RED ELF
Chaos Terminator

Amongst the Chaos Space Marines, the most savage and worthy warriors will rise to positions of power. Some may win themselves a suit of Terminator armour, turning them into even more awesome combatants. Protected by thick ceramite armour and armed with a variety of archaic and destructive weaponry, Chaos Terminators have been the bane of the galaxy.

CHAOS TERMINATORS
Points WS BS S T W I A Ld Sv
Terminator
36
4
4
4
4
1
4
2
10
2+

Squad: A Chaos Terminator squad consists of between five and ten Chaos Terminators. Weapons: Combi-bolter & power weapon.

Options: Up to one Chaos Terminator can be armed with an autocannon at +20 pts or a heavy flamer at +15 pts. Any model may upgrade their combi-bolter to a combi-flamer at +2 pts or combi-meltagun at +3 pts. The power weapon may be upgraded to a power fist or lightning claw at +5 pts, or chainfist at +8 pts.

Up to one model may be upgraded to an Aspiring Champion at an additional cost of +15 pts. The Aspiring Champion has the same profile as the rest of the squad but may be given any additional equipment allowed from the Chaos Armoury.

SPECIAL RULES

Deep Strike: In the right circumstances Chaos Terminators can teleport into battle, appearing almost anywhere on the battlefield. To represent this they may set up using the Deep Strike rules, but only if the mission allows them to be used. If it does not then the Terminators must set up normally with the rest of the army.

Terminators: A number of special rules apply to Chaos Terminators. See the Terminator Armour entry in the Wargear section for details.

NOTE: INSTEAD of using general Chaos Terminators you can use Cult Terminators

- CULT TERMINATORS -

The four main Chaos deities – Khorne, Nurgle, Slaanesh and Tzeentch, are each served exclusively by a traitor legion. Khorne is served by the World Eaters, Nurgle by the Death Guard, Slaanesh by the Emperor’s Children and Tzeentch by the Thousand Sons. Each of these Legions have Chaos Terminators in their ranks and it is these who are designated Cult Terminators. The main difference is that Chaos Space Marines wearing the suits are basically Khorne Berzerkers, Plague Marines, etc. wearing Terminator armour and are therefore possessed of additional abilities to normal Chaos Space Marines.

Remember you will have to convert your models or at the very least paint them distinctively. Your opponent should be under no illusions about which Chaos Power they follow.

CULT TERMINATORS
Points WS BS S T W I A Ld Sv
Cult Terminator
see below
4
4
4
4
1
4
2
10
2+

Squad: A Chaos Terminator squad consists of between five and ten Chaos Terminators.

Weapons: Combi-bolter and power weapon.

Options: Up to one model may be armed with an autocannon at +20 pts or a heavy flamer at +15 pts. Any model may upgrade their combi-bolter to a combi-flamer at +2 pts or a combi-meltagun at +3 pts. The power weapon on a model may be upgraded to a power fist or lightning claw at +5 pts, or a chainfist at +8 pts.

Chaos Terminators CAN HAVE spiky bits. This entry should have an asterisk in Codex: Chaos Space Marines.

Character: Up to one model may be designated as an aspiring champion at an additional cost of +15 pts. The Aspiring Champion has the same profile as the rest of the squad but may be given any additional equipment allowed from the Chaos Armoury.

SPECIAL RULES

Deep Strike: In the right circumstances Chaos Terminators can teleport into battle. To represent this they may use the Deep Strike rules when permitted by the mission being played.

Crux Terminatus: Chaos Terminators have a 5+ invulnerable save.

Fearless: Just like power-armoured Cult members, Cult Terminators are Fearless and therefore will never fall back and cannot be pinned. They are assumed to automatically pass any Morale check.

A Cult Terminator MUST be one of the following types:

Khorne Berzerker Terminators: Models in Khorne Berzerker Terminator squads get an extra +1 Strength, their blows powered by the mighty servos of their ancient armour and their own appetite for carnage. A model with the Mark of Khorne does not get a further point of Strength.

Base cost is 45 points.

Plague Marine Terminators: Models in Plague Marine Terminator Squads add +1 to their Toughness. A model with the Mark of Nurgle does not get a further point of Toughness.

Base cost is 46 points.

Noise Marine Terminators: Models in Noise Marine Terminator squads may use Noise Marine weaponry in place of their normal weapons. Any model may replace its combi-bolter with a sonic blaster at an additional cost of +10 pts. Up to three models may replace their combi-bolters with one of the following weapons: a blastmaster at +30 pts, or a doom siren at +15 pts. Many Noise Marine Terminators are heavily mutated and will use their barbed tails, spikes or additional arms to gain an extra +1 Attack. A model with Mark of Slaanesh does not get a further Attack.

Base cost is 41 points.

Thousand Sons Terminators: Just as with Thousand Sons in power armour, Thousand Sons Terminators are empty suits of armour animated since the pronunciation of the Rubric of Ahriman. They may not include Aspiring Champions but, if they are in a retinue, one can be designated as being an Icon Bearer and can carry a Blasted Standard. No weaponry can be upgraded. Thousand Sons Terminators have 2 Wounds and are subject to the following special rules:

All is Dust: Only shooting attacks that have a Strength of 5 or more will affect Thousand Sons Terminators. They can be attacked in close combat normally.

Slow and Purposeful: Thousand Sons Terminators may never charge into close combat, but always count as being stationary when they fire their combi-bolters, even if they moved in the same turn.

Base cost is 46 points.

Sacred Numbers of the Chaos Powers: Each Chaos Power has a sacred number: for Slaanesh it is six, for Nurgle it is seven, eight is Khorne’s number and nine belongs to Tzeentch.

Cult Terminator squads that have a number of squad members equal to the sacred number of their Patron or a multiple of it receive the Patron’s favour. They may therefore upgrade one squad member to an Aspiring Champion at no cost in points. As has been noted, Tzeentch Cult Terminators do not get Aspiring Champions, but the squad as a whole can act as a Daemonhost. When rolling to see if a Lord of Change possesses anyone, make one roll for each squad that began the game with nine members. If any roll is a 6, the Lord of Change is summoned and replaces one Thousand Sons Terminator (chosen by the owning player).

A Cult Aspiring Champion may be given the Mark of that deity but will not get the normal benefit linked with the Mark because that has already been taken into account in the basic profile for the Cult Terminators. For example, Khorne Terminator Champions will not have a Strength greater than 5 nor will Nurgle Terminator Champions ever have a Toughness greater than 5. The main reason to take the Mark is so that the Aspiring Champion can select Chaos Gifts that require that Mark from the Armoury.

A Cult Terminator Aspiring Champion cannot have any Mark of Chaos different to that of his Patron. If the Champion is in a Plague Marine Terminator squad he can either be given the Mark of Nurgle or must remain Markless. This should go without saying of course, but the servants of Chaos pride themselves on their deviousness!