Me and a friend were so annoyed with the direction of the new codex (we're fluff loving, character-seeking nuts) that we decided to make are own one which actually allows for some interesting, chaotic armies. I was wondering if anyone was interested in game-testing it??? If not, then please give some suggestions- the list is below (Just the Wargear and HQ choices)
The basic outlook for our personal codex is to have an army list which is interesting, chaotic and representative of the characters the models depict. So daemons will be unpredictable, powerful and allied to a god (As opposed to.... generic... bland and boring...) The Chaos lords will be easly customisable and will be restricted to wargear and rules depending on their status of power. We wanted the coeex to still be easy to read and refer to so all necessary information is collected together.
We havent figured the points costs yet :S but it'll come.....
Any comments would be appreciated.
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WEAPONRY</h1>
Staff of Chaos- Counts as a two-handed power weapon that can re-roll on failed to-wound roll. In the shooting phase counts as a flamer with Strength 4 AP 4. (Reduction in cost of psychic powers)
Staff of Exaltation- Counts as a two-handed power weapon with +1 Strength that can re-roll one to-wound roll. In the shooting phase counts as a flamer with Strength 5 AP 4. (Greater reduction in cost of psychic powers)
Daemon Weapon- Counts as either a power weapon with +2 strength OR a force weapon with +1 initiative OR a two-handed power fist with +1 attack. At the start of every assault phase roll a D6, on a roll of 1, the carrier must make one attack against itself- automatically hitting.
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UPGRADES</h1>
Trophies- The model must display severed heads/fragments of armour/remnants of the opposing army on the model. The enemy has a –1 modifier to moral checks when within 6”.
Spiky Bits- The model can re-roll one failed to-hit dice.
Steed- The Model counts as cavalry
GIFTS
Daemonic Aura: 5+ invulnerable save
Daemonic Strength: +1 strength
Daemonic Resilience: +1 toughness (Doesn’t count towards instant death)
Daemonic Sense: +1 initiative
Daemonic Rune: 4+ invulnerable save
Daemonic Speed: add D3 to movement and assault at start of phases
Unholy Visage: -1 modifier to moral checks
1 Khorne Gift (See book of Khorne)
1 Nurgle Gift (See book of Nurgle)
1 Tzeentch Gift (See book of Tzeentch)
1 Slaanesh Gift (See book of Slaanesh)
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HQ </h1> <h1 style="MARGIN: 0cm 0cm 0pt">
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0-2 CHAOS LIEUTENANT</h1>
Fresh on the path to promised glory, a chaos lieutenant has recently ascended to a position of power and commands a small band of renegades or a detachment of troops afforded a small-scale strike force at the behest of some greater power- most Lieutenants have considerably less power than they claim
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WS BS S T W I A LD SV</h4>
5 5 4 4 2 4 2 9 3+
Equipment:
Power Armour, Bolt Pistol + Close Combat Weapon
Marks (Optional)
-Mark of Chaos Undivided
-Mark of Khorne
-Mark of Nurgle
-Mark of Tzeentch
-Mark of Slaanesh
Weaponry (Optional)
-Power Weapon
-Power Fist
-Lightning Claw single
-Lightning Claws pair
-Plasma Pistol
-Combi-weapon
-Storm Bolter
Gifts (Optional)
-Daemonic Aura
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Wargear</h3>
-Trophies
-Spiky Bits
-Melta Bombs
-Jump Pack
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0-2 CHAOS DISCIPLE/SORCEROR</h1>
A Chaos Disciple is the most common of the champions of the Chaos Space Marine legions. They have ventured far down the path that whispers of immortality. Along the way they have encountered many unholy powers, but may yet be undecided upon where their allegiance lies. A Disciple may have devoted themselves to learning the magic of chaos, and become a sorceror searching lost scrolls- thirsty for knowledge. Many have simply gathered power and allies under greater masters and await a chance to lead the legions under their own banner.
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WS BS S T W I A LD SV</h4>
5 5 4 4 2 4 3 10 3+/5+
Equipment:
Power Armour, Bolt Pistol + Power Weapon
Marks (Optional)
-Mark of Chaos Undivided
-Mark of Khorne
-Mark of Nurgle
-Mark of Tzeentch
-Mark of Slaanesh
Weaponry (Optional)
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-Staff of Chaos </h2>
-Power Fist
-Lightning Claw single
-Lightning Claws pair
-Plasma Pistol
-Combi-weapon
-Storm Bolter
Gifts (1 from the following list)
-Daemonic Aura
-Unholy Visage
-Daemonic Speed
-Khorne Gift
-Nurgle Gift
-Tzeentch Gift
-Slaanesh Gift
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Wargear</h3>
-Terminator Armour
-Trophies
-Spiky Bits
-Melta Bombs
-Jump Pack
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Psychic Power (Choose 1)</h3>
-Wind of Change
-Warp Rift
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0-1 GREAT CHAOS LORD/HIGH SORCEROR</h1>
A Great Chaos Lord has gathered a strong legion of devoted followers looking for shared glory and plunder. The lord has to have made a pact with the gods to attain such a status as this, and is blessed with many gifts for his service. A High Sorceror is a master of arcane wisdom, knowing the true names of daemons, understanding the nature of the warp and having at his behest a great arsenal of depraved powers. As such his followers have no doubt of their leader’s favour from the chaos gods and they throw themselves at the enemy with greater excitement in the hope that they might receive similar such favour. Chaos Champions at this degree of power may be but a skull away from making the transformation to Daemon Prince- and immortality…
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WS BS S T W I A LD SV</h4>
6 5 4 4 3 5 4 10 3+/5+
Equipment:
Power Armour, Bolt Pistol + Power Weapon
Marks (select one)
-Mark of Chaos Undivided
-Mark of Khorne
-Mark of Nurgle
-Mark of Tzeentch
-Mark of Slaanesh wisdom
Weaponry (Optional)
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-Staff of Dark Acumen</h2>
-Power Fist
-Lightning Claw single
-Lightning Claws pair
-Plasma Pistol
-Combi-Flamer/Plasma/Melta
-Storm Bolter
Gifts (up to 2 from the following list)
-Daemonic Aura
-Daemonic Strength
-Daemonic Resilience
-Daemonic Sense
-Daemonic Rune
-Daemonic Speed
-Unholy Visage
-1 Khorne Gift
(If marked)
-1 Nurgle Gift
(If marked)
-1 Tzeentch Gift
(If marked)
-1 Slaanesh Gift
(If marked)
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</h3>
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Wargear</h3>
-Terminator Armour
-Trophies
-Spiky Bits
-Melta Bombs
-Jump Pack
-Bionics
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Psychic Power (Choose 2)</h3>
-Wind of Change
-Warp Rift
-Elemental Perversion
-Tzeentch Power (If marked)
-Slaanesh Power (If marked)
-Nurgle Power (If marked)
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0-1 DAEMON PRINCE</h1>
A Daemon Prince has surpassed the boundaries of mortality and made the much-sought transition from man to daemon. The twisted creature realises that his path to ascension was a lie, and that he is no more than a slave to the whims of his chosen gods, but cannot quench the thirst for death… On the battlefield, the Daemon Prince is rampant with the joy of battle, leading from the fore as great numbers of still-mortal legions follow in rapture.
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WS BS S T W I A LD SV</h4>
6 / 6 6 3 5 4 10 3+/4+
Equipment:
Daemon Weapon
Mark of Chaos (select one)
-Mark of Chaos Undivided
-Mark of Khorne
-Mark of Nurgle
-Mark of Tzeentch
-Mark of Slaanesh wisdom
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Psychic Power (Optional maximum of 2)</h3>
-Wind of Change
-Warp Rift
-Elemental Perversion
-Tzeentch Power (If marked)
-Slaanesh Power (If marked)
-Nurgle Power (If marked)
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0-1 EXALTED DAEMON OF CHAOS </h1>
Conjured from the darkest nightmare that the warp can conjure, some daemons are exalted by gods and feared by men. Violently unpredictable but powerful, these beasts can lay waste to an enemy like no other, slaughtering with a perfection honed by malice and depravity. Some daemons are clearly the pawns of a certain god, whereas others are simply created from random fluctuations in the Warp.
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WS BS S T W I A LD SV</h4>
Bloodthirster 7 / 8 6 3 6 D6+2 10 4+/4+
Master of Change 5 4 5 6 4 6 4 10 4+/4+
Reveller 5 / 5 5 4 5 4(5) 10 4+/4+
The Filth 4 / D6 8 5 3 3 10 4+/4+
Generic Daemon D3+2 / 6 6 3 5 3 10 4+/4+
All Exalted Daemons have Unholy Visage and Daemonic Rune. They count as monstrous creatures.
Each Exalted Daemon must be treated differently according to the rules below.
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BLOODTHIRSTER (Khorne)</h3> <h3 style="MARGIN: 0cm 0cm 0pt">
Wings: The Bloodthirster has Daemonic Flight </h3> <h3 style="MARGIN: 0cm 0cm 0pt">
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Blood Axe of Khorne: The great axe granted to Bloodthirsters by Khorne is a mighty weapon alive with the thirst for which the daemon has it’s name. It will slay any soul within its considerable reach, and strains at the hands of its master. The Bloodthirster Counts as having a daemon weapon </h3>
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Unquenchable thirst: Bloodthirsters are so violent upon entering the battlefield that they have been known to slay the very warriors that summoned them as they burst into the fabric of reality. As soon as the Bloodthirster has arrived on the table roll a D6, on a roll of 6 the Bloodthirster must attack the squad that summoned it in close combat. When the turn has ended, it is free to act as normal. </h4>
Battle Honour: Bloodthirster’s have a curious, if unfathomable sense of martial pride and have been known to slay friendly troops for displaying signs of weakness. At the start of the move phase, any friendly squads within 8” of the Bloodthirster must make a moral test. If that squad doesn’t have a mark of Khorne then the test is counted as failed automatically. Your opponent may then move the Bloodthirster towards any one of the squads failing this test and the Bloodthirster will have engaged them in close combat. Your opponent will then control the Bloodthirster until the end of the turn. You may choose not to attack the Bloodthirster in combat. At the end of the assault phase, the Bloodthirster no longer counts as being in combat and can be controlled normally (if moral checks are passed) in the next turn. Change
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MASTER OF CHANGE (Tzeentch)</h3>
Winged: The Master of Change has Daemonic Flight
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Onslaught of Amendment: A Master of Change is constantly causing a disturbance on the battlefield through manipulation of the warp. Sometimes the daemon can evoke massive mutation to occur on the battlefield, with great swathes of friend and foe alike being wracked with terrible and wonderful physical mutations. The Master of Change also has the ability to create great shifts in the fabric of reality, causing great storms of ethereal beauty and terror. </h4>
At the start of the turn roll a D6 to decide which power the Master of Change may use. Once the power has been selected, it can be used automatically, and a psychic test is not needed. The results of the D6 are shown below:
1- Evoke the change. The Master of Change decides to mutate a friendly squad to suit his own visions. They instantly contort with new limbs, extra talons, pustules, glands and other mutations, which are excruciatingly painful to undergo. Before all movement commences, select a friendly squad- that squad cannot move this turn, as they struggle to control the fierce growths over their bodies. Some in the squad may be unable to endure the extreme physical changes and will die. For every member in the squad roll a D6. On a roll of 1 the member suffers one wound. Once any casualties have been removed from the table, the surviving members have +1 attack and daemonic speed to represent their new limbs acting on the battlefield.
2- Hellfire. The Master of Change conjures a great cascade of brightly coloured fire that burns and melts the enemy in a fiery inferno. After movement, place a flamer template with the thin end touching the Master of Change’s base. Any models fully under the template are hit, suffering S4 AP3 damage.
3- Neutralise. The Master of Change casts a blanket of calm in the warp surrounding a single enemy psycher. Select a single enemy psycher model- that model cannot use psychic powers the next turn. If they have a force weapon, or a weapon aided by their psychic abilities, that weapon cannot be used, and will count as a single close-combat weapon for close combat.
4- Evoke the Change. The Master of Change grows some form of extra limb, or enhances the agility of its limbs to be more destructive at close range. It gains +2 attack until the end of the turn.
5- Nightmare Strike. A powerful bolt of black light, conjured from the Master of Change’s staff or clawed hands, strikes the enemy tearing apart their armour, flesh or machinations in a frightening display of the raw power of tzeentch. In the shooting phase, the Master of Change counts as having a ranged weapon, and must roll against its ballistic skill to hit as normal. The weapon has the following stats: Assault1 Str10 AP1
6- Rift storm. A massive rent in the fabric of reality creates an unnatural cyclone storm. Nearby enemies are struck with lightning, pulled into the warp or simply thrown into the air to be devoured by suddenly released daemons. At the start of the shooting phase, place a small marker and then roll to scatter (2D6&rdquo
. Any model within 8” of that marker suffers a strength 7 AP 4 hit. Keep the marker on the battlefield. At the start of your next shooting phase roll to scatter (2D6) and any model within 6” suffers a strength 4 AP 4 hit. Then remove the marker. If a 6 is rolled again during the battle, when selecting a psychic power, roll again. A rift storm can only be conjured once per game.
KEEPER OF SECRETS (Slaanesh)
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Graceful Death: Whilst large, a KEEPER OF SECRETS is nevertheless graceful and fluid in motion on the battlefield. In combat, attacks a carefully placed to attack vulnerable parts of an enemy. It counts as having rending attacks. Also, at the end of combat, once all attacks have been resolved, it may make a single strike with double it’s strength, which automatically hits. </h3>
Enrapture: The Keeper of Secrets conjures visions to tempt the desires or fears of the enemy, encouraging them to abandon their tactics and wander mindless towards their certain death. When the Keeper of Secrets is on the table, at the start of the enemy movement phase, all enemy squads must take a moral check (normal modifiers apply)- if they fail, they must make one full move in a direction you decide.
Terrible Beauty: The Keeper of Secrets is has an arcane effect on its accompanying warriors, seemingly beautiful and wonderful. Pain and pleasure become mixed on the battlefield, hardening a warrior to agony and making them eager to the joy of death. All friendly models within 6” of the Keeper of Secrets become fearless and have feel no pain.
THE FILTH (Nurgle)
Ponderous: The beast of Nurgle is slow on the battlefield, taking its time to corrupt the environment and unwilling to exert itself. It always counts as moving through difficult terrain.
The Great Disease: The arrival of The Filth is always accompanied by a dizzying swarm of winged and bloated insects intent on devouring and be-plaguing the living. Pools of decaying liquid soon form as flora decays- The Great Disease is Nurgle’s gift to the battlefield. Any model without the mark of Nurgle moves as if in difficult terrain. At the start of the shooting phase any model without the mark of Nurgle within 12” of the Filth takes a Strength2 AP- hit (even if the Filth is engaged in combat).