CHAOS WARRIOR RETINUES
Chaos Knights..... 66 points
Profile M WS BS S T W I A LD
Chaos Knight 4 6 6 4 4 1 6 2 9
Chaos Steed 8 4 0 4 4 1 4 1 5
Weapons: Heavy Armour and shield. Armed with lances and swords or other hand weapons and ride Chaos Steeds which have armoured barding.
Save: 2+
Options: Any unit of Chaos Knights may substitute their heavy armour for Chaos armour (+14 points).
Standard Bearer and Musician: Chaos Knight units may include a standard bearer and/or a musician at the same points cost as an ordinary trooper - no extra points are charged.
Any unit of Chaos Knights may carry a magic standard.
Chaos Knights may carry the magic standard of their Warlord's Chaos god.
Chaos Warriors..... 24 points
Profile M WS BS S T W I A LD
Chaos Warrior 4 6 6 4 4 1 6 2 9
Weapons: Heavy armour and armed with swrods or other hand weapon.
Save: 5+
Options: Units of Chaos Warriors may substitute their heavy armour for Chaos armour (+7 points). They may carry one of the following: double-handed weapons (+2 points), halberds (+2 points), or extra hand weapons (+1 points). Any unit may have shield (+1 point).
Standard Bearer and Musician: Any unit of Chaos Warriors may include a standard bearer and/or musician at the same points cost as an ordinary trooper - no extra points are charged. Any unit of Chaos Warriors may carry a magic standard.
Chaos Warriors may carry the magic standard of their Warlord's Chaos god.
Chaos Hounds
Chaos Hound..... 12 points
Chaos Warrior Leader..... 24 points
Profile M WS BS S T W I A LD
Chaos Hound 6 4 0 4 4 1 4 2 6
Chaos Warrior Leader 4 6 6 4 4 1 6 2 9
Weapons/Armour: None.
Save: None.
Options: None.
Leader: Any unit of Chaos Hounds may be led by a Chaos Warrior 'handler' (+24 points). He wears heavy armour and is armed with a sword of other hand weapon. He may substitute his heavy armour for Chaos armour (+7 points), and may carry one of the following: double-handed weapon (+2 points), halberd (+2 points), or extra hand weapon (+1 point). He may have a shield (+1 point). He may not carry magic items, but otherwise acts exactly as a champion of a unit and is therefore allowed to make and accept challenges even though he is not, strictly speaking, a character model.
Special Rules: Chaos Hounds never have standard bearers or musician.
Chaos Chariots
Chaos Warrior..... 122 points per chariot with Warrior crew and Chaos Steeds
Maurauder..... 80 points per chariot with Marauder crew and Warhorses
Profile M WS BS S T W I A LD
Chaos Warrior 4 6 6 4 4 1 6 2 9
Chaos Steed 8 4 0 4 4 1 4 1 5
Chariot - - - 7 7 3 1 - -
Marauder 4 4 3 4 3 1 4 2 7
Warhorse 8 3 0 3 3 1 3 1 5
If a retinue includes at least one unit of Chaos Warriors, Chaos Knights, Chaos Marauders, or Marauder Horsement, it may also include chariots.
Chariots fight as individual models. They do not have to be used in units of five or more models. A chariot has a crew of either two Mauraders and is pulled by two warhorses, or a crew of two Chaos Warriors and is pulled by two Chaos Steeds.
Weapons/Armour: Marauders are armed with swords or other hand weapons. Chaos Warriors wear heavy armour and are armed with swords or other hand weapons. Chaos Steeds have armoured barding.
Save: None (Chaos Maruaders and Warhorses), 5+ (Chaos Warriors) and 6+ (Chaos Steeds).
Options: The crew may each carry one of the following: double-handed weapons (+2 points), flails (+1 point), or halberds (+2 points). They may carry shields (+1 point). Marauder crew may wear light armour (+2 points). Chaos Warrior crew may substitute heavy armour for Chaos armour (+7 points). Any chariots may have scythed wheels (+20 points). One chariot in the retinue may have a magic standard.
Warlords: If a Warlord's retinue includes a chariot, he may ride it into battle (replacing on of the crew models). If the Warlord carries the Mark of his god, then he can substitute the chariot's steeds for daemonic steeds. The points cost for daemonic steeds is shown in the Warlords section and is added to the cost of the Warlord himself, not to the cost of chariot. The chariot remains part of the retinue and its cost is not added to that of the Warlord. No points adjustment is made for any crew, steeds or warhorses that are replaced - the basic cost remains the same. A chariot pulled by Discs of Tzeentch cannot fly, but is pulled over the ground by the leashed discs.
Chaos Marauders
Chaos Marauder..... 12 points
Chaos Warrior Leader..... 21 points
Profile M WS BS S T W I A LD
Chaos Warrior 4 6 6 4 4 1 6 2 9
Chaos Marauder 4 6 6 4 4 1 6 2 9
Weapons/Armour: Chaos Marauders are armed with swords, axes or other hand weapons.
Save: None.
Options: Any unit of Marauders may be armed with double-handed weapons (+2 points), flails (+1 point), or extra hand weapons (+1 point). They may carry shields (+1 point) and/or light armour (+2 points).
Standard Bearer and Musician: Any unit of Marauders may include a standard bearer and/or a musician, each costing double the points value of an ordinary trooper. One unit may carry a magic standard. Chaos Marauders may carry the magic standard of their Warlord's Chaos god.
Leader: Any unit of Chaos Marauders may be led by a Chaos Warrior (+21 points). He must be armed and equipped exactly the same as his unit (at the same cost) except that he may have Chaos armour at a cost of +10 points. He may not carry magic items, but otherwise acts exactly as a unit champion, and he is therefore allowed to make and accept challenges even though he is not strictly a character model.
Marauder Horsemen
Marauder Horsemen..... 31 points
Chaos Knight Leader..... 50 points
Profile M WS BS S T W I A LD
Save: 5+.
Options: Any units of Marauder Horsmen may be armed with flails (+2 point). They may also carry shields (+2 point).
Standard Bearer and Musician: Any unit of Marauder Horsemen may include a standard bearer and/or a musician, each costing double the points value of an ordinary trooper. Any units may carry a magic standard. Marauder Horsemen may carry the magic standard of their Warlord's Chaos god.
Leader: Any unit may be led by a Chaos Knight (+50 points), which includes the cost of a Chaos Steed and light armour. He must be armed and equipped exactly the same as his unit except that he may have Chaos armour at a cost of +16 points. He may not carry magic items, but otherwise acts exactly as a unit champion, and he is therefore allowed to make and accept challenges even though he is not strictly a character model.
Ogres Profile M WS BS S T W I A LD
If a retinue includes at least one unit of Chaos Warriors, Chaos Knights, Chaos Marauders, or Marauder Horsemen, it may also include one unit of Ogres.
Ogre units can be smaller than the normal minimum of five models.
Weapons/Armour: Ogres are amred with swords, axes, or other hand weapons.
Save: None.
Options: Any unit may be armed with one of the following: extra hand weapons (+1 point), double-handed weapons (+2 points) , or halberds (+2 point). They may also carry shields (+1 point), light armour (+2 points) or heavy armour (+3 points).
Standard Bearer and Musician: Any unit of Ogres may include a standard bearer and/or a musician, each costing double the points value of an ordinary trooper.
Leader: If your unit consists of at least three Ogres, it may be led by an Ogre Champion (eg. two Ogres and an Ogre Champion); if your unit consists of at least seven Ogres, it may be led by an Ogre Champion or an Ogre Chief; and if your unit consists of at least ten Ogres, it may be led by an Ogre Champion, Ogre Chief, or an Ogre War Chief.
Champions, Chiefs, or War Chiefs must carry the same weaonry and have the same armour as the units they lead.
An Ogre Champion, Chief, and War Chief may carry one magic item.
Special Rules: Ogres cause fear.
Chaos Knight Leader 4 6 6 4 4 1 6 2 9
Chaos Steed 8 4 0 4 4 1 4 1 5
Marauder 4 4 3 4 3 1 4 2 7
Ogres..... 40 points
Ogre Champion..... 110 points
Ogre Chief..... 240 points
Ogre War Chief..... 380 points
Ogre 6 3 2 4 5 3 3 2 7
Ogre Champion 6 4 3 5 5 3 4 3 7
Ogre Chief 6 5 4 5 6 4 5 4 8
Ogre War Chief 6 6 5 5 6 5 6 5 9