1500 Pts - Chaos Marines
Name # Grp WS BS S T Wo I A Ld Save Cost
Troops: Plague Marines (8 , 221 pts)
Plague Marines 7 4 4 4 4/5 1 3 1/2 9 3+ 221
(C:CSM, pp. 38 & 97); Unit Type: Infantry; Blight Grenades; Frag Grenades; Krak Grenades; Power
Armour; Mark of Nurgle; Bolt Pistol (x7); Bolter (x5); Close Combat Weapon (x7); Flamer (x2); Fearless;
Feel No Pain; Rhino
Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
(C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3;
Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Havoc Launcher; Repair
Troops: Plague Marines (8 , 221 pts)
Plague Marines 7 4 4 4 4/5 1 3 1/2 9 3+ 221
(C:CSM, pp. 38 & 97); Unit Type: Infantry; Blight Grenades; Frag Grenades; Krak Grenades; Power
Armour; Mark of Nurgle; Bolt Pistol (x7); Bolter (x5); Close Combat Weapon (x7); Flamer (x2); Fearless;
Feel No Pain; Rhino
Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [50]
(C:CSM, pp. 42 & 96); Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3;
Fire Points: 1; Searchlight; Smoke Launchers; Twin Linked Bolter; Havoc Launcher; Repair
Troops: Thousand Sons (7 , 223 pts)
Thousand Sons 6 4 4 4 4 1 4 1 9 3+/4 223
(C:CSM, pp. 37 & 98); Unit Type: Infantry; Inferno Bolts; Power Armour;(i)Mark of Tzeentch; Bolter (x6);
Fearless; Slow and Purposeful; The Sorcerer Commands
Aspiring Sorcerer 1 4 4 4 4 1 4 2/3 10 3+/4 [85]
(i)
(C:CSM, pp. 37 & 98); Unit Type: Infantry; Power Armour; Mark of Tzeentch; Bolt Pistol; Force
Weapon; Fearless; Inferno Bolts; Warptime
Heavy Support: Defiler (1 , 150 pts)
Defiler 1 Grp: WS: 3 BS: 3 St: 6/10 In: 3 At: 3 FA: 12 SA: 12 RA: 10 150
(C:CSM, pp. 41 & 101); Unit Type: Vehicle (Walker); Daemonic Possession; Searchlight; Smoke
Launchers; 2x Dreadnought CCWs; Battle Cannon; Reaper Autocannon; Twin Linked Heavy Flamer; Fleet
Heavy Support: Vindicator (1 , 125 pts)
Vindicator 1 Grp: BS: 4 FA: 13 SA: 11 RA: 10 125
(C:CSM, pp. 43 & 101); Unit Type: Vehicle (Tank); Dozer Blade; Searchlight; Smoke Launchers;
Demolisher Cannon
Heavy Support: Land Raider (1 , 235 pts)
Land Raider 1 Grp: BS: 4 FA: 14 SA: 14 RA: 14 235
(C:CSM, pp. 44 & 101); Unit Type: Vehicle (Tank); Access Points: 3; Searchlight; Smoke Launchers; 2x
Twin-linked Lascannons; Twin Linked Heavy Bolter; Havoc Launcher; Assault Vehicle
HQ: Daemon Prince (1 , 185 pts)
Daemon Prince 1 7 5 6 5 4 5 4 10 3+/4 185
(i)
(C:CSM, pp. 32 & 92); Unit Type: Monstrous Creature; Unit Type: Jump Infantry; Wings; Mark of
Tzeentch; Close Combat Weapon; Eternal Warrior; Fearless; Psyker; Doombolt (x1); Warptime (x1)
HQ: Chaos Lord (1 , 140 pts)
Chaos Lord 1 6 5 4 4 3 5/6 3 10 3+/5 140
(C:CSM, pp. 30 & 92); Unit Type: Infantry; Frag Grenades; Krak Grenades;(i) Personal Icon; Mark of
Slaanesh; Bolt Pistol (x1); Daemon Weapon; DW: Bliss Giver; Fearless; Independent Character
Total Cost: 1500
Option Footnotes
Psychic Powers
Doombolt 18" Range; S4; AP3; Assault 3 (p88 C:CSM)
Warptime Re-roll all rolls to hit and wound (p88 C:CSM)
Special Rules
Assault Vehicle Models disembarking from any access point can launch an assault on any turn they do so. A unit that Deep
Strikes within a Land Raider cannot assault in the turn it arrives.
Eternal Warrior Immune to Instant Death (p74 WH40K 5E)
Fearless Automatically pass all morale tests, conditions apply (p75 WH40K 5E)
Feel No Pain If wounded on a D6 roll of 4+ may ignore the wound, conditions apply (p75 WH40K 5E)
Fleet May assault in the same turn as running, conditions apply (p75 WH40K 5E)
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Independent Character (See WH40k, pg. 50.)
Psyker Psykers can use one psychic power per player turn (WH40K, pg. 50).
Repair If a Rhino is immobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair
instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longer
immobilzed.
Slow and Purposeful Counts as Relentless (p76 WH40K 5E), always count as moving in Difficult Terrain, conditions apply (p76
WH40K 5E)
The Sorcerer Commands The Aspiring Sorcerer who leads the squad is a Psyker. If the Aspring Sorcerer is killed, the Thousand
Sons Marines roll a single dice for their Slow and Purposeful movement, unless the squad includes an
Independent Character with the Mark of Tzeentch from the beginning of the turn.
Unit Type
Unit Type: Infantry Unit Type: Infantry (p.54 WH40k)
Unit Type: Jump Infantry Unit Type: Jump Infantry (p.52 WH40k)
1) Move up to 12" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
2) Assault 6" affected by Diff Terr.
3) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test.
Unit Type: Monstrous Unit Type: Monstrous Creature (p.51 WH40k)
Creature 1) Have Move Through Cover (p. 75 WH40k)
2) Fire two weapons per turn and have Relentless (p. 76 WH40k).
3) Close combat wounds ignore Armour Saves.
4) Armour penetration 2D6+Str
Unit Type: Vehicle Unit Type: Vehicle (Tank) (WH40k, pp. 68-69)
(Tank)
Unit Type: Vehicle Unit Type: Vehicle (Walker) (WH40k, pp. 72-73)
(Walker)
Vehicle Upgrades
Daemonic Possession Ignores shaken/stunned. BS reduced (p87 C:CSM)
Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still
use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the
searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use
the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the
following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the
searchlight.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle
may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in
the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Wargear
Blight Grenades Defensive grenades; enemy units do not gain their bonus attacks for Charging (p38 C:CSM)
Dozer Blade Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test.
Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K
5E).
Inferno Bolts Bolters AP3 (p37 C:CSM)
Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K)
Mark of Nurgle Extra toughness (p25 C:CSM)
Mark of Slaanesh Extra initiative (p25 C:CSM)
Mark of Tzeentch Invunerable save (p25 C:CSM)
Personal Icon Guides teleporters/daemons (p81 C:CSM)
Power Armour Confers a 3+ Armour Save.
Searchlight Searchlights are used where the Night Fighting rule is in effect. If a vehicle has a searchlight, it must still
use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the
searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use
the Night Fighting special rule. However, a vehicle that uses a searchlight, can be targeted during the
following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the
searchlight.
Smoke Launchers Once per game, after completing its move, a vehicle with smoke launchers can trigger them. The vehicle
may not fire any of its weapons in the same turn as it used smoke launchers, but will count as obscured in
the next enemy Shooting Phase, receiving a 4+ cover save (see WH40K 5E, pg. 62).
Sorcerer
Wings Move like jumpack infantry
Weapons
2x Dreadnought CCWs Strength 10; Ignores armour saves in close combat.
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2x Twin-linked 48" Range; S9; AP2; Heavy 1 Linked
Lascannons
Battle Cannon 72" Range; S8; AP3; Ordnance 1, Large Blast
Bolt Pistol 12" Range; S4; AP5; Pistol
Bolter 24" Range; S4; AP5; Rapid Fire
Close Combat Weapon If used with another close combat weapon, +1 attack in close combat.
Daemon Weapon Two handed, Power weapon, +D6 attacks (rolls of 1 has other effects), +1 Str (p93 C:CSM)
Demolisher Cannon 24" Range; S10; AP2; Ordnance 1; Large Blast
DW: Bliss Giver Two handed, Power weapon, +D6 attacks (rolls of 1 has other effects), Instant Death (p93 C:CSM)
Flamer Template; S4; AP5; Assault 1
Force Weapon Ignores armour saves in close combat. If a model takes a wound but is not killed, make a psychic test; if
you pass, it dies. Use against one model per combat round. (p50 WH40K 5E)
Havoc Launcher 48" Range; S5; AP5; Heavy 1; Blast; Twin-linked (p87 C:CSM)
Reaper Autocannon 36" Range; S7; AP4; Heavy 2; Linked (p82 C:CSM)
Twin Linked Bolter 24" Range; S4; AP5; Rapid Fire, Linked
Twin Linked Heavy 36" Range; S5; AP4; Heavy 3 Linked
BolterLinked Heavy
Twin Template; S5; AP4; Assault 1; Reroll wounds
Flamer
Validation Report
1. Chaos Legions: Chaos Marines; c-1. File Version: 1.08b For Bug Reports/[Link]; b-1. Roster Options: Special
Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules
Roster Statistics
% Elite: 0.0
% Fast: 0.0
% Heavy: 34.0
% HQ: 21.7
Model Count: 28
% Troops: 44.3
% Wargear: 0.0
Files version: 1.08
Group Min Max Used
1 2 2
0 3 0
2 6 3
0 3 0
0 3 3
Created with Army Builder® - Copyright (c) 1997-2010 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at [Link] com!