EPIC REALM OF CHAOS
HOW TO DESIGN A CHAOS HORDE IN EPIC SCALE
BY ANDY CHAMBERS
Chaos is an ever-present threat to the Imperium of Mankind: its armies constantly raid
from the heart of the Eye of Terror and its worshippers within the Imperium band
together into cults, waiting for the moment they can rebel and overthrow a planct in the
name of their dark gods.
In this article, we present the first part of the Epic Chaos army list for use with the
forthcoming boxed set of plastic Epic Chaos miniatures and full range of metal
miniatures. In a future issue, we'll be providing rules for the awesome Chaos Artifact
Weapons and for using Daemons on the Epic battlefield — here, we're covering the rules
for fighting with warbands and cults as the first step in building up a mighty Chaos horde.
The Eye of Terror lies on the north-western edge of the
galaxy in relation to Terra. It forms the largest area of
‘warp/realspace overlap known to man. Warpspace is an
alternate dimension of psychic energies which is
constantly stirred by the emotions and souls of the
inhabitants of the material universe. At the centre of the
Eye of Terror, a rift in the fabric of realspace allows egress
to the unfettered power of Chaos, producing an area
‘where the material universe comes under the sway of the
powerful entities which rule the warp.
‘There are numerous worlds and star systems in the Eye of
Terror, many of which are inhabited by mortals held in
thrall by Chaos. Reality and the laws of time and space are
meaningless in the Eye of Terror ~ Chaos makes its own
laws and nothing is beyond its power. Each world is a
separate sub-rcality, shaped and reshaped by the whim of
one of the Great Powers. The Fye of Terror isa refuge and
a base for the servants of Chaos: Renegades, Mutants,
Caltists -the flotsam and jetsam of the galaxy fleeing from
the Inquisition and Imperial justice. Ships lost in
‘warpspace are drawn to the Eye of Terror like twigs caught
ina whirlpool. Often these vessels are boarded by the
inhabitants of the Eye and used to travel the warp and
reach inhabited space. Boarding a space hulk can trap
would-be passengers for an eternity, but the servants of
Chaos are careless of such things
Nearer the centre of the Fye of Terror, the energy from
warpspace becomes more powerful and Daemons are
able to move freely from world to world. Daemons
normally suffer when deprived of energy from the warp
and find it easier to exist near the flow of cosmic energy at
the centre of the Eye of Terror, For this reason, the worlds
which lic closest to the center of the Eye are known as the
Daemon Worlds.
Every Daemon World is ruled by a Daemon Prince, either
acting as a proxy for one of the Great Powers or as an
independent entity who controls the world as his whims
take him. Constant warfare rages through the Daemon
wor
Worlds as the four Powers of Chaos hurl their followers
into endless wars for amusement or in pursuit of
unfathomable goals. The Great Powers of Chaos are the
collective psychic manifestations of powerful drives and
‘emotion in the material universe: Khorne is god of war and
bloodshed; Nurgle embodies the drive and determination
‘of all those doomed to live their lives with the inevitability
of death; Tzeentch feeds on ambition and the desire for
‘change; Slaanesh is the god of hedonism and lust.
‘On occasion, Daemon Princes gather their forces and put
aside their own squabbles to undertake a major incursion
into realspace. The Chaos Renegades from a single world
or continent board space hulks and set sail into the warp
to meet whatever fate their gods send them. Many such
hulks disappear completely in warpspace — others are
hurled thousands of years into the future or past. Some
never leave the warp and drift endlessly, but a few, a
precious few, come to planets populated by men and the
Renegades find sacrifices and slaves for their thirsty gods.
THE ARMIES OF CHAOS
The forces of Chaos don't have a strict organization like
the forces of Humanity. Chaos Renegades fight and raid in
relatively small groups knowa as warbands. Warbands
are composed of a number of followers led by a
Champion who holds sway over the warband through a
mixture of strength, cunning and the favours of his patron
Power. Champions are not trained leaders and often do
not encourage or even care about their followers —
followers are simply creatures who are too weak to take
the full Mark of Chaos. Still they flock to the banners of
Champions, pethaps in the hope that the success of a
particular Champion will somehow bring good favour
upon themselves. Followers can be of many kinds:
Humans, Dark Eldar, Beastmen, Chaos Marines and Squats
= even Creatures of Chaos such as Minotaurs, Trolls or
‘Chaos Spawn are seen in some Champion's retinves. Truly
‘mighty Champions may command the dread Chaos Titansas part of their retinues, and even these gigantic war
machines are twisted and mutated by the warp into
hideous engines of flesh and metal
More insidious than the rapacious Renegade warbands are
the groups of worshippers which spring up in secret on
‘worlds where men start to turn towards Chaos, Each of
these cults is led by prophet or visionary who has seen the
awesome power of Chaos and turned wholeheartedly to
its worship. This man is often a powerful psyker and acts
as head or Magus of the cult, Cults are secretive, with the
‘Magus working through an acolyte and an inner circle of
followers known as the coven. A cult may also contain
Mutants and Beastmen amongst its neophytes but for the
‘main they are made up of ordinary Humans seduced by
Chaos,
‘Once the cults on a world are powerful enough, they will
tty to overthrow the local authorities and turn the whole
planet to the worship of Chaos. They serve an important
function through their prayer and sacrifice by opening a
‘way to the world for Daemons to manifest themselves and
creating a beacon of worship in the warp that Chaos
Renegades can steer their hulks toward in their search for
slaughter.
‘The warbands and cults a particular Chaos Power brings
together are known collectively asa Chaos horde. Within
the horde, warbands of Chaos Renegades are normally
conglomerated together into battles, so Beastmen,
Champions and other followers can fight together in more
effective units. Each battle is led by either an exalted
Champion who has almost reached the status of Daemon
Prince of a full Daemon Prince who owes his allegiance to
the horde’s commander. The motivating force of the horde
CULT
CULT NAME
BATTLE & CULT ORGANISATION TEMPLATES
EPIC REALM OF CHAOS
is invariably a revered Daemon Prince or occasionally a
Greater Daemon of the utmost power. He rules the horde
with an iron hand and collects a tribute of souls from the
subjugated worlds trampled underfoot by his minions, The
Daemon Prince renders up his offerings to the ultimate
power of his own patron god.
‘The cults and battles gathered into a single horde may
contain followers of more than one Chaos Power. Though
some of the Powers are violently opposed to one another,
some will work together toward a common goal. Such
alliances are always shaky and tend to erupt into violence
5 soon as the goal is achieved ~ this is all most
entertaining to the Chaos Powers, of course.
Ahorde has no pyramid type organization to it; the battles
and cults have their own bands of followers which fight
together, seldom if ever breaking up into smaller groups
uniess their leader is killed. This means that there is no
equipment held at higher command levels to be
distributed as needed — the battles and cults each make do
‘with what they have got or scavenge from the fallen.
Designers Note: in this article, we're presenting part of the
rules for Chaos in Epic scale for use in conjunction with
the Chaos plastic box set and metal ranges which are to be
released shortly. Don't feel that you can't use a Chaos
force until you have the right models — you can improvise.
Use normal Marines in place of Chaos Marines, Imperial
Guard in place of Culiisis and so on. Feel free to do so
with my blessings. At some points, you'll come across
references to the rules for Artifact Weapons and Daemons
= we can't publish the rules in this issue due to restrictions
of space but we hope to present them in a future White
Dwarf for your entertainment and edification.
wors
PERMISSION TO PHOTOCOPY FOR PERSONAL USE ONYEPIC REALM OF CHAOS
DESIGNING A
CHAOS
‘As mentioned earlier, each horde consists of a number of
battles and cults. You design each battle and cult yourself
by selecting and attaching detachment counters to the
organization templates provided with these rules.
ORGANIZATION TEMPLATES
‘An organization template is a representation of the forces
available in a cult or battle, Each space on the template
represents a single detachment of followers, which can
be Beastmen, Dreadnoughts, Titans or whatever ~ it all
depends on the patron Power of the Magus or battle
‘commander and what you want to go in his cult or battle,
‘The Chaos army list tells you exactly what detachments
you can place in what battles or cults. For now just
remember that each space can take one detachment
counter,
‘There are two types of template: the battle template and
the cult template. Each horde has up to ten battles or
cults. Although the horde may always contain a total of ten,
battles or cults, those aligned to a particular Power can
Bain extra favour by limiting their numbers to conform to
their Power's sacred number. In this case, the Power may
send one ofits Greater Daemons to command the horde, a
truly great honour for the followes of Chaos The sacred
numbers of the various Powers are:
Power Sacred Number
Khorne 8
Slaanesh 6
Nurgle 7
Tzeentch 9
HORDE
For further details of the benefits of this see The Horde
‘Commanderlater in these rules.
Battle Template
‘The battle template has a box to hold a counter showing
the rune of the battle's Chaos Power and four extra boxes.
to place detachment counters into. The battle can have
more boxes if you wish butall of them must be filled when
you design the battle.
Cult Template
‘The cult template has a box for the rune of its patron
Power and six other detachment boxes. Just as with the
battle template, you have to use all the boxes on the cult
template and if you want to add more boxes you must fill
all of them,
DETACHMENT COUNTERS
Later in this article you'll find a sheet of counters.
Photocopy these and stick them onto a sheet of stiff card
before cutting them out. You'll probably need to
photocopy several sheets of counters to have enough to
fill out the whole horde. Each counter represents a
detachment of troops or vehicles which are present in a
cult or battle.
‘The detachment counters have an illustration of the type
of vehicle or troops they represent as a guide to help you
quickly pick out the right counters when you're designing
your horde. At the bottom of the counter is the BR of the
detachment ~ note that this is the BR for the whole
detachment, not its individual elements. The army list tells
you exactly how many infantry stands or vehicles of what
type are in each detachment.
Patron Box: fx the rane ofthe Power
the bate serves here When filing out
the fest of the battle template, i
Important to know which Power the
‘aris are aligned fo, The warbands
hich comprise the battle Bear theit
aon’ symbol on banner, vehicles
and s0 on 0 proudly. proclaim
eglance thei Chaos Power
BATTLE
Detachment Boxes: you can place
fone detachment counter in ach box
You may increase the number of
detachment boxes if you wish by
Grawing more boxes on below the
template or sticking several templates
together but remember when you fl
‘out the template every box must be
. ° teed.
Leader: the leader of the battle is
tlther a minor Daemon Prince ora
(Chaos Champion ofexated satus. Ina
fame, de leader ofthe bale either
{single Daemon Prince model or a
Single stand representing the
Champion and his most trusted
henchmen. A Champion may be mounted a an increased points cost. You
must wrte down here what (ype of lear the baile has, Dacinon Prince
Champion, andi the case of Champion, whether or not be is mounted
‘otal BR: add up the total BR ofall the detachments youve chosen and
‘rte iin here, Don't forge to add the coat ofthe laser
wows
Coven: when the cult
emerges for war the
Acolyte andthe inner
Circle of the coven
flccompany the Magus
find act as his personal
boxtyguard
CULT |=
The coven receives the
‘most favour and rewards
from the master and 30
they make fearsome
‘opponents in bale. The
stistis for the coven
fre randomly generated
Gee ated
Patron Box: the nine of
the Chaos Power ofthe
cult should be placed
here. When you'e ling
‘out the rest of the cult
template iis important
to know which Powe
‘he cut follows The Clists hasilysraw the symbol on bannes, capaured
‘ehicles and soon to bring avout fom their Chaos Power
Detachment Boxes: you can place one detachment counter in each box.
‘You tay increase the number of detachment boxes f you mish by dasring
‘more boxes on Below the template orscking several templates gether
‘Total BR: add up the total BR of all the detachments you've chosen and
wre iin here. Dont forget oad the coat ofthe covenUSING THE ARMY LIST
Before starting to design your cults and battles, photocopy
plenty of templates and counter sheets. You'll find it easier
to handle the counters and templates if you glue them to
stiff card before you cut them out. When you're ready,
look at the army list to find out what detachments you can
place in each cult or battle. The army list is divided into
two actual lists. The first is the Chaos Renegade list
which is used for filling out battle templates and the
second is the Chaos Cultist list which is used for filling
out cult templates. You can’t pick things from different
atts of the army list, so you can’t pick detachments from
the Cultist army list if you're filling out a battle template,
for instance,
Each list contains a number of boxes for different types of
detachment. Each box starts by telling you the general
type of the detachment and the minimum and maximum
numbers of detachments of that type which can be chosen
for a cult or battle,
‘The minimums and maximums may vary according to
which Chaos Power the cult or battle is aligned to. This is
indicated by a list of the runes of the four Great Powers
plus Undivided Chaos at the top of the box, with the
differing minimums and maximums written underneath.
For convenience, there's a reference sheet at the start of
the lists which tabulates the minimums and maximums for
each Power in an easier format,
Also in the box are copies of the detachment counters on
the sheet. These are to show you what specific detachment
types are available. Written underneath the counter is a
note of precisely how many vehicles or infantry stands
‘each counter represents,
FILLING THE TEMPLATES
‘There are certain restrictions on what you can place in
each battle or cult dictated by what Chaos Power they
follow. Either the horde is completely dedicated to a single
Chaos Power or it bears. the banners of Chaos Undivided.
As the Chaos Powers are diametrically opposed to each
other, even a horde dedicated to Chaos Undivided can
‘only contain forces belonging to two Powers.
‘The inter-relations of the Chaos Powers are rather complex
and best not examined in detail here. Suffice it to say that
the forces of Khorne and Slaanesh will kill each other on
sight, as will those of Nurgle and Tzeentch, Hence a horde
could contain followers of Khorne plus those of Tzeentch
or Nurgle, a force could contain followers of Tzeentch plus
those of Khorne or Slaanesh, and so on,
Once you've sorted out what mix of cults and battles you
want to include in your Chaos horde, you can start filling
in the templates, Start by preparing enough templates of
the appropriate types for the whole horde, then decide on
the patron Power of each cult or battle within the
restrictions detailed above. Fix the rune of the Power you
select to the templates to serve as a reminder of your
choices. You can then move on to filling out the templates
with the aid of the Chaos army list,
Generally, it’s best to take each template in turn and
complete it before beginning the next one. You may find it
useful to fill out a few ‘standard’ cults and battles for the
different Powers and then work on variants of those rather
than trying to design each one completely from scratch.
EPIC REALM OF CHAOS
‘Once you've designed the whole horde, stick all the
templates onto a single piece of card or paper, note down
the total BR of all the cults and battles in it, and photocopy
the whole thing so you have a permanent record of it.
USING THE HORDE
When you play a game using Chaos, take along a
predesigned horde to use as your force. If you intend to
play a lange game, you may use more than one horde with
your opponent's consent. Generally you should use one
‘Chaos horde for each regiment, horde or war host in an
opponent's battleforce. Remember, however, that the
hordes can't be aligned to opposing Powers or they would
slaughter one another long before the battle started,
When you know how many points you're using, you may
select which cults or battles you're going to use from the
horde. Cults and bautles are jealously independent so they
must be used in full and may not be split up.
‘You may buy barrage support counters and support,
missiles (sce the Space Marine rules). If your horde
contains only Chaos Renegade battles, you may spend up
to 30%6 of your points on support counters, representing
the support fire from the Renegades’ space hulks up in
orbit. Ifthe horde contains any cults you may only spend
up to 10% of your points on support counters and your
opponent may also only spend up to 10% of his points on
‘support — the Cultists have infiltrated and either taken over
‘or destroyed most of the enemy's heavy arillery atthe start
of their revolt.
ALLIES
Chaos hordes may be used as allied formations by any
Traitor or Ork force. When acting as allies, cults and battles
must still be used in full and may not be split up.
‘A Chaos horde may have allies attached to it. These may
be Ork warbands, Traitor Squat brotherhoods, Traitor
Guard battalions and Traitor Marine battalions.
worEPIC REALM OF CHAOS
SPECIAL RULES
‘There are a number of new rules for including Chaos armies in
‘games of Space Marine. Unlike the new rules that appear later
in this article, the rules in this section only apply to Chaos
BATTLE LEADERS AND COVENS
‘As mentioned previously, each battle or cult is led by
either a minor Daemon Prince or an exalted Champion in,
the case of a battle or a Magus in the case of a cult. In
either case, the battle leader or Magus is accompanied
into combat by his toughest and most trusted minions
(except Daemon Princes who don't need to be
accompanied into battle by anybody).
In combat, the leader of a particular cult or battle is not
overly concerned with co-ordinating his minions; he
generally concentrates on destroying the enemy with little
thought to the cost. However, the minions of Chaos look
up to their leaders with awe and reverence, so there's a
‘great morale boost in seeing these beings at the forefront
of the battle ~ remember, as far as the minions are
concerned, they are being led by virtual demi-gods who
are infinitely closer to the Great Powers of Chaos than
themselves.
‘The most disturbing factor of all is the ability of the Magus
and his coven to summon Daemons during a battle,
fuelled by the essence of the souls dying all around,
BATTLE LEADERS
The leader of a battle is decided before the Chaos
Renegades board their space hulks. If the Renegades and
Champions are all followers of a particular Daemon
Prince, he may deign to accompany them personally by
possessing one of their number ~ this gives him a stable
vessel to hold his essence in the material universe. If their
is no such Daemon Prince to lead them, the Renegades
find a leader from the Champions of the various warbands
‘making up the Renegade force.
‘The criteria for selecting a leader vary greatly according to
which Power the Champions follow. Those following,
Tzeentch, for example, use plots and intrigue to bring
themselves into power; those following Nurgle, on the
‘other hand, may base their decision entirely on who has
the most interesting and colourful diseases.
You are free to decide whether the Renegades are led by a
Champion or a Daemon Prince. If a Champion is chosen,
he is represented by a single Champion stand if on foot, or
a Disc Riders, Juggernaut Riders or Slaaneshi Riders stand
if mounted. If'a Daemon Prince is selected, pick one the
profiles listed in Daemons and their Conjuration; in this
‘case, the Daemon Prince is represented by a single model.
Regardless of the type of stand or model chosen, the battle
leader costs half the normal BR. A Champion stand
receives a CAF bonus of +2 and saving throw one better
than normal, up to a maximum of 2+; this reflects the
‘special favour enjoyed by the leader and his bodyguard. If
the battle leader is to be represented by a stand, it should
be suitably imposing, preferably including a number of
banners declaring the battle's allegiance. The following
special rules apply to the battle leader:
1) All detachments from a battle led by a Champion
receive +1 on morale and panic tests when they are
within 12cm of the leader's stand.
2) All detachments from a battle led by a Daemon Prince
receive +1 on morale and panic tests when they are
within 24cm of the Daemon model,
3) Ifa battle leader is destroyed, all detachments under
his control within 24cm must take a morale check in
the orders phase of the following turn. The results of
the check apply for that turn only.
A battle leader can be singlet! out as such by the
‘enemy and attacked in preference to other stands or
Daemons.
COVENS
The most important members of a Chaos cult are the
coven. The coven comprises the Magus’ most trusted
servants, including his acolyte. Only the coven can
perform the rituals and sacrifices which summon
Daemons and divine the intentions of their Chaos patron.
Before the cult is revealed, members of the coven remain
disguised and work their way up — constantly gathering
power and resources for the cult. Coven members may be
posing as respected members of the business community
6 feared gangland leaders; any niche or foothold may be
used in the cult’s incessant quest for power.ME os
Fi Mi
Pon
teu)
Whatever the case, the coven emerges atthe instigation of
revolt to direct their Cultists and summon as many
Daemons as possible to aid thei forces.
‘The coven is represented on the tabletop by a single
infantry stand. The equipment and combat experience of
the coven members can vary immensely. The cult may
have been posing as a legitimate warrior cult, for example,
which would ensure the coven warriors were highly
trained in the arts of war. On the other hand, the cult may
have been posing as a political organisation, so it may well
have good equipment but be distinctly average as far as
training goes. To reflect this variability, the statistics for the
coven are generated randomly using the chart below.
Simply roll a D6 for each characteristic (move, saving
throw and so on) and note the results on the cult template
in the space provided.
6 Basic Heavy
Koll Mv Sv CAF Weapons Weapons Notes
1 816 3+ 42 Boker -MukiMelta None
2° Yh 2+ 0 Lasguns Heavy Bolter None
3 IG 4+ +3. Bolt pistols Manile Launcher None
4 M16 3+ 45 None. lascannon Hite
5 6/12 4+ +4 _Laspinols_Awtocannon None
6 1020 s+ +3 Bokem None. Cause
Panic
‘The BR of the coven is always 100 regardless of what
statistics it has. The coven acts as a command stand in all
respects and has the following special rules:
D
ye coven can issue one extra order counter to any
detachment in the cult - this represents the Magus
using his Daemon sight to predict the immediate
future and instruct his troops accordingly. The order
can be given to a detachment which has no
Champion of command stand to conteol it, preventing
the detachment having to take a morale check.
Alternatively, it can be issued in addition to a
detachment’s own order counter — this option allows
the detachment to select which of the two chosen
orders it wants to use after all orders have been
revealed,
2 The coven may summon Daemons of their patron
Power before the start of a battle. Full details of the
summoning process are given in the section on
Daemons and their Conjuration. A coven may also
be able to summon Daemons during the course of a
battle, using the departing soul-stuff of the fallen as a
sacrifice,
3) The coven cannot be singled out and attacked ifthere
are any infantry stands closer to the firer, The Magus
and his adepts are well versed in using their cult as a
shield and won't forget their lessons on the battlefield.
EPIC REALM OF CHAOS
THE HORDE COMMANDER
‘The overall commander of the Chaos horde is always
cither a powerful Daemon Prince or a Greater Daemon.
‘The troops of the horde view their leader with reverential
awe. The commander for his part simply views his forces
as toys and pawns to provide him with some amusement
When constructing a Chaos horde, you can pick whether
the commander is a Greater Daemon or a Daemon Prince.
Ifthe horde doesn’t contain a number of cults and battles
equal to the patron Power's sacred number or doesn't
have a specific patron Power, it can only have a Daemon,
Prince as commander. Pick a particular set of statistics for a
Daemon Prince from the section on Daemons and their
Conjuration and make a note of his summoning cost (this,
equates to his BR),
If the horde is attacking as the main attack formation for
the battle force, the commander may be fielded at half
cost. Even if the horde isn't acting as the main attack
formation, the commander can accompany a cult or battle
for full cost on a D6 roll of 5 oF 6.
The horde commander has the following special rules:
1) All units from his horde within 12em do not have to
take morale or panic tests for any reason
2D _Allunits from his horde within 12cm receive a +1 CAF
bonus.
3) Ifthe horde commander is destroyed, all detachments
from his horde within 12cm must take an immediate
rout check (see the Space
woosEPIC REALM OF CHAOS
CHAOS INFANTRY
‘There are a number of troops and weapons in the new
Chaos plastic set not previously covered in Codex
Titanicus. Please note that you don’t have to be using the
Chaos army list to gain access to these new types,
Beastmen
Beastmen, Mutants and Chaos Spawn make up a large part
Of the population of the Daemon Worlds. They are always
‘among the first of Chaos’ creatures to flock to the banners
of a gathering Renegade force for a chance to raid the
Imperium. Cultists can also often easily subvert Beastmen
and Mutants within the Imperium itself to fight on behalf
of Chaos. Beastmen are armed with swords, axes and
other hand weapons for the main part and rely on closing
with their enemy. Each Beastman stand is assumed to also
include a mix of Mutants and occasional Chaos Spawn.
Chaos Squat
Chaos Squats are the armourers and artificers of the armies,
of Chaos, With devilish cunning they construct weapons
land engines of war which defy sanity. Each new creation
is magnificently built t evoke the correct aura of terror
and majesty. It is thought that the Chaos Squats are
responsible for the maintenance and reconstruction of
Chaos Titans and the fearsome Artfact Weapons of Chaos.
Chaos Squats fight with unparalleled ferocity on the field
of battle, favouring heavy firepower to slaughter their foes.
Chaos Marines
Chaos Marines are descendants of the original chapters of
‘Traitor Marines which fled into the Eye of Terror after the
Horus Heresy (some actually fought in the Heresy but still
live under the warping influence of Chaos). Four chapters
of Marines are directly aligned to the Chaos Powers. the
World Eaters to Khorne, the Emperor's Children to
Slaanesh, the Thousand Sons to Tzeentch and the Death
Guard to Nurgle. A number of other Traitor Marine
chapters remain unaligned to any save Chaos Undivided
and the most infamous of these is the Black Legion (once
the Sons of Horus).
‘The Marine chapters are some of the Chaos Powers’ most
favoured servants; many Marine commanders eventually
become Champions of Chaos and aspire to become
Daemon Princes. Squads of Chaos Marines often join
Chaos Renegade forces to further the aims of their Power;
at other times whole regiments of Chaos Marines will be
dispatched to perform specific missions,
Traitor Terminators
‘Terminator Marines are the last remnants of Terminator
units all but destroyed in the Heresy, dressed in archaic
‘Tactical Dreadnought armour embellished with the marks
of Chaos. They wander the warp in search of battle and,
Chaos being what itis, they usually find it easily enough.
‘As Terminators are killed in action, their armour is
retrieved and repaired by Chaos Squats, and promising
Marines or Champions are recruited to take their place.
Traitor Terminators cannot telepor, their ranks lacking the
full expertise needed to maintain the teleport chambers,
Champions
It is common for independent Champions of Chaos and
those with small warbands to group together in battle into
small but hard-hitting units. They are often mounted on,
Daemonic riding beasts to add to their mobility and power,
wo22
Few can withstand the charge of such fearsome
adversaries. Individual Champions can also command
individual detachments, acting in precisely the same role
as a commander in the standard Space Marine rules
Creatures of Chaos
When Chaos Renegades set sail into the warp, they often
take Creatures of Chaos with them as mascots, hunting
beasts or just extra muscle. Most commonly encountered
are Trolls and Minotaurs, giant bipedal creatures of
fantastic strength and endurance. It has been theorized
that these creatures are a form of mutated Ogryn but there
is little evidence to support this. Fortunately, Trolls and.
Minotaurs are of limited intellect and use liule in the way
of technological weapons or armour.
Chaos Hounds are also a common sight. Foul mutations
are common amongst these creatures, adding to their
horror as they are employed to hunt down the enemy in
pursuit actions or round up the civilian population to be
loaded onto the Renegades’ space hulks as new slaves for
the Daemon Worlds,
Chaos Spawn are the most horrifying beasts of all because
they show the ultimate fate of the worshipper of Chaos:
reduction to a twisted nightmare of fangs, talons, looping
tentacles and pocked flesh, No two Spawn are quite the
same; each seems to have some feature more nauseous
than the last. Normal Spawn are ofien to be found amongst
units of beastmen, Champions or other Mutants, or else
skulking around the edges of groups of Renegades.
The Chaos Spawn described here are the truly monstrous
Battle Spawn which are groomed and fattened with the
power of Chaos just for fighting in large battles, Spawn
have lost any vestiges of intelligence and must be attached
to another detachment so they can share its orders. Spawn,
which are not within Gem of a friendly unit in the orders
phase become uncontrolled. Uncontrolled Spawn charge
and attack the nearest unit, regardless of whose side its on.
Cultists
Cultists are just normal men subverted to the worship of
Chaos. Often a cult attempts to infiltrate the Planctary
Defence Forces of its homeworld, both to gain access to
weapons and to make use of opportunities for sabotage.
‘The result is that most Cultist units are armed in similar
fashion to the Imperial Guard, though their equipment,
tends to be more neglected and battered with hastily
applied Chaos runes and symbols marking their new
allegiance.
‘The data for some of the Cultist stands in the army list are
not included here as these equate exactly to theie Imperial
Guard equivalents,
FORMATIONS
‘The maximum distance units in a detachment can be
separated by is as follows:
Caltists, Chaos Squats, Beastmen 3em_
Creatures of Chaos, Chaos Marines,
‘Traitor Terminators, Champions,
Mounted Champions, all vehicles cmEPIC REALM OF CHAOS
CHAOS INFANTRY DATA TABLE
Basic Support
‘type Speed Save CAF — Weapon Weapon Notes BR
Chaos Marines a6 4+ 43 Bolters Missile Launcher — 5
Heavy Bolter
Traitor Terminator 8/16 2+ ~—«+7-—«Storm Bolters Assault Cannon Elite, Independent. 175
Beastmen 816 4442 None None zl 30
Chaos Squats O12 5+ +2—_sBolters Heavy Boller 55
‘Trolls 10/16 4+ 46 —None None Independent, 100
Regenerate, Stupid
Minotaurs 18 4+ -45—None None Independent 70
‘Chaos Spawn AD6H/1D6+ +206 None None Cause Panic, Stupid 75
3D6+4
Chaos Hounds 12724«5+ ~—#3-—CNone None Independent 40
‘Charnpion Bi mR a Acts as detachment 20
commander
Champions 8163+ +8 —_CBolters None Flite, Independent 120
ise Riders 24/36 3+ 46/48 —Bolters None Blue Independent, 200
Skimmer
Juggernaut Riders 14/21 2+ #7/+11_—‘Bolters None Cause Panic, Elite, 250
Independent
Slaaneshi Riders 24/36 3+ 49—Bolters None Elite, Independent 200
Cultist Tactical 8/16 5+ +1——_sLasguns None e 25
Cultist Support 8/16 5+ +1 Laspistols ——_Lascannon = 40
Colitst Assault #16 5+ #2~—“Boltpistols. | None a 2
NOTES
‘Cause Panic: enemy stands musttake a panic testifcharged,
by the stand (see later for rules on panic tests)
Elites the stand has elite status (see Sphce Marine rules for
full details). Note that the +2 CAF bonus has already been,
included in the statistics given above.
Independent: the detachment does not require &
‘Champion, commander or command stand to receive orders,
and does not have to take morale checks. Is sill subject 10
panic tesis, however,
‘Overruns: any unit with 2 split CAF characteristic can make
overrun attacks using the number in front of the slash.
Regenerate: if the stand is destroyed, roll 4 Dé in the end,
phase; on a 5 or 6 the stand is returned to play.
Spawn: the saving throw for Spawn constanily changes.
Each time they need to make a save, first roll a D6 to see
‘what their saving throw characteristic is this time. For
example, the frst time the Spawn need to save, roll a D6 —
the results 4, indicating a save of 4+; nexttime they need to
save, roll again — say this time the result is 2, indicating a
save of 2+, and so on.
‘Stupid: roll a Dé for the detachment in the order phase of
each turn ~ on a 1 they are on no orders for that turn
‘TITAN AND VEHICLE TARGETS
Range Ton Critical
Name Shoe Long Short Long Hit
‘AsauleCannon 012123654) GH. Ge
INFANTRY TARGETS
Range Tomi Critical
Name Shor Long short Long lt
‘Assauk Cannon O12 1236 SCH 6H)
woesEPIC REALM OF CHAOS
NEW RULES
Chaos necessitates the introduction of a number of new
rules to cover situations not normally addressed in Space
Marine. We would, however, recommend these rules for
use in all games, not just those involving Chaos.
REVISED CLOSE COMBAT RULES
Currently the close combat rules simply state that the loser
of a close combat has to make a saving throw to survive,
and secondary attackers are unharmed even if they lose
the combat, however badly. Obviously this can lead to
situations of complete stalemate where one side can’t win
but has such a high saving throw that they probably won't
be destroyed either. To counter this, simply apply the
following extra rules:
1) The loser of a close combat must make a saving throw
to survive modified by -1 for every 3 points his
‘opponent has beaten him by
For example, a Terminator stand and an Imperial
Guard assault stand are in close combat. The
Terminators roll 206 and add their CAF of +7, scoring
a total of 14, The Guard roll 206, add their CAF of +2
and +1 for charge but only score 8 in total. The Guard,
stand must make a saving throw to survive at -2
because they lost the combat by 6 points — as the
Guard's save is only 5+, they are destroyed
wo
2 Secondary attackers should add +3 to the primary
attacker's CAF or their own CAR, whichever is better
For example, using this rule, two Marine assault
stands attacking one opposing stand have a total
bonus of +8 rather than +7.
3) Secondary attackers on the losing side of a combat
which is lost by 5 or more points are forced to make a
saving throw to survive just like primary attackers,
Note however that this is always an unmodified save.
4) Addetachment which is completely engaged in close
combat (ie all of its stands or vehicles have to fight)
and which loses more units than it kills must take an
immediate panic test (see below).
THE PANIC TEST
There are some situations which can cause the most
hardened veteran
the enemy ~ be itthe presence of an enemy Titan intent on
crushing the troops to a pulp or the screaming charge of a
pack of Daemons, Panic tests may be brought about for a
number of reasons but they are generally taken at the
point the event occurs (for example, you take a panic test
at the point at which the charging Daemons contact the
unit) and the results of the test are applied immediately
to waiver, or even break, in the face of‘A number of Chaotic troops and Daemons can cause panic
by charging or by just being close enough; exact details of
the effects of different creatures can be found in their
descriptions. The only other causes of panic tests on the
Space Marine battlefield are:
1) Ifa detachment loses a round of close combat, it takes
4 panic test
2) Ifa detachment is under stomp attack from a Titan, it
takes a panic text
Panic tests affect a whole detachment. A detachment is not
forced to take a panic test unless at least half of the
detachment is subject to the effect ~ so, for example, a
detachment would only have to test for panic if the Titan
trying to stomp them could stomp at least half of the
detachment. Titans and Gargants never have to take panic
tests
Panic tests are made on @ D6 and take the form of a saving
throw. The testing unit needs to equal or better the score
given on the table below:
PANIC TESTS
Marines, Squats, Eldar Aspect Warriors a
Eldar Guardians, Ork Nobz, Imperial Guard 3+
(rk Boyz, Cultists, Planetary Defence Forces 4+
Gretchin 3
Panic Test Modifiers
Blite a
Battalion commander, Warboss
or Hearthguard within 12cm 1
Followers of Khorne #
‘A detachment which fails a panic test must take an
immediate rout check on a D6 for every unit in the
detachment, Remove the unit from play if a 1 or 2s rolled,
otherwise the unit is unaffected
MARINE LIBRARIANS
Marine Librarians are specially-trained psykers who
accompany their brethren into battle to protect them from
psychic attack and supply their own offensive powers
where necessary.
‘A Marine commander (or Marine Champion in the case of
Chaos Marines) is accompanied by a Librarian who is
considered to be attached to the same stand as the
commander. The Librarian obeys the same rules as the
commander/Champion in all regards and confers the
following benefits:
1) All panic tests taken by friendly units/ detachments
‘within 12cm of the Librarian are at +1
2) _All saving throws made again:
friendly units within 12cm ar
Daemonic abilities by
+1
3) All instability tests made by opponents within 12cm
are at -1
4 All enemy firing conducted within 12cm of the
Librarian is at -1 10 hit
Designers Note: though these psychic rules are a
reasonable representation of the effect of psykers in Space
Marine battles, in the future we hope to present a fully-
integrated system dealing with psychic combat in detail.
EPIC REALM OF CHAOS
REVISED INDIRECT FIRE
Under the current rules, indirect fire turns up with
complete efficiency and accuracy every time it is called.
Obviously, it is unrealistic to take this omnipotent
approach to indirect fire or games quickly devolve into
artillery duels with both sides hugging cover in a desperate
attempt to avoid death from above. To overcome this you
should apply the following rule:
‘To spot for indirect fire, the spotting unit must first make 2
communications roll to contact the firing detachment
and give it the correct target co-ordinates. If the unit fails
its roll, the detachment it was attempting to contact may
not be contacted by any other units. In fact the firing
detachment may not fie at all that turn — its fire is assumed
to have gone wildly astray or been tied up waiting for the
spotters call.
COMMUNICATIONS ROLLS
Detachment Commanders, Command Stands 4
Battalions and Regimental commanders,
Elite Commanders of any type, Recon Units 3+
IMPERIAL GUARD ARTILLERY
In the Imperial Guard army list in White Dwarf 125,
Basilisk, Bombard and Manticore detachments are shown
as being in three vehicle detachments. I'm sorry to inform
all you Imperial Guard players out there that this was a
mistake ~ in fact, these artillery detachments all contain
only two vehicles each.
woesCHAOS ARMY LIST
Each box in the army list has three sections:
Number Available: at the top of the box it tells you the
minimum and maximum numbers of detachments that
can be chosen for each cult or battle according to what
Power the Magus or battle leader follows. For example,
in the Cultists box, the entry for a Nurgle cult states 1-4
= this means that a Nurgle cult must contain at least one
detachment of Cultists and can have a maximum of four
Cultist detachments. These could be chosen as any
combination of Cultist assault and tactical detachments,
= say, one assault detachment and three tactical
detachments if all four were chosen,
Counters: below the number available is an example
of the counter types that represent the detachments in
this box. These counters are the same as those on the
sheet later in the lists; they give the detachment type,
the battle rating for the whole detachment and have an
illustration on them for easy identification. You may
find it helpful to place your card counters in these
spaces so that they're readily available as you fill out
the templates.
Units In Detachment: below the counter illustration
isa list of the number and type of the vehicles or
infantry stands in the detachment. When you field the
detachment, itis represented by the number of stands
or vehicles of the type specified. For example, a Cultist,
assault detachment comprises eight assault stands and a
Champion.
BATTLES AND CULTS QUICK REFERENCE TABLE,
‘The Chaos army list is quite large and it can be difficult
to remember what compulsory detachments you have
to take and so on. To make things easier, we've
condensed all the minimums and maximums for each
kind of detachment on to one table.
Patron Power
Detachments —_Khomne Slanesh Taenich Nargle Undivided
BATTLES
GhaosMarines = 25 «1414144
Traitor Terminators 0-2 0-1 O1 02 O1
‘Chaos Squats 03 02 03 02 02
Beastmen 14130 14 1514
OrkFreebooterz 02 01 O1 O01 O01
Greaturesof Chaos 02 0-1 03 02 02
‘Chaos Artifact
‘Weapons 02 02 02 02 02
‘Champions 02 03 02 03 o2
Vehicles and
Support Weapons 02 02 02 02 02
Chaos Titans. 03 02 02 02 03
cULTs
Cultises 16 28 25 14 25
Mounted Cultiss 04 06 03 02 04
Beastmen 14 03 04 15 04
Support Weapons 0-1 O01 O1 O1 O41
Vehicles 02 01 01 01 02
Walkers O1 01 O01 01 01
Anillery CTOs Loe ORO
Chaos Artifact
‘Weapons Oeste Ot 61- (04
wo2s
CHAOS
RENEGADE LIST
Use this list for filling out battle templates.
CHAOS MARINES
KHIORNE SLAANESH TZEENTCH NUAGLE UNDVIDED
25 14 1-4 «1-4 14
0S MARES
4. CHAOS MARINE STANDS
1 CHAMPION
TRAITOR TERMINATORS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED_
0-2 0-1 0-1 0-2 0-1
TRACER
300°
2 TERMINATOR STANDS
CHAOS SQUATS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-3 0-2 0-3 0-2 0-2
(CHAOS SOUATS
250
5 CHAOS SQUAT STANDS
1 CHAMPION
TWOLE MORTARS:
A
200
5 MOLE MORTARS
5 THUDD GUNS,BEASTME!
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
Ana 1S 8) ed 1-5 -d,
PESTUEN
a
150
5 BEASTMEN STANDS
1 CHAMPION
ORK FREEBOOTERZ
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-2 0-1 0-1 0-1 0-1
FREEBOOTER?
4 BOYZ STANDS
1 KAPTIN
CREATURES OF CHAOS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-2 0-4 0-3 0-2 0-2
TROLLS ‘MINOTAURS:
Wa
300 "50
2TROLL STANDS — 2 MINOTAUR STANDS
‘CHAOS SPAWN
See
‘CHAOS HOUNDS
150
2. CHAOS SPAWN 5 CHAOS HOUNDS
ARTIFACT WEAPONS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-2 0-2 0-2 0-2 0-2
See special rules for full details of Chaos Artifact
Weapons.
CHAMPIONS
KHIORNE SLAANESH TZEENTCH NURGLE UNDWIDED
0-2 0-3 0-2 0-3 0-2
(CHAMPIONS
250
2. CHAMPION STAI
DISC RIDERS
ee | |
‘500 400 400
KHORNE: SLAANESH: TZEENTCH:
2UUGGERNAUT 2 SLAANESHI 2DISC RIDER
RIDER STANDS RIDER STANDS ‘STANDS
‘See special rules for full details of Champions.
Mounted Champions: only Champions of the listed
Power can choose the options listed in the second
row of boxes.
VEHICLES AND
SUPPORT WEAPONS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-2 0-2 0-2 0-2 0-2
AIO SPEEDERS RHINOS
150 150
AND SPEEDERS
4 RHINOS.
AND RAIDERS
ae
yy
350
‘SENTINELS
Pe
LAND RAIDERS 5 SENTINELS
RAPIERS TTARANTULAS
esa Se
200 200
5 RAPIER 5 TARANTULACHAOS TITANS
KHORNE SLAANESH TZEENTCH NURGLE UNDWIDED
03 02 02 02 03
DEATH BANGER NEMESIS
=
4000 7540
1 NEMESIS.
1 DEATHBRING!
1 WARHOUND
you've designed your own Titans, you can make
up counters for them and insert them into the
battle template in place of the predesigned ones
shown here.
CHAOS
CULTIST LIST
Use this list for filling out cult templates.
COVENS
All cults must have a coven to lead them.
The coven contains one stand with randomly
generated statistics.
See special rules for full details of covens.
CULTISTS
KHORNE SLAANESH TZEENTCH NUAGLE UNDIVIDED
1-6 2-8 2-5 1-4 2-5
(CUTSTTACTAL CUTSTASSANT
| | &
250 150
4CULTTACTICAL STANDS 8 CULT ASSAULT STANDS
4 CULT SUPPORT STAMDS 1 CHAMPION
1 CHAMPION
MOUNTED CULTISTS
HORNE SLAANESH TZEENTCH NURGLE UNDWIDED
0-4 06 03 0-2 0-4
BIKE
3 ROUGH RIDER STANDS 3 BIKE STANDS
1 ROUGH RIDER 1 BIKE COMMAND
COMMAND STAND ‘STAND
BEASTMEN
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
1403 «404 «(1-5 «(0-4
BEASTUEN
750
5 BEASTMEN STANDS
1 CHAMPIONSUPPORT WEAPONS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-1 0-1 0-1 0-1 0-1
RAPIERS TARANTULAS
200 200
5 RAPIERS, 5 TARANTULAS
ARTILLERY
HORNE SLAANESH TZEENTCH NURGLE UNDWIDED
0-1 0-1 0-1 0-1 0-1
MANTICORES
2 MANTICORES:
‘WOLE MORTARS THUDD GINS:
fr
At
200
5 MOLE MORTARS: 5 THUDD GUNS
VEHICLES
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-2 O41 0-1 0-1 0-2
LEMAN RUSS
800 500
LEMAN RUS: 2 BANEBLADES
BANEBLADES
‘SHADOW SOROS RHINOS
500 300
8 RHINOS
2 SHADOW SWORDS
‘WALKERS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-1 0-1 0-1 0-1 0-1
‘SENTINELS ROBOTS
or aby
§ o
180 50
5 SENTINELS 5 ROBOTS
BASILISKS [BOMBARDS
Bs
250
2 BASILISKS 2BOMBARDS
ARTIFACT WEAPONS
KHORNE SLAANESH TZEENTCH NURGLE UNDIVIDED
0-1 0-1 0-1 0-1 0-1
See special rules for full details of Chaos Artifact
Weapons.
wo29EPIC REALM OF CHAOS
cunsrtactionL | cuunsrtacrecal ] curnsrtacrioa. [ curnsttacnia | chaos uanmes | cHAOswARNES | CHAOS MARINES ] CHAOS WARNES
fe | | be | | Be
250. 1250 250 250 350 350 350 350
cousrrcreal | cunsttacnon. | curerassau | ounsrasswucr [ ciaGSuannes | chaos wanes | TamoaTznnuTR | ARTIFACT
| ie | & | & | | | Boe
1250 280 150 150 350 350 300
cumsrasseurt | curmstassaur | cuunsrassauit | cuunstassaut | cHAos SauaTs | CHAOS SoUATS | CHAOS SaUaTS | CHAOS SOUATS
Ee | & | & eb | ae | ah | ah
150 150 150 250 250 250 260
WOOEDCUTSTS[ WOWNEDCOENS | NOTED OUTS CHADS HOUNDS | CHAOSHOUNDS | CHAOSSPAIIN | CHAOS SPAWN
BAL Se az | Be | Be
a ee IX | Be | Ss
230 200 150 130
TRTICORES TATFAGT nous | rous | unre
Sola
aaa wi Su x
250 700 200 200 "50
BEASTMEN | BEASTMEN | BEASTMEN | BEASTMEN | MiNOTAURS | DISC RIDERS | wsciRuUTADERS | sLAMESHADERS
2121) 8|2\el=
150 150 150 150 150) 400 400
craosmanines | cHaosmannies | cHaosuannes | cHxosuuanes | CHAMPIONS | LAND RAIDERS | LaNOSPEEDERS | RHINOS
—
ee ED oe |]
‘350 ‘350 350 350 250 350 150
peasTuen | seastuen |” petsmuen | arTiFacT | RAPIERS | RAPIERS | TARANTULAS | TARANTULAS
8/8 | 2 Kies =
150 150 150 200 200 200
iuooguns | THuoo guns | MOLE MORTARS | MOLE WORTARS
oe
twarnucasury | oxcioucseury | oveuoucssurr | casas & Al Sa
emus | ovnuse | oiemuse | Twomuse
200 200
SENTINELS RopoTs | RHINOS
cwaioncusury | oeenowcaaurr | oxcuowcaaury | oxcwcxaure | COE e. RG
TWONUSE | THREENUSE | THREEWUSE | FOURMIUSE ¢ c és ALS
150 150 150 300
cnosnannes | cuosuannes | curstuevea | SIKE | LeMaN RUSS DEATH BRNGER
e CaS He g a
350 350 250 00 1000
CHAOSSOUATS | DISC RIDERS sunesnares | WaRvouNo NEMESIS
“ae
veh | Se | % A
250 400 400 S60" 750 700 1340
wo30SIPAGIE lilt
EPIC REALM OF CHAOS
DAEMONS AND THEIR CONJURATION
BY ANDY CHAMBERS
The second part of the Epic Chaos army list for use with the forthcoming plastic boxed set
of Epic Chaos miniatures and the range of metal miniatures. This article covers the rules for
summoning Daemons to the battlefield with the stats for the Greater and Lesser Daemons
of the four Great Powers and Daemon Princes.
Daemons are created by a Chaos Power out of the very
fabric of Chaos. The Daemon embodies specific aspects of
the Power's own traits and abilities. Daemons are really
part of a Chaos Power but they have their own
‘consciousness and powers and to all intents and purposes
are independent and fully conscious creatures. They
depend upon the Chaos Power for their existance, leading
to competition between rival Daemons for their master's
favours.
Each of the four Great Powers has his own hierarchy of
Daemons. There are also Daemons which owe nothing to
these Chaos Powers and whose existence reflects the
waking dreams of a still immature Power. Such Daemons
are inclined to be variable in appearance and not always
consistent. Other Dacinons owe nothing to any power.
‘Their consciousness is due to some other factor, such as
the persistence of a particularly strong-willed and
idiosyncratic shado
GREATER AND LESSER DAEMONS
Daemons are divided into two categories in Epic scale
Greater Daemons and Lesser Daemons. The chart
below details exactly what falls into each category:
LESSER DAEMONS
Bloodletters = Khorne
Fleshhounds~ Khorne
Daemonetes- Slaanesh
Fiends ~ Slaanesh
Plague Bearers ~ Nurgle
Beasts of Nurgle— Nurgle
Pink Horrors~ Tzeentch
Blue Horrors ~Tzeentch
Flamers ~Tzeentch
GREATER DAEMONS
Bloodthirsters — Khorne
Keepers of Secreis~ Slaanesh
Great Unclean Ones - Nurgle
Lords of Change ~Tzeenich
Daemon Princes
‘Throughout the following rules, references are made to
Greater or Lesser Daemons and it’s important to know
which are which. Though the actual characteristics of
different Daemons may vary enormously, the distinction
between Greater and Lesser Daemons is broader than that,
between master and slaves ~ this is fully reflected in the
rales that follow.
SUMMONING
Daemons can be summoned by covens, Greater Daemons
and Daemon Princes. Summonation can take place both
before and during a battle.
SUMMONING COSTS
The statistics given for Daemons of the various Chaos
Powers includes a summoning cost. A Daemon's
summoning cost is a rating of how hard that particular
entity is to bring through into the material universe. Lesser
Daemons always appear in packs equal to the sacred
number of their native Power, s0 the summoning cost,
stated in the statistics of Lesser Daemons is for a whole
pack, not an individual Lesser Daemon,
‘Obviously only Daemons of the summoner’s own patron
Power may be summoned ~ those who follow Chaos
Undivided may attempt to summon only Independent
Daemon Princes,
™PRE BATTLE SUMMONING
‘A Chaos player can summon Daemons before a battle by
sacrificing points equal to the summonating cost of the
Daemons he requires and rolling for their appearance. The
player is limited to one pre-battle summoning attempt for
‘each coven, Greater Daemon and Daemon Prince in his
battleforce.
Greater Daemons and Daemon Princes will not lower
themselves to request aid from equals so they may only
summon lesser Daemons - covens will happily abase
themselves so may attempt to summon Greater Demons,
Daemon Princes of Lesser Daemons.
‘Once the Chaos player has decided on what Daemons his
force is going to summon, he should note this down and
then roll 1D6 for each pack of Lesser Daemons and each
individual Greater Daemon or Daemon Prince, adding +1
to his roll ifhis forces for the battle include a War Temple:
1-2 ‘The summoning is a failure and the requested
Daemon or Daemons do not appear.
36 The Daemon or Daemons appear and are
available to be used in the battle.
SUMMONING IN BATTLE
Summoning attempts can be made in battle, though it is
risky and time-consuming. The summoning begins with
the preparation of an area where the summoner will stand
to make his attempt, This must be carefully drawn out with
numerous runes and devices while incenses and powders
are burnt to prepare a temporary gate through which the
Daemon or Daemons can appear.
To start preparing the the summoning area,in the orders
phase the stand or model which intends to perform the rite
has the summoning template placed underneath its
current position instead of an order counter. From now on
the model or stand is preparing the area. If the summoner
is moved for any reason or forced to make a saving throw,
the whole summoning attempt is ruined and the template
removed.
‘The presence of a War Temple of the appropriate Power
can enhance the chances of success substantially. A War
‘Temple may participate in the summoning process as long
as it stays stationary and in base-to-base contact with the
summoning template from when it is first laid until the
completion of the rites,
In each end phase after the template has been placed, roll
1D3+1 and add the indicated number of summoning
counters to the arrow points on the template. Once all
eight points are filled, the summoner can intone the final
chant and open the gate.
More than one attempt at summoning taking place in a
relatively close proximity, such as on the same battlefield,
makes the preparation more difficult — deduct -1 from the
roll for each extra summoning area being prepared at the
same time.
Once all of the arrow points on the template have been
filled, the summoner may begin the final chants on the
following turn. In the orders phase of the turn he must
‘state what type of Daemon or Daemons he intends to
‘summon and in the end phase he may roll to see if i/they
appear. The suffering and dying energy of departing souls
acts as a magnet to Daemons so the more destruction
‘wrought on this final turn of summoning the better
EPIC REALM OF CHAOS
Roll 1D6 and apply the following modifiers before
consulting the table below:
+1 Ifa Greater Daemon is making the summoning.
+2. Ifa War Temple is participating in the summoning.
+ a number equal to the bonus indicated on the chart
below according to the number of units killed this
turn and the summoning cost of the Daemon:
Summoning Cost of Daemon
Units
Killed 100 200 300 400 500 600 700 800 900 1000
13 41000000000
46 41 +1410 000000
740 +1 +1 41 41:0 0 0 0 0 O
W142 41-41-41 41 4120-0 00
15-18 +3 +2 +1 +1 +1 +1 4100 ~«0 «0
1921 4 3 HM HH HH HO
+45 4443-42 -41«41 41 41 411
RESULTS
7+ With a crack like thunder the gate opens. The
summoning is successful and the Daemon or
Daemons requested appear anywhere within
10cm of the summoner. Remove the summoning
template.
6 Eerie lights swirl and the air howls with power —
but not enough! The summoner can abandon his
altempts or try again next turn,
45 An unearthly wind blasts across the area,
destroying the carefully laid symbols and sending
‘candles guitering. Remove 1D3 counters from the
template ~ the summoner may replace the
counters on following turns using the rules given
above before attempting another summoning or
abandon the summoning altogether.
23 The Chaos Power barely notices this feeble
attempt to draw its attention and slaps it away as a
‘man would a fly. The template is removed — the
summoner must make a saving throw to survive or
be destroyed by the vague annoyance of his
Patron Power.
1 With a crack like thunder the gate opens. The
summoning is successful ~ after a fashion. The
summoner has seriously fouled up and his
attempts have been noticed by an opposing Chaos
Power! The equivalent Daemon or Daemons of an
opposing Power appear anywhere within 10cm of
the summoner, under the control of the opposing
player. Remove the summoning template
worsEPIC REALM OF CHAOS
FORMATIONS
Greater Daemons are always treated as individuals for the
purposes of orders, movement and so on. Lesser Daemons
are organised into detachments consisting of a number of
Daemons of the same type. A detachment of Lesser
Daemons will contain a number of Daemons equal to the
sacred number of its native Power: nine for Tzeentch,
eight for Khorne, seven for Nurgle and six for Slaanesh, A
detachment of Lesser Daemons follows the same orders, is
moved at the same time etc — just like any normal
detachment,
Lesser Daemons must remain reasonably close to each
other to resist the destabilisation they invariably suffer
when removed from the warp for any period of time,
though inevitably instability eventually draws Daemons
back into the warp. At the end of each movement phase it
is necessary to check that all the Lesser Daemons in each,
detachment are in formation.
‘To countas in formation, all the Daemons in a detachment
must be within their sacred number in centimetres of @
central point. Any Daemons in the detachment which are
further than their sacred number from the designated point
must take an immediate instability test. A different point
may be chosen for each detachment,
For example, a detachment of Khomate Bloodiatters checks ts
formation a the end of the movement phase. Khorne's sacred
‘umber is eight so the Daemons must be within Bom of a point