Codex Chaos
Codex ChaosDavid Gallagher

Datafaxes

Chaos

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Vehicles

Vehicle data

Type
Walkers
Ram value
Str 7 · Dam D10 · Save -4
Crew
1
Weapons
Either 2 × Heavy Bolter, twin linked at +20 points, 2 × Autocannon, twin linked at +35 points, Mk 1 Heavy Plasma Gun at +40 points or 2 × Lascannon, twin linked at +55 points, right arm, 90° field of fire. Either Power Claw at +15 points, Thunder Hammer at +20 points or Power Scourge at +20 points, left arm. Combi-Weapon, body or left arm. 2 × Auto-Launcher may be fitted, at +5 points. Havoc Missile Launcher may be fitted, at +30 points.
Weapon data
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Mk 1 Heavy Plasma Gun
Sustained Fire 1 · Blast 1" · Recharge
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Power Claw
Close Combat
Range
– / –
To hit
– / –
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Thunder Hammer
Close Combat
Range
– / –
To hit
– / –
Str
Dam
D6
Save Mod
-5
AP
*
Power Scourge
Close Combat
Range
– / –
To hit
– / –
Str
6
Dam
1
Save Mod
-3
AP
D6+D12+6
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Flamer
Range
– / Medium Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Meltagun
Range
0-6 / 6-12
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Plasma Gun
Range
0-6 / 6-24
To hit
+1 / –
Str
7
Dam
1
Save Mod
-2
AP
D6+7
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6
Havoc Missile Launcher
Blast 2"
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4

No weapon on this card carries a Targeter. One weapon is chosen for the right arm and one for the left; the points cost does not include those weapons. An auxiliary Combi-Weapon is carried in the body or the left arm at no cost. Two Auto-Launchers, which the card names Assault Launchers, may be fitted with Frag Grenades for 5 points; a Havoc Missile Launcher costs 30 points.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Legs1919
2Left Arm1818
3Right Arm1818
4–6Body2119

Body Damage Chart (D6)

D6Effect
1

The blow enrages the Chaos Space Marine inside. In its next turn the Dreadnought fails any Leadership test that fire frenzy calls for, with no dice rolled.

2

The Chaos Space Marine inside is wounded but fights on. Halve every one of the Dreadnought's characteristics, rounding up, for the rest of the game.

3–4

The engine catches fire and the machine seizes. The pilot may still fire one weapon on emergency power. At the beginning of every player turn, roll a D6: on a 1 or 2 it explodes, dealing D6 Strength 10 hits at -3 to everything within 3".

5

The Chaos Space Marine inside is badly wounded and fights no more. The Dreadnought lurches D3" in a random direction, colliding with whatever it meets, and then collapses.

6

The ammunition goes up and the Dreadnought is destroyed, and the Chaos Space Marine dies with it. Every model within 3" takes D6 Strength 10 hits at -2.

Arm Damage Chart (D6)

D6Effect
1

The arm is half-paralysed. Weapons built into it still shoot, but it can no longer be used in Hand-to-Hand Combat; reduce the Dreadnought's Attacks by one.

2

Weapons on the arm jam. Each may be fired only after a D6 roll of 4+.

3–5

The arm is wrenched off the body. Every weapon mounted on it is destroyed and the Dreadnought's Attacks drop by one.

6

The arm is destroyed and its weapons detonate. The blast flashes into the body, ignoring armour entirely; roll on the Body Damage Chart for what the second explosion does.

Leg Damage Chart (D6)

D6Effect
1

The armour plating holds, but the impact staggers the machine. The Dreadnought may not move next turn.

2

The Dreadnought is knocked sprawling, lurching D3" in a random direction and colliding with whatever it meets.

3–4

The leg is badly damaged. From here on the Dreadnought limps D3" a turn.

5–6

The leg is torn off and the Dreadnought goes down. It cannot move or attack again and counts as destroyed.

Vehicle data

Movement
Slow 7" · Combat 14" · Fast 20"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
3
Transport
10
Weapons
2 × Lascannon, twin linked, left side mount, 180° field of fire. 2 × Lascannon, twin linked, right side mount, 180° field of fire. 2 × Heavy Bolter, twin linked, pintle mount, 360° field of fire. 2 × Auto-Launcher may be fitted, at +5 points.
Weapon data
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

No weapon on this card carries a Targeter, and the card gives the hull no towing gear and no room for a Dreadnought. Two Auto-Launchers, which the card names Assault Launchers, may be fitted with Frag Grenades for 5 points. It carries ten Space Marines wearing Power Armour, or five in Terminator Armour.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1–2Track1717
3–5Hull2220
6Lascannon1818
Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The hull-mounted Heavy Bolters are wrecked and may not fire again.

2–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Land Raider to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Land Raider burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Land Raider is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Land Raider may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Land Raider goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Land Raider. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Lascannon Damage Chart (D6)

D6Effect
1

The Lascannon is damaged and fires only after a D6 roll of 4+.

2–5

The Lascannon is wrecked and may not fire again this game.

6

The Lascannon is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Predator

Datafax

Vehicle data

Movement
Slow 7" · Combat 20" · Fast 25"
Type
Tracked
Ram value
Str 8 · Dam D12 · Save -5
Crew
4
Weapons
Either Autocannon or 2 × Lascannon, twin linked at +30 points, turret, 360° field of fire. Either 2 × Heavy Bolter at +30 points or 2 × Lascannon at +90 points, side sponson, 180° field of fire. Auto-Launcher may be fitted, at +5 points.
Weapon data
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Heavy Bolter
Sustained Fire 2 · Hellfire
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

No weapon on this card carries a Targeter. For 30 points the turret houses twin linked Lascannons in place of the Autocannon. A set of Auto-Launchers, which the card names Assault Launchers, may be fitted with Frag Grenades for 5 points.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track1515
2–3Hull2018
4Sponson1715
5–6Turret2222
Hit the one nearest to the attacker.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Predator may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Predator goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Predator. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Sponson Damage Chart (D6)

D6Effect
1

The sponson weapon is damaged and fires only after a D6 roll of 4+.

2–5

The sponson is wrecked and the weapon mounted in it may not fire again this game.

6

The sponson is wrecked and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Hull Damage Chart (D6)

D6Effect
1–3

A blast rips the crew compartment apart. Every crew member is hit and killed on a D6 roll of 4+.

4

The engine explodes and kills everyone aboard. The blast spins the Predator to a random facing, where it halts for the rest of the battle.

5

A spark reaches the fuel and the Predator burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

6

The ammunition goes up and the Predator is destroyed. Every model within 3" takes D6 Strength 10 hits at -3.

Turret Damage Chart (D6)

D6Effect
1

The turret weapon is damaged and fires only after a D6 roll of 4+.

2

The turret jams and can no longer rotate. Whatever it holds fires only straight ahead.

3

The turret gunner is killed. The turret weapon cannot fire until another crew member takes the position.

4–6

The ammunition in the turret explodes and the Predator is destroyed. The whole crew dies and the turret is blown 2D6" in a random direction before it hits the ground; anything under the spot where it lands takes D6 hits at Strength 9 with a -6 save modifier.

Rhino

Datafax

Vehicle data

Movement
Slow 8" · Combat 18" · Fast 25"
Type
Tracked
Ram value
Str 7 · Dam D12 · Save -5
Crew
1
Transport
10
Weapons
2 × Boltgun, twin linked, 360° field of fire. 2 × Auto-Launcher may be fitted, at +5 points.
Weapon data
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Auto-Launcher
Blast 2" · Blast Remains · Smoke
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6

No weapon on this card carries a Targeter. Two Auto-Launchers, which the card names Assault Launchers, may be fitted with Frag Grenades for 5 points. It carries ten Chaos Space Marines wearing Power Armour, or five in Terminator Armour.

Hit Location Chart (D6)

D6LocationArmour
FrontSide/Rear
1Track1515
2–5Hull2018
6Weapons1212
Hit the one nearest to the attacker.

Hull Damage Chart (D6)

D6Effect
1

The driver is killed. The Rhino goes Out of Control and may fire no weapons until another model takes over.

2–4

A blast rips the crew compartment apart. Every passenger is hit and killed on a D6 roll of 4+.

5

The engine explodes and kills everyone aboard. The blast spins the Rhino to a random facing, where it halts for the rest of the battle.

6

A spark reaches the fuel and the Rhino burns, killing everyone aboard. The blazing wreck goes Out of Control next turn and then detonates; every model within 3" is struck as by a Heavy Flamer.

Track Damage Chart (D6)

D6Effect
1

The track is damaged but holds. The Rhino may move only at Slow speed for the rest of the game.

2–5

A track is torn away. The Rhino goes Out of Control next turn, then halts for the rest of the battle.

6

A track goes and the drive shaft shatters, flipping the Rhino. The wreck stops D6" away in a random direction; anything under it takes D6 Strength 7 hits at -2. Each model aboard dies in the crash on a D6 roll of 4+; the rest dismount as normal.

Weapons Damage Chart (D6)

D6Effect
1

The bolters and the Assault Launchers take damage, and fire only after a D6 roll of 4+.

2–5

The bolters and the Assault Launchers are wrecked and may not fire again this game.

6

The bolters and the Assault Launchers are wrecked, and the blast flashes back into the hull. Roll on the Hull Damage Chart.

Chaos Datafaxes in 40k 2nd Edition | 2ed1993