This document written by Mike Brandt, with the play testing input and aid of his compatriots and others across the world VERSION 2, CHANGES IN RED The Chaos Space Marines codex (C:CSM) is required as a reference point to appropriately use this document. If you do not own C:CSM, contact the author of this document for a solution to assist you in listhammering and playtesting. In all cases, where changes are not made to points, descriptions, stats, wargear or special rules from C:CSM, they remain the same. Keep in mind that this is a rough draft, unofficial document that – while it has undergone real game playtesting with other participants – requires further revision via input, and is being published to support a series of blog articles on whiskey40k.com The goal here is to produce a codex example that achieves a couple of primary goals … 1) Tempts hardcore AND soft gamers to seriously consider every or nearly every unit entry, depending on the physical goals of their list’s playstyle 2) Does not end up being absurdly overpowered 3) Does not have “obvious” or in-practice “best in slot” units in every FOC (or even ANY FOC) 4) In the accomplishment of #3, does not end up in a situation where numerous units in the same FOC are largely homogeneous Psychic Power Change – Lash of Submission may not be used on any given unit more than once per turn
HQ Abaddon the Despoiler Additional Special Rules – Lord of the Black Legion Lord of the Black Legion – Any unit that can take marks in the army may select the Mark of Chaos Glory for free May allow ONE OF THE FOLLOWING: o Up to 2 squads of unmarked terminators may be selected as Troops, or o Up to 2 squads of Chaos Chosen Space Marines may be selected as Troops Fabius Bile Additional Special Rules –Ancient “Apothecary,” “Failed” Experiments Ancient “Apothecary” Confers Feel No Pain upon any unit he is attached to “Failed” Experiments If included, may field Chaos Spawn at half their points cost Huron Blackheart - 190 points
Additional Special Rules - Faith in the Blackheart Faith in the Blackheart (While Huron's treasonous marines have given up their faith in the false Emperor, they retain the famed battle resolution of their loyalist origins thanks to their faith in the Blackheart. All units in Huron's army benefit from the And They Shall Know No Fear special rule so long as he is alive.) Typhus – same points All points the same, all rules and stats and wargear the same, but add Eternal Warrior Counts as a Chaos Lord for purposes of Marks of Nurgle chosen by the army Ahriman Additional Special Rules – Eternal Warrior, Spell Reflect, Tzeentch Has a Purpose, Sorcerous Coven Spell Reflect Any time an enemy psyker uses a Psychic Power, add that power to the list of psychic powers that Ahriman himself can use for the remainder of the battle Sorcerous Coven If Ahriman is chosen in the army, remove the 0-1 restriction on Thousand Sons Tzeentch Has a Purpose Any psychic power that affects Ahriman’s unit may be defended against by rolling a 3+; you do not have to use this power (i.e. against beneficial powers) Ahriman counts as a Chaos Sorcerer for purposes of allowing Aspiring Champions to count as Sorcerers Lucius the Eternal - Eternal Warrior - If slain by an Independent Character or single model unit (i.e. Mephiston, a Carnifex, etc.) in close combat, consider the unit that killed Lucius to be dead for purposes of Kill Points and Victory Points at the end of the game Kharn the Betrayer Additional Special Rules – Rage of the World Eaters, Impaled By a Land Raider Rage of the World Eaters For every successful wound inflicted by Kharn, add 1 to his A characteristic for the remainder of the battle, to a maximum of 10 Impaled By a Land Raider – Eternal Warrior Kharn's bloody 10,000 year history has seen witness to his impaling on a land raider, being beaten to near death by the primarch Angron, and being shot to pieces in battle on Terra, yet he always seems to find his way back on his feet; Kharn is Eternal Demon Princes – Any demon prince may be upgraded with wings at an additional cost of 20 points
Stats, wargear, special rules are the same as in codex CSM except where specified differently; the “base” Demon Prince choice in the codex is replaced by your choice of the following: Demons of the Warp – All Demon Prince psychic powers automatically pass; they are still treated as using a psychic power for all other purposes / limitations / etc., including the nullification of the powers by any of the wide variety of special rules and equipment that do so Demon Prince of Chaos Glory - 150 points - All units within 6" are affected by the Mark of Chaos Glory in addition to any other Marks currently on them - The psychic power "Warptime"
Demon Prince of Nurgle - 200 points - T6, Feel No Pain, I4, A3, Nurgle's Rot Demon Prince of Tzeentch - 200 points - T4, 2+ Armor Save, 3+ Invul Save, Bolt of Tzeentch, Gift of Chaos, Wind of Chaos; may use each of its psychic powers once per turn Demon Prince of Slaanesh - 200 points - Lash of Submission, I10, A5 - Leadership test is required to charge a Demon Prince of Slaanesh - The DP of Slaanesh adds 1 to combat resolution, has defensive grenades, and gains a 3+ invul save in close combat - The DP of Slaanesh has NO armor save (relying on cover, its 5++ invul, or its close combat 3++ invul) - Fleet Demon Prince of Khorne - 200 points - 5 Wounds, 6 Attacks, Strength 7, Furious Charge Chaos Lords – Only change is the addition of a Special Rule – Followers of the Same God Any unit in the army may purchase the same Mark chosen by a Chaos Lord at half price (rounding down) Chaos Sorcerors – Only change is the addition of a Special Rule – Sorcerous Coven
Any Aspiring Champion upgrade for a unit of Chaos Space Marines in the army is a Psyker, and may select a single psychic power at the same points cost and restrictions applied to the Chaos Sorceror himself
Elites Chosen Chaos Space Marines - 2 Attacks Base - "Favored of the Gods" - improved chaos marks - Glory - Fearless - Slaanesh - Defensive Grenades & +1 Initiative - Khorne - Furious Charge & +2 Attacks - Nurgle - T5 & 2+ Armor Save - Tzeentch - 4+ Invulnerable Save; Aspiring Champions may be Psykers for +20 points (and gain Bolt of Change for free if they purchase the upgrade); note that the +20 point cost is removed in the case of an army that includes a Chaos Sorcerer HQ choice Chaos Terminators - Unmarked or Chaos Glory terminators are the same as at present, all upgrades/options/etc. ... may not select any other marks Instead of selecting Terminators following the points and restrictions in the Chaos Codex, a player may instead purchase Cult Terminators with the following changes and costs: - Nurgle - 40 points per terminator, A1 I3 T5 Feel No Pain; Power Sword & TwinLinked bolter, Cloud of Flies (-1 BS to shoot at them if within 12”); always wound on 2+; up to half the models in the unit (rounding down) may purchase combi-weapons at +10 points each - Slaanesh - 40 points per terminator, A3 I6, Defensive Grenades, Twin-Linked Sonic Blaster and Power Sword only - Khorne - 40 points per terminator, A2 Furious Charge, Rage, and all must select either twin-linked lightning claws or chainfists (included in the cost) and twin-linked bolters - Tzeentch - 40 points per terminator; they are equipped with a Staff of Tzeentch and a twin-linked bolter; for every 3 terminators, one may be given Bolt of Change at no cost (still must take a psychic test in order to use); they have a 4+ invul save; the Staff of Tzeentch allows them to strike as monstrous creatures (while retaining only S4) Possessed Marines - 23 points each, and gain a free mark chosen from the following (to represent the chaos god responsible for their possession Slaanesh – I6, Fleet Khorne – +2A, Furious Charge Nurgle – Defensive / Offensive Grenades, Feel No Pain Tzeentch – Gain a 4+ Invulnerable Save, S3 AP- Template attack
Chaos Dreadnaughts 80 points Come with Extra Armor by default (stunned is only shaken) Chaos Drop Pod (45 points) … same as SM drop pod, for Chaos Dreads only May become Cult Dreadnaughts at 50 points each; these do not have the Crazed special rule Death Guard – AV13/13/11 World Eaters – +3A, Furious Charge, may not select anything other than heavy flamer/twin-linked bolter ranged weaponry Thousand Sons – 4+ Invulnerable Save against any damage result, however any dreadnaught close combat weapon is replaced with a twin-linked Bolt of Tzeentch (no psytest required, does not count as a psychic power/psychic shooting attack) Emperor’s Children – Fleet, +1I
Troops Chaos Space Marines May select 2 special weapons (regardless of squad size); squads numbering 10 or more may INSTEAD select 2 heavy weapons Stubborn - Their rhinos and all other rhinos in the army have 2 fire points, unless otherwise stated Cult Rhinos – Cult Marine Rhinos each have unique special rules based upon the cult marine chosen; these rules are indicated in the rules for the specific Troop choice; moreover, all Cult Rhinos cost 45 points Plague Marines - Their rhinos count as AV 12/11/11 and have no fire points Pestilent Coating – Plague Marine Rhinos ignore their first damage result of the game; this could be as little as a Shaken result, or as much as an Explodes result; it could also be an Immobilized result suffered by moving through difficult terrain Plague Marines do not have a Bolt Pistol; just a Bolter and close combat weapon Cloud of Flies – If a model in the firing unit is within 12” of a model in the target Plague Marine unit, the firing unit suffers -1 BS to fire upon the Plague Marines Plague marines have a NATURAL toughness of 5 (not 4(5)) Decaying Arsenal – May only select a single special weapon Noise Marines - Come with sonic blasters and defensive grenades standard - Champion has the Doom Siren standard - Squad size of 10 or more may select blastmasters at half price (and may select up to 2) - Their rhinos count as fast vehicles Khorne Berserkers - Their rhinos count as assault vehicles
Thousand Sons 0-1 200 points for a squad of 5, includes an Aspiring Sorcerer Same statline, except for armor save The Sorcerer retains an armor save of 3+, and an Invul save of 4+ Thousand Sons Marines have ONLY an Invul save of 4+ Additional marines cost 20 points The Aspiring Sorcerer has 2 psychic powers, and may choose no others: 1) Kine Shield – Cast upon any friendly unit within 12 inches at the BEGINNING of the Thousand Sons player turn. Confers a re-roll of all saves made against shooting attacks for one full game turn. May be cast twice (since Sorcerer is Tzeentchmarked) 2) Pyrokinetics – Cast upon any friendly unit within 12 inches at the BEGINNING of the Thousand Sons player turn. Confers the MELTA rule to any shooting attacks made by the target unit in the subsequent shooting phase (so, yes, potential for meltabolters, meltalascannons, meltamissilelaunchers, etc.) Cult Rhino has a 4+ invulnerable save, and 2 fire points
Fast Attack Chaos Bikers - 25 points Unique Marks, all 50 points Nurgle - +1T, Ignores Failed Dangerous Terrain Tests (so, don’t take ‘em) Tzeentch – Move as Eldar Jetbikes; 4+ Invul Slaanesh – Fleet (may “run”), +1I … thematically, bikes are possessed by steeds Khorne – Juggerbikes … move as Infantry, +2A, +1W Raptors - 18 points A unit of raptors may exchange its jump packs for a Rhino dedicated transport for no additional cost
Spawn – 40 points 6+ invulnerable save No longer slow and purposeful Spawn units joined by Independent Characters lose the Mindless rule Chaos Spawn are immune to Instant Death – while the rampant mutations will kill them, they also confer incredible durability in the interim Sometimes Soft, Sometimes Spiky - At the beginning of the game, roll a d6 for each unit; on a 1, each model loses 1 wound; on a 2-5 nothing happens; on a 6 they gain the Rending USR
Heavy Support Havocs - Lascannon 25 points, Missile Launcher and Autocannon 10 points, Heavy Bolter 5 points Obliterators Eternal Warrior 85 points Defiler - 130 points - AV 13/13/10
Chaos Vindicator – 115 points Demon Cannon – The Chaos Vindicator’s weapon becomes immune to Weapon Destroyed results if the Vindicator purchases the Daemonic Possession upgrade. Note that while Weapon Destroyed results are subsequently ignored (unless pintle-mounted weapons are purchased), an Immobilized result suffered after the Vindicator is already Immobilized will wreck it (instead of becoming an ignored weapon destroyed result) Chaos Predator – Adjust costs to match Vanilla SM Predator; Chaos Predators that purchase the Daemonic Possession upgrade may FIRE as Fast vehicles (but they do not become Fast) Chaos Land Raider A Possessed Chaos Land Raider may purchase a Mark from the following choices to become a Greater Possessed Chaos Land Raider: Tzeentch – 30 points; the Land Raider gains a 5+ invulnerable save, and models inside that are also bearing the Mark of Tzeentch may fire out of it as if it were open topped Nurgle – 30 points; the Land Raider ignores the first Wrecked or Explodes! damage result Khorne – 30 points; models disembarking from the Land Raider gain the FLEET universal special rule for the turn they disembark Slaanesh – 30 points; the Land Raider is a fast vehicle
Demons Summoned Lesser Demons – same points Pray to the Right God – Prior to deployment, nominate what god this unit of lesser demons owes its allegiance to ... Chaos Undivided - as in the codex, and you gain d3 extra demons for each unit Khorne - WS5 S4 A3 Slaanesh - WS3 S1 I6 A2 Rending Assault Grenades Tzeentch - T3 S2 WS1 BS5 A1 12" Assault 6 S2 APNurgle – T5 WS3 A1 S3 6+ invul poisoned attacks (4+) Summoned Greater Demons – 125 points Pray to the Right God – Prior to deployment, nominate what god the greater demon owes its allegiance to … Chaos Undivided – Project a 6” aura of the effect from the Icon of Ghaos Glory Khorne – Furious Charge Slaanesh – Offensive and Defensive Grenades Tzeentch – BS3 and Bolt of Tzeentch Nurgle – 5 wounds
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