armor, Bolt Pistol, Power Weapon
Special Rules: Psyker, Independent Character
Options:
· Replace Bolt Pistol with:Needle Pistol: Free
Hand Flamer: +4
Plasma Pistol: +8Lightning Claw:+15
· Replace Power Weapon with:
Plague Weapon: +3
Chaos Weapon:+10Force Weapon: +25Daemon Weapon:+80
· Replace Powered Armor with:
Chaos Armor: +16
· Replace Powered Armor,Bolter and Grenades with:
Terminator Armor and Assault
Bolter:+25· Replace Terminator Assault
Bolter:
Combi-flamer, plasma, or melta:+5
· If no Terminator Armor:Jet-bike:+60Chaos Steed:+7
Chaos Mount: Variable points cost
· May take:Personal Icon:+25
Familiar:+20
Talent Focuser: +10
May purchase a Mark of Chaos. Apprentice Sorcerors may not be a Daemon Prince, nor maythey take a Jetbike or a Personal Icon.
Apprentice Sorcerors may take up to 1 power, Lesser and Major Sorcerors may take up to 2.Powers may either be specific to their god and/or undivided
Undivided:
· Imbue Power
· Doombolt
· Slow Time
Tzeentch:
· Bolt of Change
· Boon of Tzeentch
· Psychic Duel
· Reckoning of Tzeentch
· Tzeentch’s Fire Storm
· Warp Time
Nurgle:
· Aura of Decay
· Nausea
· Nurgle’s Rot
Slaanesh:
· Acquiescence
· Bedazzle
· Pavane
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HQ Choice: Chaos Pastor
WS BS S T W I A LD SV PV
Pastor 5 5 4 4 3 5 4 10 3+/4++ 90
Unit Composition: 1 Demagogue.
Weapons and Wargear: Accursed Crozius Arcanum, Bolt Pistol, Powered Armor
Special Rules: Independent Character, Fearless.Grants Fearless to any squad it joins, and during the first turn the Demagogue and its unit
charges, it may reroll any failed to-wound rolls.
Options:
· Replace Bolt Pistol with:
Needle Pistol: Free
Hand Flamer: +4Plasma Pistol: +8
Lightning Claw:+15
· Replace Powered Armor with:
Chaos Armor: +16
May take:
Frenzon+40
Servo Harness:+20
Personal Icon:+25Psyker:+15
· Replace Powered Armor,
Bolter and Grenades with:
Terminator Armor and AssaultBolter:+25
Combi-flamer, plasma, or melta:+5
· If no Terminator Armor:
Tactical Assault Pack: +30Bike:+35
Jet-bike:+60
Chaos Steed:+7
Chaos Mount: Variable points cost
May purchase a Mark of Chaos. Demagogues who are psykers may choose 1 psychic power and
may use that psychic power, chosen from the list of powers in the Sorceror section.
Cults Veteran Skills
Berzerker:+40
Plague:+30
Noise: +3, may replace Sonic Blaster with a BlastMaster for +13 points
Deepstrike+25
Infiltrate+25
Move ThroughCover+1
Tank Hunters+5
Counter-Attack+3
Acute Senses+3
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HQ Choice: Greater Daemon (0-1)
WS BS S T W I A LD SV PV
Bloodthirster 10 10 7(8) 7 4 7 4(6) 10 3+/4++ 420
Lord of
Change
6 10 6 6 4 6 2 10 --/3++ 350
GreatUnclean One
7 7 6 7 7 3 3 10 4++ 350
Keeper of
Secrets
8 6 6 6 4 10 6(7) 10 --/4++ 300
Greater
Daemon
8 6 6 6 4 6 4 10 --/4++ 250
Unit Composition: 1 Greater Daemon
Weapons and Wargear: (all statistics are already added to the statline of the Greater
Daemon.)
· The Bloodthirster has Chaos Armor, Wings, an Axe of Khorne, and a whip (CCweapon) and the Mark of Khorne, and a 4+ invulnerable save
· The Lord of Change has Wings and the Mark of Tzeentch, and a 3+ invulnerablesave
· Great Unclean One has a Plague Weapon and the Mark of Nurgle, and a 4+invulnerable save
· Keeper of Secrets has Razor Sharp Claws (Rending, 2 CCW) and the Mark of
Slaanesh, and a 4+ invulnerable save
Special Rules:
All are Monstrous Creatures and Chaos Daemons and as such may roll up to 3 times on the
Attribute chart. If in an all-Daemon army, Lesser Daemons of the particular mark become troops,
Beasts become Fast Attack. All Greater Daemons are considered Summoning Icons and as suchDaemons may be summoned around them.
· Bloodthirster: Fearless. Axe of Khorne is a one-handed Khornate Daemon Weaponthat ALWAYS has a Bloodthirster without an Axe of Khorne. Has a Collar of Khorne.· Lord of Change: Fearless. Knows all Tzeentch and non-specific psychic powers
and may cast up to 2 a turn. Automatically passes all psychic tests for psychic powers.
· Great Unclean One: Stubborn. Slow and Purposeful, Feels no Pain, may choose up
to 4 and use up to 2 psychic powers.· Keeper of Secrets: Stubborn. Hypnotic Gaze, may choose up to 3 and use up to 2
psychic powers a turn
· Greater Daemon: May choose up to 2 Undivided Powers and use up to one, andmay be summoned by any icon. May also reroll one failed LD test once per turn.
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HQ Choice- Humanoid Champion
WS BS S T W I A LD SV PV
Aspiring 3 3 3 3 1 3 2 8 5+ 9
Minor 4 4 3 3 2 4 2 9 5+/6++ 24
Major 5 4 3 3 3 4 3 10 5+/6++ 45
Weapons and Wargear : Las/Autogun, Las/Autopistol w/CCW,Flak ArmorUnit comp: 1 Minor or Major champion and 0-8 Aspiring champions.
Special Rules: Independent Character. If this HQ choice is taken, must take at least one
Humanoid Renegade or Mutant troop choice.Origin. You may choose one Origin choice. If Aspiring Champions are taken, they
do NOT have to be of the same origin as the rest of the squad.
Options:
· Replace Las/Autopistol with:Bolt pistol: +1
Needle Pistol: +1
Hand Flamer: +4
Plasma Pistol: +8· Replace Las/Autogun with:Plasma Gun: +10
Assault Bolter +6
Melta Gun:+10Bolt Gun: +1
· Replace CCW with:
Power Weapon:+7Power Fist:+15
Chaos Weapon:+10
Daemon Weapon:+60
· Replace Flak Armor with:Chaos Armor: +16
Carapace Armor: +2
Powered Armor: +6
· Replace Flak Armor ,Las/autogun and Grenades with:
Terminator Armor and Assault
Bolter:+25
· If no Terminator Armor:Jump Pack:+24
Bike:+35
Chaos Steed:+7Chaos Mount: Variable points cost
· May take:Frenzon:+40
Servo Harness:+20
Personal Icon:+25
Psyker:+15
May purchase a Mark of Chaos. Aspiring Champions may not be a Daemon Prince, nor may theytake a Daemon Weapon, or a Personal Icon.
Champions who are psykers may choose 1 psychic power and may use that psychic power,chosen from the list of powers in the Sorceror section.
Origin:
· Inquisitor: +5· Eldar: +15· Imperial Guard: +15
· Beastman: +15
· Dwarf-like: +15
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HQ Choice: Humanoid Sorceror
WS BS S T W I A LD SV PV
Apprentice 3 3 3 3 1 3 1 7 5+/6+ 20
Lesser 4 4 3 3 2 3 2 9 5+/6+ 40
Major 4 4 3 3 3 4 3 10 5+/6++ 70
Weapons and Wargear : Laspistol, CCWComposition: 1 Sorceror. An Apprentice sorceror may not be taken as the only HQ choice.
Special Rules: Psyker, Independent Character, Origin( You may choose one Origin choice. In
this case, apply the Origin choice to the Lesser or Major sorceror only. )
Options:
· Replace Las/Autopistol with:
Bolt pistol: +1
Needle Pistol: +1Hand Flamer: +4
Plasma Pistol: +8
· Replace CCW with:
Power Weapon:+7Power Fist:+15Chaos Weapon:+10
Daemon Weapon:+60
· Replace Flak Armor with:Chaos Armor: +14
Carapace Armor: +2
Powered Armor: +6
· Replace Flak Armor ,
Las/autogun and Grenades with:
Terminator Armor and AssaultBolter:+25
· If no Terminator Armor:
Jump Pack:+24Bike:+35Chaos Steed:+7
Chaos Mount: Variable points cost
· May take:
Servo Harness:+20
Personal Icon:+25
Apprentice Sorcerors may not be a Daemon Prince, nor may they take a Daemon Weapon, or a
Personal Icon or a Jetbike
Origin:
· Inquisitor: Daemonhunters +5 pts
· Eldar: +15 pts
· Imperial Guard: +15 pts· Dwarf-like: +10 pts
Apprentice Sorcerors may take up to 1 power, Lesser and Major Sorcerors up to 2. Powers may
either be of the specific to their god and/or undivided
Undivided:
· Imbue Power· Doombolt· Slow Time
Tzeentch:
· Bolt of Change· Boon of Tzeentch· Psychic Duel
· Reckoning of Tzeentch
· Tzeentch’s Fire Storm · Warp Time
Nurgle:
· Aura of Decay
· Nausea
· Nurgle’s Rot
Slaanesh:
· Acquiescence
· Bedazzle
· Pavane
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Dedicated Transports:
Rhino BS AV PV
-- 11/11/10 28
· Composition: 1 Rhino
· Unit Type: Vehicle (Tank)
· Weapons and Wargear: Assault Bolter, Smoke Launchers· Transport Capacity: 10, with 3 access points: 1 on each side, and 1 on the rear
· Special Rules: Repair· Options:
· May take any of the following:
Dozer Blade: +5
Searchlight:+1Additional Assault Bolter:+10
Daemon Possession:+15
Extra Armor: +10Replace an Assault Bolter with a Havoc
Launcher: +8
Broadcaster: +10
· The BS may either be:
BS3 (Free)BS4 (+7) [This must be taken if
you have a Marine HQ choice or are
transporting Marines]
Dedicated Transports:
Chimera BS AV PV
3 12/10/10 55
· Composition: 1 Chimera
· Unit Type: Vehicle(Tank)
· Weapons and Wargear: Multi-Laser, Heavy Bolter, Smoke Launchers· Transport Capacity: 12, with one access point on the rear
· Special Rules: Amphibious, has 5 Fire Points which are assumed to be taken from the topHatch of the Chimera
· Options:
· Replace Multi-Laser with:Heavy Bolter, Heavy Flamer, or Autocannon:
Free
· Replace Hull Heavy Bolter with HeavyFlamer: Free
· Take Any of the Following:
Dozer Blade: +5Searchlight:+1
Additional Assault Bolter:+10
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10Targeters (+1 BS): +15
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Dedicated Transport: Renegade Transport Vehicle
Renegade Transport
Vehicle
BS AV Points Value
3 9/9/9 20
Unit Composition: 1 Renegade Transport
Unit Type: Vehicle (Tank)Weapons and Wargear: Heavy Stubber
Transport Capacity: 5
Special Rules: Open Topped
Options:
Unit type
options:Weapons options AV options Transport options
May take any
of these:
Skimmer:+20
FastVehicle:
+10
Replace HeavyStubber with:
Heavy Bolter or
Heavy Flamer: +5Autocannon +7Missile Launcher:
+15
Havoc Launcher: +9
May take a Hull
Weapon:
Heavy Bolter: +10Heavy Flamer: +10
Autocannon: +14
TL Heavy Stubber:+10
Upgrade an armorfacing to 10: +2 pts
Upgrade an Armor
facing to 11: +7 ptsUpgrade an armorfacing to 12: +12 pts
(Note that the price forside armor is the same,
so upgrading side
armor to 10 is still only3 pts)
Capacity of 10:+7 pts
Capacity of 12:+12 pts
May be Close-Topped: +5
Smoke
launchers: +2
Searchlight:
+1
Extra Armor:
+10
Daemon
Possession:
+10
Targeter (+1
BS):+15
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Troops Choice: Humanoid Renegades
WS BS S T W I A LD SV Points
Renegade 3 3 3 3 1 3 1 6 5+ 4
Veteran 3 4 3 3 1 3 1 7 5+ 7
Instigator 4 4 3 3 1 3 2 8 5+ 10
AspiringChampion
3 3 3 3 1 3 2 8 5+ +5
Weapons and Wargear: Las/Auto-gun, CCW, Flak Armor
Unit Composition: 5-20 Renegades or Veterans
Transport: May take any dedicated transport for the points listed
Special Rules: Origin. You may choose one Origin choice. If an Aspiring Champion is
taken, it does NOT have to be of the same origin as the rest of the squad.
Options:
· May take an Instigator for 12 points.
· The Instigator may one:Bolt Pistol: +2 pts
Las/auto-pistol: +1 pt
Plasma Pistol: +10· Instigator may take one:
Power Weapon: +10 pts
CCW: +1 pt
May replace one Renegade with anAspiring Champion, it may take any
options normally available to it from the
HQ selection.
· For every 10 Renegades, one may take:
Flamer or Grenade Launcher: +5 ptsMelta or Plasma Gun: +10 pts
(0-1 per squad) Heavy Stubber: +10 pts
· One Renegade may take:Mortar: +5 pts
Heavy Bolter: +10 pts
Autocannon or Missile Launcher: +12 pts
Lascannon: +20 pts· All Renegades may replace their
Las/autogun with Firearms or an additional
CCW: Free
Origin:
· Imperial Guard: The entire unit raises its LD stat by 1. (+1 PPM)
· Beastman: +1 WS, +1 T, -1 LD (+3 PPM)· Dwarf-like: +1 T, -1" to all movement, including moving, running, charging, and
difficult/dangerous terrain (only a natural 1 will wound for difficult terrain) to a
minimum of 1". Relentless. (+4 PPM)
If no Heavy Weapons are taken, the squad may take Chaos Steeds for +3 PPM
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Troops Choice: Marine Renegades
WS BS S T W I A LD SV PV
Marine 4 4 4 4 1 4 1 9 3+ 16
Aspiring
Champion
4 4 4 4 1 4 2 10 3+ +10
Apprentice
Sorceror
4 4 4 4 1 4 1 10 3+ +24
Unit Composition: 5-20 Marine Renegades
Weapons and Wargear: Boltgun, Bolt Pistol and CCW, Powered Armor
Transport: May take any dedicated transport for the points listed
Special Rules: Cults (if the Marines have the proper mark, they may choose up to 1Cult option.)
Options:
For every 5 Renegades, one may
replace its Bolter with:Plasma Gun: +10Assault Bolter +6
Melta Gun:+10
Flamer: +6
The Aspiring Champion/ApprenticeSorceror may replace CCW with:
Power Weapon: +8
Power Fist: +17
The Aspiring Champion/Apprentice
Sorceror may replace its boltpistol
with:Plasma Pistol: +6Hand Flamer: +6
Needle pistol: +3
May replace CCW’s (not power
fists or weapons) with Chainaxesfor +2 PPM.
May replace CCW’s (not power fists or weapons) with
Plagueswords for +2 PPM.
One squad member with any Mark may take a Summoning Icon of that
Mark.
One Renegade may replace itsBolter with:Heavy Bolter:+7
Reaper Auto-cannon:+10Las-cannon:+18Combi-flamer, plasma, or melta:+5
If no Heavy Weapons are taken, the squad may purchase Chaos Steeds for +5 PPM
Cults Veteran Skills
Berzerker+4 PPM
Rubric: +5 PPM except for the
Sorceror.Plague: +5 PPM
Noise: +2 PPM
Deepstrike: +2 PPM
Infiltrate: +2 PPM
Move Through Cover: +1 PPMTank Hunters: +1 PPM
Counter-Attack: +1 PPM
Acute Senses: +1 PPM
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Troops Choice: Mutants
WS BS S T W I A LD SV Points
Mutant 3 2 3 4 1 3 2 5 6+ 6
Boss
Mutant
4 2 3 4 2 3 3 7 6+ +12
Unit Composition: 15-30 Mutants Weapons and Wargear: 1 CCW
Special Rules: May take one free roll on the Chaotic Attributes table, apply it to the entire squad.This does not count towards the amount of attributes you may purchase for this squad.
Options:
· Laspistols: +2 PPM
· Replace CCW or Laspistol with Firearms:+1 PPM
· May replace one mutant with Boss
Mutant for the points cost listed.· May take an Aspiring Champion for the
points cost listed.
Special Attributes: (may only take 1, is one of
the 2 attributes this squad can purchase)· Khornate: Furious Charge(+3 PPM)
· Tzeentchian: Cavalry (+2 PPM)
· Nurglesque: 4+ Armor save (+3 PPM)· Slaanesh: -1 WS to enemy in assaults (+2
PPM)
To represent Undead: -2 WS, BS becomes --, -2 I, Feels No Pain, We'll Be Back, Slow and
Purposeful. This is not a mutation and the squad may be upgraded to Undead for +3 PPM
Troops Choice: Possessed
WS BS S T W I A LD SV PV
Possessed 4 4 5 4 1 4 2 10 3+/5+ 20
Unit Composition: 3-9 Possessed
Weapons and Wargear: Bolter, Bolt-Pistol and Chainsword
Transport: May take any dedicated transport for the points listed
Special Rules: Possessed: The possessed may take up to 5 Chaos Attributes. This squad may not take an
Aspiring Champion or Sorceror.
In addition, the possessed are Fearless and suffer from Instability like Chaos Daemons except
that they may take an invulnerable save to prevent the wounds despite the rules sayingotherwise.
Options:
Of the 5 Chaos Attributes, up to 3 may berolled randomly for +2 PPM for each roll.
Cult Options:
Cults
· Berzerker: +4 PPM· Plague: +5 PPM
· Noise: +3 PPM
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Lesser Daemons
WS BS S T W I A LD SV Points
Bloodletter 5 5 4 3 1 5 2 8 5+ 16
Pink Horror 2 3 3 3 1 3 1 8 5+ 16
Blue Horror 1 2 2 3 1 2 1 6 5+ --
Plaguebearer 4 1 4 5 1 3 1 8 5+ 16Nurgling 3 0 3 3 3 3 3 7 5+ 16
Daemonette 4 3 3 3 1 6 2(3) 8 5+ 16
Lesser
Daemon
4 4 4 3 1 4 2 8 5+ 12
Unit Composition:
Lesser Daemons: 5-20
Nurglings: 1-7 Bases
Weapons and Wargear:
· Bloodletters have Hellblades (Power Weapons), Mark of Khorne and a 3+ armor save· Pink and Blue Horrors: Mark of Tzeentch, Flames of Tzeentch
· Plaguebearers have Plague Weapons (Poisoned 4+) and Mark of Nurgle· Nurglings: Mark of Nurgle
· Daemonettes: Razor Sharp Claws (Rending, are 2 CCW's)
· Lesser Daemons: Mark of Chaos UndividedSpecial Rules: All are Chaos Daemons. Lose Fearless if fighting a Greater Daemon.Pink Horror: Whenever a Pink Horror is eliminated (not by an instability test), place 2 Blue
Horrors within 1" of where it once was. Flames of Tzeentch is R18" Str 3 Ap 4 Assault 2
Nurglings: Swarm
Options: All Daemons besides Bloodletters and Nurglings: May pay 15 points and one Lesser Daemon
may use a psychic power. You should let your opponent(s) know which daemon has the psychic
power.
Bloodletters may take Juggernaughts for +32 PPM
Daemonettes may take Beasts of Slaanesh for +15 PPM
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Fast Attack Choice: Bikers
WS BS S T W I A LD SV PV
Humanoid
Biker
3 3 3 3(4) 1 3 1 7 4+ 17
Marine
Biker
4 4 4 4(5) 1 4 2 9 3+ 27
Humanoid
Combat
Bike
3 3 3 3(4) 2 3 2 7 4+ 27
Marine
Combat
Bike
4 4 4 4(5) 2 4 3 9 3+ 40
Unit Composition: 3-9 Humanoid or Marine Bikers, or 1 Humanoid/Marine Combat
Bike
Weapons and Wargear:
Humanoids have a Laspistol and CCW and Flak Armor and a BikeMarines have a Boltpistol and CCW and Powered Armor and a Bike
Bikes have a TL BoltgunCombat Bikes have a Heavy Stubber and a TL Boltgun
Special Rules: Turboboost
Options:
Marine Options: Humanoid Options:
Any bike may take:Meltabombs: +5 PPM
Every 3rd
model may purchase:Plasmagun: +10
Meltagun: +10Flamer:+7
Combat Bike may replace Heavy
Stubber with:
TL Heavy Stubber: +3Heavy Bolter: +5
Multi-Melta: +15
Any bike may take:Meltabombs: +5 PPM
Every 3rd
model may purchase:Plasmagun: +10
Meltagun: +10Flamer:+7
Combat Bike may replace Heavy
Stubber with:
TL Heavy Stubber: +3Heavy Bolter: +5
Origin: (Humanoids only)
· Eldar: (+2 PPM)· Imperial Guard: (+1 PPM)
· Beastman: (+4 PPM)· Dwarf-like: (+3 PPM)
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Cult and Veteran Options:
Cults Veteran Skills
· Berzerker: (+4 PPM)· Rubrics: (+5 PPM)
· Plague: (+7 PPM)
· Noise: (in this case, replace the
TL Boltgun with a TL Sonic Blaster) +3PPM
Infiltrate (+4 PPM)
Move Through Cover (+2 PPM)
Tank Hunters (+2 PPM)Counter-Attack (+1 PPM)
Acute Senses (+1 PPM)
Fast Attack Choice: Raptors
WS BS S T W I A LD SV Points
Raptor 4 4 4 4 1 4 1 9 3+ 26
Leader 4 4 4 4 1 4 2 9 3+ +3
Unit Composition: 3-10 Raptors
Weapons and Wargear: Bolter, Bolt Pistol+CCW, Powered Armor, Assault Pack Special Rules:
Tactical Assault Pack: Move as Jump Infantry, Hit and Run. In the Assault Phase, if the Raptorsdo not assault or are currently not in assault, they may move 3".
May not purchase a Mark of Chaos.
Options:
Frag Grenades: +1 PPM
Krak Grenades: +2 PPM
Melta Bombs: +4 PPM
For every 3 Raptors, one may replace its Bolterwith:
Flamer: +6
Plasma: +10
Melta: +10
Veteran Options:
Veteran Skills
Infiltrate (+1 PPM)
Move Through Cover (+1 PPM)
Tank Hunters (+3 PPM)
Counter-Attack (+1 PPM)
Acute Senses (+1 PPM)
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Fast Attack Choice: Chaos Spawn
WS BS S T W I A LD SV Points
Chaos
Spawn
3 0 5 5 3 3 D6 6 4+ 30
Unit Composition: 1-3 Chaos Spawn
Weapons and Wargear: You don't want to know. (2 CCW)Special Rules: Fearless, Scout. At the beginning of each of your turns roll 2d6. If the result is
higher than the Chaos Spawn's LD, it gains Rage until the end of turn.Must take 2 rolls on the Chaos Attribute table. May pay 8 points for additional rolls on the table
but only 56 points in all may be paid for rolls on the attribute table.
Fast Attack Choice: Renegade Walker
WS BS S AV I A PV
3 3 6 F S R
10 10 10
3 1 20
Unit Composition: Squadron of 1-3 Walkers
Unit Type: Vehicle (Walker, open-topped)
Weapons and Wargear: Heavy Stubber, CCW
Special Rules: You may choose to upgrade the Renegade Walkers individually though they are
part of a squadron.
Options:
Weapons Armor Other
Replace Heavy Stubber with:Havoc Launcher: +8
Heavy Bolter: +10
Autocannon: +12
Missile Launcher: +15Power Weapon: +10Power Fist: +20
Heavy Flamer: +10
Replace CCW with:Heavy Stubber: +8
Heavy Bolter: +13
Autocannon: +16Power Weapon: +8
Power Fist: +15
Increase an armor value to 11:+5
Increase an armor value to 12:+15
Vehicle is Close-topped: +10
Increase WS or BS or I to4: +15 pts
Daemon Possession: +10
Extra Armor: +10
Broadcaster: +13
The Walker may have the following special rules for the prices below, but all walkers in that
squad must take them:Scouts: +5 PPM
Move Through Cover: +2 PPM
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Chaos Beasts
WS BS S T W I A LD SV PV
Fleshound 5 0 4 3 1 5 2 8 5+ 12
Screamer 3 3 3 3 1 3 1 8 5+ 16
Beast of
Nurgle
3 0 3 5 2 2 1 8 5+ 18
Fiend 4 0 3 3 1 6 2 8 5+ 15
Furies 4 0 3 3 1 4 1 8 5+ 10
Weapons and Wargear:
Flesh-hound: Claws (2 CCW), Mark of Khorne
Screamer: Warp Jaws (power weapon), Mark of Tzeentch
Beast of Nurgle: Claws (2 CCW), Mark of Nurgle
Fiend: Rending Claws (2 CCW, Rending), Mark of Slaanesh
Furies: Claws (2 CCW)
Special Rules: All are Chaos Daemons
Flesh-hound: Cavalry
Screamer: Moves like a Jetbike, has a shooting attack of R36” Str 4 Ap – Assault 2 Beast of Nurgle: Slow and Purposeful
Fiend: Fleet, Cavalry
Furies: Move as Jump Infantry
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Elites Choice: Chosen
. WS BS S T W I A LD SV Points
Chosen 5 5 4 4 1 4 2 10 3+/6++ 25
Sorceror 5 5 4 4 1 4 2 10 3+/6++ +18
Champion 5 5 4 4 2 5 3 10 3+/6++ +20
Unit Composition: 3-10 Chosen Weapons and Wargear: Bolter, Bolt-Pistol+ CCW, Powered Armor, Frag Grenades
Transport: May take any dedicated transport for the points listed
Special Rules:
The Chosen: If the Chosen take a Mark, the mark's abilities and point costs are changed to:
Khorne: +1 BS (+2 if moving at half distance or less or if stationary) or +2 A (+8 PPM)
Tzeentch: May purchase an additional 2 attributes. (+3 PPM)
Nurgle: +1 to base T (so T5) (+8 PPM)
Slaanesh: Fearless. (+3 PPM)
Undivided: May choose to pass or fail any LD test (+5 PPM)If the Chosen have the proper sacred number, instead of a free Aspiring Champion, they may
take one additional mutation. Options:
· One Chosen may be upgraded to a
Champion.
· Every other Chosen may be upgraded to
a Sorceror unless they have the Mark of Khorne. They may choose one Psychic power
from the list afforded to them.
· Every other Chosen may take:Plasma Gun: +10
Assault Bolter +6
Melta Gun:+10
Flamer: +6· Any Chosen may replace its CCW with:
Power Weapon: +7
Power Fist: +15
Khornate Chainaxe: +2 PPMPlaguesword: +2 PPM
· All Chosen may replace their Bolter,
BP+CCW, and Grenades with Terminator
Armor and an Assault Bolter: +15 PPM
· Every other Chosen in Terminator Armormay replace their Assault Bolter with:
Heavy Bolter: +7
Reaper Auto-cannon: +12Las-Cannon: +18
Combi-Flamer/Plasma/Melta: +5
· If no Terminator Armor, may take:
Tactical Assault Pack: +15 PPMBike:+15 PPM
Jet-bike:+30 PPM
Chaos Steed:+4 PPM
Chaos Mount: Variable points cost, havethe cost rounding down, for the PPM
Veteran Skills
Deepstrike: +3 PPM
Infiltrate: +3 PPM
Move Through Cover: +1 PPM
Tank Hunters: +2 PPM
Counter-Attack: +1 PPM
Acute Senses: +1 PPM
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Elites Choice: Big Mutants
WS BS S T W I A LD SV PV
Big
Mutant
4 2 5 5 3 3 2 8 6+ 30
Boss 5 2 5 5 3 3 3 9 6+ +15
Weapons and Wargear: Las/autogun, CCW Unit Composition: 3-6 Big MutantsSpecial Rules: May take one free roll on the Chaotic Attributes table, apply it to the entire squad.
This does not count towards the amount of attributes you may purchase for this squad.Big Mutants may not purchase a Mark of Chaos.
Options:
· Laspistols: +2 PPM
· Replace Las/autogun withFirearms: +1 PPM
Ripper Guns: +6 PPM
· May replace one mutant with BossMutant for the points cost listed.
Special Attributes: (may only take 1, is one of
the 2 attributes this squad can purchase)· Khornate: Furious Charge(+4 PPM)
· Tzeentchian: Cavalry (+4 PPM)
· Nurglesque: 4+ Armor save (+3 PPM)· Slaanesh: -1 WS to enemy in assaults (+3
PPM)
To represent Undead: -2 WS, reduce BS to -- (they can never shoot), -2 I, Feels No Pain, We'll
Be Back, Slow and Purposeful. This is not a mutation and the squad may be upgraded to Undead
for +8 PPM
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Elites Choice: Chaos Dreadnought
WS BS S AV I A Points
value
Dreadnought 4 4 6 F S R
12 12 10
4 1 90
Unit Composition: 1 Dreadnought
Unit Type: Vehicle(walker)
Weapons and Wargear: Heavy Bolter, Dreadnought CCW
Special Rules: Insane: Once per turn, at the beginning of each of your turns, if there is
not a model with a Servo Harness within 12”, roll 1d6. On a 1, this model gains Rageand moves towards the nearest model and, if possible, enters in assault against it. On a 6,
the model fires all of its weapons-twice-at the nearest model.
Options:
Replace Heavy Bolter with:
Autocannon: +2Reaper Autocannon: +4Missile Launcher: +5
Dreadnought CCW: +10
Heavy Flamer: Free
Multi-Melta or Plasma Cannon: +11Lascannon: +8
Replace Dreadnought CCW with:Heavy Bolter: +5Autocannon: +8
Reaper Autocannon: +11
Daemon Possession: +10Extra Armor: +10
Broadcaster: +13
May purchase an Aspiring Championwith a Servo Harness for +30 points, it
may not take any other upgrades
besides a Mark and upgrades to the
Servo Harness, the Champion isconsidered part of the same squad as
the Dreadnought and is not an
Independent Character
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Heavy Support Choice: Defiler
WS BS S AV I A Points
value
Defiler 5 3 8 F S R
12 12 11
4 2 140
Unit Composition: 1 Black DefilerUnit Type: Vehicle(walker)
Weapons and Wargear: Battlecannon, Reaper Autocannon, Dreadnought CCW
Special Rules: The Reaper Autocannon is considered a Defensive Weapon on this
Walker, and this walker may fire any of its weapons and assault. The Defiler may
choose to fire its Battlecannon alone and get +1 BS. If fired alone, the Battlecannon may
be fired Indirectly.
Options:
Replace Reaper Autocannon with:Missile Launcher: +5
Dreadnought CCW: +10Heavy Flamer: FreeMulti-Melta or Plasma Cannon: +11
Lascannon: +8
Replace Dreadnought CCW with:Heavy Bolter: +5
Autocannon: +8
Reaper Autocannon: +11
Daemon Possession: +10
Extra Armor: +10
Broadcaster: +13
May purchase an Aspiring Championwith a Servo Harness for +30 points, itmay not take any other upgrades besides
a Mark and upgrades to the Servo
Harness, the Champion is consideredpart of the same squad as the
Dreadnought and is not an Independent
Character
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Heavy Support Choice: Havocs
WS BS S T W I A LD SV Points
Havoc 4 4 4 4 1 4 1 9 3+ 16
Sergeant 4 4 4 4 1 4 1 9 3+ 16
Aspiring
Champion
4 4 4 4 1 4 2 9 3+ +3
Unit Composition: 1 Sergeant and 1-9 Havocs
Weapons and Wargear: All have Bolters, Bolt pistols and CCWs, Powered Armor
Transport: May take any dedicated transport for the points listed
Special Rules: If the Sergeant/Aspiring Champion does not fire, any Havoc may fire at
any legal target but you must declare what Havocs are firing at what before you start
rolling. Khorne Havocs may fire into close combat, even if it involves a friendly unit.
After rolling to hit, randomize the hits between the units locked in combat fairly. (I.e.,on a 1-3 it hits one side, on a 4-6 it hits the other side.) Then you can proceed to the to-
wound phase.
Options:
0-4 Havocs may replace its Boltgun (or SonicBlaster) with one of the following weapons.
Only 1 Plasma Cannon may be taken.· Autocannon: +15
· Heavy Bolter: +12
· Heavy Flamer: +10
· Heavy Stubber: +8· Lascannon: +20
· Missile Launcher: +16
· Multi Melta: +16· (0-1) Plasma Cannon: +20
Addendum: For Havoc Squads, the Mark of Khorne costs 6 points per model, not 3.
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Heavy Support: Predator
Predator BS AV PV
-- 13/11/10 50
Composition: 1 Predator
Unit Type: Vehicle(Tank)
Weapons and War gear: Autocannon, Smoke Launchers
Options:
Replace Autocannon with Heavy Bolter:
Free
Replace Autocannon with Twin-LinkedLascannons: +45
May take side Sponsons with Heavy
Bolters: +20 or Lascannons: +50
Take Any of the Following:Dozer Blade: +5
Searchlight:+1Assault Bolter or Havoc Launcher:+10
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:
BS3 (Free)BS4 (+10) [This must be taken if you have
a Marine HQ choice]
Heavy Support: Vindicator
Vindicator BS AV PV
-- 13/11/10 100
Composition: 1 VindicatorUnit Type: Vehicle(Tank)
Weapons and Wargear: Demolisher Cannon, Smoke Launchers
Options:
Take Any of the Following:Dozer Blade: +5
Searchlight:+1Assault Bolter or Havoc Launcher:+10
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:BS3 (Free)BS4 (+15) [This must be taken if you have
a Marine HQ choice]
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Heavy Support: Land Raider
Land Raider BS AV PV
-- 14/14/14 230
Composition: 1 Land Raider
Unit Type: Vehicle(Tank)
Weapons and Wargear: Twin-Linked Heavy Bolter, 2 Twin-Linked Lascannon Sponsons
Transport Capacity: 12 models (or 6 Terminators)
Special Rules: Cursed Machine Spirit, Assault Ramp
Options:
Take Any of the Following:
Searchlight:+1Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:BS3 (Free)
BS4 (+10) [This must be taken if you have
a Marine HQ choice]
Heavy Support: Land Raider, Legionnaire-Class
Land Raider BS AV PV
-- 14/14/14 260
Composition: 1 Vindicator
Unit Type: Vehicle(Tank)
Weapons and Wargear:, 2 Twin-Linked Autocannon Sponsons
Transport Capacity: 18 models (or 9 Terminators)
Special Rules: Cursed Machine Spirit, Assault Ramp
Options:
Take Any of the Following:Searchlight:+1
Daemon Possession:+15
Extra Armor: +10
Broadcaster: +10
The BS may either be:
BS3 (Free)
BS4 (+10) [This must be taken if you have
a Marine HQ choice]
Heavy Support Choice: Renegade Heavy Vehicles
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Leman Russ BS AV Points value
3 14/13/10 150
Leman Russ
Demolisher
BS AV Points value
3 14/13/11 165
Basilisk BS AV Points value
3 12/10/10 120
Unit Composition: 1 Leman Russ or 1 Leman Russ Demolisher or 1 Basilisk
Unit Type: All are Vehicle(Tank), Basilisk is Open-Topped
Weapons and Wargear:
Leman Russ has a BattleCannon, a Hull Heavy Bolter, and Smoke Launchers
Leman Russ Demolisher has a Demolisher Cannon, a Hull Heavy Bolter, and
Smoke Launchers Basilisk has an Earthshaker Cannon, a Hull Heavy Bolter, and Smoke Launchers
Special Rules: For every Imperial Guard or Dwarf-like origin Renegade squad, you may take
one of these 3 vehicles in a Heavy Support choice.
Options:
Leman Russ/Demolisher Basilisk
Exchange Heavy Bolter for:
Heavy Flamer: Free
Lascannon: +15
May take sponsons armed with:Heavy Bolters/Heavy Flamers: +20
Multi-Meltas: +30Plasma Cannons: +40
Exchange Heavy Bolter for:
Heavy Flamer: Free
Armored Crew Compartment(become closed topped): +15
Any vehicle may take:
Pintle-mounted Heavy Stubber or Assault (Storm) Bolter: +10
Hunter Killer Missile: +10
Extra Armor: +10
Daemon Possession: +15
Camo Netting: +20 for Leman Russes, +30 for Basilisks