4/13/26 All Chaos Update!

Hello there! Just going through the Codexes and making a final sweep to ensure everything is up to date as we near 100% status for the first time since this project started!

We have several Chaos players amongst our play testers, so there have only been a few new additions to A4R. This update also includes all of the new and upcoming models as well! Some are simply merged into existing datasheets as gear options to avoid redundancy.

Just going down the list from the GW site, no particular order:

The Defiler has new weapons available! Funnily enough I had already made it possible to dual wield options like the twin Lascannon, so apart from some things like the special plasma cannon and the new secondary stubbers and meltaguns it was an easy update.

Kravek Morne has been added! A potent commander that pairs well with his Warband’s ability to obliterate terrain while also threatening those within.

The Marine Icon Bearer now has access to a Boltgun.

Blightlord Terminators got a W+1. It is apparent now that GW is making everything Primaris scale, even if its not Primaris. Neat. Points have been adjusted accordingly.

Miasmic Malignifier is now an option. This helps fortify hard to hold Objectives and can be particularly resilient at destruction thanks to the Mark of Nurgle and being Daemonic.

The Skull Altar was a fun one to add! So in A4R for those that are not familiar with it, Khorne does cast Ritual Spells (“Oh no! Khorne hates magic bruh!”. Hate to break it to you, he uses magic. He just doesn’t use it like Tzeentch does. He still summons daemons and such which is magic). Ritual spells don’t roll to cast, they use skulls gathered from their enemies.
This means a Chaos Sorcerer of Khorne can get into some nice melee based Rituals. They are harder to cast, but can’t be Denied! The problem is, you have to gather skulls as the caster in Melee. Your unit can’t for you. Khorne frowns upon lazy Champions.
The Altar acts as a gathering point that anyone, friend or foe, contributes to whether they want to or not! Slap it on an Objective and get the skull pez dispenser going!

Sekhetar Robots have been added as well. They provide a potent level of fire power, running in units of 2-6 for your Heavy Support Slots. With lots of fire based weapons they ignore Cover a lot, making them very good at flushing enemies into the open!

Goremongers were added as a Fast Attack. Originally we were testing them as a Cultist kit, but they have enough lore to stand out a bit now. They are a Scout unit that is highly expendable and are a great way to put pressure on the enemy! They come in units of 8-30 (base box set is just 8, but they are still a form of Cultists).

Huron was already a thing. To account for his new scale bloat that doesn’t make lore sense, he has an Exalted upgrade for W+1 like other chaos-primaris-sized-not-but-not-actually-primaris can get.

His retinue has been added as single Unique Advisors so you can mix and match to your heart’s content! Natural, GW left their lore out of their rules.
You got his corrupted Chief Apothecary, who some how has an Absolver Bolt Pistol as if it was always his wargear, even though they aren’t Horus Heresy era. He brings a POWERFUL Feel No Pain Aura of 4+.
Next you have his favorite Sorcerer. His extensive Spy Network ensures the enemy will have a harder time Deepstriking and Outflanking.
His special Master of Executions is a brutal individual. He can inflict 1d3 Mortal Wounds on a unit to make them automatically pass any Ld Test they fail.
His officer of the fleet, which if memory serves, wasn’t even playable at first, is quite playable. She brings an Orbital Strike ability that is massively potent for controlling enemy movement, and with her special command platform is ideally suited to assist any artillery unit within 240″!
Last but not least the alien assassin and her “pet” are formidable at keeping pressure on the enemy in close range.

Like I mentioned, we already had just about everything added. This is mostly new stuff. If you know of anything else we are missing please let me know!

We are well over 4900 man hours invested into A4R and are on the cusp of being fully up to date. Any Datasheet and model ever made is both playable and viable.

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