CHA'LOS SUMMARY

TROOP TYPE

WS

BS

S

T

W

I

A

Ld

Sv

Warseer

5

4

3

4

2

6

3

10

4+

Exarch Master

5

5

3

3

2

6

2

10

3+

Cha'Los Farseer

5

5

3

4

3

5

2

9

4+

Cha'Los Warlock

4

4

3

3

1

5

2

8

4+

Seer

3

3

3

3

1

4

1

8

5+

Wraithknight

4

4

5

5

1

4

1

10

3+

Ranger Vampire

4

4

2

3

1

2

1

10

4+

Legionnaire

4

4

3

3

1

4

1

9

5+

Haunting Phantom

4

4

3

3

1

5

1

9

3+

Vulture Jetbike

3

3

3

3(4)

1

4

2

8

4+

TRANSPORT

FRONT

SIDE

REAR

BS

Fiend Transport

12

12

11

3

Huntsman

12

12

10

3

Dominator

12

12

10

3

Doombringer

12

12

10

3

Talon

12

12

10

3

WALKER

WS

BS

S

Front

Side

Rear

I

A

Blood Walker

4

3

3(4)

10

10

10

4

3

Demon Walker

3

3

3(4)

10

10

10

3

2

WEAPON

RANGE

STRENGTH

AP

TYPE

Blood Launcher

24"

8

2

Heavy 1/Blast*

Nano-wave emitter

36"

N/a

1

Heavy 1/Ord.Blast*

Riot catapult

12"

4

5

Assault 3

Shuriken annihilator

24"

7

5

Heavy 1*

Star-burst missile launcher

36"

8

2

Heavy 1/Ord.Blast*

Stun-lance

18"

N/a

D6

Heavy D6/Blast*

Stunner pulsar

24"

-

-

Heavy 1/Ord.Blast*

Vampire launcher

24"

8

5

Assault 1

Vortex Gauntlet, short

9"

9

3

Assault 2*

Vortex Gauntlet, standard

12"

5

5

Assault 1/Blast*

WARGEAR

Blood Launcher: Based upon the same principals as the larger Star-burst missile launcher, the Blood launcher fires smaller missiles. No roll To Hit is needed, merely place the small blast template within range and scatter it D6" in a random direction. All models touched by the template are hit automatically. The Blood launcher has the profile given in the Cha'Los Summary, page 16.

Bonesinger Flute: These mysterious items are given to those skilled in the arts of reshaping wraithbone structures. It can be used in one of three ways per turn. It can be used to either ignore the first failed save of any one model wearing rune armour per turn or to ignore any one failed armour save taken on a Wraithguard/Wraithknight unit or Wraithlord within 18". Alternatively, it can be used to restore up to 1 Wound on a Wraithlord within 18". Note that the bonesinger flute cannot take a Wraithlord above it's maximum of 3 Wounds. You must declare which you are going to use at the beginning of each new Eldar turn.

Crystal Watchers: Grafted to wraithbone wings and inset behind a cast of crystal, an Eldar spirit stone can be put to use once again to act as watchers, to survey nearby areas. A Crystal Watcher must always remain within 18" of the owner, but may move freely, and may move up to 12" in the Movement phase, but cannot be attacked in combat nor move itself in the Assault Phase. The Crystal Watchers may be fired upon however, and have a Toughness of 5, 1 Wound and a 5+ armour save. Whilst the Crystal Watcher is alive, the Warlock or Farseer may choose to cast the power through the Crystal Watcher. Any model within 6" of the Crystal Watcher may be targeted by the powers cast by the owner.

Ensorcelled Weapon: By means of crafting a spirit stone and augmenting it with runes of power, strength and might, the Cha'Los Eldar have been able to increase the effectiveness of any weapon. This is an upgrade for a weapon the model already has. If taken for a ranged weapon (not singing spears or web of skulls), it increases the range of that weapon by +6" or if it is a weapon used in combat (such as a singing spear/web of skulls), it ignores armour saves. If it already ignores armour saves (i.e. power weapons), then you may re-roll one miss with that weapon per turn.

Fusion Fist: These finely crafted powered glove are worn by a Cha'Los Eldar warrior. The Fusion fists have two modes, full power and medium power. Declare which mode you are using at the beginning of the Assault Phase, and if no mode is declared, then the Fusion fist reverts back to Full power mode. When the Fusion fist is at full power, it always strikes last, but ignores armour saves, as well as always striking at Strength 10 (no modifiers can be applied to take this higher then 10). While on medium power, the wearer gains a +1 Strength bonus, ignores armour saves and strikes at Initiative order.

Ghost Armour: This ornate armour bears large armour plates, and a small force field generator. The wearer gains a 3+ Armour save and a 5+ Invulnerable save, and only a single save may be made against any Wound suffered.

Icon of Isha: Only the most trusted of the Farseers are given the Icon of Isha, for it is those who bear the Icon can be truly trusted by the Council. It is these Farseers who bear the Icon whose opinion are sought after first. If a Cha'Los unit is forced to Fall Back and comes (or starts) within 12" of a model with the Icon, then they automatically regroup at the end of the Fall Back move. All the Wargear detailed here are for use by the Cha'Los Eldar, and any items not listed here work just as described in the Codex: Eldar or in the Warhammer 40,000 Rulebook.

Nano-Wave Emitter: These strange weapons emit a low hum when operating and yet has enough power to literally rip apart solid matter in seconds. A relatively new concept to the Eldar, the Cha'Los Eldar have been able to harness a naturally occurring form of sonic energy. When the Nano-wave emitter fires, roll To Hit as normal, if it hits, place the large Ordnance template over the target unit. All models under the template are automatically slain outright on a 2+ on a D6, and any vehicle struck are automatically penetrated and when rolling for damage, use the Ordnance damage table. However, if when rolling To Hit, you roll a ‘1' then the weapon explodes, resolving the blast on the top of the Doombringer Grav-Tank. The Nano-wave emitter has the profile given in the Cha'Los Summary, page 16.

Phantom Matrix: These small yet powerful antigrav motors allow the Haunting Phantoms to drift effortlessly across the Battlefield despite wearing relatively heavy Ghost armour. The Phantom matrix allows the Haunting Phantoms to move 9" and Assault 9", while avoiding terrain as they move. They cannot move into difficult/impassable terrain.

Phaseblade: Within the shaft of this long bladed weapon is a very compact warp core which powers small warp field projectors fitted within the blade itself. When triggered, these small warp cores devour the opponent's flesh, armour and bone within an instant. In combat, the phaseblade is wielded by both hands and therefore cannot gain +1A by having an additional close combat weapon, but in all other respects it is a power weapon. In addition, up to one attack per turn (which is rolled separately from any attacks the model gets) which if it hits and wounds, will ignore both armour and Invulnerable saves and also penetrate any vehicle struck by this one attack.

Power Enhancer: These small power packs are fitted into a special lightweight belt, which allows them to increase the power of any power weapon (including executioners and powerblades). Declare that you are using the Power enhancer at the beginning of the Assault Phase. All attacks made with an Executioner, Power blades, and Power weapons always strike at Strength +4. The Power enhancer only works for a single turn per game.

Riot Catapult: These weapons have improved ammo stores, and through magnetic lifting of the ammo core, the weapon can attain a much higher rate of fire. The Riot catapult has the profile given in the Cha'Los Summary, page 16.

Psymask: The Exarchs of the Haunting Phantoms are often equipped with these mysterious devices, which can emit a powerful neural disrupting hallucinogenic vapour. The Psymask is used at the end of the Assault Phase, and declare to the opponent that you are using the Psymask. All units involved in the combat, friend or foe (apart from the Haunting Phantoms) must automatically Fall Back with no Morale Check having to be made. Fearless units and vehicles ignore the effects.

Scourge Talons: These highly deadly weapons are dripping with a virulent, quick acting toxin. The Scourge talons are used in combat and automatically Wound on a 4+ regardless of Strength/ Toughness etc, with normal armour saves allowed.

Shadow Snare: These finely constructed webs with small electromagnetic devices woven into the snare. When thrown, roll To Hit as normal as normal and if a successful roll is made, then place the small template anywhere within 12" of the model throwing the snare. Any vehicle, Terminator, Necron or Dreadnought covered by half of the template is treated as being Immobilised but no other damage is inflicted. However, any model partially under the template is effected on a roll of 4+ on a D6. Terminators, Necrons units with one or more models under the template count as being pinned for a single turn whilst they remove the snare. If the template completely covers all models in the unit (due to casualties' etc), then that unit is pinned for the remainder of the game.

Shuriken Annihilator: One of more impressive yet less accurate of the Eldar weapons. When used, roll To Hit once, and if it hits, roll 3D6 and roll that many To Wound dice. However, if the single To Hit dice misses, then all shots miss. The Shuriken annihilator has the profile given in the Cha'Los Summary, page 16.

Star-Burst Missile Launcher: This two stage missile launching system unleashes an atmospheric missile which climbs from when it reaches a certain distance, a secondary explosion separates the aft propellant and the nose section containing hundreds of small armour-piercing miniature missiles. No roll To Hit is needed, merely place the large Ordnance blast template within range and scatter it D6" in a random direction. All models touched by the template are hit automatically. The Starburst missile launcher has the profile given in the Cha'Los Summary, page 16.

Stun-Lance: These exceptional weapons are fitted to the turrets of Cha'Los Huntsmen Grav-Tanks, which fire short ranged mono molecular ties which a large current is passed along into the ensnared victim. The Stun-lance has the profile given in the Cha'Los Summary (page 16). Note that it has no set number of shots, and you should roll at the beginning of each Shooting Phase, as well as rolling for AP that turn. The Stun-lance has no set Strength, but instead always equals that of the opposing model's Toughness characteristic.

Stunner Grenades: These small devices are capable of stunning even the most sophisticated or and the most basic of vehicles. They achieve this by nullifying the electrical output of the power generation system, and a short ranged null field stops all chemical reactions within a certain radius. When a unit with Electromagnetic grenades attacks a vehicle, then the enemy vehicle counts as being Immobilised and may not move away, nor shoot while the Eldar unit is still in combat with the vehicle. Note: Skimmers count as Crew Stunned instead of being Immobilised. Likewise, Terminators and Necrons count as having half their Attacks characteristic (rounding fractions up, and also having an Initiative of 1 against a unit with Electromagnetic grenades.

Stunner Mace: These weapons are reserved for the Cha'Los Vampires, and are short ranged shockattack staffs capable of knocking aside vehicles with a single blow. A Stunner mace in used in close combat and always Wounds on a 4+ regardless of Toughness or other factors, with normal armour saves allowed. Against vehicles, always causes a Glancing hit on a 2 and a Penetrating hit on a 3+.

Stunner Pulsar: The Stunner pulsar is similar in principal to the system used in the smaller grenades employed by the Vampires. By passing the electromagnetic field through a phase-shift array, the Eldar have managed to cast the field in a concentrated area. When fired, the Stunner pulsar has the profile given below and any vehicle hit by the Stunner pulsar or is included in its area of effect immediately suffers an Immobilisation result. Any Terminator/ Necron units under the template are pinned for a single turn. The Stunner pulsar has no Strength or AP. The Stunner pulsar has the profile given in the Cha'Los Summary, page 16.

Talisman of the Protector: These highly ornate wraithbone icons are worn around the neck, slung from a belt or presented upon a hilt. Within each one is an in bound spirit stone containing the essence of a dead Eldar. By means of encasing the spirit stone in a Talisman, the spirit can then alter the surroundings of the wearer, giving them additional protection. When the wearer of the Talisman is reduced to zero Wounds or below, you may use the Talisman in an attempt to stave off death. The wearer must pass an unmodified Psychic test and if passed, the model is returned to 1 Wound, and all other Wounds suffered that turn are ignored. However, if the model with the Talisman is killed again, the Talisman will take no further effect. Note: this effect may be nullified just like any other Psychic power, and counts as having a Leadership of 10 (in the case of Space Marine Psychic hoods).

Vampire Launcher: These medium ranged launching systems are extremely light, and can be operated with a single hand, thus perfect for use by the Cha'Los Vampires. The Vampire launcher has the profile given in the Cha'Los Summary (page 16). V

Vortex Gauntlet: These crystalline devices are crafted to the hand of the wearer, and contain a single large psychically attuned crystal, which prohibits use when captured. The Vortex gauntlet has two firing modes, standard and short ranged. Declare which one you are using at the beginning of the Assault Phase, and use the relevant profile given in the Cha'Los Summary on page 16.

Vulture Jetbike: The Vulture jetbikes are far more agile, with more auxiliary systems built into their more robust yet is far lighter then the normal Jetbike. A Vulture Jetbike gives the rider 4+ armour save, and increases the Toughness by +1. A Vulture is also armed with a set of twin-linked riot catapults and may make overrun moves (see the Vulture jetbike squadron entry in the Fast Attack section). In all other respects, the Vulture jetbike counts as a conventional Eldar jetbike. In addition, when the unit charges into combat, it gains +D6" which may only be used if it will get them into combat this turn.

Warclaws: The Exarchs of the Haunting Phantoms are often equipped with a small yet powerful gauntlets fitted with razor-sharp blades covered in a disruptive field. The Warclaws ignore armour saves, always Wound on a 4+ regardless of Strength/Toughness and it may also re-roll any failed To Wound roll once per attack made with the Warclaws. The user also benefits by gaining a +1 Attack by having two Warclaws.

PSYCHIC POWERS

Annihilation: A destructive eruption of focused psychic energy is sent forth from the caster. This power counts as a weapon and is used in the Shooting Phase and requires a successfully Psychic test. When successfully cast, nominate any point with 18" of the caster, and place the large Ordnance template over this point. Scatter the template 2D6" in a random direction and all models under the template are hit by Strength equal to D6+3 and an AP of D6. Roll for the Strength and AP each time Annihilation is used.

Outrage: The Farseer creates a crackling bolts of Warp energy, and casts it forth. This power requires a successful Psychic test to use, and is used in the Shooting Phase instead of using a weapon. Roll to hit as normal, and this weapon automatically Wounds on a 2+ regardless of Toughness, when used against vehicles, the bolt glances on a roll of 6 (regardless of Armour) and has the following profile Range: 18" Strength: n/a AP: 3 Assault D3

Prophecy: The caster is able to see with greater accuracy for shorter periods. Prophecy requires a successful Psychic test to be used, and can be cast on any friendly unit within 6" of the casting Farseer. The unit may re-roll all missed shots once per shot in the Shooting Phase and allows them to ignore the first failed armour saves for each model in the unit. It may be used against ranged attacks which allow no save (i.e. having an AP equal to or better then the model's Saving throw), but not against attacks in close combat which allow no save (i.e. power weapons).

Wraith Curse: Calling upon entities from the Warp, the Eldar Seer is able to guide these spirits to their desired targets, where these spirit wreak havoc in the enemy ranks. This power counts as a Weapon and is used in the Shooting Phase. This power requires no Psychic test to use. When cast, nominate one enemy unit within 18" and that unit immediately takes 2D6 Wounds and armour saves may be taken against the Wounds caused by Wraith curse. In addition, if the caster is a Farseer/Warseer, then he may attempt to call upon more dangerous entities, and this requires a successful Psychic test. If passed, the enemy unit (within 18") suffers D6 Wounds with no Armour Saves allowed.

Commune: The Warlock is able to literally read the surroundings, enabling him to notice things, which would otherwise go unnoticed. A Warlock with Commune may re-roll the dice to see how far he can "see" and pick the highest result if the Night Fight scenario is in play. In addition, any unit within 12" of the Warlock with Commune may take a "free shot" before battle if Infiltrators are deployed with 24" of the Warlock. However, each unit may only ever take a single "Free shot" at a single enemy Infiltrating unit regardless of the number of Warlock with Commune.

Conceal: See Codex: Eldar, Warlock Powers page 37

Hasten: The Warlock infuses his comrades with renewed vigour and forces them to redouble their efforts. A unit lead by a Warlock with Hasten may use Fleet of Foot and shoot in the same turn, but cannot move in the Assault Phase.

Misdirection: The Warlock is able to confound his enemies through the use of sending out conflicting psychic signals to their enemies. Any enemy wishing to shoot and/or charge a Cha'Los unit lead by a Warlock with Misdirection must first pass a Leadership test or become pinned for the remainder of that turn. In addition, when the Cha'Los player charges, the enemy unit loses the benefit of being in cover if they are in cover (in effect, the unit has Plasma grenaedes).

VEHICLE UPGRADES

Ghost Armour Plating: This armour wields great protect despite is apparent lack of mass or weight. All Penetrating hits count as Glancing hits instead, and no weapon may ever roll more then 1D6 for armour penetration (including Melta weapons under half strength etc).

Legionnaire Crew: Only the most gifted and adept Guardians can enter the ranks of the Cha'Los Legionnaires, yet only a small fraction are trained to be pilots which crew the Craftworld's vast army of Grav-Tanks. A vehicle with Legionnaire crew has a BS of 4 instead of 3.

Lightning Hull: The armour of the vehicle is electrified, making attacking the vehicle a very risky business. When the vehicle gets attacked in close combat, for each time the enemy hits a vehicle with Lightning hull, make a Wound roll resolved at a Strength equal to D6+2 (between 3-8), which is made after resolving the effects of the hit. Note that all attacks made with the Lightning hull will be resolved with the same Strength, which is rolled for at the beginning of each Assault Phase. Armour saves may be taken as normal. All casualties incurred count towards the next Cha'Los player's Shooting Phase. If the vehicle is fitted with the Lightning field, then it cannot have a Ramming field.

Ramming Field: Implanted into the surface of the vehicle's armour are special power field generators, turning the vehicle into a vast disruption field. When the vehicle moves through any models, make 2D6 attacks at a Strength equal to half the distance the vehicle moved, rounding fractions up (note that is cannot take it above a maximum Strength of 10), with an AP of D6+1 (treat a 7 as no AP). Any Wounds inflicted count toward the casualties inflicted in the Shooting Phase. Therefore, a Falcon moved 12" through an enemy unit would count as hitting them 2D6 times at Strength 6. If the vehicle is fitted with the Ramming field, then it cannot have a Lightning field.

Servo-Turrets: These augment the normal armament of the vehicle, allowing it to turn aside incoming attackers with a salvo of razor-sharp disks. The vehicle is fitted with 4 defensive Servo-Turrets which are fitted with shuriken catapults and may be fired each turn and are in addition to any other weapons used that turn. However, they cannot be used if the vehicle moves above 12" that turn, and always count as having an BS of 2.

Siege Engines: These extremely powerful engines have built in vectored outlets on the underside of the craft, allowing an Eldar craft fitted with them to stop almost instantly from near free-fall. They allow an Eldar vehicle fitted with them to Deep Strike, but instead of scattering the normal D6", it must scatter 2D6". It may only Deep Strike if the mission being played allow the rules for Deep Strike to be used. If the tank rolls a double for how far the vehicle scatters, representing a misjudgment in the free-fall (and don't move the template in this case) and the vehicle crashed into the ground!. Re-roll the 2D6 again and the place the template in the new position. All models under the template take a Strength 10 hit counting as an AP of 1, and the vehicle is counted as being destroyed.

Warp Veins: Warp veins are made possible by the same technology, which allows Warp Spider Aspect Warriors to jump. However, it requires a vast amount of energy to use, and is used in the Assault Phase, and the vehicle must have remained stationery during the Movement Phase and that it did not fire any weapons. When used, you may move the vehicle anywhere within 48", ignoring terrain as you move. Then scatter the position of the vehicle 2D6" in a random direction. Note that is may move the vehicle off the table edge, or into Difficult or Impassable terrain.

Wraithalo: This advanced shield technology is highly effective against incoming projectiles. All shots directed at a vehicle with a Wraithalo count as being at -1 Strength point. This may reduce it to a Strength below that required even to score a Glancing hit. The Wraithalo and strike at normal Strength don't effect attacks from close combat attacks.

CHA'LOS RUNES

Runes of Ascension: The bearer of the Runes of Ascension is one who bears a close link with that of the dead, and can communicate with them over larger distances. Any Wraithguard unit within 6" of a model with the Runes of Ascension does not have to test for wraithsight, and becomes fearless when within 12" of a unit of wraithguard or a wraithlord.

Runes of Blight: These Runes are often linked closely with the unpure but also have reflections upon savagry and violence, much like the rune representing Khaine. All models within base-to-base contact with the a model with the Runes of Blight automatically make an armour save or lose a Wound, resolved at the end of combat, after all models have attacked but before the Pile In moves have been made.

Runes of Casting: The bearer gains additional protection from enemy psychic powers, creating a null zone where no powers may work. Any psychic power which effects a model with the Runes of Casting have no effect, including powers cast by the Eldar player such as Prophecy, but the power will still effect any squad they are with. Thus if Prophecy is cast upon a Striking Scorpion unit lead by an Exarch with Runes of Casting, the Scorpions while still get re-rolls, while the Exarch will not.

Runes of Chaos: These runes are often given to Eldar who are deemed unstable, psychotic and dangerous amongst Eldar society. A model with Runes of Chaos doubles their base number of attacks (before applying bonuses like two close combat weapons etc). In addition, all enemies will always strike the bearer on a roll of 3+ regardless of their respective skill. However, this cannot be given to Dire Avenger Exarchs with Defend and cannot be given the Icon of the protector.

Runes of Enlightenment: These are given to Eldar whose ability to learn incredibly quickly by Eldar standards. This rune may only be given to Warlocks and allows them to select a single Farseer level power instead of one Warlock power.

Runes of Eradication: A mark of destruction, ruthlessness and can be linked loosely to the Runes of Chaos, although their effects aren't as drastic. All Wounds caused by a model with the Runes of Eradication are doubled (before armour saves are resolved, if any).

Runes of Protection: These Runes are every effective deterrent against enemy attacks, keeping the Eldar bearing them safe in most circumstances. The model with the Runes of Protection benefits from a 3+ Invulnerable save. However, if the model is is allowed a save (either Armour or rune armour save), then it may take either the armour/rune save or the 3+ Invulnerable.

Runes of the Hunt: The Runes of the Hunt are given to Eldar who have become accustomed to hunting armoured opponents. When rolling for Armour Penetration, the model always adds +1 to both Armour Penetration and to the Damage rolls.

Runes of the Wild: The bearer of these Runes has spent many long years in rough terrain, and can tranverse it without penalty. When moving through Difficult terrain, the unit rolls one more dice then normal and picks the highest.

Runes of Warding: See the Wargear section of the Codex: Eldar for details.

Runes of Witnessing: See the Wargear section of the Codex: Eldar for details.

EXARCH POWERS

Fearlessness: The Exarch is hardened by centuries of conflict, and has seen hundreds of wars and campaigns. The Exarch with Fearlessness is assumed to pass all Morale Checks required to make.

Lure: The Howling Banshee Exarch is adept at luring enemies to their deaths. This power is used in the Assault Phase, and may be used against all units within 6" of the Exarch and is resolved after charging into combat. All models in the unit charged must move up to 6" to get into combat, and any unit with 6" of the Exarch must pass a Leadership test or move D6" towards the Exarch (which may take them into combat with her). In addition, any model forced to move in this way count as moving next turn for the purposes of firing Heavy/Pistol/Rapid fire weapons. The Exarch cannot use Lure and War shout in the same turn.

Overwatch: The Exarch is adept a picking his moments of fire for his squad. An Exarch with Overwatch may fore-go shooting in their turn in order to fire at any charging unit within range. The unit cannot charge nor fire in the turn in which this power is used, but may fire during the enemies Assault Phase at any models which are charging that turn. They cannot fire into combats which have already begun, but may fire at enemy units which have charged this turn.

Paralyse: The Exarch uses hypnotic movements to reduce the effective counter-attack of his enemies. When the Exarch is in combat, declare which enemy model this is to effect, and they must immediately pass a Leadership test or not be able to attack this turn (in effect, count as having an Attacks characteristic of 0). Note that this cannot be used against enemies with that have already attacked this turn.

Rapid Pursuit: The Exarch is adept at catching fleeing units, and always counts as rolling higher then the enemy for determining whether the Swooping Hawk's manage to catch them. However, if they wish to redirect their Sweeping Advance, then they must roll as normal (3D6").

Retaliation: Each attack which strikes the Exarch purely fuels his rage even more, allowing him to channel his pain into hating his foe. Each Wound caused upon the Exarch (regardless of whether it was saved or not) gives you additional attack (which cannot ignore saves and attacks at his normal Strength). These additional attacks are resolved after all models have attacked, but before any Morale Checks are taken, and can be used to determine who has won the combat.

Swift Rider: The Exarch is skilled in rapid attacks, pushing his mount to the limits of it's speed A unit led by an Exarch with Swift rider move and charge an additional +D6" when moving/charging. However, they may only use it in the Assault Phase if it will actually get them into combat this turn. If the unit moves into Difficult/Impassable Terrain whilst moving, the unit is automatically destroyed (especially at these speeds!)

Contact Webmaster / Disclaimer & Copyright / FAQ / Link to Us

Decorative ItemDecorative Item

PARTNER LINKS

Pure Chaos - Home of the Iron Talons Undivided ChapterTau Online - One of the Best Tau Site and Forums aroundDTTFE - Death to the False Emperor, a Chaos ForumThe Dark Fortress - A site dedicated to the Dark Angels chapter of Space Marines!The Warp - For everything to do with war games!Keepers of Ulthramar, a site dedicated to the UltramarinesPaid Surveys - Get Paid to do online surveys by american consumer opinion affiliate program

ADVERTS

NOTICES

Page Layout Copyright Farseer Tyross 2004, additional ideas provided by RJay.

Page last updated:

Search Powered by Google

Vote For This Site

To Serve the Emperor is to die a fool!

Come, daughters of Khaine, to battle!

Decorative Item
Decorative Item
Decorative Item
Decorative Item
Decorative Item
Decorative Item
Decorative Item
Decorative Item
Decorative Item

Skins

The Chaos SkinFormat for PrintingThe Eldar Skin
Decorative ItemDecorative Item

Imperial Date: