Chaos
Codex
INTRODUCTION
The Chaos Codex describes the dark Chaos Gods and their followers in the warhammer 40,000 universe.
This page is divided into four main sections
The Realm of Chaos,Where I describe the background and history of Chaos in the Warhammer 40,000 universe.
The Forces of Chaos,Which has descriptions and rules of all the different followers of the Chaos Gods and their weaponry.
Slaves to Darkness, Contains the Chaos Space Marine army list and Special Characters.
The Lost and the Damned, Where I cover a number of things related to Chaos in the Warhammer 40,000 universe, but which aren't included in the main rules or background.
If you wish to build a Chaos Space Marine army based on one of the many available Legions, then this page can provide all the basic infomation you will need. Characters and rules which allow you to use them in your games are also included. Also included is infomation on some of the Chapters of Space Marines that have been seduced and led astray by the Dark Gods in the 10,000 years since the first Traitor Legions joined the forces of Chaos.
In addition, the Chaos Codex acts as a useful guide to players who are thinking of designing their own unique Chaos Space Marine Chapter, as it gives an insight into how different and varied Chaos Space Marine Chapters can be even though they may appear superficially the same. There is Plenty of Justification for this as I've only described a handful of the Chaos Space Marine Chapters on this page.
In the Lost and the Damned section you'll find all the infomation you need to field Chaos Cult armies and Daemonic Legions.
To get you started, here are some suggestions for battles you can fight using the rules and army lists in this book:
Lead hand-picked warbands of Chaos Space Marines in raids on isolated Imperial outposts.
Battle against the forces of the Arbites as you lead a Chaos Cultist uprising on an Imperial Hive world.
Take part in a hugh Black Crusade in the name of the Chaos Gods.
Test your ability as a general on the weird battlefields within the Eye of Terror where legions of daemons fight each other at the whim of their evil masters.
Attack Eldar Craftworlds in the name of their dread enemy Slaanesh.
Lead a Chaos Space Marine boarding party as it battles through the corridors and rooms of an Ork-controlled space hulk which as drifted into the Eye of Terror.
Defend your sacred ground from the evil menace of attacking Tyranids (The Bugs!)
And much more! The only limit on what you can do is your own imagination. Have fun and always remember,it's just a game but when all else fails just yell "Blood for the Blood God!" at the top of your lungs and charge!
The Forces of Chaos Introduction - Chaos Space Marines
The troops that make up a Chaos Space Marine army can be divided into two types: Daemons and Chaos Space Marines. Daemons are the most dangerous of all Chaos creatures, but at least daemonic incursions are rare events - rare enough to be hushed up by the Inquisition to prevent panic. More of a real threat are the constant raids of the Chaos Space Marine Legions.
Ten thousand years ago during the galaxy shattering wars of the Horus Heresy full half the Space Marine armies of that time became corrupted by Chaos and rebelled against the Emperor. Led by Warmaster Horus, the Legions of Chaos almost succeeded in wresting control of the galaxy from the Emperor. They did not succeed, but the wounds the Emperor suffered in combat against the Warmaster drove him to the Golden Throne and ended his waking life.
With the defeat of the Legions of Chaos the vanquished Space Marines fled into the Eye of Terror. There, close to the intense energies of the warp, they took worlds for their own, becoming the lords and masters of daemon realms under the patronage of their chosen gods. From these infernal regions the Chaos Space Marines continue to lanch their wars of vengeance against the Imperium. Within their warped realms time has been abolished, so that the vary same Space Marine warriors who fought against the Emperor ten thousand years ago still live and continue to make war against the Imperium today. For them the strands of time have become interwoven so that the past, present and future have merged into one endless, eternal battle.
The Marks of Chaos
Although we divide Chaos Space Marines into Champions, Sorcerers and Lords for convenience, all of these characters are termed Chaos Champions.
Chaos Space Marine Champions may dedicate themselves uniquely to one Chaos God if they desire. These Chaos Champions are the agents of their masters, and the feindish acts they carry out in the names of the Gods of Chaos are rewarded with gifts of power.
As a Champion gains favour in the eyes of his Chaos God he becomes more powerful. Often there is a terrible price to pay, for the Gods of Chaos are whimsical and uncaring beings, whose gifts sometimes bring groos physical mutation and deformity. Horns, wildly discoloured flesh, distorted limbs, cloven hoofs and other, stranger, mutations are common amongst the Champions of Chaos who bravely bear their disfigurements as symbols of their divine favour.
To represent the gifts bestowed on a Chaps Champion you are allowed to buy Marks of Chaos for the Chaos Space Marine characters in your army, for the points indicated in the army lists. With the exception of a Chaos Lord, each model is only allowed one Mark of Chaos.
Chaos Lords can have one or more Marks of Chaos, and can even bear the Marks of all four Chaos Gods if desired. Horus is the most infamous example of such a Chaos Lord, being favoured by all four of the Chaos Gods at one time or another.
MARK OF NURGLE
Champions bearing the Mark of Nurgle are swollen with corruption, their armour barely containing their bloated bodies. Because there bodies are dulled with disease and partly rotted away feel little pain and can endure considerable injury without discomfort. A Chaos Champion of Nurgle always adds an extra +1 to his Toughness on account of his hugely bloated body.
MARK OF TZEENTCH
Tzeentch is the master of arcane lore and Champions bearing his Mark are almost always gifted with dark powers of sorcery. In addition, the warp flow through them and it's aura protects them and wards off hostile psychic attacks. If a Chaos Champion of Tzeentch is targeted or is caught in the area of a psychic attack then he may successfully nullify it by rolling a 4+ on a D6. If he is successful the psychic attack does not work and causes no harm.
MARK OF SLAANESH
Slaanesh is the sensual Lord of Pleasure. Chaos Champions bearing his Mark live on the edge of excitement and experience, revelling in the joy of life and battle. They take a perverse pleasure in all experience, no matter how terrifying or bizarre, and therefore not affected by the normal pzychology rules. This means that they are immune to fear and terror. In addition, they need never take a Break test, as death holds no fear for them, but is seen as a welcome consummation of experience. If a Champion is with a unit that is forced to flee he is not affected and can continue to fight as normal.
MARK OF KHORNE
Champions which bear the Mark of the God Khorne are savage fighters whose armour grows to be part of their bodies so they can never remove it. This Chaos armour gives the Chaos Champion an armour saving throw of 2+. In addition Champions of Khorne are affected by the rules for frenzy as described in the Warhammer 40,000 rulebook. Such is the skill of these warriors in Close Combat that they are allowed to parry even when frenzied. They are awesome warriors who revel in their role as the sacred destroyers for the Blood God.
Chaos Space Marines
Chaos Space Marines
During the terrible long wars of the Horus Heresy half the ancient Space Marine Legions joined the Warmaster Horus in his bid to wrest control of the Imperium from the Emperor. After many bloody battles the Warmasters true loyalties were revealed, and it became known that he had sold his soul to the Dark Gods of Chaos in return for undreamed of power. It was too late for the Space Marine Legions that had allied themselves with Horus - their souls were pledged to Chaosand for them there was no hope of forgiveness. Corruption and evil had subverted their minds, gnawing at their unworthy ambitions, and turning them into the emperor's most bitter foes. After the defeat of Horus the Chaos Space Marine Legions sought unholy refuge in the Eye of Terror, where they remain to this day.
TROOP-TYPE M WS BS S T W I A LD Chaos Space Marine 4 4 4 4 4 1 4 1 8 Aspiring Champion 4 5 5 4 4 1 5 1 9 Mighty Champion 4 6 6 5 5 2 6 2 9 Exhalted Champion R4 7 7 5 5 3 7 3 10
SPECIAL RULES
The following Special Rules apply to all Chaos Space Marines and Chaos Space Marine characters, including Chaos Lords, Chaos Space Marine Sorcerers and Chaos Space Marine Champions. Note that Chaos Space Marines do NOT benefit from the special rules for Break Tests which apply to normal loyal Space Marines.
RAPID FIRE
If a Chaos Space Marine doesn't move at all and is not engaged in HTH combat then he may use Rapid Fire. The warrior plants his feet firmly on the ground and opens up with a burst of shots from his boltgun or bolt pistol. The Chaos Space Marine may fire his storm bolter, boltgun or bolt pistol twice instead of once.
Rapid fire is only possible with storm bolters, boltguns and bolt pistols, not with any other weapons, although some squad members may use rapid fire whilst others fire single shots (if using missile launchers, flamers or a single throw of a hand grenade for example).
Rapid fire is worked out exactly like ordinary shooting except that each Chaos Space Marine fires twice rather then once.
Chaos Space Marine Veterans
Not all veteran Chaos Space Marines wear Terminator armour, many fight in squads wearing normal power armour. Veterans are hard-bitten, callous and deadly fighters who think nothing of gunning down and killing an enemy that has surrendered or killing inocent women and children. Decades, sometimes even centuries, of combat experience have taught them how to make the best use of cover to survive on the war-torn battlefields of the 41st millenium. These highly experienced and ferocious warriors are typically in the vanguard of any attack, using their battle skills to infiltrate the enemy lines and set up ambushes or launch suprish attacks on enemy strongpoints.
TROOP TYPE M WS BS S T W I A LD Veteran 4 5 5 4 4 1 5 1 9
SPECIAL RULES
CHAOS SPACE MARINES The usual Rapid Fire rules apply.
INFILTRATION
Chaos Space Marine Veterans may deploy onto the battlefield using the Infiltration rules as described in the Warhammer 40,000 rulebook.
DISPERSED FORMATION
Chaos Space Marine Veterans may use dispersed formation, which basically means any one marine cannot be more than 4 inches away from another marine of the same squad.
Chaos Space Marine Sorcerers
A Chaos Space Marine Librarian who pledges his soul to Chaos becomes a Chaos Space Marine Sorcerer, and is gifted with new psychic powers by his patron god. It is not inappropriate to think of these powers as magical, for those who recieve them come to think of themselves as Sorcerers with the unseen energy of the universe at their command.
Many Chaos Space Marine Sorcerers come from the Thousand Sons Space Marine Legion. Even before the Heresy the Thousand Sons became involved with arcane lore and the practice of sorcery, and once the Heresy began they had little chice but to ally with the Warmaster, as the Emperor could no longer tolerate their study of magic with all it's associations with the warp.
The Thousand Sons survived the aftermath of the Horus Heresy by using their sorcerous powers to open up a gateway to the Eye of Terror through which they escaped. Many of them continue their study of magic and have become mighty Sorcerer-Champions of Tzeentch.
During the Heresy Librarians in the other Traitor Legions dedicated themselves to a patron Chaos God and also recieved new psychic powers in return. The only exception were the Librarians of the Worldeaters Legion, who were hunted down and slain by their Brother Marines as a bloody sacriface to their lord Khorne, for the Chaos God of war hates all pratitioners of the sorcerous arts.
TROOP TYPE M WS BS S T W I A LD Sorcerer 4 4 4 4 5 1 5 1 8 Sorcerer Champion 4 5 5 5 5 2 5 1 8 Master Sorcerer 4 6 6 5 5 3 6 2 8 Sorcerer Lord 4 7 7 5 5 4 7 3 9
Chaos Space Marine Terminators
Many veteran Chaos Space Marines enter battle wearing suits of the revered and rightly feared tactical Dreadnought armour or Terminator armour, as it is more commonly known. The armour is massively bulky and contains a full exo-skeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace. A wearer of Terminator armour can move and operate with a remarkable freedom and agility considering the sheer mass of the actual armour.
A Chaos Space Marine wearing Terminator armour usually holds a ranged weapon in his right hand, typically a combi-weapon of some type, while the left hand wields a chain-axe. This combination of devastating anti-personnel fire power and close quarters punch certainly makes a Chaos Space Marine equipped with Terminator armour a highly respectable opponent. Some Chaos Space Marine Terminators carry heavier and more powerful weapons to provide supporting fire for their comrades.
TROOP TYPE M WS BS S T W I A LD Terminator 4 5 5 4 4 1 5 1 9
SPECIAL RULES
Chaos Space Marines
The usual Rapid Fire Rules apply.
Terminator Armour A model wearing Terminator armour has an armour saving throw of 3 or more, just like power armour. However, because the armour is so massively thick the saving throw is rolled on 2D6 instead of 1D6. Note that Chaos Space Marine Terminator armour does NOT incorporate a targeter or a teleport homer as do the more sophisticated suits used by Loyal Space Marine Chapters.
Thousand Sons Marines
When the Thousand Sons escaped to the Eye of Terror the warping effects of Chaos began to take effect, and soon the signs of physical mutation began to currupt them. Ahriman, one of the greatest of all the Thousand Sons Chaos Sorcerers, attempted to halt this process of degeneration by unleashing an immensely potent spell named the Rubic of Ahriman, which was meant to affect all of the Thousand Sons, shielding them from the harmful effects of Chaos for ever.
The Chaos Sorcerers of the Thousand Sons had either survived and had their knowledge greatly augmented or they had been utterly destroyed, but their battle brethren whose psychic powers had been slight or non-existent had been changed. Their armour was sealed shut as if every clasp and joint had been welded together. Inside the heavy shell of ceremite and adamantium the physical bodies of the Chaos Space Marines had been reduced to a handful of dust but their spirits had remained, trapped inside their battle armour for all eternity.
Although these living suits of armour still move and function, they are little more than robots, and quickly fall into inactivity unless a Thousand Sons Chaos Sorcerer is nearby to guild and direct them.
TROOP TYPE M WS BS S T W I A LD T.S Marine 4 4 4 4 4 1 4 1 8 T.S Terminator 4 5 5 4 4 1 5 1 9
SPECIAL RULES
Chaos Space Marines
The usual Rapid Fire rules apply.
Mark of Tzeentch
All Thousand Sons Chaos Space Marines bear the Mark of Tzeentch.
Spirit Warriors
Thousand Sons Chaos Space Marines have the same vulnerabilities and immunities as daemons, although they lack the special unmodified daemonic aura save and must use their (modifiable) power armour saving throw instead. In addition, each time the warp card Energy Drain is played the Chaos player must choose D6 of their Thousand Sons to remove as casualties as their souls are sucked away.
Immune to Psychology
Thousand Sons Marines are immune to psychology and never break.
Khorne Berzerkers
Khorne Berzerkers are Chaos Space Marines who have dedicated themselves to the Chaos God Khorne. Most famous of all Khorne Berzerkers are the Space Marines of the Worldeaters, but they are joined by followers of the Blood God drawn from all of the Traitor Legions. The link between bloodshed and pleasure has become so strong for these followers of Khorne that they are virtually uncontrollable either on or off the battlefield.
Khorne Berzerkers are savage fighters who revel in the bloodiest hand-to-hand combats. In their eagerness to offer blood and skulls to Khorne they carry many vicious close combat weapons into battle. Often they wield an axe - or the deadly chain-axe - as these are the preferred weapons of the Blood God, although the chainsword is almost equally favoured.
Khorne Berzerkers relish their role as the sacred destroyers of Khorne the Blood God and are fanatical in the extreme. Their delight in death and pain is so strong that they have been known to fall on their own chainswords as sacrifices to the Blood God.
TROOP TYPE M WS BS S T W I A LD Khorne Bezerkers 4 4 4 4 4 1 4 1 8 Khorne Bezerker Terminators 4 5 5 4 4 1 5 1 9
SPECIAL RULES
Chaos Space Marines
The usual Rapid Fire rules apply.
Mark of Khorne
All Khorne Berzerkers are blessed with the Mark of Khorne (see above). This means that they are subject to frenzy as described in the Psychology section of the Warhammer 40,000 rulebook, and wear chaos armour which provides them with a 2+ armour saving throw. Such is the skill of these warriors in close combat that they are allowed to parry even when frenzied. Note that Khorne Berzerkers recieve the Mark of Khorne for free and don't have to pay any points for it.
Furious Charge
Such is the ferocious enthusiasm of Khorne Berzerkers to get to grips with the enemy that they triple their move when they charge instead of only doubling it. However, each model can only use this bonus if it allows them to get into hand-to-hand combat that turn. The tripled charge move may not be used by models that are not able to reach the enemy! This bonus also applies to any character model that has join the unit, and who is on foot (eg. Characters don't get the bonus if they are mounted on a riding beast like a Juggernaut or a Disc of Tzzentch, etc.).
Plague Marines Plague Marines are Chaos Space Marines who have dedicated themselves to the Chaos God Nurgle. Amongst the most dedicated followers of this cult are the Chaos Space Marines of the Death Guard, but many other Chaos Space Marines also dedicate themselves to the Lord of Decay.
Plague Marines have disgusting rotted bodies that stink of decay. Their armour and weapons are pitted and corroded by the putrescent slime that oozes from their many sores, but they are still fearsome opponents. Their decaying brains are innured to the agony of their bodily corruption, making them all but immune to any pain or discomfort caused by battle wounds.
TROOP TYPE M WS BS S T W I A LD Plague Marine 4 4 4 4 4 1 4 1 8 Plague Marine Terminators 4 5 5 4 4 1 5 1 9
SPECIAL RULES
Chaos Space Marine
The usual Rapid Fire rules apply.
Mark of Nurgle All Plague Marines are blessed with the Mark of Nurgle (see above). This means that their Toughness is increased by +1 point, as shown on their profile above (in brackets). Note that Plague Marines recieve the Mark of Nurgle for free and don't have to pay any points for it.
Noise Marines
Noise Marines are Chaos Space Marines who have dedicated themselves to the Chaos God Slaanesh. A Noise Marine's hearing is a thousand times keener then a normal person's and can distinguish the subtlest difference in pitch and volume. This affects the Noise Marine's brain, causing extreme emotional reactions that make all other sensations pale and worthless. The louder and more discordant the noise the more extreme the emotional reaction provoked, until only the din of battle and the screams of the enemy can stir the Noise Marine His mind ceases to function and becomes a mere receptacle for the sensations ignited by the music of the apocalypse and the screams of the dying as they dance upon their path of destruction!
Noise Marines wear power armour painted in a variety of bold colours, as the Noise Marine's senses are so distorted that only the most extravagant colours and patterns register on their minds. They are arme with a variety of outlandish weapons that produce deafening loud and pyrotechnically explosive attacks.
TROOP TYPE M WS BS S T W I A LD Noise Marine 4 4 4 4 4 1 4 1 8 Noise Marine Terminators 4 5 5 4 4 1 5 1 9
SPECIAL RULES
Chaos Space Marines
The usual Rapid Fire rules apply.
Mark of Slaanesh
All Noise Marines are blessed with the Mark of Slaanesh (see above). This means that they are immune to psychology and never break. Noye that Noise Marines recieve the Mark of Slaanesh for free and do not have to pay any points for it.
Psychic Cacophony
Noise Marines emit a constant pyschic cacophony of babbling, screaming, braying and other disorientating noises which will distract and psykers nearby.
Daemons are not affected and quite enjoy the noise, especially Greater Daemons of Nurgle who are inclined to hum along in a cheerful manner. The same does NOT apply to Chaos Space Marine Sorcerers who are effected in the same way as any other psyker.
Roll a D6 if a psyker within 16" of one or more Noise Marines attempts to use a psychic power. Only one dice roll is made no matter how many Noise Marines are within 16". Powers which remain in play will only be affected when first created, and will not be affected if a Noise Marine later comes within 16".
If the dice roll is greater than the model's psychic level then it is overcome by the psychic cacophony produced by the Noise Marines, and the power it was attempting to use is automatically nullified.
Note that wargear that normally offers any protection against psychic attacks, such as an Aegis suit, does not offer any protection against Noise Marines.
A psyker who is overcome in this way will suffer 1 wound on a D6 roll of 4, 5 or 6, with no saving throw (of any type) allowed. This ability also applies to Aspiring Chaos Champions leading a unit of Noise Marines.
Daemonic Creatures
The nature of the alternate dimension of the warp space remains one of the darkest mysteries of the galaxy. Even the Technomagi of the Adeptus Mechanicus the warp represents both the ultimate source of power and the ultimate threat to human existance. For it is the home of the Dark Gods of Chaos and their daemonic hordes, it is the Realm of Chaos; raw and powerful, it's dark energies succoured by the most dreadful nightmares of a mortal man.
If warp space were wholly separate from the material universe if would present no danger. However, there are many gateways between the world of matter and the realm of power, some great and others small, but all bristling with potential danger. Here the laws of the material universe are subjest to the whims of Chaos Daemons.
The four most mighty Chaos Daemons are Khorne the Blood God, the master of battle and patron of mighty warriors; Nurgle the Great Lord of Decay, the bringer of plague and physical corruption; Slaanesh the Lord of Pleasure, the purveyor of secret vices; and Tzeentch the Changer of the Ways, the Lord of Change. It is these four Dark Gods who vie for the dominion of Mankind, and whose daemons seek gateways through the minds of the weak and careless.
Daemon Special Rules
Daemons are not creatures of our world - they are creatures of Chaos, warp entities whose bodies are fashioned from raw power. When they enter the material universe they assume a definite form, but they continue to draw upon the power of the warp to manifest themselves. The energies of the warp suffuses daemons and gives them many strange powers.
Many daemons have common powers or abilities, and these are described here for convenience rather then repeated throughout the individual entries. Unless the rules say otherwise, the following rules apply to all daemons.
DAEMONIC AURA With a few notable exceptions, all daemons are protected by a daemonic aura. This is a surrounding field of warp energy that bathes their bodies with energy and gives them their power. The daemonic aura is not really a force field as such, rather its presence replenishes and fortifies the daemon's physical body, but in effect it acts very much like armour. To represent this aura, daemons are permitted a saving throw as if they were wearing armour. This saving throw is always 4+ on a D6 - ie, any dice roll of 4, 5 or 6 will save.
The daemonic saving throw differs from a normal armour armour saving throw in that no modifiers normally apply. With ordinary armour the value of the save is reduced by the attacking weapon's save modifier, but this does not apply in the case of daemons. This makes daemons very diffcult to kill because even a direct hit from a heavy weapon such as a Lascannon can be saved.
The daemonic aura offers no save at all against psychic attacks, including attacks from force weapons. Force weapons are weapons which use psychic force, or which direct the psychic powers of their wielders. If a daemon is hit by a psychic attack, or a force weapon, it recieves no saving throw on behalf of it's daemonic aura.
The main exception to the Daemonic Aura rule are Bloodthirsters and Horrors. The Bloodthirster has an ordinary armour save instead, and this is affected by normal save modifiers. The Horrors have no save at all.
DAEMON ANIMOSITY
Although the Chaos Gods can be allies, ancient feuds and bitter rivalries exist between some of them, quarrels that stretch back over countless millennia. This makes it difficult for daemons of the rival factions to fight together on the same side. The rival Chaos Powers are :-
Daemons of Tzeentch are the rivals of daemons of Nurgle, and vice versa.
Daemons of Slaanesh are the rivals of daemons of Khorne, and vice versa.
Rival daemons will not necessarily fight on the harmoniously on the same side. This is represented by the Daemonic Animosity rules. Whenever you have daemons of rival Chaos Gods within 12" of each other at the start of your turn, and they are not engaged in hand-to-hand combat, you must take a Daemon Animosity test. Roll a D6 for each Greater Daemon or each unit of daemons to determine how it reacts to the proximity of its closest rivals.
Note that this rule only applys to Greater Daemons and units of daemons; daemonic creatures given as chaos rewards, such as Juggernauts or Beasts of Nurgle, do not count.
Daemon Anomosity Table
D6 Result
1-2
The daemons reconise their rivals and are overcome with rage. Yelling terrifying battle cries as they charge each other,
and then vanish back to the warp to continue their struggle. Remove the rivals from play, but don't count them as having
been destroyed for victory point purposes.3-4
The daemons are unsettled by the proximity of their rivals, shouting and screaming at them in an outrageous manner. The
daemons will not move or do anything else this turn, but are otherwise unnaffected abd will fight back if attacked in
hand-to-hand combat.5-6
The daemons tolerate the presence of their rivals. Continue normally with no further effect.
Daemonic Creatures Stats
BLOODTHIRSTER - Greater Daemon of Khorne
The Bloodthirster is the most powerful of all Chaos daemons and the most mighty of the Blood God's warriors. It is impossible to describe the true horror of these daemons, for their appearance is enough to drive a rational man beyond the brink of sanity. Their presence radiates sheer terror, their body exudes the stink of death, and their eyes carry the promise of cold execution.
Few who have seen a Bloodthirster have lived to tell the tale. Those who have confronted their terror and lived will recall an overwhelming impression of size and steaming energy, of glowing brass armour and blood-stained fur, and teeth like murderous blades. In its talons the Bloodthirster carries an axe the drips blood and a long lash tipped with cruel barbs of fire.
TROOP TYPE M WS BS S T W I A LD BloodThirster 6 10 10 8 7 10 8 10 10
SPECIAL RULES
All the special rules for daemons apply as described earlier except that the Bloodthirster has no daemonic aura like other daemons, it has its own living armour of brass instead.
Terror
The Bloodthirster exudes sheer horror, its very existance is a threat to the sanity of the most strong willed of mortals. The psychology rules for terror apply as described in the Warhammer 40,000 rulebook. Remember that creatures which cause terror cause fear as well.
Chaos Armour
The Bloodthirster wears brazen armour that always reflects the glow of eternal flames. This armour is a living part of the daemon, and is sustained by its own unquenchable inner energies. This armour gives the daemon a saving throw of 3+ taken on 2D6 in the same way a Terminator armour but which is affected by normal saving throw modifiers, unlike a standard daemonic aura. However, the Chaos armour is not negated by force weapons or psychic attacks, which gives the Bloodthirster an advantage against psychic force weapons compared with other daemons.
Axe of Khorne
The Bloodthirster carries a mighty Axe of Khorne, suffused with chaotic energy and laden with death. A hit from an Axe of Khorne causes not 1 wound on its victim but D3 wounds (roll a D6: 1-2=1, 3-4=2, 5-6=3). In addition, the axe adds +1 to the Bloodthirster's Strength in hand-to-hand combat.
Bloodthirsters Whip
At the start of any hand-to-hand combat phase a Bloodthirster can make a special attack with its whip against any one enemy in base-to-base contact. A model that is attacked has to roll a D6 and score under its Initative characteristic to avoid the slashing whip (a roll of 6 always fails, no matter what the models Initative). If it fails the model suffers a S8 hit with a -5 save modifier. In addition, the whip counts as an additional hand weapon which allows the Bloodthirster to roll an extra attack dice.
Fly
The Bloodthirster has wings and is able to fly over the battlefield in great leaps and bounds in exactly the same way as a model equipped with a jump pack as described on page 71 of the Wargear book. Note that the rules for daemonic flight in the Codex Imperialis no longer apply.
BLOODLETTER - Daemon of Khorne
These most foul and ferocious of daemons descend upon their foe in massed hordes, driven crazy by the scent of blood, screaming with fury as they fall upon mortal flesh. They are Khorne;s Warriors of Death, the foot soldiers of his daemonic armies, and their truly horrific appearance is an assault upon reason. Their skins are red and scaly and their long, muscular arms end in murderous talons which can rip a foe apart with cold blooded ease. They carry long, jagged Hellblades which glow with power, and which, it is said, can drain the vary soul from a man and suck dry his shrivelled corpse.
TROOP TYPE M WS BS S T W I A LD BloodLetter 4 5 5 4 3 1 6 2 10
SPECIAL RULES
All the special rules for daemons apply as described earlier. In particular, noth that the Bloodletter has a daemonic aura which gives it a saving throw of 4+.
Fear The monstrous vision of the slavering Bloodletter is too much for most mortal minds to withstand. The Bloodletter causes fear as described in the Warhammer 40,000 rulebook.
Hellblade
The hellblade drips constantly with blood and glows with the heinous energies of Chaos. A hit from a hellblade adds +1 to the wielder's strength and causes not 1 wound on it's victim but D3 in the same way as a Bloodthirster's Axe of Khorne. In addition, the Hellblade allows the Bloodletter to parry.
Regeneration
Place any Bloodletters that are slain on their sides rather then removing them from play. In the rally phase at the end of the turn roll a D6 for each Bloodletter model on it's side. On a roll of 1-3 it is dead and can be removed, but on a roll of 4-6 it regenerates any damage it suffered and stands back up. Note that only a single dice roll is made no matter how many wounds were suffered by the Bloodletter that turn.
Furious Charge
Such is the ferocious enthusiasm of Bloodletters to get to grips with the enemy that they triple their move when they charge instead of only doubling. However, each model can only use this bonus if it allows it to get into hand-to-hand combat this turn.
The triple charge move may not be used by models that are not able to reach the enemy! This bonus also applies to any character model that has joined the unit, and who is on foot (ie, characters don't get the bonus if they are mounted on a riding beast like a Juggerbaut or Disc of Tzeentch, etc)
FLESH HOUND - Daemon of Khorne
The babbling tales of maniacs who have been exposed to the unshielded horrors of the warp speak of blood-red hounds of Khorne, whose howls of rage haunt their sleep and whose memory stalks their every waking moment.
TROOP TYPE M WS BS S T W I A LD Flesh Hound 10 5 0 5 4 2 6 1 10
SPECIAL RULES
All the special rules for deamons apply as described earlier. In particular, note that the Flesh Hound has a daemonic aura which gives it a saving throw of 4+
Fear
Flesh Hounds are abhorrent daemons whose foul form strikes fear into the hearts of all incredulous mortals. Flesh Hounds cause fearas described in the Warhammer 40,000 rulebook.
Collar of Khorne
The Collar of Khorne that hangs around the neck of every Flesh Hound is said to be forged from the heat of Khorne's rage at the very foot of the Blood God's throne of brass.
The power of the collar is to suck the energy of the warp from around it, fortifying the daemon and also protecting it from the psychic attacks of its foes. As a result, Force weapons lose their strength bonus and do not wound the Flesh Hound automatically, and psychic attacks that target the wearer or include it in their area of effect are nullified and will not work.
Blood Scent
Flesh Hounds will mercilessly follow the scent of any victim they are ordered to attack, ignouring any other opponents that may get in their way.
Therefore Flesh Hounds do not have to charge the nearest enemy model when they charge. Instead they may charge any enemy model that is in range of their 20" charge move!
JUGGERNAUT OF KHORNE
The Juggernaut is neither beast nor machine but a daemonic amalgam of both, a creature of living metal whose flesh is brass and whose blood is pure fire. They are said to be the most brutal of all Khornes daemons, and only the most favoured of his warriors are granted the boon of riding a Juggernaut into battle. Their broad brazen heads are like massive battering rams, capable of pounding a building or crushing the most heavily armoured foe into a bloody pulp.
TROOP TYPE M WS BS S T W I A LD Juggernaut 7 3 0 5 5 3 2 2 10
SPECIAL RULES
All the special rules for deamons apply as described earlier. In particular, note that the Juggernaut has a daemonic aura which gives it a saving throw of 4+
Fear
Few mortals who are exposed to the horror of a Juggernaut survive with their sanity unscathed. Juggernauts cause fear as described in the Warhammer 40,000 rulebook.
Slaves to Darkness
CHAOS SPACE MARINE ARMY LIST - INFOMATION
On the following pages you will find the Chaos Space Marine army list. You can use the list to choose a Chaos Space Marine army typical of the small warbands that raid the Imperium from the Eye of Terror. Unless noted otherwise the following rules and guidelines apply to the army.
SIZE OF GAME
The Chaos Space Marine Codex army list is designed so you can choose an army to a points value agreed by yourself and your opponent. There is no upper limit to the size of an army, but 500 points is about the smallest size for a battle worthy force. A 1,500 point battle will usually last an en entire evening, while 3,000 points will give you a battle that will take most of a day to fight. The lists have been designed and balanced for armies of around 1,500 points, but they will work with smaller or larger forces too.
If you fight extremely large battles (say more than 6,000 points a side) you may want to introduce additional restrictions on the number of characters and support items, otherwise these will tend to dominate the battle to the exclusion of other troops - this is left to experianced players to sort out among themselves.
We find that between 100 to 300 points per foot of table width gives the best game. For example, if your table is 6' wide, then an army of between 600-1,800 points should provide a satisfying game without things getting too crowded! Most players prefer to collect their armies in block of 500 or 1000 points' worth of troops. For example, you might begin with a core force of 500 points and build it up by adding 500 points at a time. This allows you to plan your purchases and gives you time to paint the models and try them out on the tabletop before deciding what to do next.
It is usual foe each side to begin with an equal points value of troops, say 1,500 points a side. Each player picks his force from the appropriate Warhammer 40,000 army list, up to the agreed points value. The total points value of your army may be less then the agreed amount but it cannot be more - you will often be a few points short simply because there is nothing left to spend the last few odd points on.
THE ARMY
When you choose a Chaos Space Marine army you can spend your points on four categories of troops: Characters, Squads, Support and Daemons. You are permitted to spend only a proportion of your total points on each of the categories. For example, you may spend up to a maximum of 25% of your points on Support. These limitations are designed to ensure armies are reasonably balanced and don't consist entirely of character models, Dreradnoughts or tanks. The proportion of points which can be spent on each category is summarised immediately before the army list under the heading "Army Selection".
CHARACTERS
You are free to spend up to 50% of your army's points total on characters. Your army must include at least one character, the army commander, as explained below.
The points value of characters includes the characters' wargear and Wargear cards. The points values of wargear is included on the Wargear list which appears immediately before the main army list. The points values of Wargear cards is indicated on the cards themselves. The maximum number of Wargear cards a character can have is indicated in its army list entry.
Army Commander
As noted above the Chaos Space Marine army must be led by an army commander. The commander will be either a Chaos Lord or one of the special characters allowed to command an army (see later).
If an army includes two or more characters who are eligible to command it, then you must choose which will be the army commander. However, you must announce to your opponent which model you have chosen before either side set up.
Aspiring Chaos Champions
Squads may include Aspiring Chaos Champions who are characters with improved profiles and possibly a Wargear card. Aspiring Chaos Champions must remain with their squads and lead them just like ordinary squad members; they cannot move and fight freely as other characters can.
SQUADS At least 25% of your army's points must be spent on squads. Most Chaos Space Marine squads can have from three to nine models. Within these limits it is up to you how many models are included in each squad. Different squads in your army can have different numbers of models if you wish.
SUPPORT
You can spend up to 25% of the army's points on support. The support section of the army list describes support vehicles, Dreadnoughts and allies.
Note that we have not included all the profiles or additional details for the different kinds of support weapons, vehicles and Dreadnoughts. Refer to the colour section at the end of this book for the vehicle data cards. The data cards also indicate the points values for the different kinds of vehicle, although these are summarised on the lists for your convenience.
Allies
The points allocated for support are also used to but allied troops, such as Orks or Chaos Cultists. Potential allies are indicated in the list. To choose allies refer to the separate Warhammer 40,000 army lists for the allies that you wish to include. You may include allies from a single army, or from several armies, it is up to you.
When choosing allies there is no restriction on the categories of troops you take. If you are spending, say, 500 points on allies you could include 500 points of characters, or 500 points of vehicles, for example. In addition, obligations regarding compulsory troops do not apply to allies (you do not need to choose an army commander for example). However, all other restrictions in the allied list do apply, and all unit sizes must be correct. Obviously, you may not pick further allies from the allied army's own Support section.
Including allies in your Chaos Space Marine army is a good way of expanding your forces. It enables you to build up the core of a completely different army, and it allows you to vary your painting routine. By including allies it is also possible for several players to combine their forces and fight substantially larger battles.
DAEMONS Greater Daemons are bought from the Characters section of the army list, and their points value counts towards the 50% limit that may be spent on characters. In addition, you can spend up to 25% of the army's points on daemons other than Greater Daemons, chosen from the Daemons section of the army list. Note that although you buy daemons and Greater Daemons when you choose your army, they are not set up on the table at the start of the game. Instead daemons must be summoned onto the battlefield during play. The procedure for summoning daemons is described in the Summoning Daemons section.
Note that daemons are not purchased as units, but as individuel models. However, when daemons other than Greater Daemons are summoned they must be placed in units of three or more models (Greater Daemons are individual characters and can be summoned on their own). The fact that the daemons will not be available for the entire battle has been taken into account in their points values.
SPECIAL CHARACTERS
After the main army list there is a section of special characters. This describes some famous Chaos Space Marines, and provides game details and points values for each of them. Your army may include these characters if you wish, either as additional character models, or, in some cases, as the army commander in place of a regular commander. Their points cost is included in the points paid for your characters.
MUTATIONS
Many of the older Chaos Space Marine models in the Citadel range are depicted with horrible physical mutations such as tentacles, claws, extra limbs or eyes and so on. In battle these mutations are considered purely cosmetic and have no effect on the game.
NEW MODELS
New Citadel miniatures for the Chaos Space Marine army are being released all the time. Details of these new models and any special rules thay apply to them will be published in White Dwarf magazine at the same time the model is released. White Dwarf is available through all the major newsagents, while the Games Workshop stores and Mail Order department carry the latest issue and some back issues.
THE WARGEAR LISTS
The army list entries for characters and squads often indicate that models may be equipped with more weapons or wargear at an extra cost. This cost is indicated in the Wargear list given just before the army list. The Wargear list is divided into different categories, and in some cases there are additional restrictions - for example a model may only ever carry a single heavy weapon. In addition, not all weapons or equipment are available to all troops - for example characters are not permitted to carry heavy weapons. These restrictions are all indicated on the Wargear list.
THE WARGEAR CARDS
Character models are allowed to carry special items of equipment in the form of Wargear cards. The number of Wargear cards a character is allowed to carry is indicated in the entry for that character. The points value of Wargear cards is included on the cards themselves.
Wargear cards are included in the Warhammer 40,000 game, and many more can be found in the Dark Millennium supplement. Further examples are printed occasionally in White Dwarf magazine and other Warhammer 40,000 Codex books. Note that the number of Wargear cards of a particular type is deliberately intended to restrict the number of such items available in an army. When chooseing your army you cannot allocate a Wargear card more than once. This does not affect your opponent, who presumable has his (ABADDON - or her!!!) own set of cards, so it is perfectly possible for individual models on opposing sides to have the same item.
Note also that some Wargear cards are restricted to certain races or troop types as indicated on the cards themselves. Other items can be used once only, and must then be discarded - such as Vortex Grenades.
WARGEAR LIST
The following charts list additional wargear that may be carried by Chaos Space Marine characters or troops. Any limitations as to availability are indicated on the charts themselves. Note that some items are also available as Wargear cards - these items are available to the Chaos Space Marines much more readily than to some other armies, hence they are included as wargear which can be purchased. Such items are not wargear cards and do not affect the character's ability to carry other equipment in the form of Wargear cards.
Many models in the army list are allowed to replace their standard equipment with items from the Wargear list, or to choose additional equipment from the list. In both cases any additional or replacement equipment that is taken must be paid for at the full additional cost shown below.
Special - POST-HERESY WEAPONARY
The Wargear list is based upon the equipment used by the Traitor Legions, who fled to the Eye of Terror during the Horus Heresy, many of whom still use weapons and armour that date back to those days. Since then other Chapters of Space Marines have been led astray by the Chaos Gods, which means that some Chaos Space Marines are armed with weaponry from after the Horus Heresy period.
To represent this you may, if you wish, take "Imperial Only" Wargear cards, vehicle cards and/or use the Wargear list from Codex Ultramarines when choosing equipment, instead of the Wargear list below. However, if you decide to do this than any equipment taken from the Ultramarines list costs an extra 50% over and above its normal cost, to represent the relative rarity of the equipment. You may also include any of the vehicles and support weapons from the Support section of the Ultramarines list, with the exception of Dreadnoughts, again at 50% over and above the normal cost.
Please note that Terminators from a post-Heresy Chapter wear post-Heresy style tactical Dreadnought armour. They are therefore armed with a storm bolter and powerfist rather than combi-weapon and chain-axe, and cost an extra 5 points per model (which includes the bonus cost for the more modern weapons).
WARGEAR LIST
ARMOUR
Characters models may be equipped with Terminator armoured suits instead of their usual power armour and weaponary. If you choose this option, then you may choose no further items from the Wargear lists, including further Terminator heavy or assualt weapon options.
Terminator armour with combi-weapon and chain-axe=37 + combi-weapon
Terminator armour with combi-weapon and power mace=41 + combi-weapon
Terminator armour with combi-weapon and power axe=42 + combi-weapon
Terminator armour with combi-weapon and power fist=45 + combi-weapon
Terminator armour with combi-weapon and chainfist=47 + combi-weapon
Terminator armour with combi-weapon and single lightning claw=47 + combi weapon
Twin bolter combi-weapon for above= 6 points
Bolter and Meltagun combi-weapon for above=12 points
Bolter and Flamer combi-weapon for above= 12 points
ASSAULT WEAPONS
Assault weapons may be carried by models indicated in the lists and each model may carry an unlimited number.
Sword/Axe = 1 point
Chainsword = 2 points
Chain-axe = 2 points
Power-axe = 7 points
Power fist = 10 points
Bolt Pistol = 2 points
Hand flamer = 7 points
Mk 1 Plasma pistol = 5 points
SPECIAL WEAPONS
Special weapons may be carried by models indicated in the lists. A model may only carry a single special weapon.
Boltgun=3 points
Flamer=9 points
Meltagun=8 points
Mk 1 Plasma gun=8 points
HEAVY WEAPONS
Heavy weapons may be carried by models indicated in the lists. Note that character models may not carry a heavy weapon from this list. A model may only carry a single heavy weapon.
Autocannon=20 points
Heavy bolter=12 points
Lascannon=35 points
Missile launcher with Frag and Krak missiles=35 points
Extra to include Anti-plant missiles for the above=+5 points
Extra to include Plasma missiles for the above=+5 points
NOISE MARINE WEAPONS
Noise Marine weapons may only be carried by an Aspiring Chaos Champion leading a unit a Noise Marines. A model may carry only a single Noise Marine weapon.
Sonic Blaster=10 points
Doom Siren=15 points
Blastmaster=45 points
TERMINATOR HEAVY WEAPONS
Terminator heavy weapons may be carried by a Terminator Space Marine indicated in the lists. A model may carry only a single heavy weapon.
Heavy flamer=21 points
Reaper auto-cannon=25 points
TERMINATOR ASSAULT WEAPONS
Terminator assault weapons may be carried by a Terminator Space Marine as indicated in the lists. They replace the models chain-axe.
Power mace=4 points
Power fist=8 points
Chainfist=10 points
GRENADES
The following grenades may be carried by any character models as indicated in the lists. Grenades are not available to other models except where they are included as wargear within the lists themselves.
A model may carry any number of these grenade types.
A model carrying one or more of the following grenade types is assumed to have sufficient individual grenades to last for the duration of the battle.
Krak grenades=3 points
Plasma grenades=3 points
Blight grenade (Char bearing the Mark of Nurgle only)=3 points
CHAOS SPACE MARINE ARMY LIST
Characters 50% Up to half of the total point value of your army may be spent on characters. Squads 25%+ At least a quarter of your points must be spent in the squad section. Support 25% Up to a quarter of your total points may be spent in the support section. Daemons 25% Up to a quarter of your points may be spent int he Daemons section.
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