ironSoap's Warhammer 40,000 Page
Current Thoughts
I've been looking at my Chaos army for a couple of days now, trying to figure out how to flesh it out enough to make it competitive in a mythical Rogue Trader Tournament I may or may not one day participate in. If nothing else the exercise is good for possibly making it so I don't watch my poor marines die like ants against a flame thrower when facing Lister's Space Marines.
For a long while I was pretty down about the way I had approached my army building. I went for the variety approach because painting all kinds of different looking models is more fun than doing 200 of the exact same thing. But as I played with the developing army I realized that some types of units are far more suitable for certain things (or against certain armies) than others. As a quick example I have a unit of these little flying critters called Screamers. They are pretty nifty but they're comparitively easy to kill and they don't perform well against powerful armor. Lister's army is all about the powerful armor and they aren't slouches in the killing easy targets category, either. The few times I've had them out on the table they've lasted all of ten seconds.
But as I examined the guys that I have recently with a more critical eye, I saw that in a big way my problem has been less of a model selection one and much more of a army configuration one. Combine that with the fact that my strategies have been, historically, bootypants it becomes easier to see why I get wiped off the table so often.
For example, I have roughly 34 generic marines available. My previous strategy was to make four squads with varying weapons and put two in the transports and have the other two walking around. The problem with that is I end up with two fairly well protected and fast moving (albeit small) units mounted in the transports and two other small units moving pretty slowly and suffering from a lack of consistent utility. If I hide them in terrain, like a forest, they move slowly and are usually not very effective at capturing or keeping strategic points on the table. If I put them out in the open they probably don't have much chance of defending themselves from long-range attacks while they try to get into their (usually limited) effective combat range. Meanwhile the transported units fare better, but frequently capture strategic points only to lose them later because their small numbers prevent them from standing firm against slower but more powerful opposing units.
The solution I think is to instead have the two quick-moving transported units act as one only give each transport's unit a specialty: Close combat or ranged attacks, for example. This way they help each other out and use their strengths to their advantage while trying to accomplish a certain task and don't end up sacrificing those advantages later in the game when the struggle to maintain position intensifies. The other part of the strategy is to combine the smaller non-transport units into one larger force. Since each unit (including the mounted ones) gets an Aspiring Champion that means 18 are mounted and 16 are left in the foot soldier squad (plus the one Asp. Champ. for a total of 17 out of a possible twenty). Instead of two squads of eight or whatever I was doing before, I get a much more formidable force that can withstand quite a bit of punishment (especially since they have very good armor in their own right) before they become ineffective.
The other thing I realized is that I inadvertently made for myself a very flexible force by getting so much variety into the mix. I used to play a fair amount of Magic: The Gathering. A key component of that game is building a great deck from your available cards but sometimes you run into a situation where an opponent has a very specific strategy or cardset that your deck doesn't handle so well. To help with that the notion of a sideboard comes into play where you have a smaller stack of cards you can potentially add or replace in your deck to help with certain types of foes. In this case I have the Warhammer 40K equivallent of a sideboard because I have too many of certain troop types for a standard army list. But that's okay because those excess units have particular traits that make them better suited to different opponents. For example I have several squads of elites which, had I arranged my army in a certain way, could have acted as basic troops. But since I opted out of that approach, they count for an Elite slot.
One such specialty squad is the Berzerkers, who excel at close combat. Another is the Emperor's Children who have some very intimidating and effective long-range weaponry. The third specialty squad (Thousand Sons) is unreasonably resilient and capable of being equipped with some pretty nasty special powers. I almost always have two of the three Elite unit slots filled with other types of soldiers (Obliterators and Terminators in this case), so I can usually pick one of these squads. Which to choose? Before it was always random, but now I'm thinking of it as a sideboard and I can choose based on my opponent. Lister's army excels at resisting close combat assaults so using the Berzerkers is pretty silly. The Thousand Sons isn't a bad idea, but giving them those nasty special powers is expensive (points-wise) and their drawback is that they move very slowly; sometimes as much as a third the pace of any other regular unit. Slow against Lister means they arrive too late to be of help against his powerful up-front assault. So quite simply the answer is the Emperor's Children. But, versus Strahd's Necron army his guys come back to life pretty easily, especially when they're surrounded by friendly units so long range attacks aren't the best tactic. Instead I'd choose the Berzerkers because his guys are far more suceptible to close combat.
What I haven't yet figured out is how to optimize my use of the Big Guns: The heavy support units. Out of a possible three slots I have four options which sounds like another sideboard situation (and it probably is, to an extent). But in this case I have a Dreadnought that has performed pretty admirably in the past; a Land Raider that costs a load but has some very useful abilities; a Defiler with it's Ordinance capability (the very very few available to Chaos); and a unit of Havocs which technically has more firepower than everything else except the LR.
So the question is: What should be the go-to standards and what should be shuffled around based on opponent? I'm inclined to think that the Dreadnought and the Havocs are the stand-bys while the Defiler and Land Raider duke it out for the last slot since they both have high point costs and draw a lot of fire (aside from being non-scoring units). Of course since they both draw a lot of fire it's tempting to put them both in the same list so if one goes down there is still another big n' nasty to contend with.
Don't have an answer to this just now; but maybe some playtests will reveal more.
Purchase Order
Purchased Components
Chaos Lord (HQ, $10.00)Chaos Space Marines (Troops, $25.00)Chaos Space Marines (Troops, $25.00)Biker (Fast Attack, $15.00)Screamers (Fast Attack, $40.00)Obliterator (Elite, $25.00)Thousand Sons (Elite, $40.00)Raptor (Fast Attack, $10.00)Chaos Space Marine w/ Lascannon (Troop, $10.00)Chaos Space Marines w/ Assault Weapons (Troops/Heavy Support, $10.00)Chaos Space Marine Icon Bearer (Troop, $10.00)Chaos Havoc w/ Autocannon (Heavy Support, $10.00)Chaos Space Marines Megaforce ($140.00)Chaos Space Marines (Troops)Bikers (Fast Attack)Chaos Rhino (Troops)Chaos Defiler (Heavy Support)Khorne Berzerkers (Elites)
Chaos Terminators ($45.00)Raptors (Fast Attack, $45.00)Dreadnought (Heavy Support, Vehicle, $45.00)Obliterator (Elite, $25.00)Obliterator (Elite, $25.00)Daemon Prince (HQ, $35.00)Wings/Head from Belakor ($14.00)
Chaos Marines Rhino w/Squad (Troops, $50.00)Emperor's Children (Elites, $35.00)Chaos Land Raider (Heavy Support, $55.00)Chaos Space Marines Terminator (Elites, $10.00)Chaos Sorceror (HQ, $10.00)Chaos Marine Havoc w/Missile Launcher (Troop, $10.00)Chaos Space Marine w/ Lascannon (Troop, $10.00)
Total: $749.00
Future Components
- Chaos Space Marines Terminator w/heavy Flamer (Elites, $10.00)
- Chaos Space Marines Terminator Champion (Elites, $10.00)
- Chaos Space Marines (Troops, $25.00)
- Chaos Predator (Heavy Support, Vehicle, $40.00)
- Dreadnought (Heavy Support, Vehicle, $45.00)
- Chaos Space Marines Champion (Troop, $10.00)
- Biker (Fast Attack, $15.00)
- Raptor w/Assault Weapon (Fast Attack, $10.00)
- Raptor (Fast Attack, $10.00)
- Chaos Marines Rhino w/Squad (Troops, $50.00)
- Raptor (Fast Attack, $10.00)
- Raptor (Fast Attack, $10.00)
- Greater Daemon of Slaanesh (HQ, $50.00)
- Daemonettes of Slaanesh (Troops, $40.00)
Total: $370.00
Grand Total: $1,119.00
Army Lists
The complete hard points army listed above can be seen here: Full Hard Points Roster. The current hard points army roster is available here: Current Roster.
500 Points
- Bikers – Includes a squad of Fast Attacking Bikers and Rhino mounted troops. Quicker force.
- Elites – A small force including Khorne Berzerkers and Thousand Sons elite units.
- Havocs – Includes a unit of Heavy Support Havocs with Tank Hunters (good for vehicle-heavy opponents). Slow force.
- Screamers – Force designed around the Screamers; Lt. has Teleport Homer and good Close Combat skills. Good against foes who are weak in hand-to-hand.
- Thousand Sons – 21 model force including a small force of Thousand Sons.
1,000 Points
- Fast Attack – Speed-focused force with full compliment of Fast Attacking units and lots of basic Marines.
- Small Squads – Fairly balanced force featuring four small five or six man troop squads with specializations.
- Sorcerer HQ – Fewer units in this force, HQ choice is a Chaos Thousand Sons Sorcerer with retinue two largish troop units and a Defiler.
- Troops – A force centered around specialized units of footsoldiers.
1,500 Points
- Balanced – Well-rounded force including specialist elites (Berzerkers and Thousand Sons), plenty of troops, two units of Fast Attack and two units of Heavy Support.
1,800 Points
- Equal Force Organization – Two each of Troops, Fast Attack, Elites and Heavy Support.
- Extra Troops – A variation of the Equal Force Organization list; it replaces the Screamers with a small squad of Troops for extra non-summoned support.
1,850 Points
- Light Wargear – Less wargear in this list than others; includes Raptors but no Screamers and Khorne Berzerkers rather than Thousand Sons.
- Quick Assault – This list has more of the usual amount of wargear, but does not include an Obliterator Cult; includes Raptors and Screamers plus Khorne Berzerkers rather than Thousand Sons for a more mobile force.
- Specialty Elites – Substitutes the Obliterator Cult and a Troops choice for Berzerkers and Thousand Sons.
2,000 Points
- Heavy Support – Similar to the Light Wargear 1,850 list above except it also includes an additional Heavy Support choice with a Dreadnought.
The Unhallowed Horde
Army Details
In the last thousand years a grand general of the Heretic army, Gnoll Artainus, rose through the ranks of Ariman's Thousand Sons army, worshipping Tzneetch and gaining favor in the Warp rim for victories over the hated Imperius as the hands of the false Emperor reached toward the Eye of Terror.
Yet as Tzneetch cast a favorable eye toward Artanius, the young Daemon Prince found dissatisfaction in the organization of alliance and splintered fanaticism of the followers of Chaos. Artanius became convinced that true power and decisive victory could only be had by recognizing and accepting the other points on the compass of Chaos. He splintered himself from the Thousand Sons in a movement referred to in Horde histories as "The Division" and formed the Unhallowed Horde, Thousand Son heretics and uniters of Chaos.
Some Thousand Sons followed his lead, and Artanius found that his loyal Tzneetch-marked warriors remained blessed if not actively doted over by Tzneetch. Ariman fumed over the existence of the Horde, and prayed for Tzeentch to abandon the heretics as they consorted with followers of Khorne and Slaneesh without obvious ulterior motive aside from unification. Tzeentch ignored Ariman's prayers, using Artainus' compelling rhetoric which drew fearsome new dimensions to the Horde's numbers as machinations for his own grand designs. In fact it seemed that Ariman's hatred of Artanius for heresy was more personal than god-ordained.
Artanius still harbors hatred of Nurgle's minions, if not Nurgle himself and refuses to allow Plague Marines or other Nurgle-marked to join his Horde, but he has found a new hope in Chaos Undivided as he leads the Unhallowed ones further from the Warp rim toward the Imperial worlds in search of elusive final victory.
Play notes: The Unhallowed Horde is a typical Undivided army except that mostly Slaneesh and Tzeentch forces have joined. Nurgle marked and aligned forces may not be used by the Unhallowed Horde and there may never be more than one unit bearking the Mark of Khorne in the army per 2,000 points. (For example, at 4,000 points a second Khorne unit may be added.) This is due to the difficulty in speaking reason with Khorne followers and despite the logical benefits of joining forces, the Unhallowed Horde's attention to plan and forethought and contempt for dischord sends many Khorne devoted to the brig.
Army List
The commanders of the Unhallowed Horde are dedicated to the death of the False Emperor, but they all believe that adoration of Chaos does not mean worshipping stupidity. Rather than acting randomly they seek to strike the delicate balance between chaos and planned chaos.
Total Base Points Cost: 1,768
Unhallowed Lord Gnoll Artanius
Once a favored son of Tzeentch, the Changer of the Ways now regards Artanius as a cog in one of his vast designs although he cannot actively bless Artanius for his acceptance of the teachings of rival Chaos gods, he conflicts wth Ariman over the threat posed by the Unhallowed Horde. Artanius is a brilliant warlord and a vengeful Daemon Prince himself on the rare occasions where he decends from the control room to join his Horde in combat. Though still partial to the path of Tzeentch, Artanius has exchanged his mark for one of unity in Undivided Chaos, respecting the Khornate and Slaneeshi value structures as well in an effort to build his horde into the most effective force in the galaxy to strike down the false emperor once and for all. Artanius gives lip service to the Lord of Decay, Nurgle, but ultimately despises Plague Marines and does not allow them into his Horde.
Artanius believes he can unite the forces of chaos against a common enemy, but is wise enough to understand the inherent paradox in ordered chaos and if he has any weakness at all it may be his unceasing paranoia that his forces will one day betray him the way he did Ariman and his urgency to complete his crusade before this inevitable end comes to pass...
Base points cost: 150
- Model Type: Daemon Prince (Converted)
- Weapons: Variable; typpically Power Sword and Kai Gun
- Model Number: HQ-001
- Notes: Mark of Chaos Undivided
- Daemonic Gifts: Artanius always has Daemonic Stature, Daemonic Visage, Daemonic Strength; Daemonic Armour; Daemonic Flight and Daemonic Essence.
Lt. Gratch
One of Artanius' most closely trusted Lieutenants. Unlike Artanius and some of the other Unhallowed Horde Lieutenants, Gratch does not aspire to Daemonhood and accepts his daemonic gifts with reluctance. Artanius admires Gratch's fierce dedication to his partial humanity, which Gratch claims helps him to better understand—and remember—the False Emperor's misguided servants. But Artanius also fears that someday Gratch may cling too tightly to his roots, depsite his otherwise steadfast loyalty.
Base points cost: 90

- Model Type: Chaos Lord
- Weapons: Combi-Melta, Power Fist
- Model Number: HQ-002
- Notes: Mark of Chaos Undivided
High Heretic Lerdeth Rube
Artanius and Lerdeth Rube fought together as Ariman's sorceror proteges eons ago. Where Artanius showed mastery of physical combat and the subtlety of war, Lerdeth opened his mind to the Warp and let his Psychic power consume him. During the Division Artanius turned to Lerdeth to divine his separation and guide his path. Artanius still relies heavily on the counsel of Rube, knowing his incomparable mastery of psychic power is the key to Artanius' master scheme, but also that it may one day lead to betrayal as Lerdeth's thirst for power seems to know no bounds.
Base points cost: 85
- Model Type: Chaos Sorceror Lord
- Weapons: Combi-Bolter, Close Combat
- Model Number: HQ-003
- Notes: Mark of Tzeentch; Talisman of Tzeentch
Company XIV
The 14th Company is a mounted infantry unit riding into battle in their trusty Rhino "Gleland." They are lead by Sergeant Vipeth also known as "Rustbucket".
Base points cost: 249
- Model Type: Chaos Space Marine (Aspiring Champion)
- Weapons: Power Fist, Bolter
- Model Number: 4 (CM14-001)
- Model Type: Chaos Space Marine
- Weapons: Plasma Pistol, Close Combat
- Model Number: 5 (CM14-002)
- Model Type: Chaos Space Marine
- Weapons: Plasma Gun, Close Combat
- Model Number: 6 (CM14-003)
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 7 (CM14-004)
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 12 (CM14-005)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 13 (CM14-006)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 24 (CM14-007)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 25 (CM14-008)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 26 (CM14-009)
- Notes: Mutated Left Arm; Mutated Head
- Model Type: Chaos Space Marine
- Weapons: Close Combat (x2)
- Model Number: 2 (CM14-010)

- Model Type: Chaos Rhino
- Weapons: Twin-Linked Bolter, Havoc Launcher
- Model Number: RN-001
Company XXXII: Mekkus Squad
The 32nd Company is commonly referred to as Mekkus, after the Battle of Mekkus where they rose to honor by summoning six sets of daemons to cover the way for a strike team's escape from a fortified Tau compound. Sgt. Drech's twin brother is Captain Golve Drech, leader of the 19th Mobilized Bike Squad, who still carries the helmet of a Tau warrior on his bike as a reminder of his brother's heroic deeds. The Mekkus Squad carries the mark of Chaos Undivided.
Base points cost: 153
- Model Type: Chaos Space Marine Icon Bearer
- Weapons: Bolt Pistol, Close Combat
- Model Number: 27 (CM32-001)
- Notes: Personal Icon
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 1 (CM32-002)
- Notes: Mutated left arm (CCW)
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 3 (CM32-003)
- Notes: Mutated left arm
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 28 (CM32-004)
- Notes: Mutated left arm (CCW); Mutated head (split face)
- Model Type: Chaos Space Marine
- Weapons: Meltagun, Close Combat
- Model Number: 29 (CM32-005)
- Notes: Mutated right arm (CCW)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat (Chainsword)
- Model Number: 30 (CM32-006)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 31 (CM32-007)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 32 (CM32-008)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 35 (CM32-009)
Company XII
Twelfth Company is a close-response tactical strike squad. Their recurring assignment is to creep deep into enemy territory hours before the attack and surprise the enemy before they are ready. They are lead by Master Sergeant Savat Barak.
Base points cost: 155
- Model Type: Chaos Space Marine (Aspiring Champion)
- Weapons: Combi-Melta, Close Combat
- Model Number: 10 (CM12-001)
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 8 (CM12-002)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 9 (CM12-003)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 11 (CM12-004)
- Notes: Mutated head
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 14 (CM12-005)
- Notes: Mutated head and left arm
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 15 (CM12-006)
- Model Type: Chaos Space Marine
- Weapons: Flamer
- Model Number: 26 (CM12-007)
- Model Type: Chaos Space Marine
- Weapons: Bolt Pistol, Close Combat
- Model Number: 33 (CM12-008)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 34 (CM12-009)
- Model Type: Chaos Space Marine
- Weapons: Bolter, Close Combat
- Model Number: 46 (CM12-010)
109th Havoc Division
The 109th Havocs are lead by a young recruit named Clubber. The Havocs are occasionally divided up and assigned to different squads but remain loyal 109th members all the way. For this reason other commanders typically dislike including 109th soldiers in their forces.
Base points cost: 155
- Model Type: Chaos Space Marine
- Weapons: Heavy Bolter
- Model Number: HV-001
- Model Type: Chaos Space Marine
- Weapons: Lascannon
- Model Number: HV-002
- Model Type: Chaos Space Marine
- Weapons: Plasma Gun
- Model Number: HV-003
- Model Type: Chaos Havoc
- Weapons: Autocannon
- Model Number: HV-004
Unhallowed Sons
The Unhallowed Sons are disenfranchised Thousand Sons troops who were followers of Gnoll Artanius while he still followed Ariman. They are among Artanius' most trusted footsoldiers and are lead by the soulless sorceror known only as The Meghna.
Base points cost: 229
- Model Type: Thousand Sons Sorcerer (Aspiring Champion)
- Weapons: Bolt Pistol, Dark Blade
- Model Number: TS-001
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 17 (TS-002)
- Notes: Broken, rusted sword
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 18 (TS-003)
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 19 (TS-004)
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 21 (TS-005)
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 22 (TS-006)
- Notes: Mutated left arm
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 23 (TS-007)
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 37 (TS-008)
- Model Type: Thousand Sons
- Weapons: Bolter, Close Combat
- Model Number: 20 (TS-009)
- Notes: Regular CSM helmet. Urref is a newly promoted Chaos Marine, technically part of the Unhallowed Sons but still in hazing and has not yet earned his helmet.
Unhallowed Berzerkers
Among the few followers of Khorne, the Unhallowed Berzerkers stand as relative models of restraint, able to go for minutes, sometimes up to several hours without butchering something within arm's reach. This provides Artanius enough time to convey basic battle stratagems to them which they typically ignore. The Unhallowed Berzerkers have no designated leader, although Bile has shown moments of lucidity in which he has been known to boast about being heralded as a Champion.
Base points cost: 166
- Model Type: Khorne Berzerker
- Weapons: Plasma Pistol, Chainaxe
- Model Number: 38 (BZ-001)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chainaxe
- Model Number: 39 (BZ-002)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chainaxe
- Model Number: 40 (BZ-003)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chainaxe
- Model Number: 41 (BZ-004)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chain Sword
- Model Number: 42 (BZ-005)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chain Sword
- Model Number: 43 (BZ-006)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chain Sword
- Model Number: 44 (BZ-007)
- Model Type: Khorne Berzerker
- Weapons: Bolt Pistol, Chain Sword
- Model Number: 45 (BZ-008)
Incompositus Terminatus Inimicus
The ITI are feared the galaxy over. Trained to be the personal guard of Gnoll Artanius by his own hand. Carefully selected and meticulously trained, these are the cream of Artanius' forces and often accompany him or his represenative Lieutenants into battle as retinues. ITI loosely translated means "Chaos Obliterates its Foes."
Base Points Cost: 167 (As Retinue); 231 (As Elites)
- Model Type: Chaos Terminator
- Weapons: Reaper Autocannon, Chain Fist
- Model Number: 46 (TM-001)
- Model Type: Chaos Terminator
- Weapons: Combi-Melta, Chain Fist
- Model Number: 47 (TM-002)
- Model Type: Chaos Terminator
- Weapons: Combi-Bolter, Power Axe
- Model Number: 48 (TM-003)
- Model Type: Chaos Terminator
- Weapons: Combi-Bolter, Power Axe
- Model Number: 49 (TM-004)
- Model Type: Chaos Terminator
- Weapons: Combi-Flamer, Power Mace
- Model Number: 50 (TM-005)
XIX Mobilized Bike Squad
Led by Captain Golve Drech, the 19th Mobilized Bike Squad specializes in daring motocross-style stunts over uneven terrain to move quickly into range where they have a reputation among Imperial Soldiers for setting Meltabombs on key ordinance before the rest of the Chaos forces are even within range.
Base points cost: 154
The 19th Mobilized always takes Skilled Riders.
- Model Type: Chaos Bike
- Weapons: Bolt Pistol
- Vehicle Weapons: Meltagun
- Model Number: 51 (BK-001)
- Model Type: Chaos Bike
- Weapons: Bolt Pistol
- Vehicle Weapons: Combi-Bolter
- Model Number: 52 (BK-002)
- Model Type: Chaos Bike
- Weapons: Close Combat
- Vehicle Weapons: Combi-Bolter
- Model Number: 53 (BK-003)
- Model Type: Chaos Bike
- Weapons: Close Combat
- Vehicle Weapons: Combi-Bolter
- Model Number: 54 (BK-004)
Malus Immortalis
The Unhallowed Obliterator Cult is as fearsome as all Obliterator cults but with the added horror of being commanded by a legendary general like Gnoll Artanius.
Base Points Cost: 70
- Model Type: Obliterator
- Weapons: Heavy Bolter, Lascannon, Missile Launcher, Flamer, Twin-Linked Meltagun, Twin-Linked Plasmagun, Powerfist
- Model Number: OB-001
Defiler Singulus
Singulus is a daemon so old it grew bored with the utter chaos of the Warp and let his guard down long enough for Artanius to enslave it into a Defiler shell and bind its essence to do his bidding. Singulus has, in the half millenium since his capture, grown fond of the excitement presented by battle and now fights joyfully, so long as he can decimate more lives and property.
Base points cost: 180
- Model Type: Chaos Defiler
- Weapons: Battle Cannon, Twin-Linked Lascannons; Heavy Flamer
- Model Number: DF-001
Dreadnought Arkeign
Once a trusted member of the ITI Terminators, 200 years ago Arkeign spoke out against Artanius, blaspheming him for his lack of committment to the true path of Undivided Chaos for his unwillingness to work with Nurgle's disciples, even those who would unite with Artanius in battle against the False Emperor. In a rage, Artanius ordered Lerdeth Rube to encase Arkeign in a torturous living casket made from his own Terminator Armor, fleshless and in perpetual agony. Once entombed, Arkeign repented and begged forgiveness. Artanius decided to show partial mercy and transmuted Arkeign's torture-suit into a massive Dreadnought shell. The Warp-divined razors and unspeakable atorcities committed against Arkeign's body toil on, but Artanius wove a tapestry of Warp power into Arkeign's mind, blocking the pain. Should anything ever happen to Artanius, Arkeign will once again feel the agony he endures in oblivion.
Base points cost: 115
- Model Type: Chaos Dreadnought
- Weapons: Plasma Cannon, Twin-Linked Bolters on Dreadnought Close Combat Weapon
- Model Number: DR-001
Compañía de la Matanza Rápida
The Unhallowed Horde's Raptor squadron is a grim bunch; intensely dedicated to Chaos and violently short of temper and patience, they seem to live like Khornate marines, lusting for the next conflict and itching for further kills. Despite their ferocious appetite for combat, the Matanza Squardron (as they are commonly known) are not Berzerkers, they are students of warcraft and value the subtlety of a clever plan, so long as the end result is a bloodbath for their foes.
- Model Type: Aspiring Champion Raptor
- Weapons: Twin Lightning Claws
- Model Number: RP-001
- Notes: Baron Oghlime is something of a Chaos devotee enigma. He was distantly related to Gnoll Artanius when Artanius was still considered human, and has fought and trained under the tuteliage of the same masters as Artanius himself. Despite showing early promise for eventual power and command, Oghlime resisted the responsibility and chose instead to use his Daemonic influence to raise his social status on warless, backwater planets. Dubbing himself a Baron, Oghlime only returned from his bloodless path after the Division to swear fealty to Artanius. He was offered a spot of high rank but declined, choosing instead to don Raptor armor himself and fly into constant battle. Some suspect Oghlime is quite mad, others believe he is instead resistant to the idea of being anything other than in full command and for this reason they distrust him. Artanius, on the other hand, believes in him completely.
- Model Type: Raptor
- Weapons: Meltagun
- Model Number: RP-002
- Model Type: Raptor
- Weapons: Flamer
- Model Number: RP-003
- Model Type: Raptor
- Weapons: Bolt Pistol, Close Combat
- Model Number: RP-004
- Model Type: Raptor
- Weapons: Bolt Pistol, Close Combat
- Model Number: RP-005
- Model Type: Raptor
- Weapons: Bolt Pistol, Close Combat
- Model Number: RP-006
Kill Team: Regnum Irae
Lerdeth Rube put together this Suicide Squad of lunatic Warp-spawn specifically for high-risk infiltrations, assassinations and stealth missions. The members of Regnum Irae are all completely insane, most are possessed by lesser daemons and all have no consequence aside from their success in the eyes of Gnoll Artanius nor the Gods of Chaos; still Regnum Irae does the work of Chaos with mad grins and cramped trigger fingers. Or trigger talons, as the case may be.
- Model Type: Possessed Aspiring Champion
- Weapons: Bolt Pistol, Master Crafted Lightning Claws
- Model Number: KT-001
- Notes:
- Points: 62
- Model Type: Slaaneesh Noise Marine
- Weapons: Blastmaster
- Model Number: KT-002
- Notes: Warp Scream; Fearless. Allows +2 Brute Squads and +20 Boss points to opponent for breaking Mutable Laws #5 and #1. Stentor Glyff may not be used in the same Kill Team configuration as Marx Nighn (breaks Immutable Law #4).
- Points: 29