Codex - Chaos Space Marines Angry Anarchist Edition
Introduction
Angry codexes are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codexes.
This codex will feature heavy revisions of weapon profiles so just remember a las cannon isn´t a las cannon and a missile launcher might just be worth taking.
Disclaimer
Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.
Editing
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Chaos Mutation Table
- When asked to roll on the Chaos Mutation Table roll 2d6 and refer the the table below.
2: Spawnhood
Model is removed, place spawn within 6". If the model was in close combat then the Spawn is now in that combat. None of the models stats are reduced. The spawns number of attacks becomes D6+ the number of attacks the model had before turning into a spawn. The model is removed, place a Spawn within 6" with all the same Chaos mutations the model had. This mutation cannot decrease any characteristic the model had. If the model had a better T previous turning into a Spawn, the Toughness is carried over. The spawns number of attacks becomes D6+ the number of attacks the model had before turning into a spawn. If the model was in close combat then the Daemon Prince is now in that combat.
3: Arcane Constitution
The model(s) gain Feel No Pain, if the model already has Feel No Pain re-roll the on the Chaos Mutation table.
4: Iron Flesh
The model(s) armour save is increased by one point, if the model already has a 2+ armour save re-roll the on the Chaos Mutation table.
5: Daemonic Resilience
The model(s) gain +1 Toughness, to a maximum of 10.
6: Third Eye
The model(s) BS is increased by 1 point, to a maximum of 10.
7: The Eye is closed
Nothing happens.
8: Ungodly Reflexes
The model(s) WS and I are increased by 1 point each. This cannot increase a models WS or I above 10.
9: Fury of chaos
The model(s) Attack characteristic is increased by 1 point, to a maximum of 10.
10: Monstrous Strength
The model(s) Strength is increased by 1 point, to a maximum of 10.
11: Aura of Chaos
The model(s) gain a 4+ invulnerable save.If the model(s) had a 4+ invulnerable save previously to getting this Mutation, the models invulnerable save is increased to 2+.
12: Dark Ascension
The model is removed, place a Daemon Prince within 6" with all the same Chaos mutations, wargear, psychic powers, and upgrades as the model had. This cannot decrease any characteristic the model had. If the model had a better T previous turning into a Daemon Prince, the Toughness is carried over. If the model was in close combat then the Daemon Prince is now in that combat.
Chaos Space Marine Special Rules:
Marks of Chaos
A model with mark of Khorne cannot enter a unit with the mark of Slaanesh, a model with mark of Slaanesh cannot enter a unit with the mark of Khorne, a model with mark of Nurgle cannot enter a unit with the mark of Tzeentch, and a model with mark of Tzeentch cannot enter a unit with the mark of Nurgle.
Mark of Khorne:
Models with the mark of Khorne have Counter-attack, Rage, Furious Charge, and Adamantium Will.
Mark of Slaanesh:
Models with the mark of Slaanesh have +1 Initiative, Crusader, and Fleet.
Mark of Nurgle:
Models with the mark of Nurgle have +1 Toughness.
Mark of Tzeentch:
Models with the mark of Tzeentch gain +1 to their Invulnerable save. Models with no Invulnerable save gain a 5+ invulnerable save.
Psychic Powers
Dicipline of Change
0. Doombolt…. Warp Charge 1
Doombolt is a Witchfire power with the profile given below
Range S AP Type Doombolt 24 D 1 Heavy 1, Destroyer
1-2. Boon of Mutation…. Warp Charge 1
Boon of Mutation is a Blessing that targets a single friendly unit within 12" the unit rolls on the Chaos Mutation table re-rolling results of 2, 7, and 12. The result stays in effect until the end of the game.
3-4. Tzeentch´ Firestorm…. Warp Charge 2
Warp Gate is a Witchfire power with the profile given below
Range S AP Type Tzeentch´ Firestorm 24 D6 D6 Assault 3, Barrage, Blast, Inferno
- Inferno: When a shooting attack with this rule causes an unsaved wound, inflict D3 hits with the strength and AP of the weapon fired with this rule. If this causes additional wounds roll further D3s untill no more wounds are caused or the unit is gone. Remember FNP and Reanimation Protocols are not saves.
5-6. Breath of Chaos…. Warp Charge 3
Warp Gate is a Witchfire power with the profile given below
Range S AP Type Breath of Chaos Template x 1 Assault 1, Fleshbane, Spawnification
- Spawnification: After resolving the shooting attack, form a new unit of chaos spawn with a number of models equal to the number of wounds caused with the shooting attack. The new unit must start in combat with the unit, which was the target of the Breath of Chaos, counting as having assaulted that unit.
Dicipline of Plague
0. Fathers Love…. Warp Charge 1
Fathers Love is a Blessing that targets a single friendly unit within 12". All the units ranged and melee weapons gain Poisoned, those that are already Poisoned gain Fleshbane.
1-2. Curse of Rust…. Warp Charge 1
Curse of Rust is a Witchfire power with the profile below.
Range S AP Type Curse of Rust 24 x 1 Assault 1, Graviton, Large Blast
3-4. Rancid Visitations…. Warp Charge 2
Rancid Visitations is a Nova power which hits all models (friend and foe) within 12". All models hit must take a toughness test or suffer a wound with no saves of any kind allowed.
5-6. Mortality…. Warp Charge 3
Mortality is a Malediction which targets an enemy unit within 24". The targets Toughness becomes 1.
Dicipline of Decadence
0. Symphony of Pain…. Warp Charge 1
Symphony of Pain is a Witchfire power with the profile below.
Range S AP Type Sensory Overload 24 x 5 Assault 10, Blind, Concussive, Pinning, Sensory Overload
- Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.
1-2. Hightened Senses…. Warp Charge 1
Hightened Senses can either be used as a Malediction that targets an enemy unit within 24", or a Blessing that targets a friendly unit within 24". The targets initiative is increased to 10 and it gains the Acute Senses special rule.
3-4. Pavane of Slaanesh…. Warp Charge 2
Pavane of Slaanesh is a Witchfire power with a range of 24. The target must pass a Leadership on 3D6 test or suffer a single wound with no armour or cover saves allowed for each point the test was failed by.
5-6. Death Metal…. Warp Charge 3
While the psyker insists that it is music, it is nought but pain for anyone with but a shred of sanity. Death Metal is a Nova with the profile below.
Range S AP Type Death Metal 24 x 5 Assault 2D6, Blind, Concussive, Pinning, Sensory Overload
- Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.
Detachments and Formations:
Formations:
Night Lords Warband
Formation:
- 1-2 Of the following: Chaos Lords, Sorcerers, Warpsmiths
- 1-4 Troops Choices
- 0-3 Of the following units: Chosen, Chaos Terminators
- 1 Unit of Raptors or Warp Talons
- 0-3 Of the following units: Chaos Bikers, Raptors, Warp Talons
- 0-2 Of the following units: Havocs, Chaos Land Raider, Chaos Vindicator, Chaos Predator
Restrictions:
- No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerkers and Thousand Sons in this detachment.
Special Rules:
- Fear
- Terror: Enemy units in close combat with a unit from this formation must re-roll succesful morale and fear tests.
- Nightbombs: Any game featuring at least one of these formations use the night fighting rules the entire game, even if all members of this detachment are destroyed.
Alpha Legion Warband
Formation:
- 1-2 Of the following: Chaos Lords, Sorcerers, Warpsmiths
- 2-6 Troops Choices
- 0-3 Of the following units: Chosen, Chaos Terminators
- 0-3 Of the following units: Chaos Bikers, Raptors, Warp Talons
- 0-3 Of the following units: Havocs, Chaos Land Raider, Chaos Vindicator, Chaos Predator
Restrictions:
- No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerkers and Thousand Sons in this detachment.
Special Rules:
- Infiltrate
Detachments:
Thousand Sons Legion Warband
Force Organisation Chart:
- Compulsory: 1 HQ, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support
Restrictions:
- All units must be from the Codex - Chaos Space Marines.
- No models in this detachment may have the Daemon special rule.
- No models in this detachment may have marks of chaos except the Mark of Tzeentch, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.
Command Benefits:
- Pushing the Limit: When manifesting a psychic power you may overcharge it, you manifest warp charges on 3+ but any roll of a double causes a Perils of the Warp.
- May take Helbrutes, however they lose the Crazed, Daemon and Daemonforge special rules, instead it gains a 4+ Invulnerable save.
- Spireguard: Any unit of Chosen or Terminators may be upgraded to be Brotherhood of Psykers (Mastery Level x) - 25 pts/model. The units Mastery level is equal to the number of remaining models. They know all powers from the Change Discipline. In addition all their melee weapons gain the Force type.
- Rubric Marines: All models, armed with power armour, with the Mark of Tzeentch in this detachment gain a 5+ Invulnerable save, increased to a 4+ by the Mark of Tzeentch. Models armed with terminator armour or fleshmetal instead gain a 4+ Invulnerable save, increased to a 3+ by the Mark of Tzeentch.
- Chaos Rhinos lose the Repair special rule.
Death Guard
Force Organisation Chart:
- Compulsory: 1 HQ, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support
Restrictions:
- All units must be from the Codex - Chaos Space Marines.
- No models in this detachment may have marks of chaos except the Mark of Nurgle, this means you cannot include units like Noise Marines and Khorne Berzerkers in this detachment.
Command Benefits:
- Feel No Pain (6+) or if a model already has Feel No Pain: Feel No Pain (4+)
- Rot Hosts: Whenever a character with the Mark of Nurgle would be removed as a casualty, before removing him, place the Large Blast marker centrally over him. Resolve it like a shooting attack with Strength 5 AP 4, this has no effect on models with the Mark of Nurgle and models with the Daemon of Nurgle special rule.
- Toxic Ammunition: All weapons with bolt in their name have the Poisoned (5+) type.
Iron Warriors Legion Warband
Force Organisation Chart:
- Compulsory: 1 HQ, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 2 Fast Attack, 4 Heavy Support
Restrictions:
- All units must be from the Codex - Chaos Space Marines.
- No models in this detachment may have marks of chaos, this means you cannot include units like Khorne Berzerkers and Thousand Sons in this detachment.
Command Benefits:
- Meatgrinder: Each time a, non-vehicle, unit is destroyed roll a D6, on a 6+ they are immediately restored to full strength and put into reserves. Cultists are restored on a 4+.
- Armsmasters: Havocs count as troops choices.
- Armoured Assault: Units of Chaos Space Marines in this detachment pay 0 pts for Rhinos.
World Eaters Legion Warband
Force Organisation Chart:
- Compulsory: 1 HQ, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support
Restrictions:
- All units must be from the Codex - Chaos Space Marines.
- No models in this detachment may have marks of chaos except the Mark of Khorne, this means you cannot include units like Noise Marines and Thousand Sons in this detachment.
- No Sorcerers may be taken as a part of this detachment.
Command Benefits:
- Unbound Hatred: All models from this detachment have the Crusader, Adamantium Will and Zealot special rules.
- Uncontrollable Rage: Units from this detachment must issue a charge every turn if possible.
- No Survivors: Enemy units cannot flee off the board. Instead they stop at the edge of the board and simply stand still.
Emperor´s Children
Force Organisation Chart:
- Compulsory: 1 HQ, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support
Restrictions:
- All units must be from the Codex - Chaos Space Marines.
- No models in this detachment may have marks of chaos except the Mark of Slaanesh, this means you cannot include units like Plague Marines and Thousand Sons in this detachment.
Command Benefits:
- Sonic Weaponry: Any model may exchange a
- Mutli-Melta/Hades Autocannon/Lascannon for Blastmaster - 0 pts - Autocannon/Twin-linked Heavy Bolter for a Blastmaster - 5 pts - Havoc Launcher for a Blastmaster - 13 pts
- Night Vision
- Outflank
- Acute Senses
- Uncanny Reflexes: All Infantry models have Jink special rule.
- Dark Temptation: Enemy models within 24" of a model from this detachment must take a Leadership check at the start of each of their movement phases, if failed they must move their allowed movement distance (6" for Infantry 12" for Bikes) directly towards the closest non flyer/flying monstrous creature from this detachment.
Word Bearers Warband
Force Organisation Chart:
- Compulsory: 1 Dark Apostle, 2 Troops
- Optional: 1 HQ, 4 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support
Restrictions:
All units must be from the Codex - Chaos Space Marines. All units with the option to take a chaos icon, must do so.
Command Benefits:
Dark Apostles in this detachment are Fearless. During deployment roll a D6 for each unit of Chaos Cultists and each Chaos Space Marine unit without a mark. On the roll of 1 nothing happens. On a roll of 2 the unit gains the mark of Khorne. On a roll of 3 the unit gains the mark of Tzeentch. On a roll of 4 the unit gains the mark of Nurgle. On a roll of 5 the unit gains the mark of Slaanesh. On a roll of 6 the unit may roll once on the Chaos Mutation Table, re-rolling results of 2, 7 and 12.
Chaos Wargear List
Terminator Weapons
- A model wearing Terminator armour can replace his combi-bolter with one of the following:
- Combi-flamer,-melta or -plasma - 5 pts - Power weapon - 0 pts - Lightning claw - 5 pts - Power fist - 15 pts - Chainfist - 20 pts
- A model wearing Terminator armour can replace his power weapon with one of the following:
- Lightning claw - 5 pts - Power fist - 15 pts - Chainfist - 20 pts
Chaos Space Marine Obectives
Replace tactical objective 11-16 with the following.
11-16. Champion of Chaos
Score 1 Victory Point if you issued a challenge during your turn.
Slaves to Darkness
- All models gain Stubborn. Any models with the Champions of Chaos special rule loses it.
- Ignore the First Among Chosen, Nexus of Khorne, Master of the Rubricae and Lord of Decadence paragraphs.
HQ
Failbaddon the Armless
Now a Lord of War.
Huron Blackheart
140 pts. All units in Hurons detachment gain the outflank special rule.
Kharn the Betrayer
WS 9. Now has Eternal Warrior.
Lucius the Eternal
WS 10.
Daemon Prince
100 pts.
- Khorne - 0 pts
- Tzeentch - 40 pts
- Nurgle - 30 pts
- Slaanesh - 0 pts.
- Power Armour - 35 pts (10 pts w. Tzeentch).
Warpsmith
90 pts.
Dark Apostle
90 pts. Beseech the Dark Gods is changed. Beseech the Dark Gods: After deployment the Dark Apostle and his unit may roll once on the mutation table re-rolling results of 1 and 12.
Troops
Chaos Space Marines
13 pts.
- Take CC weapon - 1 pt/model
- Heavy bolter - 5 pts
- Missile Launcher w. one munition type - 15 pts
- Missile Launcher w. two munition types - 25 pts
- Missile Launcher w. three munition types - 30 pts
Chaos Cultists
- Additional cultists - 3 pts/model
- May take a shotgun in addition to their autopistol - 0,5 pts
- Khorne - 1 pt/model
- Slaanesh - 0,5 pts/model
Chosen
WS 5.
- Power Weapon - 4 pts
- Lightning Claw - 6 pts
- Power Fist - 10 pts
- Pair of Lightning Claws -8 pts
- One unit per detachment may take flesh armour - 8 pts/model
- Any unit which does not have flesh armour may take Infiltrate - 3 pts/model
Chaos Terminators
WS 5, BS 5, T 5.
- Base cost - 120 pts
- Additional Chaos Terminators - 40 pts/model
- Lightning claw/pair of lightning claws - 2 pts
- Power fist - 5 pts
- Chain fist - 10 pts
- Nurgle - 10 pts/model
Possessed
- Replace the vessels of chaos table with the following table. You should obviously roll a D6 instead of a D3.
D6 Mutation 1 Destroyer Strength: The possessed´s Melee weapons gain Strength D. 2 Arch Daemons Claws: The possessed gain Fleshbane, Shred and Smash. 3 Physical Supremacy: The possessed gain +1 Attack, +1 Initiative, Shred and Rending. 4 Vorpal Claws: The possessed´s Melee weapons are AP2 and they have Preferred Enemy and Armourbane. 5 Death Flurry: The possesd gain +1 Attack, 1+ Initiative, Rampage and their Melee weapons are AP3. 6 Storm Rush: The Possessed gain +5 Initiative and +2 Attacks.
Helbrute
120 pts
- Gains the Daemon, Daemonforge and It Will Not Die special rules.
Mutilators
Have the Fearless rule.
- Now have the Swiftstrike rule.
Swiftstrike: If this model has the mark of Slaanesh it may attack at Initiative 4 with Unwieldy weapons.
Khorne Berzerkers
Now has the Rampage rule.
- Chainaxe
Range S AP Type - +1 4 Melee
Plague Marines
- Initial squad cost - 110
- Additional models - 21 pts/model
Noise Marines
- Initial squad cost - 70
- Additional models - 14 pts/model
- Sonic blaster - 2 pts/model
Range S AP Type - x 5 Assault 2, Blind, Concussive, Pinning, Sensory Overload
- Sensory Overload: A unit that is hit by a weapon with this rule must take an initiative for each hit suffered, units with Acute Sense must Re Roll failed Initiative tests. The unit suffers a single wound with AP 5 for each succesful Initiative test. Weapons with this rule have no effect on vehicles.
- For every 5 models in the unit one Noise Marine may take a blast master - 20 pts
Fast Attack
Chaos Bikes
- Initial squad cost - 65
- Additional models - 19 pts/model
- Khorne - 3 pts/model
- Nurgle - 8 pts/model
- Slaanesh - 3 pts/model
Chaos Spawn
- 28 pts/model
- Khorne - 3 pts/model
- Tzeentch - 13 pts/model
- Nurgle - 10 pts/model
- Slaanesh - 4 pts/model
Raptors
- Additional models - 14 pts/model
- May take up to 4 special ranged weapons.
Warp Talons
- Additional models - 20 pts/model
- Tzeentch - 4 pts/model
- Slaanesh - 6 pts/model
Hell Drake
180 pts.
- Baleflamer - 30 pts
Heavy Support
Havocs
- Missile Launcher w. one munition type - 15 pts
- Missile Launcher w. two munition types - 25 pts
- Missile Launcher w. one munition types - 30 pts
Obliterator
- Khorne - 2 pts/model
- Tzeentch - 10 pts/model
- Nurgle - 15 pts/model
Defiler
- Now has the Rampant Destruction rule.
Rampant Destruction: This model may target a different unit with each of it´s ranged weapons. This model may not assault a unit which it has not fired upon during a turn in which it has fired a weapon.
- Replace power fist with destroyer fist.
Range S AP Type - D 1 Melee, Colossal
- Colossal: Attacks made with this weapon are carried out at Initiative 1, even if the model using it is a Walker.
Forgefiend
150 pts.
Chaos Land Raider
Unit Type changed to: Vehicle (Tank, Fast, Transport)
- Has the Fast type.
- Holy shit it can move 12" and fire!
Lords of War
Abaddon the Despoiler
- WS 10, BS 10, T 4, I 5, before the marks of Nurgle and Slaanesh.
210 pts.
The Forbidden Armoury
Changed Ranged Weapons
Combi-bolter
Range S AP Type 24 4 5 Rapid Fire, Shred, Rending, Twin-linked
Lascannon
Range S AP Type 48 7 1 Ordnance 1, Lance, Fleshbane
Meltagun
Range S AP Type 12 8 1 Rapid Fire
Multimelta
Range S AP Type 24 8 1 Heavy 1, Melta
Plasma Gun
Range S AP Type 24 7 3 Rapid-Fire, Gets Hot, Shred
Plasma Cannon
Range S AP Type 36 7 3 Salvo 1/2, Gets Hot, Blast
Havoc Launcher
Range S AP Type 36 4 - Heavy 1, Twin-linked, Blast, Ignores Cover, Havoc
- Havoc: A unit that assaults a unit which has been hit by a weapon with the Havoc rule previously this turn does not suffer penalties for charging through terrain, though it must still subtract 2" from its charge distance. A unit which has been hit by a weapon with the Havoc rule cannot perform Overwatch for the rest of the turn.
Missile launcher
Range S AP Type - Krak Missile 48 8 2 Heavy 1 - Frag Missile 48 4 4 Heavy 1, Blast - Flakk Missile 48 8 2 Heavy 1, Skyfire