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.

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Codex Lizardmen


Codex: Lizardmen

 warhammer_saurus_lizardmen_temple_guard_desktop_900x658_hd-wallpaper-1177027

By BobK & Keatsmeister

Contents

Disclaimer Allies Matrix HQ
Introduction Psychic Disciplines Heroes
The Elder Gods Warlord Traits Elites
Paragons Special Rules Transport
FAQ Magic Banners Troops
Curses of the Gods Fast Attack
Wargear Heavy Support
Legendary Artefacts Lord of War

 

Disclaimer

These rules are based on the Intellectual Property of Games Workshop and are in no way official or endorsed by them.

The artwork is done by Genzoman who has allowed people to use his images as long as it’s not for profit. He has a book of artwork for sale here.

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 and/or airborne. 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

  1. You will need a copy of the Warhammer Fantasy Army Book and everything else you need to play Warhammer in order to use these rules for 40K,
  2. It is impossible to use these rules to play Fantasy due to not listing unit profiles etc, and
  3. There is no way that these rules could negatively affect GW’s sales other than to increase them due to the increased usability of the units plus the addition of the 2 new units for the army.

For modelling 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 few alterations to army composition is that the squad leaders with weapons will typically have a different paint scheme such as a blue wash on the weapon to make it clear which ones are magic.

We’ve been playtesting these rules for a few years now and think that now is the time to share these rules so that they can be enjoyed and tested by a wider audience. We’ve notified GW a few times over the past few years and never had a response so it looks like they don’t mind.

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INTRODUCTION

Across the Imperium, there are few who know of the Chaos Gods. Fewer still are those that use this knowledge to fight against these vile beings. Amongst these staunch defenders of mankind there are some who are aware that these are far from the oldest gods in the galaxy. Archivists of obscure heretical works have gathered together scraps of information indicating that these Elder Gods are very much still alive and influencing events on a grand scale.

 

THE FIRST EMPIRE

What little is known points to a time when the Old Ones ruled the galaxy as a fledgling species, among the first to travel through space. The Old Ones and their gods were in constant communication, and cooperated to maximise each other’s technological advancement and power. As the Old Ones’ society spread and worship of the Elder Gods became more prevalent, the Elder Gods thrived and grew to be the most powerful entities within the warp. However, as the Old Ones’ technology progressed they came to see the gods as valued friends rather than deities, their council heeded less and less by the increasingly arrogant race, and so it was that when the goddess of wisdom, Azyr, foresaw a war that would lead to the destruction of the Old Ones, the majority refused to believe her and continued their refusal to help the Necrons, deeming them too violent to deserve aid. Out of desperation the Necron race united in a war against the Old Ones to take their technology by force, but were outmatched by the Old Ones before they could successfully obtain more than a handful of artefacts. With the Necron race defeated and scattered, those few Old Ones who still listened to their gods dwindled even further, so that by the time the C’tan and Necrons had united to attack the Old Ones’ empire, they were completely unprepared for the devastating new methods of war used against them and for the Webway to be breached by the Necrons and their allies.

 

DISTANT GODS

As the empire of the Old Ones fell, the Elder Gods knew that without worshippers their might would dwindle until they were easy prey for the lesser entities of the warp, and so instructed their Eldar supporters to set up priesthoods dedicated to each of them, protected by warriors dedicated to each god. As the War in Heaven came to an end and the Necrons entered stasis, the Eldar Empire flourished and spread across the stars. Not wanting to involve themselves too directly and cause the Eldar to fall to the same fate as the Old Ones, the Elder Gods adopted a more distant approach, providing enigmatic answers and clues to those who sought their advice while keeping their technology levels sufficiently low that their abilities never rivalled that of the gods. Unfortunately, while this tended to make the Eldar see mysteriousness as a sign of wisdom and power, they too became arrogant in time and failed to keep their decadence in check. By the time it was possible to foresee the outcome out of this, there was barely enough time to construct the craftworlds and escape the empire before it was consumed in the cataclysm surrounding the birth of Slaanesh.

 

SHE WHO THIRSTS

As Slaanesh was born it drained most of the Eldar Empire of its souls, becoming mighty enough to challenge the gods. The Elder Gods, close to the epicentre of the blast, found themselves weakened by both the deaths of their followers and the maelstrom created in their place. Within moments they found themselves under attack by this voracious daemon and it was clear from the start that they would soon be devoured if they stood their ground. It was at this point that Ulgu, the goddess of darkness, realised that the best way to survive would be to conceal the true locations of the remaining Elder Gods and replace them with illusions of themselves whilst they made their escape. So it was that Slaanesh consumed the duplicates of the other gods and shattered the remains of Ulgu’s evasive duplicate in rage, scattering the fragments throughout space ‘to linger as always’.

 

A NEW VISION

Having regrouped, the Elder Gods decided that in order to regain their strength and defeat the Chaos Gods, they would need to spread their worship as much as possible and remain in hiding until their strength had returned. Guiding their followers to become technologically advanced would always lead to their arrogance and the inevitable path to ignoring their counsel, dooming themselves through becoming too powerful and too reckless. Thus it was decided to seek out those races with extremely low levels of technology, offering them direct ‘magical’ aid in exchange for devotion and inclusion amongst their pantheon. By creating paragons to act as ambassadors, numerous races across the galaxy were brought into the fold, sometimes by convincing the natives that their current gods had returned and revealed their true names, in other cases that their existing gods were the children of the Elder Gods. In exchange for their belief and devotion, the Elder Gods granted magical weapons and abilities capable of defeating any foe and reincarnated their followers upon death into whichever body they had earned. Those races that had succeeded in conquering their world would be granted access to a portal to another world so that they could create their own empire without ever entering space or the Warp.

Thus, over time, the Elder Gods established secret conclaves across the galaxy, taking great care not to draw attention to any sense of common purpose or link between the varying alien races under their protection. Now, with the Imperium poised to collapse under the onslaught of the necrons, tyranids, chaos legions and every other threat united against it, the Elder Gods are in a race against time to unite their forces and replace the Imperium, ushering in a new age of order and hope.

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HYSH, GOD OF LIGHT

Hysh

Hysh is the god of virtue and the desire to help others, and he is worshipped by hero and villain alike, particularly those that often confront the daemonic, for his power is particularly effective against beings fuelled by negative emotions. Many find it difficult to understand how those that serve only themselves would sometimes call upon Hysh for aid, but on closer examination it becomes apparent that those bodyguards dedicated to Hysh are considerably less likely to betray their warlord, no matter how cruel he may be.

Worshippers of Hysh enact their rituals in those places where there are few shadows, often at the heights of mountains or in the middle of large fields and deserts. Those who gain Hysh’s favour find themselves able to match blades with opponents who normally fight faster than the eye can see, and are protected from hostile sorcery. Psykers who praise Hysh are granted power to weaken and destroy the daemonic, as well as methods of bolstering their fighting prowess to greatly enhance any feats of heroism to truly legendary proportions.

Hysh is often seen as a patron of champions, and focuses his support on them to ensure that those who extol a virtue are seen to prosper, so that others are inspired to act in the same way. Such champions, however, are limited as to how far they can travel and how many enemies they can defeat in one day. As a result Hysh intervenes and alters the flow of time so that no matter how far away the champion is when he is made aware of a threat or what the obstacles are, if he tries his hardest to get there as fast as possible he will arrive in time to stop the threat with moments to spare.

Hysh is best pleased by self-improvement and the defeat of violent emotional opponents through skill and calmness. The ultimate goal of Hyshians is to end all warp storms through combating chaos and anything that promotes its worship. Notable worshippers of Hysh are the tomb kings, who serve as paladins capable of fighting in any environment no matter how lethal or chaotic it is. The continued existence of these followers is self-sustaining, as their dedication to their leaders and their cause generates sufficient belief and selflessness to keep their skeletons and statues animated.

 

ULGU, GODDESS OF DARKNESS

Ulgu

Ulgu is the goddess of deception and secrecy, and she has discreet covens dedicated to her in countless societies on thousands of worlds. Those that worship her often do so for personal gain, summoning shadow-daemons to serve them in their plots and vendettas. Often referred to as the dark mistress, Ulgu was originally patroness of all malign intent and of every harmful deed. However, over time many of those who worshipped her were lured into worshipping Chaos. For this reason Ulgu has grown increasingly hateful of Chaos, seeing them as thieves and usurpers of her power. Those followers who remained loyal to her have also taken up the cause of the destruction of Chaos and its followers, using every trick and ruse conceivable to thwart their plans and where possible to steal their power. Ulgu herself plays an active role as well, even going so far as to create a false identity as a minor Chaos god and influence the internal conflicts of Chaos to prevent any side from gaining the upper hand. The Imperium owes its continued survival to hidden cults of the shadow goddess as much as to the Inquisition, as the secrecy itself acts as a beacon to her agents, who then summon shadow-beasts to tear apart their enemies.

The shadow goddess aids her followers primarily with shadow-daemons, warp entities made of living shadow created to mimic the appearance and abilities of other beings. These shades are often capable of the same supernatural abilities as Chaos daemons, and are thought to be somehow linked to the Webway and the daemons of the warp. Whether these creatures are native to the Webway, fragments of Ulgu’s shattered duplicate, or are somehow daemons that have been trapped in the Webway for too long is unknown. All that is known is that they are unshakably loyal to the dark mistress and that their presence and weapons drain light and heat, leaving frost-covered remains in their wake.

Besides these creatures, Ulgu gifts her followers with banners that enshroud their bearers in a dark mist and weaponry that inflicts psychological damage upon their foes. Victims live through an ever-shifting waking nightmare, believing that they are outnumbered by imaginary foes, or having just slain their comrades, or being totally unable to harm their opponents. The variety of horrors is endless, but the result is often the same, an opponent vulnerable to attack both mentally and physically. Many servants of the Elder Gods find such power appealing, none more so than the Skaven, who find underhanded attacks and subterfuge well-suited to their method of waging war against stronger opponents.

 

AZYR, GODDESS OF HEAVENS

Azyr

Azyr is the goddess of wisdom and knowledge. Many psykers and leaders seek her counsel when planning campaigns, for her capacity for knowledge eclipses that of even the wisest mortals. It is Azyr who guards her people from threats from the sky, obscuring settlements with dense cloud cover to protect from high-altitude bombers, and bombarding those spacecraft firing at her people with meteor storms and gravitational fluctuations. It is by her will that worlds occupied by her followers are never harmed by tornadoes, meteor storms or supernovae, and for this she is revered as a protector from otherwise unstoppable destruction.

Azyr’s rituals typically take place at night, far from major population centres. From these rituals her priests seek hidden wisdom in constellations and the movement of clouds. Any person or place that contains much knowledge is considered sacred by Azyrians, who value libraries more than churches and study more than prayer.

Azyr sees it as her responsibility to protect her charges from threats from above, and with this in mind distorts space around both friends and foes. Enemy pilots struck by Azyrian weapons find their engines functioning perfectly, yet are unable to reach an altitude of higher than several feet, and even when at full throttle can barely outrace a horse. Bearers of her banners find that distance is compressed around their weapons, allowing projectiles to be fired or thrown across incredible distances.

The Lizardmen tend to focus on worshipping Azyr more than the other gods, for they see themselves as continuing the work of the Old Ones, and seek guidance as to how best to do this on a regular basis. To this end the Slann Mage-Priests order the construction of colossal ziggurats, so that they may view the skies from above jungle canopies and in some cases from above the clouds.

 

AQSHY, GOD OF FIRE

Aqshy

Aqshy is the god of energy and destruction. In peaceful cultures he is praised for helping crops grow and protection from volcanoes and earthquakes. In warlike cultures he is often praised as a symbol of pure might and authority. When facing insurmountable odds, it is Aqshy who grants his warriors the power to succeed, even going so far as to lend direct intervention through volcanic eruptions striking at strongholds and supplies. When such action is taken, it is never done to give his followers an advantage over their enemies, only to balance the strength of both sides so that it is a fair fight. Aqshyans often have a strong sense of honour to emulate their god, and hold great stock in being fair and responsible with their power.

Aqshy’s aids his followers by punishing those that try to permanently avoid combat and use ranged weapons. Anyone struck by his curse finds that they are struck by an intense heat wave or have their electrical systems drained of energy if they try to move and shoot. Opponents find that they are faced with the choice of either moving or fighting, but not both. The banners of Aqshy send out searing waves of fire, electricity and other energy on a regular basis. These engulf terrain, flushing out opponents, and cause charges to falter as they try to dodge the waves of searing energy shifting around their target.

Amongst the many races that revere Aqshy, it is the humans from feudal worlds which have been separated from the Imperium that idolise him most. When a great threat is near, the Empire will gather its forces and await the signal of a twin-tailed orb of fire searing across the sky to launch their grand assault.

 

CHAMON, GOD OF METAL

Chamon

Chamon is the god of creation. He is the inspiration and guidance behind every building, vehicle, weapon and work of art. It is Chamon who decrees which technology is permitted and that which is to be given to favoured allies to dispose of. Those who struggle with the limits on what is allowed are guided by Chamon to continue their inventions in a way that is dependent upon magic, or to transform their passion towards the creation of art instead.

Since the prohibition of advanced technology leaves the armies of the Elder Gods at a major disadvantage in war, Chamon teaches his followers how to imbue their weapons with magical energy, enabling them to overcome any opponent and slice through the hull of even the mightiest tank. In addition Chamon has taught his followers how to temper weapons and construct war machines to maximise efficiency, as well as how to manufacture armour on a large scale with the use of magic to increase its resilience. This mastery over the physical extends to his psychic followers as well. Many an opponent has sought to defeat Chamon with minimal use of vehicles, only to find themselves assailed by the telekinetic fury of his psykers.

Although all races venerate Chamon, particularly in civilian areas, it is the Dwarves that idolise him the most. As a race devoid of psykers, the Dwarves are reliant on the craftsmanship of their arms and armour in order to avoid being outmatched by their technologically advanced foes. With Chamon’s aid the Dwarves have been able to infuse magic into their wargear to create equipment of supernatural quality.

Although Chamon aids his followers by strengthening their armour in battle and making enemy armour as soft as lead or as brittle as glass, not all of his followers are limited to primitive races. The occasional sighting of captured weaponry in the hands of the Tau Empire’s Earth Caste indicates a discreet agreement has been made with them. Rumours abound that Chamon only agreed to limiting technology of the Elder Gods’ followers in exchange for the creation of a race to patrol the stars; an artificial race for the god of artifice. To what extent this is true and what the Elder Gods have planned for the Tau Empire is as yet unknown.

 

GHUR, GOD OF BEASTS

Ghur

Ghur is the god of beasts, embodying both hunter and hunted. Whenever people struggle to survive, it is Ghur who intervenes to help them escape, to find food & water and raise a family. Many isolated villages and hamlets owe their continued existence to Ghur’s protection as all attacks are known about before they occur and escape routes always found.

When the Old Ones became extinct Ghur blamed himself for their loss, and since then he has taken any attempt to wipe out a tribe or race under his care as a personal insult. To this end he often seeks the scent of disasters to come and sends forth his legions to prevent any acts of genocide from taking place. His favoured servants in this are the Beastmen, who he often leads on hunts across space to ambush warlords when they are at their most vulnerable. Such hunts are not without risks, as some Beastmen have been known, with prolonged exposure to the influence of chaos, to turn to worshipping the dark gods. However, such is Ghur’s fanatical determination to prevent another act of genocide, and such is the thrill of the hunt to his followers, that such instances of apostasy are rare. When these warlords have been defeated yet still live, a ceremony celebrating the hunt takes place. At the centre of the celebration lies an altar with the captive held down with chains. It is then that an appointed psyker invokes Ghur’s wrath upon those who would annihilate an entire tribe, and with whoops and shouts from the surrounding Ghurites the captive’s body grows and mutates, until it stands 4-5 times taller than before, becoming a giant amongst the throng. The mind of the victim is altered too, for although the original personality and mind remains inside the giant, it has no control of the body’s actions, which are instead controlled by the tribe that made it. This giant then aids them in future hunts or revenge attacks against its original army, forcing the warlord to watch as he destroys all that he fought for.

Ghur has senses of supernatural keenness, able to smell emotion, taste the truth in the air, hear echoes of sounds not yet made and a hundred other senses beyond explanation. As a result he very rarely speaks, for doing so compromises these senses momentarily, and so all words spoken by his priests are curt and blunt in imitation of him.

Ghur aids his followers by showing them the fastest route through terrain and spurring them on to chase after their enemies. Those cursed by him find their armour weakened as if rent by unseen claws, widening gaps between armour plates and creating weak points to exploit. While these are beneficial to his armies, it is his gift of power over the flesh that strengthens his armies further still, creating a menagerie of fearsome creatures to fight alongside them and bolstering them to virtual invulnerability.

 

GHYRAN, GODDESS OF LIFE

Ghyran

Ghyran is the goddess of life, health and fertility. It is she who turns barren inhospitable landscapes into fertile forests and fields, cures the sick and heals the wounded. Many scattered places of healing draw directly from her power to craft cures for plagues, restore broken minds and even regrow lost limbs. Sometimes referred to as the mother goddess, Ghyran’s followers are legion, for each one that falls is not only healed but backed up by descendents of her followers by the hundred.

Ghyran’s gifts to her followers are more defensive in nature. Those cursed by her find themselves smothered in insects of every kind appearing from nowhere, which crawl into every vision slit and underneath clothes and armour plates, throwing off their concentration and occasionally blinding them momentarily. Those who strike down soldiers who march under her banner will sometimes find that no matter how severe the wounds or scattered the remains, vines and roots will envelop and bind the remains together, with all harm undone within moments, leaving the freshly-healed warrior to strike down their dumbfounded foe. Ghyran’s psykers are generally defensive, using manipulation of creatures’ life force to confuse them as to the whereabouts of the foe, to inflict hallucinations, and even to control their minds.

Although commonly known as a healer, when a community containing the young and defenceless is under threat Ghyran has been likened to a tigress protecting her cubs in her fury. Even the trees have been known to lash out in murderous rage and all manner of creatures, both humanoid and bestial, come rushing out as one to annihilate the attackers.

Of all the races that worship Ghyran, it is the Eldar who remained faithful to the Elder Gods and willingly abandoned their technology that are the most devoted to her. The wood elves, as they are known to superstitious outsiders, are reclusive guardians of sacred healing places and to some extent of neighbouring towns. Any who approach an area under their protection risk being cut down and weakened with a hail of cursed arrows of every kind before being eliminated by a decisive charge of treekin and cavalry.

 

SHYISH, GOD OF DEATH

Shyish

Shyish is the god of death, judgement and justice. It is Shyish’s role to determine the fate of those that die, reincarnating the souls of worshippers of the Elder Gods into forms determined by their actions in life. For the most part the dead are born again as members of the same race, although there are exceptions to this. Those that have performed great deeds on the battlefield are reborn as powerful creatures to guard over their former kin. Those that have truly excelled in life and are devoted to the Elder Gods may be reborn as dragons. This is seen as the highest honour by worshippers of the Elder Gods, for dragons are among the mightiest beasts, capable of living forever and accumulating vast knowledge at a rapid pace. Their bodies rapidly adapt to their surrounding climate, and they can draw sustenance from the warp directly, and even project this energy outwards as a magical blast. Although the process of reincarnation dramatically reduces what is remembered, those strongest memories, such as how they died and matters regarding their family, remain intact. So it is that when a mighty hero falls, other members of the deceased’s family may find that in the near future they are sought out by a powerful beast who offers to carry them into battle and is extremely loyal.

Not all of the deceased are reincarnated immediately however. If Shyish decides that someone has been severely mistreated in life he will sometimes grant them the boon of undeath instead. These undead can sense other people’s sense of injustice flaring up as well as the presence of death, which draws them to investigate and right any wrongs. Typically the arrival of the undead results in the perpetrator being executed, and if this is not enough to placate them then they move on to find more injustice. Some become addicted to this way of life, their constant discovery of evil enraging them further to increase their determination to wipe it out regardless of how many criminals and enemy soldiers are killed. In this way Shyish’s servants can be granted more power, fuelled by growing fury at injustice, which Shyish rewards by altering their bodies to better aid them towards this goal, such as the ability to rapidly repair their bodies with the blood of the guilty, poisonous claws, wings, increased stature, undead steeds or incorporeal forms.

Shyish’s legions are powerful enough with such troops to command, but this is not the end of his aid to those who fight in his name. His curse causes even the mightiest opponents to be drained of life and barely conscious. Shyish supports those who march under his banner with thoughts of revenge and the reminder that death is not the end, bolstering the morale of his units. The wizards of Shyish are rightly feared as well, for they summon spirits of the dead to reinforce their comrades with a seemingly endless wave of bodies.

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PARAGONS

Paragons

The followers of the Elder Gods have no holy texts that instruct them on how to adhere to their gods wishes. Instead they have specialist forms of shaman known as Paragons. These wandering holy men and women are in constant communication with the Elder Gods, and appear unannounced before the leaders of tribes to pass on instructions and messages. It is their role to ensure that the principles of balance and unity are upheld, to remind their followers that their greatest strength is drawn from working together rather than the reliance on any one advantage or strength. Their other key role is to detect the use of deception to mislead or deceive their followers, using gifts bestowed on them such as Ghur’s ability to taste truth, Ulgu’s ability to sense deception and many others to track and defeat those enemies who kill with their words more than with their blades. Through these traits many attempts to mislead the Elder Gods’ followers have been thwarted, resulting in shape-shifters, daemons and sorcerers exposed for their true forms and surrounded by an outraged horde of primitives.

Each Paragon focuses on expressing and reinforcing the unity between the same 2 gods over the course of their lifetime. Every time these shamans channel the essence of the Elder Gods, they take on the aspects of both Elder Gods that they have chosen to dedicate themselves to. A Paragon devoted to Aqshy and Azyr could have eyes of burning fire and blistering skin while floating slightly above the ground encircled by a localised gale, whereas a Paragon devoted to Ulgu and Chamon could have marble skin with black veins enshrouded in dark mist. It is a rare sight indeed to find two Paragons resembling one another, for each one embodies an overlap between two vast and complex primal forces which consumes their every moment.

At times of need a high shaman may nominate a champion amongst the throng gathered before him and guide them through the ritual to invoke an avatar. By leading the thoughts of followers to focus on a particular god, and the use of items associated with that god, such as a skull from a prey animal, an hourglass or a mirror, the champion is transformed into a monstrous incarnation of a beast that embodies the most savage aspect of their god. Upon the rebirth of the champion as an avatar, a mighty roar of celebration erupts from the crowd, for what foe can withstand the wrath of a giant who can cast powerful magicks, ignore the laws of physics and smash a tank aside with a single strike?

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ALLIES

Battle Brothers: Eldar
Allies of Convenience: Dark Eldar, Tau Empire
Desperate Allies: Orks, The Imperium
Come the Apocalypse: Chaos Daemons, Chaos Space Marines, Necrons, Tyranids

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PSYCHIC DISCIPLINES

Mystic armies may use all psychic disciplines except for malefic daemonology. They also gain the following psychic disciplines:

 

Shadowmancy:

This is the same as malefic daemonology, except that the daemons summoned are those of the goddess of darkness instead of belonging to a chaos god. Therefore the following changes apply:

All units lose their ‘Daemon of Khorne/Tzeentch/Nurgle/Slaanesh’ rule and cannot Deep Strike. Where the unit may choose which mark it has the points paid are the same as if it had a mark of Nurgle.

All psychic units use only the lore of Shadowmancy.

All units gain the ‘Shadowkin’ and ‘Born of Darkness’ rules.

Shadowkin: Infiltrate, Shrouded, Stealth, Move Through Cover, Assault Grenades. Daemonic Aura is reduced by 1 to a minimum of 6+ when not in base contact with another unit or cover.

Born of Darkness: When being summoned this unit is deployed at that point of the psychic phase using the Infiltration rule. Other units with Shadowkin count as cover for the purpose of this deployment. Alternatively the unit may choose to be treated as Outflanking or in Reserve and is rolled for as normal from the next turn onwards.

 

High Magic: This is the same as Sanctic Daemonology with the psyker treated as a grey knight for the purposes of determining when they suffer a daemonic attack.

 

Dark Magic: This is the same as Shadow Daemonology with the psyker treated as a daemon for the purposes of determining when they suffer a daemonic attack.

 

Necromancy:

Units without the Undead special rule lose a wound with no saves of any kind allowed if they roll any doubles when casting from this discipline due to the draining effects of death magic.

Primaris Power: Raise Undead                    Warp Charge 3

Raise Undead is a conjuration with a range of 12” that creates one of the following units: 20 skeleton warriors, 20 skeleton archers, 10 skeleton horsemen, 10 skeleton horse archers, 10 tomb guard, 30 zombies, 20 dire wolves, 10 grave guard, 5 black knights or 5 hexwraiths.

1: Rigour Mortis                                             Warp Charge 1

Rigour Mortis is a blessing that targets the Psyker. While the power is in effect all units with the Undead special rule within 12” lose Slow and Purposeful if they have this rule, and gain Fleet if they do not have Slow and Purposeful.

2: Spectral Blaze                                             Warp Charge 1

Spectral Blaze is a witchfire power with the following profile:

Spectral Blaze Range: Template, S 7, AP 2, Assault 1, Torrent, Spectral

3: Spirit Lance                                                Warp Charge 1

Spirit Lance is a beam with the following profile:

Spirit Lance Range: 18”, S 7, AP 2, Assault 1, Spectral

4: Possess Cadaver                                         Warp Charge 1

Possess Cadaver is a conjuration with a range of 6” that creates one of the following units: 1 Tomb Prince, 1 Tomb Herald, 1 Liche Priest, 1 Necrotect, 1 Wight King or 1 Tomb Banshee. The new unit may have up to 30pts of options. If successfully cast, the Psyker or his unit loses 1 wound without any saves allowed.

5: Animate Dead                                            Warp Charge 3

Animate is a conjuration with a range of 12” that creates one of the following units: 1 Necropolis Knight, 1 Tomb Scorpion, 3 Ushabti, 5 Carrion, 1 Sepulchral Stalker, 10 Fell Bats 3 Spirit Hosts or 3 Cairn Wraiths.

6: Final Judgement                                         Warp Charge 3

Final Judgement is a conjuration that targets the Psyker. The Psyker is removed from the table and replaced with 1 model (with all wounds suffered so far healed) of the owning player’s choice from the Psyker’s parent codex. This model may not have any additional upgrades such as weapons, curses or riders. If this power is unsuccessful the Psyker suffers a wound with no saves of any kind allowed.

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WARLORD TRAITS

1 The High King: All units within 12” of the Warlord may use his Ld for Ld tests. If the Warlord already has this ability the range is extended to 18”.

2 Nemesis Reborn: The Warlord has Hatred and Preferred Enemy towards a certain unit in the enemy army selected on deployment.

3 Master Tactician: Enemy units in assault with more than 1 of your units suffer a -1 Ld modifier while the Warlord is alive.

4 Volcanic Assistance: Nominate 1 unit in the opponent’s army on deployment. It must now be placed in Reserve.

5 Turbulent Skies: Ongoing Reserves suffer a -1 modifier to determine when they arrive on the table.

6 Heroic Fervour: If the game ends and the Warlord is still alive then the owning player may choose to play one more game turn.

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SPECIAL RULES

At One With The Warp: Counts as a grey knight, daemon or undead when casting psychic powers.

Magical: Units described as Magical count all attacks as being with Magic Weapons. Attacks described as Magical also benefit from the same bonus as Magic Weapons. The effect of an attack’s AP is resolved before the armour saves are reduced, so any armour save not ignored by AP is then reduced by -2 points.

Magic Weapons: Magical weapons and units described as Magical always glance on a 5+ unless their Strength would be high enough to penetrate, always wound on a 5+ regardless of Toughness, and reduce armour saves by -2.

Magic Armour: Magic Armour grants +1 to both the armour save and the invulnerable save, as well as granting the bearer and any unit attached one of the bonuses for having a magic banner.

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

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MAGIC BANNERS

Magic Banners: Magic banners count as normal banners and also have the following bonuses. These bonuses affect the entire unit for as long as the banner bearer is alive:

Light: Enemies may not fire overwatch when being charged & the unit gains Adamantium Will.
Shadow: The unit gains the Stealth rule.
Heavens: Ranged weapons may fire up to 48” away but may only fire snap shots if beyond normal range. Units without ranged weapons count as having Throwing Knives in addition to their normal weapons.
Fire: The unit counts as having Assault and Defensive grenades
Metal: Armour saves of the unit are only ignored if the attack has an AP of 3 or better.
Beasts: The unit gains Move Through Cover, Skilled Rider & may re-roll their D6 for Sweeping Advances after or away from an enemy.
Life: The unit rolls a D6 at the end of each of its turns, regaining 1 wound on a 5+. This can be used to resurrect casualties.
Death: Re-roll failed morale/instability tests.

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CURSES OF THE GODS

Units may inflict curses from one of the gods. Enemy units hit by any ranged attacks from a cursing unit or are in base contact with a cursing unit suffer a curse until the end of their turn. These curses cannot be defended against or blocked when they are inflicted, and only 1 curse of each type may affect each unit at a time. The rolls to damage the target take place after the curse is added. If a character is part of a cursed unit and then leaves that unit then they are both cursed. If a character joins a unit and only one of them is cursed then the combined unit is cursed. If a non-mystic unit (i.e. a non-Warhammer unit) attacks an enemy unit affected by a curse then that curse is cancelled before any rolls to hit or damage are made. The curses for each god are as follows:

Light (Sanctic Daemonology): Slow – The cursed unit counts as having the same Initiative as the fastest opponent in assault, unless the opponent has a higher Initiative.
Shadow (Shadowmancy): Nightmare – Target counts all enemy units as causing Fear. When fighting units that already cause Fear then they suffer -1 Ld when taking the Fear test. If the target would normally ignore the Fear rule, it takes a Fear test when fighting units that already have the Fear rule.
Heavens (Divination): Distort – Movement done in the movement and shooting phase is halved. Movement done in the Movement phase cannot be reduced to less than 6. If the unit is able to ignore terrain when it moves it loses this ability. Flyers and monstrous flyers can be assaulted when affected by this curse.
Fire (Pyromancy): Fatigue – If the unit moves then all of its shooting counts as snap shots.
Metal (Telekinesis): Leaden – Armour Value is reduced after all other modifiers have been included.

Original Armour Value 14+ 12-13 10-11 9
New Armour Value 10 9 8 7

Beasts (Biomancy): Slice – Armour Saves of 4+ or better are reduced by 1.
Life (Telepathy): Swarm – The unit has -1 WS & -1 BS.
Death (Necromancy): Wither – The Toughness value is reduced after all other modifiers have been included.

Original Toughness Value 10 8-9 6-7 5
New Toughness Value 7 6 5 4

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WARGEAR

Ark of Sotek: In the shooting phase all enemy models within 6” of the bastiladon suffers a Strength 2 AP – Poison (4+) hit, even if engaged in assault at the time.

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

Cloak of Feathers: The wearer of the cloak of feathers counts as Jump Infantry and also has Adamantium Will.

Cold One: Riders of Cold Ones gain +1 Toughness, +1 Attack and count as Cavalry.

Elemental Attacks:

Name Range S AP Type
Elemental Shards 18” 4 - Assault 8
Elemental Blast 24” 4 - Assault 1, Large Blast
Elemental Bolt 24” 9 2 Assault 1

 

Eldritch: Eldritch weapons are the same as Magical weapons and also have the Force ability.

Engine of the Gods: The Engine of the Gods grants 1 re-roll per turn to harness a warp charge when trying to use a psychic power. In the shooting phase every enemy unit within 12” suffers D6 Strength 4 AP 5 hits, even if engaged in assault at the time. In addition, all friendly units within 6” gain a 6+ invulnerable save.

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

Handlers: Units with the Handlers rule must always move towards the nearest enemy unit and attack it where possible if there are no skink handlers left in the unit.

Heroic Rider: Gains +1 Attack.

Lizardmen Weapons:

Name Range S AP Type
Javelin 12” User - Pistol, Poisoned (4+)
Blowpipe 12” 1 - Assault 1, Sniper
Fireleech Bolas 6” 4 5 Assault 1
Giant Bow 36” 5 4 Heavy 1, Poisoned (4+)
Giant Blowpipe 18” 3 - Heavy 7, Poisoned (4+)
Solar Engine 24” 4 5 Heavy 5, Blind, Invigorating
Salamander Flames Template 4 5 Assault 1, Torrent
Razordon Barbs 18” 4 - Assault 5, Defensive Reflex
Troglodon Venom 18” 5 5 Assault 1, Armourbane

 

Invigorating: Units with the Cold-Blooded rule gain +1 Initiative if within 6” of the bastiladon with this weapon.

Defensive Reflex: May fire at normal BS when firing on overwatch.

Musician: A unit deep striking within 6” of a musician rolls 1 less D6 for scatter. Each squad that includes a musician grants a re-roll for determining when a unit arrives from Reserves.

Primitive Weapons:

Name Range S AP Type
Shield - User - Melee, Shielded
Spear - User - Melee, Two-Handed, Polearm
Great Weapon - +1 - Melee, Two-Handed
Huge Weapon - +2 6 Melee, Two-Handed
Massive Weapon - +3 5 Melee, Two-Handed
Bracers - User - Melee, Two-Handed, Martial Artist
Throwing Knives 6” User - Assault 1, Easy To Master

 

Shielded: Grants +1 to the model’s armour save to a maximum of 4+. Where units are equipped with shields as standard this bonus is included in the profile.

Polearm: Grants +2 Initiative.

Martial Artist: Grants +1 Weapon Skill and +1 Attack.

Easy To Master: When using this weapon the firer counts as having at least BS 1.

Psychic Rider: Counts as psyker with mastery level 1 and 1 psychic power from the discipline of divination or biomancy. Becomes BS 3 for the purposes of rolling to hit with psychic powers.

Ripperdactyl: Riders of Ripperdactyls gain +2 Attacks, the Rending ability and count as Jet Pack Cavalry.

Spectral: Rolls to wound against Ld value instead of Toughness. Vehicles suffer a glancing hit on a 6.

Standards: A unit with at least 1 standard counts as scoring one more wound for the purposes of determining who won the assault.

Terradon: Riders of Terradons gain assault grenades, the Skilled Rider ability and count as Jet Pack Cavalry.

Toad Rage: After deployment select one enemy unit on the board. Ripperdactyl riders gain the Rage and Preferred Enemy rules against that unit.

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LEGENDARY ARTEFACTS

Only one of each artefact may be taken per army.

The Crown of Clarity 50pts: The wearer of this crown becomes immune to psychic attacks. If part of a unit the unit gains +1 to Deny the Witch tests. Any psychic attacks that target a unit containing this crown ignore the wearer for the purposes of determining the number of hits and the damage caused. The wearer is also immune to the Concussive rule.

Boots of Speed 30pts: The wearer of these boots may move an extra 6” in the movement phase and gains +3 Initiative.

The Eternal Armour 50pts: Grants a 2+ armour save and a 3+ invulnerable save as well as Eternal Warrior and Slow and Purposeful.

The Blade of Judgement 40pts: This close combat weapon is AP 2 and grants the bearer the Rampage rule. In each assault phase after the number of wounding hits has been determined the owner may decide to replace 1 of the opponent’s weapons with a normal close combat weapon instead of removing one of the target’s wounds. The rest of the hits inflict damage as normal that phase.

Cloak of Invisibility 60pts: Only models on foot may have this item. The wearer of this cloak may choose to deploy from Reserves anywhere not within 1” of an enemy unit. It grants the Shrouded and Stealth rules, and if not attached to a unit, gains the bonus for Invisibility for the first round of the assault phase as described in the psychic powers section of the rulebook.

Gauntlets of Honour 40pts: These are Bracers that grant S4 and AP 5 in assault. If the target cannot be wounded on a 4+ or better or cannot have its armour penetrated then it gains +1 Strength repeatedly until this is the case and the AP becomes 4. The wearer of these gauntlets then has this bonus doubled and suffers the Gets Hot! rule. If the Strength bonus takes the total Strength to 10 or more then the AP becomes 1 and attacks gain the Melta rule, although the bearer will suffer a wound with no saves allowed at the end of each assault phase whilst in this state.

The Shapeshifter Pendant 60pts: The wearer of this medallion gains +1 Strength, +1 Toughness, +1 Wound, Rending, Hammer of Wrath, Move Through Cover, Vector Strike and may choose to move as a Monstrous Flyer.

Shield of Regrowth 45pts: The bearer of this Shield has It Will Not Die, Feel No Pain (4+) and regains 1 lost wound in every assault phase.

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HQ

 

HQ:

Slann Mage-Priest 190 Points

Armour Save: –

Unit Type: Infantry

Unit Composition: 1 Slann Mage-Priest

Wargear: Close Combat Weapon, Mage-Priest Palanquin, Shield of the Old Ones

Special Rules: Independent Character, Mastery Level 4, Cold-Blooded, Telepathic Confabulation

The Slann Mage-Priest may select powers from the disciplines of biomancy, divination, high magic, necromancy, pyromancy, shadowmancy, telekinesis and telepathy.

Mage-Priest Palanquin: Ignores terrain when moving but is otherwise treated as infantry.

Shield of the Old Ones: 4+ Invulnerable Save

Telepathic Confabulation: At the beginning of the psychic phase 2 models with this rule may swap a psychic power with each other.

Options:
• May purchase 1 item from the Legendary Artefacts list.
• May upgrade any weapon to a magic weapon for +15pts each.
• May have a dispel plaque for +15pts.
• May have an army banner for +15pts.
• May bear a curse of one of the gods for +10pts.

 

HQ:

Saurus Oldblood 75 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 1 Saurus Oldblood

Wargear: Glyph Pendant, Close Combat Weapon

Special Rules: Independent Character, Cold-Blooded, Predatory Fighter

Options:
• May purchase 1 item from the Legendary Artefacts list.
• May purchase a close combat weapon or shield for +5pts or a great weapon or spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each.
• May wear magic armour for +15pts.
• May ride a Cold One for +15pts.
• May bear a curse of one of the gods for +10pts.

 

HQ:

Avatar of the Elder Gods 160 Points

WS BS S T W I A Ld Sv
5 4 6 6 5 5 5 10 -

Unit Type: Monstrous Beast (Character)

Unit Composition: 1 Avatar of the Elder Gods

Special Rules: Daemon, Incarnate Elemental, The Longest War, At One With The Warp, Mastery Level 2

Incarnate Elemental: Must select all psychic powers from any one discipline. The avatar is treated as having the magic weapon upgrade and magic banner upgrade from the same god as its psychic powers. For example, the Avatar of Aqshy would select all psychic powers from the discipline of pyromancy, would inflict the Fatigue curse with all hits and would count as having both defensive and assault grenades.

The Longest War: Avatars of the Elder Gods have Hatred (C’tan) and C’tan have Hatred (Avatars of the Elder Gods).

Options:
• May be upgraded to Mastery Level 3 for +25pts
• May have the ability to fire elemental shards for +15pts, elemental blasts for +25pts or elemental bolts for +45pts.

 

HQ:

Paragon 120 Points

WS BS S T W I A Ld Sv
4 4 3 4 3 4 2 10 -

Unit Type: Infantry

Unit Composition: 1 Paragon

Wargear: Runic Charm, Eldritch Staff (counts as an eldritch great weapon)

Special Rules: Independent Character, Divine Communion, At One With The Warp, Mastery Level 2

The Paragon may select powers from the disciplines of biomancy, dark magic, divination, high magic, necromancy, pyromancy, telekinesis and telepathy.

Example of Unity: The Paragon must select its psychic powers from 2 different disciplines and carries the curses from the same lore as those psychic powers. These cannot be replaced with the divine communion ability.

Runic Charm: Grants 4+ Invulnerable Save

Divine Communion: The Paragon may beseech the gods to change a curse on a unit, the better to strike down their foes. During the psychic phase select 1 friendly model which has a curse. That unit may have its curse replaced with any other type of curse. This is permanent for the rest of the game.

Options:
• May be upgraded to Mastery Level 4 for +50pts. If this is done then 2 powers must be from 1 discipline and 2 powers must be from the other discipline.
• May exchange the Eldritch Staff for Eldritch Bracers for free.

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HEROES

4 Heroes chosen from the selection below may be taken as just 1 HQ choice. Only 1 of your HQ choices may be used in this way per detachment.

 

Hero:

Skink Priest 65 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 1 Skink Priest

Wargear: Glyph Pendant, Eldritch Weapon

Special Rules: Independent Character, Fleet, Mastery Level 1, Aquatic, Arcane Vassal, Cold-Blooded

Arcane Vassal: If a model with the Arcane Vassal rule is within 24” of a Slann Mage-Priest then the Slann Mage-Priest may cast psychic powers at enemy units from the Skink Priest’s location as if the Skink Priest was casting the power.

The Skink Priest may select powers from the disciplines of biomancy and divination.

Options:
• May wear magic armour for +15pts.
• May wear a Cloak of Feathers for +10pts.
• May have a dispel plaque for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Hero:

Saurus Scar-Veteran 55 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 1 Saurus Scar-Veteran

Wargear: Glyph Pendant, Close Combat Weapon

Special Rules: Independent Character, Cold-Blooded, Predatory Fighter

Options:
• May purchase a close combat weapon or shield for +5pts or a great weapon or spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each.
• May wear magic armour for +15pts.
• May ride a Cold One for +15pts.
• May have an army banner for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Hero:

Skink Chief 35 Points

Armour Save: 5+

Unit Type: Infantry

Unit Composition: 1 Skink Chief

Wargear: Glyph Pendant, Close Combat Weapon

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

Options:
• May purchase a close combat weapon, blowpipe, javelin or shield for +5pts or a spear for +10pts.
• May upgrade any weapon to a magic weapon for +15pts each.
• May wear magic armour for +15pts.
• May wear a Cloak of Feathers for +10pts, ride a Terradon for +15pts or a Ripperdactyl for +25pts.
• May have an army banner for +15pts.
• May bear a curse of one of the gods for +10pts.

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ELITES

 

Elites:

Temple Guard 110 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 10 Temple Guard

Wargear: Shield & Great Weapon

Special Rules: Cold-Blooded, Guardians, Predatory Fighter, Sacred Duty

Options:
• Up to 10 more Temple Guard may be purchased for 11 Points/Model.
• One Temple Guard may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Temple Guard may be upgraded to a musician for +5pts.
• One Temple Guard may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +5pts, life for +10pts or death for +5pts.
• May bear a curse of one of the gods for +10pts.
• If the squad size is 10 a stegadon may be purchased as a transport for 130pts.

 

Elites:

Chameleon Skinks 35 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 5 Chameleon Skinks

Wargear: Blowpipe

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

Options:
• Up to 15 more Chameleon Skinks may be purchased for 7 Points/Model.
• One Chameleon Skink may be upgraded to a Champion for +7pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.
• If the squad size is 10 or less a stegadon may be purchased as a transport for 130pts.

 

Elites:

Kroxigor 111 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 3 Kroxigor

Wargear: Huge Weapon

Special Rules: Fleet, Aquatic, Cold-Blooded, Predatory Fighter, Bulky

Options:
• Up to 7 more Kroxigor may be purchased for 37 Points/Model.
• One Kroxigor may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Elites:

Salamander Hunting Pack 42 Points

Armour Save: Salamander; 5+, Skink Handler; 6+

Unit Type: Infantry

Unit Composition: 1 Salamander and 3 Skink Handlers

Wargear: Close Combat Weapon (Skink Handlers), Salamander Flames (Salamander)

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

Options:
• Up to 2 more Salamanders may be purchased for 33 Points/Model.
• Up to 9 more Skink Handlers may be purchased for 3 Points/Model.
• May bear a curse of one of the gods for +10pts.

 

Elites:

Razordon Hunting Pack 37 Points

Armour Save: Razordon; 5+, Skink Handler; 6+

Unit Type: Infantry

Unit Composition: 1 Razordon and 3 Skink Handlers

Wargear: Close Combat Weapon (Skink Handlers), Razordon Barbs (Razordon)

Special Rules: Fleet, Aquatic, Cold-Blooded, Interceptor (Razordon), Scout, Handlers

Options:
• Up to 2 more Razordons may be purchased for 28 Points/Model.
• Up to 9 more Skink Handlers may be purchased for 3 Points/Model.
• May bear a curse of one of the gods for +10pts.

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TRANSPORT

 

Transport:

Stegadon 130 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Creature

Unit Composition: 1 Stegadon

Special Rules: Fleet, Cold-Blooded, Stampede

Stampede: Inflicts D6 Hammer of Wrath hits when charging.

Equipment: 1 Giant Bow

Transport Capacity: 10. May not transport units that are bulky or very bulky.

Options:
• May bear a curse of one of the gods for +10pts.

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TROOPS

 

Troops:

Saurus Warriors 100 Points

Armour Save: 4+

Unit Type: Infantry

Unit Composition: 10 Saurus Warriors

Wargear: Shield & Close Combat Weapon

Special Rules: Cold-Blooded, Predatory Fighter

Options:
• May replace close combat weapons with spears for free.
• Up to 10 more Saurus Warriors may be purchased for 10 Points/Model.
• One Saurus Warrior may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Saurus Warrior may be upgraded to a musician for +5pts.
• One Saurus Warrior may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +5pts, life for +10pts or death for +10pts.
• May bear a curse of one of the gods for +10pts.

 

Troops:

Skink Cohort 40 Points

Armour Save: Skinks; 5+, Kroxigor; 4+

Unit Type: Infantry

Unit Composition: 10 Skinks

Wargear: Skinks; Shield & Javelin (with Poison (4+)), Kroxigor; Huge Weapon

Special Rules: Fleet, Aquatic, Cold-Blooded, Predatory Fighter (Kroxigor Only)

Options:
• May add 1 Kroxigor per 8 Skinks for 37 Points/Model.
• Up to 30 more Skinks may be purchased for 4 Points/Model.
• One Skink may be upgraded to a Champion for +4pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Skink may be upgraded to a musician for +4pts.
• One Skink may be upgraded to a standard bearer for +4pts. The standard may be upgraded to a banner of light for +5pts, shadow for +10pts, heavens for +20pts, fire for +10pts, metal for +15pts, beasts for +5pts, life for +5pts or death for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Troops:

Skink Skirmishers 40 Points

Armour Save: 6+

Unit Type: Infantry

Unit Composition: 10 Skink Skirmishers

Wargear: Blowpipe

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

Options:
• May replace blowpipes with javelins and shields for free.
• Up to 30 more Skink Skirmishers may be purchased for 4 Points/Model.
• One Skink Skirmisher may be upgraded to a Champion for +4pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

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FAST ATTACK

 

Fast Attack:

Cold One Riders 100 Points

Armour Save: 4+

Unit Type: Cavalry

Unit Composition: 5 Cold One Riders

Wargear: Shield & Close Combat Weapon

Special Rules: T 5, A 3, Cold-Blooded, Predatory Fighter

Options:
• May replace close combat weapons with spears for 2 Points/Model.
• Up to 15 more Cold One Riders may be purchased for 20 Points/Model.
• One Cold One Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• One Cold One Rider may be upgraded to a musician for +5pts.
• One Cold One Rider may be upgraded to a standard bearer for +5pts. The standard may be upgraded to a banner of light for +5pts, shadow for +15pts, heavens for +10pts, fire for +10pts, metal for +25pts, beasts for +10pts, life for +20pts or death for +10pts.
• May bear a curse of one of the gods for +10pts.

 

Fast Attack:

Terradon Riders 90 Points

Armour Save: 6+

Unit Type: Jet Pack Cavalry

Unit Composition: 5 Terradon Riders

Wargear: Javelin

Special Rules: Assault Grenades, Skilled Rider, Cold-Blooded

Options:
• May replace javelins with fireleech bolas for free.
• Up to 15 more Terradon Riders may be purchased for 18 Points/Model.
• One Terradon Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Fast Attack:

Ripperdactyl Riders 105 Points

Armour Save: 5+

Unit Type: Jet Pack Cavalry

Unit Composition: 5 Ripperdactyl Riders

Wargear: Shield & Spear

Special Rules: A 3, Rending, Cold-Blooded, Toad Rage

Options:
• Up to 15 more Ripperdactyl Riders may be purchased for 21 Points/Model.
• One Ripperdactyl Rider may be upgraded to a Champion for +10pts.
• The Champion may upgrade 1 weapon to a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Fast Attack:

Cold Ones 35 Points

Armour Save: 5+

Unit Type: Beasts

Unit Composition: 5 Cold Ones

Wargear: None

Options:
• Up to 15 more Cold Ones may be purchased for 7 Points/Model.
• May bear a curse of one of the gods for +10pts.

 

Fast Attack:

Carnosaur 125 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Beast

Unit Composition: 1 Carnosaur

Special Rules: Cold-Blooded, Blood Frenzy

Blood Frenzy: Permanently gains +1 Attack as soon as it has inflicted 1 or more wounds in assault.

Options:
• May have a heroic rider for +15pts or a psychic rider for +25pts.
• If a heroic rider is taken then it may be armed with a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Fast Attack:

Troglodon 145 Points

Toughness: 6

Armour Save: 4+

Unit Type: Monstrous Beast

Unit Composition: 1 Troglodon

Wargear: Troglodon Venom

Special Rules: Aquatic, Cold-Blooded, Poison (4+), Predatory Fighter, Primeval Roar, Oracle

Primeval Roar: Once per game the Troglodon may use its primeval roar. This causes all friendly units with the Predatory Fighter rule within 12” to get extra attacks on a to hit of 5+ instead of 6.

Oracle: Counts as having a psychic rider who must choose from the discipline of divination.

Options:
• May bear a curse of one of the gods for +10pts.

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HEAVY SUPPORT

 

Heavy Support:

Bastiladon 95 Points

Toughness: 6

Armour Save: 2+

Unit Type: Monstrous Creature

Unit Composition: 1 Bastiladon

Special Rules: Cold-Blooded, Thunderous Bludgeon,

Thunderous Bludgeon: One of the bastiladon’s attacks is treated as using a power fist.

Equipment: Must have either an Ark of Sotek or a Solar Engine.

Options:
• May bear a curse of one of the gods for +10pts.

 

Heavy Support:

Ancient Stegadon 155 Points

Toughness: 6

Armour Save: 3+

Unit Type: Monstrous Creature

Unit Composition: 1 Ancient Stegadon

Special Rules: Fleet, Cold-Blooded, Stampede

Stampede: Inflicts D6 Hammer of Wrath hits when charging.

Equipment: 2 Giant Blowpipes

Transport Capacity: 10. May not transport units that are bulky or very bulky.

Options:
• May replace 2 Giant Blowpipes and Transport capacity for an Engine of the Gods for +20pts.
• May bear a curse of one of the gods for +10pts.

 

Heavy Support:

Dragon 230 Points

Toughness: 6

Armour Save: 3+

Unit Type: Monstrous Flyer

Unit Composition: 1 Dragon

Must choose one of the following breath weapons:
• Fiery Breath:             Range Template S 5 AP 4 Assault 1, Magical, Fatigue
• Nightmare Breath:    Range Template S 4 AP 5 Assault 1, Magical, Nightmare, Pinning
• Ice Breath:                Range Template S 4 AP 5 Assault 1, Magical, Slow, Strikedown
• Poisonous Breath:     Range Template S 1 AP 4 Assault 1, Magical, Swarm, Poisoned (4+)
• Lightning Breath:     Range Template S 6 AP 5 Assault 1, Magical, Distort
• Acidic Breath:          Range Template S 3 AP 2 Assault 1, Magical, Alchemy, Armourbane
• Ethereal Breath:        Range Template S 6 AP 2 Assault 1, Magical, Wither, Spectral
• Deafening Roar:       Range Template S 4 AP 5 Assault 1, Magical, Slash, Ignores Cover, Target loses benefit of cover in assault phase for 1 turn.

Options:
• May have a heroic rider for +15pts or a psychic rider for +25pts.
• If a heroic rider is taken then it may be armed with a magic weapon for +15pts.
• May bear a curse of one of the gods for +10pts.

 

Heavy Support:

Giant 90 Points

Toughness: 6

Armour Save: –

Unit Type: Monstrous Creature

Unit Composition: 1 Giant

Special Rules: Fleet, Grab, Clumsy, Tantrum!

Grab: All Smash attacks have the Precision Strike rule.

Clumsy: Despite being a monstrous creature, 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.

Options:
• May bear a curse of one of the gods for +10pts.

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LORD OF WAR

 

Lord of War:

Dread Saurian 315 Points

Toughness: 7

Armour Save: 3+

Unit Type: Monstrous Beast

Unit Composition: 1 Dread Saurian

Special Rules: Rending Jaws, Cold Blooded, Panoply of the Ages

Rending Jaws: 1 Attack has the Instant Death rule.

Panoply of the Ages: May be treated as if carrying a banner for the following points cost: light for +5pts, shadow for +15pts, fire for +10pts, beasts for +10pts.

Options:
• May bear a curse of one of the gods for +10pts.

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FAQ

Why is there new fluff added about the elder gods? Why is the army set up with a focus on them?

Over the years we have tried various methods to make the lizardmen army work in 40K. To begin with it was fairly straightforward, with Strength bonuses handed out to various squads so that they could handle transports and land raiders. Then when 6th edition came in flyers became a lot more common, as well as a lot more durable in 7th edition, so Strength bonuses weren’t enough. I then compiled a list of what the major weaknesses were with Fantasy armies when playing against futuristic armies, namely flyers, vehicles, Toughness 7+ units, being shot to pieces by a constantly-retreating army, being hacked to bits by high-Initiative assault specialists, being shot to bits by a powerful ranged static army, being swamped by endless hordes and being ground down by well-armoured opponents. Since there were 8 weaknesses and some of these matched the winds of magic it seemed to fit that each wind of magic would cover a certain weakness. From there the idea grew into these winds being gods of Order to counter the gods of Chaos, and that this would tie in with various loose ends in the fluff such as who the oldest gods were mentioned in Xenology before Slaanesh came along, what the Umbra are, why the aspect warriors seem to be based on winds of magic, who created the Ethereal caste etc.

Are you going to do any other Fantasy to 40K conversions?

Hopefully yes. I’ve got the army books for skaven, vampire counts, tomb kings, ogres, bretonnians and beastmen and intend to convert them over the coming months. I’m waiting to hear feedback from other players for a while regarding this one and will then write a letter to GW asking permission to continue this process. If anyone has any requests as to which book they would like me to convert please let me know.

How does this army deal with vehicles and flyers?

The best methods to deal with vehicles are to give a strength 4+ unit the curse of Chamon (metal). Weaker units can glance vehicles fairly well, especially in large numbers, but this is really where stronger units have their chance to shine, otherwise you run the risk of getting bogged down in trying to glance transports instead of dealing with their passengers. Flyers are typically dealt with by giving a Monstrous Flyer the curse of Chamon or more commonly by giving a unit the banner of Azyr (heavens) to give it an excellent range combined with the curse of Azyr so that when hit the flyer can be assaulted by a nearby unit. It also has the knock-on effect of making the opponent take more care as to where they put their flyers as any hit by the curse of Azyr would spend a turn being forced to move in a straight line at half speed without being able to fly over any terrain in the way, forcing them to take a difficult terrain test and risk being immobilised.

Why do units with the banner of Azyr get Throwing Knives?

In order to attack flyers and monstrous flyers all armies need to either fly up there and hit them or shoot them from the ground. With many Fantasy armies ranged units are rather limited in range and quite rare, and I did not want to have any auto-include units forcing players to take units that they would otherwise ignore. Therefore it made sense to allow non-ranged units to upgrade to some sort of very simple ranged attack that could then be magically enhanced to deal with flyers.

Where are the special characters?

Special characters are incredibly difficult to get right points-wise and I have never used them so I have skipped them. If anyone wants to try to get the points right for them and send in their details I’ll happily add them to the main codex, but for now there seems to be plenty there to keep people occupied.

Why do some units have altered Toughness values?

A lot of monsters in Fantasy have an average Toughness of 5, presumably to reward players for taking great weapons when fighting them. In 40K, the average Toughness is typically 6 with rare exceptions, which makes sense with so many bolter rounds whizzing everywhere. It also seemed daft to have great big monsters having the same toughness as a plague marine or a space marine biker.

Why are the curses designed to heavily affect strong units but not work as well on weaker opponents? Why is the curse of Ulgu (shadows) an exception to this?

I didn’t want them to be too powerful, just powerful enough to make things fair for both sides. For example, if the curse of Shyish (death) reduced everyone’s toughness then I could see this being taken by everyone a lot and it would have to be increased in points and would generally miss the point of having the curses. Each unit has the option of inflicting a curse in order to counter 1 of the 8 big weaknesses. By working together with other units every Fantasy army has the ability to overcome pretty much anything that the 41st millennium has to throw at it. The curse of Ulgu, however, I thought should be an exception. As it stands the Fear rule is not held in much regard as the powerful units are often immune to it but the weaker units are not, so it is only of much use against units that you had a fair chance of beating anyway. When fighting against an army that had no overly-powerful units I did not want there to be no curses taken at all, so it seemed like a good opportunity to magically enhance the Fear rule so that it can work against elite units and be more effective against other units. It also gives players more options when fighting against an opponent who will likely only have 1 major advantage to overcome, so that they can decide to have more than one curse in their army and manoeuvre units so that their curses stack up against an opponent’s unit.

Why are there dragons, giants, avatars and paragons in this list?

When drafting up the codex for Bretonnians, it seemed that they would only have the trebuchet as their Heavy Support choice, and that other armies would similarly be limited in this area. It was at this time that I was looking for various methods to deal with flyers and decided that to get the Monstrous Arcanum book in case there was some way of adding to the Heavy Support section that would give players more options. I then discovered a big chart at the back that provided information on which units could be added to which armies, and it said that all armies could have several dragons, that giants were everywhere, and that truthsayers and dark emissaries were popular with many armies. It also seemed that the elementals were too awesome not to include, and that they could be taken by a wide variety of armies. From there they developed fluff tying all Fantasy armies together, with dragons being the Order equivalent to daemon princes, giants being akin to a punishment from the Greek gods, truthsayers & dark emissaries acting as druids, and avatars being the Order equivalent to a greater daemon as well as tying in further as having links to the Eldar.

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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

Codex Rebel Grots


By BobK

This codex is designed to represent an army of rebel grots, as first mentioned in the 1st edition rulebook and later available as a warband in Gorkamorka. Such armies can be formed by grots rebelling, a large army of orks and gretchin being wiped out leaving only the survivors that hid or ran away to pick up the pieces, or due to grots killing the orks before they have finished forming. The army ought to operate in a manner similar to the imperial guard, only with a lot less discipline and a lot more numbers. Since this army is so unusual no guarantees can be made as to its success rate, but from the people I’ve met who want such an army this is less important than the idea of playing as the ultimate underdog army.

Big bosses can be represented with either da red grot, a banna wava or a converted grot with shiny gubbins.

Bomb squigs could be modelled as grots with bombs tied to them for personal amusement.

 

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

Special Rules: Dey’s All Big Guns: All weapons listed as Assault (apart from grot blastas) become Heavy, and all weapons listed as Pistol become Assault 1.

Pile On!: Grots and squigs only use up half a transport slot each.

Run Fer It!: When a unit attempts to assault a squad of grots, the grots may choose to automatically fail a morale check and flee. The charging unit must still try to assault the grots with its remaining assault movement, wiping it out if it manages to catch them while their morale is broken.

Wargear:

‘Big’ Choppa: Close combat weapon that adds +2 Strength.

Looted Armour: Has a 4+ save.

Nasty Knife: Poisoned weapon that wounds on a 4+.

Shaman Stikk: Counts as a witchblade.

 

HQ


HQ: Da Big Boss
25 Points

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

Wargear: knife and grot blasta.

Options:
May replace the knife with a nasty knife or ‘big’ choppa for +10pts.
May replace the grot blasta with a slugga or shoota for +5pts.
May wear looted armour for +5pts.

Slippery: The big boss may not be targetted in close combat when attached to a squad and is treated like any other squad member. In addition he has the Hit & Run rule which he may use even if he was attached to a squad during combat, although only he benefits from it.

Inspirational: All grots within 12″ may use the big boss’ Ld.

Independent Character


HQ: Loony
20 Points

WS 2 BS 4 S 2 T 2 W 2 I 2 A 2 Ld 7 Sv 6+

Wargear: knife and grot blasta.

Options:
May replace the knife with a shaman stikk for +20pts.
May replace the grot blasta with a slugga or shoota for +5pts.
May wear looted armour for +5pts.

Slippery: The loony may not be targetted in close combat when attached to a squad and is treated like any other squad member. In addition he has the Hit & Run rule which he may use even if he was attached to a squad during combat, although only he benefits from it.

Battle Frenzy: All grot units within 6″ gain the Stubborn and Furious Charge rules.

Independent Character

 

ELITES


Elites: Mega-Grotz
6 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 mega-grotz.

Each model has either a nasty knife or ‘big’ choppa, looted armour, a slugga or shoota, and Ld 6.

May purchase a trukk as a transport.

May not have runtherds.


Elites: Sneakas
4 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 sneakas.

Each model has a nasty knife and grot blasta.

The unit has Stealth, Infiltrate and Scout.

May include up to 3 bomb squigz for +5pts per squig.

Any model may replace the grot blasta with a slugga for +1pt.

May not have runtherds.


Elites: Snipas
5 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 snipas.

Each model has a sniper rifle instead of a grot blasta.

The unit has Stealth, Infiltrate and Scout.

May not have runtherds.


Elites: Lucky Gitz
5 Points/model

Same as gretchin from codex orks (p100) except that:

The squad size is 10-20 lucky gitz.

Each model has a 3+ invulnerable save and Ld 6.

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

For every 10 grots in the mob 1 grot may replace his grot blasta with either a big shoota for +5pts or a rokkit launcha for +10pts.

May not have runtherds.

 

TROOPS


Troops: Grots

Same as gretchin from codex orks (p100) except that:

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

For every 10 grots in the mob 1 grot may replace his grot blasta with either a big shoota for +5pts or a rokkit launcha for +10pts.

May not have runtherds.


Troops: Big Gunz

Does not use up a Troops slot. Up to one Big Gunz unit may be taken per Grots unit.

Same as big gunz from codex orks (p103) except that:

Any model may replace its grot blasta with either a slugga or a shoota for +2pts.

All artillery pieces in the unit count as destroyed if the unit opts to ‘run fer it!’.

May not have a runtherd.

 

FAST ATTACK


Fast Attack: Trukkas

Same as gretchin from codex orks (p100) except that:

The squad size is 10-24 gretchin.

Must purchase a trukk as a transport.

Any model may replace its grot blasta with either a nasty knife or a ‘big’ choppa for +2pts.

For every 10 grots in the mob 1 grot may be replaced by a bomb squig.

May not have runtherds.


Fast Attack: Warbuggies

Same as warbuggies from codex orks (p101) except that:

They have BS 3.

They cost 35pts each.

It only costs +5pts to upgrade to a skorcha.

 

HEAVY SUPPORT


Heavy Support: Battlewagon

Same as battlewagon from codex orks (p102) except that:

It has BS 3.

It costs 95pts.


Heavy Support: Deff Dread

Same as deff dread from codex orks (p102) except that:

It has WS 2, BS 3 and A 2.

It costs 70pts.


Heavy Support: Killa Kans

Heavy Support: Looted Wagon

Same as looted wagon from codex orks (p103) except that:

It has BS 3.

It costs 40pts.

It only costs +10pts to take a skorcha.

 

TRANSPORT


Dedicated Transport Vehicle: Trukk

Same as codex orks (p96) except that:

Costs 40pts.

Has BS 3.