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Special Rules

Contents
Chaos Space Marines Special Rules
• Champion of Chaos
‣ Chaos Boon Table
• Daemon Weapon
• Veterans of the Long War
Mark of Chaos
• Mark of Khorne
• Mark of Nurgle
• Mark of Slaanesh
• Mark of Tzeentch
Special Rules
• Bessech the Dark Gods
• Blessing of the Blood God
• Blinded
• Corrosion
• Crazed
• Cursed
• Daemonforge
• Dark Apotheosis
• Demagogue
• Detonate
• Duelist Pride
• Enhanced Warriors
• Firing Calibration
• Flail
• Fuelled by Hate
• Gnaw
• Impaler
• Inferno
• Lifedrain
• Mark of Chaos Ascendant
• Master of Mechanisms
• Meteoric Descent
• Meteoric Descent
• Murder
• Mutated Beyond Reason
• Mutilator Weapons
• Obliterator Weapons 
• Plague Zombies
• Random Attacks
• Rapid Tracking
• Repair 
• Shatter Defences
• Shell Shock
• Siege Crawler  
• Smash
• Spawnhood
• The Betrayer
• The Destroyer Hive
• Unguided
• Vessels of Chaos
• Warpflame Strike 
• 
Daemon of Khorne
• 
Favoured Scions
• 
Killshot
• 
Lethal Discharge
• 
Linebreaker Bombardment
• 
Unstoppable
• 
At Any Cost
• 
Blazing Weapons
• 
Divine Protection
• 
Never Forgive
• 
Shadowy Herald of Strife
• 
Aerial Strike
• 
Daemonforge
• 
Ark of Unnameable Horror
• 
Baleful Aberration
• 
Blind Fury
• 
Crushing Weight
• 
Daemonic Resilience
• 
Dedicated to Slaanesh
• 
Dedication to Chaos
• 
Dedications of Chaos (Chaos Decimator)
• 
Doomsday Reactor
• 
Drop Pod Assault
• 
Explosion of Pus
• 
Fury of Khorne
• 
Heat Blast
• 
Hellfire Reactor
• 
Hellish Demise
• 
Independent Machine Spirits
• 
Independent Turret Fire
• 
Inertial Guidance System
• 
Infernal Relic
• 
Multi-legged Terror
• 
Overdriven Sonic Weaponry
• 
Runes of the Blood God
• 
Unholy Vigour
• 
Unnatural Predator
• 
Ecstasy
• 
Mental Anguish
• 
Lord of the Silver Tower
• 
Omniscient Eye
• 
Relic Hunters
• 
Transmogrify
• 
Unearthly Power
• 
Warpflame
Lords of War Special Rules
• Fuelled by Rage
• Tracked Behemoth
• 
Agile
• 
Daemon Titan of Khorne
• 
Daemon Titan of Nurgle
• 
Daemon Titan of Slaanesh
• 
Daemon Titan of Tzeentch
• 
Daemonic Transport
• 
Fenzied Charge
• 
Reactor Meltdown
• 
Unstoppable Slaughter
Tactical Objectives
Warlord Traits
Wing Leaders
• 
Heldrake Wing Leaders
This section details army special rules including Chaos Space Marines Special Rules, Mark of Chaos, Lords of War Special Rules, Tactical Objectives, Warlord Traits and Wing Leaders.

Chaos Space Marines Special Rules


Champion of Chaos

It is not unusual for the Chaos powers to bestow strange boom and mutations upon those who kill in their name. Not all of these boons are beneficial - the dark ones are as fickle as they are inscrutable, and even their most ardent followers are little more than pawns in a celestial game.
A model with the Champion of Chaos special rule must always issue and accept a challenge whenever possible. If there is more than one model in a combat with this special rule, you may select which model issues or accepts the challenge. Whenever a character with the Champion of Chaos special rule kills an enemy character, you must immediately check to see if the Dark Gods reward him. To do this, roll a D66 on the Chaos Boon table below - by this we mean roll two D6, one after the other, counting the first dice as ‘tens’ and the second dice as ‘units’. Then refer to the table below to see what boon (if any) your champion has gained.

So, if you roll a 3 on the first dice and a 5 on the second, you would get a D66 roll of 35 - your champion would now benefit from the Mechanoid Chaos Boon. This boon lasts for the rest of the game; make a note of it on your army roster next to that character’s entry.

If a boon is rolled that tile character already has, the roll has no effect. If an enemy character dies as a result of multiple Wounds being allocated to it simultaneously, and one or more o f those Wounds were caused by the champion, that champion still rolls on the Chaos Boon table. Note that destroying models in a Sweeping Advance does not confer a roll on the Chaos Boon table.

Chaos Boon Table

D66Chaos Boon
11-16Unworthy Offering: No reward. 
21-22Spawnhood: Replace model with Chaos Spawn
23Warp Frenzy: +1 Attack. 
24Fragment of Immortality: Eternal Warrior
25Strength of the Berzerker: +1 Strength. 
26Arcane Occulum: +1 Ballistic Skill. 
31Cerebral Cogitator: +1 Initiative. 
32Bloated: Returned to full Wounds or, if unwounded, has +1 Wound. 
33Crystalline Body: +1 Toughness. 
34Shield of Force: Shrouded
35Mechanoid: Armour Save improves by 1. 
36Blade of Chaos: A Melee weapon now has Fleshbane
41Witch-Eater: Passing a Deny the Witch test makes the enemy Psyker take a S6 AP2 hit. 
42Cosmic Fate: Re-roll failed armour saves
43Venomous: Melee attacks are Poisoned
44Unholy Crusader: Crusader
45Meteoric Charge: Hammer of Wrath
46Icy Aura: Enemy models in base contact at Initiative Step 1 take a S4 AP5 hit. 
51Mind of Metal: Adamantium Will
52Gun Morph: A ranged weapon has +1 Strength. 
53All-consuming Hatred: Hatred
54Warp Claws: Shred
55Lifetaker: Melee attacks have Instant Death
56Blademaster: +1 Weapon Skill. 
61Voice of Horus: Stubborn
62Temporal Distortion: Fleet
63Masochism: Feel No Pain
64Multiple Rewards: Roll another D3+1 times on this table; re-roll Spawnhood and Dark Apotheosis results. 
65Dark Apotheosis: Replace model with Daemon Prince

Daemon Weapon

The most powerful of all weapons used by Chaos champions have Daemons bound into them, imprisoned by the complex rites o f the Soul Forges. Each weapon is a unique artefact, named for die warp-entity trapped within it. Some of these bear only a flicker o f sentience, but some rage so powerfully against their fate diat dieir wielder becomes a slave, and the blade the master.
At the start of each Fight sub-phase during which the bearer of a Daemon Weapon is locked in combat, roll a D6. On a roll of a 1, the model immediately suffers a Wound with no armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+, the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple Melee weapons, only roll a D6 if he chooses to attack with a Daemon Weapon.

Veterans of the Long War

Many Chaos Space Marine factions have been locked in a constant, grinding war against the Imperium of Man for centuries, if not millennia. The burning hate they feel for their loyalist brothers has had time to fester, now eclipsing all other emotions. This applies, above all, to the original nine Traitor Legions who flocked to Horns’ banner ten millennia ago and continue their war against their loyal brethren to this day.
Models with the Veterans of the Long War special rule have the Hatred (Space Marines) special rule (see designer’s note below) and +1 Leadership (remember that a model’s Leadership cannot be modified above 10). When Veterans of the Long War is listed in a unit’s special rules, the Leadership increase will already have been taken into account in its profile.

Designer’s Note
Some rules in this book provide Preferred Enemy (Space Marines) or Hatred (Space Marines). The category ‘Space Marines’ comprises all units taken from the following codexes: Space Marines, Black Templars, Blood Angels, Dark Angels, Grey Knights and Space Wolves.

Mark of Chaos

A model or unit may only purchase on Mark of Chaos. An indepened character with Mark of Chaos may not join a unit with a different Mark of Chaos. When Mark of Chaos is listed in a unit special rules, its effects will have already been taken into account in its profile, where applicable.

Mark of Khorne

The Mark of Khorne is bestowed only upon those whose relentless rage and boundless ferocity pays due homage to the Blood God’s own. To such disciples, Khorne grants an unholy wrath that bums as hot as the stars.
Models with the Mark of Khorne have the Rage and Counter-attack special rules.

Mark of Nurgle

Nurgle's blessing manifests not only as a suite of virulent plagues and diseases, but also as the inhuman constitution needed to survive them.
Models with the Mark of Nurgle have +1 Toughness. Additionally, a Psyker with the Mark of Nurgle must generate at least one of his powers from the Discipline of Nurgle.

Mark of Slaanesh

The devotees of Slaanesh have their senses and reactions heightened to a supernatural degree, all the better to drink in the extreme, multifaceted stimuli of the battlefield. A warrior gifted in this manner will move with uncanny grace and speed, his blade lashing out like the tongue of a serpent as he revels in the ugly spectacle of death.
Models with the Mark of Slaanesh have +1 Initiative. Additionally, a Psyker with the Mark of Slaanesh must generate at least one of his powers from the Discipline of Slaanesh.

Mark of Tzeentch

Those dedicated to Tzeentch enjoy the protection and prescience of the Master of Manipulation.
Models with the Mark of Tzeentch have +1 to their invulnerable save (to a maximum of 3+), If given to a model that does not already have an invulnerable save, this mark confers an invulnerable save of 6+. Additionally, a Psyker with the Mark of Tzeentch must generate at least one of his powers from the Discipline of Tzeentch.

For example, Thousand Sons have an aura of dark glory (5+ invulnerable save) and the Mark of Tzeentch, so have a total invulnerable save of 4+.

Special Rules


Bessech the Dark Gods

Characters in a Dark Apostle’s unit (including Dark Apostle) may re-roll Chaos Boon rolls.

Blessing of the Blood God

Khârn and his unit always pass their Deny the Witch test on a 2+. In addition, if Khârn suffers an unsaved Wound from Force weapon, that weapon cannot inflict Instant Death upon him.

Blinded

The Axe of Blind Fury's bearer has -1 Weapon Skill and Ballistic Skill, and has Rage Special rule.

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+.

Crazed

Each glancing and penetrating hits give the Helbrute a crazed marker. Roll a D3 if the model has 1+ crazed markers next to it at the start of its Movement phase.

D3Crazed Result
1Fire Frenzy: Immobilised this turn. If unengaged, it must fire all of its weapons twice. If possible, the target must be a unit that caused one or more glancing and penetrating hits on it in the previous turn. If not, the target must be the nearest visible enemy. 
2Rising Fury: Recovers from Crew Stunned and Crew Shaken result. Has the Rage special rule this turn. 
3Blood Rage: Recovers from Crew Stunned and Crew Shaken result. Has the Fleet and Rage special rule this turn. Must Run if not in maximum charge range of an enemy. If this is not possible, it may fire its weapons. 

Cursed

If model suffers an unsaved Wound from the Black Mace it must take a Toughness test. If the test is failed, remove the model as a casualty with no saves of any kind allowed. In addition, at the end of phase in wich the Black Mace causes one or more unsaved Wounds, all non-vehicle enemy model within 3" of the bearer, which haven't suffered an unsaved Wounds from Black Mace this phase, must take Toughness test. Any model that fail the test suffer a Wound with no saves of any kind allowed.

Daemonforge

For one Shooting or Assault phase per game, the model may re-roll all failed To Wound roll and all failed armor penetration rolls. At the end of that phase, roll D6 lose a Hull Point (no saves) if you roll a 1.

Dark Apotheosis

The champion is transformed into a Daemon Prince equipped with power armour. This follows the rules for Spawnhood with the following exceptions:
  • In every instance, replace the words "Chaos Spawn" with "Daemon Prince".
  • If the champion had a Mark of Chaos, the Daemon Prince is instead a Daemon of the same Chaos god.
  • If the champion was your Warlord, he retains his Warlord Trait.

Demagogue

Friendly units from this codex within 6'' must use Dark Apostles’ Leadership instead of their own.

Detonate

If a Doombolt hits a vehicle and causes an Explodes! result, roll 2D6 to determine the range of the explosion.

Duelist Pride

While Lucius is in a challenge, his Attacks characteristic is equal to Weapon Skill of his opponent.

Enhanced Warriors

One Chaos Space Marine unit in the same army as Fabius Bile can be nominated as Enhanced Warriors. That unit has the Fearless special rule and +1 Strenght for the entire game. Of course, what fate befalls them after the battle is anyone's guess...

Firing Calibration

This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless rule or if the carrying model is a vehicle, etc.

Flail

If one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the Fight sub-phase, roll D3 and subtract the result from the Weapon Skill of those models (to a minimum 1) for the dutation of that phase.

Fuelled by Hate

For every Hull Point the Infernal Relic Achilles has lost, the Strength and AP values of the quad mortar improve by +1 and the Shell Shock penalty suffers a further -1.

For example, if the vehicle has lost two Hull Points, the quad mortar's Strength is 7 and its AP is 3, and Pinning tests are taken.

Gnaw

Successful saving throws against this weapon must be re-rolled.

Impaler

Using the Impaler counts as a shooting attack, which hits on a 4+. If the harpoon strikes a successful penetrating hit against a vehicle, or an unsaved wounding hit against a Monstrous Creature which survives its attack, then the daemonically empowered chain snaps back and the victim is abruptly dragged toward the Blood Slaughterer. Measure a straight line between the Blood Slaughterer and its target, and move the target model 2D6" towards the Blood Slaughterer If the target model moves in to base contact with the Blood Slaughterer, the Blood Slaughterer then counts as having charged it.

Inferno

For each model that is removed as a casualty as a result of Tzeentch’s Firestorm, the remainder of the unit immediately takes a further D3 Strength 3 AP- hits. These extra hits do not themselves generate more hits.

Lifedrain

Each time this power is used, remove up to 3 of the War Coven from play. The number of Sorcerers removed determines the value of 'X' and therefore the number of blast markers that are used for the attack.

Mark of Chaos Ascendant

If Abaddon is included in your primary detachment, he must be the Warlord. He also has all four Marks of Chaos. Note that, due to the Mark of Tzeentch, the invulnerable save provided by Abaddon's Terminator armour is increased to 4+. If Abaddon rolls Spawnhood or Dark Apotheosis on the Chaos Boon Table, re-roll this result (and any further results of the same). The Despoiler is not meant for Daemonhood just yet!

Master of Mechanisms

Unless Gone to Ground or Falling Back, instead of firing in your Shooting phase, choose to:
a) Repair a friendly vehicle or
b) Curse a single enemy vehicle.

Repair: Must be in base contract or embarked upon target. Roll a D6 (+1 with mechatendrils). On a 5+, either restore a Hull Point, repair Weapon Destroyed or repair Immobilised.

Curse: Must be within 18" of target. Roll To Hit. If it hits, the targets weapons have Gets Hot until the end of its next turn.

Meteoric Descent

Heldrakes have the Vector Strike special rule. However, as they are a vehicle, they can perform a Vector Strike whilst Zooming instead of whilst Swooping. Furthermore, hits caused by a Heldrake’s Vector Strike are resolved at Strength 7.

Meteoric Descent

Like daemonic birds of prey, Heldrakes dive down to slam talons-first into their prey. Aircraft are ripped open and flung broken from the skies. Battle tanks are sent bouncing and rolling by the sudden impact of the Heldrake’s claws. Infantry are shredded in geysers of blood, or borne aloft and dropped screaming to their deaths far below. When the shadow of the Heldrake falls across them, the Daemon Engines’ prey are surely doomed.
Heldrakes have the Vector Strike special rule. Furthermore, hits caused by a Heldrake’s Vector Strike are resolved at Strength 7.

Murder

Immediately before the start of the first turn you must nominate one enemy character to be the target of the bearer of the Murder Sword (this can even be one in reserve; remember to tell your opponent which character you have nominated). Whilst the bearer is base contact with the nominated character, the Murder Sword's Strength become x2, its AP become 1, and it has the Instant Death special rule.

Mutated Beyond Reason

Each unit locked in combat roll a D3 at the start of the Fight sub-phase.

D3Mutation
1Subcutaneous Armour: Armour Save of 4+ 
2Grasping Pseudopods: Roll two D6 and pick the higest for number of Attacks 
3Toxic Haemorrhage: Poisoned (4+) 

Mutilator Weapons

Choose what weapon the units will fire each turn from the following list:
Every Mutilator in the units must fire the same weapon. An Mutilator unit choose the same weapon in two of your consecutive Fight sub-phases.

Obliterator Weapons 

Choose what weapon the units will fire each turn from the following list:
Every Obliterator in the units must fire the same weapon. An Obliterator unit cannot choose to fire the same weapon in two of your consecutive Shooting phases.

Plague Zombies

Once any Chaos Cultist units in the same army as Typhus can be nominated as Plague Zombies. Plague Zombies are Chaos Cultists that have the Fearless, Feel No Pain and Slow and Purposeful special rules, and cannot purchase options other than to add additional models to he unit. They are armed with a single close combat weapon - any guns are used strictly for the purposes of clubbing their victims to death!

Random Attacks

At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn unit that is locked in combat. The result is the number of Attacks (before modifiers) that all Chaos Spawn in the unit have this turn.

Rapid Tracking

Targets may not take Jink saves against damage from this weapon.

Repair 

Immobilised Rhinos may attempt to repair instead of shooting. Roll a D6 in the Shooting phase; it is no longer Immobilised if you roll a 6.

Shatter Defences

After deployment, before Scout redeployments and Infiltrate moves, one piece of terrain in your opponent’s deployment zone has its cover save decreased by one.

Shell Shock

Due to the repeated impact of the quad launcher's shells Pinning tests taken because of its attacks are made at a -1 Leadership penalty.

Siege Crawler  

Move as Beasts; +1 to armour penetration rolls against buildings in close combat.

Smash

When a building or transport takes a penetrating hit from a Decimator's Smash attack, any units inside suffer D6 heavy flamer hits for each heavy flamer the Decimator has, in addition to any other damage inflicted. The Decimator can only benefit from the Smash rule as long as it has at least a single siege claw.

Spawnhood

The champion is transformed into a Chaos Spawn. Place a spare Chaos Spawn model, on full Wounds, within 3" of the champion (or the vehicle in which he is embarked) and more than 1" from enemy models. Then, remove the champion model from play. If the Chaos Spawn cannot be placed, just remove the champion. The champion only counts as killed once this Chaos Spawn is removed as a casualty, or if it cannot be placed on the board. The champion is now a separate, unengaged, non-scoring unit that retains none of the champion’s special rules or wargear. It does, however, retain the same Mark of Chaos (if it had one). If the champion was your Warlord, this Chaos Spawn remains your Warlord but loses his Warlord Trait.

The Betrayer

When rolling To Hit with Khârn melee attacks, any unmodified rolls of a 1 are not discarded. Instead, they automatically hit a friendly model (but not Khârn) locked in the same combat. Randomly determine (for each roll of a 1) which model is hit, from those within 6" of Khârn. If there are no viable targets in range, these attacks are discarded.

The Destroyer Hive

Once per game, in any Assault phase, Typhus can unleash the Destroyer Hive instead of attacking. At the start of Typhus' Initiative Step, place a large balst marker with the hole centred over Typhus (this does not scatter). All units (friend and foe) suffer a number of hits equal to the number of model from their unit that are at least partially under the larger blast marker. These hits are resolved at Strength 4 AP2 and have the Ignores Cover special rule. Do not count Typhus when working out how many hits are caused. Wounds from this attack cannot be allocated to Typhus.

Unguided

This weapon is always treated as if it was fired as a Snap Shot.

Vessels of Chaos

Each unit locked in combat roll a D3 at the start of the Fight sub-phase:

D3Mutation
1Strength of the Damned: Re-roll all failed To Wound rolls
2Vorpal Claws: Melee weapons are AP3. 
3Supernatural Speed: +1 Attack and +1 Initiative. 

Warpflame Strike 

When Warp Talons arrive by Deep Strike, all enemy units within 6" count as having been hit by a weapon with Blind special rule.

Daemon of Khorne

Daemons of Khorne have the Daemon, Furious Charge and Hatred (Daemons of Slaanesh) special rules.

Favoured Scions

When a model from a Chaos Warband earns a roll on the Chaos Boon table as a result of the Champion of Chaos special rule, roll twice on the table and choose either one or both of the results.

Killshot

Whilst this unit includes three Chaos Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules.

Lethal Discharge

After this attack has been resolved against the target, roll a dice for every other enemy unit within 6" of the target. On the roll of a 4 or more, that unit suffers D6 Strength 5 AP4 hits that are Randomly Allocated.

Linebreaker Bombardment

If this unit contains three Chaos Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.

Unstoppable

Khârn’s melee attacks always hit on a 2+ (even if they would otherwise hit automatically).

At Any Cost

The following additional objectives must be used in missions that include both Cypher and Dark Angels models:
  • If Cypher is captured (see Divine Protection special rule) by a Dark Angel model*, the player whose army includes the Dark Angels scores 3 Victory Points.
  • If the Cypher is forced to escape or is captured by a model that is not a Dark Angel*, neither side receives any additional Victory Points.
  • If Cypher is neither captured nor forced to escape before the end of the battle, the player whose army includes Cypher scores D3 Victory Points.
* If several models are in a position to capture Cypher, some of which are Dark Angels and some of which are not, randomly decide which of the models is the one that captures him.

Blazing Weapons

Cypher can shoot both of his pistols twice each in his Shooting phase, or can fire them once each either before or after making a Run move. When taking Overwatch shots, Cypher uses his full Ballistic Skill. In the Assault phase, half of Cypher’s close combat attacks (rounding up) are Strength 4 and AP5, and all remaining attacks are Strength 7 and AP2.

Divine Protection

If there is an enemy model within D6" of Cypher when he loses his last Wound or is otherwise removed as a casualty, then Cypher is assumed to have been captured alive. If there are no enemy models within this range when Cypher is removed as a casualty, then he has made a miraculous escape. If Cypher escapes, then he is not considered to be a casualty for the purposes of awarding Victory Points. If he is captured, then Victory Points are awarded normally.

Never Forgive

In missions that include both Cypher and Dark Angels models, all Dark Angels models with the Deathwing (renamed from Inner Circle 6th edition Dark Angels rule) special rule also receive the Zealot special rule.

Shadowy Herald of Strife

Cypher cannot be selected as the Warlord of an army. In addition, the Leadership characteristic of the Warlord of an army that includes Cypher suffers a -1 penalty.

Aerial Strike

Heldrakes tear at their airborne opponents with talon and fang, ripping planes apart like hapless prey.
In a Dogfight, a Heldrake which is tailing an opponent at a range of up to 12" in the Attack sub-phase can make an Aerial Strike in addition to its other attacks. The Aerial Strike inicts a Strength 7 AP2 hit.

Daemonforge

Daemon Engines are driven by the baleful fires of rage. In extremis, they can stoke those flames into a roaring inferno, though to do so risks tearing their iron shell asunder.
Once per game, at the start of any Shooting or Assault phase, or the Attack sub-phase of a Dogfight phase, the Daemonforge may be activated. For the rest of the phase or sub-phase, the model may re-roll all failed To Wound rolls and all failed armour penetration rolls. At the end of the phase or sub-phase in which the Daemonforge is used, roll a D6. If the result is a 1, the model loses a Hull Point with no saves of any kind allowed.

Ark of Unnameable Horror

At its creation at the dawn of the Age of the Imperium, the Proteus was possessed of an explorator augury web that invested it with numerous command and control capabilities. Now the Chaos Proteus is possessed of, or perhaps by, something far darker. The vehicle radiates palpable waves of madness, such that any who turn their attentions towards it must first master their own sanity, or be reduced to gibbering wrecks.
Any enemy unit declaring a shooting attack against the vehicle must first take a Pinning test. If it passes the test, the unit may fire as normal. If it fails, it may not fire, as it immediately Goes to Ground.

This rule does not apply to units that are firing without line of sight to the target (such as those firing a Barrage type weapon), vehicles. Fearless units, or any model without a Leadership characteristic.

Baleful Aberration

Tainted by vile rites performed during its creation, this vehicle is a wound in the fabric of reality and its presence is accompanied by visual and auditory hallucinations as well as atmospheric disturbances, darkening the skies as it passes.
A vehicle with this special rule gains a 5+ invulnerable save and during the Movement phase, before the vehicle is moved, it may be repositioned D6+2 in any direction (but may not change its current facing, or be repositioned over another model or its base).

Blind Fury

The Blood Slaughterer's hunger for lives is insatiable. In its Movement phase it must always move as fast as possible towards the closest visible enemy, and must consolidate towards the closest visible enemy after an assault. In the Shooting phase, it is free to either Run or not, but if it does, it must be towards the closest visible enemy. If there is no enemy visible to the Blood Slaughterer, this rule does not apply.

A note on dragging models: Models may not be dragged through impassable terrain, Monstrous Creatures, vehicles or gaps they can not fit through - in these cases the dragged target stops 1" away from the obstruction. Other terrain factors and infantry models in the way are ignored.

Infantry models can be repositioned if needs be once the dragged target comes to rest by their controlling player to allow room for the Slaughterer, with the proviso that units which are already locked in combat must stay locked in combat.

Buildings, Super-heavy vehicles or Gargantuan Creatures cannot be dragged about by the Impaler!

Crushing Weight

The Chaos Typhon is densely constructed and heavily reinforced to with stand the recoil of its own main weapon This has the side effect of enabling it to pulverise just about anything smaller than itself that crosses its path.
The Typhon adds +1 to all rolls on the Thunderblitz table when making a Ram or Tank Shock.

Daemonic Resilience

The Ferrum Infernus ignores Crew Shaken and Crew Stunned results on a 2+.

Dedicated to Slaanesh

The Sonic Dreadnought counts as being equipped with both assault and defensive grenades.

Dedication to Chaos

Dedication to Khorne: Gains the Rage and Rampage special rules.
Dedication to Nurgle: Gains the It Will Not Die special.
Dedication to Slaanesh: Counts as being equipped with both assault and defensive grenades.
Dedication to Tzeentch: Has a 6+ invulnerable save and any heavy flamers it is equipped with gain the Soul Blaze special rule.

Dedications of Chaos (Chaos Decimator)

Dedication of Khorne: Gains the Rampage special rule.
Dedication of Nurgle: Gains the It Will Not Die special rule.
Dedication of Slaanesh: Counts as being equipped with both assault and defensive grenades.
Dedication of Tzeentch: May re-roll all To Hit rolls of 1 with its shooting attacks, and its heavy flamers (if It has any) gain the Soul Blaze special rule.

Doomsday Reactor

The Greater Brass Scorpion suffers a +2 modifier when rolling on the Catastrophic Damage table.

Drop Pod Assault

A Chaos Dreadclaw (Kharybdis), and any unit it transports, must always be held in reserve and always enters play using the Deep Strike rules, and counts as a Drop Pod for the wider use of the Drop Pod Assault rule for the army. At the beginning of the controlling player’s first player turn, they must choose half of their Drop Pod units (rounding up) to make a Drop Pod Assault. These units arrive on their controlling player’s first player turn. The arrival of the remaining Drop Pods in the player’s force is rolled for as usual for the mission. A unit who Deep Strikes via Drop Pod may not assault in the turn it arrives. In the case of the Kharybdis, unlike other Drop Pods it is not immobile, however, after it has landed it is treated as a Flyer with Hover mode (which starts off as hovering after it has arrived via Deep Strike).

Explosion of Pus

When a Blight Drone is destroyed, it invariably detonates in a shower of bile and pus. When the Blight Drone loses its last Hull Point, it always explodes as per the Explodes! Vehicle Damage table result rather than becoming Wrecked.

Fury of Khorne

Consumed by battle lust, a Blood Slaughterer is a whirling frenzy of death, smashing in to enemy lines When charging in to an assault, it gains an additional +D3 attacks instead of the usual +1 (plus any it gains from the Rampage special rule).

Heat Blast

Certain boarding Assault Claws and Drop Pods are fitted with cyclic thermal jets and melta cutters designed to burn their way into the armoured hulls of ships. The Legiones Astartes quickly learned they could also use these systems as a limited form of offence weaponry, dispersing their blasts to incinerate anything nearby on landing, or in the more extreme cases, even scorch a swathe across the battlefield using dangerous low-level flying attacks.
When a model with this rule arrives via Deep Strike, or later when operating as a Skimmer in Hover mode, it may if its controlling player wishes inflict a Heat Blast attack. If it does so, then models it is transporting may not disembark or embark on the turn this attack is used.

Heat Blast (Deep Strike)
Immediately after the model lands, measure a radius of 3"+D3" horizontally outwards from its main hull (do not count any landing struts, etc). All models caught in the blast suffer a Str 6 AP 5 hit with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack.

Heat Blast (Fire Sweep)
If the controlling player wishes, any unit the model passes directly over (i.e., falls directly under its hull during its Movement phase) suffers D6 Str 5 AP 5 hits with no cover saves. Vehicles are struck on their weakest Armour value. This is counted as a flamer-based attack. Hits from this attack are distributed across a unit as the player suffering the attack wishes. Roll a D6 each time this attack is inflicted. On a result of a 1, the Drop Pod itself suffers a penetrating hit.

Hellfire Reactor

A Chaos Contemptor Dreadnoug ht is suffused with the power of a warp-infused Hellfire reactor, which charges its armoured carapace to a preternatural resilience, and also serves as a hungry vortex for the soul-stuff of those it has killed, with enemy psykers particularly vulnerable to its relentless hunger.
The Chaos Contemptor Dreadnought gains a 4+ invulnerable save against any glancing hit, and a 6+ invulnerable save against penetrating hits. In close combat any model with the Psyker special rule receives an automatic Str 2, AP 2 hit if it is in combat with a Chaos Contemptor Dreadnought in Initiative step 10 of the Fight sub-phase.

If a Chaos Contemptor Dreadnought suffers an Explodes! result on the Vehicle Damage table, add +D3 to the explosion radius and treat the explosion as though it had the Soul Blaze special rule.

Hellish Demise

The Chaos Rapier's drive and weapons are powered not by a conventional reactor or fuel source, but by blasphemous devices long forbidden to and by the adherents of the Cult of the Omnissiah. When it is destroyed, the power of the Warp itself is released, before the wound in reality seals itself shut once more.
When the Chaos Rapier loses its last wound, roll a D6 and resolve result as follows:

D6Result
1Place a Large Blast template onto the table, centred on the model. All models, friendly and enemy, under this temp late take a single Str 3, AP`-` hit with the Soul Blaze special rule. Once these hits are resolved, remove the Chaos Rapier as a casualty as normal. 
2-5Chaos Rapier is removed as normal. 
6Chaos Rapier explodes as if a 1 had been rolled and, in addition, a marker is placed where it was destroyed. Any unit with the Daemon special rule deep striking onto the table within 6" of this marker does not roll for scatter

Independent Machine Spirits

Kharybdis may target different enemy units with each of their weapons.

Independent Turret Fire

The Chaos Fire Raptor Gunship is equipped with two waist-mounted rapid tracking turrets capable of fully independent operation.
So long as the Fire Raptor is eligible to fire a weapon in the Shooting phase, each waist turret may fire at a target of its own and its weapons do not count towards the number of weapon the gunship may fire each turn.

Inertial Guidance System

Should a Kharybdis scatter on top of impassable terrain or another model, then reduce the scatter distance by the minimum required to avoid the obstacle if desired.

Infernal Relic

One Infernal Relic vehicle of any type may be taken in a Chaos Space Marine army's Primary Detachment, within the usual provisions of the army list. However, of more that model with this rule is taken in the Primary Detachment, it must also include a Technomancer purchased as a HQ choice. This character must be Abaddon the Despoiler, a Warpsmith, or a Sorcerer with the Malefic Daemonology psychic discipline.

Allied Detachment may also take Infernal Relic, within the usual army list provisions. In this case the Technomancer must be the Allied Detachment compulsory HQ choice. This HQ character must be one of the types mentioned above.

If a Technomancer and/or their unit embarks on a vehicle consumer a member of the unit, unless the player wishes to do so. If they do, the controlling player may choose which is consumed rather than rolling to determine.

Multi-legged Terror

When making a Stomp attack, a Greater Brass Scorpion makes D3+2 Stomps.

Overdriven Sonic Weaponry

The model's sonic weaponry (ie, blastmaster, sonic blaster and doom siren) may be fired in Overdriven mode, in which case all eligible weapons must be fired in this manner. This confers the Rending and Gets Hot special rules on these attacks.

Runes of the Blood God

Any Psyker who targets the Greater Brass Scorpion with a psychic power automatically suffers a Perils of the Warp attack, regardless of whether or not they pass their psychic power.

Unholy Vigour

Whenever the Decimator suffers a Weapon Destroyed or Immobilised result, this can be ignored on a D6 roll of 5+.

In addition, if the Decimator is Wrecked (but does not suffer an Explodes! result on the Vehicle Damage table when destroyed), place it on its back or side or leave a marker on the table to represent its position. At the start of its controlling player’s subsequent turns, before models are moved, roll a D6.

On the result of a 6, the Decimator returns to play (place it as close to its original position as possible, but more than 1" away from any enemy models) just as if it had successfully arrived via Deep Strike, with its weapons and mobility restored and D3 Hull Points. On the result of a 1, the marker is removed and the Decimator is permanently Wrecked, On a result of 2-5, the Decimator remains Wrecked, but its controlling player may attempt to roll again for Unholy Vigour on their next turn.

Unnatural Predator

During the infernal ritual of their creation, these warp-spawned aircraft are imbued with an unnatural instinct for the hunt, a hunger for the destruction of any aircraft foolish enough to challenge their dominance of the skies.
At the start of play, nominate any one enemy vehicle of the Flyer type or Flying monstrous creatures or Gargantuan creatures - this may include models in reserve. When making Armour Penetration or To Wound rolls against the chosen model, all rolls of 1 may be re-rolled.

Ecstasy

If a unit is hit by Apoplectic Glee, do not roll To Wound as normal. Instead, every non-vehicle model in the target unit takes a hit at its own unmodified Strength.

Mental Anguish

Before resolving this attack, each affected enemy unit must first take a Leadership test. If failed, you can re-roll all failed To Wound rolls made for this attack against that unit.

Lord of the Silver Tower

Once per battle, instead of firing in the Shooting phase, an Exalted Sorcerer can call upon the deadly firepower of his Silver Tower in the form of a Coruscating beam.

Range S AP Type
Coruscating beam Unlimited 9 2 Heavy 1, Blast, Lance, One use only

Omniscient Eye

Magnus has line of sight to every unit on the battlefield when determining the targets of his psychic powers.

Relic Hunters

Models with this special rule can re-roll all failed To Hit rolls in close combat against enemy models equipped with a relic (or their Faction’s equivalent e.g. Chaos Artefacts).

Transmogrify

Any To Wound roll of 6 made by an attack that has this special rule gains the Instant Death special rule. If any models are slain in this manner, then you may immediately place a new Chaos Spawn model under your control as close as possible to where any of the slain models were standing, but more than 1" from any enemy models.

Unearthly Power

Magnus harnesses Warp Charge points on a result of 2+ when attempting to manifest psychic powers.

Warpflame

At the end of each phase, any unit that suffered one or more unsaved Wounds during the phase from an attack with this special rule (or from an attack made by a model with this special rule), must take a Toughness test. If the test is failed, the unit immediately suffers D3 Wounds with no armour or cover saves allowed. If the test is passed, all models in the unit gain the Feel No Pain (6+) special rule for the rest of the game. Any models in the unit that already have the Feel No Pain special rule instead gain +1 to all Feel No Pain rolls for the rest of the game. Chaos is fickle!

Lords of War Special Rules


Fuelled by Rage

For every Hull Point the Khorne Lord of Skulls has lost, it gains an additional Attack, even if that Hull Point is later regained (keep a note on your roster). Note that its Attacks characteristic cannot exceed 10.

Tracked Behemoth

A Khorne Lord of Skulls can Tank Shock or Ram using the Thunderblitz table, in the same manner as a Super-heavy vehicle, but it may not make Stomp attacks.

Agile

In the Shooting phase, this model can choose to either:
  • Fire all available weapons.
  • Fire a single weapon and then Run.
  • Fire no weapons at all and Run twice.

Daemon Titan of Khorne

A model with this special rule gains the Daemon and Hatred (Daemons of Slaanesh) special rules. In addition, it may re-roll the dice to determine the number of Stomps it makes as part of a Stomp attack, and it also gains +D3 attacks on any turn in which it successfully charges an enemy unit A Daemon Titan of Khorne counts as being a Daemon aligned with Khorne.

Daemon Titan of Nurgle

A model with this special rule gains the Daemon, Hatred (Daemons of Tzeentch) and It Will Not Die special rules. In addition, it counts as being a Daemon aligned with Nurgle.

Daemon Titan of Slaanesh

A model with this special rule gains the Daemon and Hatred (Daemons of Khorne) special rule. In addition, all models with a Leadership value that are in combat with this Daemon Titan at the start of the Fight sub-phase must pass a Leadership test with a -2 modifier or reduce their Initiative value to 1 for the duration of that Fight sub-phase It also counts as being a Daemon aligned with Slaanesh.

Daemon Titan of Tzeentch

A model with this special rule gains the Daemon and Hatred (Daemons o f Nurgle) special rules. In addition, the Daemon Titan may re-roll all To Hit rolls of 1 and any inferno cannon mounted on it gains the Soul Blaze special rule. It also counts as being a Daemon aligned with Tzeentch.

Daemonic Transport

A model with this special rule gains the Daemon special rule In addition, roll a D6 each time a unit embarks or disembarks from a vehicle with this special rule. On the roll of a 1, the Daemon devours D3 models from the unit - randomly determine which models are removed. They are removed as casualties and may make no saves of any kind. The vehicle then restores a number of Hull Points equal to the number of models removed.

Fenzied Charge

When rolling for charge distance, roll 3D6 and add the result together to find the total charge distance.

Reactor Meltdown

If a model with this special rule suffers a Titanic Explosion! result on the Catastrophic Damage table, its plasma reactor goes critical! All hits from this Titanic Explosion! are resolved as being from a Destroyer weapon.

Unstoppable Slaughter

The Kytan’s lust for slaughter is insatiable and unstoppable. If the Kytan destroys a target in its Shooting phase with its attacks, it may charge a different target in the Assault phase.

Tactical Objectives

D6Result
11Glorious Carnage 
12The Warp is Your Ally 
13The Will of Chaos 
14The Gaze of the Gods 
15Claim and Despoil 
16Rise to Glory 

Black Crusade: Traitor’s Hate describes six Tactical Objectives to use in your games that are exclusive to Chaos Space Marines players and reflect the murderous intentions and unholy goals of the Traitor Legions during their invasions.

If your Warlord has the Chaos Space Marines Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Chaos Space Marines player generates a Capture & Control objective (numbers 11,12, 13, 14, 15 or 16), the Chaos Space Marines player instead generates the corresponding Chaos Space Marines Tactical Objective, as shown in the table (right). Other Tactical Objectives (numbers 21-66) are generated normally.

GLORIOUS CARNAGE
Though they may differ in how they choose to deliver it, all of the Chaos Gods are united in their love of wanton slaughter.
11
Score 1 Victory Point at the end of your turn if an enemy unit was completely destroyed during your turn.
Type: CHAOS SPACE MARINES
THE WARP IS YOUR ALLY
The Warp has ever been both a sanctuary and a source of terrible strength for the servants of Chaos.
12
Score 1 Victory Point at the end of your turn if you successfully manifested a psychic power during your turn.
Type: CHAOS SPACE MARINES
THE WILL OF CHAOS
Though the bidding of the Chaos Gods can at times seem whimsical in nature, rich reward awaits for those with the wit to take advantage of their ephemeral desires.
13
Immediately after this Tactical Objective is generated, and at the start of each of your turns thereafter, roll a dice. Score 1 Victory Point at the end of your turn if you control the Objective Marker that matches the number you rolled at the start of that turn.
Type: CHAOS SPACE MARINES
THE GAZE OF THE GODS
If the deeds of their champions are worthy, the gaze of the Dark Gods will be drawn to the battlefield and the actions of their mortal vassals greatly rewarded.
14
Score 1 Victory Point at the end of your turn if one of your models rolled on the Chaos Boon table during your turn. If 3 or more of your models rolled on the Chaos Boon table during your turn, score D3 Victory Points instead.
Type: CHAOS SPACE MARINES
CLAIM AND DESPOIL
When the Chaos Space Marines launch their raids from the Eye of Terror, they often do so with the goal of despoiling that which their enemies hold sacred or dear out of cruel spite.
15
Score D3 Victory Points at the end of your turn if you control an Objective Marker that was under the control of your opponent at the start of the turn.
Type: CHAOS SPACE MARINES
RISE TO GLORY
Immortality is the ultimate goal for every champion of Chaos.
16
Score 1 Victory Point at the end of the turn if your Warlord rolled either the Unworthy Offering or Spawnhood result on the Chaos Boon table during your turn. If your Warlord rolled the Dark Apotheosis result during your turn, score D3+3 Victory Points instead. If your Warlord rolled any other result on the Chaos Boon table during your turn, score D3 Victory Points at the end of your turn.
Type: CHAOS SPACE MARINES

Warlord Traits

When generating his Warlord Traits, a Chaos Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or roll on the table below.

D6Warlord Traits
1Black Crusader
This Warlord has sworn never to rest in his eternal vendetta against his loyalist foes.
The Warlord and all friendly units within 12" of the Warlord have the Preferred Enemy (Space Marine) special rule. 
2Flames of Spite
This Warlord’s bitterness bums so fiercely that his weapons flicker with the fires of Chaos.
All Melee weapons belonging to the Warlord and his unit have the Soul Blaze special rule. 
3Master of Deception
This Warlord has studied the tactics of his foe and has mastered cunning methods of circumventing them.
Nominate up to D3 Infantry units in vour army before deployment. Those units gain the Infiltrate special rule. 
4Hatred Incarnate
The intense animosity that festers in this Warlord’s soul spills out into those around him.
The Warlord and his unit have the Hatred special rule. 
5Lord of Terror
The aura of despair and hopelessness that surrounds this Warlord hangs in the air and brings to mind all of one’s worst nightmares.
The Warlord has the Fear special rule. 
6Exalted Champion
Favoured amongst the Dark Gods, this Warlord is bequeathed the most powerful rewards from the Gods of Chaos he worships.
The Warlord may re-roll his rolls on the Chaos Boon table, including any rolls he makes before the game begins as a result of the Gift of Mutation

Wing Leaders


Heldrake Wing Leaders

What remains of the once-human Heldrake pilots are but screaming meatscraps in the heart of an iron beast. Instead, it is the Daemons bound within the Heldrakes that determine hierarchy, with the most powerful taking the role of anointed.
Faction: Chaos Space Marines or Khorne Daemonkin.

D6Special Rules
1-2Warp Fury: The Wing Leader can use the Daemonforge special rule every turn, rather than only once per battle. 
3-4Fuelled by Murder: If an attack this Wing Leader makes causes an enemy model to be removed as a casualty, its weapons have the Twin-linked special rule in its next Shooting phase
5-6Icon of Slaughter: Add 1 to the Pursuit value for the Wing Leader and all other models from its Flyer Wing during the Dogfight phase