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		<title><![CDATA[Latest posts for the thread "CSM Traitor Legion Rules"]]></title>
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				<title>CSM Traitor Legion Rules</title>
				<description><![CDATA[ Before the new chaos codex was released, I came up with the following rules for traitor legions and cult marines. Let me know what you think!<br /> <br /> Chaos Cultists<br /> <br /> Chaos Cultists gain the Unholy Rage and Beneath the Gods’ Notice rules below.<br /> <br /> Unholy rage – When the Cultist unit fails a Leadership test, the Chaos player may choose to remove one model per point the test is failed by (e.g. 2 models are removed if a 10 is rolled) as they suffer the brunt of the Demagogues’ unholy wrath. The unit is then treated as if it had passed the test. This ability is only active as long as the Demagogue is still alive.<br /> <br /> Beneath the Gods’ Notice – Cultists may not be taken as compulsory Troops choices and you may not have more Cultist units than Chaos Space Marine units (including Cult units) in your Troops selections. Cultist Demagogues are not subject to the Champions of Chaos rule forcing them to issue and accept challenges and may never receive Chaos Boons.<br /> <br /> Common rules for Cult Marines<br /> <br /> Favoured – Each Chaos God has a number intrinsic to its rituals and practices, observance of which is sure to grant its favour to its followers. Any unit of cult marines which has a number of members equal to their gods’ favoured number may upgrade one of its members to a champion or Sorceror (in the case of the Thousand Sons) for free instead of the usual points cost. This number is indicated next to the favoured rule in the unit’s description.<br /> <br /> Noise Marines<br /> <br /> <br /> Unit	Points	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>LD</span>	<span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> Noise Marine	25	4	4	4	4	1	5	1	9	3+<br /> Noise Champion	+15	4	4	4	4	1	5	2	10	3+<br /> <br /> Unit – 5-20 Noise Marines<br /> Wargear – Bolt pistol, close combat weapon, frag/krak grenades, and sonic blasters<br /> Special rules – Mark of Slaanesh (included in profile), Fearless, Harmonic Weaponry, Favoured (6)<br /> <br /> Harmonic Weaponry<br /> <br /> The weaponry used by the Noise Marines can vary wildly in its battlefield effect from merely causing the victim to suffer a slight nosebleed to shattering even the thick plates of terminator armour and pulping the vital organs of the occupant with waves of devastating harmonics.<br /> <br /> To represent this, all noise marine sonic weaponry (sonic blasters, doom sirens and blastmasters) have a random <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of <span class="glossaryitem" onmouseover='gp(24);'>D6</span> when fired. Sonic Blasters have a -2 penalty to this roll and Doom Sirens a -1 penalty. If the result of this roll including modifiers would be less than an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of 6, treat it as an <span class="glossaryitem" onmouseover='gp(6);'>AP</span> of ‘-‘.<br /> <br /> The entire squad rolls their <span class="glossaryitem" onmouseover='gp(6);'>AP</span> after the target is chosen but before any to hit rolls have been made (i.e. all sonic blasters, doom sirens and blastmasters in the squad will have the same <span class="glossaryitem" onmouseover='gp(6);'>AP</span> before modifiers are applied). <br /> <br /> All other rules for these weapons can be found in Codex Chaos Space Marines.<br /> <br /> Character – One model may upgrade to a Noise Champion for + 15 pts.<br /> He may be equipped with any of the following:<br /> <br /> Power weapon +15<br /> Power fist + 25<br /> Doom Siren + 15<br /> Melta bombs + 5<br /> <br /> One model may have a personal icon for +5pts. One model may swap their sonic blaster for a blast master for +30pts.<br /> <br /> Transport: The squad may have a rhino transport at the normal points cost.<br /> <br /> Thousand Sons<br /> <br /> Unit	Points	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>LD</span>	<span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> Thousand Son	23	4	4	4	4	1	4	1	9	3+/4++<br /> Aspiring Sorcerer	60	4	4	4	4	1	4	2	10	3+/4++<br /> <br /> Unit – 1 Aspiring Sorceror + 4-20 Thousand Sons.<br /> <br /> Wargear – Thousand Sons – Boltguns<br /> 	     Aspiring Sorcerer – Bolt pistol, force weapon<br /> <br /> Special rules – Slow and Purposeful, Mark of Tzeentch (included in profile), Fearless, The Sorcerer Commands, Inferno Bolts, All is Dust, Favoured (9)<br /> <br /> All is Dust<br /> <br /> The bodies of the Thousand Sons were forever changed by the chaotic energies of the Rubric of Ahriman. Now merely handfuls of dust trapped inside suits of armour for all eternity, the so called Rubric marines are incredibly difficult to destroy. To represent this, all attacks from shooting or close combat have one less point of strength than usual against Thousand Sons, for example a Boltgun would be strength 3 instead of strength 4.<br /> <br /> Inferno Bolts<br /> <br /> The Thousand Sons use bolts inscribed with runes of sorcerous power that burst into flame as they leave the weapon, leaving a trail of sorcerous fire behind them as they travel towards their target. This effect makes them incredibly accurate, even by the standards of the Astartes. Any unit of Thousand Sons may re-roll to hit and wound when firing their boltguns and bolt pistols. In addition, all Thousand Sons shooting attacks count as having the Soul Flame rule from the Warhammer 40,000 Rulebook.<br /> <br /> Character, wargear and transport options can be found in Codex Chaos Space Marines.<br /> <br /> Khorne Berzerkers<br /> <br /> Unit	Points	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>LD</span>	<span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> Khorne Berzerker	21	5	4	4	4	1	4	2	9	3+<br /> Skull Champion	+15	5	4	4	4	1	4	3	10	3+<br /> <br /> Unit 5-20 Berzerkers<br /> <br /> All Wargear & Options are as per Codex Chaos Space Marines.<br /> <br /> Special Rules – Furious Charge, Fearless, Mark of Khorne, Blood Rage, Favoured (8)<br /> <br /> Blood Rage<br /> <br /> Khorne Berzerkers are in a permanent state of rage and blood lust, desiring nothing more than the violent death of their foes. Khorne Berzerker units must move towards the enemy every turn and assault if they can (this still applies if the unit is in a vehicle). Units of Khorne Berzerkers also count as having the Rage rule from the Warhammer 40,000 rulebook.<br /> <br /> In assault, for every wound inflicted by the enemy that is saved by the Berzerkers’ armour, the model in question may make an additional attack at their normal <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and strength values and using any weapons they possess as the blows of their enemy only serve to enrage the Berzerkers even further. Note that no extra attacks are gained if the enemy attacks miss or hit but fail to wound.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Plague Marines<br /> <br /> Unit	Points	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>LD</span>	<span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> Plague Marine	23	4	4	4	5	1	3	1	9	3+<br /> Plague Champion	+15	4	4	4	5	1	3	2	10	3+<br /> <br /> Unit 5-20 Plague Marines<br /> <br /> All Wargear & Options are as per Codex Chaos Space Marines.<br /> <br /> Special Rules – Fearless, Feel No Pain, Mark of Nurgle, Miasma of Pestilence, Favoured (7)<br /> <br /> Miasma of Pestilence<br /> <br /> Death surrounds the Plague Marines like a shroud, slowing the reactions of enemies as they attempt to move through it and gradually corrupting their bodies from the inside out. Any unit wishing to assault the Plague Marines may be forced to re-roll their assault distance if the Chaos player wishes it. If the assaulting unit has the Fleet special rule or is using a jump pack to make their assault move, the two rules cancel each other out and the assault move is rolled for as normal with no re-rolls from either side.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Marks of Chaos <br /> <br /> All marks of chaos grant the bearer the Fearless rule (except the mark of Chaos Undivided), in addition to the individual benefits outlined below.<br /> <br /> Khorne – + 20pts/+5pts per model<br /> <br /> •	Furious Charge<br /> •	Blood Rage<br /> •	Martial Pride (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices Only)<br /> •	Chaos Sorcerers may not bear the Mark of Khorne.<br /> <br /> Martial Pride <br /> <br /> The character gains the Preferred Enemy rule if a model in base contact has a weapon skill equal to or higher than their own or is an Independent Character or Monstrous Creature (the favoured of Khorne respect nothing more than martial ability and will search the battlefield for the most powerful opponent they can find). Note that extra attacks gained from the Blood Rage rule do not benefit from re-rolls. This rule only applies if the Character directs their attacks against the model(s) listed above – it would be most dishonourable to use the re-rolls to strike down lesser opponents!<br /> <br /> Tzeentch – + 20pts - +5pts per model<br /> <br /> •	+ 1 to Invulnerable save (or 5+ invulnerable if they don’t have one already)<br /> •	Access to Inferno Bolts for + 5 pts / +2pts per model for units (Bolt weapons only)<br /> •	Character may re-roll one of the following per turn: (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices only)<br /> Psychic Test<br /> To hit roll<br /> To wound roll<br /> Armour save<br /> <br /> Slaanesh – +15pts - +5pts per model<br /> <br /> •	+ 1 Initiative<br /> •	Access to Sonic Blaster + 5pts or Doom Siren +15pts (as Noise Marine entry – <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or Aspiring Champions Only)<br /> •	Fleet (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices only)<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Nurgle - +20pts / +5pts per model<br /> <br /> •	+1 Toughness<br /> •	-1 Initiative<br /> •	Feel No Pain<br /> •	Poisoned Attacks 4+ (Close combat only) – <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices only<br /> •	Miasma of Pestilence as per Plague Marine entry (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices only)<br /> <br /> Chaos Undivided + 10pts / +2pts per model<br /> <br /> •	Stubborn (unless already Fearless)<br /> •	Immune to Fear<br /> <br /> Chaos Legion Rules<br /> <br /> Special rule: Legion Tactics: Each Chaos Lord may select ONE Legion Tactic from the list below. The army will then be subject to the abilities and restrictions listed below for the Legion they belong to. Note that if more than one Chaos Lord is present in the same army (unless using multiple Force Organisation Charts), the Chaos player must select which Lord’s Legion Tactic will apply for the following battle.<br /> <br /> The Chaos Lords profile (before Marks of Chaos are applied) is increased to:<br /> <br /> Name	Pts	Unit	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>LD</span>	<span class="glossaryitem" onmouseover='gp(157);'>SV</span><br /> Chaos Lord	100	1	6	5	4	4	3	5	4	10	2+/5++<br /> <br /> <br /> World Eaters <br /> <br /> •	Only units or vehicles with the Mark of Khorne may be used (vehicles may be undedicated however). This includes any allies taken from the Daemon codex.<br /> •	All Chaos Marine units (not Lesser Daemons, Greater Daemons or Chaos Spawn) with the Mark of Khorne gain the Martial Pride rule.<br /> •	Special Character: Kharn the Betrayer (no others may be used)<br /> •	Possessed Chaos Marines in World Eater armies gain the Furious Charge rule for no extra cost and exchange the same rule in the Possessed table for Preferred Enemy instead.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Emperors Children <br /> <br /> •	Only units or vehicles with the Mark of Slaanesh may be used (vehicles may be undedicated however). This includes any allies taken from the Daemon codex.<br /> •	All units with the Mark of Slaanesh gain the Fleet rule if they do not already have it.<br /> •	Special Character: Lucius the Eternal, Fabius Bile (no others may be used)<br /> •	All <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices in the Emperors Children army may use Combat Drugs with the points cost and effects listed in Codex Dark Eldar (in fact, this may even be where some of the drugs came from!).<br /> •	Possessed Chaos Marines in Emperors Children armies gain the Fleet of Foot rule for no extra cost and exchange the same rule in the Possessed table for the Warp Scream ability listed below.<br /> <br /> Warp Scream<br /> <br /> The Possessed unleash an ultrasonic scream as they charge into close combat, disorientating their foes and making them more vulnerable to the coming assault. Any unit assaulted by Emperors Children Possessed must take a Leadership test before any attacks are rolled. If this test is passed there is no effect. If the test is failed the unit counts as having an Initiative and Weapon Skill of 1 for the ensuing round of combat. Units that are fearless and any type of vehicle (including those who have Initiative values like Dreadnoughts) are immune to the Warp Scream.<br /> <br /> Death Guard<br />  <br /> •	Only units or vehicles with the Mark of Nurgle may be used (vehicles may be undedicated however). This includes any allies taken from the Daemon codex.<br /> •	All units with the Mark of Nurgle in a Death Guard army are only affected by poison on a 6+ instead of the usual required roll e.g. dark eldar splinter weaponry normally wounds on a 4+ but will only wound a member of the Death Guard on a 6. This ability also applies to sniper rifles, including weaponry used by Vindicare Assassins.<br /> •	Special Character: Typhus (no others may be used)<br /> •	Possessed Chaos Marines in Death Guard armies gain the Feel No Pain rule for no extra cost and exchange the same rule in the Possessed table for Poisoned Attacks (4+ - close combat attacks only) instead.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Thousand Sons  <br /> <br /> •	Only units or vehicles with the Mark of Tzeench may be used (vehicles may be undedicated however). This includes any allies taken from the Daemon codex.<br /> •	Special Character: Ahriman (no others may be used)<br /> •	A Thousand Sons Chaos Lord may become a level 2 Sorceror for + 40pts. In addition, Sorcerers become a 0-1 choice but up to 3 may be taken as a single <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice.<br /> •	Any unit which may take an Aspiring Champion (with the exception of Possessed) may instead be led by an Aspiring Sorcerer with the point’s costs and options found in the Thousand Sons entry in Codex Chaos Space Marines.<br /> •	Possessed Chaos Marines in Thousand Sons armies may choose to sacrifice their roll on the Possessed table. If they choose to do this, the squad may roll one power on the Tzeentch discipline table. The squad also becomes subject to the Brotherhood of Sorcerers rule.<br /> <br /> Black Legion<br /> <br /> •	May use any mark of Chaos, cult unit or vehicle upgrade <br /> •	Special Character : Abbadon the Despoiler<br /> •	Armies led by Abbadon may take Chaos Terminators as Troop Choices<br /> <br /> Alpha Legion <br /> <br /> •	All Chaos Marine units (not Lesser Daemons, Greater Daemons or Chaos Spawn) gain the Stealth and Move Through Cover rules for +2pts per model. <br /> •	An army led by an Alpha Legion Chaos Lord automatically gains the Warlord Trait allowing them to infiltrate up to 3 units. In addition, the Chaos Lord may roll an additional Warlord Trait as normal (re-rolling if he gets the same Trait again).<br /> •	The only mark that may be taken by any unit or character is the Mark of Chaos Undivided.<br /> •	The Alpha Legion player may force his opponent to re-roll one successful Reserves roll per turn to represent Alpha Legion agents working behind enemy lines.<br /> •	Cultists - The Cultists used by the Alpha Legion are highly trained specialists as opposed to the worthless rabble herded into battle by the other Legions. Therefore they are counted as Imperial Guard Veterans with the same point’s cost and options. They also gain the Infiltrate rule at +2 points per model. <br /> <br /> Note that Alpha Legion Cultists may still not be taken as compulsory Troops choices and you may not have more Cultists squads than Chaos Marine squads. Alpha Legion Cultists are not subject to the Unholy Rage rule as they are trained professionals, not crazed madmen with little or no military experience. They may however take the Mark of Chaos Undivided at the usual points cost for a unit (i.e. 2pts per model).<br /> <br /> <br /> Red Corsairs<br /> <br /> •	All Chaos Marine units (not Lesser Daemons, Greater Daemons or Chaos Spawn) have the ‘And they shall know no fear’ rule. <br /> •	May take 1 Elite, 1 Fast Attack and 1 Heavy Support choice from Codex: Space Marines.<br /> •	May not take any troops aligned to a specific Chaos god (i.e. Khorne Berzerkers) or any Marks of Chaos (including the Mark of Chaos Undivided).<br /> •	Special Characters: Huron Blackheart, Fabius Bile.<br /> <br /> Night Lords <br /> <br /> •	All Chaos Marine units (not Lesser Daemons, Greater Daemons or Chaos Spawn) gain the Night Vision special rule at no cost.<br /> •	Chaos Raptors may be taken as Troops in any army including a Night Lords Chaos Lord as long as the Lord also has a jump pack. <br /> •	The only mark that may be taken by any unit or character is the Mark of Chaos Undivided.<br /> •	An army containing a Night Lords Chaos Lord may choose to sacrifice 2 Heavy Support choices in order to gain a single extra Fast Attack choice. <br /> •	Every Chaos Marine unit in the army gains the Terror Tactics rule below at 3pts per model. Every model in a unit must take it if any do.<br /> <br /> Terror Tactics<br /> <br /> The Night Lords are experts at spreading fear and confusion amongst their foes. Any enemy unit that takes a Morale Check from wounds caused by a Night Lords Chaos Marine unit (see units not included above) suffer an additional -1 penalty to their Leadership. If the test is taken as a result of close combat wounds and the Night Lords unit causes twice as many wounds as it suffers, this penalty is increased to -2.<br /> In addition, all Night Lord shooting attacks with the rapid fire or assault weapon type (with the exception of template or blast weapons) are treated as having the pinning characteristic (see Warhammer 40,000 rulebook for details).<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Iron Warriors<br /> <br /> •	The only mark that may be taken by any unit or character is the Mark of Chaos Undivided.<br /> •	Lesser Daemons and Greater Daemons may not be used.<br /> •	All Chaos Marine units (not Lesser Daemons, Greater Daemons or Chaos Spawn) gain the Tank Hunters rule at +3pts per model. <br /> •	Vindicators may be taken in squadrons of 1-3 per Heavy Support choice (but become a 0-1 choice).<br /> •	Armies containing an Iron Warriors Chaos Lord may choose to sacrifice 2 Fast Attack choices in order to gain a single extra Heavy Support choice. This may only be done once per detachment.<br /> •	Warpsmiths are an Elite choice in an Iron Warrior army and may be taken as 0-3 per Elite selection. In addition, Iron Warriors may use Thunderfire Cannons from the Space Marine codex.<br /> <br /> Word Bearers<br /> <br /> •	The only mark that may be taken by any unit or character is the Mark of Chaos Undivided.<br /> •	Any daemon unit in a Word Bearer army (including allies from the Daemon codex) may re-roll a failed summoning roll to represent the unholy rituals carried out by the Word Bearers before the battle. <br /> •	An army containing a Word Bearers Chaos Lord may sacrifice 1 Elite, Heavy Support or Fast Attack choice and gain 1 extra Troop choice per slot sacrificed. This may only be done once. For example, the player could choose to sacrifice 1 Elite and 1 Fast Attack choice and gain 2 extra Troops choices. The player may not choose to sacrifice 2 choices from the same slot, for example 2 Elite choices.<br /> •	Gal Vorbak – The Word Bearers were the first Legion to fully embrace Chaos in its entirety and the first to give up their bodies and souls to daemonic possession. Therefore, possessed squads in a Word Bearers army may roll twice on the Possession table and choose which result will apply.<br /> •	The Word Bearers are infamous for herding thousands or millions of deranged Cultists before them in battle, even during the dark days of the Heresy. To represent this, the limit on Cultist squad’s vs Chaos Marine squads is lifted for Word Bearers armies. In addition, the unholy rage rule applies to Word Bearers Cultists even after the death of their Demagogue.<br /> •	A single Word Bearers Chaos Lord, Dark Apostle or Daemon Prince may take the Arch Heretic ability at +25pts. This ability may only be taken once per detachment of Word Bearers.<br /> <br /> Arch Heretic<br /> <br /> The Word Bearers’ passionate oratory and fervent devotion to the Dark Powers inspires his followers to greater acts on the battlefield in hopes of attracting the notice of the gods themselves. All Word Bearers Chaos Marine units and Cultist units (not any type of Daemons, Greater Daemons or Chaos Spawn) within 12” of the character with this ability gains the Furious Charge and Preferred Enemy rules.<br /> <br /> New Wargear<br /> <br /> Daemon Familiar – 25pts (Sorcerer/Daemon Prince/Chaos Lord only)<br /> <br /> The Sorcerer has bound a lesser Daemonic creature to his service which grants him greater sensitivity to the flows of warp energy and warns him when psykers of other races are about to make use of their powers.  Any psyker (including Chaos psykers) within 24” of the Sorcerer with the Familiar must re-roll all successful psychic tests. <br /> <br /> However, as by their very nature all Daemons of the warp are fickle creatures who will turn on their masters at a moment’s notice, if the psyker bearing the Familiar suffers a Peril of the Warp attack the Daemon will return to the warp, abandoning the Sorcerer for the rest of the game.<br /> <br /> Note that in order for a character to possess the familiar, he may not bear the Mark of Khorne. <br /> <br /> <br /> Chaos Armour + 20pts (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices only)<br /> <br /> The armour has been imbued with the essence of a daemon of the warp, greatly increasing the protection it offers to the wearer. <br /> <br /> The armour save of the bearer is increased to 2+. Note that as favoured servants of the Ruinous Powers, all Chaos Lords come equipped with Chaos armour as part of their standard equipment and need not pay for it.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 15 Jan 2013 17:00:31]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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