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This document written by Mike Brandt, with the play testing input and aid of his

compatriots and others across the world


VERSION 2, CHANGES IN RED

The Chaos Space Marines codex (C:CSM) is required as a reference point to


appropriately use this document. If you do not own C:CSM, contact the author of this
document for a solution to assist you in listhammering and playtesting.

In all cases, where changes are not made to points, descriptions, stats, wargear or special
rules from C:CSM, they remain the same. Keep in mind that this is a rough draft,
unofficial document that – while it has undergone real game playtesting with other
participants – requires further revision via input, and is being published to support a
series of blog articles on whiskey40k.com

The goal here is to produce a codex example that achieves a couple of primary goals …

1) Tempts hardcore AND soft gamers to seriously consider every or nearly every
unit entry, depending on the physical goals of their list’s playstyle
2) Does not end up being absurdly overpowered
3) Does not have “obvious” or in-practice “best in slot” units in every FOC (or even
ANY FOC)
4) In the accomplishment of #3, does not end up in a situation where numerous units
in the same FOC are largely homogeneous

Psychic Power Change – Lash of Submission may not be used on any given unit
more than once per turn

HQ
Abaddon the Despoiler
Additional Special Rules – Lord of the Black Legion
Lord of the Black Legion –
 Any unit that can take marks in the army may select the Mark of Chaos Glory for
free
 May allow ONE OF THE FOLLOWING:
o Up to 2 squads of unmarked terminators may be selected as Troops, or
o Up to 2 squads of Chaos Chosen Space Marines may be selected as
Troops

Fabius Bile
Additional Special Rules –Ancient “Apothecary,” “Failed” Experiments
Ancient “Apothecary”
 Confers Feel No Pain upon any unit he is attached to
“Failed” Experiments
 If included, may field Chaos Spawn at half their points cost

Huron Blackheart - 190 points


Additional Special Rules - Faith in the Blackheart
Faith in the Blackheart
(While Huron's treasonous marines have given up their faith in the false Emperor, they
retain the famed battle resolution of their loyalist origins thanks to their faith in the
Blackheart. All units in Huron's army benefit from the And They Shall Know No Fear
special rule so long as he is alive.)

Typhus – same points


All points the same, all rules and stats and wargear the same, but add Eternal Warrior
Counts as a Chaos Lord for purposes of Marks of Nurgle chosen by the army

Ahriman
Additional Special Rules – Eternal Warrior, Spell Reflect, Tzeentch Has a Purpose,
Sorcerous Coven
Spell Reflect
 Any time an enemy psyker uses a Psychic Power, add that power to the list of
psychic powers that Ahriman himself can use for the remainder of the battle
Sorcerous Coven
 If Ahriman is chosen in the army, remove the 0-1 restriction on Thousand Sons
Tzeentch Has a Purpose
 Any psychic power that affects Ahriman’s unit may be defended against by
rolling a 3+; you do not have to use this power (i.e. against beneficial powers)
Ahriman counts as a Chaos Sorcerer for purposes of allowing Aspiring Champions to
count as Sorcerers

Lucius the Eternal


- Eternal Warrior
- If slain by an Independent Character or single model unit (i.e. Mephiston, a Carnifex,
etc.) in close combat, consider the unit that killed Lucius to be dead for purposes of
Kill Points and Victory Points at the end of the game

Kharn the Betrayer


Additional Special Rules – Rage of the World Eaters, Impaled By a Land Raider
Rage of the World Eaters
 For every successful wound inflicted by Kharn, add 1 to his A characteristic for
the remainder of the battle, to a maximum of 10
Impaled By a Land Raider – Eternal Warrior
 Kharn's bloody 10,000 year history has seen witness to his impaling on a land
raider, being beaten to near death by the primarch Angron, and being shot to
pieces in battle on Terra, yet he always seems to find his way back on his feet;
Kharn is Eternal

Demon Princes –
 Any demon prince may be upgraded with wings at an additional cost of 20 points
 Stats, wargear, special rules are the same as in codex CSM except where specified
differently; the “base” Demon Prince choice in the codex is replaced by your
choice of the following:

Demons of the Warp – All Demon Prince psychic powers automatically pass; they are
still treated as using a psychic power for all other purposes / limitations / etc., including
the nullification of the powers by any of the wide variety of special rules and equipment
that do so

Demon Prince of Chaos Glory


- 150 points
- All units within 6" are affected by the Mark of Chaos Glory in addition to any other
Marks currently on them
- The psychic power "Warptime"

Demon Prince of Nurgle


- 200 points
- T6, Feel No Pain, I4, A3, Nurgle's Rot

Demon Prince of Tzeentch


- 200 points
- T4, 2+ Armor Save, 3+ Invul Save, Bolt of Tzeentch, Gift of Chaos, Wind of Chaos;
may use each of its psychic powers once per turn

Demon Prince of Slaanesh


- 200 points
- Lash of Submission, I10, A5
- Leadership test is required to charge a Demon Prince of Slaanesh
- The DP of Slaanesh adds 1 to combat resolution, has defensive grenades, and gains a
3+ invul save in close combat
- The DP of Slaanesh has NO armor save (relying on cover, its 5++ invul, or its close
combat 3++ invul)
- Fleet

Demon Prince of Khorne


- 200 points
- 5 Wounds, 6 Attacks, Strength 7, Furious Charge

Chaos Lords – Only change is the addition of a Special Rule –


Followers of the Same God
 Any unit in the army may purchase the same Mark chosen by a Chaos Lord at half
price (rounding down)

Chaos Sorcerors – Only change is the addition of a Special Rule –


Sorcerous Coven
 Any Aspiring Champion upgrade for a unit of Chaos Space Marines in the army is
a Psyker, and may select a single psychic power at the same points cost and
restrictions applied to the Chaos Sorceror himself

Elites

Chosen Chaos Space Marines


- 2 Attacks Base
- "Favored of the Gods" - improved chaos marks
- Glory - Fearless
- Slaanesh - Defensive Grenades & +1 Initiative
- Khorne - Furious Charge & +2 Attacks
- Nurgle - T5 & 2+ Armor Save
- Tzeentch - 4+ Invulnerable Save; Aspiring Champions may be Psykers for +20 points
(and gain Bolt of Change for free if they purchase the upgrade); note that the +20 point
cost is removed in the case of an army that includes a Chaos Sorcerer HQ choice

Chaos Terminators
- Unmarked or Chaos Glory terminators are the same as at present, all
upgrades/options/etc. ... may not select any other marks
Instead of selecting Terminators following the points and restrictions in the Chaos Codex,
a player may instead purchase Cult Terminators with the following changes and costs:
- Nurgle - 40 points per terminator, A1 I3 T5 Feel No Pain; Power Sword & 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 Vindicator – 115 points


Demon Cannon – The Chaos Vindicator’s weapon becomes immune to Weapon
Destroyed results if the Vindicator purchases the Daemonic Possession upgrade. Note
that while Weapon Destroyed results are subsequently ignored (unless pintle-mounted
weapons are purchased), an Immobilized result suffered after the Vindicator is already
Immobilized will wreck it (instead of becoming an ignored weapon destroyed result)

Chaos Predator – Adjust costs to match Vanilla SM Predator; Chaos Predators that
purchase the Daemonic Possession upgrade may FIRE as Fast vehicles (but they do not
become Fast)

Chaos Land Raider


A Possessed Chaos Land Raider may purchase a Mark from the following choices to
become a Greater Possessed Chaos Land Raider:
Tzeentch – 30 points; the Land Raider gains a 5+ invulnerable save, and models inside
that are also bearing the Mark of Tzeentch may fire out of it as if it were open topped
Nurgle – 30 points; the Land Raider ignores the first Wrecked or Explodes! damage
result
Khorne – 30 points; models disembarking from the Land Raider gain the FLEET
universal special rule for the turn they disembark
Slaanesh – 30 points; the Land Raider is a fast vehicle
Demons
Summoned Lesser Demons – same points
Pray to the Right God – Prior to deployment, nominate what god this unit of lesser
demons owes its allegiance to ...

Chaos Undivided - as in the codex, and you gain d3 extra demons for each unit
Khorne - WS5 S4 A3
Slaanesh - WS3 S1 I6 A2 Rending Assault Grenades
Tzeentch - T3 S2 WS1 BS5 A1 12" Assault 6 S2 AP-
Nurgle – T5 WS3 A1 S3 6+ invul poisoned attacks (4+)

Summoned Greater Demons – 125 points


Pray to the Right God – Prior to deployment, nominate what god the greater demon
owes its allegiance to …
Chaos Undivided – Project a 6” aura of the effect from the Icon of Ghaos Glory
Khorne – Furious Charge
Slaanesh – Offensive and Defensive Grenades
Tzeentch – BS3 and Bolt of Tzeentch
Nurgle – 5 wounds

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