Just some musings based in part on a homebrewed
CSM dex I'm a fan of and my own ideas:
Not like this is going anywhere, but figured it would be a fun exercise. I'm sure there are some over/underpowered things I didn't think about too much, but I just typed as I went down the line.
Please share your thoughts. I'd especially love to hear what sort of unique
HQ you'd come up with if you were given the chance.
Additional Army-wide Rule:
Goreblessed: All units capable of taking a Mark of Khorne must do so, but at no additional cost. Units with the Daemon special rule automatically receive the Daemon of Khorne upgrade for no additional cost.
- Rationale: This is functionally reducing the cost of all the units from Codex: Chaos Space Marines, which I think goes a long way toward freeing up points for upgrades and thus actually allow units in this army other than D-Thirster and Juggerlord to do some damage beyond low strength, no
AP attacks. In addition, we've lost so many units from the core codex, I feel like there has to be some sort of worthwhile trade-off. So much take and very little give. Blood Tithe is useful, but inconsistent.
Force Organization Changes:
Imperial Armour: The following units may be included in a Khorne Daemonkin army, replacing any instance of Daemonic Instability with Fearless, and receiving the Blood for the Blood God! special rule and Skulls for the Skull Throne! If they are a character.
- Chaos Warhound Titan
o Must purchase the Dedication to Khorne upgrade
- Chaos Reaver Titan:
o Must purchase the Dedication to Khorne upgrade
- Chaos Land Raider Proteus
- Chaos Land Raider Achilles
- Chaos Spartan Assault Tank
- Chaos Storm Eagle Assault Gunship
- Chaos Dreadclaw Drop Pod
- Chaos Kharybdis Assault Claw
- Ferrum Infernus Chaos Dreadnought
o Must purchase the Dedication to Khorne upgrade
- Chaos Contemptor Dreadnought
o Must purchase the Dedication to Khorne upgrade
- Greater Brass Scorpion of Khorne
- Blood Slaughterer of Khorne
- Chaos Decimator
o Must purchase the Dedication to Khorne upgrade
- An’ggrath the Unbound
- Uraka ‘The Warfiend’, Daemon Prince of Khorne
- Spined Chaos Beast
o Must purchase the Daemon of Khorne upgrade
- Giant Chaos Spawn
- Zhufor, the Impaler
o Rationale: I think these all belong in the army. Nothing but transports and daemonic units. Nothing too shooty. I guess titans of Khorne belong on the list, too.
Formations:
- Add the option to take this formation as part of the Khorne Daemonkin Faction
- Helbrute Mayhem Pack, Helbrute Murderpack, Helcult Formation:
o Add the Blood for the Blood God! and Skulls for the Skull Throne! special rules, where applicable
- Fist of Khorne:
o Chaos Kharybdis Assault Claw: change the faction of the unit to Khorne Daemonkin, and add the Blood for the Blood God! special rule to the unit entry
o Hungry for Blood: add the following sentence to the special rule:
§ This includes the turn they arrive on the table.
o Rationale: Book-keeping. No reason the Kharybdis shouldn’t have BFtBG, and the extra wording just clarifies the way the rule already works.
Wargear Changes:
-
Artefacts of Slaughter:
o The Brazen Rune: reduce cost to 10 points
o The Skull-helm of Khorne: reduce cost to 5 points
§ Change: Available to Chaos Lord, Warpsmith, and Dark Apostle
o The Blood-forged Armor: reduce cost to 45 points
§ Change: Available to every
HQ choice capable of taking artefacts
o The Blade of Endless Bloodshed: reduce cost to 25 points
§ Change: Available to every
HQ choice capable of taking artefacts
o Kor’lath, the Axe of Ruin:
§ Change the wording such that the summoned Bloodthirster arrives in gliding mode.
§ Allow the summoned Bloodthirster to charge in the following additional ways:
· Is able to charge in the same phase it was summoned if the bearer was killed by Overwatch shooting
· Is able to charge in the controlling player’s turn immediately following the opponent’s turn in which the Bloodthirster was summoned
o Rationale:
§ They were mostly just too expensive for what they did. I suppose their rules could be changed instead, and leave them at their previous costs. A daemon weapon would fit right in. Kor’lath really needs to work similar to the way I’ve written it, and many of us interpret the intent to be anyway.
-
Melee weapons:
o Chainaxe: Reduce cost to 5 points
o Axe of Khorne: Reduce cost to 20 points
o New entry: Blade of Blood : 20 points
o Rationale:
§ Chainaxe and Axe of Khorne were too expensive, and Blade of Blood had no reason being absent in the first place.
-
Gifts of Khorne:
o Juggernaut of Khorne: Reduce cost to 35 points
§ Rationale: Well this is my preference, but the cost in Codex: Chaos Space Marines was cheaper, and in no way overpowered for the points spent considering what a Thunderwolf mount gets you. Our biggest issue is overpriced units/upgrades, this choice helps remedy that for an effective upgrade for our characters which otherwise borders on not worth it due to cost (at times).
-
Vehicle Equipment:
o New entry: Dirge Caster: 5 points
o New entry: Dozer Blade: 5 points
o Rationale:
§ Stupid that they weren’t included. There’s nothing in the Dirge Caster’s description that suggests it’s Slaaneshi in origin.
HQ:
Bloodthirster of Unfettered Fury, Bloodthirster of Insensate Rage, Wrath of Khorne Bloodthirster
- Add the ability to purchase wargear from the Artefacts of Slaughter section of the wargear list
- Rationale:
o There’s no reason they shouldn’t be able to take Artefacts of Slaughter. They can’t take Kor’lath, so no shenanigans.
Daemon Prince
- Add the ability to purchase the Axe of Khorne and Blade of Blood wargear at the costs listed in the Melee Weapons section
- Reduced upgrade cost: 10 points for an Axe of Khorne
- Rationale:
o There’s no reason they shouldn’t be able to take weapon upgrades as they were able to in Codex: Daemons. It’s a

Daemon Prince we’re talking about. They should have impressive artefacts from their history of service to Khorne. They’re not just some shmuck Bloodletter. They miss out on the rewards, so some weapon upgrades give them a few more options for the cost. Reduced upgrade reflects the price they pay in Codex: Daemons.
Skulltaker
- Add the ability to purchase the Juggernaut of Khorne wargear
- Rationale:
o There was no reason for Skulltaker to lose the juggernaut option. That was a really stupid omission.
Herald of Khorne:
- Add the text from Codex: Daemons which allows 4 heralds to be taken per
HQ slot.
- Reduced upgrade cost: 10 points for an Axe of Khorne
- Rationale:
o There’s no reason they shouldn’t be able to take weapon upgrades as they were able to in Codex: Daemons, or use the 4-per-
HQ rule. They miss out on the rewards, so some weapon upgrades are not out of order. Reduced upgrade reflects the price they pay in Codex: Daemons for a Lesser Reward.
Add Karanak to the
HQ section
- Same cost, rules, and stats as in Codex: Daemons, but replace Daemonic Instability with Fearless, and add Blood for the Blood God! And Skulls for the Skull Throne! Special rules to his profile.
- Rationale:
o There’s no reason he should be absent from the codex. He’s a shoe-in.
Add Skarbrand to the
HQ section
- Same cost, rules, and stats as in Codex: Daemons, but replace Daemonic Instability with Fearless, and add Blood for the Blood God! And Skulls for the Skull Throne! Special rules to his profile.
- Rationale:
o Can be argued he doesn’t belong, but since there are Daemonkin warbands which worship Skarbrand, I say he does belong. Furthermore, he doesn’t need Khorne’s favor to be a part of the army. He’s not being summoned, he’s leading his slaves.
Add Kharn to the
HQ section:
- Same cost, rules, and stats as in Codex: Chaos Space Marines, but add the Blood for the Blood God! and Skulls for the Skull Throne! rules in place of Champion of Chaos
- Rationale: can be argued he doesn't belong in the codex for one reason or another, but I always believe in options which provide the player with the most options. Kharn isn't overpowered, for one. For another, the narrative can adapt to his presence. So he doesn't live to worship daemons, but who's to say his wanton slaughter wouldn't incidentally spawn daemons of Khorne in his wake? It really doesn't need to be more complicated than that. If players have a problem with it, they can proxy a character of their own design/aesthetic and use Kharn's rules. No one's feelings need be hurt. Win-win.
Add Warpsmith to the
HQ section
- Same cost and stats as in Codex: Chaos Space Marines, but receives the requisite Blood for the Blood God! and Skulls for the Skull Throne! special rules
- Is able to purchase upgrades from the Artefacts of Slaughter, Special Issue Wargear and Gifts of Khorne sections of the wargear list.
o May not take a jump pack.
- Rationale:
o Why wouldn’t a Warpsmith be a part of a Khorne Daemonkin warband? The warband’s vehicles and weapons occasionally need serious maintenance, they probably want to bind daemons into weapons and daemon engines – and they carry an axe, for Khorne’s sake! Unlike their pitiful incarnation in C:
CSM, I see no reason they shouldn’t be able to take stuff like bikes and Juggernauts if Techpriests and Iron Priests can take bikes and Thunderwolf mounts, respectively. The mobility would make them far more useful in every way. Jump pack and their Mechatendrils wouldn’t really be feasible at the same time, so that’s out.
Add Dark Apostle to the
HQ section
- Same cost and stats as in Codex: Chaos Space Marines, but receives the requisite Blood for the Blood God! and Skulls for the Skull Throne special rules
- Is able to purchase upgrades from the Artefacts of Slaughter, Special Issue Wargear and Gifts of Khorne sections of the wargear list
- Rationale:
o Read the background information in the Dark Apostles section of C:
CSM. They make perfect sense in a Khorne Daemonkin army. Who is inspiring and inciting the Cultists and everyone else to follow Khorne in the first place? Yeah. The Dark Apostles. Again, I see no reason they shouldn’t be able to receive the blessings of their patron in the form of Juggernauts, Brass Collars, etc. They are not an overpowered unit.
Add a unique
HQ choice to the army
- Role/stats to be determined
- Anti-psyker is my preference, see Khornate Spellbreaker for my rough draft
- Rationale:
o Every army should have at least one unique
HQ. Having zero is bull

. Doesn’t have to be my arguably
OP creation, but I mean, c’mon…
[
u]ELITES:[/u]
Add Chosen to the Elites section
- Replace the text for replacing weapons with the following:
o Any model may take items from the Melee Weapons and/or Ranged Weapons wargear lists
- The whole unit may take Melta bombs: 5 points/model
- The whole unit may take one of the following:
o Jump packs: 3 points/model
o Bikes: 7 points/model
o Juggernauts of Khorne: 15 points/model
- Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports: 80 points
- Add Chaos Land Raider to the list of Dedicated Transports
- Rationale:
o Don’t really see a good reason why they aren’t in the book. If there are Lords, there can be Chosen. As far as the weapons, these are the elite soldiers of the army, with access to the best wargear. Look at the unit entry for Wolf Guard in Codex: Space Wolves. Better in every way except Chosen come with Boltguns. These options allow for the same versatility as their wolfy equivalents. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place.
Add Mutilators to the Elites Section:
- Rationale:
o Don’t really see a good reason why they aren’t in the book. Their background fits perfectly with Khorne Daemonkin.
Chaos Terminators:
- Add Axe of Khorne and Blade of Blood to the options available to replace the Terminator Champion’s power weapon
- Rationale:
o A unit champion is a unit champion. There’s no good reason to exclude the Terminators when other unit champions with melee weapon upgrades have access to the Axe of Khorne.
Possessed:
- Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports: 80 points
- Rationale:
o An expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. They are buffed particularly well by the Goreblessed army rule.
Bloodcrushers
- Reduce unit cost to 120
- Reduce cost per additional Bloodcrusher to 40
- Rationale:
o They’re too expensive, as-is.
Helbrute:
- Move the Helbrute to the Elites section from the Heavy Support section
- Crazed:
o Change the Crazed results to the following for the d3:
§ 1: Mad Dash: The Helbrute may not fire any weapons this shooting phase, and is able to charge after making a run move. If possible, the target must be a unit that caused one or more glancing or penetrating hits on the Helbrute in the previous turn; if not, the target must be the nearest visible enemy.
§ 2: Rising Fury: Unchanged
§ 3: Blood Rage: Combine the effects of Mad Dash and Rising Fury
o Rationale:
§ Well, I honestly don’t think I’ve done that good a job here. The Crazed table is really stupid to begin with for a unit that is partially designed for shooting and pays quite a bit for those upgrades. Needs more thought.
TROOPS:
Chaos Space Marines:
- Add Power Weapons and Chainaxes to the list of wargear upgrades available to the unit, allowing them to take one upgrade per 5 models in the unit. The unit can still take 1 special weapon at 5 and another at 10 models, but those use up upgrade slots available for power weapons.
- Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken
- Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports
- Rationale:
o Gives them some punch in combat without stepping on Chosen toes in terms of Lightning Claws, Power Fists, Axes of Khorne, or Blades of Blood. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.
Berzerkers:
- Replace the Close Combat Weapon wargear entry with Chainaxes
- Replace the option for 2 Berzerkers to take Plasma Pistols with the option to take Power Weapons
- Add the option to purchase a Banner of Blood for 15 points, which prevents purchase of an Icon of Wrath if taken
- Add Chaos Dreadclaw Drop Pod to the list of Dedicated Transports
o Reduce cost to 80 points
- Rationale:
o Rather than reducing the price, adding to their power a bit seemed like the right move here. Default AP4 Chainaxes make them preferable to annihilate hordes in ways that
CSM aren’t able to, and yet they can only take 2 power weapons regardless of size so that the
CSM’s ability to take 4 total in a unit of 20 is unique, but so is the ability to take 2 power weapons in a min squad for ‘zerks. As for the Dreadclaw, it’s an expensive but decent option for delivery. Discount price reflects the fact that it’s dedicated and overpriced in the first place. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.
FAST ATTACK:
Chaos Bikers:
- Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken
- Rationale:
o I think in general bikers are just fine. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.
Raptors:
- Add Power Weapons to the list of upgrades 2 models from the unit are able to purchase
- Add the option to purchase a Banner of Blood for 20 points, which prevents purchase of an Icon of Wrath if taken
- Rationale:
o The power weapons option gives some purpose to take Raptors over Bikers, though it’s still not a great one. As for the banner, it’s some mortal-based Deep Strike mitigation. I don’t consider it overpowered, considering all the options loyalists have.
Warp Talons:
- Increase base unit cost to 180 points
- Increase cost per additional Warp Talon to 34 points
- Replace Warpflame Strike with the following rule:
o Rift Ambush: A unit of Warp Talons is able to charge on the turn it arrives from Deep Strike Reserve
- Rationale:
o Makes Warp Talons really good, and fits with what they’re supposed to be. They benefit quite a bit from the Goreblessed rule. Up their cost slightly to reflect their newfound ability.
Heldrake:
- Add the Skull Cannon option to replace the Hades Autocannon: Free
- Rationale:
o Adds a little versatility to the Heldrake’s role.
HEAVY SUPPORT:
Forgefiend:
- Reduce unit cost to 160 points
- Reduce cost of additional Ectoplasma Cannon to 20 points
- Rationale:
o I think they’re currently overpriced.
Defiler:
- Reduce unit cost to 170 points
o This unit is blatantly overpriced.
Chaos Land Raider:
- Reduce unit cost to 200 points
- Remove the 2 Twin-Linked Lascannon sponsons from the unit entry
- Add the option to add the following sponson options:
o 2 Heavy Flamers: 10 points
o 2 Twin-Linked Heavy Bolters: 10 points
o 2 Twin-Linked Lascannons: 20 points
o 2 Reaper Autocannons: 15 points
o 2 Multi-meltas: 25 points
- Add the option to take Frag Assault Launchers: 5 points
- Rationale:
o The Land Raider isn’t that great of a vehicle. The point is an AV14 assault transport, not the guns. However, they’re still an option, and expanded because Godhammer just doesn’t make sense to me.
LORDS OF WAR:
Lord of Skulls:
- Reduce unit cost to 650 points
- Rationale:
o This unit is blatantly overpriced.
Kytan Daemon Engine of Khorne:
- Reduce unit cost to 430 points
- Replace the Unstoppable Slaughter special rule with the following:
o Indiscriminate Slaughter: The Kytan may charge a different target during the assault phase than it shot at during the shooting phase
- Rationale:
o It’s too expensive. Unstoppable Slaughter really gimps him if he wants to shoot anything. Indiscriminate Slaughter adds a little versatility to the unit.
Samus, Daemon Prince of the Ruinstorm:
- Reduce unit cost to 300 points
- Rationale:
o He’s too expensive to begin with, and especially since his Daemonic Instability modifiers are totally useless in this army, there we have it.