The forces of Chaos continue to evolve and grow ever more powerful, with war machines corrupted by the Dark Gods themselves. From the terrifying Titans that trample battlefields to the deadly Dreadnoughts, each variant and custom build offers new tactical advantages in the name of Khorne, Nurgle, Tzeentch, and Slaanesh.
This post explores a range of homebrew Chaos vehicles, offering new options and devastating firepower for your Chaos army. Whether you’re looking to customize your existing units or create entirely new monsters of the battlefield, these new datasheets and designs will bring the wrath of Chaos to your Warhammer 40K games like never before.
Chaos Titans: Daemon-Infused Giants of War
The Chaos Titans are massive war engines, powered by both the raw fury of their god patrons and the dark magic of the Warp. Each Titan represents one of the four Chaos Gods, offering unique abilities and horrifying weaponry.
Khorne Titan – Bloodthirster of the Battlefield
Points: 800
Movement: 10″
WS/BS: 3+/3+
Wounds: 30
FNP: 5+
Weapons: Twin Bloodaxe, Hellstorm Cannon, Bloodthirster’s Fury (Melee)
Abilities:
- Frenzied Charge
- Khorne’s Blessing (Re-roll hit rolls of 1 in melee)
- Unyielding Fury (Increase melee weapon damage)
Special Rule:
Blood for the Blood God – +1 to hit in melee against units that have already suffered wounds.
Tzeentch Titan – The Sorcerer’s Wrath
Points: 900
Movement: 8″
WS/BS: 3+/3+
Wounds: 28
FNP: 6+
Weapons: Warpfire Cannon, Infernal Boltgun, Gaze of Change (Psychic)
Abilities:
- Master of Sorcery (Psychic phase re-rolls)
- Warp Shield (Enemies -1 to hit)
Special Rule:
Warp Reality – Once per game, shift an enemy unit up to 6″ within line of sight.
Nurgle Titan – The Rotting Colossus
Points: 850
Movement: 6″
WS/BS: 4+/4+
Wounds: 35
FNP: 4+
Weapons: Plague Spewer, Nurgle’s Plague Bomb, Foul Horns (Melee)
Abilities:
- Regeneration (Heal 1 wound each turn)
- Nurgle’s Blessing (Enemies within 6″ suffer -1 to hit)
Special Rule:
Death Guard’s Blessing – +1 to saves against mortal wounds.
Slaanesh Titan – The Temptress of Death
Points: 875
Movement: 10″
WS/BS: 3+/3+
Wounds: 30
FNP: 5+
Weapons: Lash of Slaanesh, Sonic Blaster, Siren’s Song (Psychic)
Abilities:
- Enraptured (Enemies within 6″ take Leadership tests or suffer -1 attack)
- Pleasures of Slaanesh (Re-roll hit rolls of 1 in melee)
Special Rule:
Siren’s Call – Forces one enemy unit to move directly toward this Titan once per battle.
Chaos Dreadnought Variants: Wounded Yet Unstoppable
Chaos Dreadnoughts are ancient and terrifying war machines, piloted by shattered Space Marines, twisted by millennia of hate and dark power. Each Chaos God twists their form in new, horrifying ways.
Khorne Dreadnought – Slaughterer’s Fury
Points: 210
Movement: 6″
WS/BS: 2+/3+
Wounds: 8
FNP: 5+
Weapons: Blood Cleaver (Melee), Twin Bolt Pistols, Heavy Flamers
Abilities:
- Frenzy (Increased charge range)
- Rage of Khorne (Re-roll melee attack rolls)
Special Rule:
Bloodthirster’s Vengeance – If reduced to half wounds, every melee hit roll of 6 deals a mortal wound.
Tzeentch Dreadnought – Arcane Punisher
Points: 220
Movement: 6″
WS/BS: 3+/3+
Wounds: 7
FNP: 6+
Weapons: Warpflame Cannon, Psychic Lash
Abilities:
- Sorcerous Might (Cast one psychic power per turn)
- Warp Shielding (Reduce incoming damage by 1)
Special Rule:
Tzeentch’s Gift – Once per game, cast a psychic power at +1 to the result.
Nurgle Dreadnought – Plaguebringer
Points: 230
Movement: 5″
WS/BS: 3+/4+
Wounds: 9
FNP: 5+
Weapons: Plague Reaper (Melee), Nurgle’s Rot (Assault 3)
Abilities:
- Plague Incarnate (Regenerate 1 wound each turn)
- Disease Infusion (Enemy charged by this model suffers -1 Toughness)
Special Rule:
Blight Spread – At end of turn, enemy units in contact take mortal wounds.
Slaanesh Dreadnought – Lustful Devastator
Points: 210
Movement: 7″
WS/BS: 3+/3+
Wounds: 8
FNP: 6+
Weapons: Lash of Slaanesh (Melee), Sonic Blaster
Abilities:
- Charismatic Aura (-1 to hit for enemy units within 6″)
- Phantasmal Step (Move through models once per game)
Special Rule:
Temptress – On a charge, enemy units within 6″ must take a Leadership test or suffer -1 Attack.
Chaos Tanks: Non-Demonic But No Less Deadly
Even standard tanks, though not fully daemonically possessed, fall under the sway of Chaos, gaining unique enhancements from their dark patrons.
Chaos Predator – Warpshield Predator
Points: 150
Movement: 10″
WS/BS: 4+/3+
Wounds: 11
Weapons: Twin Lascannon, Havoc Launcher
Abilities:
- Daemonic Protection (5+ invulnerable save)
Special Rule:
Infernal Machine Spirit – At half wounds, gain +1 Strength on all weapons.
Chaos Land Raider – Soul-Forge Land Raider
Points: 265
Movement: 10″
WS/BS: 4+/3+
Wounds: 16
Transport Capacity: 10 Infantry or 5 Terminators
Weapons: Twin Soulflayer Lascannons, Heavy Bolter Array
Abilities:
- Infernal Resurrection (Regain 1 lost wound on a 6+ roll per turn)
Special Rule:
Soul Cage – Transported units gain +1 Attack when disembarking the same turn the Land Raider charged.
Chaos Rhino – Corrupted Rhino
Points: 80
Movement: 12″
WS/BS: 4+/3+
Wounds: 10
Transport Capacity: 10 Infantry
Weapons: Twin Boltgun, Option for Havoc Launcher or Combi-Weapon
Abilities:
- Smoke Launchers (Once per game, -1 to hit against it)
Special Rule:
Warp-Infused Hull – 5+ invulnerable save while within 6″ of a Chaos Psyker.
Final Thoughts
These Chaos Titans, Dreadnoughts, and tanks are perfect for narrative campaigns, Crusade play, or simply to bring terrifying new units into your casual games. Mix and match the god-specific variants for devastating combos—or create a full god-themed army of iron and daemon flesh!
Glory to the Dark Gods!
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