RED ELF
Chaos Wargear

The rules below describe how all of the arcane weapons and devices used by the forces of Chaos work. These rules tend to be more detailed than those included in the Warhammer 40,000 rulebook, and they supersede them if they are different. IMPORTANT: Any items not listed here function exactly as described in the Warhammer 40,000 rulebook.

Bionics: Although unlikely to improve or enhance his abilities, Bionics may allow a Chaos Space Marine who has suffered a crippling injury to return to battle. There is a chance that an attack or shot will hit a bionic part causing less damage, eg, a shot that would cripple a leg will only cause mild damage to a bionic leg. To represent this, if a model with bionics is killed, instead of removing it, place the model on its side. Roll a D6 at the start of the next turn: on a roll of a 6 the model is stood back up with 1 wound, but on any other roll it is removed as a casualty.

Chainfist: A chainfist is simply a power fist fitted with an attachment designed to carve through armoured bulkheads or armoured vehicles. It is treated as a power fist, but 2D6 is rolled for its armour penetration.

Chaos Armour: Magically enhanced by one of the Chaos powers, Chaos Armour may be taken as an upgrade for a model wearing power armour, increasing the save to 2+. Note that although Chaos armour gives the same protection as Terminator armour, items that are `Terminators only` may not be used with it.

Chaos Space Marine Bike: Riding a bike increases a Chaos Space Marine's Toughness by +1. The bike is generally fitted with twin-linked bolters, but these can be upgraded to a meltagun or a (lamer at an additional cost of +10 pts each. Characters that have a Retinue or are otherwise part of a unit may only be given a bike if all of the models in the unit also have bikes. Chaos Space Marine bikes are fitted with scythes and blades which add +1 to the rider's Attacks characteristic.

Close Combat Weapon: This is a term that covers a wide variety of weapons used by Chaos Space Marines in close combat. Common examples include chainswords, hand flamers and chain-axes. A model armed with two close combat weapons, or a close combat weapon and another weapon that can be used in close combat, such as a bolt pistol or power weapon, may roll an additional Attack dice.

Combi-weapons - bolter-flamer & bolter-meltagun: Essentially two weapons joined together, in the case of bolter-flamers and bolter-meltaguns, combi-weapons give the model a choice of two weapons to fire. A Chaos Space Marine armed with a bolter-flamer or bolter-meltagun may choose to fire one of the weapons in the shooting phase. The bolter may be fired any number of times, but the other weapon may only be fired once per battle. Note that you may not choose to fire both weapons at the same time.

Combi-weapons - twin bolter: This special form of combi-weapon is most commonly used by Chaos Space Marine Terminators and was the pre-cursor of the Space Marine's storm bolter. It is treated as a twin-linked bolter as far as the rules are concerned. Note that twin bolters may be rapid fired.

Jump Packs: Models wearing jump packs can move 12" per turn in the movement phase and can ignore difficult terrain as they move. Models that are part of a unit may only be given a jump pack if all the models in the unit have jump packs. Models wearing Terminator armour or riding a bike may not be given jump packs.

Chaos Space Marine models equipped with jump packs can be dropped from low flying Doomlord attack craft and use their jump packs to swoop down on to the battlefield. To represent this tactic they can set up using the Deep Strike rules, but only if the mission allows for Deep Strike to be used. If the mission does not allow troops to use these rules, then the model must set up normally with the rest of the army.

Lightning Claws: Lightning claws count as a power weapon. In addition the model may re-roll any To Wound rolls that fail to wound. Models armed with a lightning claw only receive the +1 Attack modifier for an additional close combat weapon if the second weapon is another lightning claw. Because of this lightning claws are often used in pairs.

Master-crafted Weapons: A master-crafted weapon follows the normal rules, except that you may re-roll one failed To Hit roll per turn for an attack made by the master-crafted weapon. Master-crafted weapons are taken as an upgrade for a weapon already being carried by a model and they should be represented by a suitably ornate weapon on the model itself Note that you may not master-craft grenades!

The cost of a master-crafted weapon is in addition to the normal cost of the weapon. However, only the actual upgrade will count against the 100 point limit on Wargear taken by a model (so a master-crafted power weapon would count as 15 points towards the 100 point limit, not 30 points). Confusing, isn't it - but hey, nobody said playing this game was going to be simple!

Power Weapons: This type of weapon generates a crackling energy field that can cut through an opponent's armour like a hot knife through butter. Chaos Space Marines use a variety of power weapons, including power swords, power axes and power maces. In game terms, power weapons allow a model armed with one to ignore an opponent's armour saves.

Sorcerer's Scroll: A Sorcerer's scroll allows the Sorcerer to re-roll a Psychic power test. The scroll may only be used once per battle.

Sorcerer's Staff: A Sorcerer's staff is counted as a close combat weapon. In addition it also adds D6" to the range of any psychic powers used by the Sorcerer. Roll the D6 each time a power is used. Note that this power can not be used with the psychic power Stream of Corruption.

Spiky Bits: Chaos Space Marines often add ornate and fearsome spikes to their armour. Why they do so, no one is sure, though some say it may be in praise of the minor Chaos powers Mo'rcck, Phraz-Etar and An'sl. Whatever the reason, a Chaos Space Marine adorned with spiky bits may re-roll one close combat To Hit dice per assault phase.

Teleport Homer: Teleport homers produce a signal that can be locked onto by teleporting troops, enabling them to find a landing point with far greater precision. If the template used by a teleporting Chaos Terminator unit to make a Deep Strike is centred on a model with a homer, then the unit won't scatter. Note that the homer only works for troops who are teleporting, not for troops entering play using jump packs, drop pods or any other means. Also note that the teleport homer must be on the table at the start of the turn it is used.

Terminator Armour: Chaos Space Marines in Terminator armour are capable of moving and firing with heavy weapons, thanks to the powerful exo-skeleton and power sources built into the armour. In addition, they may move and shoot twice up to 12" or once up to 24" with rapid fire weapons. On the other hand Chaos Terminators are somewhat cumbersome, so they are not able to pursue a more lightly armoured foe when they flee. To represent this, Terminators who win a close combat can only consolidate, not advance.

Any model that is equipped with Chaos Terminator armour has a 2+ armour save and also adds +1 to its Attacks characteristic.

In addition to this, any models who are wearing Chaos Terminator armour can be teleported onto the battlefield and set up using the Deep Strike rules - but only if the mission allows for these rules to be used. If the mission does not allow troops to use the Deep Strike rules, then the models must set up as normal with the rest of the army.

CHAOS SPACE MARINE VEHICLE UPGRADES & GIFTS

Just as with choosing wargear for your Chaos Space Marine troops and characters, the upgrades you choose for your vehicle should be represented on the model itself, eg, if you choose to upgrade your vehicle with searchlights, then the model of your vehicle should have searchlights on it too. Note that when choosing upgrades no vehicle can have the same upgrade more than once.

Coruscating Warp Flame: The vehicle is covered in weird gargoyles that constantly chatter incantations and frequently exhale great gouts of Tzeentch warp fire. This covers the vehicle in a sheet of sorcerous warp flames that consume enemy troops. Any enemy models making a close combat attack on the vehicle suffer a single hit just before they attack the vehicle. The hit has a Strength of D6 and a AP value of 4.

Daemonic Possession: This upgrade may not be chosen for open-topped vehicles. The vehicle does not have any crew: instead the vehicle is possessed by a Daemon, hatches are all welded shut and sealed with sigils. Runes of the Chaos power that has possessed it will be prominently displayed all over the vehicle's hull. If the vehicle had a troop carrying capability then it can no longer carry any troops. The Daemon controls the vehicle and may ignore the effects of any 'stunned' and 'shaken' results on the Vehicle Damage tables - such damage has no effect on a Daemonically possessed vehicle.

Destroyer: This device is favoured by Chaos Space Marines that worship Khorne, the Blood God and may only be fitted to Land Raiders, Predators and Rhinos. The vehicle is equipped with all manner of spikes, slicing blades, scythed wheels, grabbing claws and torture implements. If the vehicle makes a 'tank shock' attack on an enemy unit and the enemy don't fall back, then roll a D6 for each model forced to move out of the way of the vehicle. On a D6 roll of 4+ they are caught on the blades or rollers and suffer a wound. Armour saves are taken as normal.

Dozer Blade: Vehicles equipped with dozer blades may re-roll a failed Dangerous Terrain test as long as they are not moving more than 6" that turn.

Extra Armour: It is not uncommon for vehicle crews to add additional armour plating to their vehicle to provide a little extra protection. Vehicles equipped with any extra armour count 'crew stunned' results on the Damage tables as a 'crew shaken' result instead.

Havoc Missile Launcher: Some Chaos Dreadnoughts are equipped with an additional weapon system atop their twisted sarcophagi, known as a Havoc missile launcher. The Havoc missile launcher may only be taken by Chaos Dreadnoughts, and has the following profile. If a 1 is rolled on a To Hit roll for the Havoc launcher, the missile prematurely detonate and it is destroyed. The exploding missile launcher will not damage the Dreadnought itself.

Rng: 48"
Str: 4
AP: 6
Heavy 2

Blast Nurgle Infestation: The vehicle has been infected by Nurgle's Rot and is infested with pestilence - decaying limbs and tentacles begin to grow from it. The vehicle is rotten to the core, slimy ooze covers the tank and Nurglings swarm all over it. The armour value of each of the vehicle's locations is increased by +1 point, up to a maximum of 14 points.

Pintle-mounted Combi-bolter: The combi-bolter is the standard armament for Chaos Space Marine Terminators. However, it is not uncommon to find them mounted on Chaos Space Marine vehicles for additional firepower. Pintle-mounted combi-bolters are located on the outside of a vehicle and can be used by crewmen from an open hatch or by remote control from inside the vehicle. They are treated as an extra twin-linked bolter which may be used in addition to any other weapons the vehicle can fire. This means that a vehicle that moves can fire one weapon and also the pintle-mounted combi-bolter.

Searchlight: Searchlights are only of any use in missions where the rules for night fighting are being used, such as the Night Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by any other Chaos Space Marines that are in range and have a line of fire (the enemy unit has been illuminated by the vehicle's searchlight). However, a vehicle that uses a searchlight can be fired on by any enemy units in their next turn, as they can see the searchlight shining out into the dark.

Smoke Launchers: Some vehicles have small launchers mounted onto them that carry smoke charges. These are used to temporarily hide the vehicle behind concealing clouds of smoke, especially if the vehicle is moving out in the open. Once per game, after completing its move, a vehicle with smoke launchers can trigger them (it doesn't matter how far it moved). Place some cotton wool around the vehicle to show it is concealed. The vehicle may not fire in the same turn as it used its smoke launchers, but any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. After the enemy's turn the smoke disperses.

Warp Amp: You can only take this if your army has at least one squad of Noise Marines and it may only be fitted to Land Raiders, Predators, Rhinos and Dreadnoughts. The vehicle is equipped with a devastating device, designed to amplify emotions and sensations by projecting resonant warp energies from rune-encrusted horns and pipes that sprout from the vehicle. The closer a creature comes to the amp, the harder it is for it to maintain discipline and conscious thought. Enemy models within 18" of the warp amp suffer -1 to their Leadership when taking Morale tests. If they are within 12" this is increased to -2 and within 6" it is increased to -3.