Return to Top Night Lords use the following units from Codex Chaos Space Marines:
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.
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.
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.
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. 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. 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. Return to Top 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. Return to Top Iron Warriors use the following units from Codex Chaos Space Marines.
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. 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. 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.
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. 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. Return to Top World Eaters use the following units from Codex Chaos Space Marines:
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. Blood Frenzy: All troops identified as World Eaters on the table
above are affected by Blood Frenzy. 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.
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. 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. 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 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. 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. Return to Top World Eaters use the following units from Codex Chaos Space Marines: The Thousand Sons use the following units from Codex Chaos Space Marines:
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.
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.
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