Renegades (1992) Slaanesh / EC Lore

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FULGRIM, DAEMON PRIMARCH OF THE EMPERORS CHILDREN

The Emperors Children Space Marine Legion was dispatched to pacify the rebel Warmaster Horus at the start of the Heresy, before the Emperor knew the full scale of Horus’ abomination. At first Fulgrim, Primarch of the Emperors Children, tried to negotiate with the Warmaster and dissuade him from his rebellion. While they parleyed Fulgrim was corrupted by the Warmaster. A tendril of power from the Chaos God Slaanesh insinuated itself into Fulgrim's mind and began to slowly bend him to the will of the Lord of Pleasure. Fulgrim resisted staunchly at first but little by little his fortitude was eroded away as his enhanced senses were stimulated beyond endurance and whispered promises awoke unspoken desires. Eventually Fulgrim's mighty will was broken and he joined Horus, surrendering to the hedonistic pleasures of Slaanesh. As Fulgrim delved deeper into depravity the Emperors Children followed him into heresy. In the war against the Imperium Fulgrim led the Emperors Children in an orgy of destruction against the undefended civilian populations of a dozen systems, slaughtering and enslaving millions in pursuit of their pleasures.

When the Warmaster was slain by the Emperor Fulgrim fled to the Eye of Terror, with the remaining Emperors Children. Centuries of worship have changed Fulgrim beyond all recognition. Serpent bodied and many armed, Fulgrim has been twisted into a monstrous daemonic creature. Despite his monstrous appearance Fulgrim radiates a strange beauty and physical attraction, captivating and transfixing all who encounter him, Clouds of pastel coloured soporific musk billow around Fulgrim wherever he goes, weakening the will and awakening disturbing desires in those who breathe the heady musk. Any units within 10cm of Fulgrim at the start of the orders phase must take a morale check. Any which fail come under Fulgrim’s sway and can be ordered, moved and fired by the Chaos player for the turn. In the end phase any units under Fulgrim’s sway can take another morale test to shake off the insidious influence. Units which have moved more than 10cm from Fulgrim pass automatically.
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CHAOS SPACE MARINES

The Chaos Space Marine Legions fled into the Eye Of Terror after the Horus Heresy. Four Legions of Chaos Space Marines are directly aligned to the Chaos Powers: the World Eaters to Khorne, the Emperors Children to Slaanesh, the Thousand Sons to Tzeentch and the Death Guards to Nurgle. The names of these Traitor Legions were struck from all Imperial records and they are hated and reviled by loyal Space Marines. The Chaos Space Marine Legions are some of the Chaos Gods’ most favoured warriors. Many Chaos Space Marine commanders became Champions of Chaos and eventually Daemon Princes. Squads of Chaos Marines will often join Chaos hordes to further the aims of their patron, and at other times companies of Chaos Marines will be despatched with their Daemon Primarch to perform specific missions. Companies of Chaos Space Marines are granted special Chaos rewards by their patron gods, making them even more potent. A troop stand of Chaos Space Marines comprises four Chaos Space Marine models plus a model armed with a missile launcher. Other Space Marine models can also be freely used to make up troop stands of Chaos Space Marines, and these simply represent Space Marines whose appearance has not been changed by the corrupting influence of Chaos.
 
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THE ELDAR

The Eldar are one of the oldest and strangest races in the galaxy. Long before mankind's first stumbling steps into space, the Eldar had spread through the galaxy. Their glittering civilisation encompassed tens of thousands of worlds, planets so beautiful and full of wonder that their names alone conjure the paradise that was the Eldar Empire: Croesus, Mymeara, Iydris, and Eldorado the Golden. Eldar spacecraft plied the seas of warp space, seeding unliving worlds with life-generating bacteria. World after world blossomed for the Eldar to inhabit. Millennia later, nothing remains of those planets but their memory. The few surviving Eldar are fugitives living aboard lonely city-sized spacecraft drifting through space. The downfall of this great people was brought about by the great Gods of Chaos — the immortal daemons that live in warp space and feed upon strong emotions of mortal creatures, such as greed, ambition and desire. The Eldar had already encountered these daemons in their travels through warp space, but thought themselves too strong willed and technically advanced to be endangered. In this they were quite wrong; their pride deluded them.

This arrogance ultimately led to their doom, for there are daemons which feed upon the souls of the proud and over confident. Bit by bit these daemons grew in strength and number and were drawn into the minds of the Eldar. At first individuals became possessed, then whole families, cities, and eventually worlds until the whole civilisation was plunged into anarchy and madness. At the final hour Slaanesh, Lord of Pleasure and youngest of the four Great Gods of Chaos, gorged himself upon the fallen souls of the Eldar race. The Eldar were gone, and the daemons nurtured by their ambition slipped back into the warp. Some Eldar did manage to survive the catastrophe. Certain far-sighted individuals were aware of whal was happening and made preparations to escape their dying worlds in huge city-sized spacecraft. These arks fled into deep space, taking with them the few who remained untainted by Chaos. Most of these Craftworlds, as they are called, avoided the nightmare destruction that followed. In this way a fraction of Eldar civilisation was preserved, but it was only a pale shadow compared to the glories of the past. Though the Craftworlds have managed to settle a few worlds since that time, they are still too few to rebuild their race. Even if they could do so the Great Enemy Slaanesh still waits in the warp to consume their souls. This is the dark secret history of the Eldar.

Since the time of their Fall the Eldar have dedicated themselves to the battle against Chaos, in the hope that one day, far in the future, they may be able to rid themselves of the doom of Slaanesh. The Craftworlds are connected to each other by warp space tunnels, so that Eldar can move from one to another instantly. Over the centuries some Craftworlds have been lost, some disappearing without trace, others overrun by the forces of Chaos or destroyed by material foes such as Orks, but most of them remain intact. The most mysterious Eldar vessel of all is the spacecraft known only as The Black Library, the complete repository of information which the Eldar have learned about Chaos. Within its psychically locked rooms and mystically protected shelves there are living Grimoires of Magic, Black Tomes of Daemon Summoning, records of countless Chaos Cults, and many thousands of dark and secret volumes of malignant power, To safeguard its precious contents, the physical location of the Black Library is known to no-one, and access to it can only be gained through triple-guarded secret warp tunnel access points. Only Eldar Harlequins and certain favoured agents of the Imperial Inquisition are allowed access to the Black Library because the information it contains is too dangerous for unprepared minds to contemplate.
 
THE ELDAR ARMIES

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Compared to that of a human, the life of every Eldar is closely structured. As Eldar reach maturity they choose a profession or way of life which they devote themselves to absolutely, perfecting their skills until they become totally accomplished. Having reached the pinnacle of achievement in one sphere they begin another, devoting themselves wholly to a new way of life until they gain complete mastery over it. This process is called the Eldar Path. The Eldar Path affects the whole structure of Eldar society including its armed forces. Craftworld societies are led by Eldar whose current development is the Way of the Warlock, a stage in which the Eldar devotes his life to developing his psychic nature. There are many kinds of Warlock. Some are powerful battle-mages able to mould thunderbolts of pure power and send them hurling against their foes. Others are able to predict the future and manipulate it to some degree by means of the Eldar Runes. These Eldar are very important to the Craftworld: they are its leaders and protectors, and they guide the Craftworld through space. In battle the Warlocks coordinate the Eldar battleplan, using runic predictions to determine the best tactics. The most valuable of the Craftworld’s fighters are its Aspect Warriors. These are Eldar who are currently pursuing the Way of Warrior on the Eldar Path. There are different kinds of Aspect Warrior, each specialising in a particular kind of warfare and way of fighting. Aspect Warriors can sometimes become trapped, unable to continue the Eldar Path and doomed to spend the rest of their lives as warriors. These individuals are called Exarchs, and they are the most powerful fighters of all.

Other Eldar fight as Guardians - they are not pursuing the Way of the Warrior, but in times of need they are ready and able to fight for their Craftworld. Guardians fight in Grav-tanks and operate machinery of war in addition to fighting as infantry, so they are a vital part of the Eldar force. All the Eldar are aware that Slaanesh waits for them in the warp, and that the Great Lord of Pleasure will take what opportunity he can to destroy them. When an Eldar dies his soul is cast into the warp where it is hunted down by the daemons of Slaanesh and torn apart. To avoid this horrible fate, every Eldar wears a gem around his neck called a Waystone. Should the Eldar die the Waystone will catch his soul, preventing it from being drawn into the warp and consumed by Slaanesh, The Waystone can be implanted into the superstructure of the Craftworld itself, where the soul can reside with the souls of all the other Eldar dead. An Eldar Waystone can also be placed inside a Titan, or Wraithguard, so that it can live again in material form. These Wraithguard form a further part of the Craftworld’s fighting forces.

CRAFTWORLDS

Even the Eldar don’t really know how many Craft Worlds survived the final holocaust. Some were caught in time-vortices as they fled the destruction of their worlds and cast into the depths of time, others were hunted down by Slaanesh and destroyed, a few were set upon by mortal enemies, There are many small Craftworlds which remain obscure, including some whose populations have declined to a level no longer sufficient to survive. These very small Craftworlds are doomed to extinction. The largest and most well known Craftworlds are Alaitoc, Iyanden, Beil-Tan, and Saim-Hann, Each Craftworld is an independent Eldar nation, but they are all interconnected by tunnels through the warp, so it is common for one Craftworld to send reinforcements to help another. It has been known for one Craftworld to fight against another, although such occasions are rare amongst the Eldar. Sometimes the Eldar will fight alongside humans, especially if their enemy is Chaos, but there is no recognised alliance between the two races. Rather it is that they both have common goals and little to gain by fighting each other. Sometimes humans will settle worlds which the Eldar consider their own, in which case a brief war usually settles the matter one way or the other.


HARLEQUINS

Amongst the strangest of all Eldar are the followers of the Great Harlequin: the last living god of the Eldar and eternal opponent of Chaos. The Harlequins have a particular hatred of the Chaos God Slaanesh, Lord of Pleasure and Bane of the Eldar. The Harlequins roam from one Craftworld to another to perform the ancient dance portraying the great decimation of the Eldar race by Slaanesh, the fall of Khaine into the material universe, and the endless struggle of the Great Harlequin against Chaos. The Harlequins are warriors of considerable power and can be found in the armies of all Craftworlds, especially fighting their great enemies the forces of Chaos, Harlequins fight in a single formation called a Harlequin Troupe, which consists of 4 Eldar troop stands. A special Harlequin model is included in the Eldar War Host miniature set, though you can also use other Eldar models to represent them if you wish. As the Harlequins wear all sorts of different clothes it is quite appropriate to mix a few Guardians or the odd spare Aspect Warrior onto the bases. Eldar Harlequins wear colourful patterned clothing and each one wears a slightly different costume.

For example, some Harlequins wear quartered clothing with one arm and the opposite leg in one colour, such as blue, and the remaining arm and leg in a contrasting colour, such as red, Harlequins check morale like normal troops, unless they are fighting a Chaos force, in which case they need never check morale. Harlequins are ferocious hand-to-hand fighters, the more so because the Great Harlequin watches over them and gives them extra power when they most need it. In close combat each Harlequin stand rolls 2D6 and adds its close assault factor of +6 just like other troops. However, if a Harlequin stand loses a combat the player may re-roll the 2D6 score. This represents the watchful spirit of the Great Harlequin directing extra power to his loyal followers.

ELDAR WRAITHGUARD

To the Eldar the prospect of death represents a final horror unthinkable to a human and unimaginable to an Ork. When an Eldar dies his consciousness passes into the warp where The Enemy, Slaanesh the Bane of the Eldar and Great Power of Chaos, awaits to consume it. Every Eldar wears around his neck a smal] gem called a waystone, the purpose of which is to absorb its owner's consciousness should he be killed, thereby cheating Slaanesh of his quarry and saving the Eldar from a fate that is literally worse than death. Waystones are implanted into the Wraithbone skeleton of the Eldar Craftworlds, releasing the spirit of the dead Eldar into the fabric of the Eldar Craftworld itself. Waystones can also be implanted into machines, and the consciousness they contain becomes the controlling element of the machine, allowing the Eldar to live again in a new form. The Wraithguard are robotic bodies with Eldar waystones implanted inside them. They can move and act much like living creatures, motivated by consciousness of the dead Eldar they contain. This consciousness is not quite the same as that of a living person, but more like a dream-state, perceiving things around about in a shadowy and disconnected way. When the Eldar go to war they are frequently accompanied by the dead in the form of Wraithguards and Eldar Dreadnoughts.

Wraithguard units perceive the world in a shadowy, insubstantial way, absorbing the emotions of living Eldar around them as much as anything else. To represent this an Eldar Wraithguard unit will always remain within 10cm of a living Eldar unit where possible to do so. If they find themselves beyond this range at the start of the movement phase, perhaps because casualties or some other unforeseen event has caused them to become separated, they automatically receive charge orders and move towards the nearest living Eldar until they are within 10cm. This will prevent the Wraithguard firing that turn, and they can only enter close combat if the Eldar unit they are moving towards is engaged in close combat. Assuming the Wraithguard begin their turn within 10cm of living Eldar they automatically receive the same orders as the closest living Eldar unit. If the closest unit is a Warlock any order can be placed. This represents the Wraithguard responding to the psychic needs of the living.

THE ELDAR CRAFTWORLDS

The Eldar Craftworlds drift through the void of space, far away from the inhabited planets of other races, Each Craftworld preserves a little of the once great Eldar civilisation which was destroyed thousands of years ago by the Chaos God Slaanesh. Every Craftworld shelters the survivors from one of the ancient Eldar planets, and each has its own cultural traditions and separate identity amongst the Eldar race, Although each Craftworld has troops and vehicles coloured in a variety of ways, their traditional colours remain common.
 
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Chaos armies are the most colourful of all epic armies. The vast hordes of Chaos troops wear uniforms of a thousand different hues, but predominantly favour the colours of their patron Daemons - red and brass for Daemons of Khorne, bright yellows and blues for Daemons of Tzeentch, mottled greens and purples for Nurgle Daemons and vivid pastel shades for Daemons of Slaanesh. Great war banners are carried by the followers of Chaos Champions, proudly bearing the symbols of their allegiance. On these pages you can see examples of Champions with banners of the four Chaos Space Marine companies. On the opposite page, the Daemonic War Engines of Khome are magnificent and sinister creations. Studded with decorative skulls and covered with baroque carving they form the centre piece for a Chaos horde.

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THE CHAOS GODS

There are many powerful creatures in the dimension of Chaos. Most are the slaves of still greater and more powerful individuals of their kind, but others are independent free-willed creatures. Some are completely mindless, huge basking creatures pulsating with power but ultimately brainless and without purpose. Others are blessed with great animal cunning and prow! the energy seas of Chaos in pursuit of weaker prey to tear apart and consume. The most potent creatures of all are the four Great Gods of Chaos: Khorne the Blood God, Slaanesh the Lord of Pleasure, Tzeentch the Changer of the Ways, and Nurgle the Lord of Decay. Each mighty deity controls countless daemons whose likeness and character reflect the Chaos God’s own appearance and purpose, such as the sensual slave daemons of Slaanesh, the putrid and decaying daemons of Nurgle, the daemons of Tzeentch formed from solid magic, and the mighty warrior daemons of Khorne.

The most powerful of the Chaos Gods’ servants are their Greater Daemons. These huge daemons have many daemon servants and mortal followers of their own, and on many chaos-corrupted planets in the galaxy they are worshipped as gods in their own right. In the Eye of Terror each daemon world is ruled over by a Greater Daemon; the whole world is his kingdom and its inhabitants are his slaves and followers. Mortals follow daemon masters in the hope that one day they will be rewarded with immortality, becoming a Greater Daemon with their own world to rule over. Such elevated mortals are known as daemon princes, The most renowned daemon princes are the former Primarchs of the Space Marine Legions which went over to Chaos during the Horus Heresy. Daemon princes and other Greater Daemons fight amongst each other constantly, regardless of which Chaos God is their master. They find these battles amusing, and are quite prepared to shred millions of mortal lives or expend countless daemon followers on this entertainment. Rival daemons place wagers on the outcome, and arrange formal battles with agreed restrictions on the forces to make the battle more interesting. For example, a Greater Daemon might challenge a rival to a fight using only mortal followers, or a world from the Imperium might be chosen as the battlefield.
 
CHAOS AT WAR

The Greater Daemons of the Eye of Terror are constantly at war — mostly against each other. Mortal Champions of Chaos who live at the edge of the Eye of Terror are sometimes carried to the daemon worlds to take part in these battles, but otherwise they are left to fight amongst themselves and to raid the Imperium, On occasions the Chaos Gods put aside their personal rivalries and make common cause to mount a bigger invasion beyond the Eye of Terror. When this happens the Imperium is beset by the chaos hordes, daemons run riot through human cities, and Champions of Chaos lead their followers in destruction.

Such invasions are often triggered when a drifting Space Hulk, a vast space wreck of hundreds of ships conglomerated together, drifts past a daemon world, These Space Hulks can be used to transport vast armies through the dimension of Chaos, appearing unexpectedly near some mortal world in a distant part of the galaxy. The winds of Chaos are fickle and unpredictable, and not all Space Hulks reach a suitable target. Some disappear altogether, lost in time and space, while others are hurled thousands of years into the future or the past.


CHAOS SPACE MARINES

Ten thousand years ago the newly founded Imperium was torn apart by a devastating rebellion led by the Emperor's mightiest warmaster Horus. Horus was Primarch of the Space Marine Legion called the Sons of Horus. Like all the Primarchs he was a super-human leader, genetically engineered to be the ultimate warrior. Horus led the Imperial forces in the Great Crusade to reconquer the galaxy and create the Imperium. It was during his campaigns that the Warmaster turned to Chaos and began to secretly work against the Emperor. Too many years have passed to be sure of exactly what brought about Horus’ defection, but it is clear that he became a Chaos Champion and all the forces under his command followed him in rebellion.

The following war was the Horus Heresy, Many Space Marine Legions chose to side with Horus and turned to Chaos, and the rebellion spread to the Imperial Guard and fleet. The Horus Heresy very nearly brought about the destruction of the Imperium and all of mankind, but in the final battle the Emperor himself fought and slew Horus, ending the war at one stroke. The defeated Chaos Space Marines fled into the Eye of Terror. Thanks to the massive distortion of time which affects this region some of these Space Marines are still alive today, although ten thousand years have passed in the outside world, to them it has only been a few years. Even now some spacecraft drop into the Eye of Terror disgorging crews of Chaos Space Marines fleeing from their defeat by the Emperor,


THE ENEMY WITHIN

Although Chaos is most powerful of all in the Eye of Terror it is not helpless elsewhere. Daemons cannot survive for long outside the warp, but by means of summoning and sacrifice they can exist in the material universe for a short time. One would imagine that only a madman would willingly call upon the Gods of Chaos, yet even on the loyal worlds of the Imperium there are men foolish enough to do so. Some are power-hungry and see the Chaos Gods as a way to achieve personal power and even immortality, others are clinically insane and destructive, others are misguided and inquisitive - scarce imagining the dangers evoked by their curiosity, Secret worshippers of Chaos lurk on every world in the Imperium. They form hidden cults, meeting and plotting at night in hidden places, expanding their power base and summoning daemons to receive fresh instructions. These people may look and behave perfectly normally, but little by little they grow in power, subverting the military and government, until the whole planet is rotten to the core. At this moment the Chaos Culltists rise up and take over their world, summoning daemons and chaos raiders to take part in the slaughter.


THE CHAOS ARMY

A chaos army is tremendously varied and colourful. It is based around the Greater Daemons, who are accompanied by their followers — immortal daemons, daemon machines and warbands of mortal Chaos Champions. All kinds of mutated creatures flock to the warbands of Chaos Champions, including humans, Beastmen, Trolls and Minotaurs. In addition a chaos army can be joined by subversive Chaos Cultists; often Imperial Guard or local human forces who have turned rebel, or civilian cultists armed and uniformed in Imperial Guard fashion. Chaos armies can also include Chaos Space Marines under the command of the Daemon Primarchs.
 
SLAANESH THE LORD OF PLEASURE

Slaanesh is the Lord of Pleasure whose followers abandon all self-restraint and inhibition to embrace the countless possibilities of mind and flesh. Slaanesh is neither male nor female, but a disturbingly beautiful amalgam of the two. It is said that any mortal who gazes upon the image of Slaanesh will become enslaved by the god's beauty and willingly obey the Lord of Pleasure’s slightest whim. The very touch of the god’s breath overwhelms mortal senses with the scent of delight, melting the resolve of the toughest wdrrior and submerging his mind in waves of pure pleasure. The slightest purr of the god's voice is enough to stimulate the senses into eternal and blissful oblivion. To the followers of Slaanesh the mortal world is grey and insipid compared to the sensual paradise of their master’s affection.

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KEEPER OF SECRETS - GREATER DAEMON OF SLAANESH

The Keeper of Secrets combines sensuous pleasure with raw power and brute force. Its bull's head and powerfully muscled body are decked with gorgeous jewels and delicate silks, and its razor sharp claws are decorated with brightly coloured lacquers. Keepers of Secrets are highly intelligent creatures, whose silvered words and languid gestures belay their true power. It is claimed that they are the most entrancing of all immortals. As a mortal gazes in awe at the uncanny beauty and mesmerising gaze of the Keeper of Secrets the daemon's mighty claws sweep down and rend its unresisting victim apart. The Keeper of Secrets’ most dangerous power is the ability to overwhelm its enemies with a wave of of utter pleasure, The unadulterated sensory overload is too much for any mortal to bear, and the victim's body explodes. This startling effect is called the Aura of Slaanesh.

A Keeper can create an Aura of Slaanesh once per turn. The aura is cast at the very beginning of the advance fire segment of the combat phase, before any other firing takes place. The aura affects an area which is represented by the standard barrage template. Place the template anywhere within 25cm of the Keeper and then roll a D6 for any mode! that is at least half under the template. On the roll of 1, 2 or 3 the victim manages to resist the effects of the spell, On a roll of 4, 5 or 6 the victim is subjected to an ecstatic pitch of voluptuous enjoyment from which he collapses and dies of uncontrollable delight! Armour saves are no help against the Aura of Slaanesh but power or void shields that disrupt the flow of warp energy will stop the aura working on a roll of 4, 5 or 6 on a D6. Titans roll for damage from a penetrating head hit if they are affected by the Aura of Slaanesh.

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FIENDS OF SLAANESH

Fiends of Slaanesh are unnatural mixtures of scorpion, reptile and human, With a strange and scuttling gait they pursue those who would flee the Lord of Pleasure's embrace and seek to overcome their prey with their soporific musk. This has the effect of reducing their opponent's close assault factor by -1 in the case of troop stands, but not vehicles, as the musk is too weak to penetrate them. The soporific musk has no effect on troop stands of machines such as robots, Wraitguard, etc.

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DAEMONETTES OF SLAANESH

The Daemonettes are the most numerous of Slaanesh’s daemonic followers, and serve the Lord of Pleasure’s desires in many ways. Daemonettes have a perverse beauty, unnatural and disturbing. Though they are fearsome fighters in their own right, each Daemonetue is an adept of the forbidden ans and will not hesitate to use its power. Daemonettes can evoke an aura of euphoric ecstasy in the weak-willed, leaving them virtually helpless Any unit that is attacked by Daemonettes must take a morale check in the close combat segment, even if it is not already broken. If the test is failed the unit enters a blissful, euphoric state that leaves them completely vulnerable to the Daemonettes or any other unit that attacks them. Any models in the unit that are engaged in close combat that turn automatically lose and are eliminated. This ability cannot affect machines which have no crew (such as robots and Eldar Wraithguard) and has no effect on other daemons.

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SLAANESH BEAST RIDERS

The Beasts of Slaanesh are strange bipedal creatures, combining the physical aspects of horse and ostrich. Champions of Slaanesh sometimes ride such beasts into battle. Slaanesh Beasts are very fast and use their long tongues to ensnare their foes, dragging the victim onto the weapon of their rider. A stand of Slaanesh Beast Riders is represented by mounting two models on a 20mm x 20mm piece of card or a standard epic base.

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CHAOS TITANS

Titans are the supreme fighting machines of the Imperium — towering metal giants armoured in adamantium and armed with the mightiest weapons the Imperial Tech Priests of the Adeptus Mechanicus can devise. At the heart of every Titan a blazing plasma reactor harnesses the power of the sun to supply the machine's massive energy requirements. Each of these vast war machines requires a substantial crew to control and direct it. Few troops can survive the assault of a Titan's devastating weapons. In the dark days of the Horus Heresy great numbers of the Adeptus Mechanicus were lured into the service of Chaos with promises of forgotten knowledge. The Tech Priests of Mars were pitched into bloody civil war, unleashing forbidden weapons to scour the surface of the red planet. The Titan Legions of the Collegia Titanica split into loyalist and traitor factions, with over half of the Titan Legions joining Horus. Throughout the Heresy innumerable battles were fought between Titans and whole cities shook beneath the heavy tread of these awesome war machines. With the failure of the Heresy the renegade Titan Legions were driven into the Eye of Terror where they still dwell ten thousand years on, waiting to board space hulks and devastate the worlds of the Imperium again.

During their long sojourn among the Daemon worlds the renegade Titans have warped and mutated, for the mutable power of Chaos is not limited to creatures of living flesh, These gigantic engines of terror are universally feared as they wander the Daemon worlds from battle to battle, eternally wreaking the carnage they were built for. No-one quite knows whether they still contain their original crews, their lives unnaturally prolonged by the warping power of Chaos, or something far worse. Chaos Titans are feared and respected by the followers of Chaos as monstrous, brooding effigies of ancient gods of war. The Imperium fears the Chaos Titans as the avenging revenants of an horrific past. Most Chaos Titans are Warlord class Battle Titans as these were the commonest type at the time of the Heresy. Nearly all of them have been altered in some way. Some have had their heads reshaped into daemonic visages, or mounted with close combat weapons or extra guns, and another common change is the addition of long sinuous tails mounting weapons or gigantic blades. Chaos Titans vary wildly in their colour schemes and baroque decoration, but those aligned to a particular Chaos Power take on the hues associated with that Power: red and brass for Khorne, swirling pastel shades for Slaanesh, electric blues and yellows for Tzeentch and bilious greens and rusting steel for Nurgle. Flags, kill banners and pennants fly from the weapons and arms of Chaos Titans, with the symbol of their Chaos Power or the eight arrowed sign of Chaos prominently displayed.

Cards for Chaos Warlord Titans are supplied in this supplement. They are included as Minion cards, so up to five can be chosen for each Greater Daemon in your force, Warhound and Reaver Titans may also be chosen as Minion cards if desired, even though no cards are included here. Simply use the appropriate Imperial cards instead, Chaos Titans can use any weapons or special devices that Imperial Titans can. In addition there are two weapons which are available exclusively to Chaos Titans: Chaos Titan Tails and the Energy Whip.

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