RED ELF
CHAOS WARRIORS

Far to the North, beyond the frozen desolation of the Troll Country, is the roiling mass of the Chaos Wastes. The twisted servants of the Chaos gods gravitate here, to this place where normal rules of existence do not apply and rivers are made of blood as often as they are of water.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

Any unit of Chaos Warriors or Marauders may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Chaos Knights, Chaos Ogres or Dragon Ogres may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have +1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Chaos Warriors or Chaos Knights.

SPECIAL RULES

The following special rules apply to the Chaos army.

  • Chaos armour on its own is a 4+ armour save and may be combined with shield and mount as normal. Wizards may still cast spells when wearing Chaos armour
  • Chaos wizards may use the Beasts, Fire, Metal, Shadow, Heavens and Death lores of magic from the Warhammer rulebook.
LORDS CHAOS LORD,
CHAOS SORCERER LORD,
EXALTED CHAMPION
Profile
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WS
BS
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A
Ld
Points
Chaos Lord
4
8
3
5
5
3
8
5
9
140
Sorcerer Lord
4
5
3
4
4
3
5
1
9
200
Exalted Champ.
4
7
3
5
4
3
7
4
9
100
Chaos Steed
8
3
0
4
3
1
3
1
5
+18
Chaos Dragon
6
6
0
6
6
6
3
6
8
+360
Chimera
6
5
0
6
5
5
4
5
6
+260

Equipment: Hand weapon. A Sorcerer Lord may not have other equipment except Chaos armour and barding for his steed. A

Chaos Lord or Exalted Champion may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear (+6 pts), flail (+6 pts) or halberd (+6 pts). He may wear light armour (+3 pts), heavy armour (+6 pts) or Chaos armour (+12 pts), and may carry a shield (+3 pts).

A Chaos Lord can ride a Chaos Dragon (+360 pts) or a Chimera (+260 pts). A Sorcerer Lord may ride a Chimera (+260 pts). A Chaos Lord, Sorcerer Lord or Exalted Champion may ride a Chaos Steed (+18 pts) which may be barded (+6 pts). A mounted Chaos Lord or Exalted Champion may have a lance (+6 pts).

A Chaos Lord, Sorcerer Lord or Exalted Champion may ride in a Chaos Warrior Chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.

Special rules: A Sorcerer Lord is a level 3 wizard. This may be increased to level 4 at a cost of +35 points. A character riding a Chaos Dragon or a Chimera counts as 1 Lord choice and 1 Hero choice. A Chimera can fly, is a large target, causes terror and breathes S3 fire. A Chaos Dragon causes terror, is a large target and has a 3+ armour save. In addition, the Chaos Dragon has two heads and may breathe with both of them in the same Shooting phase. One head breathes S2 fumes with a -2 armour save, the other S3 fire.

HEROES ASPIRING CHAMPION,
CHAOS SORCERER,
MARAUDER CHIEFTAIN
Profile
M
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Ld
Points
Aspiring Champ.
4
6
3
4
4
2
6
4
9
70
Sorcerer
4
5
3
4
4
2
5
1
8
80
Chieftain
4
5
3
4
4
2
5
3
8
45
Chaos Steed
8
3
0
4
3
1
3
1
5
+12

Equipment: Hand weapon. A Sorcerer may not have other equipment except Chaos armour and barding for his steed. An Aspiring Champion or Marauder Chieftain may have an additional hand weapon (+4 pts). Great weapon (+4 pts), spear (+4 pts), flail (+4 pts) or halberd (+4 pts). He may wear light armour (+ 2 pts), heavy armour (+4 pts) or Chaos armour (+8 pts), and may carry a shield (+2 pts).

An Aspiring Champion, Sorcerer or Chieftain may ride a Chaos Steed (+12 pts) which may be barded (+4 pts). If an Aspiring Champion or Chieftain is mounted he may have a lance (+4 pts).

One Aspiring Champion or Marauder Chieftain may be upgraded to a Battle Standard Bearer for +25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light, heavy or Chaos armour and barding for his steed. A Battle Standard Bearer may not be your army General.

A Chieftain may ride a Chaos Marauder Chariot. An Aspiring Champion or Sorcerer may ride a Chaos Warrior Chariot. Chariots are chosen as normal from the Special units section of the army list at the cost shown there. A character will displace one of the crew.

Special rules: A Sorcerer is a level 1 wizard. This may be increased to level 2 at a cost of +35 points.

CORE UNITS CHAOS WARRIORS,
CHAOS MARAUDERS
Profile
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Ld
Points
Chaos Warrior
4
5
3
4
4
1
5
1
8
10
Marauder
4
4
3
3
3
1
4
1
7
4
Warhorse
8
3
0
3
3
1
3
1
5
+8

Unit Size: 10+

Equipment: Hand weapon. Chaos Warriors also have heavy armour and may upgrade this to Chaos Armour (+2 pts). Chaos Warriors may also have Great weapon (+2 pts), halberd (+2 pts) or additional hand weapon (+2 pts). May have shield (+1 pt).

Marauders have a hand weapon and may be mounted on warhorses (+8 pts). If they are on foot they may have Great weapon (+2 pts), flail (+2 pts) or additional hand weapon (+2 pts). Marauders on foot may also have shield (+1 pt). If mounted they may have morning star (+1 pt) and/or shield (+2 pts).

Special rules: Mounted Chaos Marauders are fast cavalry.

CHAOS HOUNDS
Profile
M
WS
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A
Ld
Points
Chaos Hound
6
4
6
4
4
1
4
2
5
12

Unit Size: 5+

Equipment: None.

SPECIAL UNITS CHAOS KNIGHTS
Profile
M
WS
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A
Ld
Points
Chaos Knight
4
5
3
4
4
1
5
2
9
31
Chaos Steed
8
3
0
4
3
1
3
1
5

Unit Size: 5+

Equipment: Hand weapon, lance, heavy armour and shield. May upgrade their armour to Chaos armour (+2 pts). Chaos Knights ride barded Chaos Steeds.

0-1 UNITS OF HARPIES
Profile
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Ld
Points
Harpy
4
3
0
4
4
1
2
1
6
22

Unit Size: 5-10

Special rules: Flying unit. They may never be led by characters and cannot use the General's Leadership.

MARAUDER CHARIOT,
CHAOS WARRIOR CHARIOT
Profile
M
WS
BS
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T
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A
Ld
Points
Mrder. Chariot
-
-
-
5
4
4
-
-
-
80
Marauder
-
4
-
3
-
-
4
1
7
С War. Chariot
-
-
-
5
5
4
-
-
-
100
Chaos Warrior
-
5
-
4
-
-
5
1
8
Chaos Steed
8
3
-
4
-
-
3
1
-
n/a

Unit Size: 1 Marauder Chariot with 2 Marauder crew, pulled by 2 Chaos Steeds or 1 Chaos Warrior Chariot with 2 Chaos Warrior crew, pulled by 2 Chaos Steeds. You may take up to 2 Marauder Chariots as a single Special choice.

Equipment: All chariots have scythed wheels. Marauder Chariots have a 5+ armour save, and their crew carry hand weapons and flails. Chaos Warrior Chariots have a 4+ armour save and their crew have hand weapons, halberds and heavy armour.

CHAOS SPAWN
Profile
M
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A
Ld
Points
Chaos Spawn
2D6
3
0
4
4
3
3
D6
10
50

Unit Size: 1+

Special rules: Unbreakable, causes fear. Moves 2D6" towards enemy model (Chaos player's choice). Stops if contacts any unit (counts as charging) and fights with D6 attacks, hitting automatically.

RARE UNITS CHAOS TROLLS
Profile
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Ld
Points
Chaos Troll
6
3
1
5
4
3
1
3
4
50

Unit Size: 3+

Equipment: Trolls often fight with a large club (hand weapon).

Special rules: Regenerate, cause fear, stupid. Instead of their normal attacks, Trolls of all types may vomit once on a single enemy model in base-to-base contact. Troll vomit is S5, always hits, and allows no armour save.

DRAGON OGRES
Profile
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WS
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A
Ld
Points
Dragon Ogre
6
4
0
5
5
4
2
3
8
75

Unit Size: 3+

Equipment: Hand weapon. May have additional hand weapon (+6 pts) or Great weapon (+6 pts). May have light armour (+3 pts)

Special rules: Cause fear. Scaly skin gives an armour save of 5+ which may be combined with light armour for a 4+ armour save.

CHAOS OGRES
Profile
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Ld
Points
Ogre
6
3
2
4
4
3
2
3
7
35

Unit Size: 3+

Equipment: Hand weapon. May have additional hand weapon (+6 pts), Great weapon ( + 6 pts) or halberd (+6 pts). May have light armour (+3 pts), heavy armour (+6 pts) and/or shield (+3 pts).

Special rules: Cause fear.

CHAOS REWARDS & MARKS OF CHAOS

You may choose magic items for your characters and units from the common magic items in the rulebook. n addition, your may choose Chaos Rewards and Marks for your characters from the following list. These must be paid for out of the character's magic item allowance. Each model may only have one Mark of Chaos.

Mark of Khorne (Mark Of Chaos):
Chaos armour frenzy
40 pts.

Mark of Slaanesh (Mark Of Chaos):
Unbreakable.
40 pts.

Mark of Nurgle (Mark Of Chaos):
+1T
50 pts.

Mark of Tzeentch (Mark Of Chaos):
May re-roll a single D6 once during the battle. This may be one dice from a roll of two or three or more. The character may use this only to re-roll dice rolls that affect him directly eg his own armour saves, to hit rolls or tests against his own characteristics.
25 pts.

Chaos Tomb Blade (magic weapon):
No armour save.
50 pts.

Daemon Sword (magic weapon):
Each unsaved wound becomes D6 wounds. If a 1 is rolled for this, the bearer takes 1 wound instead with no save of any kind allowed.
50 pts.

Crimson Armour of Dargan (magic armour):
Counts as wearing armour (4+ armour save). Opponents must pass a Ld test once per turn to attack the wearer in close combat. If they fail, they may attack another model in base contact instead.
40 pts.

Chaos Runeshield (magic armour):
Counts as a shield (6+ armour save). Also nullifies the effect of any magic weapon used to attack the bearer in close combat as long as its wielder remains in base-to-base contact.
50 pts.

Chaos Amulet (talisman):
Missile fire at the bearer and the unit he is with is at -1 to hit.
50 pts.

Daemon Steed (enchanted item):
Treat as a ridden monster. The Daemon Steed is a Daemon with all the appropriate special rules - see the Daemon army list.

Profile
M
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A
Ld
Points
Daemon Steed
8
4
0
4
4
3
6
3
10
50


Skull of Katam (arcane item):
+1 to cast spells.
50 pts.

Banner of Wrath (magic banner):
Once per Chaos Magic phase may fire a lightning bolt at the enemy causing D6 S6 hits. Treat as a magic missile with a 24" range. Bound spell. Power level 4.
50pts.