RED ELF
Traitor Legion Armies

THE NIGHT LORDS
THE IRON WARRIORS
EMPEROR`S CHILDREN
THOUSAND SONS
BLACK LEGION
DEATH GUARD
WORLD EATERS
WORD BEARERS
ALPHA LEGION

THE NIGHT LORDS
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Night Lords use the following units from Codex Chaos Space Marines:

HQ 0-1 Chaos Lord or Daemon Prince, Sorcerer
ELITES Chaos Terminators (no Cult Terminators), Chaos Space Marine Veterans
TROOPS Chaos Space Marine Veterans, Chaos Space Marines
FAST
ATTACK
Chaos Space Marine Bikers, Chaos Raptors (see below)
HEAVY
SUPPORT
Chaos Havocs, Chaos Dreadnoughts, Chaos Predators, Chaos Land Raiders, Chaos Obliterators

A copy of Codex Chaos Space Marines is necessary to field a Night Lords Chaos Space Marine army. The following rules and Codex changes apply. Note that the entire Chaos army must be Night Lords, not just one or two squads.

FORCE ORGANISATION

 

Whichever Force Organisation chart is being used, the Night Lords may drop two choices from the Heavy Support section and replace them with a single extra Fast Attack choice. They may not reduce the number of Heavy Support choices below one. On Standard Missions, therefore, the Night Lords could limit themselves to one Heavy Support choice which will in turn provide them with one extra Fast Attack choice.

Night Lords may take any number of units of Chaos Raptors subject to the Force Organisation chart, not 0-1 as it states in Codex Chaos Space Marines.

SPECIAL RULES

 

Chaos Undivided: No member of a Night Lords army can bear a Mark other than that of Chaos Undivided, or use gifts requiring another mark.

Night Vision: The Night Lords' peculiar physiology is adapted to Nostramo's state of constant darkness. This means that they can see almost as well at night as a human can in the middle of the day. To represent this, you may reroll the dice when rolling to see how far a Night Lords unit can see when fighting at night.

Expert Infiltrators: When fighting a mission with the Sentries special rules, all sentries must subtract one from their Initiative when attempting to detect a Night Lords attack.

Terror Attack: The Night Lords specialise in staging attacks at night, sowing confusion amongst the enemy, and disrupting their communications. These rules do not apply if the Night Lords are the defenders in any given scenario.

  • In a scenario that uses the Reserves special rule, the Night Lords player may force his opponent to re-roll one successful Reserves roll per turn (the Night Lords player chooses which). The opposing player must accept the result of the second roll.
  • All comm-links, improved comms, scanners and auspexes are ineffective in a battle against the Night Lords due to the disruptive effects of the communications breakdown.
  • In any scenario in which the Night Lords are the attacker, the Night Lords player may choose to attack at night. If this is the case, use the Night Fighting rules regardless of the scenario being played.

Masters of Stealth: A favoured Night Lords tactic is to infiltrate behind enemy lines and then stage a devastating frontal assault, thus forcing their prey to fall back into the clutches of their brethren. To represent this, one Chaos Space Marine Veterans squad may set up anywhere on the table, provided it is 18" away from the enemy, in cover and not mounted in a vehicle, regardless of the scenario limitations. This means that even if the Veterans unit would not normally start on the table, they may set up during deployment nonetheless. This replaces the existing Chaos Space Marine Veterans Infiltrators special rule. This rule does not apply if the Night Lords are the defenders in any given scenario.

NEW WARGEAR Stealth Adept 5 points

A Stealth Adept can maximise the benefits of any cover available, and therefore gains an extra -è to his cover save. For example, a cover save of 5-t- would count as a cover save of 4+ for a Stealth Adept. A Stealth Adept still gets no cover save when in open ground.

Jump packs 15 points for Night Lords (Independent characters only)

Many of the Night Lords favour the mobility and speed lent to them by jump packs, and there is a preponderance of these within the upper echelons of their ranks. See the wargear section in Codex Chaos Space Marines for the rules for Jump Packs.

EMPEROR`S CHILDREN
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Warbands of the Emperor's Children form the core of Slaanesh's armies, the elite driving force behind the billions of cultists seduced to Slaanesh's service. While other Legions still maintain some semblance of the command structure they once possessed, the Emperor's Children who survived the inter-Legion wars now exist as cult-like bodies, their leaders ruling by force of will alone. The only focus of admiration for devotees of Slaanesh is senseless indulgence in physical pleasure, and so the leaders of warbands are the most violent, sadistic and debauched creatures imaginable. An Emperor's Children army is chosen from Codex Chaos Space Marines, with the following exceptions and special rules.

Characters: Warbands of the Emperor's Children are invariably led by a highly charismatic champion of Slaanesh who has earned the mark of his or her god. An Emperor's Children warband must be led by a Chaos Lord or Daemon Prince with a Mark of Slaanesh.

Note that, as the army is always led by a character with a Mark of Slaanesh, Noise Marines may always be taken as Troops or Heavy Support units.

No character may be given a Mark other than that of Slaanesh. Characters with the Mark of Slaanesh may buy a Sonic Blaster (two-handed weapon) for +5 points.

Sacred Number: The sacred number of Slaanesh is six, and this number figures heavily in rituals intended to seek the god's favour. Any squad of Noise Marines that numbers exactly six models may upgrade one of its members to an Aspiring Champion for no additional points cost.

High on Pain: When engaged in close combat, pain serves only to further heighten the stimulation craved by the Slaaneshi. Any Independent Character who is wounded but not killed in an assault will automatically pass any Morale Check they are forced to make during that same Assault phase. This also applies to any squad led by the Independent Character.

Sonic weapons: Though not all of the Emperor's Children are perverted to the degree of Noise Marines, many still enjoy the cacophony of their sonic weapons. Any lascannon taken by a Chaos Marine Veteran or Chaos Marine squad may be upgraded to a blastmaster for +5 points. Any meltagun in the above squads may be upgraded to a sonic blaster for +3 points. Any lascannon in a Chaos Havoc squad may be upgraded to a blastmaster for no additional points cost.

Noise Marine Terminators: Noise Marine Terminators cost 46 points for a basic model with combi-bolter and power weapon and have +1 Attack. They count as Fearless and can take any of the usual Chaos Terminator weapon upgrades at the normal cost. Also they may replace their combi-bolter with a sonic blaster at a cost of +10 points. Up to three models may replace their combi-bolters with one of the following: a blastmaster at +30, or a doom siren at +15 points. The points value is a modification of the rules in WD230 and applies only in Emperor's Children armies.

Cult Troops: The following units may not be used: Khorne Berzerkers, Plague Marines, Thousand Sons. Apart from Slaanesh Terminators, Cult Terminators may not be taken.

Daemons: Daemonic units must be Slaaneshi in nature, ie, Greater Daemons must be Keepers of Secrets, Daemon Packs must be Daemonettes, Daemonic Beasts must be Fiends and Daemonic Cavalry must be Steeds of Slaanesh. Nurglings and Juggernauts of Khorne may not be taken.

Heavy Support: Aside from the deadly bombardments of Noise Marines, long-range firepower is poorly regarded among Slaaneshi Space Marines, and few persist in the use of heavy weapons or support vehicles once their personal prestige allows them the chance to partake of bloody hand-to-hand combat. The following units count as 0-1, ie, a maximum of one of each may be used in any army: Chaos Havocs, Chaos Predator, Chaos Land Raider.

Dreadnoughts: To a Slaanesh-follower, encasement in a Dreadnought represents an unbearable separation from the joys of sensation. When taking Frenzy tests, Emperor's Children Dreadnoughts are subject to the Blood Rage result on a roll of 1-2. On a roll of 3-5 the Dreadnought behaves normally, and on a roll of 6 it is subject to the Fire Frenzy result. The Dreadnought's twin-linked bolter may be upgraded to a twin-linked Sonic Blaster at a cost of +8 points.

THE IRON WARRIORS
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Iron Warriors use the following units from Codex Chaos Space Marines.

HQ (see special rules below)
Warsmith or Daemon Prince, Sorcerer
ELITES
Chaos Obliterators, Chaos Terminators (no Cult Terminators), 0-1 Khorne Berserkers, Chaos Space Marine Veterans
TROOPS
Chaos Space Marine Veterans, Chaos Space Marines
FAST ATTACK
Chaos Space Marine Bikers, 0-1 Chaos Raptors
HEAVY SUPPORT
Chaos Havocs, Chaos Dreadnoughts, Chaos Predators, Chaos Land Raiders, 0-1 Corrupted Vehicle (see below).

The following rules and Codex changes apply when using an Iron Warriors Chaos army. Note that the entire Chaos army must be Iron Warriors, not just one or two squads.

FORCE ORGANISATION

Whichever Force Organisation chart is being used, the iron Warriors may drop two choices from the Fast Attack section and replace them with a single extra Heavy Support choice. They may not reduce the number of Fast Attack choices below one. On Standard Missions, therefore, the Iron Warriors could limit themselves to one Fast Attack choice which will in turn provide them with one extra Heavy Support choice.

NEW WARGEAR

Servo Arm (30 points): Some Iron Warriors are equipped with a powerful servo-arm which can be used to carry out battlefield repairs. The servo-arm counts as a power fist in close combat, always attacking once and hitting on a 4+. It may be used at the start of any Iron Warriors turn to repair an immobilised vehicle that is in base contact with the Space Marine on a D6 roll of 6.

Bionics (5 points for Iron Warriors): Bionics allow a Space Marine who has suffered a crippling injury or debilitating mutation to return to action. There is a chance that an attack or shot will hit a bionic part - when the model loses its last wound, put it on its side. At the start of the next turn, a roll of 6 on a D6 will allow the model to continue fighting on with one wound.

SPECIAL RULES
  • A Warsmith replaces the Chaos Lord entry. They are identical apart from the name change.
  • With the exception of Berzerker Aspiring Champions, no member of an Iron Warriors army can bear a Mark other than that of Chaos Undivided. Berzerker Aspiring Champions may bear the Mark of Khorne and use Khorne gifts.
  • The only Chaos vehicle gifts permitted to an Iron Warriors army are Daemonic Possession and Destroyer, although Destroyer may only be fitted to a Rhino transporting a Berzerker squad.
HEVAY SUPPORT

0-1 Corrupted Vehicle

This can be either a Vindicator (see Codex Space Marines) or a Basilisk (see Codex Imperial Guard). The Iron Warriors prize these weapons highly and repair wrecks for their own use.

A crew of thralls and servitors operates the Basilisk, so its BS with its hull heavy bolter remains at 3, and it is still open topped. All the weapon options in the list entry can be used although no Imperial Guard vehicle upgrades can be used. The Basilisk cannot be daemonically possessed as it is open topped and possession requires a sealed hull.

SIEGE MASTERS

The Iron Warriors have formidable siege skills and as such count as Siege Masters. This has several effects on the scenario special rules as detailed below.

Fortifications: Siege Masters receive +1 armour penetration against bunkers, and their own bunkers have Armour Value 14.

Hidden Set-Up: When moving over a minefield, Siege Masters only trigger a mine on a 6+.

Obstacles: A Siege Master tank trap has an Armour Value of 12.

Preliminary Bombardment: When resolving preliminary bombardment, Siege Masters are better able to direct their supporting fire. They receive one extra roll for every 500 points being used. This can result in a single unit being hit several times. The Siege Master cannot choose to roll extra dice against a unit that has already been attacked; all the dice attacking a particular unit must be rolled together.

Stubborn Defence: When occupying fortifications in missions where they are the defenders, Siege Masters are treated as being stubborn. They will automatically pass any Morale checks even in situations where normally they would automatically fail. They may never use the Voluntary Fall Back optional rule but test for pinning as normal. Outside fortifications and in fortifications built by the enemy (ie, when attacking) they get no benefit.

THE WORLD EATERS
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World Eaters use the following units from Codex Chaos Space Marines:

HQ 1 World Eaters Chaos Lord or Daemon Prince, 0-1 Bloodthirster
ELITES World Eaters Cult Terminators, Possessed World Eaters Chaos Marines, World Eaters Berzerkers.
TROOPS Bloodletter Daemon Packs, World Eaters Berzerkers
FAST
ATTACK
World Eaters Bikers, Juggernauts of Khorne, Flesh Hound Daemon Beast Packs
HEAVY
SUPPORT
World Eaters Dreadnought, 0-1 World Eaters Predator

A copy of Codex Chaos Space Marines is necessary to field a World Eaters army. The following rules and Codex changes apply. Note that the entire army must be World Eaters, not just one or two squads.

Special Rules

Blood Frenzy: All troops identified as World Eaters on the table above are affected by Blood Frenzy.
World Eaters must charge if there are enemy in range at the start of the Assault phase.

World Eaters never Fall Back, even voluntarily, and can never be pinned. They are assumed to automatically pass any Morale check.

If victorious in an assault, World Eaters must Sweeping Advance unless any models are equipped with Terminator armour or they won due to 'moral high ground'.

At the start of each Chaos Movement phase roll a D6 for each World Eaters unit or Independent Character to see if they are gripped so strongly by the frenzy that they rush towards the enemy. On a 1 or 2 they advance D6" towards the nearest enemy - ignoring all but impassable terrain. If mounted in a transport they will disembark before moving. Do not roll for vehicles or Dreadnoughts. However, when rolling for Fire Frenzy, World Eaters Dreadnoughts count a result of 1 or 2 as Blood Rage, not just a 1 as normal.

  • If any World Eaters Terminators, Berserkers, Bikers or Characters (and their retinues) are fielded in a unit of exactly eight models or a multiple of eight (because eight is the sacred number of Khorne) they may upgrade one of their number to Aspiring Champion status at no points cost. If the Lord's retinue benefits from this then the free Aspiring Champion will be an Icon Bearer.
  • The only Mark of Chaos that may be selected for any World Eaters model is the Mark of Khorne and all World Eaters Independent Characters must be given the Mark of Khorne.
  • One Berzerker squad (not Terminators!) selected as an Elite choice can be upgraded to Chosen of Khorne at a cost of +8 points per model. See below for details. A squad of Chosen must number 8 or 16 models in total.
  • The only Chaos Vehicle Gift available to the World Eaters is Destroyer. All Chaos Vehicle Upgrades can be used.
Possessed World Eaters Space Marines

Possessed World Eaters Space Marine squads consist of renegades possessed by Khornate Daemons. Consequently the first power rolled is always assumed to be number 3 - Strong - and the other two powers are then rolled normally.

World Eaters Biker Squadron

The army may include World Eaters Bikers as Fast Attack choices. They cost 45 points per model and use the same profile as normal Chaos Bikers, but with the following changes. Because they are Berzerkers of Khorne, World Eaters Bikers get +1 Attack in addition to the usual +1 Attack for having scythes and blades.

Khornate Chain-axes

The close combat weapon of choice used by World Eaters is a massive chain-axe. Heavy and unbalanced, these are not finesse weapons but slaughtering tools. The close combat weapon carried by the World Eaters is automatically assumed to be of this type and Independent Characters with the Mark of Khorne may select it as a Gift of Khorne for 5 points.

Khornate chain-axes are so huge and are wielded with such ferocity that they can penetrate virtually any armour known and the only defence against them is to dodge out of the way. The highest armour save possible against a Khornate chain-axe is therefore 4+. Invulnerable saves are unaffected.

The Chosen of Khorne

The Chosen of Khorne is an elite guard made up of the most brutal and blood-soaked killers in a Legion of blood-soaked killers. They enter a frenzied rage in battle through which they feel no pain, merely the imperative to take skulls.

Ignore Injury: If a Chosen of Khorne model loses a wound roll a D6, on a 1-3 remove the model as normal, on a 4+ the injury is ignored and the model continues fighting. This ability cannot be used against weapons that inflict instant death or against close combat weapons that allow no save.
World Eaters Cult Terminators

Immense Strength: World Eaters Terminators always have +1 Strength.

Character: If a model is upgraded to be an Aspiring Champion they may be given the Mark of Khorne. This costs 5 points but does not increase their strength above 5. It does allow them to take gifts requiring the Mark however.

Transport: World Eaters Terminator squads numbering no more than 5 models may select a Chaos Land Raider as a transport.

Points Cost: A World Eaters Cult Terminator costs 45 points.

THE THOUSAND SONS
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World Eaters use the following units from Codex Chaos Space Marines:

The Thousand Sons use the following units from Codex Chaos Space Marines:

HQ Chaos Lord or Daemon Prince, Lord of Change, Sorcerer
ELITES Tzeentch Cult Terminators, Possessed Chaos Space Marines
TROOPS Thousand Sons, Tzeentch Daemon pack, Chaos Cultists
FAST
ATTACK
Tzeentch Daemonic beasts
HEAVY
SUPPORT
Chaos Predator, Chaos Land Raider, Thousand Sons Dreadnought

The following rules and Codex changes apply when using a Thousand Sons Chaos Space Marine army. The entire army must be Thousand Sons, not just one or two squads.

The Chaos Lord of a Thousand Sons army may only have a retinue of Thousand Sons, unless he is wearing Terminator armour in which case he may have a retinue of Tzeentch Cult Terminators.

Special Rules

  • All Thousand Sons Lords and Sorcerers are Fearless (immune to Morale and pinning checks).
  • All Thousand Sons characters must take the Mark of Tzeentch, and this is the only Mark they may bear.
  • Thousand Sons Lords must take the Sorcerer Lord upgrade and must purchase the Mark of Tzeentch.
  • All Lords, Sorcerers, Daemon Princes and Lords of Change may make use of minor psyker powers in games where both players have agreed to their use. There is no upper limit to the number of minor powers that may be purchased for Daemon Princes and Lords of Change.
  • Thousand Sons squads and Tzeentch Cult Terminator squads may upgrade one member to a Thousand Sons Sorcerer for +15 points, or for free if the squad numbers exactly nine models, nine being the sacred number in Tzeentch's magic and ceremonies. He has the same stats as the Chaos Space Marine Sorcerer and is not subject to the All Is Dust and Slow and Purposeful special rules. The upgrade includes a Mark of Tzeentch and further equipment may be taken from the Chaos Armoury.

Note that a Tzeentch Cult Terminator upgraded to a Sorcerer retains his Terminator armour, combi-bolter and power weapon.

If the squad forms the retinue of a Thousand Sons Lord then any number of its members may be upgraded to Thousand Sons Sorcerers.

  • Any single member of a retinue may be designated an Icon Bearer, even though no Aspiring Champions may be purchased.
  • If any Thousand Sons in squads are upgraded to sorcerers, the special rules published in the Chapter Approved compilation allowing Greater Daemons to possess Thousand Sons Space Marines are not used. Use the standard Daemonic Possession rules instead.
  • Thousand Sons Dreadnoughts do not roll on the Fire Frenzy chart so long as they take the Daemonic Possession vehicle gift. Thousand Sons Dreadnoughts pay only 25 points for this gift.
  • The only vehicle gift allowed to a Thousand Sons vehicle is Coruscating Warp Flame, other than the Thousand Sons Dreadnought, which may also take Daemonic Possession.
  • Possessed Chaos Space Marines automatically receive the Demonically Fast ability in addition to two rolls on the Ability chart.