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Chaos Codex Revision


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Hello fellow worshippers of the Dark Gods, I am new to forums so forgive me if I posted this in the wrong area or if I am overstepping some boundaries of posting topics here, but I have been coming to this site for months now to get help with painting, see some homegrown rules and finished work of others and I thought I would throw my hat into the ring. I have been a long time Chaos Space Marines player since the 2nd edition and with each codex I have been pleased in some areas and dissapointed in others (especially the recent one). Each codex brought more of the Chaos character I envisioned when I first began collecting and I thought I would combine elements from all 4 Chaos Space Marines codexes into an interesting build that I believe represents Chaos the way it should always have been. I have always been interested in fun games rather then simply playing to win, the only thing I care about is that my army selection is represented well by the rules and since I play World Eaters and Word Bearers, there is a lack of representation for these two in the current dex. So here is some thoughts I have come up with by looking through the codexes and also what some others fans have posted on varying websites and I think it would make Chaos players proud. This is basicically going to be a complete revision of the codex, without writing all the fluff, and is completly fan made so it should not be taken seriously into a game and will not be allowed at any tournament. The first post will include the wargear, special rules and my take on the HQ selection, if you guys like this then I will post up my thoughts on the rest of the army, comments and criticisms would be appreciated so without more delay enjoy. :cuss

 

Universal Special Rules:

• Death to the False Emperor: Over the millennia since the death of the Warmaster Horus, the Chaos Space Marines have been harboring an unending hatred for their loyalist brothers who worship the corpse of an Emperor left by Horus. To represent this, if a Chaos Space Marine force plays against any Space Marine chapter, then every Chaos unite gains Stubborn and Counter Attack.

• Marks of Chaos: Every unit must bear a single Mark of Chaos in some way and may never have more than one mark. If a unit does not choose any cult mark then they are considered to bear the Mark of Chaos Undivided.

• Veteran Skills: The Chaos Space Marines are battle hardened warriors who train extensively in the art of war and through countless battles have proven their skill in both close quarters and long distance. Any unit in the codex (excluding daemons, Spawn, Obliterators and vehicles) may take one veteran skill per unit unless otherwise specified.

• Rivalry of the Gods: The Chaos Gods despise and hate each other as much as they do mortals and they expect their followers to act the same. Cult unit choices must all belong to one Chaos God under the same mark of their Chaos Lord and can never work alongside each other (except for extreme circumstances such as apocalypse battles). For example an army led by a Chaos Lord with the Mark of Khorne cannot include any units bearing a mark other than Khorne or Chaos Undivided.

Chaos Space Marine Armory

• Same as the current codex excluding steeds, daemonic abilities, veteran abilities, marks of chaos, icons and books of chaos which would read as follows:

Marks of Chaos:

• Mark of Chaos Undivided: Default mark, no additional benefit.

• Mark of Khorne: +1 WS, +1 A, Furious Charge and Book of Khorne weapon options.

• Mark of Nurgle: +1 T, Feel no pain, True Grit and Book of Nurgle weapon options.

• Mark of Slaanesh: +1 I Fleet and Book of Slaanesh weapon options.

• Mark of Tzeentch: +1 Inv save (if unit does not have an Inv save they are granted a 5+ Inv save) Slow and Purposeful and Book of Tzeentch weapon options.

Steeds of Chaos:

• Undivided Warhorse: +1 A, +1 W, Calvary

• Khorne Juggernaut: +1 Strength, +1 T, +1 W, +1 A (model cannot be transported)

• Nurgle Palanquin: +2 W, +1 A, Nurgling Infestation (model cannot be transported)

• Slaanesh Seeker: +1 I, +1 A, +1W, Calvary

• Tzeentch Disc: +1 W, Jetbike

Icons of Chaos-acts as teleport homer for deepstrike units and have one extra ability:

• Icon of Chaos Glory: Unit is allowed to reroll failed morale checks.

• Cult Icon: Daemon Units belonging to same Chaos God can assault on the turn they deepstrike.

Daemonic Abilities:

• Daemonic Strength: +1 S

• Daemonic Resilience: +1 T

• Daemonic Aura: +1 Inv Save

• Daemonic Armor: 2+ Armor save

• Daemonic Essence: +1 W

• Daemonic Rune: Model gains the Eternal Warrior trait

• Daemonic Speed: Model moves like a beast

Veteran Abilities: the following abilities can be bestowed on any unit (excluding daemons, Spawn, Obliterators and vehicles), the first point cost is for Independent Characters, and the second is for squad members.

• Counter Attack:10/2 pts

• Furious Charge:15/3 pts

• Infiltrate:15/3 pts

• Move through Cover:5/1 pts

• Night Vision:5/1 pts

• Siege Specialists:5/1 pts

• Skilled Riders:10/2 pts

• Tank Hunters:15/3 pts

Book of Khorne

Only Models with the Mark of Khorne have access to this weaponry.

• All models must charge enemy units in the assault phase if they can.

• Must always perform sweeping advance if they can.

• Fearless and have Furious Charge

• Any unit may substitute their close combat weapons for Khornate Chainaxes for +1 pt each; Skull Champions may substitute their power weapon for an Axe of Khorne for free.

• If a unit numbers a multiple of 8, such as 16, 24 etc. then a model may be upgraded to a Skull Champion for free.

• Vehicles may become Destroyers, conferring the Mark of Khorne for +25pts.

Weapon Options:

• Khornate Chainaxe: Enemy suffers -1 to their save (to a minimum of 5+)

• Axe of Khorne: Power Weapon, Enemy models suffer -1 to their Inv save (to a minimum of 5+), any rolls of a 6 to hit grant the user an additional attack.

• Collar of Khorne (Lords/Daemon Princes only): negate any psychic attack targeting them or their unit on 2+. 10 pts

• Roar of Khorne (Lords/Daemon Princes only): all models within 6” of user, friend and foe! re-roll hits and wounds in close combat. 15pts

• Banner of Rage (Chosen only): Acts as Cult Icon, in addition all models bearing the Mark of Khorne within 6” of standard bearer gain +D3 attacks in close combat. One time use only.

• Destroyer (walker):+1 WS, +1 A, Furious Charge, Blood Rage on a dice roll of 1-3

• Destroyer (tank): Vehicle adorned with spikes, slicing blades, buzzsaws, etc. Tank shocked models forced to move take a wound on 4+, normal armor saves allowed. If Tank performs a Ram against another vehicle then it adds +1 to the strength of the ram.

Book of Nurgle

Only Models with the Mark of Nurgle have access to this weaponry.

• No infantry model with Mark of Nurgle can carry a Lascannon, Autocannon, Missile Launcher or Heavy Bolter.

• Fearless and have Feel No pain.

• True Grit: treat Bolters as bolt pistols in close combat so gain +1 attack for having two weapons.

• Unit may be given Blight Grenades at +1 pt per model.

• Plague Champion may substitute Power Weapon for Plague Sword for free.

• If a unit numbers a multiple of 7, such as 14, 21 etc. then a model may be upgraded to a Plague Champion for free.

• Vehicles may become Plague Carriers, conferring the Mark of Nurgle at +25pts.

 

Weapon Options:

 

• Blight Grenades: count as defensive grenades.

• Plague Sword: Power weapon, Poisoned wounding on a 4+

• Nurgling Infestation: adds extra D6 strength 3 and Initiative 3 attacks in close combat. 20pts

• Protection of Papa Nurgle (Lords/Daemon Princes only): All Nurgle models in the same unit as the Lord roll their Feel No Pain on 3+ instead of 4+. 15pts

• Plague Banner (Chosen Only): acts as Cult Icon, in addition all enemy models within 6” must pass a toughness test or suffer a wound; normal saves apply but not cover saves. One time use only.

• Plague Carrier (all vehicles): adds +1 to all armor values (to a maximum of 14) and grants Necrotic Fumes. Necrotic Fumes-Vehicle always counts as obscured granting a 5+ cover save.

Book of Slaanesh

Only Models with the Mark of Slaanesh have access to this weaponry.

• Fearless and Have Fleet.

• Any unit may substitute their Bolters for Sonic Blasters at +2 pts each and may substitute any autocannon/reaper autocannon for a Blastmaster for free.

• Champions of Excess may take a Doom Siren for +10 pts.

• Warp Scream: Enemy models in close Combat reduce their Initiative by 1 to a minimum of 1.

• If a unit numbers a multiple of 6, such as 12, 18 etc. then a model may be upgraded to a Champion of Excess for free.

• Vehicles may have Warp Amps for +25pts.

 

Weapon Options:

• Sonic Blaster: 24” S4 AP5 Assault 2 or Heavy 3

• Blastmaster: 36” S5 AP 4 Assault 2 Pinning (varied)

48” S8 AP 3 Heavy 1 Blast (Single)

• Doom Siren: Template S5 AP 3 Assault 1

• Siren’s Scream (Lords/Daemon Princes only): Used when charging, all enemy models in contact with the user or a unit he/she has joined halve their WS, I and A always rounding up. 15pts

• Daemon Screech (Lords/Daemon Prince only): place a ordinance blast marker over the user, all models not bearing the Mark of Slaanesh under the template are hit with a S2 AP- hit, normal save throws are allowed. 10pts

• Rapturous Standard (Chosen only): acts as a Cult Icon, in addition all models in the unit with the standard bearer gain combat drugs for the duration of the turn. One time use only during assault.

• Combat Drugs: Unit may choose two abilities: +1 WS, +1A, +1 S, Move through cover. Roll 2D6; if a double is rolled than all models in the unit take a wound, saves allowed as normal but the unit still gains the abilities.

• Warp Amp (Walker): +1 I, Fleet, may substitute bolters for sonic blasters for free, may substitute autocannon for Blastmaster for free, may substitute Heavy Flamer for Doom Siren for free.

• Warp Amp (tank): Enemy models within 12” at the end of the shooting phase must take a pinning test.

 

Book of Tzeentch

Only Models with the Mark of Tzeentch have access to this weaponry.

• Fearless and Slow and Purposeful.

• Cannot take any Veteran Skills.

• Sorceror Commands: Same rule as current codex

• All Models may take inferno bolts for +2pts each.

• If a unit numbers a multiple of 9, such as 18 etc. then a model may be upgraded to a Sorcerer for 30pts instead of 50pts.

• Sorcerers do not need to take a psychic test to use any psychic powers.

• Vehicle may be upgraded to Vehicle of the Warp for +25pts.

Weapon Options:

• Inferno Bolts: Bolt shots count as AP 3 instead of AP 5.

• Eye of Tzeentch (Lord/Daemon Prince only): model may re-roll to hit and wounds during shooting phase. 15pts

• Discipline of Tzeentch (Lord/Daemon Prince only): all models bearing the Mark of Tzeentch within 6” of the Lord who has this ability add +1 to their BS 15pts

• Thrall Wizard: allows psyker to sacrifice one in order to use additional psychic power per turn. 5pts each

• Sorcerer’s Staff: Force Weapon, adds +D6 inches to range of any psychic power, except wind of chaos. 10pts

• Blasted Standard (Chosen only): acts as Cult Icon, in addition it may use the following shooting attack once per battle: 6” S6 AP4 assault 2D6.

• Vehicle of the Warp (Walker): model can use the psychic ability Warp Jump but only on itself.

• Vehicle of the Warp (tank): any model attacking the vehicle in close combat takes a single SD6 AP4 hit before resolving any attacks, roll to wound as normal.

Psychic Abilities: Chaos Sorcerers and Daemon Princes have a closer development to the arcane arts of the warp than their loyalist brethren or even the forces of Eldar. To represent this; if a sorcerer fails a psychic test and succumbs to the Perils of the Warp then he may use his normal armor save instead of his invulnerable save. Daemon Princes and Sorcerers with the Mark of Tzeentch have fully mastered the arcane arts and as such never need to roll a psychic test or suffer Perils of the Warp in any way.

• Warp Rift: Used during the movement phase, the Sorcerer is able to bend reality and walk through solid matter and treats Impassable and Difficult Terrain as open ground (as long as he is able to end his movement in open ground).

• Warp Jump: Used during the movement phase, target a single friendly unit within 12” and within line of sight to the sorcerer, may also be a unit the sorcerer has joined. The target may relocate anywhere on the table within line of sight of the sorcerer using the Deep Strike rules and can land within Difficult Terrain, but not Impassible Terrain. The unit may then shoot as normal but not assault. If the Psychic test is failed then in addition to Perils of the Warp, the targeted unit suffers D3 wounds with no saves of any kind allowed.

• Warptime, Gift of Chaos, Wind of Chaos and Doombolt: same as current codex.

• Nullify: The sorcerer can negate any psychic power cast or affecting any area within 24” on a successful LD test; in addition, due to the sorcerer entering the mind of the enemy psyker and making them see visions of the horrors of the warp awaiting them, that model is struck with fear and cannot do anything else during his shooting or assault phase. If the test is failed, the sorcerer suffers Perils of the Warp.

• Siren (Slaanesh only): used during enemy shooting or assault phase, the sorcerer and the unit he is attached to cannot be targeted by enemy shooting or be assaulted this turn.

• Nurgle’s Rot (Nurgle only): same as current codex

• Bolt of Tzeentch (Tzeentch only): 36” S8 AP1 assault 1, No line of sight required

 

Forces of Chaos

HQ

Chaos Lord (0-1) 100pts

• Same stats as current dex but has + 1WS and +1 A

• Same Wargear, Unit Type and Special Rules.

Options:

May take one of the following:

• Mark of Khorne: +1 WS, +2 A, Furious Charge and Book of Khorne weapon options 15pts

• Mark of Nurgle: +1W, +1 T, Feel No Pain, True Grit and Book of Nurgle weapon options 20pts

• Mark of Slaanesh: +2 I, +1 A, Fleet and Book of Slaanesh weapon options 10pts

• Mark of Tzeentch: +1 Inv Save, Inferno Bolts, Psyker (may choose one psychic power) and Book of Tzeentch weapon options 20pts

Wargear options:

• Plasma pistol: 15 pts

• Power Weapon: 15 pts

• Power Fist: 20 pts

• Lightning Claw: 20 pts (Lightning Claw Pair 25 pts)

• Daemon Weapon 35 pts

• Melta Bombs 5 pts

• Personal/Cult Icon: 5 pts

• Spiky Bits : 5 pts (re-roll one miss to hit in close combat)

• Master Crafted Weapon: 10 pts (Cannot be combined with Daemon Weapon)

• 1-4 Chaos Hound: 12pts (same stats as Codex 3)

• Bike: 25 pts

• Jump Pack/Wings: 20 pts

• Daemonic Steed: 30 pts

• Terminator Armor: 30 pts

May take up to two Daemonic Abilities:

• Daemonic Strength: 15 pts

• Daemonic Resilience: 15 pts

• Daemonic Essence: 15 pts

• Daemonic Aura: 15 pts

• Daemonic Armor: 10 pts

• Daemonic Rune: 35 pts

• Daemonic Speed: 15 pts

Daemon Weapons: Add +1 Strength, is a power weapon, requires two hands to use. If the wielder of the weapon inflicts any wounds, then he must take a Leadership Test at the end of the phase, if he fails he takes a single wound with no saves of any kind allowed. Ability of the weapon depends on the mark he has chosen.

• Hellhammer (Undivided only): Adds +2 strength instead of +1. In addition, the Lord may choose to substitute all of his attacks for a single devastating blow. Place an Ordinance marker within 2” of the wielder onto a specific model, all models under the template not bearing the Mark of Chaos Undivided are hit automatically, roll to wound as normal; the model at the epicenter of the blast suffers Instant Death if wounded.

• Berserker Glaive (Khorne only): Confers a 4+ Inv Save. The Daemon Weapon doubles the models basic attacks (up to 10) in addition, any rolls of a 5 or a 6 grant the user an additional attack.

• Manreaper (Nurgle only): adds D6 attacks, Poisoned wounding on a 3+, in addition, any wounds inflicted by the Manreaper inflict 2 wounds instead of 1.

• Blissgiver (Slaanesh only): Doubles I (up to 10), causes Instant Death.

• Warpblade (Tzeentch only): Force Weapon, grants Nullify ability for free, can also be used in shooting phase with the following stats: 12” S5 AP 3 assault 3.

 

Daemon Prince (0-1) 135 pts

• Same stats as current dex but with a 2+ armor save

• Same wargear, unit type and special rules.

Options:

May take one of the following (if the army includes a Chaos Lord, then the Daemon Prince must bear the same mark):

• Mark of Khorne: +1 WS, +2 A, Furious Charge and Book of Khorne weapon options 15pts

• Mark of Nurgle: +1 W, +1 T, Feel No Pain and Book of Nurgle weapon options 20pts

• Mark of Slaanesh: +2 I, +1 A, Fleet and Book of Slaanesh weapon options 15pts

• Mark of Tzeentch: +1 Inv Save, May take an additional psychic power and Book of Tzeentch 20pts

Wargear options:

• Kai Gun: 24” S6 AP3 assault 3 30pts

• Dreadaxe:(Ignores Inv saves) 40pts

• Daemon Claws: counts as Lightning Claws 20pts

• Wings: 20pts

If it does not have the Mark of Khorne, a Daemon Prince may be a psyker and take any two of the following (only one can be used per turn), a Tzeentch Daemon Prince may take three (only two can be used per turn). Daemon Princes are the embodiment of the stuff of chaos and have full control over the warp that would normally bind down a mortal and as such do not need to take psychic tests in order to use a psychic power and cannot suffer a Perils of the Warp in any way.

• Warp Rift: 10pts

• Warp Jump: 20pts

• Doombolt: 10pts

• Wind of Chaos: 20pts

• Gift of Chaos: 20pts

• Nullify: 10pts

• Warptime: 20pts

• Siren (Slaanesh): 20pts

• Nurgle’s Rot (Nurgle): 15pts

• Bolt of Tzeentch (Tzeentch): 20pts

 

Chaos Sorcerer (Sorcerer Lord) 100pts

• Sorcerer has same stats as current dex but has -1 W , Sorcerer Lord has + 1WS, +1 BS and same number of wounds as current dex

• Same wargear, unit type and special rules.

 

Options:

May take any of the following:

• Mark of Nurgle: +1 W, +1 T, Feel no Pain and Book of Nurgle weapon options 15pts

• Mark of Slaanesh: +1 I, +1A, Fleet and Book of Slaanesh weapon options 10pts

• Mark of Tzeentch: +1 Inv Save, Inferno Bolts and Book of Tzeentch weapon options 20pts

Wargear options:

• Bike 25pts

• Jump Pack/Wings: 20pts

• Daemonic Steed: 30pts

• Terminator Armor: 20pts

• Melta Bombs: 5pts

• Personal/Cult Icon: 5pts

• Spiky Bits: 5pts

• Familiar (can take an additional power): 10pts

A sorcerer is a psyker and must have one of the following abilities; a sorcerer with the Mark of Tzeentch can take two. The sorcerer may be further upgraded to a Sorcerer Lord at +30pts, this allows him to take an additional power for free.

• Warp Rift: 10pts

• Warp Jump: 20pts

• Doombolt: 10pts

• Wind of Chaos: 20pts

• Gift of Chaos: 20pts

• Nullify: 10pts

• Warptime: 20pts

• Siren (Slaanesh): 20pts

• Nurgle’s Rot (Nurgle): 15pts

• Bolt of Tzeentch (Tzeentch) : 20pts

 

Greater Daemon (0-1) 140pts

• Same stats as current codex except it has a BS of 3

• Same wargear, unit type and special rules.

May take any of the following:

• Mark of Khorne: wings, +1 WS, + 1 S, +1 A, Furious Charge 25pts

• Mark of Nurgle: +1 W, Slow and Purposeful, Feel No Pain, Nurgle’s Rot 30pts

• Mark of Slaanesh: Double I, +1 A, +1 BS, Fleet, Siren 25pts

• Mark of Tzeentch: wings, +2 BS, + 1 Inv, Bolt of Tzeentch 30pts

 

So what do you think? I tried to make balanced point costs, and although the HQ can be a bit pricy, I think they can be well worth the points and better represent their patron god then the current way of simply painting a symbol on them. Some stats are revised to represent the point costs

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This strikes me as a blend of the 3.5 and current codex which was probably your goal in the first place.

 

I'm not sure why the USR Death to The False Emperor would grant counter attack. I would imagine given their veteran status and the fact that often times most chaos marines fought in the heresy that they would have preferred enemy against loyalists.

 

Well written and thought out.

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• Mark of Chaos Undivided: Default mark, no additional benefit.

more or less kills any non cult option and considering that at least you are building a BL codex only [also what happens if I take a khorn DP and a nurgle lord ?] with more options.

 

I dont think that making a new chaos dex by giving the cult armies their [sometimes buffed up] rules from 3.5 and everyone else more custom characters[that end up as cult anyway] , is not a good base for a dex.

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@zeller, a lot of the more recognizeable traits come from the current codex and the 3.5 one since I think they did the best in representing the army, but there are subtle elements from 1st and 2nd. When I first wrote this out the Death to the False Emperor it included Preferred Enemy but I thought that would be too overpowered and since I wanted to build a more fun codex I switched it to Counter Attack to show the Chaos Marines matching the ferocity of the Space Marines when charged, plus certain chaos legions hate specific marine chapters like Thousand Sons hate Space Wolves, etc. so then I might give certain Legions Preferred against certain Chapters.

 

@the jeske, its not to kill non cult options, but the Mark of Undivided is just default and none of the codexes have given specific benefits from having a default mark, one of the benefits would be cheaper units so you can put more bodies on the table and have more tactical options (I meant to add that no cult unit can take veteran skills, not just 1k sons). Taking a Khorne DP and Nurgle Lord would not be allowed, whatever mark the Lord has, the rest of the army must bear the same kind or the Undivided mark, this was in contrast to the current dex where you can mix and match cult units which doesnt accurately represent the legions seeing is as they hate each other. Some of the buffed up elements of 3rd I toned down a bit, like Chainaxes only doing -1 to the eemy save instead of reducing it to 4+ which in my mind was too strong. My goal was too make it that no matter what legion you wanted to run, whether Undivided or a cult, that they could all dish out their own form of death in unique ways.

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The Death the False Emperor Rule probably needs some sort of counter-balance, otherwise Chaos lists will either be overpowered against loyalists and balanced with everyone else, or balanced against loyalists and underpowered against everyone else.

 

I have to agree with the others that as it is the cult marks are just far too good to pass up. A Chaos Lord with a Mark of Khorne has WS 8 and 6 base attacks. Add a Daemon weapon and the number attacks goes up to ten (plus an average of 3-4 bonus attacks) at strength 6 and initiative 6 on the charge. That just seems like a bit much for 150 points.

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and none of the codexes have given specific benefits from having a default mark, one of the benefits would be cheaper units so you can put more bodies on the table and have more tactical options (I meant to add that no cult unit can take veteran skills, not just 1k sons).

aside for Ld re-rolls and in 3.5 if you played a non legion list and had a undivided lord you could take more hvy support.

also you dont realy need to buy vet skills for your pms or zerkers as they already come with one .[two considering the mark buff].

 

Taking a Khorne DP and Nurgle Lord would not be allowed, whatever mark the Lord has, the rest of the army must bear the same kind or the Undivided mark, this was in contrast to the current dex where you can mix and match cult units which doesnt accurately represent the legions seeing is as they hate each other

ok . what if I take two lords ? do you plan to cut the chaos HQs to 0-1 and both lord/sorc/DP in same slot , because am interested how do you plan the wording for the rule . + its more or less screws over any BL player as they theame was always playing with mulit marked armies.

 

Some of the buffed up elements of 3rd I toned down a bit, like Chainaxes only doing -1 to the eemy save instead of reducing it to 4+ which in my mind was too strong. My goal was too make it that no matter what legion you wanted to run, whether Undivided or a cult, that they could all dish out their own form of death in unique ways.

csm with undivided marks ... 1 vet skill. zerker ... chain axs .. FC . more attacks . the zerkers also get a free asp champ if they take 8 dudes what also happens to be the perfect size for a hth unit. Am having problems to see how being able to get 1 vet skill vs all the buffs zerkers could be balanced in points.

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Thanks for the input guys, I'm re-writing some of the rules and point costs and will try to get the rest of the army out soon. @the jeske, Im not trying to sell the Undivided short, my main force is an Undivided legion and I want to give them their justice too. They can get the re-rolls to morale with an icon and giving them veteran skills isnt to make them match the cult legions, but to give them more tactical options such as infiltrating, tank hunters, etc. that cult legions wouldnt be allowed to do. My rationale behind the 0-1 restriction on Lords and DPs is that two chaos lords would not be found on the battlefied working alongside each other like Space Marine commanders would, they would be looking out for their own glory and try to find ways of killing the other instead of working with him, so thats why I gave Lords and DPs good weapon options so you couldnt resist taking one. I like the fact that you can mix and match cults in the current dex, but this take on the dex would be based more on their fluff on how the chaos gods and their servant despise each other.
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am not saying its bad dex . if it was a 4 cult dex [no undivided stuff] it would be very interesting and not very over the top[but I would rise the cost of some upgrades by 5-10 pts. ]. the problem is that this is suppose to be a chaos sm codex[fan or not] and it does put a lot of focus on cult armies , cult upgrades etc.

 

Also as the HQ go. if lord/DP are 0-1 then you need a something like the old Lt or the SW WG battle leader . Forcing everyone to play with a lord/dp +sorc combo[and what about the khorn armies you just turned them in to a 1 HQ army] may not be the best thing to do .

As the mix and matching thing goes . Make a 40/50pts upgrade ala Lord of Chaos or something like that . This would let a chaos player take other marked units but as elite . So a zerkers/pms army would still be possible , but one of those types of untis wouldnt be scoring . so fewer would be taken , they would work more like normal elite and it would make unmarked chosen or terminators more interesting.

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Okay so I've been doing a little more writing on my down time lately (I just finished my semester and all my friends are still in school so I have had A LOT of free time lately) and here is some more stuff I have come up with. I am not really familiar with the other Chaos Legions other than Word Bearers and the Cult Legions so forgive me if I didnt represent them well but I did a little backround research on each before I wrote this up. So, first I will post the changes I made to my first post, then I will show my take on the other five Chaos Legions (major ones at least) along with my take on the Elites and Troops sections.

 

So first these are the changes from the first post: The Death to the False Emperor Rule grants only Stubborn, not Counter Attack. The Chaos Lord costs 120pts and his Daemonic Steed Option will be placed in the Daemonic Abilities portion of his upgrades. None of the Cults (khorne, nurgle, slaanesh, tzeentch) can take any Veteran Skills. Models with the Mark of Tzeentch gain these two traits:

• All models with the Mark of Tzeentch (except cultists, vehicles, sorcerers and daemons) have the All is Dust Special Rule.

• All is Dust: (from Codex 2) Only shooting attacks of S5 or more can affect models with the Mark of Tzeentch, although they may be attacked normally in close combat.

• Hate of Russ: Since the near defeat of their Primarch at the Hands of Leman Russ and his Space Wolves the Thousand Sons have an undying hatred for the followers of Russ. All Models with the Mark of Tzeentch have Preferred Enemy against Space Wolves.

 

OK so heres the new stuff:

 

Alpha Legion

Only Models with the Mark of Chaos Undivided and sworn to the Alpha Legion have access to this weaponry.

• Can only bear the Mark of Chaos Undivided, cannot use cult units and can only use Undivided Daemons, Daemon Princes and Chaos Possessed.

• The Alpha Legion make great use of Cultists and make sure to give them better training then other Chaos Legions. Any cultists units must be one of following: Scouts, Assassins, or Saboteurs (as described in Codex 3) at no extra cost.

• Any models can take Infiltrate at +2 pts and Stealth at +2 pts per model.

• Hate of the Ultramarines: The Alpha Legion hold an undying hatred for the sons of Guilliman after he killed their Primarch Alpharius. To represent this, all models (excluding daemons) in an Alpha Legion army have Preferred Enemy against Ultramarines.

• Masters of Stealth (Chaos Lord only): The Alpha Legion are known for their Infiltration and propaganda skills, to represent this a Chaos Lord may grant D3 units with Infiltration the Outflank ability. 25pts

• Smoke Grenades (Champions and HQs only): counts as smoke launchers but for their units. One time use only. 15pts

Iron Warriors

Only Models with the Mark of Chaos Undivided and sworn to the Iron Warriors have access to this weaponry.

• Can only bear the Mark of Chaos Undivided, cannot use any cult units or daemons (except Daemon Princes).

• All Iron Warriors have the Siege Specialist ability for free.

• May take Tank Hunters for +2pts each.

• Iron warriors are known for excelling both offensively and defensively, because of this, any unit (excluding daemons, obliterators, spawn and vehicles) can take offensive and defensive grenades for +1 pt each. Offensive and Defensive grenades come as one package at +1 pt, so you can’t purchase just offensive or just defensive grenades.

• If the army is led by an Iron Warriors Chaos Lord, then you can take Obliterators as Troop choices.

• You can substitute any number of Fast Attack slots for Heavy Support units.

• Servo Arms (Champions, HQ slots): Can repair any damage to a friendly vehicle (weapon destroyed, stunned, etc.) on a 5+. Counts as a Power Fist in close combat. 25pts

• Bionics (Champions, HQ slots): same as codex 3. 5pts for champions, 10 pts for HQs.

Night Lords

Only Models with the Mark of Chaos Undivided and sworn to the Night Lords have access to this weaponry.

• Can only bear the Mark of Chaos Undivided, cannot use cult units or daemons (except Daemon Princes and Chaos Possessed).

• All units have the Night Vision and Stealth ability for free. Bikers, Steeds and Terminators don’t get Stealth.

• Can substitute and number of Heavy Support slots for Fast Attack units.

• 0-1 restriction on Raptors does not apply.

• Champions may replace Power weapons for Lightning Claws for free.

• Lords with Jump Packs/Wings become part of the Raptor cult and as such gain Fleet.

• Any unit may take Infiltration at +2 pts/

• Night Terrors: Night Lords strike with relentless aggression and the very name of their legion causes fear in their enemies. All enemy units suffer a -1 to their Leadership/Morale tests if within 12” of a Night Lord model.

• Daemonic Gauntlets (Chaos Lords only): Konrad Curze was known for ripping apart enemies with his bare hands and needing nothing else than his own two hands to destroy an enemy and his greatest Champions follow in his footsteps with these massive Lightning Claws. Counts as Daemon Weapon granting +1 S and can re-roll to wounds in close combat, in addition, when striking a vehicle the models gains +2D6 as if it was a Monstrous Creature.

Word Bearers

Only Models with the Mark of Chaos Undivided and sworn to the Word Bearers have access to this weaponry.

• Can only take the Mark of Chaos Undivided, cannot use any cult units.

• Can use any type of Daemon (meaning only Daemons can take cult marks) and they don’t count toward the Force Organization.

• Chaos Lords can take up to 4 Daemonic abilities instead of just 2.

• Chaos Lord must be designated Dark Apostle. He may take an Accursed Crozius instead of a normal Daemon Weapon.

• Accursed Crozius (Chaos Lord only): counts as a Hellhammer and grants a 4+ Inv Save. In addition, any Greater Daemons entering play from Reserve may enter through the Accursed Crozius as if it was an Icon instead of possessing a body. 45pts

• Demagogue: Same as Codex 3. 20pts

• Mastery of Daemons: when rolling for reserve rolls for Daemons, any roll may be re-rolled (whether it failed or passed), the second result must be taken.

Black Legion

Only Models with the Mark of Chaos Undivided and sworn to the Black Legion have access to this weaponry.

• Lords can only bear the Mark of Chaos Undivided.

• Can use any and all cults or Daemons and the 0-1 rule on cult troops does not apply.

• All units are Fearless.

• Revenge of Horus: All the followers of the Black Legion, formerly the Sons of Horus, have an undying hatred for the Imperium as a whole after seeing their great father die to the hands of the Emperor. All units in a Black Legion army have Preferred Enemy against any army of the Imperium (Space Marines, Imperial Guard, Daemonhunters and Witch Hunters).

 

In case you were wondering about the Raptors being 0-1 above and the Chaos Lord with Jump Pack gaining Fleet, that will all be covered in the Fast Attack revision.

 

Elites

Chaos Terminators 30 pts each

• Same stats, wargear, unit type, transport and rules as current dex except marks and icons

May take one of the following (must be the same mark as the chaos lord or daemon prince):

• Mark of Khorne: +1 WS, +1 A, Furious Charge, replace power weapons with Axes of Khorne 10pts each

• Mark of Nurgle: +1 T, Feel No Pain, True Grit, replace power weapons with Plague Swords 10pts each

• Mark of Slaanesh: +1 I, Fleet 10pts each (may replace twin linked bolters for sonic weapons for 2 pts each, reaper autocannon may be replaced with Blastmaster for 10pts)

• Mark of Tzeentch: +1 Inv save, Relentless, may replace bolt shots with inferno bolts for +2 pts each 10pt each, must be led by one terminator psyker at +50 pts he may select one psychic power at the cost a Sorcerer would pay.

If the unit does not choose a cult mark, then it may take one veteran ability at normal cost.

May take one of the following:

• Icon of Chaos Glory 10pts

• Cult Icon: 10pt

Possessed Chaos Space Marines 25pts each

• Same stats, wargear, transport, unit type and rules as current dex except the following:

• Each model has daemonic fire ability: 12” S4 AP5 assault 2

May take one of the following (must be the same mark as the chaos lord or daemon prince):

• Mark of Khorne: +1 WS, +1 A, Furious Charge 10pts each

• Mark of Nurgle: +1 T, Feel No Pain 10pts

• Mark of Slaanesh: +1 I, Fleet 5ps each

• Mark of Tzeentch: +1 Inv Save, Daemonic Fire becomes assault 4 10pts

If the unit does not choose a cult mark, then it may take one veteran ability at normal cost.

May take one of the following:

• Icon of Chaos Glory 10pts

• Cult Icon: 10pt

Chaos Chosen 20pts each

• Same stats, wargear, transport, unit type and rules as current dex except the following:

• Blessing of the Gods: Chaos Chosen have proven their worth in countless battles and the Dark Gods have blessed them for their loyal service. All Chosen have a 2+ armor save.

Any model may replace their close combat weapon for one of the following:

• Power Weapons: 15pts

• Power Fits: 25pts

• Lightning Claw: Lightning Claw 15 pts, 20 pts for a Pair

Up to five models may replace their bolter for one of the following:

• Flamer: 5 pts

• Meltagun or Plasma Gun: 10pts

• Twin Linked Bolter: 5ts

• Combi Weapon: 10pts

May take one of the following (must be the same mark as the chaos lord or daemon prince):

• Mark of Khorne: +1 WS, +1 A, Furious Charge 10pts each

• Mark of Nurgle: +1 T, Feel No Pain, True Grit 10pts

• Mark of Slaanesh: +1 I, Fleet, may replace bolters for sonic weapons for 2 pts each. 10pts

• Mark of Tzeentch: 5+ Inv Save, Slow and Purposeful, Inferno Bolts 10pts each, must be led by one psyker at +50 pts he may select one psychic power at the cost a Sorcerer would pay.

If the unit does not choose a cult mark, then it may take one veteran ability at normal cost.

May take one of the following:

• Icon of Chaos Glory 10pts

• Banner of Rage(Khorne only): 25 pts

• Plaguebanner (Nurgle only): 25 pts

• Rapturous Standard (Slaanesh only): 30pts

• Blasted Standard (Tzeentch): 30pts

Chaos Dreadnought 100pts

• Same armor, stats, and options as current dex along with:

May take one of the following:

• Destroyer 20pts

• Plague Carrier 40pts

• Warp Amp 15pts

• Vehicle of the Warp 30pts

May replace Dreadnought close combat weapon with one of the following:

• Power Scourge: Set of jointed metal arms crackling with energy of the warp. Counts as Dreadnought Close Combat Weapon, +2 A but suffers a -1 to armor penetrate when attacking vehicles. 15pts

• Thunder Hammer: Chaos Space Marines still have some of the ancient technology of the Imperium although they cannot always transfer it to the majority of their units. Counts as a Thunder Hammer, as described in the Rulebook, similar to those used by Space Marine Terminators except it attacks at the Dreadnought’s Initiative. 20pts

• May take two close combat Power Claws for free. This grants +1 attack, in addition, when attacking vehicles it gains +1 to any armor penetration rolls.

 

TROOPS

Chaos Space Marines 15pts each

• Same as current codex except they can only have Mark of Chaos Undivided.

• One model may take an Icon of Chaos Glory for +10pts.

• Unit may have one Veteran Skill.

Khorne Berzerkers (0-1) 21pts

• Same as current codex except:

• Models may replace close combat weapon with Chainaxes for +1 pt each.

• Skull Champion takes Axe of Khorne instead of Power Weapon at + 15pts.

• One model may take a Cult Icon for + 10pts.

• If the army is led by a Chaos Lord with the Mark of Khorne then the 0-1 restriction does not apply.

Plague Marines (0-1) 23pts each

• Same as current dex except:

• Models have True Grit ability.

• Plague Champion takes Plague Sword instead of Power Weapon at + 15pts.

• One model may take a Cult Icon for + 10pts

• If the army is led by a Chaos Lord with the Mark of Nurgle then the 0-1 restriction does not apply

Thousand Sons (0-1) 26pts each

• Same as current dex except:

• Models have All is Dust ability.

• One model may take a Cult Icon for + 10pts

• Sorcerer upgrade for one model is at +50pts.

• If the army is led by a Chaos Lord with the Mark of Tzeentch then the 0-1 restriction does not apply

Noise Marines (0-1) 20pts each

• Same as current dex except:

• Models may replace bolters with sonic blasters at +2 pts each, for every 6 members one model may take a blastmaster at +20pts each.

• Models have Warp Scream ability.

• One model may take a Cult Icon for + 10pts

• If the army is led by a Chaos Lord with the Mark of Slaanesh then the 0-1 restriction does not apply.

Cultists 6pts each

• Same stats as Codex 3.

• The Special Rules (Scouts, Assassins, and Saboteurs) can only be given to Alpha Legion Cultists.

May take one of the following:

• Mark of Khorne: +1 WS, +1 A, Furious Charge 5pts each

• Mark of Nurgle: +1 T, Feel No Pain 5pts each

• Mark of Slaanesh: +1 I, Fleet 5pts each

• Mark of Tzeentch: 5+ Inv Save, one model must be nominated a psyker at +20 pts he gains +1 W and a 4+ armor save, he must choose one psychic power at normal cost a Sorcerer would pay

One model may take one of the following:

• Icon of Chaos Glory: free

• Cult Icon: 5pts

Plague Zombie 5 pts each

• Stats can be found here http://www.games-workshop.com/MEDIA_Custom..._of_Zombies.pdf

• Stats are the same except they have a 6+ save throw and they have Mark of Nurgle

• Plague Zombies can only be used if the Chaos Lord or Daemon Prince leading the army has the Mark of Nurgle

Lesser Daemons 13pts

• Same stats as current codex except:

May take one of the following:

• Mark of Khorne: +1 WS, +1 A, Furious Charge +2pts each

• Mark of Nurgle: +1 T, Feel No Pain, Slow and Purposeful +2pts each

• Mark of Slaanesh: +1 I, Fleet +2pts each

• Mark of Tzeentch: +1 Inv Save, Daemonic Fire 12” S4 AP5 assault 2 2pts each

 

So what do you think? Too much? Too Little? If all is a reasonable update for the current dex than I will post up my take on Fast Attack and Heavy Support along with the special Characters.

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• If the army is led by an Iron Warriors Chaos Lord, then you can take Obliterators as Troop choices.

madness . even letting oblit be scoring [but still hvy support] would be a bit too good. but making them troops means IW lists would play with 6 troops [3x10 csm and 3x2 oblits] and in larger point games it would give them 3 free hvy support slots to use . too unbalanced .

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Ok so this is the last of the units I wanted to revise:

 

FAST ATTACK

Chaos Space Marine Bikers 30pts each

• Same stats, wargear, unit type and rules as current dex except the following:

May take one of the following:

• Mark of Khorne: + 1 WS, + 1 A, Furious Charge 10 pts each

• Mark of Nurgle: + 1 T, Feel No Pain 10pts each

• Mark of Slaanesh: + 1 I, Fleet 10pts each (may exchange their twin linked bolters for sonic blaster for 5 pts each)

If the unit does not choose a cult mark, then it may take one veteran ability at normal cost.

Make take one of the following:

• Icon of Chaos Undivided 5 pts

• Cult Icon 10pts

Run Them Down!: Chaos Bikers revel in the idea of using the spikes on their bikes to run through their enemy without breaking their stride. When charging an enemy unit, the squad makes an additional attack per biker, roll to hit and wound as normal. These attacks are always resolved first regardless of Initiative, defensive grenades or being in cover.

 

Chaos Raptors (0-1) 25pts each

• Same stats, wargear, unit type and rules as current dex except the following:

• Special Rules: Hit and Run, Arrogance, Fearsome Charge, Advanced Jump Pack

May take one of the following:

• Mark of Khorne: + 1 WS, + 1 A, Furious Charge 10 pts each

• Mark of Nurgle: + 1 T, Feel No Pain 10pts each

• Mark of Slaanesh: + 1 I 5pts each (may exchange their bolt pistol for sonic blaster for 5 pts each)

If the unit does not choose a cult mark, then it may take one veteran ability at normal cost.

Make take one of the following:

• Icon of Chaos Undivided 5 pts

• Cult Icon 10pts

Fearsome Charge: When charging an enemy unit they emit an eerie warcry that shakes the enemy to their core. The enemy unit suffers a -1 penalty to their WS and I, in addition if the enemy loses combat on the turn of the charge then they automatically fall back without taking a Morale Test, units that are fearless are unaffected.

Arrogance: The Raptor cult is full of very arrogant fighters who believe that their presence on the battlefield is a gift to any army they join. A Raptor unit is subject to a 0-1 restriction for any army they are used in.

Advanced Jump Pack: the Raptor cult have very advanced jump pack technology compared to other loyalists or traitor equivalents going all the way back to the Horus Heresy. To represent this, all members of the Raptor cult have the Fleet ability.

 

Chaos Spawn 30pts each

• Same stats as current except the following:

• Unit size is 1-5

• 6+ armor save

• They are not Slow and Purposeful.

• They count toward the Force Organization chart.

 

Brass Knights of Khorne 60pts each

WS BS S T W I A LD SV

6 4 5 5 2 5 3 10 2+/5+

6 4 5 5 3 5 4 10 2+/5+

• Unit Type: Infantry, Number/Squad: 3-8

• Wargear: Power Armor, Bolt Pistol, Close Combat Weapon, Frag/Krak Grenades, Juggernaut

• Special Rules: Mark of Khorne (already included) Fearless, Furious Charge, Brass Behemoths

Options:

Unit may take a Cult Icon for +10 pts

One model may be upgraded to a Skull Champion for + 15pts

• He may take a Plasma Pistol for +15 pts and Meltabombs for +5 pts

Any model may replace their Close Combat Weapon for one of the following:

• Axe of Khorne 10pts

• Power Fist: 15pts

Brass Behemoths: Although listed as Fast Attack choices, the Brass Knights are heavily adorned with armor slowing their stride. They move as normal infantry but are otherwise considered a Fast Attack choice.

 

Pleasureseekers of Slaanesh 50pts each

WS BS S T W I A LD SV

4 4 4 5 2 6 4 10 2+/5+

4 4 4 5 2 6 5 10 2+/5+

• Unit Type: Infantry, Number/Squad: 3-6

• Wargear: Power Armor, Sonic Blasters, Close Combat Weapon, Frag/Krak Grenades, Seeker

• Special Rules: Mark of Slaanesh (already included) Fearless, Fleet, Warp Scream, Unnatural Swiftness

 

Options:

Unit may take a Cult Icon for +10 pts

One model may be upgraded to a Champion of Excess for + 15pts

• He may replace his close combat weapon for Power Weapon 15pts or Power Fist 25pts

• He may take Meltabombs for +5 pts, Doom Siren for + 15pts

Unnatural Swiftness: the Pleasureseekers move with incredible speed and balance and are able to move through most terrain with ease. All Pleasureseekers have the Move Through Cover ability.

 

HEAVY SUPPORT

All units are the same as current dex except:

Obliterators 85pts each

• Same as current dex but have +1 S and +1 W

SPECIAL CHARACTERS

Khârn the Betrayer 180pts

• Same as is except granted Eternal Warrior

Huron and Fabius Bile same as is

Typhus 240pts

• Same as is except his Manreaper follows the same rule as my first post under the Daemon Weapons along with being a Force Weapon. Also Granted Eternal Warrior

Lucius the Eternal 185pts

• Same as current dex except:

• Lash of Torment: Counts as close combat weapon, in addition, Lucius may use it in the shooting phase to drag his victims to an early death. Target a single enemy model of infantry size within 6”, the victim may be in close combat, and roll to hit. If the model is hit than the model is immediately dragged into base contact with Lucius and is considered to have been charged. The victim strikes at Initiative 1.

• The Eternal: Lucius can never truly be killed in combat and is so arrogant as to walk into the blade of his enemy without fear of death. If Lucius is killed in close combat by an independent character than on every consecutive Chaos player’s turn roll a D6 at the beginning of the turn. On a roll of 6 Lucius re-emerges in the body of his killer. Remove the model as a casualty, no saves of any kind are taken, and replace the model with Lucius. If Lucius re-emerges he is restored to his original number of wounds.

Abaddon the Despoiler 275pts

• Same as current dex except:

• Same daemon weapon as current dex except rolls of 1 does not wound him and it follows the daemon weapon rules in my first post. Vehicles hit are automatically penetrated.

• Talon of Horus: The mere sight of the Talon to the followers of the Imperium strikes fear in their souls at the wake of another Black Crusade. Any model of the Imperium within 12” of the Talon must make a LD test at -2 or immediately fall back; fearless and Blood Angel models are unaffected.

Ahriman 250pts

• Same as current dex except:

• 2+ armor save, access to all Chaos Psychic Powers, Eternal Warrior.

Doombreed, Daemon Prince of Khorne 270pts

WS BS S T W I A LD SV

10 0 8 6 4 5 5 10 3+/4+

• Unit Type: Monstrous Creature, Unit Size: 1. Counts as a HQ choice for a Chaos Space Marine or Chaos Daemons army.

• Daemonic Gifts: Mark of Khorne (already included) Iron Hide, Axe of Khorne, Rod of Khorne, Wings, Collar of Khorne

• Special Rules: Daemon, Furious Charge, Praise of Khorne, Hates Slaanesh

Collar of Khorne: Khorne hates all things dealing with sorcery preferring to get his hands bloody in the midst of combat instead. Doombreed is adorned with one of the strongest Collars ever bestowed by the Blood God. Doombreed is completely unaffected by any psychic ability and any psyker (friend or foe) attempting to use any psychic ability within 12” of Doombreed will automatically suffer a Perils of the Warp attack.

Praise of Khorne: Being one of his first and favorite Daemon Princes, Khorne has bestowed a great blessing on Doombreed to protect him in the mortal realm. He has the Feel No Pain ability.

Axe of Khorne: In his right hand Doombreed carries a massive axe of Khorne constantly dripping in the blood of his victims. Acts as a normal Axe of Khorne but grants an additional attack on a 5+ to hit.

Rod of Khorne: In his left hand Doombreed carries a rod made of twisted bone and adorned with the mark of the Blood God, it is a deathly bane to any psyker and a great boost of relentless power to any follower of Khorne. Attacks made against psykers inflict Instant Death and any models with the Mark of Khorne within 6” have the Feel No Pain ability.

Hates Slaanesh: Doombreed absolutely despises all Slaanesh followers and can never work alongside them in any army (even under the Black Legion flag) except under the most extreme circumstances such as an apocalypse game.

Foulspawn, Daemon Prince of Nurgle 230pts

WS BS S T W I A LD SV

5 3 5 6 10 1 2D6 10 -/5+

• Unit Type: Monstrous Creature, Unit Size: 1. Counts as a HQ choice for a Chaos Space Marine or Chaos Daemons army.

• Daemonic Gifts: Mark of Nurgle (already included)Random Poisoned Attacks (3+), Cloud of Flies, Aura of Decay, Nurgle’s Rot, Breath of Chaos

• Special Rules: Daemon, Feel No Pain, Spawn of Nurgle, Absorb Bodily Tissue, Toad Like Tongue, True Horror.

Spawn of Nurgle: Foulspawn is a mindless being who runs solely on his instinct to feed. To represent this, he must move 2D6 inches to the closest enemy model, any doubles rolled cause an automatic wound to himself.

True Horror: Foulspawn is the most diseased and disgusting of all Nurgle’s followers and his mere sight or smell can render foes incapable of doing anything except uncontrollable vomiting. All foes within 18” of Foulspawn must make a toughness test at the end of their movement phase, if it is failed than the unit counts as having gone to the ground, without the benefit of actually doing so, and can do nothing more this turn.

Random Attacks: roll 2D6 in every assault phase to determine the number of Foulspawn’s attacks, any doubles rolled inflicts one wound on Foulspawn but he may attack as normal.

Toad like Tongue: Target one enemy model within 12”, roll to hit as normal. If hit the model must make a toughness test, if failed the model is swallowed whole with no saves allowed, invulnerable may be taken as normal. If they pass the toughness test then they are moved into base contact with Foulspawn and are considered to have been assaulted.

Absorb Bodily Tissue: All wounds inflicted by Foulspawn restore 1 wound to Foulspawn to a maximum of 10

N’Kari Daemon Prince of Slaanesh 265pts

WS BS S T W I A LD SV

7 4 6 6 4 8 6 10 -/4+

• Unit Type: Monstrous Creature, Unit Size: 1. Counts as a HQ choice for a Chaos Space Marine or Chaos Daemons army.

• Daemonic Gifts: Mark of Slaanesh (already included), Pavane of Slaanesh, Rod of Command, Soporific Musk, Transfixing Gaze, Siren, Doombolt

• Special Rules: Daemon, Fleet, Aura of Slaanesh, Hates Khorne

Hates Khorne: N’Kari absolutely despises all Khorne followers and can never work alongside them in any army (even under the Black Legion flag) except under the most extreme circumstances such as an apocalypse game

Aura of Slaanesh: N’Kari is considered to be equipped with offensive and defensive grenades. In addition, any model/unit attempting to attack N’Kari in close combat must first pass a LD test at -1. If the test is failed they are rendered immobile and cannot make any attacks this turn.

Rod of Command: Counts as a close combat weapon, in addition, once per battle N’Kari may use the power of this weapon in the movement phase. All models with the Mark of Slaanesh within 18” double their movement in the movement phase (infantry move up to 12”, Fast Attack move up to 24”)

M’Kachan, Daemon Prince of Tzeentch 300pts

WS BS S T W I A LD SV

3 6 6 6 4 3 3 10 -/3+

• Unit Type: Monstrous Creature, Unit Size: 1. Counts as a HQ choice for a Chaos Space Marine or Chaos Daemons army.

• Daemonic Gifts: Mark of Tzeentch (already included), Nullify, Warp Jump, Warp Rift, Bolt of Tzeentch, Doombolt, Gift of Chaos, Whirlwind of Change, Wings.

• Special Rules: Daemon, Destiny of Tzeentch, Fortune of Tzeentch, Master of Illusion, Incredibly Cunning, Hates Nurgle.

Incredibly Cunning: When rolling to seize the Initiative the Chaos player is considered to automatically seize the initiative.

Destiny of Tzeentch: M’Kachan is an incredible powerful Lord of Change and his mastery of the arcane arts is shown every time he enters the mortal realm. M’Kachan may use up to three psychic powers per turn; he may even use multiple shooting attack powers. He does not need to roll for Psychic Tests and cannot suffer Perils of the Warp.

Fortune of Tzeentch: As one of Tzeentch’s most praised fighters, he is given divine protection. M’Kachan may ignore the first failed save per turn.

Master of Illusion: M’Kachan is able to shroud himself in the energies of the warp to disguise himself in the face of his enemy. Choose one friendly model (non vehicle, obliterator or HQ unit) as the body M’Kachan has possessed and write it down. This model has the normal traits and skills of the model chosen until it is wounded or revealed. When wounded or revealed, replace the model with M’Kachan. Any wounds inflicted on M’Kachan while in disguise are transferred over to his daemonic body (although he is still immune to Instant Death while in disguise).

Gift of Chaos: M’Kachan is a stronger psyker than normal sorcerers or Daemon Princes and his abilities reflect that. When using Gift of Chaos, an enemy model is transformed into a spawn on a 4+ regardless of their toughness.

Whirlwind of Change: uses the same rules as the Wind of Chaos except it uses the Ordinance blast marker and has a range of 6”.

 

OK so if you got through all of my posts then you deserve some kind of reward since they were all really long :lol: As you may have noticed, some units got a drastic change and others didnt, the reason for that is that this isnt meant to be Codex 4.5 or Codex 5 but it was what I wanted to see in the current Codex. The special characters like Khârn, Ahriman and Typhus were given EW because I think they have proven their worth to their gods and their gods would have most likely bestowed EW on them. So thats it, comments and criticisms are welcomed as always, hope you enjoyed my take on Chaos.

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