Chaos¶
Special Rules¶
Attack Rating¶
Chaos fleets have a starting attack or initiative rating of 2.
Chaos Commanders¶
A Chaos Warmaster (as opposed to a Lord) must always be used as a fleet commander in any Chaos fleet list that requires the use of a fleet commander. Under no circumstance can a Chaos Lord be placed on the same ship as a Warmaster.
Boarding Actions¶
Chaos has a +1 boarding modifier. The Chaos Space Marine upgrade replaces this, providing them with a total +2 boarding modifier (before all other modifiers are applied normally).
Renegade Imperial Vessels¶
The Imperial Navy has taken great pains after the 12th Black Crusade to ensure that its warships do not fall into the foul hands of Chaos. While only the most seasoned and august of ship captains command the Emperor’s battleships and battlecruisers, this is not always the case for its escorts and second-line warships. For every 1,500 points in a Chaos fleet, one cruiser from any Imperial Navy fleet list up to 185 points and/ or up to six Imperial Navy escorts may be taken. Special weapon rules, Nova Cannon, Chaos Lords, Chaos Space Marines, Chaos ordnance or Daemonship upgrades may not be taken for Imperial Navy vessels used in this manner, and cruisers suffer -1Ld for going renegade. Imperial Navy escorts need not be in a single squadron and may be interspersed within other Chaos escort squadrons if desired. These vessels do not count as reserves; they count as Chaos vessels in all respects.
Ordnance¶
During the Gothic War, Chaos forces employed a variety of attack craft.
The most common were the fighters codenamed Swiftdeaths. These proved invaluable in picking off torpedoes, given the preponderance of torpedoes in the Imperial Navy.
The deadly Doomfire bombers were the plague of many Imperial escorts and even capital ships, and it was a wave of Doomfires that delivered the killing blow to the battlecruiser Cypra Probatii during the Battle of Gethsemane.
The Dreadclaw assault craft were also much feared, carrying contingents of fanatical and crazed Chaos devotees, or even renegade Space Marines of the Traitor Legions. Using ancient phase-field generator technology, the Dreadclaws were able to burn through the thickest hull in minutes, deploying their raiding parties before any organised defence could be mustered.
| ATTACK CRAFT | SPEED |
|---|---|
| Swiftdeath Figther | 30 cm |
| Doomfire Bomber | 20 cm |
| Dreadclaw Assault Boat | 30 cm |
Note that attack craft are always carried into battle by larger ships and therefore have no separate points value.
Chaos Space Marines in Battlefleet Gothic¶
The Chaos Space Marine Legions have never needed to build specialist battle barges and strike cruisers. To them any capital ship with the capacity to launch Dreadclaws or boarding torpedoes is potentially a battle barge and any fast cruiser might be used to move small forces around. Chaos Space Marines are relatively rare however and a great many Chaos fleets will be made up of renegade captains and their ships with not a Traitor Marine in sight. The degree of fealty rogue captains extend to their Chaos Marine masters is variable and some pirate fleets that ostensibly serve Chaos have probably never seen a Chaos Space Marine so it is perfectly acceptable to use a Chaos fleet without including members of the Traitor Legions, which you can do using a fleet selected from the Chaos Incursion fleet list.
Using Chaos Fleet Lists¶
The Chaos Incursion fleet list covers Abaddon’s fleets in the Gothic Sector War. This war was primarily fought in space and Abaddon had no need to gather the Lords of the Traitor Legions around him. The Black Crusade fleet list represents where the object is to transport Chaos Space Marines to conquer and destroy Imperial worlds.
Chaos Space Marine Crews¶
Any capital ship can be designated as having a Chaos Space Marine crew at the points cost indicated in the army list. The ship will be subject to the Chaos Space Marine special rules. If the ship contains the Warmaster or a Lord then you can assume that he is also a Chaos Space Marine (this is for narrative only and has no impact on any rules).
Leadership¶
A vessel with a Chaos Space Marine crew will have +1 Leadership (in addition to any other bonuses due to there being a Chaos Warmaster or Chaos Lord on board). Furthermore the maximum Leadership of the vessel is increased to 10.
Boarding & Hit-&-run¶
The superior fighting skills of the Chaos Space Marines are most apparent in boarding actions. A ship with a Chaos Space Marine crew adds +2 to its roll when performing boarding actions and enemy conducting hit & run attacks against them subtract -1 from their hit & run result. Hit and run attacks launched by boarding torpedoes, Dreadclaws, Thunderhawks or teleportation originating from such a ship add +1 to their result.
Planetary Assault¶
Ships with Chaos Space Marine crews in a Planetary Assault mission score two Assault Points for every turn they spend landing troops.
Terminator Teleport Assault¶
For an extra 10 points battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may roll two dice when conducting hit and run teleport attacks and select which one they wish to count. They will add one as normal. This represents them unleashing their Chosen Terminators in a teleport assault.
Marks of Chaos¶
A ship with a Chaos Space Marine crew may have a Mark of Chaos, even if a Warmaster or Lord does not captain it. However there are some restrictions on exactly which Mark it can have based on the Chaos Space Marine Legion that controls it. Even if a Warmaster or Lord captains a ship, if it has a Chaos Space Marine crew the choice of Mark of Chaos is limited as well. The options are shown in the table below.
| OWNING LEGION | MARKS |
|---|---|
| World Eaters | May have Mark of Khorne only |
| Emperor’s Children | May have Mark of Slaanesh only |
| Death Guard | May have Mark of Nurgle only |
| Thousand Sons | May have Mark of Tzeentch only |
| Black Legion | May have any one Mark |
| Others | May not have any Mark |
Legion Fleets¶
If the Warmaster’s ship has a Chaos Space Marine crew then all other ships in the fleet that have Chaos Space Marine crew must be of the same legion, unless a Chaos Lord captains them.
Rivalry¶
Members of the Emperor’s Children and the World Eaters cannot be combined in the same fleet. Similarly members of the Death Guard and Thousand Sons may not be combined in the same fleet.
Capital ship squadrons¶
If capital ships are grouped as squadrons then each squadron may only contain a single Warmaster or Lord and that ship must lead the squadron. Similarly a squadron may not include ships with different Marks of Chaos.
Example: A fleet Warmaster’s ship has a Chaos Space Marine crew of the Death Guard. His ship has the Mark of Nurgle. His fleet contains six other cruisers, three ships have Chaos Space Marine crew and one of these also has a Chaos Lord. The two Chaos Space Marine ships without Lords must be crewed by the Death Guard and must therefore have the Mark of Nurgle. The ship containing the Lord can be Death Guard as well but doesn’t have to be as it could represent an allied force from another legion. Because the fleet contains members of the Death Guard the Lord’s ship may not be crewed by the Thousand Sons but may be represent any other legion. Let’s assume it is the Emperor’s Children and therefore has the Mark of Slaanesh.
When organising these ships into squadrons the Warmaster and Lord’s ships may not be in the same squadron and each must command any squadron they do join. The Chaos Lord’s squadron may not contain any ships with a Mark other than that of Slaanesh and the Warmaster’s squadron may not include any ships with a Mark other than that of Nurgle.
Using Daemon Ships¶
The basic profile of a ship, which is upgraded to a Daemon ship remains unchanged. It does not matter what broadside weapons you replace with Daemon ship components the ship’s profile is not changed.
The points cost to upgrade a capital ship to a Daemon ship is as follows:
| Battleship | +50 pts |
| Grand cruiser | +30 pts |
| Heavy cruiser | +25 pts |
| Cruiser | +20 pts |
A Daemon ship may not be commanded by a Warmaster or a Chaos Lord even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemon ship may not have a Chaos Space Marine crew. Any number of capital ships can be upgraded to Daemon ships subject to these limitations.
Daemon ships cannot carry Exterminatus weapons and do not score any points for landing troops in a planetary assault (the Daemons are bound within the hull of their vessel, whilst able to board enemy ships normally in the context of a BFG game they would become unstable if holding a planetary objective for any length of time).
Daemonships cannot be used in squadrons.
Any Daemon ship may have a single Mark of Chaos with the same effects and cost in points as described on pg. 226.
Daemon ship Leadership is rolled as normal (ie, 1=6, 2,3=7, 4,5=8, 6=9).
Warp Translation¶
A Daemonship may be kept off table at the start of a game. The rest of the fleet is deployed as stated in the rules for the mission being played. The Daemonship(s) are actually lurking in the Warp waiting to either be summoned by one of the on-table Chaos ships or drawn to the ripe souls aboard an enemy ship.
In the End phase of any Chaos turn, after the first, they may enter play from the Warp as follows: Select a friendly or enemy Capital ship; only a Capital ship contains enough supplicants or victims to draw a Daemonship from the Warp. Position the Daemonship within 20 cm of the chosen vessel facing in any direction desired by the Chaos player controlling it. Next, roll 4D6 and a Scatter dice and reposition the Daemonship accordingly, keeping the ship on the same heading.
A Daemonship cannot be forced to disengage by a scatter roll that places it off the table. If a Daemonship scatters off the table when deploying, place the Daemonship so that its base is completely on the table on the point of the table edge indicated by the scatter dice, facing any direction desired by the Chaos player.
If a ‘Hit’ is rolled on the Scatter dice, then the Daemonship arrives on target.
The arriving Daemonship is unaffected by celestial phenomena and does not trigger attack by ordnance markers it may happen to land on. If it would appear in contact with an enemy vessel, reposition it by up to 1 cm so that it is out of contact.
Spectral Daemonships¶
The Daemonship has now pierced the fabric of real space and has started to manifest itself. It is not entirely present in real space, however, although it is real enough for enemy vessels to track its location and react to its presence. It is in effect a spectre. Any enemy vessel attempting a special order when within 15 cm of it is at -1 Leadership (if the ship also has a Mark of Slaanesh the penalties are cumulative). It cannot move, shoot, board or conduct any action in any way, though any Marks it may have still take effect immediately. It also may not be shot at, boarded, rammed or have any action done to it while spectral.
At the end of any subsequent Chaos End phase it may complete the translation to real space. It does not have to and may remain a spectral, haunting presence as long as the Chaos player wishes. When the decision is made to translate to real space roll a D6 – on a roll of 2 or more it becomes solid. This final translation cannot be made if the Daemonship is in contact with an enemy vessel. No actions can be undertaken in the End phase during which final translation occurs (no sneaky teleport boarding attacks or suchlike). From this point on the Daemonship is solid and fights like a normal ship.
If a Daemon ship fully materializes in contact with celestial phenomena, it suffers any effects of those celestial phenomena, such as gas clouds, asteroid fields, etc. before the start of its movement phase. However, if it materializes in an asteroid field, it may then attempt to avoid damage by making a leadership check normally.
Haunting¶
A Daemonship may disengage at the end of any Chaos Movement phase without having to make any dice roll. It simply drops back into the Warp leaving no trace.
A disengaged Daemonship may re-enter play on any Chaos turn following the one in which it disengages. This is done following the translation rules detailed above.
When a Daemonship is ‘haunting’ or is spectral it can still suffer damage from fire critical hits.
If it was damaged when it disengaged it may be repaired when it returns, roll a D6:
| D6 ROLL | RESULT |
|---|---|
| 1, 2, 3 | No change |
| 4, 5 | +1 hull point |
| 6 | +2 hull points |
Add +1 to the roll if it is a battleship.
Add +1 for each full turn the Daemonship spent in the Warp.
In addition to repairing damage, they may repair critical hits while in the warp rolling normally, repairing critical damage on a 4+ as opposed to a 6. However, Daemonships may not make repair rolls in the end phase they are first deployed when returning into play.
If Daemonships repair enough hits while “haunting” to no longer be crippled, they will still count as disengaged for purposes of victory points but will no longer count as crippled.
A returning Daemonship cannot come back with more hits than it could normally have. At the end of the game a Daemonship which disengaged (even just once) will count as having disengaged for Victory points purposes, unless of course it is destroyed or crippled when the normal rules apply.
Daemonships in Campaigns¶
Daemonships do not automatically regain hits after each battle. They have to be regained either in a game by warp translation or by expending repair points, or they can be withdrawn normally.
Chaos in Campaigns¶
Chaos Promotions¶
| Renown | Title | Ld | Notes |
|---|---|---|---|
| 1-5 | Chaos Champion | 8 | 1 re-roll |
| 6-10 | Exalted Chaos Champion | 8 | 1 re-roll, 1 Mark of Chaos |
| 11-20 | Tyrant | 9 | 1 re-roll, 1 Mark of Chaos |
| 21-30 | Chaos Lord | 9 | 1 re-roll, 2 Mark of Chaos |
| 31-50 | Overlord | 10 | 1 re-roll, 2 Mark of Chaos |
| 51+ | Warmaster | 10 | 1 re-roll, 3 Mark of Chaos |
Forces of Chaos (Other Appeals)¶
The forces of Chaos constantly assail the Imperium and attack the servants of the Emperor. If your request for aid is heard, roll on this table to see what is put at your disposal.
| 2D6 roll | Result |
|---|---|
| 2 | You implore the Chaos gods for their unholy gifts, but the dark powers smite you for your impudence. At the start of the next battle, roll once on the Critical Damage table and apply the result to your Warmaster’s ship! |
| 3 | The Chaos gods show you a glimpse of the future. You may re-roll the dice when deciding who has the initiative in the next campaign turn. The second roll stands. |
| 4 | The Chaos gods send a force of Daemonic entities that swirl about one of your ships and attack nearby vessels. Nominate one capital ship in the next battle. A single enemy ship within 15 cm during your end phase is attacked. Roll a D6: this is the number of dice you can roll to hit against the target’s Armour (shields have no effect). |
| 5 | A mighty Champion of the Dark Gods agrees to join your retinue of followers. You may add a Chaos Lord (with a Mark of Chaos if you wish) to your Fleet Registry. |
| 6 | A Chaos Space Marine battle force will act as your personal bodyguard. Your flagship may add +1 to all boarding actions it is involved in. |
| 7 | The Chaos Legions gather to your side. Your flagship and any ship with a Chaos Lord aboard may add +1 to all boarding actions it is involved in for the rest of the campaign. |
| 8 | The Legions of Chaos grow strong and your fleet is aided by many deadly warriors such as Berzerkers of Khorne, Noise Marines and the dreaded Chaos Terminators. Any one ship in your fleet may add +2 to all boarding actions it is involved in for the rest of the campaign. |
| 9 | Piratical renegades flock to your cause. One ship in your fleet may be equipped with boarding torpedoes and/or Dreadclaw assault boats. |
| 10 | With their cabalistic rites and blood sacrifices to the ancient gods, your Sorcerers bestow the gifts of Chaos onto one of your ships. In your next battle, one ship in your fleet may be given a Chaos Reward for free, as if the Warmaster or a Chaos Lord was on board (this can be combined with the Chaos Rewards of a Warmaster or Chaos Lord). |
| 11 | The Chaos gods use their foul magicks to create a ward of Chaos about your fleet. Nominate one of your capital ships in the next game. Any enemy shooting at this ships suffers a right column shift on the Gunnery table (before any other shifts for range or Blast markers). |
| 12 | The Chaos gods use their fiendish powers to create a swirling vortex of Chaos about one of your ships. Nominate one capital ship in your fleet. In the next battle, any enemy ship within 15 cm of this vessel counts as having one Blast marker in contact with its base. |
Abaddon The Despoiler: Scourge of the Gothic Sector¶
Abaddon is known to be the driving force behind the Black Crusade which ravaged the Gothic sector between 142.M41 and 160.M41. What means he used to bring together the fleets of so many different Chaos Lords and Warmasters is unknown, but even his unholy gift of leadership must have been stretched to the full coordinating the attacks of such an anarchic coalition. Abaddon’s own warfleet was the most powerful in the sector and one of the last to be defeated. This was in no small part due to the awesome power of the Planet Killer at his command, to say nothing of the Blackstone Fortresses he succeeded in corrupting to the service of the Dark Gods.
Abaddon was once a Space Marine, a captain of the Lunar Wolves’ 1st Company during the Great Crusade, over 10,000 years ago, conquering distant stars in the name of the Emperor. The Lunar Wolves battled across uncounted worlds to free them from alien tyranny or the taint of Chaos, and Abaddon was ever at the fore. But at the time of the Great Heresy, Abaddon chose to betray the Emperor and join with the forces of his Primarch, the Warmaster Horus, in his attack on Earth. Upon Horus’ defeat, Abaddon rallied the remnants of the hordes which had fought on Earth and fled to the Eye of Terror, where the powers of Chaos welcomed him as their champion.
For ten millennia Abaddon has continued to harry the Imperium at every opportunity, raining fire and destruction on the empire of Mankind that he helped to build. The Gothic War is one of the most recent of his terrible works, but his history of bloodshed extends as far back as the Imperium itself. During the Gothic War, Abaddon took personal command of the Planet Killer in many engagements, although he escaped its destruction at Kharlos II.
Abaddon as Fleet Commander¶
Abaddon can be chosen to act as fleet commander in any game in which the Chaos fleet is worth 1,000 points or more. You may not place a Chaos Lord on the same ship as Abaddon (you don’t get to be a Chaos Lord by spending lots of time near a bloody-tempered maniac!). He has the following characteristics:
Leadership: 10
Abaddon is an exceptional commander in all respects. His crew and fleet live in mortal terror of arousing his anger and perform at peak efficiency when he is aboard. He is also aided by the prophecies of the Sorcerer Zaraphiston.
Re-rolls: 1 per turn.
Abaddon’s awesome reputation and dogged determination ensure there are seldom any failures in the chain of command. When there are, the consequences are likely to be dire. Abaddon’s fleet is allowed to re-roll a single Command check or Leadership test each turn.
Special Rules¶
The following special rules apply to Abaddon:
Boarding Actions¶
Abaddon is accompanied by his company of Black Legion Traitor Marines aboard the ship he is commanding. This, combined with his own abilities, means the ship doubles its value in boarding actions and gains an extra +1 Boarding modifier.
Hit-&-Run Attacks¶
Abaddon will have his own ship sealed tight against hit-&-run raiders (he knows every trick in the book). Therefore, hit-&-run raids deduct -1 from their dice roll against Abaddon’s ship. If Abaddon’s vessel makes any hit-&-run teleport attacks, add +1 to the dice roll for the attack as it will be undertaken by elite Black Legion Terminators. Boarding torpedoes and assault boats from Abaddon’s ship will be manned by more mundane minions and do not receive this modifier.
“You have failed me for the last time…”¶
Abaddon the Despoiler does not tolerate failure, as many of his followers have discovered to their cost. If Abaddon’s re-roll is used for a Command check or Leadership test on another ship or squadron and the test is failed a second time, he will become angry – very, very angry! In the Chaos Shooting phase Abaddon will direct at least half the available firepower and lance strength of the ship he is commanding against the weaklings who have failed him (assuming the worthless scum are within range and fire arc). Resolve the attack as normal, just as if Abaddon’s vessel were an enemy.
The victims of his wrath (assuming they survive) will be suitably chastised and gain a +1 Leadership increase for the remainder of the game. The Leadership bonus will only take effect once (after that the crews are working as hard as they can!). If the object of Abaddon’s wrath is not in range and/or fire arc he will leave them to their fate – Abaddon’s re-rolls may no longer be used on it. This means that no further Commander re-rolls may be used on the ship or squadron unless it is carrying its own Chaos Lord with a Mark of Tzeentch.
Should this dreadful failure occur on Abaddon’s own ship, it will lose one Damage Point as the Black Legion massacre those who failed him. No Leadership increase is gained.
Gothic Sector: Chaos Incursion Fleet List¶
Fleet Commander¶
1 Chaos Warmaster¶
You must include a Chaos Warmaster in your fleet, even if it is worth 750 points or less. He must be assigned to the biggest (ie, most expensive) ship and improves its Leadership to the value shown below.
| Chaos Warmaster (Ld 8) | 50 pts |
| Chaos Warmaster (Ld 9) | 100 pts |
Chaos Warmasters get one re-roll.
In addition they may be given up to four Marks of Chaos as shown below (no Mark may be taken more than once).
| The Mark of Slaanesh | +25 pts |
The Chaos Warmaster is accompanied by the dissonant, siren cry of the Daemons of Slaanesh, the prince of pain and pleasure. Enemy ships within 15 cm of any ship with a Mark of Slaanesh suffer -2 to their Leadership value. This is an area effect that is not affected by line of sight obstructions.
| The Mark of Khorne | +20 pts |
The Chaos Warmaster and his followers chant their prayers to Khorne as they await the opportunity to spill blood in hand-to-hand conflict. The Chaos Warmaster's ship doubles its value in boarding actions and adds +1 to any rolls for inflicting critical damage in a boarding action.
| The Mark of Tzeentch | +30 pts |
The Chaos Warmaster benefits from the patronage of the Changer of Ways, his Daemonic prescience giving him command of the Fates. The Chaos Warmaster gains an extra re-roll.
| The Mark of Nurgle | +35 pts |
The Chaos Warmaster's ship is rank with putrescence and his followers bear the awful marks of morbidity and decay. The Chaos Warmaster's ship gains 1 damage point and may not be boarded.
0-3 Chaos Lords¶
You may include up to three Chaos Lords in your fleet. Each Chaos Lord must be assigned a ship and improves its Leadership rating to the value shown.
| Chaos Lord (Ld 8) | 50 pts |
A Chaos Lord may be given up to one of the following Marks of Chaos.
| The Mark of Slaanesh | +25 pts |
Enemy ships within 15 cm of any ship with a Mark of Slaanesh suffer -2 to their Leadership value. This is an area effect that is not affected by line of sight obstructions.
| The Mark of Khorne> | +20 pts |
The Chaos Lord's ship doubles its value in boarding actions.
| The Mark of Tzeentch | +30 pts |
The Chaos Lord gains a re-roll.
| The Mark of Nurgle | +35 pts |
The Chaos Lord's ship gains a damage point and may not be boarded.
Capital Ships¶
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet. See it's profile for restrictions and how to include it.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers.
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Repulsive class grand cruiser | 230 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers or Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
Abaddon's 13th Black Crusade: Black Crusade Fleet List¶
Fleet Commander¶
0-1 Chaos Warmaster¶
You can only include a Chaos Warmaster in your fleet if it includes any capital ships. He must be assigned to the most expensive ship and improves its rolled Leadership by +2, to a maximum of 9.
| Chaos Warmaster (Ld +2) | 100 pts |
Chaos Warmasters get one re-roll. In addition they may be given a single Mark of Chaos.
The Warmaster may be given an extra re-roll at a cost of +25 points.
Abaddon¶
You may include Abaddon the Despoiler as the Warmaster in any Chaos Fleet worth more than 1,000 points.
| Abaddon (Ld 10) | 195 pts |
Abaddon receives one re-roll per turn, in addition see his special rules.
Chaos Lords¶
Any capital ship, apart from that of the Warmaster, may be captained by a Chaos Lord. If so then add +1 to the Leadership rolled for the ship at the start of the game subject to a maximum of 9.
| Chaos Lord (Ld +1) | 25 pts |
A Lord may be given a re-roll (which he can use for his own ship or squadron only) at +25 points. A ship commanded by a Lord may be given a single Mark of Chaos.
| The Mark of Slaanesh | +25 pts |
The ship is full of the sensation-craving followers of Slaanesh and their siren cries extend into the minds of the crews of nearby enemy ships. Enemy ships within 15 cm of any ship with a Mark of Slaanesh suffer –2 to their Leadership value. This is an area effect that is not affected by line of sight obstructions.
| The Mark of Khorne | +20 pts |
Crewed by the homicidal followers of Khorne, the ship is extremely dangerous in boarding actions. It doubles its value in boarding actions.
| The Mark of Tzeentch | +25 pts |
The Captain can call upon the power of precognition as well as formidable magics to control his vessel. This ship has an extra re-roll.
| The Mark of Nurgle | +35 pts |
The vessel is rank with putrescence and the many plagues of the Lord of Decay. It gains 1 Damage Point and may not be boarded.
Capital Ships¶
0-1 Planet Killer¶
A fleet of 1,000 points or more may include the Planet Killer. If you include the Planet Killer, Abaddon does not have to be present, but if he is he must be aboard the Planet Killer. The Planet Killer also counts as a battleship when working out how many heavy cruisers and cruisers the fleet requires.
| Planet Killer | 505 pts |
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet. See it's profile for restrictions and how to include it.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers.
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Retaliator class grand cruiser | 260 pts |
| Repulsive class grand cruiser | 230 pts |
| Vengeance class grand cruiser | 230 pts |
| Executor class grand cruiser | 210 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Chaos Space Marine Crews¶
Any capital ship can be designated as having a Chaos Space Marine crew at +35 points. The ship will be subject to the Chaos Space Marine special rules on pgs. 218–219.
Remember, a ship with a Chaos Space Marine crew may have a Mark of Chaos, even if a Warmaster or Lord does not captain it, but is subject to the restriction on pg. 219.
For +10 points, battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may include Chosen Terminators.
Daemon Ships¶
Any number of capital ships in your fleet may be upgraded to a Daemon ship at the additional points cost shown, based upon the type of vessel chosen.
| Battleship | +50 pts |
| Grand cruiser | +30 pts |
| Heavy cruiser | +25 pts |
| Cruiser | +20 pts |
A Daemon ship may not be commanded by a Warmaster or a Chaos Lord even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemon ship may not have a Chaos Space Marine crew. Any number of capital ships can be upgraded to Daemon ships subject to these limitations.
Any Daemon ship may have a single Mark of Chaos with the same effects and points cost.
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
These vessels may not contain a Chaos Warmaster, a Chaos Lord or have a Chaos Space Marine crew, neither can they be given Marks. You should feel free to paint and model them to be consistent with the rest of your fleet, it will not have any game effect however.
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers and Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
A ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships but if so it may only carry Thunderhawks and may not launch any other attack craft. Furthermore the launch capacity of the ship’s bays’ is halved (round down). This is because the launch bays have to be substantially rebuilt to deal with the larger Thunderhawks.
The Sorcerous Fleet of Tzeentch¶
Fleet Commander¶
0-1 Chaos Warmaster of Tzeentch¶
You can only include a Chaos Warmaster in your fleet if it includes any capital ships. He must be assigned to the most expensive ship and improves its rolled Leadership by +2, to a maximum of 10.
| Chaos Warmaster (Ld +2) | 100 pts |
Chaos Warmasters get one re-roll. The Warmaster may be given an extra re-roll at a cost of +25 points. The Warmaster must take the Mark of Tzeentch.
Chaos Lords¶
Any capital ship apart from that of the Warmaster may be captained by a Chaos Lord. If so then add +1 to the Leadership rolled for the ship at the start of the game subject to a maximum of 9.
| Chaos Lord (Ld +1) | 25 pts |
A Lord may be given a Mark of Tzeentch, providing a re-roll (which he can use for his own ship or squadron only) for +25 points. A ship commanded by a Lord may only be given a Mark of Tzeentch.
| The Mark of Tzeentch | +25 pts |
The vessel is given command of the Fates by its patron god and gains +1 re-roll.
Capital Ships¶
0-1 Planet Killer¶
A fleet of 1,000 points or more may include the Planet Killer. If you include the Planet Killer, Abaddon does not have to be present, but if he is he must be aboard the Planet Killer. The Planet Killer also counts as a battleship when working out how many heavy cruisers and cruisers the fleet requires.
| Planet Killer | 505 pts |
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet. See it's profile for restrictions and how to include it.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers. A fleet 1,000 points or more may include the Scion of Prospero as one of its battleships, subject to normal restrictions.
| 0-1 Scion of Prospero | 450 pts |
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Retaliator class grand cruiser | 260 pts |
| Repulsive class grand cruiser | 230 pts |
| Vengeance class grand cruiser | 230 pts |
| Executor class grand cruiser | 210 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Chaos Space Marine Crews¶
Any capital ship can be designated as having a Thousand Sons Chaos Space Marine crew at +35 points. The ship will be subject to the Chaos Space Marine special rules on pgs. 218–219. A ship with a Thousand Sons Chaos Space Marine crew may have a Mark of Tzeentch.
For +10 points, battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may include Chosen Terminators.
Daemonships¶
Except for the flagship or the Scion of Prospero (if included), any number of the capital ships in a Sorcerous Fleet may be upgraded to Daemonships at the additional points cost shown, based upon the type of vessel chosen.
| Battleship | +50 pts |
| Grand cruiser | +30 pts |
| Heavy cruiser | +25 pts |
| Cruiser | +20 pts |
A Daemonship may not be commanded by a Warmaster or a Chaos Lord, even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemonship may not have a Chaos Space Marine crew.
Daemonships in a Sorcerous Fleet may only take the Mark of Tzeentch, paid for separately.
Forces of Chaos¶
| Warp Beasts | +25 pts |
The garish, terror-spawned leviathans of the warp are but playthings to Tzeentch, and he can bind these creatures to the hulls of vessels to be unleashed in a torrent of coruscating fire and nightmare colour.
Up to two capital ships (including the flagship) can have daemonic entities and warp beasts swirl about its hull, including daemonships. Once per battle, a single enemy ship within 15 cm takes D6 hits in the end phase (shields have no effect).
| Strand of Fortune | +25 pts |
Tzeentch may offer glimpses of the future to his servants, even those serving his chosen champion.
Any ship led by a Lord of Tzeentch (and not the Warmaster!) may be granted a Strand of Fortune. Once per battle it automatically passes a command check or leadership test – no roll required.
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
These vessels may not contain a Chaos Warmaster, a Chaos Lord or have a Chaos Space Marine crew, neither can they be given Marks. You should feel free to paint and model them to be consistent with the rest of your fleet, it will not have any game effect however.
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers and Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
A ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships but if so it may only carry Thunderhawks and may not launch Swiftdeaths, Doomfires and Dreadclaws. Furthermore the launch capacity of the ship’s bays’ is halved (round down). This is because the launch bays have to be substantially rebuilt to deal with the larger Thunderhawks.
The Plaguefleet of Nurgle¶
Fleet Commander¶
0-1 Chaos Warmaster of Nurgle¶
You can only include a Chaos Warmaster in your fleet if it includes any capital ships. He must be assigned to the most expensive ship and improves its rolled Leadership by +2, to a maximum of 10.
| Chaos Warmaster (Ld +2) | 100 pts |
Chaos Warmasters get one re-roll. The Warmaster may be given an extra re-roll at a cost of +25 points. The Warmaster must take the Mark of Nurgle.
Chaos Lords¶
Any capital ship apart from that of the Warmaster may be captained by a Chaos Lord. If so then add +1 to the Leadership rolled for the ship at the start of the game subject to a maximum of 9.
| Chaos Lord (Ld +1) | 25 pts |
A Lord may be given a re-roll (which he can use for his own ship or squadron only) for +25 points. A ship commanded by a Lord may only be given a Mark of Nurgle.
| The Mark of Nurgle | +35 pts |
The vessel is rank with putrescence and the many plagues of the Lord of Decay. It gains 1 Damage Point and may not be boarded.
Capital Ships¶
0-1 Planet Killer¶
A fleet of 1,000 points or more may include the Planet Killer. If you include the Planet Killer, Abaddon does not have to be present, but if he is he must be aboard the Planet Killer. The Planet Killer also counts as a battleship when working out how many heavy cruisers and cruisers the fleet requires.
| Planet Killer | 505 pts |
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet. See it's profile for restrictions and how to include it.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers. A fleet 1,000 points or more may include the Terminus Est as one of its battleships, subject to normal restrictions.
| 0-1 Terminus Est | 430 pts |
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Retaliator class grand cruiser | 260 pts |
| Repulsive class grand cruiser | 230 pts |
| Vengeance class grand cruiser | 230 pts |
| Executor class grand cruiser | 210 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Chaos Space Marine Crews¶
Any capital ship can be designated as having a Death Guard Chaos Space Marine crew at +35 points. The ship will be subject to the Chaos Space Marine special rules on pgs. 218–219.
A ship with a Death Guard Chaos Space Marine crew may have a Mark of Nurgle.
For +10 points, battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may include Chosen Terminators.
Daemonships¶
Up to a third of the capital ships (not the Terminus Est or flagship) in a Plaguefleet may be upgraded to Daemonships at the additional points cost shown, based upon the type of vessel chosen.
| Battleship | +85 pts |
| Grand cruiser | +65 pts |
| Heavy cruiser | +60 pts |
| Cruiser | +55 pts |
A Daemonship may not be commanded by a Warmaster or a Chaos Lord, even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemonship may not have a Chaos Space Marine crew.
All Daemonships in a Plaguefleet must take the Mark of Nurgle, which is already included in the cost to upgrade them to Daemonships.
Forces of Chaos¶
| Hives of Nurgle | +10 pts |
Pustules, hives, and sores fester upon the ship’s cankered hull, seeping an obscuring haze of corroded debris, waste and filth out into space.
Any capital ships with the Mark of Nurgle may also take Hives of Nurgle. The murky haze distorts the ship’s silhouette; vessels within 15 cm do not benefit from a left column shift when firing at it.
| Ark of Pestilence | +5 pts |
During the Gothic War, hulks were found to be relatively intact but with their entire crews slain and their bodies rotted by horrific disease.
Up to three capital ships with the Mark of Nurgle (including the flagship) may also become Arks of Pestilence. Ships boarded by them are also infected by plague in addition to all damage inflicted normally, affecting it the same way as if it suffered a single Fire critical (repaired normally). Ships hulked in this manner do not remain “on fire” and roll normally on the catastrophic damage table.
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
These vessels may not contain a Chaos Warmaster, a Chaos Lord or have a Chaos Space Marine crew, neither can they be given Marks. You should feel free to paint and model them to be consistent with the rest of your fleet, it will not have any game effect however.
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers and Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
A ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships but if so it may only carry Thunderhawks and may not launch Swiftdeaths, Doomfires and Dreadclaws. Furthermore the launch capacity of the ship’s bays’ is halved (round down). This is because the launch bays have to be substantially rebuilt to deal with the larger Thunderhawks.
The Berzerker Fleet of Khorne¶
Fleet Commander¶
0-1 Chaos Warmaster of Khorne¶
You can only include a Chaos Warmaster in your fleet if it includes any capital ships. He must be assigned to the most expensive ship and improves its rolled Leadership by +2, to a maximum of 10.
| Chaos Warmaster (Ld +2) | 100 pts |
Chaos Warmasters get one re-roll. The Warmaster may be given an extra re-roll at a cost of +25 points. The Warmaster must take the Mark of Khorne.
Chaos Lords¶
Any capital ship apart from that of the Warmaster may be captained by a Chaos Lord. If so then add +1 to the Leadership rolled for the ship at the start of the game subject to a maximum of 9.
| Chaos Lord (Ld +1) | 25 pts |
A Lord may be given a re-roll (which he can use for his own ship or squadron only) for +25 points. A ship commanded by a Lord may only be given a Mark of Khorne.
| The Mark of Khorne | +20 pts |
Crewed by homicidal, blood-crazed followers of Khorne, it doubles its value in boarding actions.
Capital Ships¶
0-1 Planet Killer¶
A fleet of 1,000 points or more may include the Planet Killer. If you include the Planet Killer, Abaddon does not have to be present, but if he is he must be aboard the Planet Killer. The Planet Killer also counts as a battleship when working out how many heavy cruisers and cruisers the fleet requires.
| Planet Killer | 505 pts |
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet, which must be the flagship if chosen. Bezerker Fleets led by a Space Hulk may have more than two battleships, but other restrictions remain unchanged.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers. A fleet 1,000 points or more may include the Slaverer as one of its battleships, subject to normal restrictions.
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| 0-1 Slaverer | 380 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Retaliator class grand cruiser | 260 pts |
| Repulsive class grand cruiser | 230 pts |
| Vengeance class grand cruiser | 230 pts |
| Executor class grand cruiser | 210 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Chaos Space Marine Crews¶
Any capital ship can be designated as having a World Eaters Chaos Space Marine crew at +35 points. The ship will be subject to the Chaos Space Marine special rules on pgs. 218–219.
A ship with a World Eaters Chaos Space Marine crew may have a Mark of Khorne.
For +10 points, battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may include Chosen Terminators.
Daemonships¶
Up to a quarter of the capital ships (not battleships or the f lagship) in a Berzerker Fleet may be upgraded to Daemonships at the additional points cost shown, based upon the type of vessel chosen.
| Grand cruiser | +50 pts |
| Heavy cruiser | +45 pts |
| Cruiser | +40 pts |
A Daemonship may not be commanded by a Warmaster or a Chaos Lord, even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemonship may not have a Chaos Space Marine crew.
All Daemonships in a Berzerker Fleet must take the Mark of Khorne, which is already included in the cost to upgrade them to Daemonships.
Forces of Chaos¶
| Berzerker Tide | Free |
Bloodlust drives a ship’s crew forward in a battle frenzy, ignoring their own vessels’ defences. Carriers flush their bays of attack craft to meet their foe as crews leave their posts en-masse to board the enemy.
Any ships with the Mark of Khorne conducting a boarding action may roll D3 extra critical damage rolls if desired, but then it may not take any special orders (including Brace for Impact) in the next turn. Carriers with this Mark may launch up to D3 more attack craft markers of any type if within less than 20 cm of their target. If they do so, they must Reload Ordnance and not launch in the next turn.
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
These vessels may not contain a Chaos Warmaster, a Chaos Lord or have a Chaos Space Marine crew, neither can they be given Marks. You should feel free to paint and model them to be consistent with the rest of your fleet, it will not have any game effect however.
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers and Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
A ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships but if so it may only carry Thunderhawks and may not launch Swiftdeaths, Doomfires and Dreadclaws. Furthermore the launch capacity of the ship’s bays’ is halved (round down). This is because the launch bays have to be substantially rebuilt to deal with the larger Thunderhawks.
The Pleasurefleet of Slaanesh¶
Fleet Commander¶
0-1 Chaos Warmaster of Slaanesh¶
You can only include a Chaos Warmaster in your fleet if it includes any capital ships. He must be assigned to the most expensive ship and improves its rolled Leadership by +2, to a maximum of 10.
| Chaos Warmaster (Ld +2) | 100 pts |
Chaos Warmasters get one re-roll. The Warmaster may be given an extra re-roll at a cost of +25 points. The Warmaster must take the Mark of Slaanesh.
Chaos Lords¶
Any capital ship apart from that of the Warmaster may be captained by a Chaos Lord. If so then add +1 to the Leadership rolled for the ship at the start of the game subject to a maximum of 9.
| Chaos Lord (Ld +1) | 25 pts |
A Lord may be given a re-roll (which he can use for his own ship or squadron only) for +25 points. A ship commanded by a Lord may only be given a Mark of Slaanesh.
| The Mark of Slaanesh | +25 pts |
The ship is full of the sensation-craving followers of Slaanesh, and their siren cries extend into the minds of nearby enemy ships. Enemy ships within 15 cm of any ship with a Mark of Slaanesh suffer -2 to their leadership value.
Capital Ships¶
0-1 Planet Killer¶
A fleet of 1,000 points or more may include the Planet Killer. If you include the Planet Killer, Abaddon does not have to be present, but if he is he must be aboard the Planet Killer. The Planet Killer also counts as a battleship when working out how many heavy cruisers and cruisers the fleet requires.
| Planet Killer | 505 pts |
0–1 Chaos Space Hulk¶
You may include up to one Space Hulk in the fleet. See it's profile for restrictions and how to include it.
| Chaos Space Hulk | 650 pts |
Battleships¶
You may include up to one battleship in your fleet for every three cruisers or heavy cruisers. A fleet 1,000 points or more may include the Wage of Sin as one of its battleships, subject to normal restrictions.
| 0-1 Wage of Sin | 430 pts |
| Chaos battle barge | 410 pts |
| Despoiler class battleship | 400 pts |
| Desolator class battleship | 300 pts |
Grand Cruisers¶
You may include up to one grand cruiser in your fleet for every three cruisers or heavy cruisers.
| Retaliator class grand cruiser | 260 pts |
| Repulsive class grand cruiser | 230 pts |
| Vengeance class grand cruiser | 230 pts |
| Executor class grand cruiser | 210 pts |
Heavy Cruisers¶
You may include up to one heavy cruiser in your fleet for every two cruisers.
| Styx class heavy cruiser | 260 pts |
| Hecate class heavy cruiser | 230 pts |
| Hades class heavy cruiser | 200 pts |
| Acheron class heavy cruiser | 190 pts |
0-12 Cruisers¶
| Devastation class cruiser | 190 pts |
| Carnage class cruiser | 180 pts |
| Inferno class cruiser | 180 pts |
| Murder class cruiser | 170 pts |
| Slaughter class cruiser | 165 pts |
Chaos Space Marine Crews¶
Any capital ship can be designated as having a Emperor's Children Chaos Space Marine crew at +35 points. The ship will be subject to the Chaos Space Marine special rules on pgs. 218–219.
A ship with an Emperor's Children Chaos Space Marine crew may have a Mark of Slaanesh.
For +10 points, battleships and grand cruisers with Chaos Space Marine Warmasters, Lords or crews may include Chosen Terminators.
Daemonships¶
Up to half of the capital ships (not the Wage of Sin or the flagship) in a Pleasurefleet may be upgraded to Daemonships at the additional points cost shown, based upon the type of vessel chosen.
| Battleship | +75 pts |
| Grand cruiser | +55 pts |
| Heavy cruiser | +50 pts |
| Cruiser | +45 pts |
A Daemonship may not be commanded by a Warmaster or a Chaos Lord, even if it is the largest ship in the fleet. This is an exception to the normal rule. A Daemonship may not have a Chaos Space Marine crew.
All Daemonships in a Pleasurefleet must take the Mark of Slaanesh, which is already included in the cost to upgrade them to Daemonships.
Forces of Chaos¶
| Veil of Lust | +20 pts |
The dissonant noise becomes so palpable, even the sensors and auguries of enemy vessels are affected.
Any ships with the Mark of Slaanesh may take and be obscured by a Veil of Lust. Ship firing on this vessel using the gunnery table suffers a right column shift before any other modifiers are applied.
| Siren's Summon | +25 pts |
Vivid sounds and images of unspeakably dark pleasures permeate the hulls of enemy vessels and enrapt entire crews to inaction.
Up to two capital ships with the Mark of Slaanesh (including the flagship) may take the Siren’s Summon. While within 15 cm of a vessel with Siren’s Summon, enemy ships cannot take special orders or make leadership checks of any type, including Brace For Impact.
Escorts¶
You may include any number of escorts in your fleet in squadrons of 2–6.
| Idolator class raider | 45 pts |
| Infidel class raider | 40 pts |
| Iconoclast class destroyer | 30 pts |
These vessels may not contain a Chaos Warmaster, a Chaos Lord or have a Chaos Space Marine crew, neither can they be given Marks. You should feel free to paint and model them to be consistent with the rest of your fleet, it will not have any game effect however.
Ordnance¶
Ships with launch bays can have a mixture of Swiftdeath fighters, Doomfire bombers and Dreadclaw assault craft. Ships with torpedo tubes are armed with normal and boarding torpedoes.
A ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships but if so it may only carry Thunderhawks and may not launch Swiftdeaths, Doomfires and Dreadclaws. Furthermore the launch capacity of the ship’s bays’ is halved (round down). This is because the launch bays have to be substantially rebuilt to deal with the larger Thunderhawks.
The Armageddon Gun¶
The Armageddon gun may not be fired if the ship has been crippled or is on Burn Retros, All Ahead Full or Brace For Impact special orders. The Armageddon gun can only be fired directly ahead of the ship. To fire the Armageddon gun, place the nova cannon template so that it is touching the Planet Killer’s stem then move it 90 cm directly ahead. If the hole in the centre of the template passes over a ship’s base (friend or foe!), that ship suffers D6 automatic hits. If any other part of the nova cannon marker moves over a ship’s base then the ship suffers one automatic hit. Hits take down shields exactly as normal. Ordnance touched by the template is destroyed. Once the Armageddon gun has fired, it must build up another charge of energy and you must use Reload Ordnance orders before it can fire again. If you roll a double 6 for a Reload Ordnance check, then the Armageddon gun has disastrously malfunctioned, inflicting a critical hit on the Planet Killer and rendering the Armageddon gun useless for the rest of the battle. On a roll of any other double, the Armageddon gun can be fired once more before it must be shut down to prevent overloading. Note that as the Planet Killer also has torpedoes, it is possible that you will need to use Reload Ordnance orders for these at the same time as for the Armageddon gun. In this case, only make one Command check.
The Armageddon gun is a line of sight weapon and cannot fire through obstacles or celestial phenomena that act as normal line of sight obstructions, such as planets, moons, asteroid fields, etc.; a swirling jumble of million-ton rocks will disrupt even the awesome power of this weapon. However, place D6 blast markers at the point the Armageddon gun template contacted the asteroid field, moon, etc. for the vaporized rock left in its wake.
Armageddon Overcharge¶
The Planet Killer can build up a charge of energy mighty enough to deal the deathblow to a planet.
The Planet Killer must declare it is charging over three consecutive turns. No leadership check is required, but the ship may not turn, shoot or go on any special orders, including Brace For Impact. Once started, the process cannot be stopped and during which time the ship gains +2 shields.
Place a charge counter (a penny will do fine) next to the Planet Killer, and another counter at the start of each following turn. Once 3 counters have been accumulated the gun must immediately fire after the movement phase of the third turn, by moving the Nova Cannon template 60 cm (not 90 cm) directly ahead of the vessel. If any part of the template touches any ship’s base, that ship is completely destroyed, no saves allowed. The first planet or moon touched by the centre hole is removed on a 2+ in D3 turns and replaced by a 2D6 × 2D6 asteroid field.
This shot can fire through asteroid fields but will not remove them by doing so. After firing this shot, the Planet Killer must pass a Reload Ordnance special order for two turns to bring the Armageddon Gun back online, during which time it may not fire any weapons at all but moves normally.

Example: The nova cannon template moves 90 cm directly ahead of the Planet Killer. The hole passes over the Imperious, while the outer edge passes over the Iron Duke. Unfortunately for the Chaos player, the template also passes over the Monstrous. The Imperious suffers D6 hits, and the Iron Duke and Monstrous suffer 1 hit each.
The Planet Killer in Exterminatus¶
The Planet Killer, as its unsubtle name suggests, is designed to attack worlds. This makes it particularly appropriate for the Exterminatus scenario. If the Chaos fleet is attacking, it can include the Planet Killer instead of using modified exterminators or a Blackstone Fortress. The Planet Killer does not lose any of its weapons for being an exterminator, but if the Armageddon gun cannot be used for any reason then it can no longer act as an exterminator and the Chaos player loses the battle automatically. The Planet Killer can either use the Armageddon Overcharge or enter low orbit to fire a planet-killing shot like other vessels; it then has a range of 60 cm and does not need to roll a 4+ to destroy the planet.
Including the Planet Killer in Battles¶
The Planet Killer isn’t particularly suited to general fleet engagements and is much more appropriate for special scenarios or certain types of games. In fact, the Planet Killer is very likely to be the whole reason for a battle. For example, you could play Scenario three: The Raiders, with the Chaos fleet defending the Planet Killer. Instead of the normal victory conditions, the attacking player must cripple or destroy the Planet Killer.
Another variation on the ‘destroy the Planet Killer’ scenario is to use Surprise Attack. Rather than orbiting a world, the defending Chaos fleet is stationed around the Planet Killer (perhaps it is undergoing repairs or something similar). The defender does not have to pay any points for the Planet Killer, but it starts the battle on standby like the other defending vessels. As such it cannot move or shoot until active, though turrets and shields work as normal. The attackers must cripple the Planet Killer to win.
Similarly, you could fight a Convoy scenario, with the Planet Killer counting as eight transports. The Planet Killer’s unwieldy size will make it difficult to manoeuvre in the dense celestial phenomena, offsetting its far greater offensive capabilities. If the Planet Killer moves off the opposite table edge undamaged then the Chaos player wins. If it is crippled before it escapes it is a marginal attacker win and if it is destroyed the attacker gains a major win.
Chaos Space Hulks¶
Leadership¶
Due to their enormous size, Chaos Space Hulks always impart a -1 Ld modifier. This is applied after all other modifiers and bonuses, including the Warmaster’s base leadership, having Chaos Space Marines embarked, etc.
Special Orders¶
A Space Hulk may not use Come to New Heading or Burn Retros special orders. Due to their enormous capacity, space hulks may launch up to twice as many attack craft as the number of remaining launch bays the Hulk has available, instead of being limited to the same number as their surviving launch bays.
Movement¶
Chaos Space Hulks must move 10 cm in a straight line each turn, no more, no less. Space hulks likewise do not have their speed reduced by Blast markers or damage.

Turning¶
A space hulk may turn up to 45° and only in every second Movement phase. The turn must be taken at the end of the space hulk’s 10 cm movement. This can be seen more clearly in the diagram below.
Gravity Wells¶
If a hulk is within the gravity well of a planet or moon at the end of its movement it can make a single 45° turn towards the planet or moon, regardless of whether it turned in its last movement phase. Also, the enormous size and mass of a space hulk means that it creates its own gravity well extending 5 cm from the edges of its base. This affects other ships in exactly the same way as a planetary gravity well and means that other ships can take up a stationary orbit around the hulk. Objects orbiting the hulk are moved along with it until such time as they break orbit. A ship deciding to break orbit must do so before the Space Hulk moves. In other words, no free moves!
Damage¶
Chaos Space Hulks are so massive that damage applies to them a little differently than to other ships.
Critical Hits¶
Due to their massive size and lack of complex systems, roll for the effects of critical hits on the following table instead of using the normal Critical Hits table.
Chaos Space Hulk Critical Hits Table¶
When receiving critical damage, roll a D6 against the following table:
| D6 Roll | Result |
|---|---|
| 1-2 | Target high energy systems! Roll a D6.
|
| 3-4 | Target weapons clusters! Roll a D6, affecting only the firing arc the attack originated from:
|
| 5-6 | Target thruster assemblies! In order to turn, the Space Hulk must roll a D6 and score higher than the number of thruster damage criticals it has suffered. |
Damage rolled that does not apply for any reason immediately assumes the next higher level damage on the table.
For example, a Weapons Cluster roll of 2 against the prow doesn’t apply and would instead count as a 3.
Space Hulks cannot repair any critical damage in the course of a battle.
Crippled¶
Space hulks are not crippled by damage like ordinary ships. They are so big that they must be gradually eroded by enemy fire.
Catastrophic Damage¶
When a space hulk is reduced to 0 Hp Damage roll on the Catastrophic Damage table. The drifting and blazing hulk results remain unchanged. A plasma drive overload result indicates the Space Hulk is torn apart by internal explosions, no damage is scored on ships nearby, instead the hulk breaks up into asteroid field D3 × 5 cm wide and long. On a warp drive implosion result the hulk is hurled back into the Warp. Replace the hulk with a Warp rift. Any ships caught in the rift are affected immediately.
Using Chaos Space Hulks¶
A Chaos fleet of any size may include one Chaos Space Hulk. If taken, it must serve as the flagship. It may not be taken in a fleet that has the Planet Killer, an Activated Blackstone Fortress or ships that must be used as flagships such as the Terminus Est. It may not take any Chaos Marks, but other ships still can.
A Chaos fleet including a Space Hulk may have no more than two other battleships. However, there is no minimum point requirement or ship prerequisite for fielding a Chaos Space Hulk, and if desired it may even be taken by itself or only with escorts. It counts as a battleship for purposes of taking another so in order to take a second battleship, the fleet must already have six cruisers and/or heavy cruisers.
Following the restrictions above, there isn't any reason a Chaos fleet cannot use a space hulk in the same manner as a pirate base in the course of a campaign. It could also be the objective of a convoy run scenario where the Space Hulk is caught alone while its fleet was away, counting as ten transports for purposes of selecting an attacking fleet.