Codex - Chaos Space Marines Angry Anarchist Edition

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Introduction

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.

This codex will feature heavy revisions of weapon profiles so just remember a las cannon isn´t a las cannon and a missile launcher might just be worth taking.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Before adding anything to an angry codex, first write in the discussion page of the page in question and say what you want to change. If no one responds within 1 week, feel free to change it. If someone objects you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. AngryPirate does not follow these rules, mainly because he is mostly editing stuff he himself wrote. If you don´t agree with an edit AngryPirate has made you can PM him or write in the talk page.

Eye of the Gods Table

  • When asked to roll on the Eye of the Gods Table roll 2d6 and refer the the table below. Eye of the Gods can only affect units specified as being affected by it.

2: Spawnhood

The model is removed, place a Spawn within 6" with all the same Chaos mutations the model had. This mutation cannot decrease any characteristic the model had.The Spawn's number of attacks becomes D6+ the number of attacks the model had before turning into a Spawn. If the model had a better T previous turning into a Spawn, the Toughness is carried over. If the model was in close combat then the Spawn is now in that combat.

3: Arcane Constitution

The model(s) gain Feel No Pain, if the model already has Feel No Pain re-roll the on the Chaos Mutation table.

4: Iron Flesh

The model(s) armour save is increased by one point, if the model already has a 2+ armour save re-roll the on the Chaos Mutation table.

5: Daemonic Resilience

The model(s) gain +1 Toughness, to a maximum of 10.

6: Third Eye

The model(s) BS is increased by 1 point, to a maximum of 10.

7: The Eye is closed

Nothing happens.

8: Ungodly Reflexes

The model(s) WS and I are increased by 1 point each. This cannot increase a models WS or I above 10.

9: Fury of chaos

The model(s) Attack characteristic is increased by 1 point, to a maximum of 10.

10: Monstrous Strength

The model(s) Strength is increased by 1 point, to a maximum of 10.

11: Aura of Chaos

The model(s) gain a 4+ invulnerable save.If the model(s) had a 4+ invulnerable save previously to getting this Mutation, the models invulnerable save is increased to 2+.

12: Dark Ascension

The model is removed, place a Daemon Prince within 6" with all the same Chaos mutations, wargear, psychic powers, and upgrades as the model had. This cannot decrease any characteristic the model had. If the model had a better T previous turning into a Daemon Prince, the Toughness is carried over. If the model was in close combat then the Daemon Prince is now in that combat.

Chaos Space Marine Special Rules:

Marks of Chaos

A model with mark of Khorne cannot enter a unit with the mark of Slaanesh, a model with mark of Slaanesh cannot enter a unit with the mark of Khorne, a model with mark of Nurgle cannot enter a unit with the mark of Tzeentch, and a model with mark of Tzeentch cannot enter a unit with the mark of Nurgle.

Mark of Khorne:

Models with the mark of Khorne have Counter-attack, Rage, Furious Charge, and Adamantium Will.

Mark of Slaanesh:

Models with the mark of Slaanesh have +1 Initiative, Crusader, and Fleet.

Mark of Nurgle:

Models with the mark of Nurgle have +1 Toughness.

Mark of Tzeentch:

Models with the mark of Tzeentch gain +1 to their Invulnerable save. Models with no Invulnerable save gain a 5+ invulnerable save.

Psychic Powers

Dicipline of Change

0. Doombolt…. Warp Charge 1

Doombolt is a Witchfire power with the profile given below

Range S AP Type
Doombolt 24 D 1 Heavy 1, Destroyer

1-2. Boon of Mutation…. Warp Charge 1

Boon of Mutation is a Blessing that targets a single friendly unit or Independent Character within 12" the unit rolls on the Eye of the Gods table re-rolling results of 2, 7, and 12. The result stays in effect until the end of the game.

3-4. Tzeentch´ Firestorm…. Warp Charge 2

Warp Gate is a Witchfire power with the profile given below

Range S AP Type
Tzeentch´ Firestorm 24 D6 D6 Assault 3, Barrage, Blast, Inferno

Inferno: When a shooting attack with this rule causes an unsaved wound, inflict D3 hits with the strength and AP of the weapon fired with this rule. If this causes additional wounds roll further D3s untill no more wounds are caused or the unit is gone. Remember FNP and Reanimation Protocols are not saves.

5-6. Breath of Chaos…. Warp Charge 3

Breath of Chaos is a Witchfire power with the profile given below

Range S AP Type
Breath of Chaos Template 1 1 Assault 1, Poison (4+), Spawnification

Spawnification: After resolving the shooting attack, form a new unit of chaos spawn with a number of models equal to the number of models removed by the shooting attack. The new unit must start in combat with the unit, which was the target of the Breath of Chaos, counting as having assaulted that unit. Place the spawns within 8" of the caster of the Breath of Chaos and within unit coherency of the newly formed unit, in addition all the summoned spawn must be within 3" of the target of the Breath of Chaos. The summoned spawn count as a summoned unit from the Daemonology Malefic discipline.

Dicipline of Plague

0. Fathers Love…. Warp Charge 1

Fathers Love is a Blessing that targets a single friendly unit within 12". All the units ranged and melee weapons gain Poisoned, those that are already Poisoned, even if Poisoned (6+) gain Fleshbane.

1-2. Curse of Rust…. Warp Charge 1

Curse of Rust is a Witchfire power with the profile below.

Range S AP Type
Curse of Rust 24 x 1 Assault 1, Graviton, Large Blast

3-4. Rancid Visitations…. Warp Charge 2

Rancid Visitations is a Nova power which hits all models (friend and foe) within 12". All models hit must take a toughness test or suffer a wound with no saves of any kind allowed.

5-6. Mortality…. Warp Charge 3

Mortality is a Malediction which targets an enemy unit within 24". The targets Toughness is 1.

Dicipline of Decadence

0. Symphony of Pain…. Warp Charge 1

Symphony of Pain is a Witchfire power with the profile below.

Range S AP Type
Sensory Overload 24 x 5 Assault 10, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.

1-2. Hightened Senses…. Warp Charge 1

Hightened Senses can either be used as a Malediction that targets an enemy unit within 24", or a Blessing that targets a friendly unit within 24". The targets initiative is increased to 10 and it gains the Acute Senses special rule.

3-4. Pavane of Slaanesh…. Warp Charge 2

Pavane of Slaanesh is a Witchfire power with a range of 24. The target must pass a Leadership on 3D6 test or suffer a single wound with no armour or cover saves allowed for each point the test was failed by.

5-6. Death Metal…. Warp Charge 3

While the psyker insists that it is music, it is nought but pain for anyone with but a shred of sanity. Death Metal is a Nova with the profile below.

Range S AP Type
Death Metal 24 x 5 Assault 2D6, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.

Chaos Space Marine Tactics

Different chaos warbands often use widely different tactics from eachother. Whenever you include a chaos detachment or formation in your army, you may note down one of the following tactics. Add the relevant tactic´s special rules and restrictions to the special rules and restrictions respectively, of the detachment/formation. Models chosen from a detachment or formation treat all models from a detachment or formation with a different tactic than its own as allies of convenience rather than battle brothers.

The Black Legion Tactics

Restrictions: None. Special Rules:

  • Preferred Enemy (Armies of the Imperium)

Night Lords Tactics

Restrictions: Special Rules:

  • Fear
  • Terror: Enemy units in close combat with a unit from this formation must re-roll succesful morale and fear tests.
  • Nightbombs: Any game featuring at least one of these formations use the night fighting rules the entire game, even if all members of this detachment are destroyed.
  • Light and Fast: You may take one additional Fast Attack choice than is normally allowed. You may take one less additional Heavy Support choice than is normally allowed, in formations which allow for non-specific Fast Attack/Heavy Support choices.

Alpha Legion Tactics

Restrictions:

  • No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerkers and Thousand Sons in this detachment.
  • No models in this detachment may have the Daemon special rule.
  • No vehicles may take the Daemonic Possession upgrade.

Special Rules:

  • Infiltrate and Preferred Enemy (Characters)

Thousand Sons Tactics

Restrictions:

  • No models in this detachment may have the Daemon special rule.
  • No models in this detachment may have marks of chaos except the Mark of Tzeentch, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.

Special Rules:

  • Pushing the Limit: When manifesting a psychic power you may overcharge it, you manifest warp charges on 3+ but any roll of a double causes a Perils of the Warp.
  • Dustnoughts: May take Helbrutes, however they lose the Crazed, Daemon and Daemonforge special rules, instead it gains a 4+ Invulnerable save.
  • Spireguard: Any unit of Chosen or Terminators may be upgraded to be Brotherhood of Psykers (Mastery Level x) - 20 pts/model. The units Mastery level is equal to the number of remaining models. They know all powers from the Change Discipline. In addition all their melee weapons gain the Force type.
  • Rubric Marines: All models, armed with power armour, with the Mark of Tzeentch in this detachment gain a 4+ Invulnerable save, increased to a 3+ by the Mark of Tzeentch. Models armed with terminator armour or fleshmetal instead gain a 3+ Invulnerable save, increased to a 2+ by the Mark of Tzeentch.
  • Shitty Smiths: Chaos Rhinos, included in this formation/detachment, lose the Repair special rule.
  • Eternal Hatred: Space Wolves have Hatred Thousand Sons, who likewise have Hatred Space Wolves.

Death Guard Tactics

Restrictions:

  • No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.

Special Rules:

  • Feel No Pain (6+) or if a model already has Feel No Pain: Feel No Pain (4+)
  • Rot Hosts: Whenever a character with the Mark of Nurgle would be removed as a casualty, before removing him, place the Large Blast marker centrally over him. Resolve it like a shooting attack with Strength 5 AP 4, this has no effect on models with the Mark of Nurgle and models with the Daemon of Nurgle special rule.
  • Toxic Ammunition: All weapons with bolt in their name have the Poisoned (5+) type.

Iron Warriors Tactics

Restrictions:

  • No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerkers and Thousand Sons in this detachment.

Special Rules:

  • Meatgrinder: Each time a, non-vehicle, unit is destroyed roll a D6, on a 6+ they are immediately restored to full strength and put into reserves. Cultists are restored on a 4+.
  • Armsmasters: Havocs count as troops choices.
  • Armoured Assault: Units of Chaos Space Marines in this detachment pay 35 pts less for Rhinos.
  • Heavy and Slow: You may include 1 more Heavy Support choice than normal, and 1 less Fast Attack choice than normal, in formations which allow for non-specific Heavy Support/Fast Attack choice.

World Eaters Tactics

Restrictions:

  • No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marines and Thousand Sons in this detachment.
  • No models with Mastery Level(s) may be taken as a part of this detachment.

Special Rules:

  • Fleet, Crusader, Hammer of Wrath and Adamantium Will special rules.
  • Uncontrollable Rage: When a unit from this formation is able to assault one or more units in the assault phase, it must take a leadership test, if the test is passed nothing happens, otherwise the unit is forced to assault of the illegible units.

Emperor´s Children Tactics

Restrictions:

  • No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Plague Marines and Thousand Sons in this detachment.

Special Rules:

  • Sonic Weaponry: Any model may exchange a
- Mutli-Melta/Hades Autocannon/Lascannon for Blastmaster - 0 pts 
- Autocannon/Twin-linked Heavy Bolter for a Blastmaster - 5 pts
- Havoc Launcher for a Blastmaster - 8 pts
  • Night Vision, Outflank, and Acute Senses
  • Dark Temptation: Enemy models within 12" of a model from this detachment must take a Leadership check at the start of each of their movement phases, if failed they must move their allowed movement distance (6" for Infantry 12" for Bikes…) directly towards the closest non flyer/flying monstrous creature from this detachment.

Word Bearers Tactics

Restrictions: All units with the option to take a chaos icon, must do so. Special Rules:

  • Bringer of the Word: Dark Apostles in this detachment are Fearless.
  • Glory to the Dark Gods: During deployment roll a D6 for each unit of Chaos Cultists and each Chaos Space Marine unit without a mark. On the roll of 1 nothing happens. On a roll of 2 the unit gains the mark of Khorne. On a roll of 3 the unit gains the mark of Tzeentch. On a roll of 4 the unit gains the mark of Nurgle. On a roll of 5 the unit gains the mark of Slaanesh. On a roll of 6 the unit may roll once on the Chaos Mutation Table, re-rolling results of 2, 7 and 12.

Chaos Wargear List

Terminator Weapons

  • A model wearing Terminator armour can replace his combi-bolter with one of the following:
- Combi-flamer,-melta or -plasma - 5 pts
- Power weapon - 0 pts
- Lightning claw - 5 pts
- Power fist - 15 pts
- Chainfist - 20 pts
  • A model wearing Terminator armour can replace his power weapon with one of the following:
- Lightning claw - 5 pts
- Power fist - 15 pts
- Chainfist - 20 pts

Chaos Space Marine Obectives

Replace tactical objective 11-16 with the following.

11-16. Champion of Chaos

Score 1 Victory Point if you issued a challenge during your turn.

The Forbidden Armoury

Chaos Icons

Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a Chaos Icon. The Chaos Icon must have been on the battlefield at the start of the turn in order for it to be used. Chaos Icons also have an additional effects, which are listed below.

Icon of Wrath

Units with the Mark of Khorne only. All models with the Mark of Khorne in a unit equipped with an icon of wrath have the Hammer of Wrath special rule. When determining its charge range, a unit with this icon may re-roll the result.

Icon of Flame

Units with the Mark of Tzeentch only. All weapons with "bolt" in their name carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the Soul Blaze special rule.

Icon of Despair

Units with the Mark of Nurgle only. All models with the Mark of Nurgle in a unit equipped with an icon of despair have the Fear special rule.

Icon of Excess

Units with the Mark of Slaanesh only. All models with the Mark of Slaanesh in a unit equipped with an icon of excess have the Feel No Pain special rule.

Icon of Vengeance

A unit equipped with an Icon of Vengeance have the Zealot special rule.

Slaves to Darkness

  • All non-vehicle models gain Stubborn.
  • No models have the Champions of Chaos special rule.
  • Ignore the First Among Chosen, Nexus of Khorne, Master of the Rubricae and Lord of Decadence paragraphs.

HQ

Failbaddon the Armless

Now a Lord of War.

Huron Blackheart

140 pts. All units in Hurons detachment gain the outflank special rule.

Kharn the Betrayer

WS 9. Now has Eternal Warrior.

Lucius the Eternal

WS 10.

Daemon Prince

65 pts.

WS BS S T W I A Ld Sv Unit Type Composition
Daemon Prince 9 5 6 5 4 8 5 9 -/5+ Monstrous Creature (C) 1 Daemon Prince


Special Rules:

  • Deep Strike
  • Veterans of the Long War

Options:

  • Must take one of the following special rules:
- Daemon of Khorne - 10 pts.

Daemons of Khorne have the Fearless, Daemon, Counter-attack, Rage and Preferred Enemy (Daemons of Slaanesh) special rules.

- Daemon of Tzeentch - 5 pts.

Daemons of Tzeentch have the Fearless, Daemon, Daemonic Instability and Preferred Enemy (Daemons of Nurgle) rules and may never summon units with the Daemon of Nurgle special rule. Models with the mark of Tzeentch may re-roll failed saving throws of 2.

- Daemon of Nurgle - 0 pts.

Daemons of Nurgle have the Fearless, Daemon, Shrouded, Slow and Purposeful and Preferred Enemy (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the mark of Nurgle are armed with defensive grenades.

- Daemon of Slaanesh - 5 pts.

Daemons of Slaanesh have the Fearless, Daemon, Jink, Rending, Fleet, Swiftstride and Preferred Enemy (Daemons of Khorne) rules and may never summon units with the Daemon of Khorne special rule.

  • Swiftstride:

Units with one or more models with this rule may run twice during the shooting phase. Vehicles, which are not walkers, gain the Fast vehicle type.

  • Unless Daemon of Khorne is taken may take one of the following
- Mastery Level 1 Psyker - 25 pts.
- Mastery Level 2 Psyker - 50 pts.
- Mastery Level 3 Psyker - 75 pts.
- Mastery Level 4 Psyker (Daemon of Tzeentch only) - 100 pts.
  • May be upgraded to a Flying Monstrous Creature (C) - 40 pts - 60 pts (if Daemon of Nurgle).
  • May take a 3+ Armour Save - 35 pts - 60 pts (if Daemon of Tzeentch).

Psyker:

- A Daemon Prince of Tzeentch generate powers from Divination, Daemonology Malefic and Change disciplines.
- A Daemon Prince of Nurgle generate powers from Biomancy, Daemonology Malefic and Plague disciplines.
- A Daemon Prince of Slaanesh generate powers from Telepathy, Daemonology Malefic  and Decadence disciplines.

Warpsmith

60 pts.

Dark Apostle

90 pts. Beseech the Dark Gods is changed. Beseech the Dark Gods: After deployment the Dark Apostle and his unit may roll once on the mutation table re-rolling results of 2 and 12.

Troops

Chaos Space Marines

13 pts.

  • Take CC weapon - 1 pt/model
  • Heavy bolter - 5 pts
  • Missile Launcher w. one munition type - 15 pts
  • Missile Launcher w. two munition types - 25 pts
  • Missile Launcher w. three munition types - 30 pts

Chaos Cultists

  • Additional cultists - 3 pts/model
  • May take a shotgun in addition to their autopistol - 0,5 pts
  • Khorne - 1 pt/model
  • Slaanesh - 0,5 pts/model

Chosen

WS 5, BS 5.

  • Power Weapon - 4 pts
  • Lightning Claw - 6 pts
  • Power Fist - 10 pts
  • Pair of Lightning Claws -8 pts
  • One unit per detachment may take flesh armour - 8 pts/model
  • Any unit which does not have flesh armour may take Infiltrate - 3 pts/model

Chaos Terminators

WS 5, BS 5, T 5.

  • Base cost - 105 pts
  • Additional Chaos Terminators - 35 pts/model
  • Lightning claw/pair of lightning claws - 5 pts
  • Power fist - 5 pts
  • Chain fist - 10 pts
  • Nurgle - 10 pts/model

Possessed

  • Replace the vessels of chaos table with the following table. You should obviously roll a D6 instead of a D3.
D6 Mutation
1 Destroyer Strength: The possessed´s Melee weapons gain Strength D.
2 Arch Daemon´s Claws: The possessed gain Fleshbane, Shred and Smash.
3 Physical Supremacy: The possessed gain +1 Attack, +1 Initiative, Shred and Rending.
4 Vorpal Claws: The possessed´s Melee weapons are AP2 and they have Preferred Enemy and Armourbane.
5 Death Flurry: The possesd gain +1 Attack, 1+ Initiative, Rampage and their Melee weapons are AP3.
6 Storm Rush: The Possessed gain +5 Initiative and +2 Attacks.

Helbrute

120 pts

  • Gains the Daemon, Daemonforge and It Will Not Die special rules.

Mutilators

Have the Fearless rule.

  • Now have the Swiftstrike rule.

Swiftstrike: If this model has the mark of Slaanesh it may attack at Initiative 4 with Unwieldy weapons.

Khorne Berzerkers

Now has the Rampage rule.

  • Chainaxe
Range S AP Type
- +1 4 Melee

Plague Marines

  • Initial squad cost - 110
  • Additional models - 21 pts/model

Noise Marines

  • Initial squad cost - 70
  • Additional models - 14 pts/model
  • Sonic blaster - 2 pts/model
Range S AP Type
- x 5 Assault 2, Blind, Concussive, Pinning, Sensory Overload

Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.
  • For every 5 models in the unit one Noise Marine may take a blast master - 20 pts

Fast Attack

Chaos Bikes

  • Initial squad cost - 65
  • Additional models - 19 pts/model
  • Khorne - 3 pts/model
  • Nurgle - 8 pts/model
  • Slaanesh - 3 pts/model

Chaos Spawn

  • 28 pts/model
  • Khorne - 3 pts/model
  • Tzeentch - 13 pts/model
  • Nurgle - 10 pts/model
  • Slaanesh - 4 pts/model

Raptors

  • 80 pts
  • Additional models - 10 pts/model
  • Up to four Raptors may take one of the following:
- Flamer - 5 pts/model
- Meltagun - 10 pts/model
- Plasma gun - 10 pts/model

Warp Talons

  • Additional models - 20 pts/model
  • Tzeentch - 4 pts/model
  • Slaanesh - 6 pts/model

Hell Drake

180 pts.

  • Baleflamer - 30 pts

Heavy Support

Havocs

  • Missile Launcher w. one munition type - 15 pts
  • Missile Launcher w. two munition types - 25 pts
  • Missile Launcher w. three munition types - 30 pts

Obliterator

  • Obliterator Weapons: Now also includes Grav-cannon. Missile launcher includes all three types, you can keep on firing the missile launchers by using a different ammunition each round.
Range S AP Type
24 * 2 Salvo 2/3, Concussive, Graviton

  • Khorne - 2 pts/model
  • Nurgle - 15 pts/model

Defiler

  • 210 pts
  • AV 13/13/11
  • Now has the Rampant Destruction rule.

Rampant Destruction: This model may target a different unit with each of it´s ranged weapons. This model may not assault a unit which it has not fired upon during a turn in which it has fired a weapon.

  • Replace all power fists with destroyer fists.
Range S AP Type
- D 1 Melee, Colossal

Colossal: Attacks made with this weapon are carried out at Initiative 1, even if the model using it is a Walker.

Forgefiend

150 pts.

Chaos Land Raider

Gain the Fast unit type in addition to any existing unit types. In addition it has the Move Through Cover special rule.

Lords of War

Abaddon the Despoiler

  • WS 9, BS 10, T 4, I 5, before the marks of Nurgle and Slaanesh.
  • Is armed with an Apocalyptic Bombardment
  • Orbital Strike
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Massive (7") Blast, One Use Only, Orbital, Chaotic Bombardment

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn. Chaotic Bombardment: Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may fire the weapon at any target in your army, ignoring line of sight.

Chaos Warmonger

  • 110 pts
  • Chaos Lord with WS 9, A 4, 4 W
  • Is armed with a Chaotic Bombardment
  • Orbital Strike
Range S AP Type
Infinite 10 1 Ordnance 1, Barrage, Large Blast, One Use Only, Orbital, Chaotic Bombardment

Orbital: If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6" regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn. Chaotic Bombardment: Before firing this weapon roll a d6, on a 5+ change this weapon to Ordnance 2, on the roll of a 1; your opponents may fire the weapon at any target in your army, ignoring line of sight.

The Forbidden Armoury

Changed Ranged Weapons

Combi-bolter

Range S AP Type
24 4 5 Rapid Fire, Shred, Rending, Twin-linked

Lascannon

Range S AP Type
48 7 1 Ordnance 1, Lance, Fleshbane

Meltagun

Range S AP Type
12 8 1 Rapid Fire

Multimelta

Range S AP Type
24 8 1 Heavy 1, Melta

Plasma Gun

Range S AP Type
24 7 3 Rapid-Fire, Gets Hot, Shred

Plasma Cannon

Range S AP Type
36 7 3 Salvo 1/2, Gets Hot, Blast

Havoc Launcher

Range S AP Type
36 4 - Heavy 1, Twin-linked, Blast, Ignores Cover, Havoc

Havoc: A unit that assaults a unit which has been hit by a weapon with the Havoc rule previously this turn does not suffer penalties for charging through terrain, though it must still subtract 2" from its charge distance. A unit which has been hit by a weapon with the Havoc rule cannot perform Overwatch for the rest of the turn.

Missile launcher

Range S AP Type
- Krak Missile 48 8 2 Heavy 1
- Frag Missile 48 4 4 Heavy 1, Blast
- Flakk Missile 48 8 2 Heavy 1, Skyfire