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Chaos Codex 4.5


D3athwolf

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Greetings all!

Having recently read the forum about the biggest complaints of the current incarnation of the chaos codex, some of which i agree with, some i do not. I have decided to create a codex. I am unsure when i will be able to finish it however i can tell you that i have currently (mostly) finished the special rules section and am beginning to work on the army list itself. Any feedback or comments would be greatly appreciated. When it is finished i encourage you to BREAK THIS ARMY. power game to your hearts content. In order to make this the best home brew codex i need to know what flaws it has in order to fix them to your satisfaction. What we are aiming for is a balanced, yet competitive list that also allows for multiple builds. so without further ado:

Chaos Space Marines

Diametric Opposition:

Any Army led by a Lord, Daemon Prince, or Sorcerer with a mark of Chaos other than the Mark of Chaos Undivided cannot contain any units that have the opposing mark of that particular god. For example a Khorne Lord could not lead an army that contains a unit dedicated to Slannesh or vice versa, in the same way a Nurgle Lord could not lead an army which contains any Tzeentch units. Lords, Daemon Princes, and Sorcerers with the Mark of Chaos Undivided may have any mixture of cult troops as they have less to fear of angering a particular deity.

 

Ancient Fury: Many Chaos Space Marines have been in existence for many thousands of years, honing their hatred for the Corpse-Emperor to a razor-sharp edge, which has not dulled in all this time. If a Chaos unit wins close combat against a unit with the “…And They Shall Know No Fear” special rule and would overrun that unit, roll a dice. On the 4+, the Chaos unit ignores “…And They Shall Know No Fear” and massacres the opposing unit.

 

Chaos Sorcery:

Chaos Psykers have an undisputed mastery of the arcane arts over their Imperial brethren. As such Sorcerers and Daemon Princes without the Mark of Tzeentch will not suffer a “perils of the Warp” on a Psychic test result of “2”. Tzeentchian Sorcerers and Daemon Princes have even less to fear of the Warp and therefore never have to roll Psychic test, they are considered to automatically succeed. Certain Psychic powers may be cast in the appropriate phase of the opponents turn provided the caster has not cast his maximum number spells on his turn. These spells will be indicated in their particular entries.

 

Chaos Psykers, depending on their rank, can cast additional spells, shown here.

Aspiring Sorcerers: 2 per turn

Chaos Sorcerers: 3 per turn

Daemon Princes and Sorcerer Lords: 4 per turn

Psychic powers that are used in the shooting phase may only be used once and only one may be used per turn. The exception to this is Daemon Princes and Sorcerer Lords who, due to their skill, may use two different shooting spells or one shooting spell and a ranged weapon. Personal Psychic powers may be used while in close combat. Models with the Mark of Khorne may never have Psychic powers and are never considered psykers for any reason whatsoever

 

Chaos Psychic Powers

Doombolt:

Range: 24” Str 4 AP 3 Assault 3; Cast In: Shooting Phase

 

Bolt of Change: (models with the Mark of Tzeentch only)

Range: 18” Str 8 AP 1 Assault 1, Blast, Melta; Cast In: Shooting Phase

 

 

Gift of Chaos

Range: 6” Effect: On a successful Psychic test, roll a d6. If the result is over the target model’s toughness the target becomes a Spawn of Chaos under the control of the casting player. The target model is considered to be killed but is worth no victory/kill points to the casting player and is worth no victory/kill points if killed by the opposing player. If a Spawn of Chaos model is not available the model is removed from play. No saves are allowed against this spell as no wounds are taken.

Cast in: Shooting Phase

 

Soul Drain:

Range: 12” Effect: On a successful Psychic test, target unit and casting psyker both roll a d6 and add their leadership. If the psyker rolls higher the unit loses one wound, no armor saves, and the psyker gains a wound up to his original number of wounds. If the affected unit rolls higher, nothing happens and the spell ends. Cast In: Shooting Phase

 

Wind of Chaos:

Range: Template Str X AP 2 Effect: Wounds on 4+, ignores cover saves, vehicles Glanced on 4+

Cast In: Shooting phase

 

Nullify:

Range: 24” Effect: Nullify: At any point during the shooting phase, after passing a psychic test, target enemy Psyker within 24" must make a save as if it had been the victim of a 'Perils of the Warp'. If the target Psyker fails this save, it loses the "Psyker" special rule and cannot make psychic tests or use psychic or runic hoods. In addition, any psychic powers the model has stop working (i.e. Embolden, Shadow in the Warp).The effects of any psychic powers that the model used in previous turns but are still in effect (i.e. Fortune, Murderous Hurricane's Difficult & Dangerous effect) cease to have an effect. Any force weapon that the affected psyker has loses the ability to inflict instant death with a successful psychic test. These effects last until the start of the Chaos Space Marine player's next turn. If the target psyker passes this save, it cannot be the target of 'Nullify' again this turn.

 

Warptime:

Range: Personal; Effect: On a successful Psychic Test, the Psyker may re-roll all failed “to hit” and “to wound” rolls for the duration of the players turn. Warptime may be cast in the opposing players turn.

Cast In: Movement Phase

 

Nurgle’s Rot: (models with the mark of Nurgle only)

Range: Personal; Effect: On a successful Psychic test, every model (friend and foe) within 6” takes a Str 3 hit. Models with the Mark of Nurgle are unaffected. Used In: Shooting Phase

 

Lash of Submission: (models with the Mark of Slaanesh only)

Range: 24” Effect: On a successful Psychic test, target non-vehicle unit is moved 2d6” ignoring difficult terrain but not dangerous terrain. The affected unit then takes a Pinning test. The unit may not be moved off the table, into impassible terrain, or within 1” of enemy models. Cast In: Shooting Phase

 

 

 

Daemon Weapons: If a model equipped a Daemon Weapon kills an enemy model in close combat, the attacking model must make a Leadership test at the end of the turn, regardless if the model in question has the Fearless special rule. If the attacking model fails the test, it automatically suffers "Perils of the Warp".

 

Daemon Summoning:

All Daemons are summoned on to the battlefield using the standard Deep Strike Rules. If a unit of Daemons is summoned within 6” of an Icon, the Daemons do not scatter. Daemons may assault out of Deep Strike.

 

Icons of Chaos: Icons of Chaos have two uses. The first is to be used as a focus for summoning Daemons, described above. They may also be used to target teleport devices. Any model teleporting onto the battlefield that appears within 6” of a model with an Icon of Chaos does not scatter.

 

Greater Daemons:

Greater Daemons must have a sacrifice made before they can be coaxed into the material realm. One Aspiring Champion, Aspiring Sorcerer, Chaos Lieutenant, Chaos Sorcerer, Chaos Lord, or Sorcerer Lord may be designated as a host for a Greater Daemon. At the beginning of the Chaos players turn roll a die. If the host wishes the possession to proceed it happens on the 4+, if the host wishes not to be taken on a roll of “6”. If the host dies before possession can take place, the Daemon comes through. Each turn, however, the Greater Daemon must make a Leadership test on 3d6. If the test is failed, the Greater Daemon takes wounds equal to the amount the test was failed by.

 

Legions of Chaos

Any Army led by a member of a member of a First Founding Legion may alter their organization and special rules accordingly. A Chaos Lord may only be a member of ONE Legion. (No Alpha-Word Bearer Legions or other such nonsense)

 

Alpha Legion: Any models with a Mark of Chaos Undivided make take the Infiltrate special rule for 5pts a model. Models with Jump Packs, Bikes, Monstrous Creature or Terminator Armor may not take this option. The Alpha Legion usually operates far behind enemy lines where Daemons cannot breach reality. An Army lead by an Alpha Legionnaire may not take Daemons of any kind. Possessed and Daemon Princes may be taken as normal.

 

Iron Warriors: Any model in the Army with a Mark of Chaos Undivided may take the Tank Hunters special rule for 5pts a model. The Army’s Force Organization Chart may be altered to include one more Heavy Support Choice in exchange for one less Fast Attack and one less Elite choice. Daemons, with the exception of Possessed and Daemon Princes, may not be taken by an Iron Warriors army. In addition the IW player may Bolster Defences of any building in their deployment zone for 20pts, granting a +1 cover save to any models occupying that building.

 

Night Lords: Any model in the army with a Mark of Chaos Undivided may take the Terrifying Visage special rule for 5pts a model. Raptors and Chaos Bikers are no longer Fast Attack but now occupy Troops slots. Raptors, Chosen, and Chaos Space Marines may also take the Fleet special rule for 3pts. Khorne Berzerkers, Thousand Sons, Noise Marines, or Plague Marines become Elites choices in a Night Lords army.

 

Word Bearers: Any Reserve rolls made for summoning Daemons are at +1. In addition, half (rounding up) of the total number of Daemon squads in the army may enter play on the first turn, without a Reserves roll. Any Unit with the Mark of Chaos Undivided may take Daemonic Aura for 1pts/model. If this option is taken that unit may not benefit from any cover saves whatsoever. Word Bearers may not have any of the following units: Khorne Berzerkers, Thousand Sons, Noise Marines, or Plague Marines.

 

Emperors Children: All models (excluding vehicles which cannot have marks) in the Army must have the Mark of Slaanesh or be a Slaaneshi Daemon. Any unit numbering six (6) models may upgrade one model to Aspiring Champion for free. Favored Daemon squads may add +1 to their summoning rolls. All models may replace their bolters with Sonic Blasters for 2pts a model and may replace their missile launchers with Blastmasters for 5pts a model. Vehicle may replace their heavy bolters with twin-linked sonic blasters for free and replace their autocannons with blasmasters for 5pts

 

Thousand Sons: All models (excluding vehicles which cannot have marks) in the Army must have the Mark of Tzeentch or be a Tzeentchian Daemon. Any units numbering nine (9) models may upgrade one of its models to Aspiring Sorcerer for free. Favored Daemon squads may add +1 to their summoning rolls. Aspiring Champions of Chaos Space Marine squads may be Aspiring Sorcerers with a force weapon and one free psychic power for an extra 25pts.

 

World Eaters: All models (excluding vehicles which cannot have marks) in the Army must have the Mark of Khorne or be Khornate Daemons. Any units numbering eight (8) models may upgrade one of their models to Aspiring Champion for free. Favored Daemon squads may add +1 to their summoning rolls. Any model may replace their close combat weapon with a Khornate Chainaxe for 2pts a model.

 

Death Guard: All models (excluding vehicles which cannot have marks) in the Army must have the Mark of Nurgle or be a Nurgle Daemon. Any units numbering seven (7) models may upgrade one of their models to Aspiring Champion for free. Favored Daemon squads may add +1 to their summoning rolls. Any model may take Blight grenades for 2pts a model. Chaos Space Marine squads may take the Feel No Pain Special Rule for 5pts

 

Renegade Forces: These Chaos Space Marines are newly turned followers of the Ruinous Powers and as such do not have the resources of the older Chaos Legions. They do, however, retain a limited number of newer Imperial technology. Renegade warbands count all cult troops (Plague Marines, Thousand Sons, Noise Marines, and Khorne Berzerkers) as Elite choices and may only summon Daemons that share the Mark of their commander. They gain 0-1 choices of the following Space Marine Vehicles: Land Speeder (all variants), Land Raider Crusader and Redeemer. Also one squad of Havocs and one Squad of Chaos Space Marines may add Plasma Cannons and Multimeltas to their list of heavy weapons list for20pts and 15pts respectively.

 

 

Forces of Chaos

 

Daemon Prince:

Special Rules:

Supreme Mark: Marks of Chaos have different effects on Daemon Princes than lesser mortals.

Mark of Chaos Undivided: +1 WS +1 BS +1 Str +1 A

Mark of Khorne: +2 WS -2 BS +2 Str +2 A Rage

Mark of Nurgle: -1 WS -2BS +2 T Feel no Pain

Mark of Slaanesh: +2 I, +2 A, Fleet

Mark of Tzeentch: +2 BS, +1 Inv Sv, All close combat weapons count as Force Weapons

Eternal Warrior, Independent Character, Fearless, Ancient Fury

 

Chaos Lord:

Special Rules:

Legion Commander: Chaos Lords and Sorcerer Lords occasionally come from a specific Legion and are alter accordingly

Alpha Legion: Gains Infiltrate and Hit and Run

Iron Warriors: Gains Relentless and Tank Hunters

Night Lords: Gains Stealth and Terrifying Visage

Word Bearers: Gains Demagogue and Preferred Enemy (opposing army, conferred to entire squad)

Emperor’s Children: Gains +1 Initiative

Thousand Sons: Cheapest Psychic power free

World Eaters: Gains Rage and Preferred Enemy (opposing army, both rules conferred to entire squad)

Death Guard: Poisoned Attacks (stacks with any other weapon except Daemon Weapons)

Lordly Mark: Because of their favor with the Ruinous Powers, Marks of Chaos applied to Chaos Lords have more powerful effects than those applied to their servants. Lords without the Mark of Khorne may become Sorcerer Lords.

Mark of Chaos Undivided: +1 WS, +1 A

Mark of Khorne: +1 WS, -1 BS, +1 Str, +1 A, Rage

Mark of Nurgle: -1 BS, +1 T, Feel No Pain

Mark of Slaanesh: +1 I, +1 A, Fleet

Mark of Tzeentch: +2 BS, +1 Inv Sv, Close combat weapons count as Force Weapons in addition to other rules (does not stack with Daemon Weapons)

Eternal Warrior, Independent Character, Fearless (except Sorcerer Lords), Chaos Sorcery (Sorcerer Lord only), Ancient Fury

 

Greater Daemon

Special Rules:

Living Icon: Deep Striking Daemons may count a Greater Daemon as an Icon for the purposes of scattering. The Greater Daemon must have been on the table at the beginning of the turn for this rule to be used.

Greater Daemon of Khorne: Fury +1d6 Attacks, Preferred Enemy, Wings

Greater Daemon of Tzeentch: May select 2 Psychic powers for free, Wings

Greater Daemon of Slannesh: +1 Initiative, Fleet

Greater Daemon of Nurgle: +1 Toughness, Feel No Pain, Slow and Purposeful

Eternal Warrior, Independent Character, Fearless, Greater Daemon Summoning

 

Chaos Lieutenant

Special Rules:

Marked for Glory: As they are often aspirants of their lords’ power, Chaos Lieutenants, Sorcerers, and Chosen are recipients of a small portion their patron gods’ power. Their Mark of Chaos is affected as follows:

Mark of Chaos Undivided: +1 WS Re-roll Moral Checks (not psychic tests)

Mark of Khorne: +1 WS, +1 A

Mark of Tzeentch: +1 BS, +1 Inv Sv

Mark of Slaanesh: +1 I, Fleet

Mark of Nurgle: +1 T, Feel No Pain

Independent Character, Ancient Fury

 

Chaos Sorcerer

Special Rules:

Marked for Glory, Psyker, Independent Character, Chaos Sorcery, Ancient Fury

 

 

Obliterator Amalgam

Special Rules:

Body Weapons: The Obliterator Amalgam may fire two of the following or fire one twice from the following list: Lascannon, Plasma Cannon, Multimelta, Plasma gun, Meltagun. It also counts as having two Powerfists in close combat.

Feel No Pain, Slow and Purposeful, Deep Strike

 

Marks of Chaos have the following effects on all models except Daemon Princes, Chaos/ Sorcerer Lords, Sorcerers, Lieutenants, and Chosen.

Mark of Chaos Undivided: Re-roll failed Moral Checks

Mark of Khorne: +1 A

Mark of Nurgle: +1 T

Mark of Tzeentch: +1 Inv Sv (models without an Inv Sv gain a 5+ Sv)

Mark of Slannesh: +1 I

Chosen Terminators

Special Rules: Marked for Glory, Deep Strike, Ancient Fury

Deep Strike Mastery: for thousands of years, Chaos Terminators have refined the art of crushing their enemies through surprise teleportation assault. Chaos Terminators may assault out of Deep Strike if they are within range after scattering.

 

Dreadnought

Vehicle, Walker

Special Rules: Ancient Fury,

Crazed: At the beginning on your turn roll a dice and consult the table below.

1: Blood Rage: The Dreadnought may not fire this turn, however, the Dreadnought gains both Fleet and Rage and doubles its attacks in close combat. If in close combat already, the Dreadnought doubles its attacks. If the Dreadnought is immobilized, treat this result as a “Fire Frenzy”.

 

2-5: Sane: the Dreadnought behaves normally this turn.

 

6: Fire Frenzy: The Dreadnought does not move this turn and fires twice at the closest enemy unit, twice. If no enemy unit is in range or line of sight, the Dreadnought fires on the closest friendly unit. If no ranged weapons are operational treat this result as a “Blood Rage”.

 

Plague Marines

Special Rules: Mark of Nurgle(included in profile), Feel No Pain, Ancient Fury,

Blight Grenades: All Plague Marines are equipped with blight grenades which count as defensive grenades.

 

Khorne Berserkers

Special Rules:

Mark of Khorne (included in profile), Furious Charge, Ancient Fury,

Khornate Chainaxes: Khornate Chainaxes are brutal weapons, designed to ablate any armor it came across. Khornate Chainaxes impose a -1 penalty on any armor saves made against them.

 

Noise Marines

Special Rules:

Mark of Slaanesh (included in profile), Ancient Fury,

Noise Weaponry: Noise Marines are equipped with augmented sonic bolter with the following profiles:

Sonic Blaster: Range: 24” Str 4 Ap 5, Assault 2 or Heavy 3

Blastmaster: Range: 48” Str 8 Ap 3, Heavy 1, Blast or Range: 36” Str 5 Ap 4, Assault 2

Doom Siren: Range: Template Str 5 Ap 3

 

Thousand Sons

Special Rules:

Mark of Tzeentch (included in profile), Slow and Purposeful, Ancient Fury,

Inferno Bolts: The boltguns of the Thousand Son marines have been impregnated with the raw energy of Warp.

Inferno Bolter: Range 24” Str 4 Ap 3 Rapid Fire

 

Chaos Cultists

Special Rules: Scouts, Move Through Cover

Unreliable: Cults generally come from the dredges of society whether, the poor, the disenfranchised, or the mutated. As such they cannot hold or contest objectives and roll 2d6 for their leadership at the beginning of the game. Alpha Legion Cultists are more disciplined and as such have leadership 8 and may hold and contest objectives.

 

Chaos Daemons

Special Rules:

 

Bloodletters of Khorne

Power Weapons, Furious Charge, Mark of Khorne (included in profile)

 

Pink Horrors of Tzeentch

Psyker, Mark of Tzeentch (included in profile)

 

Daemonettes of Slaanesh

Rending, Fleet, Mark of Slaanesh (included in profile)

 

Plaguebearers of Nurgle

Feel no Pain, Poisoned Attacks (4+) Mark of Nurgle (included in profile)

Summoned Lesser Daemons

 

Chaos Bikers

Special Rule:

Ancient Fury

Spiked: Chaos Bikes are festooned with lethal close combat attachment and so gain +1 A

 

Chaos Raptors:

Special Rules:

Terrifying: Units in Close Combat with Chaos Raptors suffer a -1 Ld penalty

Deep Strike, Ancient Fury

 

Chaos Spawn

Special Rules:

Fearless, Beast, Rage

Mindless: Chaos spawn never hold or contest objectives and roll 1d3+3 A. The Spawn still gains +1 A for charging.

 

Obilterators

Special Rules:

Deep Strike, Slow And Purposeful,

Body Weapons: The Obliterator may fire one of the following from the following list: Lascannon, Plasma Cannon, Multimelta, Twin-Linked Plasma gun, Twin-Linked Meltagun, Heavy Flamer. It also counts as having a Powerfist in close combat. Obilterators in a squad may each fire a different weapon I the same shooting phase.

 

Chaos Dedicated Transports

Rhino

Vehicle, Tank

Special Rules:

Repair: If a Rhino has been immobilized, roll a dice in the controlling players shooting phase instead of shooting. On a “6” the vehicle’s drive is repaired and no longer count as being immobilized.

 

Dreadclaw Assault Pod:

Vehicle, Open-Topped,

Infernal Guidance System: If the Dreadclaw would scatter into impassable terrain or within 1” of enemy models reduce the distance by the minimum required to avoid it/them.

 

Chaos Vehicles

Defiler

Vehicle, Walker,

Bound Daemon: The Defiler ignores all stunned and shaken results on the vehicle damage table. The Defiler may also move and shoot all weapons (including ordinance weapons)

 

Chaos Land Raider

Vehicle, Tank,

Assault Ramp: The Land Raider counts as being Open-Topped for the purpose of launching an assault

Power of the Infernal Machine: In the Shooting phase one weapon may be fired at BS 3, in addition to any others that may be fired. Power of the Daemonic Machine may be used even if the Land Raider moved 12” in the movement phase.

 

Chaos Armory

Daemonic Gifts: Some units and Characters may have access to Daemonic gifts described here.

Wings: Units type changes to Jump Infantry

Daemonic Talons: Unit gains an extra close combat weapon and Rending. Units close combat attacks are not affected by other weapons

Daemonic Speed: Unit’s type changes to Beast

Daemonic Strength: +1 Strength

Daemonic Essence: +1 Wound

Daemonic Resilience: +1 Toughness

Daemonic Aura: +1 Inv Save

Note: All of these bonuses stack with any others conferred from Marks, Weapons, etc. Toughness bonuses, regardless of the source, are never counted when determining Instant Death.

 

Armor

Flak Armor: Basic Armor worn by cultists. Provides minimal protection but maximum maneuverability. 5+ Sv

Power Armor: Standard Space Marine Armor. Varies from Mk III “Heresy” pattern to Mk VIII “Crusade” pattern. 3+ Sv

Terminator Armor: Tactical Dreadnought Armor. Designed for ship to ship boarding actions.

2+ Armor Sv/ 5+ Inv Sv provides +1 Attack, may not Sweeping Advance

Daemon Power Armor: Power Armor dedicated to the Ruinous Powers.

2+ Armor Sv/ 5+ Inv Sv

 

Daemon Weapons: Daemon Weapons count as 0-1 choices

Darkblade: Power Weapon, +2 Strength, Two-handed

Dreadaxe: Armor Saves of wounded models are made at -2, ignores Invulnerable saves

Kai Gun: Heavy Bolter with Str 6 AP 3, counts as a two-handed Power weapon in close combat

Accursed Crozius: Power Weapon, +1 Strength (Word Bearers only)

Manreaper: Power Weapon, +1d6 A (models with the Mark of Nurgle only)

Bedlam Staff: Force Weapon, +6” range on any spells cast (models with the Mark of Tzeentch only)

Lash Whip: Power Weapon, Causes Instant Death (models with the Mark of Slaanesh only)

Goreblade: Power Weapon, wounds on the 3+ regardless of toughness (models with the Mark of Khorne only)

 

 

 

Edit #1 Altered Legion Special Rules and Points costs, removed discounts, changed Daemon Weapons, added cult weapon options, Nullify re-worded, added Bolster Defences to IW, added more unit Special Rules.

 

Edit #2 Part 2 added (army list/points costs) http://www.bolterandchainsword.com/index.p...mp;showfile=434 Added some nit-picky rules. Fiddle with legion special rules a bit namely: Night Lords, Word Bearers, and the cult Legions

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Alpha Legion: Any models with a Mark of Chaos Undivided make take the Infiltrate special rule for 2pts a model. Models with Jump Packs, Bikes, or Terminator Armor may not take this option. The Alpha Legion usually operates far behind enemy lines where Daemons cannot breach reality. An Army lead by an Alpha Legionnaire may not take Daemons of any kind. Possessed and Daemon Princes may be taken as normal.

5 pts and only on csm , no inf raptors , no inf havocks , no inf DPs or lords/sorc.

Iron Warriors: Any model in the Army with a Mark of Chaos Undivided may take the Tank Hunters special rule for 2pts a model. The Army’s Force Organization Chart may be altered to include one more Heavy Support Choice in exchange for one less Fast Attack and one less Elite choice. Daemons, with the exception of Possessed and Daemon Princes, may not be taken by an Iron Warriors army.

5 pts minium and you pay for the whole squad.

Night Lords: Any model in the army with a Mark of Chaos Undivided may take the Stealth special rule for 2pts a model. Models with bikes, jump packs, or terminator armor do not have this option. Raptors and Chaos Bikers are no longer Fast Attack but now occupy Troops slots. The only Daemons that can be summoned are undivided ones. Possessed and Daemon Princes may be taken as normal.

rather the stealth I would give them -1Ld to oposing units in hth . Not cumulative [maybe a special for raptors tht give -2].

World Eaters: All models in the Army must have the Mark of Khorne or be Khornate Daemons. Any units numbering eight (8) models may upgrade one of their models to Aspiring Champion for free. Favored Daemon squads may add +1 to their summoning rolls. Cult Troops are purchased at a 5pt discount.

no discount , no free asp champions , options to mark all models in army[dreads, spawn, deamons ]. same for all other cult legions. +the option for cult terminators.

Emperors Children: All models in the Army must have the Mark of Slaanesh or be a Slaaneshi Daemon. Any unit numbering six (6) models may upgrade one model to Aspiring Champion for free. Favored Daemon squads may add +1 to their summoning rolls. Cult Troops are purchased at a 5pt discount.

no free champs , sonic weapon options for dreads ,tanks, havocks etc.

Word Bearers: Any Reserve rolls made for summoning Daemons are at +1. In addition, half (rounding up) of the total number of Daemon squads in the army may enter play on the first turn, without a Reserves roll.

interesting option . I would give them an option to buy icons/marks for demons.

 

 

Chaos Sorcery:

Chaos Psykers have an undisputed mastery of the arcane arts over their Imperial brethren. As such Sorcerers and Daemon Princes without the Mark of Tzeentch will not suffer a “perils of the Warp” on a Psychic test result of “2”. Tzeentchian Sorcerers and Daemon Princes have even less to fear of the Warp and therefore never have to roll Psychic test, they are considered to automatically succeed. Certain Psychic powers may be cast in the appropriate phase of the opponents turn provided the caster has not cast his maximum number spells on his turn. These spells will be indicated in their particular entries.

auto cast on all sorc. always perils all the time . tzeench guys cast two per turn . option to counter other psychic powers.

Diametric Opposition:

Any Army led by a Lord, Daemon Prince, or Sorcerer with a mark of Chaos other than the Mark of Chaos Undivided cannot contain any units that have the opposing mark of that particular god. For example a Khorne Lord could not lead an army that contains a unit dedicated to Slannesh or vice versa, in the same way a Nurgle Lord could not lead an army which contains any Tzeentch units. Lords, Daemon Princes, and Sorcerers with the Mark of Chaos Undivided may have any mixture of cult troops as they have less to fear of angering a particular deity.

unless you pick your lord to be BL.

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Thx alecto

@ the jeske: could you be a little more constructive? some of you reasoning i can understand but i why to know why you want some of these changes specifically:

"no discount , no free asp champions , options to mark all models in army[dreads, spawn, deamons ]. same for all other cult legions. +the option for cult terminators. "

and

"unless you pick your lord to be BL."

 

also check "Nullify" in the powers section

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I like it, I like the idea. A few things might be over the top though.

 

Chaos Psykers, depending on their rank, can cast additional spells, shown here.

Aspiring Sorcerers: 2 per turn

Chaos Sorcerers: 3 per turn

Daemon Princes and Sorcerer Lords: 4 per turn

 

Why not 1, 2, 3, and ahriman has 4. The basic little sorcerer having 2, and then higher level sorcerers having 3 and 4 is getting out of hand. A demon prince or sorcerer lord could do warptime+double wind+still use a force weapon in hth. While I'm all for more powerful DPs, but an 0-1 limitation that is a bit out there.

 

Nullify:

Range: 24” Effect: On a successful Psychic test, target enemy Psyker must take a “Perils of the Warp” save. If the save is failed, instead of taking a wound, the affected model no longer counts as a Psyker and may not cast spells, use psychic hoods, and force weapons count as power weapons. This effect lasts until the beginning of the chaos players turn. If the save is passed the psyker may not be affected by this spell until the beginning of the Chaos player’s next turn. Cast In: Shooting Phase

 

I love it, finally chaos has a way of stopping psykers... and this kind of fits the fluff. In BL novels sorcerers have invaded enemy psykers minds... shows how that would work.

 

 

Lash of Submission: (models with the Mark of Slaanesh only)

Range: 24” Effect: On a successful Psychic test, target non-vehicle unit is moved 2d6” ignoring difficult terrain but not dangerous terrain. The affected unit then takes a Pinning test. The unit may not be moved off the table, into impassible terrain, or within 1” of enemy models. Cast In: Shooting Phase

 

We don't need another round of this. Something I thought would be interesting. Instead of moving them all over the place... which makes no sense. Thought I had... "The effected enemies behold the psyker as if it were the most beautiful being they had ever seen, some Imperial followers will think they see the Emperor in his glory, orks will see Mork, etc. And the affected unit will begin to run in ecstacy towards the psyker. The enemy squad must move 2d6 inches towards the psyker as if they were falling back only towards the psyker. Just as if they were falling back take a leadership test at the begining of each turn. If they pass they regain their composure. If they fail they continue to run towards the psyker and may not shoot at the psyker or any unit the psyker has joined. If they get within assault range they will stop 1" from enemies."

 

Thougts?

 

Daemon Weapons: If a model equipped a Daemon Weapon kills an enemy model in close combat, the attacking model must make a Leadership test at the end of the turn, regardless if the model in question has the Fearless special rule. If the attacking model fails the test, it automatically take a wound, no armor or invulnerable saves allowed.

 

Didn't it just cause a perils of the warp attack in 3.5? I liked that, since it is in fact a demon attacking your brain in both cases.

 

 

I would personally do the legion rules slightly different, and I agree with Jeske that Nightlords should impose -1ld instead of being stealthy. But if the new codex had those legion rules I wouldn't complain.

 

Good job :rolleyes: .

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I think you're missing out on some good potential with some of your choices.

 

Alpha Legion are more than just infiltrators and some special, balanced skill might help represent what they're really like a bit better. Also the AL Lord is getting a useless upgrade. As an IC he gets Move Through Cover while on his own and when he joins a unit he loses it.

 

Iron Warriors, well I've just finished re-reading Storm of Iron and while they did blow up a lot of tanks they did a lot more siege craft. Like with AL you seem to have reverted to 3.5, I think you should bear that in mind but also think big. They could get something similar to Bolster Defence like Lysander gives, or cammo nets for their tanks etc. It's hard to represent them working their siege craft in an offensive manner but it's easy to represent it in a defensive way and personally I think it would add more IW flavour.

 

And what about Plague Knives as well? :rolleyes:

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The technical writing on the special rules and Psychic Powers is very loose.

 

For example:

 

Nullify:

Range: 24” Effect: On a successful Psychic test, target enemy Psyker must take a “Perils of the Warp” save. If the save is failed, instead of taking a wound, the affected model no longer counts as a Psyker and may not cast spells, use psychic hoods, and force weapons count as power weapons. This effect lasts until the beginning of the chaos players turn. If the save is passed the psyker may not be affected by this spell until the beginning of the Chaos player’s next turn. Cast In: Shooting Phase

Range is unnecessary to specifiy outside the power description, as is the "Cast In" part. "On a successful Psychic test" should be "At any point during the shooting phase, after passing a psychic test". "target enemy Psyker must take a “Perils of the Warp” save." should be "target enemy Psyker within 24" must make a save as if he had been the victim of 'Perils of the Warp'." This is because there is no such thing as a Perils of the Warp save.

 

"If the save is failed, instead of taking a wound, the affected model no longer counts as a Psyker and may not cast spells, use psychic hoods, and force weapons count as power weapons. This effect lasts until the beginning of the chaos players turn." should be,

 

"If the target Psyker would lose a wound as a result of 'Nullify', it instead loses the "Psyker" special rule and cannot make psychic tests or use psychic or runic hoods. In addition, any psychic powers the model has stop working (i.e. Embolden, Shadow in the Warp). *NOTE* ONLY USE THIS NEXT SENTENCE IF YOU WANT NULLIFY TO CANCEL PERSISTANT EFFECTS, SUCH AS FORTUNE */NOTE* The effects of any psychic powers that the model used in previous turns but are still in effect (i.e. Fortune, Murderous Hurricane's Difficult & Dangerous effect) cease to have an effect. Any force weapon that the affected psyker has loses the ability to inflict instant death with a successful psychic test. These effects last until the start of the Chaos Space Marine player's next turn."

 

"If the save is passed the psyker may not be affected by this spell until the beginning of the Chaos player’s next turn." should be "If the target psyker is passes this save, it cannot be the target of 'Nullify' again this turn."

 

So the more tightly written power (with the same effect) ends up reading:

 

Nullify: At any point during the shooting phase, after passing a psychic test, target enemy Psyker within 24" must make a save as if it had been the victim of a 'Perils of the Warp'. If the target Psyker fails this save, it loses the "Psyker" special rule and cannot make psychic tests or use psychic or runic hoods. In addition, any psychic powers the model has stop working (i.e. Embolden, Shadow in the Warp). *NOTE* ONLY USE THIS NEXT SENTENCE IF YOU WANT NULLIFY TO CANCEL PERSISTANT EFFECTS, SUCH AS FORTUNE */NOTE* The effects of any psychic powers that the model used in previous turns but are still in effect (i.e. Fortune, Murderous Hurricane's Difficult & Dangerous effect) cease to have an effect. Any force weapon that the affected psyker has loses the ability to inflict instant death with a successful psychic test. These effects last until the start of the Chaos Space Marine player's next turn. If the target psyker is passes this save, it cannot be the target of 'Nullify' again this turn.
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I really like what you've done with marks for the Lords/DPs.

 

For the AL or NL special rules, I am very partial to Hit and Run. I think it would fit more with NL but if my AL would have it, I'd be in heaven! I think arguments for and against both legions with this rule could be made.

 

I also second the idea of the leadership modifier for NL, very fluffy and different ( I don't think another unit in the game works this way...)

 

I'll try to go more in-depth when I have a bit more time to write (at work)

 

Good job!

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"no discount , no free asp champions , options to mark all models in army[dreads, spawn, deamons ]. same for all other cult legions. +the option for cult terminators. "

well if a zerker costs 5pts more in we army I would really start thinkinng about using havocks . same with cheaper pms .

 

I would not give any legion[cult or not] free asp champion . non of the 5th ed dex has that and neither should chaos .

 

as the mark/icons go . I think that cult armies should have options to take marks for demons, dreads , spawn.

 

cult terminators and cult chosen should exist the idea that they dont just doesnt make much sense .

 

 

casting your power to stop someone else from using his[what he can stop do tue hoods, staffs , runes , being nid , having a GKGM etc] is a bad idea. it is too random and if the DP is suppose to have more powers then why use sorc at all.

 

choices should be simple . DP stats and eternal warrior . Lord still good in hth no eternal warrior , but some sort of an army buff , sorc the moving canon+anti psyker. each choice is viable , each choice enhances the list. .legion rules can be made very simple . stuff like one unit of csm can infiltrate ,unit of demons can have marks, one unit can have tank hunter [should be limited to havocks , csm, chosen] . mini lists are not coming back before GW starts to think about next edition.

 

 

when your making a dex you have to remember two things [well actually one it should sell well . it should have some sort of inner balance , but it should not break the desing philosophy of an edition[other wise the next codex after chaos would be craftworld eldar ] . legion stuff in the dex should be subtel and 2 points infiltration[outflank] as long as you take undivided is really too strong .

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I'd also like to point out that only Jeske's constructive criticism, it generally looks WAY too strong. There is something for having an ultra strong codex, but at some level, it needs to be put in to context to other Codecies. And as a basis, we play Chaos, and as such, our armies, and Codex, needs some level of unpredicability. I love what they did with the Daemons codex, namely how they deploy in two parts, the second of which being reserves. It may make life difficult or such, but then that is the basis for our background; great power divulged to those who deserve it in an unpredicable way.

 

On the whole though, going in a great direction. We mainly need to be brought in line with the level of options to oppose the Loyalist Marine lists competitively. For a "hero", you need a "villain". Without The Joker, Batman was just a crazy guy running round at night in lycra and his underpants full of gadgets. With that in mind, I'd like to see new options somewhere and not just rewriting the finer points of old options. That said, I do like the rewriting so far, with possibly some alterations made along the lines of what has been posted.

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Okay first off thank you all for your input this is helping alot. Ive added some more unit special rules for you all to peruse.

 

@ the Jeske: Marked Daemons are coming, just working on their rule. As for marked vehicles i'm thinking of leaving these out, i dunno how evil can a rhino get. I do agree about the 2pts for infiltrate being a bit to strong so ive upped it to 5pts but with a mark of Chaos Undivided for just one point on a standard CSM were looking at a 21pt model before any other options. i am thinking of increasing points per model for the CSMs on account of the "Ancient Fury" but we'll see.

 

@Iron Chaos Brute: thx for the help with the rewrite of Nullify. I'm doing alot of the writing of this dex at school where i don't have access to the main rulebook.

 

@ Iron Winds: My reasoning behind the Chaos Sorcery is that we have to pay for our psychic powers. To reflect that i think chaos sorcerers should cast more and better spells for the amount we pay for them. Master Librarians who have spent most of their lives ensuring that they will not be messed up by the warp can cast two psychic powers a turn. Daemon Prince who at this point is an entity of the Warp should be able to cast more powerful spells more often same goes for Sorcerer Lords. As a side note in the current codex aspiring sorcerers can cast two psychic powers a turn so not much has changed here. Not sure whether i agree with your Lash suggestion. My personal feeling is that it's a nice power for someone who wants to use a slaanesh DP with all the other options i don't think it'll get as much play as it used to, but i'm open we'll see where it goes. Daemon Weapon rules will be fixed that i do agree on.

 

I haven't noticed any comment on the Renegade Legions rule yet how are we feeling about that one?

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As a side note in the current codex aspiring sorcerers can cast two psychic powers a turn so not much has changed here.

 

Because they have MoT. If champions could become sorcerers... which was possible in 3.5 where you had chosen aspiring sorcerers then they only had 1 power. And my other concern... if non-MoT princes can cast powers 4 times... a prince with lash could lash an enemy unit multiple times. You could move an enemy unit across the entire field with 1 prince. Screw pushing them together so they can get hit with plasma cannons. You could move them to right in front of the oblits and push them together in a line and hit them with their twin linked flamers over and over again :) . And some may say that is not as effective as plasma... I've had a squad with 3 flamers take on 12 terminators... someone lashed them for me right before hitting, each flamer hit 12 terminators <_< . Very effective against TH/SS termies I must say.

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Dunno what terrifying visage does but Night lords seem a little underpowered. I think Night Lord raptors should be fleet as well.

 

Also the Word Bearers rules wouldn;t encourage me to take them over another legion. Maybe they could be relentless, and not need to carry an icon to summon daemons?

 

Alpha Legion should have a traitor guard option as well imo.

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Dunno what terrifying visage does but Night lords seem a little underpowered. I think Night Lord raptors should be fleet as well.

 

Also the Word Bearers rules wouldn;t encourage me to take them over another legion. Maybe they could be relentless, and not need to carry an icon to summon daemons?

 

Alpha Legion should have a traitor guard option as well imo.

 

Terrifying visage= lowers enemy Ld.

 

Everyone already has cultsits which would include AL, and infiltrate is an amazing ability in 5th ed so they are in good shape.

 

Not needing an icon to summon demons makes sense... but why relentless?

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Not needing an icon to summon demons makes sense... but why relentless?

 

I just imagine Word Bearers moving forwards chanting and shooting and then assaulting, trusting in the Chaos gods to protect them rather than looking around the battlefield for incoming fire/cover etc.

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Horray i have the second part finished! However i am having formatting issues trying to get it on here. Need help. Ive been using MS word 2007(?) and i have the whole thing divided into three columns and copy/paste is simply failing. any suggestions?

EDIT: Nevermind its up for Download at this site under Chaos Codex 4.5 (unedited) it just awaiting approval

 

@ Tyrannosaurus: Messed around with Word Bearers and Night Lords a bit let me know what you think. I agree with Ashe giving them relentless would maybe be a bit much, what do you think about the universal Inv save? Favour of the Dark Gods?

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I still think it's way too strong. There needs to be an element of "unpredictability" to the feel and rules, otherwise it's not much different from taking a loyalist chapter. There needs to be something in relation to the unreliability of the gods. I don't like the rule of daemon weapons as they are now but at the same time, they do keep a feel to the lack of reliability of the 4 main powers.

 

You need to put some "yang" to go with the "ying" in my opinion, but other than that, it looks and reads well up till now. The only other concern I have is that charging 5 points for specific legion skills is fine but there is no way of judging the "value for points" as we do not know the price of a normal CSM. If a normal CSM is going to stay 15pts, then it's not bad value, but with the additional rules they are already getting, it would more likely be fair to be at 20-25pts each, at which point, on a squad on 10, with the additional rules, without any other wargear/champion/transport etc that's taking it from 200-250 to 250-300. Does that make any sense?

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as we do not know the price of a normal CSM.

its 15 pts for a naked one.

 

20 pts for a naked one with infiltration puts him almost at cult marine lvl[but without fearless , without icon so a loaded up csm from a "legion" will cost more then a zerker ] .

 

 

Does that make any sense?

yes it is the balancing factor . you dont play the more optimal khorn/pm build , you take a risk[infiltration or demon summoning] by taking a rule that may or may not work [or even get used ] , your guys still die like normal csm . In fact even , if those rules made it in to the gav dex[or the 4.5 one] the BL list would still be the best one . well with the exeption of giving WB relentless . it is a very very bad idea. the rule alone should cost 10 pts , otherwise every csm army would be 3 xhavocks with 4 autocanons and 4xcsm units with plasma autocanons +LR meta.

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