Professional Documents
Culture Documents
In all cases, where changes are not made to points, descriptions, stats, wargear or special
rules from C:CSM, they remain the same. Keep in mind that this is a rough draft,
unofficial document that – while it has undergone real game playtesting with other
participants – requires further revision via input, and is being published to support a
series of blog articles on whiskey40k.com
The goal here is to produce a codex example that achieves a couple of primary goals …
1) Tempts hardcore AND soft gamers to seriously consider every or nearly every
unit entry, depending on the physical goals of their list’s playstyle
2) Does not end up being absurdly overpowered
3) Does not have “obvious” or in-practice “best in slot” units in every FOC (or even
ANY FOC)
4) In the accomplishment of #3, does not end up in a situation where numerous units
in the same FOC are largely homogeneous
Psychic Power Change – Lash of Submission may not be used on any given unit
more than once per turn
HQ
Abaddon the Despoiler
Additional Special Rules – Lord of the Black Legion
Lord of the Black Legion –
Any unit that can take marks in the army may select the Mark of Chaos Glory for
free
May allow ONE OF THE FOLLOWING:
o Up to 2 squads of unmarked terminators may be selected as Troops, or
o Up to 2 squads of Chaos Chosen Space Marines may be selected as
Troops
Fabius Bile
Additional Special Rules –Ancient “Apothecary,” “Failed” Experiments
Ancient “Apothecary”
Confers Feel No Pain upon any unit he is attached to
“Failed” Experiments
If included, may field Chaos Spawn at half their points cost
Ahriman
Additional Special Rules – Eternal Warrior, Spell Reflect, Tzeentch Has a Purpose,
Sorcerous Coven
Spell Reflect
Any time an enemy psyker uses a Psychic Power, add that power to the list of
psychic powers that Ahriman himself can use for the remainder of the battle
Sorcerous Coven
If Ahriman is chosen in the army, remove the 0-1 restriction on Thousand Sons
Tzeentch Has a Purpose
Any psychic power that affects Ahriman’s unit may be defended against by
rolling a 3+; you do not have to use this power (i.e. against beneficial powers)
Ahriman counts as a Chaos Sorcerer for purposes of allowing Aspiring Champions to
count as Sorcerers
Demon Princes –
Any demon prince may be upgraded with wings at an additional cost of 20 points
Stats, wargear, special rules are the same as in codex CSM except where specified
differently; the “base” Demon Prince choice in the codex is replaced by your
choice of the following:
Demons of the Warp – All Demon Prince psychic powers automatically pass; they are
still treated as using a psychic power for all other purposes / limitations / etc., including
the nullification of the powers by any of the wide variety of special rules and equipment
that do so
Elites
Chaos Terminators
- Unmarked or Chaos Glory terminators are the same as at present, all
upgrades/options/etc. ... may not select any other marks
Instead of selecting Terminators following the points and restrictions in the Chaos Codex,
a player may instead purchase Cult Terminators with the following changes and costs:
- Nurgle - 40 points per terminator, A1 I3 T5 Feel No Pain; Power Sword & Twin-
Linked bolter, Cloud of Flies (-1 BS to shoot at them if within 12”); always wound on
2+; up to half the models in the unit (rounding down) may purchase combi-weapons at
+10 points each
- Slaanesh - 40 points per terminator, A3 I6, Defensive Grenades, Twin-Linked Sonic
Blaster and Power Sword only
- Khorne - 40 points per terminator, A2 Furious Charge, Rage, and all must select either
twin-linked lightning claws or chainfists (included in the cost) and twin-linked bolters
- Tzeentch - 40 points per terminator; they are equipped with a Staff of Tzeentch and a
twin-linked bolter; for every 3 terminators, one may be given Bolt of Change at no cost
(still must take a psychic test in order to use); they have a 4+ invul save; the Staff of
Tzeentch allows them to strike as monstrous creatures (while retaining only S4)
Possessed Marines
- 23 points each, and gain a free mark chosen from the following (to represent the chaos
god responsible for their possession
Slaanesh – I6, Fleet
Khorne – +2A, Furious Charge
Nurgle – Defensive / Offensive Grenades, Feel No Pain
Tzeentch – Gain a 4+ Invulnerable Save, S3 AP- Template attack
Chaos Dreadnaughts
80 points
Come with Extra Armor by default (stunned is only shaken)
Chaos Drop Pod (45 points) … same as SM drop pod, for Chaos Dreads only
May become Cult Dreadnaughts at 50 points each; these do not have the Crazed special
rule
Death Guard – AV13/13/11
World Eaters – +3A, Furious Charge, may not select anything other than heavy
flamer/twin-linked bolter ranged weaponry
Thousand Sons – 4+ Invulnerable Save against any damage result, however any
dreadnaught close combat weapon is replaced with a twin-linked Bolt of Tzeentch (no
psytest required, does not count as a psychic power/psychic shooting attack)
Emperor’s Children – Fleet, +1I
Troops
Chaos Space Marines
May select 2 special weapons (regardless of squad size); squads numbering 10 or more
may INSTEAD select 2 heavy weapons
Stubborn
- Their rhinos and all other rhinos in the army have 2 fire points, unless otherwise stated
Cult Rhinos – Cult Marine Rhinos each have unique special rules based upon the cult
marine chosen; these rules are indicated in the rules for the specific Troop choice;
moreover, all Cult Rhinos cost 45 points
Plague Marines
- Their rhinos count as AV 12/11/11 and have no fire points
Pestilent Coating – Plague Marine Rhinos ignore their first damage result of the game;
this could be as little as a Shaken result, or as much as an Explodes result; it could also
be an Immobilized result suffered by moving through difficult terrain
Plague Marines do not have a Bolt Pistol; just a Bolter and close combat weapon
Cloud of Flies – If a model in the firing unit is within 12” of a model in the target Plague
Marine unit, the firing unit suffers -1 BS to fire upon the Plague Marines
Plague marines have a NATURAL toughness of 5 (not 4(5))
Decaying Arsenal – May only select a single special weapon
Noise Marines
- Come with sonic blasters and defensive grenades standard
- Champion has the Doom Siren standard
- Squad size of 10 or more may select blastmasters at half price (and may select up to 2)
- Their rhinos count as fast vehicles
Khorne Berserkers
- Their rhinos count as assault vehicles
Thousand Sons 0-1
200 points for a squad of 5, includes an Aspiring Sorcerer
Same statline, except for armor save
The Sorcerer retains an armor save of 3+, and an Invul save of 4+
Thousand Sons Marines have ONLY an Invul save of 4+
Additional marines cost 20 points
The Aspiring Sorcerer has 2 psychic powers, and may choose no others:
1) Kine Shield – Cast upon any friendly unit within 12 inches at the BEGINNING of
the Thousand Sons player turn. Confers a re-roll of all saves made against shooting
attacks for one full game turn. May be cast twice (since Sorcerer is Tzeentch-
marked)
2) Pyrokinetics – Cast upon any friendly unit within 12 inches at the BEGINNING of
the Thousand Sons player turn. Confers the MELTA rule to any shooting attacks
made by the target unit in the subsequent shooting phase (so, yes, potential for
meltabolters, meltalascannons, meltamissilelaunchers, etc.)
Cult Rhino has a 4+ invulnerable save, and 2 fire points
Fast Attack
Chaos Bikers
- 25 points
Unique Marks, all 50 points
Nurgle - +1T, Ignores Failed Dangerous Terrain Tests (so, don’t take ‘em)
Tzeentch – Move as Eldar Jetbikes; 4+ Invul
Slaanesh – Fleet (may “run”), +1I … thematically, bikes are possessed by steeds
Khorne – Juggerbikes … move as Infantry, +2A, +1W
Raptors
- 18 points
A unit of raptors may exchange its jump packs for a Rhino dedicated transport for no
additional cost
Spawn – 40 points
6+ invulnerable save
No longer slow and purposeful
Spawn units joined by Independent Characters lose the Mindless rule
Chaos Spawn are immune to Instant Death – while the rampant mutations will kill them,
they also confer incredible durability in the interim
Sometimes Soft, Sometimes Spiky - At the beginning of the game, roll a d6 for each
unit; on a 1, each model loses 1 wound; on a 2-5 nothing happens; on a 6 they gain the
Rending USR
Heavy Support
Havocs
- Lascannon 25 points, Missile Launcher and Autocannon 10 points, Heavy Bolter 5
points
Obliterators
Eternal Warrior
85 points
Defiler
- 130 points
- AV 13/13/10
Chaos Predator – Adjust costs to match Vanilla SM Predator; Chaos Predators that
purchase the Daemonic Possession upgrade may FIRE as Fast vehicles (but they do not
become Fast)
Chaos Undivided - as in the codex, and you gain d3 extra demons for each unit
Khorne - WS5 S4 A3
Slaanesh - WS3 S1 I6 A2 Rending Assault Grenades
Tzeentch - T3 S2 WS1 BS5 A1 12" Assault 6 S2 AP-
Nurgle – T5 WS3 A1 S3 6+ invul poisoned attacks (4+)
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