TEXT: SHIPS OF CHAOS
  
  Original Game Design and Development
  Andy Chambers, Gavin Thorpe, Jervis Johnson
  Revised Edition
  Plaxor, Afterimagedan, The Specialist Games Community
  Artwork & Graphics
  John Blanche, Richard Wright, Alex Boyd,
  Wayne England, Des Hanley, Neil Hodgson,
  Nuala Kennedy, Paul Smith, John Wigley, Talima Fox
  Miniatures, Models, & Painting
  Tim Adcock, Dave Andrews, Owen Branham, Mark Jones,
  Chris Smart, Dave Thomas, Matt Parkes, Keith Robertson,
  Martin Footitt, Stuart Thomas, Richard Baker, Neil Green
  Special Thanks
  Nate Montes, Bob Henderson, Ray Bell, Pete Haines,
  Gary ‘Slim’ Parsons, Roger Gerrish, Jes Goodwin, Rick Priestly, 
  John Carter, Che Webster & Richard Hodgekinson
  Roy ‘Horizon’ Amkreutz, Fred Martinson, W.S. Scott Boyd,
  Robert C.M. Passovoy, Aaron Dickey, Sam Stewart,
  Stephen Cundiff, Colin Young, Dex Sy, Brandon Pooley,
  Wesley Herndon, Florian Piening, John Lambshead,
  Matt Sprang & The 40k Specialist Games Community
  
  The BaTTlefleeT GoThic: expanded Revised ediTion
  What is BFG:XR?
  The Battlefleet Gothic: Expanded Revised Edition is an updated, visually remastered version of Plaxor and 
  Afterimagedan’s well known Battlefleet Gothic: Revised project. The aim of BFG:XR is to build and maintain 
  a complete, unified rule set that is both easy for new players to learn and deep enough for veterans to enjoy. 
  Note that this project was formerly known as the BFG 2015 Project, and some documents may still bear that 
  name or refer to it in the text.
  How are these rules made?
  The BFG:XR edition is a combination / update of the classic BFG v1.5 Rulebook, the unofficial FAQ 2010 
  Compendium, and the BFG:R faction fleet lists. I have carefully transcribed these documents into new, fully 
  edited and reformatted documents that attempt to preserve the style and character of the classic BFG rules.
  Who is responsible for BFG:XR?
  BFG:XR is a personal project of one user, Xca|iber (that’s me), and is not directly endorsed by Games Workshop, 
  Plaxor, Afterimagedan, or any other BFG authority. The contents of these documents, such as text, artwork, 
  symbols, and so forth are the property of their respective creators - I have only made relatively small changes 
  to the formatting and rules where necessary to improve readability and clarity.
  I found a typo or mistake, what should I do?
  Any questions, concerns, or comments about the BFG:XR project may be submitted online at the Specialist 
  Arms Forums, under the Battlefleet Gothic heading. You may also reach the author (me) directly by email at 
  BattlefleetGothic2015@gmail.com. 
  
  HISTORY OF CHAOS
  Expanded Revised - chaos
  1
  THE TRAITOR FLEETS
  VESSELS OF THE DARK GODS
  In precise terms, ‘Chaos’ is the psychic 
  energy that makes up the immaterial 
  universe known as the Warp. In many 
  ways however, it is almost synonymous 
  with the Warp itself, as the two concepts 
  are fundamentally inseparable: Chaos is 
  the limitless ocean of spiritual and emotional energy that 
  defines the shape and structure of Warp space; a vast, raw 
  force of change that is used by many races to transcend 
  the laws of the material universe. However, it is also 
  physically and spiritually corrupting, and in time, the 
  malevolent will of Chaos gradually infects all who use it, 
  tainting them mind, body, and soul.
  THE CHAOS GODS
  The Gods of Chaos, also called the Dark Gods or the 
  Ruinous Powers (and known to the Eldar as the Arch-
  Enemy), are immensely powerful beings of the psychic 
  universe known as the Warp, created and sustained by the 
  emotions and souls of every living being of the material 
  realm. Each one is a transcendent personification of a 
  single emotion or concept, totally monomaniacal and 
  fixated on its particular aspect of the mortal psyche. This 
  means they are completely dependent on the emotions of 
  mortal creatures for their power and continued existence.
  There are currently four major Gods of Chaos: Slaanesh, 
  Nurgle, Khorne, and Tzeentch. These gods are each able 
  to devote a fraction of their power to create frightening 
  daemons of various shapes and sizes, whose appearances 
  and personalities reflect their creator’s own nature. These 
  daemons may be reabsorbed into the god at whim.
  FOLLOWERS OF CHAOS
  Since time immemorial, the Chaos Gods have sought to 
  expand their power by attracting ever more followers to 
  worship and sacrifice in their name. It is like a game for 
  them, and the gods routinely fight amongst one another in 
  their attempts to increase their influence over the galaxy.
  Those that heed the call of Chaos come from all walks of 
  life, from the lowest Administratum clerks to the mighty 
  Daemon Primarchs of the Traitor Legions. What they all 
  have in common is the sincere belief that Chaos is the 
  one true power in the universe, and that embracing it is 
  the only path to meaningful achievement one can follow.
  For many, the road to damnation is paved with all the 
  best intentions. It is only after a long, slow decline that 
  they begin to heed the insidious whispers of daemons and 
  forsake all bonds of fellowship and peace. Such is the 
  tragic tale of innumerable captains of the Imperial Navy 
  who sailed their ships into the Warp and sold the souls of 
  their crews in exchange for arcane power.
  THE TRAITOR FLEETS
  The vast majority of the ships and captains that make up 
  the heretical armadas of Chaos were once a part of the 
  Imperial Navy, having turned traitor at various points 
  throughout the ten-thousand years since Horus Lupercal 
  rebelled against the Emperor and split Humanity in two. 
  Only a small number were actually present during that 
  historic time, although the time-twisting properties of the 
  Warp means that these vengeful lords of the stars are still 
  as battle-ready as the day they first betrayed mankind.
  THE ARCH-BETRAYER
  Ten thousand years ago, at the height of the Emperor’s 
  Great Crusade, the Warmaster Horus Lupercal of the 
  Legiones Astartes was struck down as part of a scheme 
  concocted by the agents of Chaos. In his weakened state, 
  the Dark Gods tempted Horus to their side with visions of 
  a terrible and hideous future filled with endless bloodshed 
  and strife. Believing his father to be the architect of this 
  doom, Horus began secretly plotting against the Emperor.
  Yet as is always the case with the Ruinous Powers, what 
  began as a noble plan to save Mankind and bring peace 
  to the galaxy quickly turned to madness and destruction. 
  Swaying fully half of his fellow Space Marine Legions 
  and their Primarchs, Horus betrayed the Emperor and 
  unleashed his forces against his loyal brothers.
  The resulting war split humanity as quickly and violently 
  as a bolt of lightning upon dry wood. The Space Marines 
  slew one another in battle after battle, and with each step 
  Horus advanced closer to the beating heart of humanity’s 
  fledgling empire. And yet at the moment of his victory 
  aboard his ship high above Terra, Horus failed; destroyed 
  utterly by the final burst of the Emperor’s psychic might.
  With their leader dead and the assault on Terra beginning 
  to stall, the remaining traitors abandoned their attack and 
  fled into the depths of space, evading their pursuers until 
  they found refuge with their gods in the interdimensional 
  spaces of the Warp. Now totally within the clutches of 
  Chaos, these remnants of the Legiones Astartes reforged 
  themselves into warbands of Chaos Space Marines and 
  for the next ten thousand years they continued the Long 
  War against Humanity and the Emperor of Mankind.
  To this day, these fallen angels lurk within the shadows 
  beyond the material realm, waiting to be unleashed upon 
  the vulnerable worlds of the Imperium, their relentless 
  hatred undimmed by the passage of eons since those dark 
  and fateful years of the 31st Millennium.
  "A
  nd what are the achievements of your fragile Imperium? It is a corpse rotting slowly from within while maggots 
  writhe in its belly. It was built with the toil of heroes and giants, and now it is inhabited by frightened weaklings 
  to whom the glories of those times are half-forgotten legends. I have forgotten nothing and my wisdom has expanded far 
  beyond mere mortal frailties."
  -Ahzek Ahriman of the Thousand Sons
  
  CHAOS SPECIAL RULES
  Expanded Revised - chaos
  2
  Broadly speaking, the space fleets which pour out from 
  the Eye of Terror are usually composed of Imperial Navy 
  traitors mixed with a host of mutants, heretics, and other 
  deviants. As a result, the capabilities  and performance of 
  most Chaos vessels is roughly equivalent to that of their 
  Imperial counterparts. Where they differ however, comes 
  from the influence of the Dark Gods themselves, whose 
  various blessings (and curses) can turn the tide of battle, 
  or even change the course of entire wars. To represent 
  the corrupting hand of the Ruinous Powers, Chaos fleets 
  benefit from the following special rules:
  BOARDING ACTIONS
  The followers of Chaos are fanatical in their beliefs, and 
  will go to any length to destroy their enemies, making 
  them especially dangerous up close. As such, all Chaos 
  ships have a crew damage bonus of +1 when boarding.
  ANOINTED MUNITIONS
  Along with the standard selection of torpedoes normally 
  available, vessels in a Chaos fleet may petition the Dark 
  Gods for superior warheads with which to smite the ships 
  of the unbelievers. Any vessel that purchases anointed 
  munitions must roll on the following table at the start of 
  the game, gaining the appropriate torpedo type shown in 
  addition to any other torpedoes it may have:
  D3 ROLL
  TORPEDO TYPE
  1
  Seeking Torpedoes*
  2
  Melta Torpedoes*
  3
  Vortex Torpedoes*
  *Remember that these are usable only once per game.
  THE FORCES OF CHAOS IN BATTLEFLEET GOTHIC
  Mark of Tzeentch
  The vessel has been altered to serve the God Tzeentch, 
  the Changer of Ways. His blessings subtly twist the 
  vessel’s fate, making its weapons strike harder and its 
  hull deflect more damage. The marked ship may re-roll 
  the result of any critical damage roll it suffers or inflicts 
  on an enemy, including the results of hit-and-run raids.
  MARKS OF CHAOS
  In the same way that a Chaos God might brand one of his 
  most favored servants, a vessel dedicated to the Ruinous 
  Powers may be blessed by its patron, bearing a mark to 
  display its status as one of the exalted chosen.
  Marks of Chaos may be taken by capital ships in a Chaos 
  fleet, as described in the appropriate fleet list. A ship may 
  only ever have one Mark of Chaos, and a squadron of 
  Chaos vessels may only consist of ships with the same 
  mark, and/or those with no mark at all. The special rules 
  for each mark are shown below:
  Mark of Chaos Undivided
  The marked vessel has been rewarded for its dedication 
  to Chaos as a whole, not devoting itself to one particular 
  god but instead advancing the greater cause of Chaos in 
  all its forms. Only vessels embarking a Chaos Warmaster 
  or Chaos Lord may be given this mark. Once per game, 
  you may have your entire fleet use the marked vessel’s 
  leadership value until the end of the turn. You may trigger 
  this ability at any time.
  Mark of Khorne
  The vessel has been totally and completely dedicated to 
  the Blood God, Khorne, who values and rewards those 
  who spill blood (and whose blood is spilled) in his name. 
  The marked vessel always doubles its boarding value.
  Mark of Nurgle
  The vessel has been offered up to Father Nurgle, the God 
  of Pestilence and Decay, whose blessings manifest as 
  seeping, putrescent growths all across the vessel’s hull. 
  The marked ship adds +1 to its hits characteristic.
  Mark of Slaanesh
  The vessel has been reshaped to serve the god Slaanesh, 
  the Prince of Pleasure, who explores the farthest reaches 
  of experience accompanied by siren cries of ecstasy and 
  pain. All enemy ships and squadrons within 15cm of the 
  marked vessel suffer a -1Ld penalty. Note that this effect 
  is not cumulative with multiple marked ships.
  "Y
  our shrines will burn, your streets run with blood, 
  your false idols shattered, your people slaughtered 
  by the thousands, your very planet torn apart... And the 
  barest fraction of my hatred will be satisfied."
  -Ba'ar Zul, the Hate-Bound
  S
  tand forth, Servant. The Sword you carry has been smelted 
  in the heat of your anger, forged upon your desire, tempered 
  in your hate, quenched in your soul, polished with your loyalty, 
  furnished with your bones and skin, tested in your hand, and 
  borne in my name. You Slave, are mine, as much as the Blade...
  
  CHAOS SPECIAL RULES
  Expanded Revised - chaos
  3
  Besides the Dark Gods themselves, the Eye of Terror is 
  home to the traitorous Chaos Space Marines, the fallen 
  brothers of the Imperium’s own Adeptus Astartes. Drawn 
  from across the Warp, these unholy warriors hail from 
  every time period in Imperial history, all the way back 
  to the Horus Heresy itself, when half the Space Marine 
  Legions turned traitor and split Humanity in two.
  Chaos Space Marines may be taken by capital ships in a 
  Chaos fleet, as described in the appropriate fleet list. Any 
  ship that does so becomes a Chaos Space Marine vessel 
  and will benefit from the following special rules:
  Leadership
  Chaos Space Marines typically have several lifetimes 
  worth of combat training and experience, allowing them 
  to out-perform their enemy in almost any situation. When 
  randomly generating the leadership value for a Chaos 
  Space Marine ship, use the table shown here instead of 
  the regular table.
  D6 ROLL
  LEADERSHIP
  1-2
  8
  3-4
  9
  5-6
  10
  A Chaos Space Marine vessel with a Chaos Warmaster or 
  Chaos Lord will instead add +1 to the commander’s fixed 
  leadership value, to a maximum of 10.
  Boarding Actions & Hit-and-Run Attacks
  Chaos Space Marines are the supreme fighting force of 
  the Dark Gods, and excel at ship-to-ship boarding actions, 
  where their skill is paramount and their lack of numbers 
  irrelevant. To represent this, Chaos Space Marine ships 
  benefit from a +2 crew damage bonus when fighting in a 
  boarding action and add +1 to their results when they (or 
  their ordnance) conduct a hit-and-run raid. Furthermore, 
  enemy hit and run attacks against a Chaos Space Marine 
  ship must subtract 1 from their roll. This replaces the 
  normal boarding action bonus applied to Chaos vessels.
  Planetary Assault
  The warriors of the Legiones Astartes were unparalleled 
  masters of planetary warfare, often able to subdue large 
  populations using only a handful of squads. This brutal 
  efficiency lives on among the Chaos Space Marines and 
  their ruthless warbands. In a Planetary Assault scenario, 
  all Chaos Space Marine vessels earn +2 Assault points 
  for every turn they spend landing troops or bombarding 
  the planet, rather than +1 point as is normal.
  Chaos Terminators
  Any Chaos Space Marine vessel that embarks Chaos 
  Terminators may roll two dice when conducting teleport 
  hit-and-run attacks and choose the result to apply. Such 
  attacks benefit from all the normal Chaos Space Marine 
  bonuses to hit-and-run raids.
  Stormbird Gunships
  The ubiquitous transports of the former Legiones 
  Astartes, Stormbird gunships are truly massive assault 
  craft capable of deploying vast quantities of  Chaos 
  Space Marines aboard an enemy ship, or just as easily 
  performing strafing runs against enemy surface targets. 
  Any Chaos Space Marine vessel may replace its existing 
  attack craft with Stormbirds, reducing its launch capacity 
  by half (rounding up), to accommodate the larger chassis. 
  A ship that does so may not launch any other type of 
  attack craft. Stormbirds have a speed of 20cm.
  When a Stormbird squadron is intercepted by enemy 
  fighters or contacts an enemy ordnance marker, it removes 
  the enemy normally, just as fighters would. In addition, 
  due to their heavy armor and huge size, Stormbirds 
  benefit from a 4+ resilient save. (Note that while they are 
  substantially stronger than their Imperial counterpart, the 
  Thunderhawk, each squadron on the table represents at 
  most only 1 or 2 actual attack craft).
  When a Stormbird squadron contacts an enemy ship’s 
  base, it will attack it according to the rules for assault 
  boats (including the +1 bonus to its hit-and-run result 
  due to the presence of Chaos Space Marines). Note that 
  using a Stormbird’s resilient save does not prevent it 
  from attacking a ship if in base contact with one when it 
  is stopped. Once a Stormbird has finished conducting its 
  attack, it is removed from play normally.
  CHAOS SPACE MARINES IN BATTLEFLEET GOTHIC
  "L
  ike the great storm of the Horus Heresy, the forces of the True Gods will descend upon the Emperor's minions. The stars 
  will tremble at their passage and the mighty armadas of the Warmaster Abaddon will bring annihilation to a hundred 
  worlds. Know this, for these things will come to pass."
  -Constanze the Prophetess
  
  CHAOS SPECIAL RULES
  Expanded Revised - chaos
  4
  DAEMONSHIPS - POSSESSED VESSELS OF CHAOS
  There are scant few in the galaxy who know precisely 
  how a daemonship is created. Some believe they are 
  brought into being when a ship’s entire crew willingly 
  sacrifices itself to Chaos, gaining immortality in return 
  for daemonic servitude. Others argue that daemonships 
  are vessels of the damned, condemned by acts so heinous 
  as to defy description, twisting their crews and captains 
  into thralls of the Dark Gods forever. Still others claim 
  that daemonships are nothing more than ghost ships lost 
  in the Warp, whose long dead crews have been replaced 
  by Daemonkind. 
  Tales of daemonships go back to the earliest days of the 
  Imperium. Often they are mere manifestations, appearing 
  to spread terror but disappearing as quickly with no 
  tangible evidence that they were ever really there. The 
  great orbital space dock above Sorraspair 3 was said 
  to have been plagued by such an apparition prior to its 
  destruction by the Thousand Sons in M37. The legend 
  claims the apparition took the form of a great battleship 
  built in an ancient style, which circled the station, its hull 
  wreathed in bale fire, transmitting a continual plea for 
  admittance. 
  There are rumors exchanged by Navigators of spectral 
  ships that ply the Warp. The Navigators perceive these 
  ships both as twisted parodies of normal ships and 
  as convocations of daemons. There are tales of these 
  daemonships pursuing their prey back to the material 
  universe. This has led to the theory that daemonships are 
  only able to leave the Warp by following in the wake of 
  another vessel and that at other times they are trapped in 
  an endlessly shifting ocean of madness. However, there 
  has never been enough reliable evidence to confirm any 
  hypothesis. 
  Although most of the tales of daemonships describe 
  them as lone hunters, captured heretical Navigators have, 
  under close interrogation, suggested that pacts can be 
  made with any of the Daemons of the Warp, including 
  daemonships. Normally, the time that a daemon can spend 
  in real space is severely limited. Without the power of the 
  Warp to sustain its form, it will be diminished, gradually 
  losing its stability before returning from whence it came. 
  This process can be prevented by ritual worship or by 
  binding the daemon in an object or living thing. To know 
  exactly how this is done is forbidden knowledge, but it 
  stands to reason that possessing a great ship would give 
  a daemonic host greatly enhanced stability. In time of 
  war, one could expect the sorcerers of Abaddon or the 
  Thousand Sons to add to the strength of their fleets with 
  such apparitions. 
  USING DAEMONSHIPS 
  IN A CHAOS FLEET
  Some Chaos fleets have the option to convert one or more 
  of their capital ships into daemonships, as described in 
  their fleet list. Any ship that is upgraded to a daemonship 
  keeps its normal profile, refits, and so forth, although the 
  model should be appropriately converted to represent the 
  ship’s twisted, daemonic components.
  Only one capital ship may be upgraded this way for every 
  full 1000 points in your fleet. The cost to upgrade a ship 
  is based on its size, as shown below:
  Battleship ........................................................+50 points
  Grand Cruiser ..................................................+30 points
  Heavy Cruiser or Cruiser ................................+25 points
  DAEMONSHIP 
  SPECIAL RULES
  Possessed and infested by legions of cavorting spirits, a 
  daemonship is unlike any other vessel produced by any 
  species anywhere in the galaxy. A vessel upgraded to a 
  daemonship benefits from the following special rules:
  Phantoms of the Warp
  A daemonship is a terrifying thing, seemingly appearing 
  and disappearing at will, like the apparitions described 
  by superstitious sailors in ancient times. Daemonships 
  follow all of the special rules found on the next page.
  Daemonic Crew
  Without a physical ‘crew’ of any kind, it is impossible to 
  command a daemonship in the same way as a ‘normal’ 
  vessel. A fleet must instead rely on the daemons simply 
  acting in the best interest of their dark patrons. As such, a 
  daemonship cannot embark a Chaos Warmaster or Chaos 
  Lord, even if it is the largest ship in the fleet. Likewise, a 
  daemonship cannot be given a Chaos Space Marine crew.
  Immaterial Predator
  As they are almost fully Warp-based vessels, daemonships 
  are not equipped to attack surface targets. As a result, 
  daemonships may never score assault points or be given 
  an Exterminatus armament.
  Chariot of the Gods
  Daemonships are the sole property of the Dark Gods, and 
  may be favored as much (if not more) than other vessels 
  in a Chaos fleet. Consequently, a daemonship may have 
  one Mark of Chaos, purchased as normal from its fleet 
  list. However, a daemonship’s mark cannot affect enemy 
  vessels whilst the daemonship is spectral or haunting (see 
  the next page for details).
  Daemonships in Campaigns
  Since daemonships are not physical vessels in the usual 
  sense, they do not put in for repairs after a battle. Instead 
  they must be repaired in the warp itself. Any daemonships 
  included in a campaign do not regain lost hits after each 
  battle - they may only be repaired when returning from 
  haunting as described on the next page.
  "C
  haos cannot be turned against Chaos, proud 
  Relictor. You are less a heretic than an 
  imbecile if you believe that. The Dark Powers 
  know your desire to use their sacrilegious tools; 
  they exploit and manipulate it for their own ends - 
  even in the loyal subjects of the Imperium."
  -Inquisitor Czevak
  
  CHAOS SPECIAL RULES
  Expanded Revised - chaos
  5
  PHANTOMS OF THE WARP - SPECIAL RULES
  Since daemonships exist almost exclusively in the Warp, 
  it is impractical to have them travel normally with the 
  rest of the fleet. Moreover, it discounts their substantial 
  advantages as denizens of the Immaterium. At the start 
  of the game, all daemonships in your fleet must remain 
  off the table until they are summoned using the rules for 
  warp translation described below.
  WARP TRANSLATION
  Daemonships cannot materialize in realspace unless first 
  drawn out by a summoning vessel or the lure of ripe souls 
  aboard an enemy ship. A daemonship may enter play on 
  any of your turns, at the end of the movement phase. To 
  summon a daemonship, do the following:
  Select any capital ship on the table (friendly or enemy), 
  then roll a D6. On a result of 2+, the daemonship has 
  successfully arrived. Place it anywhere within 20cm of 
  the target ship, facing in any direction desired. If the roll 
  is failed, the daemonship must remain in the warp for 
  another turn.
  A daemonship that is successfully summoned is treated 
  as spectral until it fully materializes (see the next section 
  for details). Note that this also applies when the vessel is 
  placed, meaning it will not trigger any ordnance or suffer 
  the effects of celestial phenomena when it arrives.
  SPECTRAL DAEMONSHIPS
  A spectral daemonship has only just pierced the fabric of 
  real space and begun to manifest itself. It is not entirely 
  ‘real’ however - only enough for enemy ships to track its 
  location and react to its presence. Nevertheless, this is 
  usually sufficient to cause panic and disruptions within 
  the enemy fleet. Any enemy vessel within 15cm of a 
  spectral daemonship suffers a -1Ld penalty at all times. 
  Note that this effect is not cumulative for vessels within 
  range of multiple daemonships. 
  Apart from this, a spectral daemonship can do nothing to 
  affect enemy vessels (including using Marks of Chaos, if 
  any), and in return cannot be harmed or interacted with 
  in any way (including suffering damage from fire critical 
  hits). It cannot launch ordnance, trigger mines, use special 
  orders, be affected by celestial phenomena, repair critical 
  damage, and so on. In short, a spectral daemonship may 
  take no action besides normal movement and turning. 
  A daemonship may remain in this spectral form for as 
  long as desired. Alternatively, at the end of its movement 
  phase on any turn after it is summoned, the controlling 
  player may have the daemonship fully materialize. (No 
  roll is required, it simply becomes solid). After doing so, 
  the daemonship must take a leadership test. If the test is 
  failed, the ship’s armaments function at half effectiveness 
  until the end of the turn. Otherwise, it suffers no ill effect.
  A daemonship cannot fully materialize if it is in contact 
  with an enemy vessel’s base. Furthermore, since it must 
  materialize at the end of the movement phase, it will not 
  be able to use any special orders until the start of its next 
  turn (except Brace for Impact). Once fully materialized, 
  a daemonship is treated just like any other normal vessel, 
  and will be affected by ordnance and celestial phenomena 
  that it contacts. (If it materializes in an asteroid field, it 
  may attempt to avoid damage by taking a leadership test 
  as normal).
  HAUNTING DAEMONSHIPS
  A unique and frightening ability of daemonships is their 
  tendency to vanish suddenly and without a trace, leaving 
  only terror and suspicion in their wake. Any daemonship 
  on the table (whether spectral or fully materialized) may 
  return to the Warp on any of your turns, at the end of the 
  movement phase. A daemonship that does so is treated as 
  haunting until it is summoned again.
  While haunting, a daemonship is removed from the table 
  just like a vessel that has disengaged. However, the ship 
  is not gone, merely lurking just beyond real-space for a 
  chance to strike. It may return to the battlefield on any of 
  your subsequent turns, using the Warp Translation rules 
  previously described.
  Haunting daemonships, having fully transitioned back to 
  the Warp, are once again susceptible to damage from fire 
  critical hits. However, while in their native environment, 
  haunting daemonships may attempt to repair any critical 
  damage they have suffered, and will succeed on a D6 roll 
  of 4+ rather than only on a roll of 6. Furthermore, if a 
  haunting daemonship has less than its starting number 
  of hits when it returns to the battlefield, roll a D6 on the 
  table below, adding +1 to your score if the daemonship 
  is a battleship, and an additional +1 for each full turn the 
  vessel spent haunting.
  D6 ROLL
  EFFECT
  1-3
  No effect.
  4-5
  The daemonship gains +1 hit point, up to 
  its starting maximum.*
  6
  The daemonship gains +2 hit points, up 
  to its starting maximum.*
  *Note that if the vessel was crippled at any point in the 
  battle, it will count as crippled for the purpose of victory 
  points, regardless of how many hit points it has at the end 
  of the game.
  A haunting daemonship may also use Reload Ordnance 
  and Brace for Impact special orders while in the Warp, 
  and doing so will not provide a bonus to enemy leadership 
  for the daemonship being on special orders, since it exists 
  outside the material realm.
  In all other respects, a haunting daemonship is treated as 
  a disengaged vessel, including for victory points if the 
  game ends while a daemonship is still in the Warp.
  "T
  he revelation of spirit when encountering the 
  power of Chaos is as freeing for the machine as 
  it is for the mortal mind. It is our duty to create this 
  blessed state of union."
  -Dark Magos Gaiak Krustellam
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  6
  T
  he origins of the massive stellar vessel known simply 
  as the Planet Killer are a mystery to Naval authorities. 
  It bears no resemblance to any Imperial ship design and 
  is assumed to have been constructed within the Eye of 
  Terror by Abaddon’s forces, just prior to the Gothic 
  War – in fact several of the Adeptus Mechanicus doubt 
  whether its construction would have been physically 
  possible outside of warp space.
  Only one Planet Killer is known to have been built and 
  that was used as the personal flagship of Abaddon the 
  Despoiler during much of the Gothic War. Built around 
  a central energy cannon of immeasurable magnitude, 
  the Planet Killer is also studded with numerous long 
  range lances, weapons batteries and wide-angle torpedo 
  launchers. Well armored and protected by a plethora 
  of shield generators, the Planet Killer’s only weakness 
  seemed to be its ponderous speed.
  It was this lack of pace which was to lead to its eventual 
  downfall, as it was destroyed by salvo after salvo of 
  torpedoes, fired at extreme range by the Lunar class 
  cruisers of battle group Omega, shortly after the 
  destruction of Kharlos II.
  THE PLANET KILLER ..................................................................505 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/14
  20cm
  45°
  4
  5+
  5
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  60cm
  6
  Left
  Starboard Weapons Battery
  60cm
  6
  Right
  Prow Weapons Battery
  60cm
  12
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Left / Front / Right
  Dorsal Lance Battery
  60cm
  6
  Left / Front / Right
  Armageddon Gun
  90cm
  Special
  Front
  Special Rules: The Planet Killer is ponderous and cannot use Come to New Heading special orders. It is a truly 
  one-of-a-kind vessel and is subject to the special rules found on the next page.
  "A
  nd furthermore it is our conclusion 
  that such a machine therefore does 
  not exist and any personnel claiming to 
  have seen it are deluded.
  It has been proven to a high degree of 
  probability that the destruction of Kharlos 
  II is wholly the result of coincidental 
  seismic activity."
  -Imperial Commissioner for Moral Truth,
  regarding the destruction of Kharlos II
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  7
  PLANET KILLER SPECIAL RULES
  USING THE PLANET KILLER
  The Planet Killer isn’t particularly suited to general fleet 
  engagements and is much more appropriate for special 
  scenarios or certain types of games. In fact, the Planet 
  Killer is very likely to be the whole reason for a battle. 
  For example, you could play the Raiders scenario, with 
  the Chaos fleet defending the Planet Killer. Instead of 
  the normal victory conditions, the attacking player must 
  cripple or destroy the Planet Killer.
  Another variation on the ‘destroy the Planet Killer’ 
  scenario is to use Surprise Attack. Rather than orbiting 
  a world, the defending Chaos fleet is stationed around 
  the Planet Killer (perhaps it is undergoing repairs or 
  something similar). The defender does not have to pay 
  any points for the Planet Killer, but it starts the battle 
  on standby like the other defending vessels. As such it 
  cannot move or shoot until active, though turrets and 
  shields work as normal. The attackers must cripple the 
  Planet Killer to win. 
  Similarly, you could fight a Convoy scenario, with the 
  Planet Killer counting as eight transports. The Planet 
  Killer’s unwieldy size will make it difficult to maneuver 
  in the dense celestial phenomena, offsetting its far greater 
  offensive capabilities. If the Planet Killer moves off the 
  opposite table edge undamaged then the Chaos player 
  wins. If it is crippled before it escapes it is a marginal 
  attacker win and if it is destroyed the attacker gains a 
  major win.
  EXTERMINATUS SCENARIOS
  The Planet Killer, as its very unsubtle name suggests, 
  is designed to attack - nay, destroy - entire worlds. This 
  makes it particularly appropriate for the Exterminatus 
  scenario. If the Chaos fleet is the attacker, it may include 
  the Planet Killer instead of using modified exterminators 
  (deducting its cost from the fleet’s allowed points limit as 
  normal). The Planet Killer does not require any refits or 
  lose any of its weapons to count as an exterminator, but if 
  the Armageddon Gun is permanently disabled (including 
  if the Planet Killer is crippled) then it can no longer act 
  as an exterminator and the Chaos player loses the battle 
  automatically! 
  To exterminate a planet, the Planet Killer must enter low 
  orbit to fire a planet-killing shot like other vessels, but it 
  does not have to approach within 45cm of the table edge 
  or roll a 4+ to destroy the planet - it must simply fire the 
  Armageddon Gun at the planetary table edge.
  THE ARMAGEDDON GUN
  The terrifying and massive Armageddon Gun is the 
  chief weapon of the Planet Killer, capable of producing 
  enough energy to completely and totally obliterate any 
  planet or other similarly sized celestial body. However, it 
  requires precise tuning and a long charging period before 
  it may be fired, giving intended victims a window of 
  opportunity to mount a counterattack.
  The Armageddon Gun may not be fired if the ship is 
  crippled or is on All Ahead Full, Burn Retros, or Brace 
  for Impact special orders. It may only be fired directly 
  ahead of the ship. (To determine the direction it may 
  fire, draw a straight line extending along the axis of the 
  model’s spine - this is the line of fire). 
  To fire the Armageddon gun, place the nova cannon 
  template so that it is touching the Planet Killer’s stem 
  then move it directly ahead 90cm. If the hole in the center 
  of the template passes over a ship’s base (friend or foe), 
  that ship suffers D6 automatic hits. If any other part of 
  the nova cannon marker moves over a ship’s base then 
  the ship suffers one automatic hit. Shields and other types 
  of defense may prevent or absorb this damage normally, 
  unless otherwise specified. All ordnance touched by the 
  template is automatically removed. 
  After the Armageddon gun has fired, it must build up 
  another charge of energy before it can fire again. To do so, 
  simply use Reload Ordnance special orders. However, if 
  the charging process is not carefully managed, there is 
  the possibility of a disastrous malfunction!
  If you roll a result of double 6 when attempting to use 
  Reload Ordnance orders for the Armageddon Gun, then 
  the weapon has malfunctioned, inflicting a critical hit 
  on the Planet Killer and rendering the Armageddon gun 
  useless for the rest of the battle! 
  On a roll of any other double, the Armageddon Gun may 
  be fired only once more before it must be shut down for 
  the rest of the battle, to prevent overloading. 
  Note that because the Planet Killer also has torpedoes, 
  it is possible that you will need to use Reload Ordnance 
  orders for these at the same time as for the Armageddon 
  gun. In this case, only make one command check to 
  reload both systems, as normal. (The Armageddon Gun 
  can still malfunction when doing so, however).
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  8
  T
  he Despoiler class battleships were developed as 
  part of the Gareox Prerogative in the mid-36th 
  millennium. A belief in the strength of attack craft as 
  the ultimate weapons in space warfare pervaded the 
  Battlefleet Tempestus and plans were made for fifteen 
  Despoiler class battleships. However, as history shows, 
  true ‘big-gun’ battleships were not outdone by attack craft 
  carriers and the program was ended after the construction 
  of just three vessels. The Despoilers originally saw little 
  combat, being used on long-range patrols through largely 
  uncontested systems. Roughly two hundred and fifty 
  years after being laid down, the Merciless Death went 
  missing whilst on tour through the Amerikon Sector. 
  Thirty years later, it reappeared during the Banardi 
  Conflict, surprising and destroying a convoy of sixteen 
  unprotected Imperial transports en route to Banardi Prime. 
  The ship was then involved in numerous engagements, 
  each progressively nearer to the Eye or Terror until it 
  disappeared again in the early 39th millennium. Soon 
  after its second disappearance, the other two Despoilers 
  were also reported absent, after firing on friendly vessels 
  and then escaping into the warp. With the advent of the 
  Gothic War, rumors of the Merciless Death’s exploits and 
  sightings of its sister ships began afresh.
  FAMOUS SHIPS: 
  Merciless Death 
   
  Fortress of Agony
  Harbinger of Doom  
  Damnation’s Fury
  DESPOILER CLASS BATTLESHIP .......................................390 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  60cm
  10
  Left
  Starboard Weapons Battery
  60cm
  10
  Right
  Dorsal Lance Battery
  60cm
  3
  Left / Front / Right
  Prow Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  4 Squadrons
  -
  Port Launch Bays
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Special Rules: Despoiler class battleships are ponderous and cannot use Come to New Heading special orders.
  Weapon Refits: A Despoiler class battleship may reduce the strength of its prow launch bays by 2 to add a prow 
  torpedo salvo (Speed: 30cm, Strength 9, Front) for +10 points. In addition, a Despoiler class battleship may 
  reduce the range of its dorsal lance battery to 45cm to increase its strength to 4 for +10 points.
  Torpedo Bombers: A Despoiler class battleship may equip its launch bays with Harbinger torpedo bombers for 
  +80 points, in addition to any other attack craft it may normally launch. Despoiler class battleships that take  
  Stormbird gunships cannot purchase this upgrade.
  "Y
  es! Let the blood flow! I and I alone, will be 
  Khorne's chosen... His favored acolyte and prime 
  among his champions. And on that day when the Titan is 
  mine, you will all worship me as you do the Gods! Once 
  the Titan is mine, I will crush entire suns in the palm 
  of my hand. I will stride down the halls of the Heathen 
  Emperor and I will grind him and the Golden Throne of 
  Terra between my iron fingers! More! More blood for 
  the Blood God!"
  -Warlord Crull of the World Eaters
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  9
  T
  he Desecrator class is an older design of Imperial 
  battleship. Commonly seen as the flagship of Space 
  Marine legions before the Heresy, many of these ships 
  went traitor during the incident. Due to the paranoia of 
  the Inquisition, the remainder of these ships were mostly 
  destroyed, or otherwise disassembled and components 
  were used elsewhere, although a few Space Marine 
  chapters still use the ship as a battle barge today. 
  The Forsaken is known for its interactions around the 
  Maelstrom. Although largely inactive, the vessel has 
  been rumored to have raided convoys and even attack 
  Rogue Trader vessels. However, in 988.M41 the vessel 
  was spotted far from the Maelstrom in the Ghoul Stars, 
  attacking a large Ork battlefleet. Why the captain would 
  be so vindictive to take on such a force is anyone’s guess.
  FAMOUS SHIPS: 
  Forsaken  
  Promise of Sedition
  DESECRATOR CLASS BATTLESHIP .................................365 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  45cm
  4
  Left
  Starboard Lance Battery
  45cm
  4
  Right
  Dorsal Weapons Battery
  60cm
  9
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Front
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Special Rules: Desecrator class battleships are ponderous 
  and cannot use Come to New Heading special orders.
  Torpedo Bombers: A Desecrator class battleship may equip 
  its launch bays with Harbinger torpedo bombers for +40 
  points, in addition to any other attack craft it may normally 
  launch. Desecrator class battleships that take Stormbird 
  gunships cannot purchase this upgrade.
  "H
  orus was weak. Horus was a fool. He 
  had the whole galaxy within his grasp 
  and he let it slip away. I am the Arch-fiend, the 
  Despoiler of Worlds, and by my hands shall the 
  false Emperor fall."
  -Abaddon the Despoiler
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  10
  T
  he Desolator class battleship dates back to the very 
  founding of the Imperium and utilizes technology 
  long since lost to the Adeptus Mechanicus. None now 
  remain in Imperial service, but it is known that at least 
  five Desolators defected from the Emperor’s light 
  between the 31st and the 34th millennium. 
  Of these, the Eternity of Pain, renamed by its traitorous 
  captain, is perhaps the most infamous. At least seven 
  Imperial battleships are known to have fallen to its 
  immensely powerful lances and long range gun decks 
  since it turned renegade in 453.M33. Countless smaller 
  vessels are also no more, due to this potent behemoth of 
  the stars.
  The Torment, older still than the Eternity of Pain, was 
  captured by renegade pirates during the Spartan War, 
  after its engines were destroyed and it drifted helplessly 
  into a mined asteroid field. Seventy-eight years after its 
  capture, the Torment was instrumental in obliterating 
  the orbital defenses of Ghori VI, prior to that planet’s 
  invasion by Eldar pirates. The Torment has been 
  spotted as far afield as the Ultima Segmentum and even 
  participated in an attack on an Imperial Convoy in the 
  Jobe Sector on the northern rim.
  FAMOUS SHIPS: 
  Torment  
  Eternity of Pain
  DESOLATOR CLASS BATTLESHIP ...................................300 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  25cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  60cm
  4
  Left
  Starboard Lance Battery
  60cm
  4
  Right
  Dorsal Weapons Battery
  60cm
  6
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Front
  Special Rules: Desolator class battleships are ponderous and cannot use Come to New Heading special orders.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  11
  T
  he Relictor class battleship was first developed 
  during the Great Crusade under the supervision of 
  Arch Magos Eneatu, who theorized that he could extract 
  even more speed out of the Desolator’s already powerful 
  engines. By retrofitting a scartix coil to the Desolator he 
  managed to gain the boost that he desired. Unfortunately, 
  due to the increased power demand from the improved 
  engines, the Relictor’s weaponry had to be substantially 
  less power consuming. Few were ever created following 
  Eneatu’s design, and most were assigned to the various 
  Space Marine Legions that went traitor before the lstvaan 
  incident.
  The Harbinger is recorded in Imperial record as the head 
  of various wolf-pack fleets near the maelstrom. Every 
  few decades the Harbinger emerges from the maelstrom 
  to harass and destroy Imperial patrols in the area. 
  Although never confirmed to be a part of the renegade 
  fleet that traveled from the Maelstrom to the Ghoul Stars, 
  the Harbinger was rumored to be part of several battles 
  in the Tartanus sector. However this may be subject to 
  the larger than life reports that Rogue Traders often give.
  RELICTOR CLASS BATTLESHIP .........................................300 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  25cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  30cm
  12
  Left
  Starboard Weapons Battery
  30cm
  12
  Right
  Port Lance Battery
  30cm
  2
  Left
  Starboard Lance Battery
  30cm
  2
  Right
  Dorsal Weapons Battery
  60cm
  9
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Front
  Special Rules: Relictor class battleships are 
  ponderous and cannot use Come to New Heading 
  special orders. Due to its improved engines, a 
  Relictor class battleship adds an additional +D6cm 
  to its speed when on All Ahead Full special orders.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  12
  T
  he grand cruiser was a precursor to the battlecruisers 
  which are now more prevalent in most Imperial 
  fleets. Almost rivaling battleships in its ability to 
  withstand damage and lay down a barrage of fire, 
  the grand cruiser fell out of favor when the means for 
  constructing sufficiently powerful engines was lost 
  (more recently built engines were incapable of attaining 
  a useful combat speed). A few ancient grand cruisers 
  can still be found in reserve fleets of the Segmentum 
  Obscuras and Segmemum Pacificus, but they are largely 
  obsolete. Of the twenty five grand cruisers believed to 
  have abandoned the Emperor since their inception in 
  the 34th millennium, roughly a dozen have yet to be 
  recaptured or destroyed. Of those still at large, the Foe-
  Reaper is the most active, having been sighted in over 
  a score of major fleet engagements in the twenty three 
  centuries since her corruption by the Dark Powers. Most 
  infamously, it was the Foe-Reaper which destroyed 
  the Adeptus Mechanicus facility on AFR-74, killing 
  fifty thousand Adepts within a few heartbeats, when a 
  salvo of specially modified torpedoes shattered the eco-
  shield protecting the inhabitants from the metha-nitrous 
  atmosphere of that satellite.
  REPULSIVE CLASS GRAND CRUISER .............................230 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  45cm
  14
  Left
  Starboard Weapons Battery
  45cm
  14
  Right
  Dorsal Lance Battery
  30cm
  3
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  Special Rules: A Repulsive class grand cruiser may 
  increase the range of its dorsal lances to 45cm for 
  +10 points. In addition, it may purchase an additional 
  shield for +15 points. (If a third shield is taken, the 
  ship must be mounted on a large base).
  "W
  e were born for battle, Khayon. We were made to conquer the galaxy, not to rot in Hell and die upon our brothers' blades. Who are 
  the architects of the Imperium? Who fought to purge its territory of aliens and expand its borders? Who brought rebellious worlds to 
  heel and slaughtered those who refused the light of progress? Who walked from one side of the galaxy to the other, marking their passage in 
  a trail of treacherous dead? This is our Imperium. Built across the worlds we burned, over bones we broke, with the blood we shed. You see it 
  too. You feel it now, don't you? - A new war. One not born of bitterness nor founded on revenge. - The Long War, Khayon."
  -Abaddon the Despoiler
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  13
  T
  he Retaliator class was part of the Galan V garrison 
  fleet that mutinied against Imperial rule in M35. After 
  a two day pitched battle around the planet’s three moons 
  which saw four of the traitor vessels destroyed, taking 
  three Imperial cruisers with them the rebel squadron 
  disengaged, fled out of the system and made the jump 
  into the Warp, led by the squadron command vessel, 
  Foebane. Since the Treachery of Galan the squadron 
  (which has now taken its command ship’s name) has been 
  identified as part of the raiding fleets of three renegade 
  Warmasters, and has been involved in fleet actions in 
  Segmentum Obscurus, Segmentum Solar and Ultima 
  Segmentum. The Foebane and her sister ships were 
  last positively identified during the Raid on Magdellan 
  Prime, now over 100 years ago, which destroyed fifty 
  percent of the planet’s orbital defenses.
  When vessels of a certain class are already known traitors, 
  Imperial Admirals must think long and hard about 
  employing the services of remaining vessels. Individual 
  captains and their ships may turn traitor regardless of 
  class, but when substantial numbers of vessels of the 
  same design fall to the Ruinous Powers, some fallibility 
  must be suspected. By accident, or perhaps by design of 
  some already corrupted Techmagos, the ship may lack 
  proper protection from the influences of the Warp, or its 
  architecture may contain certain geometries, proportions 
  or combinations of material which act as conduits for 
  the dark energies of Chaos, making all such vessels 
  vulnerable to the worst of taints, no matter how loyal, 
  brave, and honorable their captain and crew may be. Yet 
  all too often, the need is dire, and desperation sets in...
  RETALIATOR CLASS GRAND CRUISER ......................... 275 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  45cm
  6
  Left
  Starboard Weapons Battery
  45cm
  6
  Right
  Port Lance Battery
  45cm
  2
  Left
  Starboard Lance Battery
  45cm
  2
  Right
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  3 Squadrons
  -
  Starboard Launch Bays
  3 Squadrons
  -
  Ablative Prow Armor: Due to their substantial armored prow, Retaliator class grand cruisers ignore all Prow Armament Damaged critical hits, rather than suffer the next highest result on the 
  Critical Damage table. However, a Retaliator class grand cruiser armed with prow torpedoes automatically loses this special rule, as its prow must be reconfigured to accommodate the torpedo 
  tubes.
  Torpedo Bombers: A Retaliator class grand cruiser may equip its launch bays with Harbinger torpedo bombers for +60 points, in addition to any other attack craft it may normally launch. 
  Retaliator class grand cruisers that take Stormbird gunships cannot purchase this upgrade.
  Specialist Refits: A Retaliator class grand cruiser may purchase one of the following upgrades at the listed cost:
  • Prow Torpedoes (Speed: 30cm, Strength 6, Front) ...................................................................................................................................................................................................................+25 points
  • Communication Uplink (+1 Ld)................................................................................................................................................................................................................................................+20 points
  • Improved Thrusters (+D6cm speed when on All Ahead Full orders) ........................................................................................................................................................................................+5 points
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  14
  N
  o one really knows how the Nephilim class grand 
  cruiser first came into existence. There is no record 
  of such a class of vessel ever being in Imperial service. 
  Naval and Mechanicus experts theorize that the vessel is 
  a retrofitted Vengeance, however there is no way to tell 
  with absolute certainty.
  The Fallen, the only Nephilim class proven to exist, 
  regularly raids out of the Maelstrom as the flagship of 
  the pirate Sebastian Merck. 
  The Fallen was the first vessel recorded entering the 
  Tartanus sector in late 987.M41. Naval authorities did 
  not understand what Sebastian Merck’s intentions in the 
  Ghoul Stars were, and observing the vessel raiding the 
  transport fleet of the Alexander family on three occasions 
  did little to help their analysis. The Fallen is the only 
  warship ever known to battle against Alexander’s Pride, 
  flagship of the family, where it proved to be a worthy 
  opponent when it crippled the Alexander’s Pride, forcing 
  it to disengage.
  NEPHILIM CLASS GRAND CRUISER ................................ 250 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  60cm
  12
  Left
  Starboard Weapons Battery
  60cm
  12
  Right
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Ablative Prow Armor: Due to their substantial armored prow, Nephilim class grand cruisers ignore all Prow Armament 
  Damaged critical hits, rather than suffer the next highest result on the Critical Damage table. However, a Nephilim class grand 
  cruiser armed with prow torpedoes automatically loses this special rule, as its prow must be reconfigured to accommodate the 
  torpedo tubes.
  Torpedo Bombers: A Nephilim class grand cruiser may equip its launch bays with Harbinger torpedo bombers for +40 points, 
  in addition to any other attack craft it may normally launch. Nephilim class grand cruisers that take Stormbird gunships cannot 
  purchase this upgrade.
  Specialist Refits: A Nephilim class grand cruiser may purchase one of the following upgrades at the listed cost:
  • Prow Torpedoes (Speed: 30cm, Strength 6, Front) ......................................................................................................+25 points
  • Communication Uplink (+1 Ld)...................................................................................................................................+20 points
  • Improved Thrusters (+D6cm speed when on All Ahead Full orders) ...........................................................................+5 points
  "T
  he creatures of the Warp are just 
  "aliens" too, but they are not life 
  forms as we understand the term. They are 
  not organic. They are extra-dimensional, and 
  they influence our reality in ways that seem 
  sorcerous to us. Supernatural, if you will. 
  So let's use all those lost words for them... 
  Daemons, spirits, possessors, changelings. All 
  we need to remember is that there are no gods 
  out there, in the darkness, no great daemons 
  and ministers of evil. There is no fundamental, 
  immutable evil in the cosmos. It is too large 
  and sterile for such melodrama. There are 
  simply inhuman things that oppose us, things 
  we were created to battle and destroy."
  -The Primarch Horus Lupercal
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  15
  T
  oday the Executor is no longer in Imperial service. 
  Few were ever constructed, mostly in the ship yards 
  of Hydraphur and its surrounding forge worlds. The 
  Executor was a lance boat, and as such was much liked 
  by fleet commanders as a counter foil for other more 
  heavily gunned cruisers.
  Over the years the Executor’s numbers dwindled as each 
  was lost in battle. One of the last remaining squadrons, 
  under the command ship Blood Royale, was stationed 
  as part of the massive fleets defending the Cadian Gate. 
  During a fleet action against Chaos vessels raiding from 
  the Eye of Terror, the Executor class Blood Royale and 
  her sister ships where part of the pursuit force. Having 
  held the line and forced the raiders to disengage the Blood 
  Royale and a dozen other vessels gave chase. None were 
  ever seen again, and their fate remained a mystery. Most 
  believed they had been drawn into a trap and destroyed. 
  Five centuries later three of the missing vessels, including 
  the Blood Royale, were identified as part of the renegade 
  fleet of Warmaster Arca Vilespawn. They are thought to 
  be the only Executors left.
  FAMOUS SHIPS: 
  Blood Royale 
   
  Incurable Blight
  EXECUTOR CLASS GRAND CRUISER..............................210 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  30cm
  4
  Left
  Port Lance Battery
  45cm
  2
  Left
  Starboard Lance Battery
  30cm
  4
  Right
  Starboard Lance Battery
  45cm
  2
  Right
  Ablative Prow Armor: Due to their substantial armored prow, Executor class grand cruisers ignore all Prow Armament 
  Damaged critical hits, rather than suffer the next highest result on the Critical Damage table. However, an Executor class grand 
  cruiser armed with prow torpedoes automatically loses this special rule, as its prow must be reconfigured to accommodate the 
  torpedo tubes.
  Specialist Refits: An Executor class grand cruiser may purchase one of the following upgrades at the listed cost:
  • Prow Torpedoes (Speed: 30cm, Strength 6, Front) ......................................................................................................+25 points
  • Communication Uplink (+1 Ld)...................................................................................................................................+20 points
  • Improved Thrusters (+D6cm speed when on All Ahead Full orders) ...........................................................................+5 points
  "W
  e fight the long war, not through vain notions of 
  duty and honor, but through a far purer purpose: 
  hatred. At the height of our glory we were betrayed and 
  cast out by our kin. Guilliman, Dorn, Sanguinius - these 
  are names I curse. Horus, Perturabo, Angron - these are 
  names I revere, names I would follow to the very end. 
  It is this hatred that has sustained me through the long 
  millennia. I tend it with bitterness. I nurture it with the 
  deaths of my former brothers. For I know that when 
  the end is upon us and Horus is returned, then the false 
  emperor shall be cast down from his sepulchral Golden 
  Throne, and we shall take our rightful place at the side of 
  Horus, the true Emperor of Mankind."
  -Warsmith Ferrous Ironclaw
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  16
  T
  he Styx class heavy cruiser was used throughout 
  the Segmentum Obscurus and in many fleets of the 
  Ultima Segmentum during the 32nd and 33rd millennia. 
  In most fleets they were later phased out, in favor of the 
  new battlecruisers being constructed on Mars. Mustering 
  a considerable array of long range weapons batteries to 
  complement its sizable launch bays, the Styx is even 
  more formidable than its considerable tonnage would 
  suggest. It has since become a staple of many Chaos 
  raiding fleets and the class as a whole has accrued a large 
  tally of Imperial kills in the latter years of M40. There is 
  even an axiom among Navy captains which says, “Take 
  care when crossing the river, lest it carry ye to the Warp.” 
  There are seven recorded instances of Styx class heavy 
  cruisers fighting against the forces of the Emperor in the 
  Segmentum Obscurus before the Gothic War. During 
  that conflict, this figure rose to thirty nine major fleet 
  battles involving Styx class ships, demonstrating the 
  value the followers of the Ancient Powers placed on the 
  class’ capabilities. Although there were at least five ships 
  of this class ranged against the Imperium during that 
  campaign, only two were identifiable: the Horrific and 
  the Heartless Destroyer. 
  Both laid down in the Cypra Mundi dockyards in the 
  early 33rd millennium, the Heartless Destroyer and 
  Horrific were frequently in action together. In 299.M35 
  the Heartless Destroyer, the older of the two vessels, 
  withdrew from an engagement against traitorous raiders, 
  leaving its companion ship to be reduced to a hulk and 
  captured. Until their reappearance during the Gothic 
  War, there had been no reports of either ship. 
  Certain incidents when the two vessels fought together 
  indicated there was still a great deal of enmity between 
  them and in the Battle for Duran, the Horrific repaid the 
  earlier treachery. It abandoned the Chaos fleet during the 
  final assault of that battle and the Heartless Destroyer 
  was crippled. The badly mauled heavy cruiser was 
  then eventually destroyed when it drifted into range of 
  planetary defense platforms.
  FAMOUS SHIPS: 
  Horrific  
  Heartless Destroyer
  STYX CLASS HEAVY CRUISER ...........................................260 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  3 Squadrons
  -
  Starboard Launch Bays
  3 Squadrons
  -
  Dorsal Lance Battery
  60cm
  2
  Left / Front / Right
  Prow Weapons Battery
  60cm
  6
  Left / Front / Right
  Torpedo Bombers: A Styx class heavy cruiser may equip its launch bays with Harbinger torpedo bombers for +60 
  points, in addition to any other attack craft it may normally launch. Styx class heavy cruisers that take Stormbird 
  gunships cannot purchase this upgrade.
  "I salute you! For though our path has been long and bloody, you have served our Lord with unflinching courage 
  and the honour of true warriors. We have seen many fall today and must remember, even as we die, that our 
  blood too is welcome..."
  -Last words of Harkan Ironfist
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  17
  A
  s the Styx began to fall out of favor late in M33, the 
  Hecate was seen as a more fitting and well-rounded 
  replacement for fleet engagements and solitary patrols. 
  The shipyards at Cypra Mundi were only beginning to 
  construct these in any quantity when newer hull designs 
  by the shipyards of Mars were deemed more suitable for 
  the Imperial Navy. 
  Most were decommissioned by late M35, though the 
  Blade of Fury was used in fleet exercises as part of the 
  Gaerox Prerogative as late as M36. By this time a number 
  of similar vessels had turned renegade, and fearing some 
  inherent design flaw that made these ships susceptible to 
  corruption, the Imperial Navy fleet lords at Cypra Mundi 
  acted swiftly to decommission the remainder of these 
  ships in favor of the new Mars-type hull design. 
  Only one of these vessels was known to have turned 
  renegade before the Gothic War, though it is unknown 
  with any certainty if it was present during that conflict. 
  However, at least three of these ships were captured very 
  early during Abbadon’s 13th Black Crusade, including 
  the Blade of Fury, Erebus and Admiral Foster. The 
  Blade of Fury was subsequently seen accompanying the 
  traitor battle barge Wages of Sin on several occasions, 
  particularly during the razing of Belisimar and for several 
  raids on the orbital docks of Belis Corona. 
  The Admiral Foster was most active of the four. Renamed 
  Reign of Terror by its captain, it participated in numerous 
  engagements at Ormantep and Thracian Primaris and was 
  among the fleet present at the destruction of Urthwart by 
  the mighty Planet Killer. Its current whereabouts are not 
  known.
  HECATE CLASS HEAVY CRUISER ....................................230 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Dorsal Lance Battery
  60cm
  2
  Left / Front / Right
  Port Weapons Battery
  45cm
  4
  Left
  Starboard Weapons Battery
  45cm
  4
  Right
  Prow Weapons Battery
  45cm
  6
  Left / Front / Right
  Torpedo Bombers: A Hecate class heavy cruiser 
  may equip its launch bays with Harbinger torpedo 
  bombers for +40 points, in addition to any other 
  attack craft it may normally launch. Hecate class 
  heavy cruisers that take Stormbird gunships cannot 
  purchase this upgrade.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  18
  T
  he Warmaker was once one of the most highly 
  praised vessels in the entire Gothic fleet, but is 
  now numbered among its most hated enemies. Before 
  the Gothic War, the Warmaker acted as a fleet training 
  vessel, having been retired from active duty following 
  thirteen esteemed centuries as flagship to the 4th Heavy 
  Cruiser Flotilla. Who can say how long the foul grip of 
  Chaos had festered within its armored hull, how many 
  promising naval officers were taught false ideals in the 
  midst of the Warmaker’s corruption, before being spread 
  to every corner of the fleet to promulgate their despicable 
  beliefs amongst their crews? 
  This base treachery was only discovered with the 
  outbreak of the Gothic War, when the Warmaker opened 
  fire on the Jarnu Orbital Station, shortly after breaking 
  from dock. The wreckage of the space station fell onto 
  Jarnu Capital, killing nearly three and a quarter million 
  Imperial citizens in the resulting mass conflagration. The 
  Warmaker easily outdistanced the few vessels in position 
  to give pursuit and was next sighted accompanying a fleet 
  of marauders blockading the Slavonis system. To this 
  date, the Warmaker has eluded capture or destruction, 
  twice being crippled, but managing to limp to safety 
  under the cover of its escorts.
  FAMOUS SHIPS: 
  Malignus Maximus  
  Injustice
  Warmaker 
   
  The Risen
  HADES CLASS HEAVY CRUISER ....................................... 200 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  45cm
  10
  Left
  Starboard Weapons Battery
  45cm
  10
  Right
  Dorsal Lance Battery
  60cm
  2
  Left / Front / Right
  Prow Lance Battery
  60cm
  2
  Front
  "W
  hat the thick-headed fools with their broken corpse of an Emperor fail to understand is that not only can they never defeat us, but they can not hide 
  or flee or shield themselves from the triumph of Chaos. They are finite and we are unbound, undivided. They must not err, or they fall to heresy. 
  All who fall join our cause. Every Imperial fool who dares to open his eyes is a willing recruit. They strive merely to hold back our fury and might, and it 
  consumes them. Thus you can see Chaos is inevitable. We lurk not only beyond their grasp and at their gates; we lurk within the darkness of their souls, 
  on the tip of their tongues, in their tortured dreams. We are them, but freed from the shackles of ignorance. We are them, grown strong; evolved. We are 
  them, but so much more!"
  -Diuman Cilious, Alpha Legion Sorcerer
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  19
  T
  he Chaos Eternus is unusual in many respects. As far 
  as records can show, there was only ever one vessel 
  of the Acheron class, constructed as a test bed for new 
  weapons systems devised by analysis of ancient, possibly 
  alien vessels discovered in Sector 51 (the supposedly 
  cursed sector which is also home to the ill-fated Portis 
  Cthulhus). Few other records exist, as intervention by the 
  Inquisition resulted in widespread purges of data.
  Whether the Chaos Eternus’ subsequent defection during 
  the Gothic War was related to this in any way is a matter 
  of much conjecture amongst naval scholars. Incidentally, 
  the Chaos Eternus originally had no name, designated 
  BF/67-A and was given its moniker by Admiral Grove 
  when the ship escaped his fleet for the fourth time during 
  the Scharnhorst Conflict.
  It is believed that the forces of Abaddon the Despoiler in 
  the Eye of Terror have shipyards capable of reproducing 
  the Acheron class, as there are multiple reports of vessels 
  matching the Chaos Eternus’ description taking part in 
  battles at the same time the Chaos Eternus was confirmed 
  to be engaged elsewhere. An alternative theory suggests 
  that it is indeed the same vessel in both locations, due to 
  the unusual effects of the Warp sending the ship back and 
  forth through time.
  FAMOUS SHIPS: 
  Chaos Eternus
  ACHERON CLASS HEAVY CRUISER ................................190 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  60cm
  2
  Left
  Starboard Lance Battery
  60cm
  2
  Right
  Dorsal Lance Battery
  45cm
  2
  Left / Front / Right
  Prow Weapons Battery
  45cm
  6
  Left / Front / Right
  "W
  hat is Chaos? Suffering, you might say. Oppression. Deceit. But could not all these things be said of your Imperium? You hunt down the talented 
  and the strong-willed. You break them or sacrifice them. You lie to your citizens and wage war on those who dare speak out. The inquisitors you 
  call masters assume guilt and execute millions on a whim. And why? Why do you do this? Because you know Chaos is there but you do not know how to 
  fight it, so you crush your own citizens for fear that they might aid the Enemy. The Imperium suffers because of Chaos. No matter how hard you fight, 
  that will never change. Chaos exists in a state of permanent victory over you - you dance to our tune, mortal one, you butcher and torture and repress one 
  another because the gods of the warp require you to. The Imperium is founded on Chaos. My lord Tzeentch won your war a long, long time ago."
  -Ghargatuloth, Daemon Prince of Tzeentch
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  20
  T
  he Unforgivable earned its title during the 37th millennium, during an engagement that came 
  to be known as the Mordian Incident. Formally known as the Righteous Fury, the vessel was 
  accompanying fourteen Navy transports (carrying thirty two thousand Imperial guardsmen, fifteen 
  hundred battle tanks and over ten thousand auxiliary staff and vehicles) alongside the Justus 
  Dominus, an Oberon Class Battleship and six escorts of varying designation. The Righteous Fury 
  reported a presence on its long range surveyors and launched its fighters and bombers to intercept. 
  However, this was nothing more than a devious ploy for the Righteous Fury to launch all of its 
  bomber wings. 
  As they passed alongside the Justus Dominus, the attack craft suddenly altered course, perpetrating 
  a devastating bombing run against the battlecruiser. Crippled by this surprise attack, the Justus 
  Dominus was unable to assist when the Righteous Fury turned its guns on the smaller escorts, 
  destroying four and forcing the two survivors to withdraw. The transports were helpless against the 
  traitorous cruiser and after thirteen hours of successive attack runs from its bombers, the Righteous 
  Fury had destroyed all fourteen transports. Only three thousand men survived by escaping in 
  savior pods and ether rafts and the loss of the army led to the fall of Gestenbal to ark invaders. 
  Renamed the Unforgivable, the rogue cruiser continued a rampage of wanton attacks that lasted 
  for three millennia, until its destruction by the Hammer of Justice under Captain Grenfeld during 
  the Port Maw Blockade.
  DEVASTATION CLASS CRUISER ........................................190 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  3
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Port Lance Battery
  45cm
  2
  Left
  Starboard Lance Battery
  45cm
  2
  Right
  Prow Weapons Battery
  30cm
  6
  Left / Front / Right
  Special Attack Craft: A Devastation class cruiser may equip its launch bays with Harbinger 
  torpedo bombers (Speed: 20cm) for +40 points, in addition to any other attack craft it may 
  normally launch. Devastation class cruisers that take Stormbird gunships cannot purchase 
  this upgrade.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  45cm
  6
  Left
  St’bd Weapons Battery
  45cm
  6
  Right
  Port Weapons Battery
  60cm
  4
  Left
  St’bd Weapons Battery
  60cm
  4
  Right
  Prow Weapons Battery
  60cm
  6
  Left / Front / Right
  CARNAGE CLASS CRUISER ....................................................180 Points
  T
  he Carnage class cruisers were designed as fleet support vessels, utilizing their long range 
  guns to stand off and provide supporting fire for other ships. It was to be an ill-fated design, 
  marred by the technical difficulties of powering such long-ranged weapons and the cause of much 
  division within the Battlefleet Obscura. The first Carnage class cruiser, the Relentless, went into 
  battle during the Skalathrax Landing, supporting six transports as they attempted to establish 
  a bridgehead on the contested world. However, as traitor vessels moved in on the convoy, the 
  Relentless turned its guns on the transports, destroying three. The remaining transports reached the 
  surface but found that their drop site had been compromised and they were quickly overwhelmed 
  by renegades. Renamed the Initiate of Skalathrax, this vessel survived three millennia of blockades 
  and convoy attacks until it was finally destroyed by Imperial agents whilst it was docked at the 
  rebellious stronghold of Darkstation in the Priam Sector. 
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  21
  T
  he Inferno is believed to be an early design and a later counterpart of the Carnage. However, 
  it was marred by technical difficulties and not entirely successful in overcoming many of the 
  shortcomings experienced by the Carnage in maintaining and powering its long-range batteries. 
  The Inferno was quickly supplanted in front line units by more modern types. Even the Bastion 
  fleets have not had an example of this class for many centuries, though several were known to be 
  maintained by the Adeptus Mechanicus as experimental platforms and other such uses. 
  A small number were known to turn renegade before the class was entirely removed from service 
  by M35. None were known for certain to have been present during the Gothic War, though the 
  Havoc and Cerberus are both known to have operated throughout Segmentum Obscuras and the 
  Northern Rim. The Pillager and Rampage on the other hand have spent little time in Segmentum 
  Obscuras since going renegade, and for many centuries their whereabouts were unknown until 
  scattered reports concerning these two vessels surfaced in the vicinity of the Maelstrom in M37.
  Several vessels of this class were reported in various engagements at Cadia, Kantrael and Agripinaa. 
  While only the Pillager was identified with any certainty, at least two or three of these ships must 
  have participated in the war for the vast distances between systems they were sighted in.
  INFERNO CLASS CRUISER ......................................................180 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  45cm
  2
  Left
  Starboard Lance Battery
  45cm
  2
  Right
  Port Weapons Battery
  45cm
  4
  Left
  St’bd Weapons Battery
  45cm
  4
  Right
  Prow Weapons Battery
  60cm
  6
  Left / Front / Right
  Special Refits: A Murder class cruiser may reduce the firepower of its port and 
  starboard weapons batteries to 4 in exchange for port and starboard lance batteries 
  (Range 45cm, Strength 2) firing Left and Right respectively, for no change in cost.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  25cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  45cm
  10
  Left
  St’bd Weapons Battery
  45cm
  10
  Right
  Prow Lance Battery
  60cm
  2
  Front
  MURDER CLASS CRUISER ........................................................170 Points
  B
  efore being replaced by Lunar class cruisers, the Murder class cruiser was the mainstay of 
  Battlefleet Obscuras. Almost five hundred were built between the 33rd and 37th millennia 
  but a proportionate number turned renegade, joining the forces of Chaos. Armed with several 
  decks of the best plasma cannon batteries ever produced by the Adeptus Mechanicus, this class is 
  a formidable opponent at long range, with engines powerful enough to keep out of range of lesser 
  armed enemy ships. Several of these vessels combined can cripple the largest battleships and it 
  was a force formed from the Doombringer, Steel Fang and Monstrous that destroyed the Imperial 
  battleship Relentless Persecution (brought in from the Ardekka Sector) during the closing actions 
  of the Gothic War.
  "W
  ith the thirty-seven keys of Tzeentch, we open the way for our brothers. With 
  the thousand whispers of Slaanesh, we call to them. With the twelve plagues of 
  Nurgle, we fell their enemies. And with the mighty axe of Khorne, we cut open the world 
  for them."
  -Amphion and Zethus, Word Bearers Sorcerers
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  22
  T
  he Slaughter class cruiser utilizes a Scartix engine coil that provides the ship with 
  a thrust considerably more powerful than any other vessel’s. When the Dutiful, 
  a Slaughter class cruiser laid down in 126.M34, turned renegade and bombarded the 
  Sethelan forge world, the design for the Scartix coil was destroyed. Some think the 
  attack had the sole purpose of preventing the construction of any more vessels of this 
  design. 
  The Dutiful was renamed the Soulless by Admiral Dorez for this despicable deed and 
  was mercilessly hunted across Imperial space for the next seven millennia. It was 
  finally destroyed during the Orar Raid, when its plasma drives were wrecked by the 
  Impervious, a Mars class battlecruiser.
  Another Slaughter class cruiser, the Killfrenzy, has a fearsome reputation and is so 
  named because of its peculiar broadcasts. In every encounter, the vessel has transmitted 
  a single continuous message across frequencies - KILLFRENZY KILLFRENZY 
  KILLFRENZY... The ship’s captain, believed to still be Abraham Thurst, shows an 
  incredible disregard for the safety of his ship, continuing to fight in several instances 
  even after suffering crippling damage.
  SLAUGHTER CLASS CRUISER ..............................................165 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/8
  30cm
  45°
  2
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  30cm
  2
  Left
  Starboard Lance Battery
  30cm
  2
  Right
  Port Weapons Battery
  30cm
  8
  Left
  St’bd Weapons Battery
  30cm
  8
  Right
  Prow Weapons Battery
  30cm
  6
  Left / Front / Right
  Special Rules: Slaughter class cruisers add an extra +1D6cm to their speed when 
  on All Ahead Full special orders.
  A 
  popular class of vessel in the southern fringes of the galaxy, the Fanatic class light 
  cruiser is not actually a single homogeneous design. Rather, it is a broad category 
  of long range patrol vessels originally designed for raiding and pirate hunting. The most 
  recognizable design is the Thoreus pattern, although re-purposed Imperial light cruisers 
  are actually the most common type of Fanatics.
  The Thoreus pattern is often referred to as the ‘Edge’ among Fanatic captains, though 
  whether this is in reference to its distinctive prow shape or the superstitious legend that 
  the Thoreus pattern ‘sails upon the knife’s edge;’ either achieving the most glorious of 
  victories or suffering the most ignoble of defeats. Whatever the reason, the Fanatic is a 
  very popular class among Rogue Traders and Chaos renegades alike, due to its resilient 
  design and easy-to-replace components.
  FANATIC CLASS LIGHT CRUISER .....................................125 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  45cm
  6
  Left
  St’bd Weapons Battery
  45cm
  6
  Right
  Prow Lance Battery
  45cm
  2
  Front
  Special Rules: Fanatic class light cruisers add an extra +1D6cm to their speed 
  when on All Ahead Full special orders.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  23
  F
  ast, swift, and elegant, the Schismatic class light cruiser, although often considered 
  under-gunned for it already small size, has repeatedly proven its worth as a tactical 
  torpedo platform. Only a handful were initially produced some time during the 36th 
  Millennium, using an experimental prow configuration that allowed its torpedoes to be 
  fired at extreme angles. This gave the Schismatic a unique advantage over other types 
  of torpedo boats by enabling it to bombard a target with ordnance while remaining at a 
  consistently safe distance. 
  The last Schismatic constructed in Imperial space was built just before Goge Vandire’s 
  bloody reign, and consequently most of the ones in Imperial service were lost in the 
  Warp along with the armada sent against Sebastian Thor. It is believed that the design 
  of the class was subsequently lost during the period of unrest that followed Vandire’s 
  death, and no further Schismatics were produced. However, many have been sighted in 
  the company of Chaos fleets, leading some to believe that the plans were, in fact, stolen.
  SCHISMATIC CLASS LIGHT CRUISER ............................125 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Lance Battery
  30cm
  2
  Left
  Starboard Lance Battery
  30cm
  2
  Right
  Prow Torpedoes
  Speed: 30cm
  4
  Left / Front / Right
  Special Rules: Schismatic class light cruisers add an extra +1D6cm to their speed 
  when on All Ahead Full special orders.
  T
  he Heretic class light artillery cruiser is considered by Imperial Navy historians 
  to be the ancestor of the more common Dauntless class light cruiser. The first 
  appearance of these ships is dated 476.M32 in the archives of the Adeptus Mechanicus. 
  A fast support cruiser with enormous firepower for its size, the design was eventually 
  abandoned by the Imperium when it became clear that it was extremely susceptible to 
  the corrupting influence of Chaos. Mechanicus and Inquisition analysts later attributed 
  this to unusual geometric designs within the class’ superstructure, and as such all 
  remaining instances of the vessel (and those like it) were summarily destroyed by the 
  Ordo Hereticus.
  Unfortunately, a large number of these ships escaped destruction before the Imperium 
  became aware of their design flaw, and almost all have found their way into the hands of 
  various Chaos warlords and renegade Space Marine warbands. As with all such ships, 
  the Imperium cannot conclusively determine where or how Heretic class vessels are 
  still being produced, but the time-altering nature of the Warp makes it exceptionally 
  difficult to formulate any meaningful theories.
  HERETIC CLASS LIGHT CRUISER ......................................120 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Cruiser/6
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER/STR
  FIRE ARC
  Port Weapons Battery
  30cm
  6
  Left
  St’bd Weapons Battery
  30cm
  6
  Right
  Prow Weapons Battery
  30cm
  6
  Left / Front / Right
  Special Rules: Heretic class light cruisers add an extra +1D6cm to their speed 
  when on All Ahead Full special orders.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  24
  D
  esigns for a larger escort ship to fulfill the role of 
  the Cobra destroyer disappeared from the Monsk 
  orbital shipyard in the late 40th millennium. Several 
  years later, vessels of a remarkably similar configuration 
  began raiding Imperial outposts and convoys. The first 
  attacks took place in the Damocles Sector, only 780 light 
  years from Monsk. However, over the last two centuries, 
  these attacks have been perpetrated in an ever increasing 
  area. It is widely believed that squadrons of these vessels 
  INFIDEL CLASS RAIDER .............................................................. 40 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  2
  Left / Front / Right
  Torpedo Salvo
  Speed: 30cm
  2
  Front
  are responsible for many of the attacks on the Imperium’s 
  scattered outposts throughout the Segmentum Obscuras, 
  and many have been reported as far afield as Alphon in 
  the Segmentum Solar and Xanthus on the northern rim. 
  Named Infidel class raiders by the naval hierarchy, these 
  ships were used in great numbers during the Gothic War, 
  most notably in several surprise attacks against ships in 
  orbit awaiting refitting and rearmament. In particular, 
  a four-strong squadron proclaiming themselves as the 
  Exterminators took part in the ill-fated Orar Raid during 
  the Gothic War and were to reappear on thirteen other 
  occasions, despite losing a total of twenty ships or more.
  FAMOUS SQUADRONS: 
  Fellclaws  
  Damnators
  Exterminators 
  Blades of the Rotten Hand
  T
  he Idolator class raider is something of an enigma. Little is known of the whereabouts of its construction, though 
  rumor has it that they are built on the excommunicated forge world of Xana II near the Eye of Terror. Idolators 
  incorporate many systems and features which are of obviously non-human origin, probably bought or stolen from 
  other space-faring races, such as the Kroot mercenaries and the Fra’al raiders. They show remarkable gunnery at long 
  range and it is speculated that they benefit from some kind of improved targeting system which cannot be widely 
  replicated by the Adeptus Mechanicus. Squadrons of Idolators are a constant menace to shipping near the Eye of 
  Terror and it is not uncommon for three or four of these vessels to slip through the blockade of the Cadian Gate and 
  wreak havoc on Imperial convoys before escaping back into the depths of the void.
  IDOLATOR CLASS RAIDER ...................................................... 45 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  45cm
  2
  Left / Front / Right
  Lance Battery
  30cm
  1
  Front
  Special Rules: An Idolator class raider never suffers 
  a right column-shift for firing at targets more than 
  30cm away.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  25
  CHAOS ATTACK CRAFT .................................................Points: Special
  ATTACK CRAFT
  SPEED
  Swiftdeath Fighters
  30cm
  Doomfire Bombers
  20cm
  Dreadclaw Assault Boats
  30cm
  Harbinger Torpedo Bombers
  20cm
  Attack Craft Rules: Swiftdeath fighters, Doomfire 
  bombers, Dreadclaw assault boats, and Harbinger 
  torpedo bombers follow all the normal rules for their 
  type as described in the core rulebook. Ships with 
  Chaos Space Marines may choose to replace these 
  with Stormbird Gunships as described on page 3.
  T
  he Havoc frigate is an old design harking back to 
  a time when classes such as itself and the Praetor-
  class destroyer had not yet been superseded by the newer 
  and more ubiquitous escort classes of today, such as the 
  Sword and Cobra. Even among the fleets of Segmentum 
  HAVOC CLASS RAIDER ...............................................................35 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  3
  Left / Front / Right
  Weapons Battery
  30cm
  2
  Front
  Tempestus the class is not commonly seen, and the vessel 
  is more often found in the company of Rogue Traders 
  than in service to the Navy. Unfortunately, it is also a 
  favorite of pirates, and a number of these ships have been 
  hunted down and destroyed after falling into the hands 
  of mercenaries and renegades. Beyond these however, 
  a surprising number of Havoc class raiders have been 
  sighted accompanying Chaos attack fleets during initial 
  assaults, and it is believed by some within the Imperium 
  that this class of vessel is being actively produced at 
  renegade forge worlds, likely within the Eye of Terror. 
  This has not been conclusively proven, however.
  ICONOCLAST CLASS DESTROYER ....................................25 Points 
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Escort/1
  30cm
  90°
  1
  4+
  1
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Weapons Battery
  30cm
  3
  Left / Front / Right
  R
  oving squadrons of Iconoclast class destroyers have been a 
  constant peril to shipping. Mainly used by pirates and other 
  lawless bands, the Iconoclast is similar in design to a variety 
  of small escort ships turned out by almost every shipyard. 
  Although compact, they carry a fearsome amount of firepower 
  for their size and when encountered in numbers can be a threat 
  to even a capital ship. In fleet actions, they mainly engage 
  enemy escorts, gun down attack craft and destroy incoming 
  torpedoes. The Carrion squadron, a band of renegades operating 
  off the Duran moon, became infamous for their skill at convoy 
  attacks, daringly darting amongst the convoy’s defense vessels 
  to destroy the transports before escaping. The Lost Souls also 
  achieved notoriety for their part in the Faustus Assault. It was 
  their vicious hit and run attacks that destroyed half of Faustus’ 
  orbital defenses, allowing the Excessive and Plagueclaw to 
  bombard that world in preparation for the subsequent landing.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  26
  S
  pace hulks are gigantic agglomerations of ancient 
  wrecked ships, asteroids, ice and other such flotsam 
  and jetsam, that are cast together after millennia of 
  drifting in and out of warp space. How and why space 
  hulks appear from the Warp and are then drawn back to 
  it is unknown, although there is plentiful evidence for 
  some being controlled or navigated by their inhabitants 
  or some external force. Some space hulks are infested 
  with alien life forms, Chaos renegades or even worse 
  horrors, but most are simply empty ghost ships, plying 
  the void for eternity. Tales of greedy scavengers meeting 
  horrible fates aboard space hulks are told throughout 
  the Imperium, but there are just as many tales of vast 
  fortunes made from the ancient technology they carry. 
  Bands of Chaos renegades and traitor Space Marines have 
  been known to use Space Hulks as bases of operations, 
  for they serve as convenient mobile headquarters as well 
  as a source of salvageable technology to repair or refit 
  their ancient starships. The World Eaters in particular 
  are known for using Space Hulks not merely as a hidden 
  pirate bases but as a jumping-off point for dark crusades 
  in their own right. Angron is known to have used a Space 
  Hulk as the centerpiece of his fleet for the centuries-long 
  Dominion of Fire in M38, a conflict spanning across 
  seventy sectors that took four entire Space Marine 
  Chapters, two Titan Legions and thirty Imperial Guard 
  regiments to finally put down. 
  More recently, he used the Space Hulk Devourer Of Stars 
  in 474.M41 to lead his World Eaters traitor Marines and 
  hordes of daemonic creatures to scour the land during 
  the First Armageddon War. After much of the planetary 
  defense force turned traitor and sided with the Ruinous 
  Powers, the remaining loyalists were quickly routed 
  form Armageddon Prime. 
  Only intercession by the Space Wolves prevented the 
  world from falling to Chaos, and several dozen Grey 
  Knights gave their lives to cast Angron back into the 
  Warp in a ward that bound him from returning to the 
  material plane for a hundred years.
  CHAOS SPACE HULK ................................................................650 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Defense/40
  10cm
  Special
  3
  4+
  6
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Prow Weapons Battery
  45cm
  12
  Front
  Prow Torpedoes
  Speed: 30cm
  8
  Front
  Prow Lance Battery
  30cm
  4
  Front
  Dorsal Lances
  60cm
  4
  All Round
  Starboard Weapons Battery
  45cm
  12
  Right
  Starboard Torpedoes
  Speed: 30cm
  8
  Right
  Starboard Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  4 Squadrons
  -
  Port Weapons Battery
  45cm
  12
  Left
  Port Torpedoes
  Speed: 30cm
  8
  Left
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  4 Squadrons
  -
  Aft Weapons Battery
  45cm
  12
  Rear
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  27
  Space hulks are so unlike other starships that they require a 
  number of special rules. However, a space hulk must still follow 
  all the usual rules for ships in your fleet, except where its special 
  rules explicitly state otherwise.
  LEADERSHIP & SPECIAL ORDERS
  Due to their enormous size, and the subsequent strain this puts 
  on command staff, a Chaos Space Hulk suffers -1 to its starting 
  leadership. This is applied after all other modifiers and bonuses, 
  including leadership provided by an embarked Lord, Warmaster, 
  or Chaos Space Marines.
  In addition, a Chaos space hulk may not use Burn Retros or 
  Come to New Heading special orders. It may use All Ahead Full 
  special orders to initiate a ram, although it cannot gain any extra 
  speed from doing so. Remember that as a defense, it must  roll 
  3D6 for its Ld check if attempting to ram a non-defense unit.
  ORDNANCE
  Most space hulks are capable of carrying legions of fanatical 
  troops. Due to their enormous capacity and onboard resources, a 
  Chaos space hulk always doubles the strength of its launch bays 
  for the purpose of determining your fleet’s launch limit.
  MOVEMENT
  Chaos hulks must move 10cm in a straight line each turn, no 
  more, no less. Space hulks never have their speed reduced by 
  blast markers or damage (see the diagram for details).
  Turning
  A space hulk may turn up to 45° and only in every second 
  movement phase. The turn must be taken at the end of the space 
  hulk’s 10cm move. This can be seen more clearly in the diagram 
  on this page.
  Gravity Wells
  If a hulk is within the gravity well of a planet or moon at the end 
  of its movement it can make a single 45° turn towards the planet 
  or moon, regardless of whether it turned in its last movement 
  phase. Also, the enormous size and mass of a space hulk means 
  that it creates its own gravity well extending 5cm from the edges 
  of its base. This affects other ships in exactly the same way as 
  a planetary gravity well and means that vessels can take up a 
  stationary orbit around the hulk. Objects orbiting the hulk are 
  moved along with it until such time as they break orbit.
  CHAOS SPACE HULK SPECIAL RULES
  DAMAGE
  Chaos space hulks are so massive that damage is applied to them 
  a little differently than regular ships. Note that space hulks are 
  subject to the rules for defenses in the BFG:XR Fleet Support 
  list (such as for gunnery and ramming), but are not considered 
  support units or planetary defense choices.
  Crippling
  Space hulks are never crippled by damage like other ships. They 
  must be completely destroyed before they cease to function.
  Critical Hits
  Due to their massive size and lack of complex systems, do not 
  roll for the effects of critical hits on an Chaos space hulk using 
  the Critical Damage table. Instead, the player who inflicted the 
  hit must roll on the table found on the next page and apply the 
  result. 
  When applying results, no characteristic may be reduced below 
  zero - although you must apply as much of each penalty as 
  possible. If a random-valued characteristic suffers a penalty, 
  simply include the penalty in the calculation, treating all results 
  of zero or less as zero (if no non-zero result is possible, the 
  characteristic is counted as being ‘reduced to zero’ and cannot 
  suffer any further penalties). If a result cannot be applied, repeat 
  the relevant process described in the table until you determine 
  a valid result.
  Catastrophic Damage
  When a space hulk is reduced to 0 Damage points, roll on the 
  Catastrophic Damage table as normal, modifying the results as 
  follows:
  • The drifting and blazing hulk results remain unchanged 
  (including any required movement, even though the hulk is 
  technically a defense). 
  • A plasma drive overload result indicates the hulk is torn apart 
  by internal explosions. No damage is scored on ships nearby; 
  instead, the hulk breaks up into asteroid field D3x5cm wide 
  and D3x5cm long. 
  • On a warp drive implosion result the hulk is hurled back into 
  the Warp. Replace the hulk with a warp rift. Any ships caught 
  in the rift are affected immediately.
  USING CHAOS SPACE HULKS
  A Chaos fleet of any size may include one Chaos Space Hulk. If 
  taken, it must serve as the flagship. It may not be taken in a fleet 
  that has the Planet Killer, an Activated Blackstone Fortress, or 
  any ships that must be used as flagships, such as the Terminus 
  Est, Scion of Prospero, etc. It may not take any Chaos Marks, 
  although it does not prevent other vessels from doing so. 
  A Chaos Space Hulk counts against a fleet’s allowed number 
  of battleships, and a fleet which includes one may include no 
  more than two additional battleships to accompany it. However, 
  there is no minimum point requirement or ship prerequisite for 
  fielding a Chaos Space Hulk, and if desired it may even be taken 
  by itself or only with escorts. 
  Note that while you do not need any cruisers or heavy cruisers 
  to field a Chaos space hulk, you would need at least six cruisers 
  and/or heavy cruisers to include a battleship alongside a Chaos 
  hulk (or nine to field two additional battleships), since the hulk 
  automatically counts against one of your allowed battleships.
  Following the restrictions above, there is no reason a Chaos fleet 
  cannot use a space hulk in the same manner as a pirate base 
  during the course of a campaign. It could also be the objective 
  of a convoy run scenario where the Space Hulk is caught alone 
  while its fleet was away, counting as ten transports for purposes 
  of selecting an attacking fleet.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  28
  CHAOS SPACE HULK CRITICAL HITS TABLE
  D6
  RESULT
  1-2
  “Target high energy systems!” The attacker focuses on destroying areas of the hulk’s power distribution network. Roll 
  again and apply the result shown below (re-rolling if the result cannot be applied):
  1-2: Reduce Turrets value by 1.
  3-4: Reduce Shields value by 1.
  5-6: Reduce the strength of all lance weapons by 1.
  3-4
  “Target weapons clusters!” The attacker focuses on neutralizing banks of weapons across the hulk’s surface. The attacker 
  chooses one of the following (applicable) options:
  • Reduce the firepower of a gunnery weapon facing the attacker by 2.
  • Reduce the strength of a torpedo salvo facing the attacker by 2.
  • Reduce the launch capacity of any launch bay by 2.
  5+
  “Target thruster assemblies!”  The attacker focuses on demolishing the hulk’s maneuvering systems. Make a note each 
  time the hulk suffers this result. Each time the hulk wishes to turn, it must roll higher on a D6 than the number of thruster 
  assembly critical hits it has suffered during the course of the battle. This does not include the free turn it may make when 
  it is within a planet’s gravity well. A space hulk may suffer a maximum of 6 thruster assembly hits (if this result cannot be 
  applied, roll for a different result).
  "T
  he people of your world named you Great One. The 
  people of mine called me Slave. Which one of us landed 
  on a paradise of civilization to be raised by a foster father, 
  Roboute? Which one of us was given armies to lead after 
  training in the halls of the Macraggian high-riders? Which one 
  of us inherited a strong, cultured kingdom? And which one of 
  us had to rise up against a kingdom with nothing but a horde of 
  starving slaves? Which one of us was a child enslaved on a world 
  of monsters, with his brain cut up by carving knives? Listen 
  to your blue-clad wretches yelling of courage and honour, 
  courage and honour, courage and honour. Do you even know 
  the meaning of those words? Courage is fighting the kingdom 
  which enslaves you, no matter that their armies outnumber 
  yours by ten-thousand to one. You know nothing of courage. 
  Honour is resisting a tyrant when all others suckle and grow fat 
  on the hypocrisy he feeds them. You know nothing of honour."
  -Angron, to Roboute Guilliman
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  29
  THE SCION OF PROSPERO, FLAGSHIP OF THE SORCEROUS FLEET
  W
  hen the infant Primarchs were scattered across 
  the galaxy, the child that came to be known as 
  Magnus the Red landed on the world of Prospero. He 
  was fortunate, as normally a grotesque cyclopean being 
  would have been slain at once by superstitious locals. 
  As it was, Prospero was home to an exiled commune of 
  human psykers who saw Magnus as one of their own. 
  Magnus became a ward to the community. He quickly 
  exhibited the psychic traits common to the commune, 
  and by the time he reached physical maturity, his power 
  had grown so much that he surpassed every single person 
  on the planet, possibly the greatest that ever existed other 
  than the Emperor. He believed his intellect could master 
  any discipline and his maxim, above all others, was 
  ‘Knowledge is Power’. 
  The Emperor of Man was attracted to the world of 
  Prospero by the psychic beacon that was one of his lost 
  sons. Magnus was granted command of the 15th Space 
  Marine Legion, the naming of the Legion as the Thousand 
  Sons was recognition that only a thousand original 
  Marines were created from Magnus’ genetic material. It 
  was a reunion that could not have come at a better time for 
  the Legion. Formed from Magnus’ gene-seed, the Legion 
  contained a high number of Marines who had undergone 
  psychic mutation. Very few survived the mutation, of the 
  few who did, many became the greatest psykers of the 
  era, at a time when factions within the Imperium were 
  calling for the extermination of all mutants and psykers. 
  Magnus bent his intellect towards training the Thousand 
  Sons Legion in the way of the psyker. 
  During this time Prospero gained immeasurable wealth, 
  its capital city of Tizca becoming a beacon of vast 
  pyramidal towers of gleaming silver and gold, becoming 
  a City of Light in the most literal sense. It is during 
  this time that many believe the Thousand Sons passed 
  the point of scholarly pursuit and began to dabble in 
  sorcery. Finally the Emperor himself held a council on 
  the planet Nikaea. The proposal was made that while the 
  education of psykers to best serve humanity should be 
  made a priority, the conduct of arcane sorcery would be 
  outlawed as an unforgivable heresy. This compromise 
  was made law without a provision for rebuttal, and the 
  Edicts of Nikaea have stood for ten thousand years as 
  official Imperial policy. 
  The result of the Council of Nikaea served to mask 
  other, darker betrayals, as Warmaster Horus fell to the 
  machinations of Chaos. Magnus foresaw Horus being 
  corrupted by Chaos and the future events of the Horus 
  Heresy. Burdened with the information imparted by 
  this precognitive vision, he first tried to dissuade Horus 
  through the warp and afterward cast spells and used the 
  power of his Legion’s greatest sorcerers to convey the 
  news of the impending civil war to the Emperor himself. 
  The Emperor was furious to see that Magnus had broken 
  his oath and was more willing to believe Magnus was 
  the traitor rather than his favored Horus. Leman Russ, 
  Primarch of the Space Wolves Legion, who had always 
  been averse to such witchcraft, was ordered by the 
  Emperor to bring Magnus to Terra to account for his 
  actions, but en-route Russ was convinced by Horus to 
  destroy Magnus’s legion rather than let the Emperor 
  forgive Magnus. Accompanying the Space Wolves was 
  a full contingent of his own personal bodyguard and his 
  elite witch-hunting units, the anti-psyker (pariah gene-
  bearing) Sisters of Silence, originally known as Null 
  Maidens. 
  Landing in a surprise assault on Prospero, the Space 
  Wolves destroyed Tizca and with it much of the 
  knowledge carefully collected by the Thousand Sons. 
  Magnus appeared defeated, but fate had something 
  else in mind for the cyclopean Primarch. Turning to the 
  power of sorcery once more in order to save himself, 
  his Legion, and all the knowledge he had accumulated, 
  Magnus, in his anger at the Emperor and at his brother 
  Primarch crossed over to the side of Chaos in vengeance, 
  he and his Legion becoming the pawns of the Chaos 
  God Tzeentch in exchange for a mighty work of magic 
  that transported the City of Light into the Eye of Terror. 
  Prospero was destroyed that day, and the next time the 
  betrayed Thousand Sons were seen in combat, they were 
  on the side of Horus. The Thousand Sons retreated to the 
  Eye of Terror after Horus’ defeat by the Emperor, after 
  which Tzeentch began bestowing his ‘blessings’, random 
  physical mutations, on members of the Thousand Sons. 
  A cabal of the legion’s strongest sorcerers attempted to 
  counter the warping corruption. Led by Azhek Ahriman, 
  their chief Librarian, they secretly laid the foundations of a 
  mighty spell, afraid that their Primarch would disapprove 
  of their risky actions. The Rubric was both a total success 
  and a total failure. The Thousand Sons were no longer 
  susceptible to mutation, because there was nothing left 
  to mutate. The flesh of the Space Marines was turned to 
  dust, their souls trapped within armor that had become 
  completely sealed. Magnus was enraged, as the Legion 
  he had sacrificed so much for had been destroyed, and he 
  summoned Ahriman to account for his actions. Realizing 
  the Architect of Fate, Tzeentch itself, had orchestrated 
  the entire event, Magnus spared Ahriman. 
  The Thousand Sons’ Chief Librarian was banished on 
  an eternal quest for perfect understanding -- leading him 
  to take up such dangerous and enticing quests as the 
  hunt for the Eldar Black Library. To this end the great 
  sorcerers of the Thousand Sons have used the Scion of 
  Prospero as their conveyance either alone or at the head 
  of small flotillas, ranging throughout the galaxy for the 
  better part of ten thousand years. While it is known that 
  Ahriman himself has embarked on this damned warship 
  on several occasions over its long and infamous history, 
  it is not known whether or not he led this ship or was 
  even aboard it at any time during Abbadon’s 12th or 13th 
  Black Crusades, though it is known that the ship itself 
  was present during both terrible wars.
  "T
  he minds of gods are not for mortals to 
  know or to judge. Accept that Tzeentch 
  has a place for all of us in his grand scheme, 
  and be happy in the part you have to play."
  -Magnus the Red
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  30
  SCION OF PROSPERO, THOUSAND SONS BATTLE BARGE.....450 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Weapons Battery
  45cm
  9
  Left
  Starboard Weapons Battery
  45cm
  9
  Right
  Dorsal Lance Battery
  45cm
  3
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  9
  Front
  Prow Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  3 Squadrons
  -
  Port Launch Bays
  3 Squadrons
  -
  Starboard Launch Bays
  3 Squadrons
  -
  Special Rules: The Scion of Prospero is ponderous and 
  cannot use Come to New Heading special orders. In 
  addition, it is a unique vessel; you may never include more 
  than one in a Chaos fleet. If chosen, the Scion of Prospero 
  must be used as the fleet’s flagship and have a Warmaster 
  placed aboard it (unless the Planet Killer is also present, in 
  which case a Chaos Lord must lead it). This vessel cannot 
  be used with any fleet that includes vessels bearing the 
  Mark of Nurgle unless the fleet is being led by Abbadon the 
  Despoiler, as there is ageless enmity between the servants of 
  the Bringer of Change and those of the Lord of Decay.
  Chosen of Tzeentch: The Scion of Prospero is equipped 
  with the Mark of Tzeentch for free. It cannot have any other 
  Mark of Chaos.
  Vortex of Chaos: Favored horrors of Tzeentch writhe and 
  cavort amidst the very bulkheads and girders, causing a 
  swirling vortex of Chaos to surround the vessel. At the end of 
  each movement phase, place a blast marker in contact with 
  each other vessel (friend or foe) within 15cm of the Scion 
  of Prospero .
  Vagaries of Fate: The Changer of Ways offers insight into 
  the fate of the vessel, providing its auguries brief glimpses 
  into the future. The Scion of Prospero comes with one free 
  re-roll, usable only for its own command checks. If this re-
  roll is failed, the ship suffers 1 point of damage as the many 
  daemons bound to its hull make their displeasure known.
  Special Attack Craft: The Scion of Prospero may equip 
  its launch bays with Harbinger torpedo bombers (Speed: 
  20cm) for +90 points, in addition to any other attack craft 
  it may normally launch. If the Scion of Prospero replaces its 
  attack craft with Stormbird gunships, it may not purchase 
  this upgrade.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  31
  THEWAGE OF SIN, FLAGSHIP OF THE PLEASURE FLEET
  T
  he Emperor’s Children’s Primarch, Fulgrim, grew 
  up on what was once the resource-poor world of 
  Chemos. Dependent on interstellar trade for food and cut 
  off from the rest of the galaxy by ferocious warp storms, 
  strict rationing and improvisation could not prevent the 
  slow death of its people before Fulgrim’s arrival. Named 
  after a long-abandoned god of the people, Fulgrim was 
  beautiful, pale to the point of albinism, with eyes so 
  dark as to be almost entirely pupil and with shimmering 
  white hair, and he soon became a legend in his own 
  right. He quickly grew to understand the technology 
  he had to work with and began to modify it, increasing 
  efficiency dramatically. By the time he was fifteen 
  years of age, Fulgrim became one of the Executives 
  ruling the settlement of Callax. As Chemos continued 
  to deteriorate, Fulgrim decided that he would save his 
  world. Under Fulgrim’s leadership, teams of engineers 
  traveled far from their factory-fortress, reclaiming and 
  repairing many of the far-flung mining outposts. As 
  recycling efficiency grew to the point where Chemos was 
  producing a surplus for the first time in years, Fulgrim 
  began to foster a re-emergence of art and culture, aspects 
  of humanity sacrificed in the struggle for survival. Fifty 
  years after arriving on Chemos, Fulgrim was its sole 
  leader. 
  When the Emperor first arrived on Chemos, Fulgrim 
  swore fealty to him instantly, and was placed at the head 
  of his Legion. From the Emperor, Fulgrim learned of the 
  distant world of Terra and of the Great Crusade to reclaim 
  the sundered galaxy. An accident destroyed the majority 
  of the gene-seed designated for his legion, and without 
  their Primarch, replacing it was a slow and laborious 
  process. Fulgrim came to address the two hundred Space 
  Marines of his Legion, and the words he spoke were said 
  to inspire the Emperor so much that he named the legion 
  the Emperor’s Children, allowing them to bear on their 
  power armor the sign of the Aquila, the double-headed 
  eagle that was the Emperor’s personal symbol. Fulgrim 
  was anxious to add his contribution to the Great Crusade, 
  but the comparatively small size of his Legion meant that 
  the Emperor’s Children were placed under the command 
  of Horus and his Luna Wolves. Horus and Fulgrim grew 
  close to one another while pacifying the Eastern Fringe, 
  and this bond remained strong through the many years 
  to come. Eagerly continuing his pursuit of perfection, 
  he commissioned his chief apothecary Fabius Bile to 
  secretly tamper with the Legion’s gene-seed, enhancing 
  marines like Lord Commander Eidolon far beyond their 
  original abilities but occasionally creating monstrous 
  abominations in the process. This pursuit was also 
  applied to the warships of his legion, and the battle 
  barges and cruisers of the Emperor’s Children were 
  lavishly appointed, with careful detail applied to every 
  aspect from crew quarters to weapons layout. 
  When Horus declared that he would no longer follow the 
  Emperor, seven full Legions were sent to challenge the 
  Warmaster. Fulgrim met Horus in person, where Horus 
  was able to sway him to his cause. Fulgrim’s respect 
  for Horus allowed Chaos to find its way into Fulgrim’s 
  heart, destroying his loyalty to Terra and replacing it with 
  burning desire to destroy the man who held humanity 
  back from the perfection Fulgrim desired. Slaanesh 
  whispered to Fulgrim, and he accepted the promises of 
  his new god. Perfection became perfect hedonism. When 
  the loyalist legions arrived in the Istvaan system, the 
  Emperor’s Children were at the forefront of the fighting, 
  aiding in the massacre of their former brethren. 
  All trace of decency amongst the Emperor’s Children 
  had vanished by the time they partook in the Siege 
  of Terra. While other Traitor Legions assaulted the 
  Imperial Palace, the Emperor’s Children embarked upon 
  a spree of terror and gratification amongst the helpless 
  citizenry. Billions of defenseless civilians were used as 
  experimental subjects in the effort to create ever more 
  powerful stimulants and pleasure-inducing chemicals, 
  used to summon daemons, raped in countless cases, or 
  were simply tortured and killed to sate the bloodlust of 
  the Legion. When Horus was defeated by the Emperor, 
  the Emperor’s Children left a trail of depopulated worlds 
  in their wake as they fled towards the Eye of Terror. 
  When their supply of slaves was exhausted, they resorted 
  to raiding the other Traitor Legions for fresh meat, and in 
  the end were crushed by their angry brethren in a series 
  of bloody wars, culminating in the disastrous Battle of 
  Skalathrax, where the Emperor’s Children were shattered 
  into bands of hedonistic fanatics. 
  Despite this, a number of bands have managed to 
  maintain a semblance of structure approaching company 
  strength, and Lord Eidolon in particular still maintains 
  a large retinue of Noise Marines by force of will alone 
  aboard his surviving battle barge. Codified Wage of Sin, it 
  has maintained a close relationship with the Black Legion 
  since the days of the Heresy, and while it has ranged far 
  afield in a never-ending pursuit of more slaves to feed 
  the ravenous appetites of its crew, it has accompanied 
  Abbadon’s personal fleet during most of the many Black 
  Crusades he has waged against the Imperium.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  32
  WAGE OF SIN, EMPEROR'S CHILDREN BATTLE BARGE ............420 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  20cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  60cm
  3
  Left
  Starboard Lance Battery
  60cm
  3
  Right
  Dorsal Weapons Battery
  60cm
  12
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  6
  Front
  Port Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  3 Squadrons
  -
  Starboard Launch Bays
  3 Squadrons
  -
  Special Rules: The Wage of Sin is ponderous and 
  cannot use Come to New Heading special orders. In 
  addition, it is a unique vessel; you may never include 
  more than one in a Chaos fleet. If chosen, the Wage 
  of Sin must be used as the fleet’s flagship and have a 
  Warmaster placed aboard it (unless the Planet Killer 
  is also present, in which case a Chaos Lord must 
  lead it). This vessel cannot be used with any fleet that 
  includes vessels bearing the Mark of Khorne unless 
  the fleet is being led by Abbadon the Despoiler, as 
  there remains unforgivable animosity between the 
  World Eaters and Emperor’s Children since the Battle 
  of Skalathrax.
  Emperor’s Children Crew: The Wage of Sin is a 
  palace dedicated to every perverse and extreme form 
  of stimulation imaginable, and as such it is never 
  without a battalion of Noise Marines. It always counts 
  as having a Chaos Space Marine crew..
  Chosen of Slaanesh: The Wage of Sin is equipped 
  with the Mark of Slaanesh for free. It cannot have any 
  other Mark of Chaos.
  Special Attack Craft: The Wage of Sin may equip its 
  launch bays with Harbinger torpedo bombers (Speed: 
  20cm) for +60 points, in addition to any other attack 
  craft it may normally launch. If the Wage of Sin 
  replaces its attack craft with Stormbird gunships, it 
  may not purchase this upgrade.
  "E
  ach of the Legions has now nominated aspirants seeking to throw themselves upon our mercy in the vain hope that we may deem them worthy to join 
  our ranks. Those loyal to the shrunken corpse on Terra still cling to their own processes by which perhaps one in a hundred neophytes may survive to 
  become a battle brother. The methods I have developed over the last millennia are more stringent, for we must be pure in our hatred and hard of heart, body 
  and soul. Fewer than one in every thousand survive, and I strive each day to lengthen these odds still further."
  -Fabius Bile, Apothecary of the Emperor's Children
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  33
  THETERMINUS EST, FLAGSHIP OF THE PLAGUE FLEET
  T
  he Terminus Est was one of the first capital ships 
  assigned to the Death Guard by the Emperor. It 
  was of a unique design that predated the Great Crusade 
  and which was copied in M36 as part of the Gareox 
  Prerogative to create the Despoiler class. As might 
  be expected the older vessel was considerably more 
  powerful than the later copy. Nothing definite is known 
  of the pre-Heresy configuration of the Terminus Est, 
  although references exist that suggest it was primarily 
  employed as a planetary assault ship. This is not unusual 
  as it conforms to the role assigned to vessels of the Space 
  Marine Legions. Many of the vessels used in the Great 
  Crusade were, however, handicapped by system failures 
  that the Imperium lacked the ability to repair. Often this 
  would result in many technologies being replaced with 
  less efficient but more easily maintained alternatives. 
  The role of the Terminus Est during the Heresy is 
  better known. At Istvaan the Terminus Est engaged and 
  destroyed Shadow of the Emperor, the flagship of the 
  Raven Guard. It is argued that this engagement was the 
  earliest recorded conflict between battleships specialized 
  to carry attack craft. The engagement was swift and 
  deprived the embattled loyalist forces of any air support 
  in the massacre that followed.
  When the Terminus Est was sighted as part of the armada 
  that followed Horus to Terra it had changed. The Mark 
  of Nurgle was upon it and all the other vessels of the 
  Death Guard. When Mortarion led the assault on the 
  Lion Gate starport Typhus controlled the Plague Fleet 
  and it is suspected that he was the one to begin the 
  orbital bombardment of the Emperor’s Palace. Following 
  Horus’ death and the arrival of loyalist reinforcements 
  the Terminus Est’s formidable reserves of attack craft 
  were expended as a rearguard while the Death Guard 
  were evacuated back to their ships. Along with the rest 
  of the Traitor Legions the Death Guard fled to the Eye 
  of Terror and disappeared from Human knowledge for 
  centuries. Deep within the Eye it is suspected that the 
  Traitor Legions went on to fight amongst themselves and 
  the other existing inhabitants of that twisted space. It is 
  the boast of the Death Guard that their Primarch-turned-
  Daemon Prince Mortarion conquered a mighty empire 
  within the Eye and transformed it to his own tastes.
  Typhus and the Terminus Est were among the first of 
  the Death Guard to be sighted again when they brought 
  plague to the Agripinaa system in M35. The success of 
  the Terminus Est in defeating the many battlegroups sent 
  against it had a major effect on the morale and thinking 
  of the Imperial Navy. In M36 an Adeptus Mechanicus 
  expeditionary force succeeded in finding schematics of 
  its design on the perdita world of Barabus and began 
  building the Despoiler class. Little did they know that 
  the core architecture and design of the class’ warp shields 
  hid a fundamental flaw. Only in the following centuries 
  when the vessels of this class were either lost in the Warp 
  or turned renegade did the realization strike home, but by 
  then it was too late to do anything but cease production 
  on a wide scale.
  Surprisingly, the Terminus Est and its captain, Typhus, did 
  not assume a central role in the Gothic War as predicted 
  by Naval High Command. Only a single sighting near 
  Anvil 206 existed as evidence of their presence. However, 
  considering the many later incidents traced back to 
  Anvil 206 it is clear that Typhus’ particular mission - 
  whatever it might have been - was accomplished. Near 
  the conclusion of the war, a search was ordered to track 
  down the Terminus Est, but there was little left to find and 
  the mission was called off.
  Now in M41 the Terminus Est has become one of the 
  oldest ships known to the Imperium, the power of Nurgle 
  holding its ancient hull together while the most virulent 
  plagues seethe through its dank corridors. It is a living 
  part of Nurgle’s realm given license to travel the stars, 
  spreading death at the behest of its damned captain. 
  There will be no rest for the Imperial Navy until it is 
  finally hunted down and cleansed forever.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  34
  TERMINUS EST, DEATH GUARD BATTLE BARGE .............420 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/13
  20cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Hives of Nurgle
  30cm
  14
  Left
  Starboard Hives of Nurgle
  30cm
  14
  Right
  Dorsal Lance Battery
  30cm
  4
  Left / Front / Right
  Prow Lance Battery
  30cm
  3
  Front
  Prow Launch Bays
  Swiftdeaths: 30cm
  Doomfires: 20cm
  Dreadclaws: 30cm
  3 Squadrons
  -
  Port Launch Bays
  2 Squadrons
  -
  Starboard Launch Bays
  2 Squadrons
  -
  Special Rules: The Terminus Est is ponderous and cannot 
  use Come to New Heading special orders. In addition, it 
  is a unique vessel; you may never include more than one 
  in a Chaos fleet. If chosen, the Terminus Est must be used 
  as the fleet’s flagship and have a Warmaster placed aboard 
  it (unless the Planet Killer is also present, in which case a 
  Chaos Lord must lead it). This vessel cannot be used with 
  any fleet that includes vessels bearing the Mark of Tzeentch 
  unless the fleet is being led by Abbadon the Despoiler, as 
  there is ageless enmity between the servants of the Bringer 
  of Change and those of the Lord of Decay.
  Death Guard Crew: The Terminus Est is crewed by the 
  finest warriors the Death Guard have to offer. It counts as 
  having Chaos Space Marines and Chaos Terminators for no 
  extra cost.
  Chosen of Nurgle: The Terminus Est is equipped with the 
  Mark of Nurgle for free (the effect is already included in its 
  profile). It cannot have any other Mark of Chaos.
  Miasma of Pestilence: Vast clouds of warp-spawned flies 
  protect the Terminus Est. This miasma permeates outwards 
  from the ship through blisters, boils, and fractures in its 
  surface or through corroded discharge tubes and weapon 
  barrels. This obscures and distorts the vessel’s shape, 
  preventing enemies from gaining a left-column shift for firing 
  at it from within 15cm. In addition, all ordnance attacking 
  the Terminus Est counts as passing through blast markers.
  Hives of Nurgle: Along either side of the Terminus Est, rows 
  of pustules, hives, and sores fester upon the ship’s cankered 
  hull like coral over rock, periodically erupting violently and 
  hurling a mixture of corroded debris, munitions, and filth 
  into space. They function exactly like weapons batteries and 
  in addition, after the Terminus Est moves, you may place one 
  blast marker at any point along the vessel’s path for each 
  remaining hive on the ship.  
  Special Attack Craft: The Terminus Est may equip its 
  launch bays with Harbinger torpedo bombers (Speed: 20cm) 
  for +70 points, in addition to any other attack craft it may 
  normally launch. If the Terminus Est replaces its attack craft 
  with Stormbird gunships, it may not purchase this upgrade.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  35
  THECONQUEROR, FLAGSHIP OF THE BERZERKER FLEET
  A
  s a child, Angron was found by a slaver who 
  recognized his ‘potential’ and had him implanted 
  with bio-neural circuitry used to increase a warrior’s 
  aggression and strength. Angron was then inducted into 
  the ranks of the planet’s numerous slave-gladiators. After 
  only a few months in the largest arena of the planet’s 
  capital, Angron came to be known as a proud warrior of 
  fearsome skill, and quickly became a crowd favorite. He 
  killed hundreds of gladiators, in both single and multiple 
  combats, but spared those who had fought well. 
  Angron trained several of the gladiators he had spared, 
  and at the height of the largest gladiatorial event on the 
  planet, Angron and his followers turned on the crowd, 
  slaughtering everyone and fighting their way free in 
  a display of psychotic, implant-augmented fury. They 
  prepared themselves for the final battle as five vastly 
  superior armies surrounded the slaves’ camp. It was at 
  this time that the Emperor revealed himself. Angron was 
  offered leadership of his own Legion but he refused, 
  believing his place to be with the army he forged and 
  led. The Emperor teleported him to his own ship against 
  Angron’s wishes, abandoning his troops to certain 
  defeat and death. Angron eventually took command of 
  the World Eaters, but never forgave the Emperor for 
  his abduction, and what he saw as a betrayal of martial 
  honor. This bred resentment that eventually contributed 
  to Angron’s joining the Traitor Marines’ rebellion against 
  the Emperor that was led by the Warmaster Horus. 
  Knowing firsthand how effective the surgery inflicted on 
  him could be, Angron ordered the Legion’s Techmarines 
  to replicate the implants and processes, using himself 
  as a template. Soon the entire Legion was modified, 
  and initially the enhanced Companies of the World 
  Eaters were highly successful, gaining a reputation as 
  effective terror troops. The shipyards at his disposal did 
  not hesitate to incorporate refits that optimized warships 
  for the combat doctrine and fighting style of his Legion, 
  favoring high speed and serrated ranks of close-ranged 
  batteries that encouraged close-quarters battles over 
  the speartip formations and ranged combat doctrines 
  developed over the course of the Great Crusade. No mercy 
  was offered by the World Eaters, only bloody death at the 
  end of a chain-axe, and entire systems would surrender 
  unconditionally in attempts to avoid suffering this fate 
  shortly after his flagship arrived. Eventually, the Legion’s 
  use of implants was discovered, and the Emperor ordered 
  Angron to cease modifying his soldiers. Unsurprisingly, 
  Angron disobeyed, ordering his Techmarines to continue 
  the surgeries in secret. Capitalizing on the Legion’s ranks 
  of raving warriors and bloody rituals, it took little effort 
  for them to be corrupted into the worship of Khorne, and 
  they were the first to side with Horus when his betrayal 
  was made public. As part of a bloody sacrifice to their 
  new master, the Librarians of the World Eaters were 
  hunted down and killed by their brother Marines, as 
  Khorne despised all practitioners of the sorcerous arts. 
  After Horus’s defeat and their retreat to the Eye of Terror, 
  Angron was elevated to daemonhood, becoming Khorne’s 
  greatest daemon prince. For centuries the fate of the 
  Conqueror remained a mystery, though scattered reports 
  indicate it was at the head of small flotillas or solitary raids 
  on several occasions throughout Segmentum Obscurus 
  and the Northern Rim. When the World Eaters ceased 
  to exist as a unified Legion due to the actions of Khârn 
  the Betrayer during the Battle of Skalathrax in 021.M31, 
  the Conqueror likewise faded to obscurity. It was finally 
  reported destroyed by a large Imperial formation in M35, 
  but this proved to be incorrect when it again assailed 
  itself upon the Dominion of Man in a series of raids in 
  435.M37 ranging throughout Segmentum Obscurus. 
  Adorned with row upon row of white, leering skulls in 
  dedication to the throne of Khorne, it is known to have 
  changed hands several times, as the servants of the blood 
  god see their starships as little more than a means of 
  transport from one opportunity to slaughter for Khorne 
  to the next. 
  The Conqueror figured prominently during the Accursed 
  One’s 12th Black Crusade in the Gothic Sector, this time 
  under the leadership of Warmaster Heinrich Bale at the 
  head of a large fleet of ships. His warfleet in general and 
  his flagship in particular proved to be a menacing foe that 
  successfully maintained a blockade of Port Maw itself 
  for more than three years and laid waste to many Imperial 
  ships in the Port Maw sub-sector. His was one of the very 
  last warfleets to withdraw in defeat in the closing stages 
  of the Gothic War, only doing so while engaging in a 
  titanic series of running battles during which many of the 
  ships under his command were destroyed, usually only 
  after engaging at close range and attempting to board 
  their enemies rather than retreat. Once again the infamous 
  vessel escaped and disappeared from the record, only to 
  emerge at the head of a small warfleet during the 13th 
  Black Crusade, this time as the flagship of Kosolax the 
  Foresworn.
  
  SHIPS OF CHAOS
  Expanded Revised - chaos
  36
  CONQUEROR, WORLD EATERS BATTLE BARGE ..............400 Points
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOR
  TURRETS
  Battleship/12
  25cm
  45°
  4
  5+
  4
  ARMAMENT
  RANGE / SPEED
  FIREPOWER / STR
  FIRE ARC
  Port Lance Battery
  30cm
  2
  Left
  Port Weapons Battery
  30cm
  16
  Left
  Starboard Lance Battery
  30cm
  2
  Right
  Starboard Weapons Battery
  30cm
  16
  Right
  Dorsal Weapons Battery
  60cm
  8
  Left / Front / Right
  Prow Torpedoes
  Speed: 30cm
  8
  Front
  Special Rules: The Conqueror is ponderous and cannot use 
  Come to New Heading special orders. In addition, it is a 
  unique vessel; you may never include more than one in a 
  Chaos fleet. If chosen, the Conqueror does not have to be the 
  fleet’s flagship unless it is the most expensive vessel present. 
  This vessel cannot be used with any fleet that includes 
  vessels bearing the Mark of Slaanesh unless the fleet is being 
  led by Abbadon the Despoiler, as there remains unforgivable 
  animosity between the World Eaters and Emperor’s Children 
  since the Battle of Skalathrax.
  Berzerker Horde: The Conqueror embarks a vast horde of 
  World Eaters ever ready for battle. It counts as having both 
  a Chaos Space Marine crew and Chaos Terminators. Due to 
  the World Eaters’ insatiable bloodlust, the Conqueror may 
  also re-roll its boarding action results (although the second 
  roll stands, even if it is worse).
  Chosen of Khorne: The Conqueror is equipped with the 
  Mark of Khorne for free. It cannot have any other Mark of 
  Chaos.
  Improved Thrusters: The Conqueror adds an extra +D6cm 
  to its speed when on All Ahead Full special orders.
  Defiant Rage: The crew of the Conqueror is notoriously bad 
  tempered and will often fly the vessel apart in the pursuit of 
  vengeance. The Conqueror must take a Ld test on 3D6 if it 
  becomes crippled by enemy shooting. If it passes, the ship 
  suffers the normal effects of being crippled and nothing else 
  happens. If the test is failed, the ship increases its speed by 
  5cm (rather than reducing it) and automatically passes all 
  leadership tests to check course when ramming. However, 
  its armaments are reduced to 25% effectiveness instead of 
  being halved. This effect lasts until the ship or squadron 
  that crippled the Conqueror is destroyed, at which point the 
  Conqueror is treated like any other crippled vessel.
  "B
  ecause we couldn't be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World 
  Eaters were not that weapon. We've all drawn blades purely for the sake of shedding blood, and we've all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable 
  pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher's Nails 
  buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every 
  whim. But a wolf doesn't behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
  -Eighth Captain Khârn, from The Eighteen Legions
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  37
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, 
  who must be assigned to the most expensive capital ship 
  in the fleet. If your fleet is worth at least 750 points, a 
  Chaos Lord or Warmaster must be included to lead it.
  Chaos Lord (Ld8) .............................................. 50 points
  Chaos Warmaster (Ld9) .................................... 75 points
  A Chaos fleet commander comes with one re-roll for free, 
  and may purchase up to two additional fleet commander 
  re-rolls at the cost shown below:
  One re-roll ......................................................... 25 points
  Two re-rolls ....................................................... 50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or 
  Warmaster’s vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) ............. 30 points
  An aspiring champion may purchase a single re-roll for 
  +15 points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers 
  and/or heavy cruisers in the fleet. 
  Despoiler Class Battleship .............................. 390 points
  Desolator Class Battleship .............................. 300 points
  Grand Cruisers
  You may include one grand cruiser for every three 
  cruisers and/or heavy cruisers in your fleet.
  Repulsive Class Grand Cruisers ...................... 230 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers 
  in your fleet.
  Styx Class Heavy Cruiser ............................... 260 points
  Hades Class Heavy Cruiser ............................. 200 points
  Acheron Class Heavy Cruiser ......................... 190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ............................... 190 points
  Carnage Class Cruiser ..................................... 180 points
  Murder Class Cruiser ...................................... 170 points
  Slaughter Class Cruiser ................................... 165 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider ......................................... 45 points
  Infidel Class Raider ........................................... 40 points
  Iconoclast Class Destroyer ................................ 25 points
  USING AN INCURSION FLEET
  The Chaos Incursion fleet list represents a general style 
  of fleet commonly seen issuing forth from either the Eye 
  of Terror or the Maelstrom. They typically field a large 
  number of long-ranged weapons and fast escorts, which 
  they use to conduct raids on vulnerable outposts or harry 
  Imperial shipping lines. In some cases, larger groups of 
  ships will band together to strike populated worlds in an 
  attempt to curry favor with their dark masters. 
  Ordnance & Upgrades
  Chaos attack craft follow the normal rules for their type, 
  and any vessel with torpedo tubes is armed with both 
  ordinary and boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped 
  with either short burn torpedoes, guided torpedoes, or 
  barrage bombs (choose only one) for +5 points per point 
  of its torpedo strength. Alternatively, for +50 points it 
  may be given anointed munitions (rolling at the start of 
  the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the 
  fleet may replace all of their launch bays with mine 
  launchers for +5 points per bay replaced.
  Marks of Chaos
  Any vessel led by a Chaos Lord, Chaos Warmaster, or 
  aspiring champion may choose a single Mark of Chaos at 
  the cost shown below:
  Mark of Chaos Undivided* ............................... 25 points
  Mark of Slaanesh .............................................. 15 points
  Mark of Nurgle.................................................. 15 points
  Mark of Khorne ................................................. 15 points
  Mark of Tzeentch .............................................. 15 points
  *Chaos Lord or Warmaster’s vessel only.
  Reserves and Allies
  A Chaos Incursion fleet may take reserves from the 13th 
  Black Crusade or Chaos Renegades fleet list. You may 
  not take the Planet Killer or a space hulk as reserves.
  CHAOS INCURSION FLEET LIST
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  38
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who must 
  be assigned to the most expensive capital ship in the fleet. If your 
  fleet is worth at least 750 points, a Chaos Lord or Warmaster 
  must be included to lead it. Your fleet must be worth at least 
  1000 points to include Abaddon the Despoiler.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  Abaddon the Despoiler (Ld10)† .................................195 points
  A Chaos fleet commander (except Abaddon - see below) comes 
  with one re-roll for free, and may purchase up to two additional 
  fleet commander re-rolls at the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  †Abaddon the Despoiler has additional special rules detailed 
  on the next page.
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet. 
  (0-1) Scion of Prospero ...............................................450 points
  (0-1) Wage of Sin .........................................................420 points
  (0-1) Terminus Est .......................................................420 points
  (0-1) Conqueror ..........................................................400 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  THE 13TH BLACK CRUSADE FLEET LIST
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  SPECIAL
  0-1 Planet Killer
  A fleet worth at least 1000 points may include the Planet Killer. 
  It is considered to be a battleship for the purpose of determining 
  fleet requirements and restrictions.
  The Planet Killer .........................................................505 points
  0-1 Chaos Space Hulk
  If included, a space hulk must be your commander’s flagship.
  Chaos Space Hulk .......................................................650 points
  THE 13th BLACK CRUSADE
  The armadas of Abaddon’s 13th Black Crusade represent Chaos 
  in all its forms. Vessels from every era and region can be found, 
  each proclaiming their undying loyalty to the Dark Gods. This 
  vast array of formerly disparate warbands is a force that few in 
  the Imperium ever believed possible. Fiends, traitors, heretics, 
  and sorcerers all sailing together under a single banner, each 
  speeding inexorably towards the ultimate prize: Holy Terra. 
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for 
  +5 points per bay replaced. Vessels equipped with Stormbird 
  gunships may not purchase this upgrade.
  Chaos Space Marines
  Any capital ship in the fleet (except daemonships) may be given 
  a Chaos Space Marine crew for +35 points.
  Daemonships
  You may upgrade one capital ship to a daemonship for every full 
  1000 points in your fleet, as described on page 4. Light cruisers 
  may not be given this upgrade.
  Marks of Chaos
  You may purchase one of each of the following Marks of Chaos 
  for your fleet. Each must be assigned to a different capital ship. 
  The Mark of Chaos Undivided must be assigned to your Chaos 
  Lord or Warmaster’s vessel, if taken.
  (0-1) Mark of Chaos Undivided ....................................25 points
  (0-1) Mark of Slaanesh .................................................15 points
  (0-1) Mark of Nurgle.....................................................15 points
  (0-1) Mark of Khorne ....................................................15 points
  (0-1) Mark of Tzeentch .................................................15 points
  Reserves and Allies
  A 13th Black Crusade Fleet may take reserves from the Chaos 
  Incursion and Chaos Renegades fleet lists (except space hulks).
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  39
  WARMASTER ABADDON THE DESPOILER
  SPECIAL RULES
  Abaddon the Despoiler (Ld10) .........................195 points
  A 13th Black Crusade Fleet worth at least 1000 points may 
  be led by Abaddon personally, who must be assigned to the 
  Planet Killer if it is present. He is subject to the special rules 
  below.
  Supreme Leadership
  Abaddon is a terrifying commander that none would dare 
  to disobey. As such, he has a leadership value of 10. In 
  addition, any fleet led by Abaddon may re-roll one command 
  check or leadership test per turn (in the same manner as a 
  fleet commander re-roll). Note that these re-rolls cannot be 
  ‘saved up’ over multiple turns, and replace any normal fleet 
  commander re-rolls he would have (and he cannot be given 
  any additional re-rolls as part of your fleet list).
  Lord of the Black Legion
  Abaddon is the current head of the Black Legion, the largest 
  Chaos Warband in existence and home to thousands of traitor 
  legionnaires. As such, any vessel he is aboard automatically 
  has a Chaos Space Marine crew for no extra cost. Abaddon 
  is also accompanied by his personal retinue of Black Legion 
  terminators, called the Bringers of Despair. These count as 
  regular Chaos Terminators in all respects and also double the 
  boarding value of Abaddon’s ship.
  ‘You Have Failed Me for the Last Time...’
  Abaddon the Despoiler does not tolerate failure, as many of 
  his followers have discovered to their peril. When Abaddon’s 
  re-roll is used for a command check or leadership test and 
  the roll is failed a second time, he will become angry - very, 
  very angry! 
  If this dreadful failure occurs aboard his own ship, his vessel 
  automatically suffers 1 point of damage as the Black Legion 
  massacre the offending crewmembers (and anyone else in 
  the general vicinity, just to be sure). 
  Otherwise, in his next shooting phase, his ship must direct 
  at least half of its available firepower and lance strength 
  against the ship or squadron that failed him (assuming the 
  worthless scum are within range and fire arc). Resolve the 
  attack normally, as if the target of Abaddon’s attack were 
  an enemy vessel. The victims of his wrath (assuming they 
  survive) will be suitably chastised and gain a +1 Ld bonus 
  for the rest of the game. This bonus is only applied once per 
  ship or squadron. 
  If the object of his wrath is not in range or fire arc of any of 
  his weapons, Abaddon will simply leave them to their fate 
  - they do not gain any bonus leadership and may no longer 
  benefit from Abaddon’s re-rolls for the rest of the game.
  DOSSIER
  “...And lo the beast issued forth to assail the righteous and cast 
  down their worlds. Though the beast stood clothed in human 
  form, no flesh could conceal the corruption of his damned 
  soul, and the foul denizens of the outer dark flocked to his 
  banner. The righteous cried out for retribution, but the beast 
  would not be laid low. The name of the beast became a curse 
  upon the lips of the righteous, and that curse was Abaddon.”
  -Orations of Saint Josephus, Apocalypt of Savaven
  A
  baddon the Despoiler, Warmaster of Chaos and 
  Scourge of the Gothic Sector is known to be the 
  driving force behind the Black Crusade which ravaged 
  the Imperium between 142.M41 and 160.M41. What 
  means he used to bring together the fleets of so many 
  different Chaos Lords and Warmasters is unknown, 
  but even his unholy gift of leadership must have been 
  stretched to the full coordinating the attacks of such an 
  anarchic coalition. Abaddon’s own warfleet was the 
  most powerful in the sector and one of the last to be 
  defeated. This was in no small part due to the awesome 
  power of the Planet Killer at his command, to say 
  nothing of the Blackstone Fortresses he succeeded in 
  corrupting to the service of the Dark Gods. 
  Abaddon was once a Space Marine, a captain of the 
  Luna Wolves’ 1st Company during the Great Crusade 
  over 10,000 years ago, conquering distant stars in the 
  name of the Emperor. The Luna Wolves battled across 
  uncounted worlds to free them from alien tyranny or 
  the taint of Chaos, and Abaddon was ever at the fore. 
  But at the time of the Great Heresy, Abaddon chose 
  to betray the Emperor and join with the forces of his 
  Primarch, the Warmaster Horus, in his attack on Terra. 
  Upon Horus’ defeat, Abaddon rallied the remnants 
  of his legion and fled to the Eye of Terror, where the 
  powers of Chaos welcomed him as their champion. 
  For ten millennia he continued to assault the Imperium 
  at every opportunity, raining fire and destruction upon 
  the worlds he helped to create. The Gothic War is one 
  of the most recent of his terrible works, but his history 
  of bloodshed extends back thousands of years. During 
  the Gothic War, Abaddon took personal command of 
  the Planet Killer in many engagements, although he 
  escaped its destruction at Kharlos II. It is feared that 
  one day he shall make good on his promise to lay waste 
  to Terra - a fear his followers are more than happy to 
  spread wherever and whenever they are encountered.
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  40
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who 
  must be assigned to the most expensive capital ship in the 
  fleet. If your fleet is worth at least 750 points, a Chaos Lord or 
  Warmaster must be included to lead it.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  A Chaos fleet commander comes with one re-roll for free, and 
  may purchase up to two additional fleet commander re-rolls at 
  the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet.
  (0-1) Chaos Space Marine Battle Barge* ...................440 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  CHAOS RENEGADES FLEET LIST
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  Chaos Space Marine Strike Cruiser* ..........................145 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  *Limit one strike cruiser per 500 points (or portion thereof) in 
  your fleet. These ships use the rules found in the BFG:XR Space 
  Marines document, except that they are considered Chaos ships 
  with Chaos Space Marine crews, rather than merely allies. They 
  may take any upgrades shown in their profile or this fleet list.
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  SPECIAL
  0-1 Chaos Space Hulk
  If included, a space hulk must be your commander’s flagship.
  Chaos Space Hulk .......................................................650 points
  USING A RENEGADES FLEET
  A Chaos Renegades fleet represents the anarchic coalition of 
  vessels that results when a large number of formerly loyal ships 
  turn traitor. It often includes a mix of Imperial Navy and Chaos 
  classes as well as the occasional Astartes vessel. Usually the 
  goal of such a fleet is to escape Imperial space and find shelter 
  within the Eye of Terror or Maelstrom, destroying and pillaging 
  every system along its path as it flees.
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for +5 
  points per bay replaced.
  Chaos Space Marines
  One capital ship for every full 750 points in your fleet may have 
  a Chaos Space Marine crew for +35 points (except battle barges 
  and strike cruisers, naturally). Chaos Space Marine battleships, 
  battle barges, grand cruisers, and strike cruisers may also have 
  Chaos Terminators for +10 points. 
  Marks of Chaos
  Any vessel with a Chaos Space Marine crew or led by a Chaos 
  Lord, Chaos Warmaster, or aspiring champion may choose a 
  Mark of Chaos at the cost shown below:
  Mark of Chaos Undivided** .........................................25 points
  Mark of Slaanesh ..........................................................15 points
  Mark of Nurgle..............................................................15 points
  Mark of Khorne .............................................................15 points
  Mark of Tzeentch ..........................................................15 points
  **Chaos Lord or Warmaster’s vessel only.
  Imperial Renegades
  For every full 750 points in your fleet, you may include up to six 
  escorts and/or one cruiser (worth up to 185pts) from the Imperial 
  Navy Bastion or Armageddon Sector fleet lists. They are treated 
  as Chaos ships in all respects and may be squadroned with other 
  vessels in your fleet as normal. Note that renegade cruisers 
  must subtract 1 from their randomly rolled leadership value to 
  represent their having recently turned traitor. Imperial renegades 
  do not count against the fleet’s allowed number of reserves.
  Reserves and Allies
  A Chaos Renegades fleet may take reserves from the 13th Black 
  Crusade and Chaos Incursion fleet lists. You may not take the 
  Planet Killer or a space hulk as reserves.
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  41
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who must 
  be assigned to the most expensive capital ship in the fleet. If your 
  fleet is worth at least 750 points, a Chaos Lord or Warmaster 
  must be included to lead it.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  A Chaos fleet commander comes with one re-roll for free, and 
  may purchase up to two additional fleet commander re-rolls at 
  the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet. 
  (0-1) Wage of Sin .........................................................420 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  THE PLEASURE FLEET OF SLAANESH
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  THE PLEASURE FLEET
  The Pleasure Fleet of Slaanesh follows much the same structure 
  as Khorne’s Berzerker fleet, being a loosely-affiliated band 
  of diverse vessels pledged to their patron god. Although it is 
  rare for the Pleasure Fleet to travel in a single group (as most 
  servants of the Dark Prince usually prefer to pursue their own 
  individual agendas), to see it gathered together in one place is to 
  witness the grandest carnival of hedonism to ever ply the stars.
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for +5 
  points per bay replaced.
  Chaos Space Marines
  Any capital ship in the fleet may be given a Chaos Space Marine 
  crew for +35 points. For an extra +10 points, any battleship or 
  grand cruiser with Chaos Space Marines may be given Chaos 
  Terminators as well.
  Mark of Slaanesh
  Any vessel with a Chaos Space Marine crew or led by a Chaos 
  Lord, Chaos Warmaster, or aspiring champion may be given the 
  Mark of Slaanesh for +15 points.
  Veil of Lust
  The dissonant, carnal signals emanating from ships blessed by  
  Slaanesh are so intense that the augurs of enemy vessels are 
  quickly overwhelmed by the barrage of corrupted data.
  Any capital ship with the Mark of Slaanesh may be hidden by 
  the Veil of Lust for +20 points. Ships firing gunnery weapons at 
  a vessel protected by the Veil suffer an automatic right column-
  shift in addition to any other column shifts that apply.
  Siren’s Summon
  Vivid sounds and intoxicating imagery of dark, unspeakable, 
  and forbidden pleasures permeate the hulls of enemy vessels, 
  enrapturing their crews and lulling them into a state of drunken 
  inaction.
  Up to two capital ships in the fleet with the Mark of Slaanesh 
  (which may be daemonships, if desired) may be equipped with 
  the Siren’s Summon for +25 points. Enemy vessels within 15cm 
  of a ship equipped with the Siren’s Summon cannot use special 
  orders or take leadership tests of any type, including Brace for 
  Impact. If a ship would be forced to take a leadership test while 
  under the effect of the Siren’s Summon, it automatically fails.
  Daemonships
  You may upgrade one capital ship to a daemonship for every full 
  1000 points in your fleet, as described on page 4. Light cruisers 
  may not be given this upgrade.
  Reserves and Allies
  The Pleasure Fleet of Slaanesh will not provide ships to or take 
  ships from any other fleet list as reserves or allies. Furthermore, 
  such is Slaanesh’s hatred of Khorne that ships in the Pleasure 
  Fleet will always treat ships with the Mark of Khorne as enemy 
  vessels, regardless of the scenario or circumstances.
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  42
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who must 
  be assigned to the most expensive capital ship in the fleet. If your 
  fleet is worth at least 750 points, a Chaos Lord or Warmaster 
  must be included to lead it.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  A Chaos fleet commander comes with one re-roll for free, and 
  may purchase up to two additional fleet commander re-rolls at 
  the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet. 
  (0-1) Terminus Est .......................................................420 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  THE PLAGUE FLEET OF NURGLE
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  THE PLAGUE FLEET
  The dreaded Plague Fleet of Nurgle is one of the most ubiquitous 
  fleets to sail from the Eye of Terror. Led by none other than Lord 
  Typhus himself, the Plague Fleet is mostly comprised of former 
  Death Guard vessels crewed by zombified serfs and slimy, 
  vile nurglings. Wherever it travels, decay and disease follow 
  in its wake, laying waste to entire star systems if the infected 
  populations are not quickly cleansed.
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for +5 
  points per bay replaced.
  Chaos Space Marines
  Any capital ship in the fleet may be given a Chaos Space Marine 
  crew for +35 points. For an extra +10 points, any battleship or 
  grand cruiser with Chaos Space Marines may be given Chaos 
  Terminators as well.
  Mark of Nurgle
  Any vessel with a Chaos Space Marine crew or led by a Chaos 
  Lord, Chaos Warmaster, or aspiring champion may be given the 
  Mark of Nurgle for +15 points.
  Miasma of Pestilence
  Huge pustules fester upon cankered hulls, seeping an obscuring 
  haze of corroded debris, waste, and filth out into space. 
  Any capital ship with the Mark of Nurgle may be shrouded in 
  the Miasma of Pestilence for +10 points, preventing enemies 
  from gaining a left-column shift for firing at it from within 
  15cm. In addition, all ordnance attacking a ship protected by the 
  Miasma counts as passing through blast markers.
  Plague Arks
  During the Gothic War, numerous dead hulks were found almost 
  perfectly intact, but their entire crews slain and rotted by horrific 
  diseases.
  Up to three capital ships in the fleet with the Mark of Nurgle 
  may be designated as Plague Arks for +5 points. Enemy ships 
  that board or are boarded by a Plague Ark automatically suffer a 
  ‘Plague’ critical hit (applied at the same time as normal critical 
  hits from boarding). This is resolved exactly like a Fire critical 
  hit (and may be repaired normally), except that a ship destroyed 
  by damage from a Plague critical hit does not remain ‘on fire’ 
  and does not require a roll on the Catastrophic Damage table.
  Daemonships
  You may upgrade one capital ship to a daemonship for every full 
  1000 points in your fleet, as described on page 4. Light cruisers 
  may not be given this upgrade.
  Reserves and Allies
  The Plague Fleet of Nurgle will not provide ships to or take ships 
  from any other fleet list as reserves or allies. Furthermore, such 
  is Nurgle’s hatred of Tzeentch that ships in the Plague Fleet will 
  always treat ships with the Mark of Tzeentch as enemy vessels, 
  regardless of the scenario or circumstances.
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  43
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who must 
  be assigned to the most expensive capital ship in the fleet. If your 
  fleet is worth at least 750 points, a Chaos Lord or Warmaster 
  must be included to lead it.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  A Chaos fleet commander comes with one re-roll for free, and 
  may purchase up to two additional fleet commander re-rolls at 
  the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet. 
  (0-1) Conqueror ..........................................................400 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  THE BERZERKER FLEET OF KHORNE
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  THE BERZERKER FLEET
  Despite its name, the Berzerker Fleet of Khorne is not a single 
  battlegroup, but the name for the diverse armada of ships all 
  sailing under a single master: Khorne, the Blood God. Typically, 
  the ‘fleet’ is seen only when enough ships converge upon a 
  particular target, or when one of the daemon primarchs (usually 
  Angron) carves a warpath across the Imperium from out of the 
  Eye of Terror. Those few that have survived an encounter with 
  the Berzerker fleet speak of ceaseless, raging screams coming 
  across all vox channels long before the arrival of any ships 
  are detected, and by the time the first waves of boarders begin 
  to breach their targets, the cold blackness of space is already 
  stained red with the blood of tens of thousands of howling 
  cultists sacrificed upon the prows of their own vessels.
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for +5 
  points per bay replaced.
  Chaos Space Marines
  Any capital ship in the fleet may be given a Chaos Space Marine 
  crew for +35 points. For an extra +10 points, any battleship or 
  grand cruiser with Chaos Space Marines may be given Chaos 
  Terminators as well.
  Mark of Khorne
  Any vessel with a Chaos Space Marine crew or led by a Chaos 
  Lord, Chaos Warmaster, or aspiring champion may be given the 
  Mark of Khorne for +15 points.
  The Berzerker Tide
  Bloodlust drives a ship’s crew forward in a raging battle frenzy, 
  ignoring their own vessel’s defenses. Carriers flush their bays of 
  attack craft to meet their foe as crews leave their posts en masse 
  to board the enemy.
  Any ship with the Mark of Khorne conducting a boarding action 
  may inflict D3 extra critical hits on each enemy vessel involved. 
  (Roll for each ship separately). A ship that does so may not use 
  any special orders until the end of its next turn (including Brace 
  for Impact). 
  Any ship with the Mark of Khorne and at least one launch bay 
  may launch up to D3 extra attack craft markers as long as it is 
  within 20cm of an enemy ship or ordnance marker. A ship that 
  does so cannot launch any attack craft on its next turn (and must 
  still use Reload Ordnance orders as normal if it wishes to launch 
  attack craft on subsequent turns).
  Daemonships
  You may upgrade one capital ship to a daemonship for every full 
  1000 points in your fleet, as described on page 4. Light cruisers 
  may not be given this upgrade.
  Reserves and Allies
  The Berzerker Fleet of Khorne will not provide ships to or take 
  ships from any other fleet list as reserves or allies. Furthermore, 
  such is Khorne’s hatred of Slaanesh that ships in the Berzerker 
  Fleet will always treat ships with the Mark of Slaanesh as enemy 
  vessels, regardless of the scenario or circumstances.
  
  CHAOS FLEET LISTS
  Expanded Revised - chaos
  44
  FLEET COMMANDERS
  0-1 Chaos Lord or Warmaster
  You may include one Chaos Lord or Chaos Warmaster, who must 
  be assigned to the most expensive capital ship in the fleet. If your 
  fleet is worth at least 750 points, a Chaos Lord or Warmaster 
  must be included to lead it.
  Chaos Lord (Ld8) ..........................................................50 points
  Chaos Warmaster (Ld9) ................................................75 points
  A Chaos fleet commander comes with one re-roll for free, and 
  may purchase up to two additional fleet commander re-rolls at 
  the cost shown below:
  One re-roll .....................................................................25 points
  Two re-rolls ...................................................................50 points
  SECONDARY COMMANDERS
  Aspiring Champions
  Any capital ship in the fleet (except a Chaos Lord or Warmaster’s 
  vessel) may be led by an aspiring champion.
  Aspiring Champion (Ld +1, Max Ld9) .........................30 points
  An aspiring champion may purchase a single re-roll for +15 
  points, usable only for his own ship or squadron.
  CAPITAL SHIPS
  Battleships
  You may include one battleship for every three cruisers and/or 
  heavy cruisers in the fleet. 
  (0-1) Scion of Prospero ...............................................450 points
  Despoiler Class Battleship ..........................................390 points
  Desecrator Class Battleship ........................................365 points
  Desolator Class Battleship ..........................................300 points
  Relictor Class Battleship .............................................300 points
  Grand Cruisers
  You may include one grand cruiser for every three cruisers and/
  or heavy cruisers in your fleet.
  Retaliator Class Grand Cruiser ...................................275 points
  Nephilim Class Grand Cruiser ....................................250 points
  Repulsive Class Grand Cruiser ...................................230 points
  Executor Class Grand Cruiser .....................................210 points
  Heavy Cruisers
  You may include one heavy cruiser for every two cruisers in your 
  fleet.
  THE INFINITE FLEET OF TZEENTCH
  Styx Class Heavy Cruiser ...........................................260 points
  Hecate Class Heavy Cruiser ........................................230 points
  Hades Class Heavy Cruiser .........................................200 points
  Acheron Class Heavy Cruiser .....................................190 points
  Cruisers
  You may include any number of cruisers in your fleet.
  Devastation Class Cruiser ...........................................190 points
  Carnage Class Cruiser .................................................180 points
  Inferno Class Cruiser ..................................................180 points
  Murder Class Cruiser ..................................................170 points
  Slaughter Class Cruiser ...............................................165 points
  0-6 Light Cruisers
  Fanatic Class Light Cruiser .........................................125 points
  Schismatic Class Light Cruiser ...................................125 points
  Heretic Class Light Cruiser .........................................120 points
  ESCORTS
  You may include any number of escorts in your fleet, in 
  squadrons of 2 to 6 vessels.
  Idolator Class Raider .....................................................45 points
  Infidel Class Raider .......................................................40 points
  Havoc Class Destroyer ..................................................35 points
  Iconoclast Class Destroyer ............................................25 points
  THE INFINITE FLEET
  Like the ever-changing twists of his Labyrinth, the Infinite Fleet 
  of Tzeentch is never quite the same from day to day or even 
  moment to moment. Made up of a diverse array of thousands of 
  vessels from every era of human space travel, the Infinite Fleet 
  represents Tzeentch’s boundless influence across all of space 
  and time. Those that oppose it often find themselves fighting the 
  same enemies over and over in an endless cycle of destruction.
  Ordnance & Upgrades
  Swiftdeaths, Doomfires, Dreadclaws, and Harbingers follow the 
  normal rules for their type found in the core rulebook, while 
  Stormbird gunships follow the special rules found on page 3. 
  Any vessel with torpedo tubes is armed with both ordinary and 
  boarding torpedoes.
  Any capital ship armed with torpedoes may be equipped with 
  either short burn torpedoes, guided torpedoes, or barrage bombs 
  (choose only one) for +5 points per point of its torpedo strength. 
  Alternatively, for +50 points it may be given anointed munitions 
  (rolling at the start of the game, as described on page 2).
  In addition, up to two cruisers or heavy cruisers in the fleet 
  may replace all of their launch bays with mine launchers for +5 
  points per bay replaced.
  Chaos Space Marines
  Any capital ship in the fleet may be given a Chaos Space Marine 
  crew for +35 points. For an extra +10 points, any battleship or 
  grand cruiser with Chaos Space Marines may be given Chaos 
  Terminators as well.
  Mark of Tzeentch
  Any vessel with a Chaos Space Marine crew or led by a Chaos 
  Lord, Chaos Warmaster, or aspiring champion may be given the 
  Mark of Tzeentch for +15 points.
  Warp Beasts
  The hideous, terror-spawned leviathans of the Warp are mere 
  playthings to the Changer of Ways, who will often bind such 
  creatures to the hulls of his vessels only to later release them in 
  a torrent of coruscating fire and nightmarish colors.
  Up to two capital ships in the fleet with the Mark of Tzeentch 
  (which may be daemonships, if desired) may be entwined with 
  warp beasts for +25 points. Once per game, a ship with warp 
  beasts may inflict an automatic D6 points of damage on a single 
  enemy vessel within 15cm. This damage ignores shields and  
  other defenses (but may be braced against normally).
  Strands of Fortune
  Tzeentch may offer his favored captains brief glimpses into the 
  future, providing them with a substantial advantage in battle.
  Any Chaos Lord, Warmaster, or aspiring champion in your fleet 
  may be given a Strand of Fortune for +25 points. A commander’s 
  Strand of Fortune may be spent to change one failed re-roll for 
  their own ship or squadron (such as for leadership, the Mark of 
  Tzeentch, or a single shooting dice when on Lock On special 
  orders) into an automatic success. Once spent, a commander’s 
  Strand of Fortune cannot be used again for the rest of the game.
  Daemonships
  You may upgrade one capital ship to a daemonship for every full 
  1000 points in your fleet, as described on page 4. Light cruisers 
  may not be given this upgrade.
  Reserves and Allies
  The Infinite Fleet of Tzeentch will not provide ships to or take 
  ships from any other fleet list as reserves or allies. Furthermore, 
  such is Tzeentch’s hatred of Nurgle that ships in the Infinite 
  Fleet will always treat ships with the Mark of Nurgle as enemy 
  vessels, regardless of the scenario or circumstances.
  
  CHAOS CHANGE LOG
  Expanded Revised - chaos
  45
  BFG:R to BFG:XR - CHANGE LOG
  [Change]: Chaos Space Marine Thunderhawks have been 
  renamed as Stormbirds (the rules are the same). Although a 
  squadron of Stormbirds should be vastly stronger than the same 
  amount of Thunderhawks, it can be imagined that each squadron 
  marker only represents 1-2 Stormbirds (vs. 3-4 Thunderhawks 
  for regular Space Marines).
  [Change]: Daemonships do not suffer fire damage and cannot 
  repair critical damage while spectral. This was decided upon in 
  the BFG:R discussion but never made it into the final document.
  [Addition]: Chaos torpedo bombers have been named after the 
  Harbinger super heavy bomber from Forgeworld.
  [Change]: The Unbeliever class has been renamed the Fanatic 
  class.
  [Change]: Light cruisers are now 0-6 in most Chaos fleets, to 
  represent their lesser reliance and access to that particular size 
  of vessel.
  [Change]: The Terminus Est’s rules have been rearranged. Now, 
  the Miasma of Pestilence rule covers attacking ordnance and 
  firing within 15cm. The Hives now produce 1 blast marker each, 
  so the total is the same (with the caveat that losing hives now 
  prevents them from placing blast markers).
  Overall, the vessel’s rules are unchanged (except its ability to 
  produce blast markers can be affected by critical damage). This 
  was changed to make the rules a bit more intuitive.
  [Change] Other changes to the unique flagships:
  • Terminus Est lance range reduced to uniform 30cm. Cost 
  reduced to 420 points.
  • Wage of Sin stats adjusted to be more than just a stock 
  Desecrator (now with fluffier numbers).
  • Scion of Prospero cost increased to 450. Torpedoes fixed 
  at Str 9.
  • Conqueror now 400 points, improved its P/S firepower but 
  slightly reduced its dorsal firepower and torpedo strength.
  [Change]: The Conqueror’s Berzerker Horde rule now allows it 
  to re-roll boarding action results (keeping the second roll) instead 
  of the extra +2 bonus which was too much when combined with 
  Some elements of BFG:R and the original BFG rules have been altered as part of the transcription process for the BFG:XR Project. For the most part, these changes are 
  simply adjustments to grammar and language, in order to improve clarity or fix (a few) typos. Other changes include a few minor expansions to the existing material or 
  re-integrations of older rules that were either dropped or not included when the BFG:R documents were produced. These changes are meant only to add flavor or clarity to 
  the existing rules, and not an attempt to dramatically alter the function or power of any one faction’s fleets. This document generally only lists those changes which constitute 
  an actual addition or alteration of the rules, not adjustments to language or readability.
  the bonus from CSM. Also, its Chaos Terminators are now just 
  regular Chaos Terminators for consistency.
  [Addition]: The Conqueror now has an extra rule which lets 
  it increase its speed while crippled (and auto-pass ramming 
  attempts) in exchange for weakened weapons. This ability is 
  triggered by a failed Ld test on 3D6 when the ship first becomes 
  crippled, and lasts until the enemy which caused the ship to 
  become crippled is destroyed.
  [Addition]: Chaos Incursion fleet list takes reserves from the 
  Black Crusade and Renegades lists only, and cannot take the PK 
  or space hulk as reserves.
  [Change]: The Chaos Renegades fleet no longer requires the 
  commander to have CSMs on his ship to access the CSM battle 
  barges and strike cruisers. This was an unnecessary restriction 
  and now the battle barge may be the commander’s flagship.
  [Addition]: The Marked Fleets (Khorne, Nurgle, etc) now have 
  an extra clause that causes them to treat ships with the opposing 
  mark as enemies, no matter the scenario. This will likely never 
  come up in normal games, but helps prevent un-fluffy situations 
  in campaigns and the like.
  [Change]: The Tzeentch fleet is now called the Infinite Fleet 
  of Tzeentch.
  [Change]: The Strands of Fortune rule in the Tzeentch fleet now 
  allows a commander to change any failed re-roll for their ship or 
  squadron into an automatic success once per game. (This applies 
  to their fleet commander re-rolls, as well as special re-rolls such 
  as from MoT and Lock On orders). 
  This was to allow the Forces of Chaos power to be a bit more 
  general rather than just a Ld check item for secondary captains.
  Last Updated: March 28, 2017 9:59 AM
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/BFG-XR/BFGXR - Chaos.pdf