The 40K Universe Just Got A Whole Lot Bigger…


Welcome to Fandexes!

We are veteran 40K players who’ve played 40K since the dying days of 1st ed., and have played pretty much every army out there many times. However, as we continued to play we realised that the game was a little limited by the official rules, and therefore tried out making new units, special missions, new armies etc. and reinvented the game and how it was played. In fact, we’ve been doing this for over a decade now, and thought that it would be a great idea to share our ideas with the rest of the gaming community. There’s just one problem though, and that is that there are tonnes of 40K sites out there that barely get noticed, so we’ve decided that rather than simply put up our own ideas, we’re going to gather as many unofficial rules and other expansions all in one place and have you the community free to comment on them and if you try them and think that something needs changing, we’ll tweak it and see if that improves them.

If you would like to add your own ideas to this site, feel free to send us an e-mail at 40kdirectorscut@gmail.com, and we will review them and add them to this site. Don’t forget to include your name with your submission, as well as the names of anyone who helped you make the article, and any links that should be mentioned. Please note that when it comes to codexes, we are looking for armies that don’t clash with the established fluff, and preferably have already been mentioned in the background somewhere. There are already plenty of power-armoured fandexes out there, so we would be unwilling to add any more to this archive unless they are based on established detailed fluff, or bring something new to the hobby. Our general goal is to keep alteration of the codexes to a minimum, so if such an army can be represented by an alliance or a formation or some other minor alteration we will probably take that route when representing an army.

If you’ve tried out any of these rules then please comment on them to let us know what you thought of them, let people know what advice you have for other players and if you have pics of some of the models or of your army we will gladly post them up with the article so help give other players a feel for how the army looks.

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Codex Bretonnians


By BobK

Following the popularity of the conversion of the Lizardmen army book into 40K (taking great care to change as much as possible to make it unusable in WHFB without losing its character) I have had a few requests to convert some other WHFB books as well. The most popular request has been for a 40K Bretonnian army, and since it has few special characters it takes less time to convert. Therefore I present to you the 40K Bretonnian army, representing those inhabitants of feudal worlds encountered by the old ones/lizardmen (see their introduction for details) that have been changed into magical domains complete with mutated monsters and highly skilled psykers capable of crafting weapons permanently imbued with psychic energy. As a fan of the Bretonnians myself, I look forward to hearing back from anyone who gives these rules a try to hear how they fare against the horrors of the 41st millennium.

For modelling purposes, the army is pretty much identical to the original, including the bases since it would be tricky getting hold of the bigger bases for the larger models. The only difference beyond a subtle alteration in army composition is that the squad leaders with weapons will typically have a different paint scheme such as a blue wash to make it clear which model has a mystical or magical weapon.

Special Rules

Artificial: Ignores poisoned weapons, which must use their normal Strength value instead. If the attack has no Strength value treat it as Strength 1.

Blessing of the Lady: Units with this rule have to a 5+ invulnerable save. If a unit with the blessing fails a morale test then it loses this bonus for the rest of the game. If the unit already has an invulnerable save then this is increased by 1 to a maximum of 2+. Models with the Blessing of the Lady that have a 4+ invulnerable save due to wearing a talisman of protection that flee have their save reduced to a 5+ invulnerable save.

Grail Vow: Characters that take the grail vow gain +1 S & +1 I, become Fearless, must take a magical/mystical weapon but cannot have a great weapon.

Hero: 2 HQ choices with the Hero rule may be taken as just 1 HQ choice.

Impetuous: The unit must charge the nearest enemy unit as soon as one is within range.

Peasant: Models with the Peasant rule may use the Leadership value of any unit within 6” that has the Blessing of the Lady.

Transformation: The feral manticore, black hydra and horned dragon can only be included in the army as Heavy Support choices if a psyker with the Transformation of Kadon power is in the army.


Magical Lores:
 Any psykers in the army must choose their powers from only one lore. All powers that are used against an enemy unit require line of sight. The powers for each lore are as follows:

Lore of Fire

Fiery Blast: Cast in the shooting phase. Template S 7 AP 3 Assault 1
Fireball: Cast in the shooting phase. Range 36″ S 5 AP 4 Assault 1 Large Blast
Flamewall: Cast in the shooting phase. Range 18″. Place 2 counters (that are 1 inch wide) on the board, up to 9″ apart from each other. Any model that touches or crosses the line between these 2 counters takes a S 4 AP 5 hit. The flamewall provides a 5+ cover save against any shots that go through the wall. The flamewall remains in play until the start of the next turn.
Heat Lance: Cast in the shooting phase. Range 24″ S 8 AP 1 Melta, Lance. Place a 1-inch-wide counter up to 24″ away from the psyker within line of sight. All models between the counter and the psyker are hit.

Lore of Beasts

Feral Rage: Cast at the start of the turn. Can be cast on a friendly or enemy unit within 18″. Target unit immediately gains the Rage rule and gains +1 Attack until the start of the next turn.
Savage Beast: Cast in either player’s assault phase. 1 model within 18″ gains +2 S & +2 T for 1 turn. A target may not be enhanced by Savage Beast if it is already affected by this spell.
Transformation of Kadon: Cast at the start of the turn. 1 friendly model on a standard 1″ sized base within 18″ either becomes jump infantry, can move as beasts, or replaces his weapons with 2 rending or poisonous close combat weapons. These effects are permanent. A target affected by Transformation of Kadon may be targetted again for further modification.
Wyssan’s Wildform: Cast in either player’s assault phase. 1 unit within 24″ gains +1 S & +1 T for 1 turn. A target may not be enhanced by Wyssan’s Wildform if it is already affected by this spell.

Lore of Metal

Engine Wrack: Cast in the shooting phase. 1 vehicle within 12″ suffers a penetrating hit.
Plague of Rust: Cast in the shooting phase. Reduces the effectiveness of the armour save of one unit within 24″ by 1 point permanently. Invulnerable saves are unaffected. A target affected by Plague of Rust may be targetted again for further armour reduction.
Searing Doom: Cast in the shooting phase. Range 24″ S X AP 2 Assault D6, the to wound roll is the same as the armour save.
Transmutation of Lead: Cast in the shooting phase. 1 unit within 24″ has -1 WS, -1 BS, and moves as if in difficult terrain if their armour save is better than 6+. After 1 turn the spell wears off and the target returns to normal.

Lore of Light

Burning Gaze: Cast in the shooting phase. Range 36″ S 6 AP 4 Assault 4. Target must re-roll successful invulnerable saves.
Pha’s Protection: Cast in the shooting phase. 1 friendly unit within 24″ gains a 4+ cover save for 1 turn.
Solar Flare: Cast in the shooting phase. All shooting at friendly units within 12″ count as shooting as night and use the nightfighting rules for 1 turn.
Speed of Light: Cast at the start of the turn. 1 friendly unit within 24″ may move in a straight line to any point on the table that is within its line of sight. The unit may not move in the movement phase or run in that turn, although it may assault a unit provided that the assault move is in the same straight line as the normal move, in which case the unit strikes first in the first round of assault.

Lore of Life

Awakening of the Earth: Cast in the shooting phase. A piece of difficult terrain within 36″ counts as dangerous terrain for enemy units for 1 turn.
Lifeblood: Cast in the shooting phase. 1 friendly unit within 12″ gains Feel No Pain for 1 turn.
Landshift: Cast in the shooting phase. 1 piece of terrain within 36″ can be moved D6″ in a direction chosen by the psyker. Models within the terrain may choose to be moved with the terrain or remain where they are. Models in the path of the terrain may choose to remain where they are (where this is possible such as with woods) or may move out of the way in the same way as a successfully avoided tank shock.
Regrowth: Cast in the shooting phase. 1 friendly unit within 24″ regains D3 wounds. This power can resurrect models that were killed earlier in the game but cannot take a unit above its starting unit size.

Lore of Heavens:

Chain Lightning: Cast in the shooting phase. Range 24″ S 6 AP 5 Assault D6 all units (friend or foe) within 6″ of the target unit suffer D3 S 3 AP – hits (roll separately for each one).
Comet of Cassandora: Cast in the shooting phase. Range 48″ S X AP X Ordnance Barrage When the location has been selected roll a D6 to determine the size and accuracy of the meteor (BS is ignored when rolling for scatter): 1-2 S 6 AP 4 D6″ scatter, 3-4 S 8 AP 3 2D6″ scatter, 5-6 S 10 AP 2 3D6″ scatter.
Harmonic Convergence: Cast at the start of the turn. 1 friendly unit within 24″ can re-roll all 1s for 1 turn.
Wind Blast: Cast in the shooting phase. 1 enemy unit within 24″ moves D6″ away from the psyker. Immobile units are immune, but pinned units are not. Causes pinning. Units that ignore terrain when they move are moved 2D6″ if they moved in the previous turn.

Lore of Shadow:

Enfeeble: Cast in either player’s assault phase. 1 enemy unit within 36″ suffers -1 Strength for 1 turn. A target may not be weakened by Enfeeble if it is already affected by this spell.
Okkam’s Mindrazor: Cast in either player’s assault phase. 1 friendly unit within 18″ counts its Ld as its Strength and the enemy unit’s Ld as their Toughness in close combat for 1 turn. Against vehicles the unit gets the strength bonus but the vehicle uses its armour value as normal.
Pit of Shades: Cast in the shooting phase. Range 24″ Assault 1 Blast. Models hit by the template need to roll equal to or under their Initiative or be removed from play as casualties, regardless of any saves. Vehicles take a dangerous terrain test instead, even if it remained stationary or is normally immune to dangerous terrain.
Steed of Shadows: Cast at the start of the turn. 1 friendly model on a standard 1″ sized base on foot within 12″ becomes cavalry, gains the Stealth rule and a 5+ invulnerable save (or +1 to the invulnerable save if the target already has one). The target keeps the steed until the psyker is killed or chooses to end the power.

Lore of Death:

Aspect of the Dreadknight: Cast at the start of the turn. 1 friendly unit within 24″ causes Terror. Any enemy unit within 6″ of this unit at any point in their turn must take a morale check at the end of that phase. This spell lasts for 1 turn.
Ghostwalk: Cast at the start of the turn. 1 friendly model within 12″ replaces its armour save with a 3+ invulnerable save (which cannot be enhanced further regardless of abilities or wargear), becomes Fearless, moves as if Slow and Purposeful and ignores terrain when moving for 1 turn.
Soulblight: Cast in the shooting phase. 1 enemy unit within 24″ loses a special rule of the psyker’s choosing (e.g. Fearless or Furious Charge) for 1 turn. Special rules caused by equipment cannot be lost. A target affected by Soulblight may be targetted again for further weakening.
Spirit Leech: Cast in the shooting phase. 1 model chosen by the psyker within 24″ takes a Ld test (not a morale check). If the model fails the Ld test it loses 1 wound for each point that it failed the test by. Invulnerable saves may still be taken against this attack.

Magic weapons:

Several models in the army have access to mystical and magical weapons. These have been saturated in warp energy and designed to unleash a form of magic in different ways to take down different targets. While the individual names of these items are grand and varied, they can for the most part be narrowed down to less than a dozen different enhancements, although the nature of the enhancement depends on the lore of magic used to enfuse them. Piercing blades enhanced using the lore of heavens will cast lightning bolts inside the target, while those enfused with the lore of metal transmute the target’s armour into quicksilver as the sword swings into the tank. Similarly, magically ‘poisoned’ weapons sometimes use methods of wounding that ignore a target’s toughness, such as with Life-enhanced poisoned weapons, which strengthen the sensitivity of the nerves of the target, making them easily wounded by even minor blows.

All magical and mystical weapons count as power weapons and have additional abilities selected from the list below. Mystical weapons may choose 1 enhancement and magical weapons may choose 2, but may not choose the same enhancement twice:

Brutal: +2 Strength
Defensive: Gives the bearer a 5+ invulnerable save (or +1 to an existing invulnerable save).
Furious: Allows the bearer to re-roll all misses.
Piercing: Grants an extra D6 armour penetration against vehicles.
Poisoned: Counts as Poisoned (4+).
Pure: Opponent re-rolls successful invulnerable saves.
Savage: +2 Attacks
Stunning: Makes opponents initiative 1 until the end of the next assault phase if they are wounded by this weapon.
Swift: Grants +2 Initiative
Tearing: Doubles the number of wounds caused after toughness and invulnerable saves have been rolled for.
Warding: Gives the bearer a 3+ invulnerable save against psychic powers.


Wargear:

Army Banner: Units within 12” may use the Ld value of the model carrying the army banner and may re-roll failed morale checks.

Bow: Range 18” S 3 AP – Assault 1

Defensive Stakes: These stakes are deployed in front of the unit that bought them. Any unit behind them counts as being behind cover. If the unit moves then the defensive stakes remain where they are and can be used by other units.

Dispel Scrolls: Same as psychic hoods from p56 of codex Space Marines.

Great Weapon: 2-handed close combat weapon that confers +2 Strength in close combat.

Halberd: 2-handed close combat weapon that confers +1 Strength & +1 Initiative in close combat.

Hippogryph: Mount that changes the unit type to Jump Infantry and confers +1 Strength, +1 Toughness, +1 Wound and +2 Attacks.

Horse: Mount that changes the unit type to Cavalry.

Lance: 2-handed close combat weapon that confers +1 Initiative in close combat and Furious Charge.

Longbow: Range 24” S 3 AP – Assault 1

Musician: A unit with a musician that draws in close combat counts as scoring one more wound for the purposes of determining who won the assault.

Pegasus: Mount that changes the unit type to Jump Infantry and confers +1 Toughness, +1 Attack.

Shield: 1-handed close combat weapon that grants a 6+ save to models not wearing armour.

Spear: 2-handed close combat weapon that confers +2 Initiative in close combat.

Standard: A unit with a standard bearer may re-roll failed morale checks.

Talisman of Protection: Confers a 5+ invulnerable save.

 

HQ


HQ: King Louen Leoncoeur 165 Points

King Louen Leoncoeur: WS 6 BS 0 S 5 T 4(5) W 4 I 5 A 6 Ld 10 Sv 4+/4++

Unit Type: Jump Infantry

Unique

Special Rules: Blessing of the Lady (bonus included in profile above), Fearless, Feel No Pain, Preferred Enemy: Independent Characters & Squad Leaders, Independent Character

Wargear: Crown of Bretonnia, Sword of Couronne, The Lion’s Shield, Talisman of Protection

Crown of Bretonnia: Counts as an army banner with a range of 18”.

Sword of Couronne: Brutal stunning magical weapon.

The Lion’s Shield: Warding mystical shield.

Beloved of Bretonnia: If King Louen is removed as a casualty, the location where he was removed becomes an objective that can be claimed by the opposing side, but can only be contested by the Bretonnian side. In addition, all Bretonnian models gain the Stubborn rule when he is killed.

Army of the King: If King Louen is included in the army, Grail Knights become scoring units and Men-at-arms and Bowmen become Elites choices.

Bodyguard: May have a bodyguard of Hippogryph Knights.


HQ: The Fay Enchantress 180 Points

The Fay Enchantress: WS 3 BS 4 S 3 T 3 W 3 I 5 A 2 Ld 10 Sv 3++

Unit Type: Cavalry

Unique

Special Rules: Blessing of the Lady (bonus included in profile above), Fearless, Independent Character

Has all 4 powers from any one lore. May cast up to 4 powers per turn at different targets. Automatically passes psychic tests for powers from the Lore of Life.

Supreme Aura of the Lady: Has a 2+ save against psychic powers and force weapons.

Favour of the Fey: One champion or independent character in the Bretonnian army may be given the preferred enemy rule.

Spiteful Glance: During the shooting phase, the Fey Enchantress may select 1 enemy model within 12” during the shooting phase as the target of her spiteful glance. The target must be within line of sight and may be selected even if the Fey Enchantress or the target are in close combat. The target must roll under their initiative or lose 1 wound ignoring armour saves.

Silvaron: The Fey Enchantress counts as being equipped with a pure mystical weapon.

Chalice of Potions: In addition to the psychic powers that the Fey Enchantress can cast from the lore of magic that has been selected, she may use the Chalice of Potions to cast a randomly generated spell in the shooting phase without requiring a psychic test, selecting the target after the power has been determined:

1-2 Wind Blast
3-4 Chain Lightning
5-6 Comet of Cassandora

Bodyguard: May have a bodyguard of Grail Knights.

 
HQ: Bretonnian Lord 80 Points

Bretonnian Lord: WS 6 BS 0 S 3 T 3 W 3 I 4 A 4 Ld 10 Sv 4+/4++

Unit Type: Cavalry

Special Rules: Blessing of the Lady (bonus included in profile above), Fearless, Independent Character

Wargear: Talisman of Protection & 1 close combat weapon

May purchase a shield/close combat weapon for +1pt, or a lance/great weapon for +5pts.

May upgrade 1 weapon to mystical for +15pts or magical for +25pts.

May take the grail vow for +15pts.

May replace his horse with a Pegasus for +15pts, or a hippogryph for +35pts.

If the Bretonnian Lord rides a Pegasus, Pegasus Knights become a Fast Attack choice.


HQ: Prophetess of the Lady 125 Points

Prophetess of the Lady: WS 3 BS 4 S 3 T 3 W 3 I 3 A 1 Ld 10 Sv 4++

Unit Type: Infantry

Special Rules: Blessing of the Lady (bonus included in profile above), Independent Character

Has all 4 powers from one of the following lores: Beasts, Life or Heavens. May cast up to 4 powers per turn at different targets.

Wargear: Talisman of Protection & 1 mystical close combat weapon

May upgrade the mystical close combat weapon to magical for +10pts.

May have dispel scrolls for +25pts.

May ride a horse for +5pts or a Pegasus for +20pts.


HQ: Paladin 50 Points

Paladin: WS 5 BS 0 S 3 T 3 W 2 I 4 A 3 Ld 9 Sv 4+/4++

Unit Type: Cavalry

Special Rules: Hero, Blessing of the Lady (bonus included in profile above), Independent Character

Wargear: Talisman of Protection & 1 close combat weapon

May purchase a shield/close combat weapon for +1pt, or a lance/great weapon for +5pts.

May upgrade 1 weapon to mystical for +15pts or magical for +25pts.

May take the grail vow for +15pts.

May replace his horse with a Pegasus for +15pts.

May carry an army banner for +25pts.


HQ: Damsel of the Lady 70 Points

Damsel of the Lady: WS 3 BS 4 S 3 T 3 W 2 I 3 A 1 Ld 8 Sv 4++

Unit Type: Infantry

Special Rules: Hero, Blessing of the Lady (bonus included in profile above), Independent Character

Has 2 powers from one of the following lores: Beasts or Life. May cast 2 powers per turn.

Wargear: Talisman of Protection & 1 mystical close combat weapon

May upgrade the mystical close combat weapon to magical for +10pts.

May have dispel scrolls for +25pts.

May ride a horse for +5pts.

ELITES


Elites: The Green Knight 180 Points

The Green Knight: WS 6 BS 0 S 4 T 4 W 3 I 5 A 4 Ld 10 Sv 3++

Unit Type: Cavalry

Unique

Special Rules: Fearless, Knight, Eternal Warrior

Wargear: Brutal savage magical weapon & shield

Ethereal: Always moves as if in difficult terrain, and his invulnerable save cannot be improved.

Borne of Nature: The Green Knight always deploys either from Reserve or by Deep Strike. If deploying by deep strike then the Green Knight may only be deployed from wooded terrain, reducing the scatter distance if this would lead to the Green Knight deploying outside of the wooded terrain. Note that since the Green Knight is emerging from wooded terrain, he does not suffer a catastrophic result due to deep striking into terrain.

Aura of the Fey: Whenever the Green Knight is killed it may arrive onto the table again, either by deep strike or from reserves. Every time the Green Knight is killed it suffers -1 Wound and -1 to its roll to see when it arrives. These penalties are cumulative, and if the Green Knight has died a 3rd time in a battle then it may no longer reappear.


Elites: Pegasus Knights 55 Points

Pegasus Knight: WS 4 BS 0 S 3 T 3(4) W 1 I 3 A 2 Ld 8 Sv 4+/5++
Pegasus Knight Champion: WS 4 BS 0 S 3 T 3(4) W 1 I 3 A 3 Ld 9 Sv 4+/5++

Unit Composition: 1 Pegasus Knight Champion & 2 Pegasus Knights

Unit Type: Jump Infantry

Special Rules: Blessing of the Lady

Wargear: Lance & shield

Options:
• Up to 17 more Pegasus Knights may be purchased for 15 Points/Model.
• The Pegasus Knight Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Pegasus Knight may be upgraded to a standard bearer for +10pts.
• One Pegasus Knight may be upgraded to a musician for +5pts.

 
Elites: Hippogryph Knights 70 Points

Hippogryph Knight: WS 4 BS 0 S 4 T 3(4) W 2 I 3 A 3 Ld 8 Sv 4+/5++
Hippogryph Knight Champion: WS 4 BS 0 S 4 T 3(4) W 2 I 3 A 4 Ld 9 Sv 4+/5++

Unit Composition: 1 Hippogryph Knight Champion & 2 Hippogryph Knights

Unit Type: Jump Infantry

Special Rules: Blessing of the Lady

Wargear: Lance & shield

Options:
• Up to 7 more Hippogryph Knights may be purchased for 20 Points/Model.
• The Hippogryph Knight Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Hippogryph Knight may be upgraded to a standard bearer for +10pts.
• One Hippogryph Knight may be upgraded to a musician for +5pts.


Elites: Grail Reliquae with Battle Pilgrims 70 Points

Grail Reliquae: WS 2 BS 2 S 3 T 3 W 3 I 3 A 3 Ld 9 Sv 5+/5++
Battle Pilgrim: WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 Ld 9 Sv 5+/5++

Unit Composition: 1 Grail Reliquae & 10 Battle Pilgrims

Unit Type: Infantry

Special Rules: Blessing of the Lady, Peasant, Stubborn, Preferred Enemy: Everything!

The grail reliquae counts as a standard and confers the Blessing of the Lady on the unit. If the grail reliquae is destroyed the blessing is lost and the unit is subject to the Rage rule.

Wargear: Close combat weapon & shield

Options:
• Up to 20 more Battle Pilgrims may be purchased for 6 Points/Model.


Elites: Grail Knights 110 Points

Grail Knight: WS 5 BS 0 S 4 T 3 W 1 I 4 A 2 Ld 9 Sv 4+/5++

Unit Composition: 5 Grail Knights

Unit Type: Cavalry

Special Rules: Blessing of the Lady, Grail Vow

Wargear: Mystical lance & shield

Grail knights may contain different types of mystical lance, but it must be clear as to which model has which enhancement.

Options:
• Up to 15 more Grail Knights may be purchased for 22 Points/Model.
• One Grail Knight may be upgraded to a standard bearer for free.
• One Grail Knight may be upgraded to a musician for +5pts.

 

TROOPS


Troops: Knights of the Realm 65 Points

Knight of the Realm: WS 4 BS 0 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+/5++
Knight of the Realm Champion: WS 4 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+/5++

Unit Composition: 1 Knight of the Realm Champion & 4 Knights of the Realm

Unit Type: Cavalry

Special Rules: Blessing of the Lady

Wargear: Lance & shield

Options:
• Up to 15 more Knights of the Realm may be purchased for 11 Points/Model.
• The Knight of the Realm Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Knight of the Realm may be upgraded to a standard bearer for +10pts.
• One Knight of the Realm may be upgraded to a musician for +5pts.


Troops: Knights Errant 55 Points

Knight Errant: WS 3 BS 0 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 4+/5++
Knight Errant Champion: WS 3 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+/5++

Unit Composition: 1 Knight Errant Champion & 4 Knights Errant

Unit Type: Cavalry

Special Rules: Blessing of the Lady, Impetuous

Wargear: Lance & shield

Options:
• Up to 15 more Knights Errant may be purchased for 9 Points/Model.
• The Knight Errant Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Knight Errant may be upgraded to a standard bearer for +10pts.
• One Knight Errant may be upgraded to a musician for +5pts.


Troops: Men-at-arms 50 Points

Man-at-arms: WS 3 BS 2 S 3 T 3 W 1 I 3 A 1 Ld 5 Sv 5+
Man-at-arms Champion: WS 3 BS 2 S 3 T 3 W 1 I 3 A 2 Ld 6 Sv 5+

Unit Composition: 10 Men-at-arms

Unit Type: Infantry

Special Rules: Peasant

Wargear: Halberd & shield

May replace all halberds with spears or close combat weapons for free.

Options:
• Up to 10 more Men-at-arms may be purchased for 5 Points/Model.
• One Man-at-arms may be upgraded to a Champion for +5pts.
• The Man-at-arms Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Man-at-arms may be upgraded to a standard bearer for +10pts.
• One Man-at-arms may be upgraded to a musician for +5pts.

 
Troops: Peasant Bowmen 50 Points

Peasant Bowman: WS 2 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 5 Sv 6+
Peasant Bowman Champion: WS 2 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 6 Sv 6+

Unit Composition: 10 Peasant Bowmen

Unit Type: Infantry

Special Rules: Peasant, Scout

Wargear: Longbow & close combat weapon

The unit may choose to replace its Scout ability with Defensive Stakes.

Options:
• Up to 10 more Peasant Bowmen may be purchased for 5 Points/Model.
• One Peasant Bowman may be upgraded to a Champion for +5pts.
• The Peasant Bowman Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Peasant Bowman may be upgraded to a standard bearer for +10pts.
• One Peasant Bowman may be upgraded to a musician for +5pts.

FAST ATTACK


Fast Attack: Questing Knights 70 Points

Questing Knight: WS 4 BS 0 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+/5++
Questing Knight Champion: WS 4 BS 0 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+/5++

Unit Composition: 1 Questing Knight Champion & 4 Questing Knights

Unit Type: Cavalry

Special Rules: Blessing of the Lady

Wargear: Great weapon & shield

Options:
• Up to 15 more Questing Knights may be purchased for 12 Points/Model.
• The Questing Knight Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Questing Knight may be upgraded to a standard bearer for +10pts.
• One Questing Knight may be upgraded to a musician for +5pts.


Fast Attack: Mounted Yeomen 40 Points

Mounted Yeoman: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 6 Sv 5+
Mounted Yeoman Champion: WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 7 Sv 5+

Unit Composition: 5 Mounted Yeomen

Unit Type: Cavalry

Special Rules: Peasant, Scout

Wargear: Bow & Spear

Options:
• Up to 15 more Mounted Yeomen may be purchased for 8 Points/Model.
• One Mounted Yeoman may be upgraded to a Champion for +8pts.
• The Mounted Yeoman Champion may upgrade 1 weapon to a mystical weapon for +15pts.
• One Mounted Yeoman may be upgraded to a standard bearer for +10pts.
• One Mounted Yeoman may be upgraded to a musician for +5pts.

 
HEAVY SUPPORT

 
Heavy Support: Field Trebuchet 60 Points

Field Trebuchet: WS 0 BS 3 S 0 T 4(7) W 4 I 0 A 0 Ld – Sv -
Peasant: WS 2 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 5 Sv 6+

Unit Composition: 1 Field Trebuchet & 4 Peasants

Unit Type: Artillery

Special Rules: Peasant, Artificial (Field Trebuchet only)

Wargear: Close combat weapon

The field trebuchet is immobile and cannot move once deployed, though it may rotate on the spot.

Field Trebuchet: Range 12-60” S 8 AP 3 Ordnance 1 Small Blast


Heavy Support: Feral Manticore 110 Points

Feral Manticore: WS 6 BS 0 S 7 T 6 W 4 I 5 A 5 Ld 7 Sv 6+

Unit Type: Flying Monstrous Creature

Special Rules: Transformation, Fearless, Rending


Heavy Support: Black Hydra 95 Points

Black Hydra: WS 5 BS 3 S 6 T 6 W 4 I 3 A 5 Ld 9 Sv 4+

Unit Type: Monstrous Creature

Special Rules: Transformation, Fearless, Feel No Pain, Fiery Breath, Fleet

Fiery Breath: Template S 5 AP 4 Assault 1


Heavy Support: Horned Dragon 125 Points

Horned Dragon: WS 6 BS 3 S 6 T 6 W 4 I 5 A 5 Ld 9 Sv 3+

Unit Type: Flying Monstrous Creature

Special Rules: Transformation, Fearless, Fiery Breath

Fiery Breath: Template S 5 AP 4 Assault 1

Codex Lizardmen (aka Codex Slann/Codex Old Ones)


By BobK, Ambience 327 & Keats

Below is probably one of the largest and most detailed of the codexes that I have ever made. It is a translation of the lizardmen army book into 40k, with alterations to enable this and other warhammer armies to take on 40k armies even if heavily mechanised. I am somewhat wary that GW would disapprove of someone copying the lizardmen WHFB book, which is a reasonable thing to oppose given the amount of work and money involved in it, so I would like to point out that although the following codex is a translation of the Warhammer Armies Book, it cannot be used to play WHFB. The points values, names, abilities, magical powers, army allocation, unit sizes, casting values, profiles, magic items and weapon profiles have all been changed to some degree or removed entirely, making this list completely unusable in WHFB. If some GW folks still want me to take this down I shall gladly do so, although since I have not heard back from them in over 2 months, I think it’s fair to say that they’re not fussed (I hope).

Since Slann Mage-Priests can access all of the lores of magic I have translated these too. My original plan was to translate just this codex as the back of the old Necrons codex said that people could use lizardmen to represent degenerate descendents of the servants of the old ones. However, now that the old ones are officially extinct according to the latest necron dex, the way I intend to explain the use of this army is that the spawning pools of the old ones were still intact, and later on a new spawning emerged and has spent its time trying to determine what happened to its ancestors (mistaken for gods by the lizardmen). Despite having no technology, the slann mage-priests have an innate understanding of the warp and the ability to create artifacts that are permanently imbued with a link to the warp so that when used in a certain way trigger a minor spell to be cast even by someone with no magical ability. As for the matter as to what their gods wanted of them and why there were frequent references to the necrons as evil beings, the conclusion reached by the Mage-Priests (after much meditation) is that all answers can be resolved through the proper application of magic, and that all technology powered by electricity is to be destroyed. So it is that the old ones have after a fashion become reborn, not as the most advanced race technologically, but as a technophobic race travelling from world to world by creating warp storms and distorting time and space to reach new worlds, where they can harness the power of the warp to remake the world into one of magic rather than technology, and survivors have their memories erased and replaced so that they believe that they have always been living in a magical state, that the lizardmen are a force for good to be left alone, and with key members of society genetically altered to innately understand how to use the warp to serve their people with minimal risk of daemonic contamination.

For modeling purposes, the army is pretty much identical to the original, although it is preferable for them to have 40k bases (which you can now get in bags from the GW shop). The only difference beyond a subtle alteration in army composition is that the squad leaders with weapons will typically have a different paint scheme such as a blue wash to make it clear which model has an magic weapon and if it is enchanted.


Psychic Disciplines:
Lizardmen may access the Divination and Telepathy psychic abilities.

Allies:  Battle Brothers: Eldar
            Allies of Convenience: Black Templars, Blood Angels, Dark Angels, Grey Knights, Imperial Guard, Space Marines, Space Wolves, Tau
            Desperate Allies: Chaos Daemons, Dark Eldar, Orks, Sisters of Battle
            Come the Apocalypse: Chaos Space Marines, Necrons, Tyranids

Psychic Disciplines: Any psykers in the army must choose their powers from only one discipline. All powers that are used against an enemy unit require line of sight. The powers for each discipline are as follows:

Discipline of Fire

Primaris Power: Fiery Blast (Warp Charge 1): Cast in the shooting phase. Template S 7 AP 3 Assault 1
1-2: Fireball (Warp Charge 1): Cast in the shooting phase. Range 36″ S 5 AP 4 Assault 1 Large Blast
3-4: Flamewall (Warp Charge 1): Cast in the shooting phase. Range 18″. Place 2 counters (that are 1 inch wide) on the board, up to 9″ apart from each other. Any model that touches or crosses the line between these 2 counters takes a S 4 AP 5 hit. The flamewall provides a 5+ cover save against any shots that go through the wall. The flamewall remains in play until the start of the next turn.
5-6: Heat Lance (Warp Charge 2): Cast in the shooting phase. Range 24″ S 8 AP 1 Melta, Lance. Place a 1-inch-wide counter up to 24″ away from the psyker within line of sight. All models between the counter and the psyker are hit.

Discipline of Beasts

Primaris Power: Savage Beast (Warp Charge 1): Cast in either player’s assault phase. 1 model within 18″ gains +2 S & +2 T for 1 turn. A target may not be enhanced by Savage Beast or Wyssan’s Wildform if it is already affected by this power.
1-2: Evolution (Warp Charge 1): Cast at the start of the turn. 1 friendly unit within 12” may reduce its S, T, I or A by 1 and boost its S, T, I or A by 1. This effect is permanent. If a unit that has already been altered by this power is selected again, the previous effects are cancelled.
3-4: Feral Rage (Warp Charge 1): Cast at the start of the turn. Can be cast on a friendly or enemy unit within 18″. Target unit immediately gains the Rage rule, must move towards the nearest enemy unit and assault it if possible. These effects last until the start of the next turn.
5-6: Wyssan’s Wildform (Warp Charge 2): Cast in either player’s assault phase. 1 unit within 24″ gains +1 S & +1 T for 1 turn. A target may not be enhanced by Savage Beast or Wyssan’s Wildform if it is already affected by this power.

Discipline of Metal

Primaris Power: Engine Wrack (Warp Charge 1): Cast in the shooting phase. 1 vehicle within 12″ suffers a penetrating hit.
1-2: Plague of Rust (Warp Charge 1): Cast in the shooting phase. Reduces the effectiveness of the armour save of one unit within 24″ by 1 point permanently. Invulnerable saves are unaffected. A target affected by Plague of Rust may be targeted again for further armour reduction.
3-4: Transmutation of Lead (Warp Charge 1): Cast in the shooting phase. 1 unit within 18″ has -1 WS, -1 BS, and moves as if in difficult terrain if their armour save is better than 6+. After 1 turn the psychic power wears off and the target returns to normal.
5-6: Searing Doom (Warp Charge 2): Cast in the shooting phase. Range 24″ S X AP 2 Assault D6, the to wound roll is the same as the armour save.

Discipline of Light

Primaris Power: Solar Flare (Warp Charge 1): Cast in the shooting phase. All shooting at friendly units within 12″ count as shooting at night and use the nightfighting rules for 1 turn.
1-2: Burning Gaze (Warp Charge 1): Cast in the shooting phase. Range 36″ S 6 AP 4 Assault 4. Target must re-roll successful invulnerable saves.
3-4: Pha’s Protection (Warp Charge 1): Cast in the shooting phase. 1 friendly unit within 24″ gains a 4+ cover save for 1 turn.
5-6: Speed of Light (Warp Charge 2): Cast at the start of the turn. 1 friendly unit within 24″ may move in a straight line to any point on the table that is within its line of sight. The unit may not move in the movement phase or run in that turn, although it may assault a unit provided that the assault move is in the same straight line as the normal move.

Discipline of Life

Primaris Power: Lifeblood (Warp Charge 1): Cast in the shooting phase. 1 friendly unit within 12″ gains Feel No Pain for 1 turn.
1-2: Awakening of the Earth (Warp Charge 1): Cast in the shooting phase. A piece of difficult terrain within 36″ counts as dangerous terrain for enemy units for 1 turn.
3-4: Landshift (Warp Charge 1): Cast in the shooting phase. 1 piece of terrain within 36″ can be moved D6″ in a direction chosen by the psyker. Models within the terrain may choose to be moved with the terrain or remain where they are. Models in the path of the terrain may choose to remain where they are (where this is possible such as with woods) or may move out of the way in the same way as a successfully avoided tank shock.
5-6: Regrowth (Warp Charge 2): Cast in the shooting phase. 1 friendly unit within 24″ regains D6 wounds. This power can resurrect models that were killed earlier in the game but cannot take a unit above its starting unit size.

Discipline of Heavens:

Primaris Power: Harmonic Convergence (Warp Charge 1): Cast at the start of the turn. 1 friendly unit within 24″ can re-roll all 1s for 1 turn.
1-2: Chain Lightning (Warp Charge 1): Cast in the shooting phase. Range 24″ S 6 AP 5 Assault D6 all units (friend or foe) within 6″ of the target unit suffer D3 S 3 AP – hits (roll separately for each one).
3-4: Wind Blast (Warp Charge 1): Cast in the shooting phase. 1 enemy unit within 24″ moves D6″ away from the psyker. Immobile units are immune, but pinned units are not. Causes pinning. Units that moved in a way that ignores terrain, or are always ignoring terrain when they move are moved 2D6″.
5-6: Comet of Cassandora (Warp Charge 2): Cast in the shooting phase. Range 48″ S X AP X Ordnance Barrage. When the location has been selected roll a D6 to determine the size and accuracy of the comet: 1-2 S 6 AP 4 D6″ scatter, 3-4 S 8 AP 3 2D6″ scatter, 5-6 S 10 AP 2 3D6″ scatter.

Discipline of Shadow:

Primaris Power: Enfeeble (Warp Charge 1): Cast in either player’s assault phase. 1 enemy unit within 36″ suffers -1 Strength for 1 turn. A target may not be weakened by Enfeeble if it is already affected by this psychic power.
1-2: Okkam’s Mindrazor (Warp Charge 1): Cast in either player’s assault phase. 1 friendly unit within 18″ counts its Ld as its Strength and the enemy unit’s Ld as their Toughness in close combat for 1 turn. Against vehicles the unit gets the strength bonus but the vehicle uses its armour value as normal.
3-4: Steed of Shadows (Warp Charge 1): Cast at the start of the turn. 1 friendly model on a standard 1″ sized base on foot within 12″ becomes cavalry, gains the Stealth rule and a 5+ invulnerable save (or +1 to the invulnerable save if the target already has one). The target keeps the steed until the psyker is killed or chooses to end the power.
5-6: Pit of Shades (Warp Charge 2): Cast in the shooting phase. Range 24″ Assault 1 Blast. Models hit by the template need to roll equal to or under their Initiative or be removed from play as casualties, regardless of any saves. Vehicles take a dangerous terrain test instead, even if they remained stationary or are normally immune to dangerous terrain.

Discipline of Death:

Primaris Power: Aspect of the Dreadknight (Warp Charge 1): Cast at the start of the turn. 1 friendly unit within 24″ causes Fear. In addition, any enemy unit within 6″ of this unit at any point in their turn must take a morale check at the end of that phase. This psychic power lasts for 1 turn.
1-2: Ghostwalk (Warp Charge 1): Cast at the start of the turn. 1 friendly model within 12″ replaces its armour save with a 3+ invulnerable save (which cannot be enhanced further regardless of abilities or wargear), becomes Fearless, moves as if Slow and Purposeful and ignores terrain when moving for 1 turn.
3-4: Soulblight (Warp Charge 1): Cast in the shooting phase. 1 enemy unit within 24″ loses a special rule of the psyker’s choosing (e.g. Fearless or Furious Charge) for 1 turn. Special rules caused by equipment cannot be lost. A target affected by Soulblight may be targetted again for further weakening.
5-6: Spirit Leech (Warp Charge 2): Cast in the shooting phase. 1 unit within 24″ takes a Ld test (not a morale check). If the unit fails the Ld test it loses 1 wound for each point that it failed the test by. Invulnerable saves may still be taken against this attack. The first casualty inflicted is chosen by the psyker.

Special Rules

Aquatic: Treats water terrain as normal terrain.

Channelling: If a Slann Mage-Priest is in the army, a model with this rule may be treated as if the Mage-Priest was in its location for determining range, line of sight, overcoming psychic defenses such as the psychic hood etc. If the model uses this ability it may not use any of its psychic powers or ranged attacks. The Mage-Priest can only choose to use this ability with one channelling model per turn, and cannot cast psychic powers from its current location if it is possessing a model with this rule.

Cold-Blooded: Rolls 3D6 and picks the lowest 2 dice for Ld tests.

Glider: Counts as an Eldar Jetbike but cannot turbo-boost.

Handlers: If all skink handlers in the unit are killed then the unit is subject to the Rage rule and must move towards the nearest enemy unit and if possible assault it.

Monstrous Beast: Counts as a Monstrous Creature with 12” movement and Fleet. Monstrous Beasts are not affected by difficult terrain when charging.

Warpbane: 2+ invulnerable save against psychic powers and force weapons

Enchantments:

Some armour and magic weapons, typically those used by heroes, may be attuned to a particular psychic discipline during their manufacture, causing them to manifest additional abilities beyond that of typical magic equipment. Where a weapon, shield or suit of armour is described as having the option of being enchanted, the player must select which psychic discipline affects which item and must make it clear to the opponent what equipment each hero has. If the model has access to psychic powers, the enchantments can only be from the same discipline that the psyker uses. Each item of equipment can only be given 1 enchantment. Bonuses from an enchanted shield can be combined with bonuses from enchanted armour, but if a model has 2 enchanted weapons it can only use 1 at a time and only benefits from the enchantment on the weapon it is currently using. The effects of the enchantments are as follows:

Weapons: Fire; Melta, Beasts; Rending, Metal; Improved AP by 1, Light; Targets re-roll successful invulnerable saves, Life; +1 A, Heavens; Opponents strike at Ini 1, Shadow; Re-roll to hit, Death; Poisoned (4+).
 
Shields/Armour: Fire; 4+ cover save, Beasts; +1 T, Metal; Improved armour save by 1, Light; +2 to Deny the Witch saves, Life; It Will Not Die, Heavens; Re-roll failed armour saves, Shadow; Shrouded, Death; Feel No Pain.


Wargear:

Armour: Wears armour which may be enchanted. The bonus to the armour save has been included in the profile.

Army Banner: Units within 12” may use the Ld value of the model carrying the army banner and may re-roll failed morale checks.

Blowpipe: Range 12” S 1 AP – Assault 2 Poisoned (3+)

Cloak of Feathers: Treat the wearer as Jump Infantry.

Cold One: Mount that changes the unit type to Cavalry and confers +1 Toughness, +1 Attack and a 4+ armour save.

Dispel Plaque: Counts as the psychic hood from the rulebook.

Giant Blowpipe: Range 12″, S 1, AP -, Heavy D6, Poisoned (3+)

Giant Bow: Range 36″, S 5, AP 4, Heavy D3, Poisoned (3+)

Glyph Necklace: Confers a 5+ invulnerable save on the wearer.

Great Weapon: 2-handed close combat weapon that confers +1 Strength in close combat to models with standard-sized bases, and +2 Strength to models with large bases.

Jaguar Pendant: The bearer of this pendant rides a Steed of Shadows from the Discipline of Shadows.

Javelin: Range 12” S 3 AP – Pistol Poisoned (3+)

Magic Weapon: Counts as a power weapon.

Musician: A unit with a musician that draws in close combat counts as scoring one more wound for the purposes of determining who won the assault.

Scar-Veteran Rider: Gains +1 Attack & Ld 9 (unless originally higher).

Shield: 1-handed close combat weapon that grants +1 to the armour save to a maximum of 4+.

Skink Chief Rider: Gains +1 Attack & Ld 8 (unless originally higher).

Skink Priest Rider: Counts as psyker with mastery level 1 and 2 psychic powers from the discipline of heavens. Becomes BS 3 & Ld 7 (unless it originally had a higher Ld).

Standard: A unit with a standard bearer may re-roll failed morale checks.

Terradon: Mount that changes the unit type to Glider and confers +1 Attack, Hit & Run, Skilled Rider and the Drop Rocks ability (assault grenades).

 

HQ


HQ: Slann Mage-Priest 165 Points

Slann Mage-Priest: WS 2 BS 3 S 3 T 5 W 4 I 3 A 1 Ld 10 Sv 4++

Unit Type: Infantry

Special Rules: Cold-Blooded, Ignores Terrain, Independent Character, Mastery Level 3

Has 3 powers from any one discipline.

Options:
• May have an army banner for +25pts.
• May have a dispel plaque for +15pts.

Bodyguard: May have a bodyguard of temple guard.

HQ: Temple Guard 50 Points

Temple Guard: WS 4 BS 0 S 4 T 4 W 1 I 2 A 2 Ld 9 Sv 4+
Temple Guard Champion: WS 4 BS 0 S 4 T 4 W 1 I 2 A 3 Ld 10 Sv 4+

Unit Composition: 5 Temple Guard

Unit Type: Infantry

Special Rules: Fearless

Wargear: Close combat weapon & shield

Bodyguard: May not be bought as an HQ choice by itself, but must be bought as a bodyguard for a Slann Mage-Priest.

Options:
• Up to 15 more Temple Guard may be purchased for 10 Points/Model.
• One Temple Guard may be upgraded to a Champion for +10pts.
• The Temple Guard Champion may upgrade 1 weapon to a magic weapon for +15pts. This may be enchanted for +10pts.
• One Temple Guard may be upgraded to a musician for +5pts.
HQ: Saurus Oldblood 85 Points

Saurus Oldblood: WS 6 BS 0 S 4 T 4 W 3 I 3 A 4 Ld 10 Sv 4+/5++

Unit Type: Infantry

Special Rules: Cold-Blooded, Independent Character

Wargear: Armour, glyph necklace & 1 close combat weapon

Options:
• May purchase a shield or close combat weapon for +1pt, or a great weapon for +5pts.
• May upgrade 1 weapon to be magical for +15pts.
• May have up to 2 enchantments for +15pts each.
• May wear a jaguar pendant for +15pts or ride a cold one for +25pts.
Heroes: 2 HQ choices chosen from the selection below may be taken as just 1 HQ choice.

HQ: Skink Chief 35 Points

Skink Chief: WS 3 BS 4 S 3 T 2 W 2 I 6 A 3 Ld 8 Sv 6+/5++

Unit Type: Infantry

Special Rules: Cold-Blooded, Aquatic, Stealth, Fleet, Independent Character

Wargear: Armour, glyph necklace & 1 close combat weapon

Options:
• May purchase a shield or close combat weapon for +1pt, or a blowpipe or javelin for +5pts.
• May upgrade 1 weapon to a magic weapon for +15pts.
• May have up to 2 enchantments for +10pts each.
• May wear a cloak of feathers for +15pts or ride a terradon for +30pts.
• May carry an army banner for +25pts.


HQ: Skink Priest 65 Points

Skink Priest: WS 2 BS 3 S 3 T 2 W 2 I 4 A 1 Ld 7 Sv 5++

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Stealth, Aquatic, Channelling, Independent Character, Mastery Level 1.

Has 2 powers from the discipline of Heavens.

Wargear: Glyph necklace & 1 force weapon

Options:
• May have an enchantment of Heavens on his force weapon for +10pts.
• May wear a cloak of feathers for +15pts or ride a terradon for +25pts.
• May have a dispel plaque for +15pts.
• May carry an army banner for +25pts.


HQ: Saurus Scar-Veteran 50 Points

Saurus Scar-Veteran: WS 5 BS 0 S 4 T 4 W 2 I 3 A 4 Ld 9 Sv 5+/5++

Unit Type: Infantry

Special Rules: Cold-Blooded, Independent Character

Wargear: Armour, glyph necklace & 1 close combat weapon

Options:
• May purchase a shield or close combat weapon for +1pt, or a great weapon for +5pts.
• May upgrade 1 weapon to be magical for +15pts.
• May have up to 2 enchantments for +10pts each.
• May wear a jaguar pendant for +15pts or ride a cold one for +25pts.
• May carry an army banner for +25pts.

 

ELITES
Elites: Chameleon Skinks 70 Points

Chameleon Skink: WS 2 BS 4 S 3 T 2 W 1 I 4 A 1 Ld 6 Sv -
Chameleon Skink Champion: WS 2 BS 4 S 3 T 2 W 1 I 4 A 2 Ld 7 Sv -

Unit Composition: 10 Chameleon Skinks

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Aquatic, Infiltrate, Shrouded

Wargear: Blowpipe & Close combat weapon

Options:
• Up to 10 more Chameleon Skinks may be purchased for 7 Points/Model.
• One Chameleon Skink may be upgraded to a Champion for +7pts.
• The Chameleon Skink Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Chameleon Skink may be upgraded to a musician for +5pts.


Elites: Kroxigor 105 Points

Kroxigor: WS 4 BS 0 S 5 T 4 W 3 I 2 A 3 Ld 7 Sv 5+
Kroxigor Champion: WS 4 BS 0 S 5 T 4 W 3 I 2 A 4 Ld 8 Sv 5+

Unit Composition: 3 Kroxigor

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Aquatic

Wargear: Great weapon

Options:
• Up to 2 more Kroxigor may be purchased for 35 Points/Model.
• One Kroxigor may be upgraded to a Champion for +10pts.
• The Kroxigor Champion may upgrade 1 weapon to a magical weapon for +15pts.
• One Kroxigor may be upgraded to a standard bearer for +5pts.
• One Kroxigor may be upgraded to a musician for +5pts.


Elites: Salamander Hunting Pack 45 Points

Skink: WS 2 BS 3 S 3 T 2 W 1 I 4 A 1 Ld 6 Sv -
Salamander: WS 3 BS 3 S 5 T 4 W 2 I 4 A 3 Ld 6 Sv 5+

Unit Composition: 1 Salamander & 3 Skinks

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Stealth (Skinks only), Aquatic, Scout, Handlers, Spout Flames (Salamanders only)

Spout Flames: Range 6″ S 5 AP 4 Assault 1 Torrent

Wargear: Close combat weapon (Skinks), Teeth (Salamander)

Options:
• Up to 2 more Salamanders may be purchased for 33 Points/Model.
• Up to 9 more Skinks may be purchased for 4 Points/Model.


Elites: Razordon Hunting Pack 45 Points

Skink: WS 2 BS 3 S 3 T 2 W 1 I 4 A 1 Ld 6 Sv -
Razordon: WS 3 BS 3 S 5 T 4 W 2 I 4 A 3 Ld 6 Sv 5+

Unit Composition: 1 Razordon & 3 Skinks

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Stealth (Skinks only), Aquatic, Scout, Handlers, Shoot Barbs (Razordons only), Defensive Reflex

Shoot Barbs: Range 12” S 4 AP – Assault 6 Interceptor

Wargear: Close combat weapon (Skinks), Teeth (Razordons)

Options:
• Up to 2 more Razordons may be purchased for 33 Points/Model.
• Up to 9 more Skinks may be purchased for 4 Points/Model.


Elites: Truthsayer 125 Points

Truthsayer: WS 3 BS 3 S 3 T 3 W 3 I 4 A 2 Ld 9 Sv 5++

Unit Type: Infantry, Unique

Special Rules: Independent Character, Mastery Level 1, Warpbane

Has 2 powers from either the discipline of life or beasts, but not both.

Wargear: Glyph Necklace, psychic hood & 1 force staff

Options:
• May have an enchantment on his force staff for +10pts.
• May be upgraded to mastery level 2 for +25pts.

 

TROOPS


Troops: Saurus Warriors 80 Points

Saurus Warrior: WS 4 BS 0 S 4 T 4 W 1 I 2 A 2 Ld 8 Sv 5+
Saurus Warrior Champion: WS 4 BS 0 S 4 T 4 W 1 I 2 A 3 Ld 9 Sv 5+

Unit Composition: 10 Saurus Warriors

Unit Type: Infantry

Special Rules: Cold-Blooded

Wargear: Close combat weapon & shield

Options:
• Up to 20 more Saurus Warriors may be purchased for 8 Points/Model.
• One Saurus Warrior may be upgraded to a Champion for +8pts.
• The Saurus Warrior Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Saurus Warrior may be upgraded to a standard bearer for +5pts.
• One Saurus Warrior may be upgraded to a musician for +5pts.


Troops: Skinks 50 Points

Skink: WS 2 BS 3 S 3 T 2 W 1 I 4 A 1 Ld 6 Sv 6+
Skink Champion: WS 2 BS 3 S 3 T 2 W 1 I 4 A 2 Ld 7 Sv 6+
Kroxigor: WS 4 BS 0 S 5 T 4 W 3 I 2 A 4 Ld 7 Sv 4+

Unit Composition: 10 Skinks

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Stealth, Aquatic

Wargear: Javelin & shield

Options:
• Up to 20 more Skinks may be purchased for 4 Points/Model.
• One Skink may be upgraded to a Champion for +4pts.
• The Skink Champion may upgrade 1 weapon to a magical weapon for +15pts.
• One Skink may be upgraded to a standard bearer for +10pts.
• One Skink may be upgraded to a musician for +5pts.
• One Kroxigor may be added to the squad for every 8 Skinks in the unit for +35pts.


Troops: Skink Skirmishers 50 Points

Skink Skirmisher: WS 2 BS 3 S 3 T 2 W 1 I 4 A 1 Ld 6 Sv -
Skink Skirmisher Champion: WS 2 BS 3 S 3 T 2 W 1 I 4 A 2 Ld 7 Sv -

Unit Composition: 10 Skink Skirmishers

Unit Type: Infantry

Special Rules: Cold-Blooded, Fleet, Aquatic, Scout

Wargear: Blowpipe & Close combat weapon

Options:
• The entire unit may replace their blowpipes & close combat weapons for javelins and shields for free.
• Up to 10 more Skink Skirmishers may be purchased for 5 Points/Model.
• One Skink Skirmisher may be upgraded to a Champion for +5pts.
• The Skink Skirmisher Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Skink Skirmisher may be upgraded to a musician for +5pts.

 

FAST ATTACK


Fast Attack: Terradon Riders 36 Points

Terradon Rider: WS 2 BS 3 S 3 T 3 W 1 I 4 A 2 Ld 6 Sv -
Terradon Rider Champion: WS 2 BS 3 S 3 T 3 W 1 I 4 A 3 Ld 7 Sv -

Unit Composition: 3 Terradon Riders

Unit Type: Gliders

Special Rules: Cold-Blooded, Hit & Run, Skilled Rider and the Drop Rocks ability (assault grenades).

Wargear: Javelin & Close combat weapon

Options:
• Up to 2 more Terradon Riders may be purchased for 12 Points/Model.
• One Terradon Rider may be upgraded to a Champion for +10pts.
• The Terradon Rider Champion may upgrade 1 weapon to an magical weapon for +15pts.


Fast Attack: Cold One Cavalry 110 Points

Cold One Cavalry: WS 4 BS 0 S 4 T 5 W 1 I 2 A 3 Ld 8 Sv 4+
Cold One Cavalry Champion: WS 4 BS 0 S 4 T 5 W 1 I 2 A 4 Ld 9 Sv 4+

Unit Composition: 5 Cold One Cavalry

Unit Type: Cavalry

Special Rules: Cold-Blooded

Wargear: Close combat weapon & shield

Options:
• Up to 15 more Cold One Cavalry may be purchased for 22 Points/Model.
• One Cold One Cavalry may be upgraded to a Champion for +10pts.
• The Cold One Cavalry Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Cold One Cavalry may be upgraded to a standard bearer for +5pts.
• One Cold One Cavalry may be upgraded to a musician for +5pts.
Fast Attack: Carnosaur 175 Points

Carnosaur: WS 4 BS 0 S 7 T 6 W 4 I 3 A 4 Ld 6 Sv 4+

Unit Type: Monstrous Beast

Special Rules: Fearless

Blood-Frenzy: Gains +1 Attack permanently after it has inflicted 1 or more wounds.

Options:
• May be ridden by a Scar-Veteran/Skink Chief for +15pts or a Skink Priest for +30pts
Fast Attack: Cold Ones 70 Points

Cold One Cavalry: WS 3 BS 0 S 4 T 4 W 1 I 2 A 2 Ld 7 Sv 6+

Unit Composition: 10-20 Cold Ones

Unit Type: Beasts

 

HEAVY SUPPORT
Heavy Support: Stegadon Herd 175 Points

Stegadon: WS 4 BS 3 S 6 T 6 W 4 I 3 A 4 Ld 7 Sv 4+

Unit Type: Monstrous Creature

Pack Size: 1-3 Stegadons

Special Rules: Fearless, Fleet, Furious Charge

Options:
• May wear a howdah for +10pts. Howdahs grant the Stegadon a giant bow and 3 javelins which are treated as a single weapon for the purposes of determining how many may be fired.
• One of the skinks with javelins may be replaced by a skink chief for +15pts or a skink priest for +30pts.


Heavy Support: Ancient Stegadon 180 Points

Ancient Stegadon: WS 4 BS 3 S 6 T 6 W 4 I 2 A 3 Ld 7 Sv 3+

Unit Type: Monstrous Creature

Special Rules: Fearless, Fleet, Furious Charge

Options:
• May wear a howdah for +15pts or an engine of the gods for +45pts. Howdahs grant the Giant Stegadon 2 giant blowpipes and 1 javelin which are treated as a single weapon for the purposes of determining how many may be fired.
• If wearing a howdah, the skink with a javelin may be replaced by a skink chief for +15pts or a skink priest for +30pts.

An engine of the gods confers a 5+ invulnerable save to all units within 12”. The engine of the gods may choose to fire a shooting attack against all enemy units within 6″, inflicting D6 S4 hits that ignore armour saves. Successful invulnerable saves must be re-rolled. If this option is taken the invulnerable save granted to friendly units within 12″ is lost until the beginning of the lizardmen’s next turn.

If an engine of the gods is taken it automatically has a skink priest riding it who has mastery level 2.


Heavy Support: Dread Saurian 240 Points

Dread Saurian: WS 5 BS 0 S 9 T 7 W 7 I 4 A 6 Ld 8 Sv 3+

Unit Type: Monstrous Beast

Special Rules: Fearless


Heavy Support: Dragon 200 Points

Dragon: WS 7 BS 3 S 6 T 6 W 6 I 4 A 5 Ld 10 Sv 3+

Unit Type: Flying Monstrous Creature

Special Rules: Fearless, Fleet

Must choose one of the following breath weapons:
• Fiery Breath: Range Template S 5 AP 4 Assault 1
• Nightmare Breath: Range Template S 4 AP 5 Assault 1 Units suffering 1 or more casualties treat all enemy units as having the Fear rule.
• Ice Breath: Range Template S 4 AP 5 Assault 1 Concussive
• Poisonous Breath: Range Template S 1 AP 4 Assault 1 Poisoned (4+)
• Lightning Breath: Range Template S 6 AP 5 Assault 1

Options:
• May be ridden by a Scar-Veteran/Skink Chief for +15pts or a Skink Priest for +30pts


Heavy Support: Giant 175 Points

Giant: WS 4 BS 0 S 6 T 6 W 6 I 4 A 5 Ld 10 Sv 6+

Unit Type: Monstrous Creature

Special Rules: Fearless, Fleet, Character

Fractious: The giant cannot choose to use the Smash ability, but uses it in each close combat phase on a 4+. When attacking targets that could only be damaged by using the smash ability the giant automatically uses it.

Clumsy: Unlike most monstrous creatures, giants do not have the Move Through Cover ability.

Tantrum!: If the giant inflicts no wounds in an assault phase it counts as scoring 1 wound when determining the winner of the assault.

 

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Codex Ulthwé Eldar


By BobK

This codex is based off the Eldar codex, with updates to take into account the changes to the codex layout and the new units, so that players of the old Ulthwé army, as well as other fans of farseers, warlocks and psychic armies, can play with a proper army of them in 5th ed.

 

Allies: Treat as Craftworld Eldar when determining which allies may be taken. 

 

HQ

HQ: Autarch

HQ: Farseer

Same as Farseer from codex eldar (p60) except that:

A warlock bodyguard must be purchased.

This unit only takes up half an HQ choice, so 2 farseers may be taken as a single HQ choice.


HQ: The Avatar of Khaine

HQ: Eldrad Ulthran

Same as codex eldar (p61) except that:

He must have a warlock bodyguard.

He only takes up half an HQ choice, so he may be taken in addition to another Farseer as a single HQ choice.


HQ: Phoenix Lord

 

ELITES

Elites: Striking Scorpions

Elites: Fire Dragons

Elites: Wraithguard

Same as codex eldar (p62) except that:

May not be a Troops choice.


Elites: Howling Banshees

Elites: Harlequin Troupe

Elites: Dire Avengers

Elites: Shining Spears

Elites: Warp Spiders

Elites: Swooping Hawks

Elites: Dark Reapers

 

TROOPS


Troops: Rangers

Troops: Black Guardians 10 Pts/model

Same as guardians from codex eldar (p64) except that:

They have WS 4 & BS 4.

Their heavy weapon platforms cost +5pts more.

If equipped as Storm Guardians the fusion gun costs +8pts.


Troops: Black Guardian Jetbike Squadron 25 Pts/model

Same as guardian jetbike squadron from codex eldar (p64) except that:

They have WS 4 & BS 4.

Shuriken cannons cost +15pts.

 

FAST ATTACK


Fast Attack: Black Vyper Squadron 50 Pts/model

Same as vyper squadron from codex eldar (p65) except that:

They have BS 4.

Starcannons and bright lances cost an additional +5pts.

 

HEAVY SUPPORT

Heavy Support: Black Guardian Support Weapon Battery 25 Pts/weapon

Same as support weapon battery from codex eldar (p66) except that:

They have WS 4 & BS 4.

Vibro cannons and D-cannons cost an additional +5pts.


Heavy Support: Wraithlord

Heavy Support: Black War Walker Squadron 35 Pts/model

Same as war walker squadron from codex eldar (p66) except that:

They have WS 4 & BS 4.

Starcannons and bright lances cost an additional +5pts.


Heavy Support: Black Falcon 120 Points

Same as falcon from codex eldar (p66) except that:

It has BS 4.

Starcannons and bright lances cost an additional +5pts.

Heavy Support: Fire Prism

Heavy Support: Black Night Spinner 125 Points

Same as from night spinner from White Dwarf except that:

It has BS 4.

 

TRANSPORT


Transport: Black Wave Serpent 100 Points

Same as wave serpent from codex eldar (p63) except that:

It has BS 4.

Starcannons and bright lances cost an additional +5pts.

Codex World Eaters


By BobK

This codex is based off the World Eaters codex in the 4th ed. Codex Chaos Space Marines, with updates to take into account the changes to the codex layout and the new units, so that players of the old World Eaters army, as well as other fans of Khorne berserkers, can play with a proper army of them in 5th ed.

 

Allies: Treat as Chaos Space Marines when determining which allies may be taken.

Special Rule: Favoured by Khorne: All units taken from codex chaos daemons ignore the daemonic assault rule and need to be summoned in the way described in codex chaos space marines.

 

HQ

HQ: Abaddon the Despoiler

HQ: Fabius Bile

HQ: Khârn the Betrayer

HQ: Daemon Prince of Khorne

Same as codex chaos daemons (p87) except that:

Must be given the Mark of Khorne.

Is deployed normally, though may choose to deep strike if given daemonic flight.


HQ: Berserker Lord

Same as Chaos Lord from codex chaos space marines (p92) except that:

Costs 5 points more.

Must purchase the Mark of Khorne (increasing his WS and A by 1) and has Furious Charge and therefore cannot take any other marks.

May not take a twin-linked bolter or combi-weapon unless wearing terminator armour.


HQ: 0-1 Bloodthirster

 

ELITES

Elites: Chosen Khorne Berserkers

Same as Chosen Chaos Space Marines from codex chaos space marines (p94) except that:

They cost 24 points each.

They do not have a bolter.

They gain the Mark of Khorne (increasing their WS and A by 1), Furious Charge and Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

May not upgrade weapons other than with close combat weapons and pistols.

If no transport is purchased, all squad members may ride Juggernauts of Khorne for +15pts/model.


Elites: Berserker Terminators

Same as Chaos Terminators from codex chaos space marines (p94) except that:

They cost 36 points each.

They gain the Mark of Khorne (increasing their WS and A by 1), Furious Charge and Fearless.

May not take icons, although one model may be given a personal icon for 5 points.


Elites: Possessed Khorne Berserkers

Same as Possessed Chaos Space Marines from codex chaos space marines (p95) except that:

They cost 32 points each.

They gain the Mark of Khorne (increasing their WS and A by 1) and Furious Charge.

May not take icons, although one model may be given a personal icon for 5 points.

If Furious Charge is rolled for on the Daemonkin chart increase the WS by 1 again.


Elites: Chaos Dreadnought

Elites: Bloodcrushers of Khorne

 

TROOPS

Troops: Khorne Berserkers

Troops: Bloodletters of Khorne

 

FAST ATTACK

Fast Attack: Berserker Bikers

Same as Chaos Bikers from codex chaos space marines (p99) except that:

They cost 39 points each.

They gain the Mark of Khorne (increasing their WS and A by 1), Furious Charge and Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The option to replace 2 close combat weapons with Rapid Fire and Assault guns is replaced with the option to replace up to 2 bolt pistols with a plasma pistol for +15 points each.


Fast Attack: Berserker Raptors

Same as Chaos Raptors from codex chaos space marines (p99) except that:

They cost 26 points each. 

They gain the Mark of Khorne (increasing their WS and A by 1), Furious Charge and Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The option to replace 2 close combat weapons with Rapid Fire and Assault guns is replaced with the option to replace up to 2 bolt pistols with a plasma pistol for +15 points each.


Fast Attack: Chaos Spawn
 

Fast Attack: Flesh Hounds of Khorne

 

HEAVY SUPPORT

Heavy Support: Obliterator Cult

Heavy Support: Chaos Predator

Heavy Support: Chaos Vindicator

Heavy Support: Chaos Defiler

Heavy Support: Chaos Land Raider

 

TRANSPORT

Dedicated Transport Vehicle: Chaos Rhino

Codex Thousand Sons


By BobK

This codex is based on the Thousand Sons codex in the 4th ed. Codex Chaos Space Marines, with updates to take into account the changes to the codex layout and the new units, so that players of the old Thousand Sons army, as well as other fans of Sorcerers and Rubric marines, can play with a proper army of them in 5th ed.

 

Allies: Treat as Chaos Space Marines when determining which allies may be taken.

Special Rule: Favoured by Tzeentch: All units taken from codex chaos daemons ignore the daemonic assault rule and need to be summoned in the way described in codex chaos space marines.

 

HQ

HQ: Abaddon the Despoiler

HQ: Fabius Bile

HQ: Ahriman

HQ: Daemon Prince of Tzeentch

Same as codex chaos daemons (p87) except that:

Must be given the Mark of Tzeentch.

Is deployed normally, though may choose to deep strike if given daemonic flight.


HQ: Sorcerer Lord

Same as Chaos Sorcerer from codex chaos space marines (p93) except that:

Costs 2 points more.

Must purchase the Mark of Tzeentch (increasing his invulnerable save by 1) and has Inferno Bolts and therefore cannot take any other marks.


HQ: 0-1 Lord of Change

 

ELITES

Elites: Chosen Sorcerers

Same as Chosen Chaos Space Marines from codex chaos space marines (p94) except that:

They cost 30 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Inferno Bolts and Fearless.

Their weapons are replaced with force weapons and bolt pistols.

The squad may purchase a psychic power from the Thousand Sons unit entry for the same points cost. When casting this power nominate which model is using the power. The psychic power is only lost if the squad is wiped out.

May not take icons, although one model may be given a personal icon for 5 points.

The squad may not upgrade their weapons in any other way.

If no transport is purchased, all squad members may ride Discs of Tzeentch for +15pts/model.


Elites: Rubric Terminators

Same as Chaos Terminators from codex chaos space marines (p94) except that:

They cost 38 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by a Terminator Champion, the squad must be led by a Sorcerer Terminator, costing 40 points.

The Sorcerer Terminator is armed with a force weapon and twin-linked bolter, and may upgrade the twin-linked bolter but not the force weapon.

The Sorcerer Terminator may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

Note that only twin-linked bolters and the bolter component of combi-weapons benefit from the Inferno Bolts.

Elites: Possessed Sorcerers

Same as Possessed Chaos Space Marines from codex chaos space marines (p95) except that:

They cost 31 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1).

May not take icons, although one model may be given a personal icon for 5 points.

The squad may purchase a psychic power from the Thousand Sons unit entry for the same points cost. When casting this power nominate which model is using the power. The psychic power is only lost if the squad is wiped out.


Elites: Chaos Dreadnought

Elites: Flamers of Tzeentch

 

TROOPS

Troops: Thousand Sons

Troops: Pink Horrors of Tzeentch

 

FAST ATTACK

Fast Attack: Rubric Bikers

Same as Chaos Bikers from codex chaos space marines (p99) except that:

They cost 41 points each.

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by a Biker Champion, the squad must be led by a Sorcerer Biker, costing 45 points.

The Sorcerer Biker is armed with a force weapon and bolt pistol, and may upgrade the bolt pistol but not the force weapon.

The Sorcerer Biker may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

The rest of the squad may not upgrade their weapons.

Note that only the twin-linked bolters and bolt pistols benefit from the Inferno Bolts.

When determining movement, roll for Slow and Purposeful as for infantry, and then double it if moving normally or triple it if turbo-boosting. Dangerous terrain tests due to moving as if in difficult terrain and being bikers only apply if the squad is actually in difficult terrain.


Fast Attack: Rubric Raptors

Same as Chaos Raptors from codex chaos space marines (p99) except that:

They cost 28 points each. 

They gain the Mark of Tzeentch (increasing their invulnerable save by 1), Slow & Purposeful, Inferno Bolts, The Sorcerer Commands and Fearless.

Instead of having the option of being led by an Aspiring Champion, the squad must be led by an Aspiring Sorcerer, costing 35 points.

The Aspiring Sorcerer is armed with a force weapon and bolt pistol, and may upgrade the bolt pistol but not the force weapon.

The Aspiring Sorcerer may be given a psychic power from the Thousand Sons unit entry for the same points cost.

May not take icons, although one model may be given a personal icon for 5 points.

The rest of the squad may not upgrade their weapons.

Note that only the bolt pistols benefit from the Inferno Bolts.

When determining movement, roll for Slow and Purposeful as for infantry, and then double it. Dangerous terrain tests due to moving as if in difficult terrain and being jump infantry only apply if the squad is actually in difficult terrain.


Fast Attack: Chaos Spawn
 

Fast Attack: Screamers of Tzeentch

 

HEAVY SUPPORT

Heavy Support: Obliterator Cult

Heavy Support: Chaos Predator

Heavy Support: Chaos Vindicator

Heavy Support: Chaos Defiler

Heavy Support: Chaos Land Raider

 

TRANSPORT

Dedicated Transport Vehicle: Chaos Rhino

Codex Soul Drinkers


By BobK

This codex is based on the Soul Drinkers series by Ben Counter, to represent their army style at the end of the 1st book in order to avoid tweaking it with each book being released. They don’t have terminators or even dreadnoughts according to Ben Counter himself when asked in the Soul Drinkers Facebook group, so it is assumed that the niche that terminators fill and the weapons that they use are in the hands of the veterans. They don’t have access to special issue ammunition and have only limited access to vehicles which is why some have been moved to heavy support. Also, since they have access to many assault boats from the Brokenback and have been described as having few heavy weapons since they are ship-boarding specialists their units have been modified to allow them access to more special weapons. Overall they are slightly toned down compared to other marine chapters since they do not have access to terminators or dreadnoughts but they are very fluffy, put up just as much of a fight and lend themselves well to drop pod assaults. There is a great deal more to them of course, and in time more special characters shall be added to the codex, but there is only so much I can say here without spoiling the plot for you. If you want to know more about them their stories are available from the Black Library, who provide free downloads of chapters from each of the books in the series.

 

Allies: Treat as Imperial Guard when determining which allies may be taken, except that they may not ally with Chaos Space Marines or Chaos Daemons.

Special Rules: Ship-Boarding Specialists: Due to their heavy use of assault torpedoes and the similarity of drop pods to these boarding vessels, all drop pods only scatter D6″ when they deploy.

HQ


HQ: Lord Commander Sarpedon 135 Points

Same as Space Marine Librarian from codex space marines (p133) except that:

His profile is WS 5 BS 4 S 5 T 4 W 4 I 6 A 2 Ld 10 Sv 3+.

Is armed with a boltgun and force weapon.

Has only one psychic power: The Hell.

The Hell: After passing a psychic test all enemy models within 12″ not in close combat must take a morale check at -2 Ld. In addition Sarpedon and any squad that he is attached to counts as obscured as if another unit was in the way when being shot at by the enemy, though this penalty does not apply to friendly units.

Half-Arachnid: Has the Move Through Cover rule, can treat impassable terrain (including sheer walls) as difficult terrain, and can assault 12″.

Cold And Fast!: All units replace the combat tactics special rule for the Fleet rule.

Has the Chapter Master’s Orbital Bombardment ability.

Unique

HQ: Space Marine Chapter Master

HQ: Honour Guard Squad

HQ: Space Marine Captain

HQ: Command Squad

HQ: Space Marine Librarian

HQ: Space Marine Chaplain

HQ: Master of the Forge 

Same as codex space marines (p133) except that:

Does not have the Lord of the Armoury rule.

 

ELITES

Elites: Spearhead Veteran Squad 150 Points

Same as Sternguard Veteran Squad from codex space marines (p136) except that:

Additional Veterans cost +30 Points/Model.

They do not have special issue ammunition.

The boltgun is replaced by a storm bolter and power weapon.

Any model may replace his storm bolter and/or power weapon with a thunder hammer, storm shield or lightning claw for free.

For every 5 models in the squad, one model may replace his storm bolter with a heavy flamer for +5pts.

Elites: Techmarine

 

TROOPS

Troops: Tactical Squad

Same as codex space marines (p134) except that:

May exchange the heavy bolter for a flamer.

May exchange the plasma cannon for a meltagun.

May exchange the lascannon for a plasma gun.

May not select a Razorback as a dedicated transport vehicle.


Troops: Scout Squad

Same as codex space marines (p134) except that:

May exchange the heavy bolter for a flamer, meltagun or plasma gun.

 

FAST ATTACK

Fast Attack: Assault Squad

Fast Attack: Vanguard Veteran Squad

Fast Attack: Space Marine Bike Squad 

Fast Attack: Scout Bike Squad

 

HEAVY SUPPORT

Heavy Support: Devastator Squad

Same as codex space marines (p142) except that:

Instead of taking a heavy weapon a model may take a flamer for +5 Points, meltagun for +10 Points or a plasma gun for +15 Points.


Heavy Support: Land Speeder Squadron

Heavy Support: Attack Bike Squad

Heavy Support: Land Speeder Storm

Heavy Support: Thunderfire Cannon

Heavy Support: Land Raider

Heavy Support: Land Raider Crusader

Heavy Support: Land Raider Redeemer

Heavy Support: Predator

Heavy Support: Whirlwind

Heavy Support: Vindicator

 

TRANSPORT

Dedicated Transport Vehicle: Rhino

Dedicated Transport Vehicle: Razorback

Dedicated Transport Vehicle: Drop Pod

Codex Sons of Ahriman


By Keats

This codex is intended to represent the followers of Ahriman, following Ahriman’s exile from the Thousand Sons Legion. Formed from traitor Librarians, Sorcerers and Marines created with captured gene-seed, the force is a throwback to the Thousand Sons prior to the Rubric of Ahriman and Ahriman suffering the wrath of the One-Eyed Primarch.

 

Allies: Treat as Chaos Space Marines when determining which allies may be taken.

 

HQ


HQ: Abaddon the Despoiler


HQ: Fabius Bile


HQ: Ahriman

HQ: Sorcerer Lord
Same as Chaos Sorcerer from codex chaos space marines (p93) except that:
Costs 5 points more.
Must purchase the Mark of Tzeentch (increasing his invulnerable save by 1) and has Inferno Bolts and therefore cannot take any other marks.

 

ELITES


Elites: Sons of Ahriman Terminators
Same as Chaos Terminators from codex chaos space marines (p94) except that:
They cost 35 points each.
They gain the Mark of Tzeentch (increasing their invulnerable save by 1)
Instead of having the option of being led by a Terminator Champion, the squad must be led by a Sorcerer Terminator, costing 70 points.
The Sorcerer Terminator is armed with a force weapon and twin-linked bolter, and may upgrade the twin-linked bolter but not the force weapon.
The Sorcerer Terminator may be given a psychic power from the Thousand Sons unit entry for the same points cost.
May not take icons, although one model may be given a personal icon for 5 points.
Note that only twin-linked bolters and the bolter component of combi-weapons benefit from the Inferno Bolts.

Elites: Chaos Dreadnought

 

TROOPS


Troops: Sons Of Ahriman
Same as Chaos Space Marines from codex chaos space marines (p96) except that:
All models have Mark of Tzeentch (5+ invulnerable save) and cost 19pts
Aspiring Champion and all Champion’s options are replaced by Aspiring Sorcerer (see Thousand Sons entry)

 

FAST ATTACK


Fast Attack: Sons of Ahriman Bikers
Same as Chaos Bikers from codex chaos space marines (p99) except that:
All models have Mark of Tzeentch (5+ invulnerable save) and cost 39pts
Biker Champion and all Champion’s options are replaced by Aspiring Sorcerer +40pts (see Thousand Sons entry)


Fast Attack: Sons of Ahriman Raptors
Same as Chaos Raptors from codex chaos space marines (p99) except that:
All models have Mark of Tzeentch (5+ invulnerable save) and cost 19pts
Instead of having the option of being led by an Aspiring Champion, the squad must be led by an Aspiring Sorcerer, costing 65 points.
The Aspiring Sorcerer is armed with a force weapon and bolt pistol, and may upgrade the bolt pistol but not the force weapon.
The Aspiring Sorcerer may be given a psychic power from the Thousand Sons unit entry for the same points cost.
Note that only the bolt pistols benefit from the Inferno Bolts.

Fast Attack: Chaos Spawn

HEAVY SUPPORT


Heavy Support: Sons of Ahriman Havocs
Same as codex chaos space marines (p100) except that:
All models have Mark of Tzeentch (5+ invulnerable save) and cost 19pts
Aspiring Champion and all Champion’s options are replaced by Aspiring Sorcerer (see Thousand Sons entry)

Heavy Support: Chaos Predator


Heavy Support: Chaos Vindicator

Heavy Support: Chaos Defiler

Heavy Support: Chaos Land Raider
 

SUMMONED DAEMONS

0-1 Summoned Greater Daemon


Summoned Lesser Daemons

 

TRANSPORT


Dedicated Transport Vehicle: Chaos Rhino

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