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Unlimited Pts - Chaos Marines - word bearers 2500

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HQ: Chaos Lord (1 , 175 pts) Chaos Lord

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1 6 5 4/5 4 3 5 3/5 10 3+/5(i) 175 (C:CSM, pp. 30 & 92); Unit Type: Infantry; Frag Grenades; Krak Grenades; Juggernaut of Khorne; Personal Icon; Mark of Khorne; Bolt Pistol (x1); Daemon Weapon; DW: Blood Feeder; Fearless; Independent Character 1 7 5 6 5 4 5 4 10 3+/4(i) 200 (C:CSM, pp. 32 & 92); Unit Type: Monstrous Creature; Unit Type: Jump Infantry; Wings; Mark of Tzeentch; Close Combat Weapon; Eternal Warrior; Fearless; Psyker; Bolt of Change (x1); Warptime (x1)

HQ: Daemon Prince (1 , 200 pts) Daemon Prince

Elite: Chaos Terminators (8 , 370 pts) Chaos Terminators 1 370 (C:CSM, pp. 28 & 94); Unit Type: Infantry; Terminator Armour; Icon of Tzeentch; Mark of Tzeentch; Terminator; Terminator; Terminator; Deep Strike Terminator 1 4 4 4 4 1 4 2 10 2+/4(i) [35] (C:CSM, pp. 28 & 94); Terminator Armour; Mark of Tzeentch; Power Weapon (x1); Combimelta (x1) Terminator 1 4 4 4/8 4 1 4/1 2 10 2+/4(i) [70] (C:CSM, pp. 28 & 94); Terminator Armour; Mark of Tzeentch; Chain Fist (x1); Reaper Autocannon (x1) Terminator 2 4 4 4 4 1 4 2 10 2+/4(i) [60] (C:CSM, pp. 28 & 94); Terminator Armour; Mark of Tzeentch; Power Weapon (x2); TwinLinked Bolter (x2) Terminator Champion 1 4 4 4 4 1 4 3 10 2+/4(i) [40] (C:CSM, pp. 28 & 94); Terminator Armour; Mark of Tzeentch; Power Weapon (x1); TwinLinked Bolter (x1) Terminator Champion 3 4 4 4 4 1 4 3/4 10 2+/4(i) [130] (C:CSM, pp. 28 & 94); Terminator Armour; Mark of Tzeentch; Power Weapon (x2); TwinLinked Bolter (x2); Lightning Claws (pair) (x1) Elite: Chosen (5 , 160 pts)
4 4 4 4 4 1 4 1/2 10 3+ 160 (C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Chaos Glory; Bolt Pistol (x4); Bolter (x1); Close Combat Weapon (x4); Meltagun; Meltagun (x2); Infiltrate Aspiring Champion 1 4 4 4 4 1 4 2/3 10 3+ [48] (C:CSM, pp. 27 & 94); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Melta Bombs; Bolt Pistol (x1); Bolter (x1); Power Weapon; Infiltrate Chosen

Troops: Khorne Berzerkers (10 , 250 pts) Khorne Berzerkers 9 5 4 4 4 1 4 2/3 9 3+ 250 (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Personal Icon; Mark of Khorne; Bolt Pistol (x9); Close Combat Weapon (x9); Fearless; Furious Charge Skull Champion 1 5 4 4 4 1 4 3/4 10 3+ [56] (C:CSM, pp. 36 & 98); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Khorne; Melta Bombs; Bolt Pistol (x1); Power Weapon; Fearless; Furious Charge Heavy Support: Land Raider (1 , 245 pts) Land Raider 1 Grp: 245 BS: 4 FA: 14 SA: 14 RA: 14 (C:CSM, pp. 44 & 101); Unit Type: Vehicle (Tank); Access Points: 3; Searchlight; Smoke Launchers; Extra Armor; 2x Twin-linked Lascannons; Twin-Linked Heavy Bolter; Combimelta; Assault Vehicle Heavy Support: Obliterators (2 , 150 pts) Obliterators 2 4 4 4/8 4 2 4/1 2 9 2+/5(i) 150 (C:CSM, pp. 35 & 96); Unit Type: Infantry; Obliterator Weapons; Power Fist; Deep Strike; Fearless; Slow and Purposeful

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Name

Grp

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Heavy Support: Defiler (1 , 150 pts) Defiler 1 Grp: 150 WS: 3 BS: 3 St: 6/10 In: 3 At: 3/4 FA: 12 SA: 12 RA: 10 (C:CSM, pp. 41 & 101); Unit Type: Vehicle (Walker); Daemonic Possession; Searchlight; Smoke Launchers; 2x Dreadnought CCWs; Battle Cannon; Reaper Autocannon; Close Combat Arm; Fleet Troops: Chaos Space Marines (11 , 270 pts) Chaos Space Marines 9 4 4 4 4 1 4/5 1/2 9 3+ 270 (C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Icon of Slaanesh; Mark of Slaanesh; Bolt Pistol (x9); Bolter (x7); Close Combat Weapon (x9); Flamer (x1); Meltagun (x1); Rhino Aspiring Champion 1 4 4 4/8 4 1 4/1 2 10 3+ [55] (C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Slaanesh; Bolt Pistol; Bolter; Power Fist Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [45] (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; Combi- melta; Repair Troops: Chaos Space Marines (11 , 270 pts) Chaos Space Marines 9 4 4 4 4 1 4/5 1/2 9 3+ 270 (C:CSM, pp. 26 & 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Icon of Slaanesh; Mark of Slaanesh; Bolt Pistol (x9); Bolter (x7); Close Combat Weapon (x9); Flamer (x1); Meltagun (x1); Rhino Aspiring Champion 1 4 4 4/8 4 1 4/1 2 10 3+ [55] (C:CSM, pg. 96); Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Mark of Slaanesh; Bolt Pistol; Bolter; Power Fist Rhino 1 Grp: BS: 4 FA: 11 SA: 11 RA: 10 [45] (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; Combi- melta; Repair : Summoned Lesser Daemon (12 , 156 pts) Summoned Lesser Daemon 12 4 4 4 1 4 2 10 -/5(i) (C:CSM, pp. 62 & 102); Unit Type: Infantry; Close Combat Weapon; Fearless
156

: Summoned Greater Daemon (1 , 100 pts) Summoned Greater Daemon 1 8 6 6 4 4 5 10 -/4(i) 100 (C:CSM, pp. 62 & 102); Unit Type: Monstrous Creature; Close Combat Weapon; Fearless
Total Cost: 2496

Option Footnotes Bolt of Change Warptime Assault Vehicle Deep Strike Eternal Warrior Fearless Fleet Furious Charge Independent Character Infiltrate Psyker Repair Psychic Powers 24" Range; S8; AP1; Assault 1 (p88 C:CSM) Re-roll all rolls to hit and wound (p88 C:CSM) Special Rules 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. Unit may arrive by Deep Strike (BRB, pg. 95). Immune to Instant Death (p74 WH40K 5E) Automatically pass all morale tests, conditions apply (p75 WH40K 5E) May assault in the same turn as running, conditions apply (p75 WH40K 5E) Add +1 to strength and initiative, conditions apply (p75 WH40K 5E) (See WH40k, pg. 50.) Deploy last within 12" or 18", conditions apply (p75 WH40K 5E) Psykers can use one psychic power per player turn (WH40K, pg. 50). 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. Counts as Relentless (p76 WH40K 5E), always count as moving in Difficult Terrain, conditions apply (p76 WH40K 5E) Unit Type Unit Type: Infantry (p.54 WH40k)
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Slow and Purposeful

Unit Type: Infantry

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Unit Type: Jump Infantry 1) Move up to 12" over terrain, start or end of move in Diff Terr, reqs Dangerous Terrain test. 2) May enter play by Deep Strike. 3) Assault 6" affected by Diff Terr. 4) Fall back 3D6" over terrain, end of move in Diff Terr, reqs Dangerous Terrain test. (p.52 WH40k) 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 Chaos Glory Re-roll failed morale checks (p81 C:CSM) Extra Armor Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage tables as a Crew Shaken result instead. Frag Grenades Models with these do not suffer the initiative penalty for assaulting enemies through cover (p36 WH40K 5E). Icon of Slaanesh Unit gains benefits of the Mark of Slaanesh (p81 C:CSM) Icon of Tzeentch Unit gains benefits of the Mark of Tzeentch (p81 C:CSM) Juggernaut of Khorne Model cannot be transported (p86 C:CSM) Krak Grenades One attack with 6+D6 AP (exceptions apply p72 WH40K) Mark of Khorne Extra attacks (p25 C:CSM) Mark of Slaanesh Extra initiative (p25 C:CSM) Mark of Tzeentch Invunerable save (p25 C:CSM) Melta Bombs One attack with 8+2D6 AP (exceptions apply p72 WH40K) 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 Terminator Armour Confers a 2+ Armour save and a 5+ Invulnerable save. Wings Move like jumpack infantry Weapons 2x Dreadnought CCWs Strength 10; Ignores armour saves in close combat. 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 Chain Fist Ignores armour saves, strikes last, doubles strength, 2D6 + strength for AP. Close Combat Arm Close Combat Weapon If used with another close combat weapon, +1 attack in close combat.
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Combi- melta

Bolter: 24" Range; S4; AP5; Rapid Fire Melta: 12" Range; S8; AP1; Assault 1; Melta; One shot (p83 C:CSM) Daemon Weapon Two handed, Power weapon, +D6 attacks (rolls of 1 has other effects), +1 Str (p93 C:CSM) DW: Blood Feeder Two handed, Power weapon, +2D6 attacks (rolls of 1 has other effects) (p93 C:CSM) Flamer Template; S4; AP5; Assault 1 Lightning Claws (pair) Ignores armour saves in close combat. Re-roll failed 'to wound' rolls. +1 Attacks in close combat. Meltagun 12" Range; S8; AP1; Assault 1; Melta. Obliterator Weapons Choose from lascannon, multi-melta, plasma cannon, twin-linked plasma gun, twin-linked meltagun, twinlinked flamer (p100 C:CSM) Power Fist Ignores armour saves, increases strength in close combat. Power Weapon Ignores armour saves in close combat (p42 WH40K 5E) 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 Bolter 36" Range; S5; AP4; Heavy 3 Linked Validation Report 1. Chaos Legions: Chaos Marines; c-1. File Version: 1.29 For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission Roster satisfies all enforced validation rules Roster Statistics % Elite: 21.2 % Fast: 0 % Heavy: 21.8 % HQ: 15 Model Count: 64 % Troops: 31.7 % Wargear: 0 Files version: 1.29 Group Min 1 0 2 0 0 Max 2 3 6 3 3 Used 2 2 3 0 3

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