CHAOS RULES
Chaos Terminators
The official rules in the Campaigns Book included rules for using Chaos Terminators. Those rules did not cover the many different types of weapons that are commonly available to the current range of Chaos Terminator miniatures. Furthermore, there are no Chaos Terminator Sergeants available, instead there are miniatures called Chaos Terminator Champions.
We've taken a long time to rationalise the changes for the Chaos Terminators to bring the rules in line with the models that are presently available. It was difficult playing games using the old force list when we never had the correct models to represent the Terminators armed with Missile Launchers, Conversion Beamers, etc. So, the new Chaos force list should now match the readily available Terminators with their weapon combinations.
We also decided not to include a Chaos Terminator Sergeant or Champion in the new force list for the sake of simplicity. It was difficult to distinguish between a Sergeant or Champion when paying for weapon upgrades meant that some standard Marines were stronger than a Sergeant or Champion.
Introducing Abaddon The Despoiler
Abaddon The Despoiler needs little in the way of introduction. He is the epitome of evil who lives to wreak carnage on all of Imperial space. These rules introduce Abaddon as a special character to use in a Chaos force. It is better to introduce Abaddon and all of his personal wargear here, rather than creating new entries on the standard tables. This way, Abaddon can be easily ignored if he is not chosen as part of a Chaos force. If Abaddon is purchased, then the Chaos player can not also buy a Chaos Captain as Abaddon assumes command of any force that fights alongside him.
The presence of Abaddon allows the Chaos player to add an extra 2 CPs to his CP roll. Abaddon is immune to terror, in fact his reputation alone causes terror to other models that are capable of being affected. When fighting against a character like Abaddon, enemies know that they are virtually up against the Chaos Gods themselves.
Abaddon (along with his wargear) costs 12 points to purchase from the Chaos Force List. He can not take any extra wargear as upgrades. His close assault modifiers are listed below.
Front Square: 2d+4, two parries, extra shot when drawn; Left Square: d+4, one parry; Right Square: d+4 one parry; Rear Square: d+4.
Abaddon's Wargear
Abaddon's wargear is vicious, ruthless and blessed by the Chaos Gods themselves. After making pacts with all of the evil powers, Abaddon gains his strength in part from the wargear that he has collected. The benefits of his wargear are already included in his close assault profile.
The Talon of Horus
Abaddon personally ripped the Talon from Horus' arm after the Warmaster was killed. It is a large Lightning Claw with a modified Storm Bolter built on top of the wrist. If Abaddon ever draws a round of close assault in his front square, then he can immediately take a shot from his Storm Bolter at the opposing model. This is a free action that will not draw overwatch fire from enemy models. Use the hit rolls required for a Nemesis Force Weapon when it draws in close assault. The Talon of Horus is an exceptional piece of machinery, being master crafted by the finest of artificers. The Storm Bolter will never jam in overwatch, keeping Abaddon safe from reckless enemy charges.
The Daemon Sword Drach'Nyen
After the first Black Crusades, Abaddon was rewarded for his ferocious bravery with the Daemon Sword Drach'Nyen. It's might is legendary and it is able to cleave through armour and bone without resistance. While it is not a force weapon as such, it allows Abaddon a free force defence against every psychic attack that targets him. In addition, when Abaddon is battling against an opponent with a force weapon, they are not allowed to boost their close assault bonus with any psi energy. Drach'Nyen exhales the mist of the Chaos Gods which is sufficient enough to snuff out the ability of enemy psykers to boost the power of their own weapons. The sword is able to reach into the immaterial universe, so it can kill Wraiths and other phase shifting creatures on the first strike. Furthermore, Abaddon only needs to spend 1 AP to destroy all types of doors and features, including Power Field Generators and even rubble.
Abaddon's Terminator Armour
Abaddon's Terminator Armour has been blessed by the Chaos Gods to make it even stronger than the earthly materials that it is constructed from. All attacks made against Abaddon on the Ranged Weapons Table need to roll an extra point to represent his invulnerability against many weapons. Example: Storm Bolters need a 7 to hit Abaddon. Lasguns also need a 7, but they don't have the benefit of sustained fire, so they are effectively useless against Abaddon.
Introducing Chaos Dreadnoughts Dreadnoughts are monstrous machines that accompany Chaos forces into battle. They provide devastating heavy support that razes all before them. The Dreadnought is under control of its Chaos God at all times, as it is not a living creature. Its mind co-exists in the Warp where it can receive instructions directly from the controlling God. They are capable of withstanding huge amounts of firepower and are equally as capable of defeating many squads on their own. Dreadnoughts can be purchased from the Chaos Force List along with any other Chaos Marines that are required. Due to their immense size they occupy four squares and they can not walk down a single squared corridor. A mission involving a Dreadnought needs wider corridors to allow the Dreadnought some movement through the space hulk. A Dreadnought pays more APs than any other model to turn. Image: A converted, prototype Dreadnought with large close assault claws. |
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APs and CPs
A Dreadnought with short legs has 4 APs per turn. Dreadnoughts with long legs have 6 APs per turn. All Dreadnoughts can also use CPs but only if there is at least one other Chaos Marine alive on the board. If the last Chaos models on the board are Dreadnoughts, then the Chaos player can no longer roll for CPs.
Weapons
All Dreadnoughts have twin-linked Heavy Bolters attached below their mouths. Both Heavy Bolters must aim at the same target each time they are shot. The Dreadnoughts Heavy Bolters use the normal statistics on the Ranged Weapons Table, however, there is one major difference. A Dreadnought may move and fire with the Heavy Bolters and it can also turn and fire. The Heavy Bolters can jam on overwatch (as normal) and they also receive any sustained fire bonuses as applicable.
Every Dreadnought has either two or four weapon mounts that can each support a heavy weapon. The mounted heavy weapons are chosen for the Dreadnought when it is purchased from the Chaos Force List. The Dreadnought is not able to move and fire with any of its mounted heavy weapons. These rules override the normal rules for an Assault Cannon, which can be fired when a Terminator Marine is moving. Dreadnought Assault Cannons never run out of ammunition and are never in danger of malfunctioning. The Dreadnought has weapon cooling systems and vast stores of ammunition to last it during most Space Hulk battles. Similarly, a Dreadnought Heavy Flamer will never run out of ammunition. Dreadnought Heavy Plasma Guns can only be fired once per turn on maximal, as they still need to recharge their power packs, however, this is still a better rate of fire than that of other plasma weapons. Keep track of fired Dreadnought Heavy Plasma Guns by using the correct counter. From its next turn it may shoot the weapon again.
Close Assault
Dreadnoughts are mighty foes in close assault. They are usually able to cut down enemies in front of them with their Heavy Bolters, which gives them a powerful set of dice rolls in their front square. Dreadnoughts do not have any special rules for close assault, with the exception that they can never be knocked prone as they are far too massive. When a Dreadnought is destroyed, either in close assault or from being shot, it is replaced with a four square rubble counter due to the wreckage it leaves on the board.
Line Of Sight and Fire Arc
Dreadnoughts have a LOS that extends sideways and forwards from each of their four squares. If an enemy model can see at least one square of the Dreadnought in its FA then it can target the Dreadnought.
A Dreadnought's FA extends 90 degrees forward from each square that a heavy weapon occupies. A Dreadnought with four weapon mounts contains one heavy weapon for each corresponding square. A Dreadnought with two weapon mounts has a little more manoeuvrability and each heavy weapon has a FA from both squares that it occupies. The Heavy Bolters on a Dreadnought with four weapon mounts are more restricted and have a comparatively restricted FA when compared to a Dreadnought with two weapon mounts.
Note that the mounted heavy weapons may not all have LOS or FA to a target model, particularly when the Dreadnought and target model are in confined spaces and tight corridors. Refer to the diagrams for more details.

Firing A Volley
Dreadnoughts are walking weapons of mass destruction. They can fire all of their mounted heavy weapons and their Heavy Bolters at the same time!
The Chaos player may declare that he is going to fire the Dreadnoughts mounted heavy weapons in a volley. The Dreadnought must remain still, as no move and fire actions are possible. The Chaos player may elect to fire some, or all of the mounted heavy weapons that the Dreadnought carries. The AP cost for the volley is based on the most expensive weapon that is participating in the volley. A Heavy Plasma Gun on maximal will cause the volley to cost 3 APs. He then chooses a weapon and fires it as many times as appropriate for the amount of APs that the volley has. The shots can be aimed at different targets if desired. He repeats this process for each weapon that is firing, including the Heavy Bolters if they were declared as being fired. If there are no more targets in LOS and FA (a very likely event), then any remaining weapons that have not fired do not have to fire.
Example: A Dreadnought has the following mounted heavy weapons; Assault Cannon, Heavy Flamer, Missile Launcher and a Heavy Plasma Gun, along with the Heavy Bolters. The Dreadnought is faced with a huge hall full of Genestealers. The Chaos player elects that the Dreadnought is going to shoot all of its weapons; with the Heavy Plasma Gun firing on maximal, the Missile Launcher firing a Crack Missile and the Assault Cannon firing bursts. The cost for the entire volley is 3 APs as this is what it takes to fire a Heavy Plasma Gun on maximal. Firstly, the Chaos player shoots the Heavy Bolters at a Genestealer, killing it. He targets another Genestealer with the Heavy Bolters and misses. Using his last AP for the Heavy Bolters he scores a sustained fire hit on the Genestealer. He then decides to fire the Heavy Flamer into a section of the hall, killing a few more Genestealers. He can not fire the Heavy Flamer again as has used 2 APs and only has 1 AP left over, which is not enough for another shot. Next he decides to fire the Heavy Plasma Gun which uses all 3 APs but it leaves a trail of dripping Genestealer gore in the centre of the hall. Newly revealed Tyranid Warriors hiding at the back of the room are perfect targets for the Chaos player. He fires three Assault Cannon bursts, killing two Tyranid Warriors. Finally, the Chaos player launches a Crack Missile at another Tyranid Warrior ripping it into pieces. He has 1 AP left over but it is not enough to shoot the Missile Launcher again in this volley.
Remember that mounted heavy weapons can be fired one at a time in separate actions, it is just like shooting a single volley. Mounted heavy weapons can only be fired as a single volley when using CPs during an enemy turn.
Overwatch
Only a Dreadnoughts Heavy Bolters can be put into overwatch. The mounted Assault Cannon is not able to enter overwatch, though this is more than compensated for with unlimited ammunition and no chance of malfunction. If either of the Heavy Bolters jam during overwatch, then they both jam. Clearing the jam costs 1 AP and must be done so before any weapons can be fired at all.
Introducing Obliterators Obliterators were once Chaos Terminator Marines that dwelt far too long in the Daemonic regions of the Warp. They shed most aspects of their former lives and evolved into twisted amalgamations of Terminator, Daemon and metal. Their form is always changing from near Daemon to near human then to near metal in a show of barrels and weapons. Each Obliterator is torn by an internal struggle at the core of its presence. They have no peace, only turmoil rages inside them and a desire to smite their enemies from existence. Obliterators are able to morph a variety of weapons for their disposal to use each turn if desired. This makes them extremely valuable as they offer many tactical uses during a fire-fight. Obliterators are immune to terror. Furthermore, as they are partly Daemonic, they are able to strike terror into their enemies. |
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Morphing Weapons
Obliterators can morph whichever weapon they need to use from the following list: Storm Bolter, Reaper Autocannon, Missile Launcher, Heavy Flamer, Melta Gun and Conversion Beamer. It costs 2 APs to morph weapons. At the start of the game the Obliterator may be armed with whichever weapon is desired. It can morph more than once per turn if the Chaos player wishes, in addition CPs can be used to fire as many different weapons in the same turn as are possible. When an Obliterator morphs a weapon, the Chaos player decides which new weapon the Obliterator will use. The Obliterator is then armed with that weapon after paying the 2 APs to morph.
A Heavy Flamer will not run out of ammunition regardless if it is fired continuously or if it is morphed back again. A Melta Gun may be fired more than once per turn as the Daemonic fires within an Obliterator are able to sustain the furious heat required to sustain the weapon.
Although morphing is an extremely powerful ability, it is not one which is entirely under the Obliterator's control. The raging fires of upheaval that burn within each Obliterator often force it to change it's appearance and weapons. Before each Obliterator is activated during their turn, the Chaos player must roll a dice. On the result of a 1, the Obliterator must morph its weapon before it is allowed to shoot. It may still move, close assault, or perform other actions as normal but it is not allowed to use a ranged weapon until it morphs. This prevents the Obliterator from always using the same weapon indefinitely.
Close Assault
Obliterators are able to morph close assault weapons in a similar manner that they can morph their ranged weapons. However, as their form always consists of shifting blades, spikes, swords and chains it is more convenient to only use the close assault modifiers listed on the Close Assault Weapons Table. An Obliterator is always considered as having a Chain Fist so that it can benefit from the special abilities that one supplies, however, it does not gain any further bonuses to its close assault modifiers.
CHAOS WARGEAR
Chain Axe
The Chain Axe is a large, dangerous weapon in close assault. It can not be operated in conjunction with a Power Glove, however, the effects of a Chain Axe are equivalent to that of a Power Glove/Chain Fist combination. For the purposes of game play, a Marine armed with a Chain Axe has the same characteristics as a Marine armed with a Power Glove and Chain Fist. The Chain Axe can be used as a Chain Fist to cut down doors and bulkheads. It also provides the Marine with the same modifiers in close assault that a Chain Fist does.
Combi Bolter-Flamer
Chaos Terminators can be armed with the deadly Combi Bolter-Flamer. It incorporates all the features of a Bolter and Flamer into one single weapon. Note that the Flamer is not a Heavy Flamer and it does not come with a reload, having enough fuel for six flamer shots only.
The Combi weapon can not fire both barrels simultaneously, so the Chaos player must declare what type of shot is being fired. In all other respects, the Combi Bolter-Flamer follows the normal rules for each of the Bolter and Flamer rules on the Ranged Weapons Table.
Combi Bolter-Melta
Chaos Terminators can be armed with the deadly Combi Bolter-Melta. It incorporates all the features of a Bolter and Melta into one single weapon.
The Combi weapon can not fire both barrels simultaneously, so the Chaos player must declare what type of shot is being fired. If the Melta Gun is used to fire a shot, then the Combi weapon can still fire using normal Bolter shots for the duration of the player's turn. However, it can not fire another Melta shot until the player's next turn. In all other respects, the Combi Bolter-Melta follows the normal rules for each of the Bolter and Melta rules on the Ranged Weapons Table.
Power Mace
The Power Mace projects a field around it that enhances the blows of the Marine in close assault. It is particularly effective at providing the Marine with extra protection from all angles as the energy field created is dispersed evenly around the Marine. In all other respects, a Power Mace operates in a similar way to other Power weapons.
Reaper Autocannon
Based on the standard Autocannon, the Reaper Autocannon is a larger twin-barrelled heavy weapon that is designed to take down massive, heavily armoured targets. It is only used by Chaos Terminators, being far too cumbersome to place in the hands of any other type of trooper. The Reaper Autocannon is equipped with auto-feeders that supply the barrels with large calibre rounds which shoot at high velocity towards their target where they erupt with thunderous booms.
The Reaper Autocannon has one disadvantage on board space hulks. It is too slow to enter overwatch as the ammunition feeders are not capable of supplying a fast enough rate of shells for the barrels to continuously spit out. Usually the Chaos Terminator with a Reaper Autocannon is ready to receive immediate instruction via CPs to take care of enemies that present themselves within the weapon's arc of destruction.
Last revised: April 09, 2006.