CODEX CHAOS UPDATE
This update is designed to incorporate all of the new rules and units to the 2nd
edition Chaos army list. In effect these rules are simply ‘bolted’ on to the
existing list. 
Order of Contents
Choosing a Chaos army restrictions
Additional Chaos Units
Legions of Chaos
Chaos Lords
Khorne
Nurgle
Slaanesh
Tzeentch
Renegade Space Marines
Choosing a Chaos army restrictions
Choosing an allegiance
The commander of the Chaos army will determine will determine the nature of the
rest of the army itself. For example a Lord of Khorne isn’t going to be the head of a
Slaanesh army!
Your commander’s Mark or legion restricts the choices your force can make. You
must have one squad that shares the mark or legion with your commander for each
other legion or marked squad in the army.
For example an Iron Warriors commander who wishes to have 2 units of Khorne Bezerkers
and a unit of Noise Marines will require 3 units of Iron Warriors in equivalent. Note that
unaligned Terminators, Veterans, Marines and Bikes do not count towards this restriction.
A Chaos Lord that carries multiple marks and/or belongs to a legion may choose
either of the aligned unit types to support this restriction. However there must be at
least one unit of each mark and/or legion represented. 
For example a Chaos Lord of the Alpha Legion with the marks of Khorne and Nurgle must
have at least one unit of Alpha Marines, one unit of Bezerkers and one unit of Plague
Marines. However in order to take 2 units of Noise Marines, 1 of Night Lords and 1 of Iron
Warriors, one additional unit of any type may be chosen to take up the extra required slot.
Undivided Commanders must choose unaligned units to work in equivalent to units
with marks/legions.
A single unit of standard marines for the commander’s mark/legion must always be
present i.e. Plague Marines for Nurgle, Black Legion Marines for Black Legion etc.
Troop animosity
Although mortal marines and units are above the single minded squabbling rivalries
of the daemonic patrons, those rivalries still present problems on the battlefield. To
represent this, Tzeentch units (other than characters) suffer –1 LD when within 8” of
Nurgle units and Vice Versa. The same applies for Khorne and Slaanesh units (though
Slaanesh units are usually enjoy the occasion). Note that this only applies to break
tests, representing the units losing track of the battle, not for LD based weapons such
as Smite and the Terrofex.
Additional Chaos Units
The following units are added to this existing codex list
Squads
0-1 RAPTOR PACK………………..37 pts per model
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WS
BS
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LD
Raptor
4
5
5
4
4
1
5
1
9
SQUAD 
The Squad consists of between 3 and 5 Raptors
WEAPONS
Bolt pistols, frag grenades and Jump Packs. Any number of models may have in the
squad may have weapons from the close combat section of the Chaos list, and up to 2
may have special weapons.
ARMOUR
Power Armour  (3+ save)
SPECIAL
Raptors Cause fear
Hit and Run rather than engage their target, the Raptors may make a jump pack
move over the enemy and make a single close combat attack each in a similar way to
making a charge only the raptors cannot be struck back, will not finish in base
contact with the enemy and cannot fire in the shooting phase. The raptors can only
make one attack in a single turn in this way and they must make it against the nearest
enemy in line but it can be at any point of a jump.
An aspiring champion may lead the squad and will be subject to the fear and hit and
run rules and have a jump pack, with a total cost of 45 points. The champion will still
take up a hero slot and must always lead the raptors.
POSSESSED CHAOS SPACE MARINES………………..30 pts per model
Through excessive worship, these Chaos Marines have become terrifyingly close to the daemon they
adore
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Possessed Chaos
Marine
4
4
4
5
4
1
4
1
10
SQUAD 
The Squad consists of between 3 and 9 Possessed Chaos Space Marines
WEAPONS
Possessed Chaos Space Marines are armed with a bolt pistol and additional CC
weapon
ARMOUR
Power Armour (3+ save)
SPECIAL
Possessed Chaos Space Marines are immune to psychology and will never break
Daemonic Protection (5+ unmodified save)
The whole squad may have one of the following daemonic abilities;
Flight
May move as if equipped with a jump pack (+5 pts/model)
Talons
Rolls of 6 to hit in CC = auto wound, no save (+3 pts/model)
Fire
Acts as if armed with a flamer (+6 pts/model)
Visage
Cause fear  (+4 pts/model)
Mutation  +1 Attack  (+3 pts/model)
0-1 OBLITERATOR CULT………………..109 pts per model
Dwelling too long in the warp, these baroque leviathans are able to reshape their bodies to match
current battlefield situations
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LD
Obliterator
3
5
5
5
5
2
5
2
9
SQUAD 
The Squad consists of between 1 and 3 Obliterators
WEAPONS
Body weapons
ARMOUR
Terminator Armour  (3+ save on 2D6)
SPECIAL
Obliterators are immune to psychology and will never break
Daemonic Aura (5+ unmodified save)
May teleport into battle at a cost of +50% pts cost of the unit
Body Weapons Obliterators are able to shape their bodies to fabricate a wide variety
of weapons. An Obliterator may only fire one weapon in the shooting phase and each
member of the squad must fire a different weapon
Obliterator Weapons: Autocannon, Heavy Bolter, Lascannon, Missile Launcher
(Frag only), twin linked Mk1 Plasma, twin linked Melta. Obliterators may also use a
powerfist in Close Combat if they did not fire in the shooting phase
Daemons
Chaos Furies………………..31 pts per model
Weakest of the Chaos daemons, Furies are winged creatures that attack in flocks. They are bought from
the daemons section and count as undivided daemons. They can use any summoning points.
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BS
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Furies
4
4
4
5
3
1
5
2
7
EQUIPMENT
None
SPECIAL 
Furies are immune to psychology and will never break
Cause fear
Daemons, all rules apply
Daemonic Aura (4+ unmodified save)
Fly, may move as if equipped with a jump pack
Screamers of Tzeentch………………..39 pts per model
Tzeentch’s bizarre screamers hunt down his enemies in battle, descending from out of nowhere. Thye
require summoning points for Tzeentch in the standard way.
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Screamers
4
4
4
5
4
2
6
2
10
EQUIPMENT
None
SPECIAL 
Screamers are immune to psychology and will never break
Cause fear
Daemons, all rules apply
Daemonic Aura (4+ unmodified save)
Fly, may move as if equipped with a jump pack
Hit and Run: May make a single CC attack in the movement phase if passing over an
enemy unit and not charging
Squad amendments
Chaos biker marines cost –10 points per model and up to two models in a squad may replace
the twin bolter combi-weapons with a melta-gun (+5 points) or a Mk1 plasma gun (+5 points).
Alternatively these weapons can be carried by hand at the normal points cost, if a flamer is used in this
way, treat the front 90 degree arc of the bike as ‘blind’ for the purposes of choosing a target.
Legions of Chaos
Rules for the most famous of the Chaos chapters
The following sets of rules are amendments to the army list. All of the legions can be used as armies in
their own right but can not have models with the marks of Chaos and may only take troops with a mark
as allies. Note that all Chaos Space Marines are considered to have the mark of Chaos Undivided.
Alpha Legion Expert force, encourages Cultist activity
Normal Alpha Legion squads may infiltrate at a cost of +5 points per model in the
unit, though if they choose 2 or more heavy weapons they may not infiltrate.
Cultists come from the squads section
One unit of Cultists in the army may infiltrate at a cost of +2 pts per model in the
unit. They lose the frenzy ability
Alpha Legion armies may have a maximum of 1 unit of Furies
Iron Warriors Masters of Siege
Iron Warriors Marines cost 30 pts and carry a Boltgun. They receive +d6 to
penetration rolls Vs buildings. Only trigger mines in a Minefield on 6. When
occupying a building they become immune to psychology. This cost is +5 for a
character and does not include a bolter.
May include no Daemons
May include any number of Obliterator squads
May include a single Basilisk or Vindicator at normal points cost
Iron Warriors vehicles have targetters fitted (Note that in a crusade army you must
have one squad of Iron Warriors per Iron Warriors vehicle fielded)
May include up to 1 squad of Khorne Berzerkers
Iron Warriors Servo-Arm – Iron Warriors only Wargear card, counts as a powerfist
conferring an additional attack and grants the user the Techmarine repair ability.
This is common among Iron Warriors armies. Cost – 20 pts
Iron Warriors Lords are known as Warsmiths and have the extra ability that the basic
troops utilise, as do all other Iron Warriors characters.
Night Lords Masters of stealth tactics
Night Lord Marines cost +3 pts and have the following special rule; when in cover, there
is an additional 1 to hit penalty when shooting at Night Lords, so –2 when in light cover
and –3 in heavy cover to represent the Night Lords stealth abilities.  This cost is +10 for a
character, +5 for an aspiring champion.
Night Lords suffer no penalties in night missions
In a Night Lords army there is no limit to the number of Raptor units available
Word Bearers Fanatical worshippers
Word Bearers marines cost +3 pts and have the shaken rule. This cost is +10 for a
character, +5 for an aspiring champion.
Word Bearers still use Chaplains. Make the following points amendments; Mighty
Champion 81pts ; Exalted Champion – 120 pts. These models carry the Accursed
Crozius (Counts as Daemon Weapon, Str.) and a Rosarius (4+ unmodified save). Any
models within 8” may re-roll failed break tests.
 
Chaos Lords
In addition to the standard rules Chaos Lords also have the following
additions:
Daemonic Favour
As Chaos Lords grow in stature their patron gods will inevitably recognise them and bestow them with
supernatural abilities. To represent this you may buy any of the following abilities for your Lord as
long as he has a single mark of Chaos other then undivided.
Gift
Effect
Ideal
Patron
Points
Armour
+1 to armour save
Khorne
10
Aura
4+ unmodified save, vulnerable to psychic
10
Cacophony
Nullifies any spells affecting the model on a 5+
Tzeentch
10
Chains
A possessed Lord is not counted as a casualty for VP purposes
5
Essence 
+1 Wound, immune to medi-packs
Nurgle
10
Fire
Counts as having a flamer
Tzeentch
10
Flight
May move as if possessing a jump pack
10
Mutation
+1 A
Khorne
5
Resilience
+1 Toughness
Nurgle
10
Rune
All received damage counts as 1 (ie a lascannon hit concurs to 1 damage)
10
Stature
Becomes a monstrous target and gains +1 S,T,WS and –1 BS and 2D6
armour save. Follows the rules for being daemonic. Causes fear.
30
Steed
See appendix under Daemon World armies
5
Strength
+1 Strength
Khorne
5
Talons
In CC a r oll of a 6 will to hit will automatically cause a wound, this effect
will add a further D6 to the penetration roll against vehicles
Slaanesh
10
Venom
In combat rolls to wound against mortal targets are never worse than a 4+
Slaanesh
10
Visage
Units taking a Psychology test on account of the model do so at –1 LD
Slaanesh
5
There is a price to pay for such bestowed gifts. A model possessing gifts then must take a LD test at
base value at the start of every turn, failure will result in them immediately becoming a Chaos Spawn
and counting as a casualty for Victory Points purposes. Every gift after the first  (unless they are gifts
from the ideal patron ie Armour for a Khorne Champion) has a –1 modifier on this test. A Lord could
be blessed indeed but a bored and fickle god is often quick to bestow a new kind of gift to their
followers.
Khorne related amendments
Additional rewards
Feel no Pain – 10 pts – Model has a 4+ unmodified save against hits at less than
double the models Toughness
Berzerker Glaive – 20 pts – Daemon Weapon granting a Daemonic Aura save to the
user. Bearer may strike with additional blows equal to the bearer’s basic Attack
value. On a roll of a 1 to hit the Glaive strike the bearer
Rage of Khorne – 10 pts - +D3 Attacks when charging using basic strength
Talisman of Burning Blood – 5 pts – The bearer is always frenzied and cannot be
broken
Rules modifications
Kharn may re-roll misses with his Gorechild, the second score stands
Nurgle - related amendments
Additional Rewards
Plague Carrier – 10 pts – Possessed Vehicles only – Roll a D6 for each enemy
assaulting the vehicle, on a roll of a 6 they contract Nurgle’s Rot and die
immediately, regardless of armour and wounds
Manreaper – 25 pts - Adds +2 to bearers strength, kills mortal creatures outright
if it wounds regardless of armour, counts as a Daemon Weapon and a Double
Handed Weapon
Pandemic Staff – 10 pts – Fired as a shooting weapon, causes a Strength 3 hit to
all models in a unit within 12” if it hits
Nurlge Infestation – 15 pts – The model is covered in Nurglings which may
attack with D6 Str. 3 hits worked out with WS 3 and I 4
Rules modifications
Models with the Mark of Nurgle are immune to the following weapons;
Blight Grenades ,and have the same immunities to Gases & Toxins as Daemons.
Nurglings are Mischievous. They cannot fulfil any mission objectives which
require an area to be held for a period, such as Take and Hold and Drop Zone.
This is true of all swarms in the game for example, Snotlings.  As a note
daemons cannot score additional points for being in a Drop Zone, they are
perfectly capable of extracting themselves. Mischievous units cannot ride in
vehicles
Typhus – Herald of Nurgle
283 points
Your force may include Typhus as an Exalted Chaos Champion. Typhus may be
placed in command of the army if it is made up entirely of models with the Mark of Nurgle or
Undivided.
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Typhus
4
7
7
5 (7)
6
5
7
3
10
WEAPONS
Typhus is equipped with a Manreaper
ARMOUR
Typhus wears Terminator Armour
REWARDS
Nurgle’s Rot & Infestation
MARKS
Mark of Nurgle, usual rules apply, note that +1 T has already been
incorporated into the Stat line
STRATEGY
Strategy Rating of 5
PSYCHIC 
Mastery level of 3 drawing powers from the Nurgle deck
SPECIAL 
Chaos Space Marine
Immune to Psychology and causes fear
Cannot be killed by Daemonic Attack
Destroyer Hive Models in base contact contract Nurgle’s rot on 5 or 6
Slaanesh - related amendments
Additional Rewards
Aura of Acquiescence – 5 pts – Units in combat with a model with this
reward may not break from combat and the entire unit must remain in
combat even if others could move away
Lash of Torment – 15 pts – Str. 6, -3 save. Models in combat with the bearer
suffering casualties from this weapon suffer –1 LD. If the bearer is not in
combat but within 2” of an enemy model, the bearer may make a single
attack with the weapon in the close combat phase
Needle of Desire – 15 pts - Always wounds on a 2+ with save modifier at
strength of user. Models wounded must take a LD test of suffer a further D3
wounds
Rules modifications
Vehicles may replace their turret weapon with a Blastmaster for +35 pts.
May take Twin linked Sonic Blasters as Sponson choices for +15pts.
Dreadnoughts may take Blast Masters as a right arm weapon (+45 pts) and
replace their combi-weapon with a Sonic Blaster (+5pts)
Lucius the Eternal
197 points
Your force may include Lucius as an Exalted Chaos Champion. Lucius may be
placed in command of the army if it is made up entirely of models with the Mark of Slaanesh
or Undivided.
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Lucius
4
7
7
5
5
3
7
3
10
WEAPONS
Lucius is equipped with a Power Sword and the Lash of Torment
ARMOUR
Lucius wears the Armour of Shrieking Souls
MARKS
Mark of Slaanesh, usual rules apply
STRATEGY
Strategy Rating of 5
PSYCHIC 
Mastery level of 2 drawing powers from the Slaanseh deck
SPECIAL 
Chaos Space Marine
Immune to Psychology 
Cannot be killed by Daemonic Attack
Martial Pride Lucius will always hit enemy characters on a 3+ even if they
have a higher WS characteristic but against basic troops, Lucius will have
his WS characteristic reduced to their level
Armour of Shrieking Souls Incurs a 4+ unmodified save. In addition,
Lucius may unleash a cry from the tormented cacophony of the souls
trapped within his armour; this is made like a Doom Siren and is used in the
Psychic Phase as a Force 1 power
Tzeentch - related amendments
Additional Rewards
Bedlam Staff – 10 pts - Strength 5 –2 save. Models hit and not killed may
not strike back when they may next attack. Vehicles hit by the staff will go
out of control on a 4+ in their next turn.
Eye of Tzeentch – 10 pts - The model may re-roll a single failed roll in their
turn.
Bolt of Change – 10 pts – Instead of firing a weapon in the shooting phase
the model may use the Tzeentch spell Bolt of Change.
Talisman of Tzeentch – 25 pts - The enemy suffers a –1 penalty to nullify
against spells used by a model wearing the Talisman
Thrall Wizards – 5 pts each - The Sorcerer is accompanied by up to 4
apprentice wizards with standard stat line for a human. The models bear no
weapons or armour and may be sacrificed counting as an extra force card in
the psychic phase for each model sacrificed in this way
Twisting Path – 10 pts  - Psychic Power, Force 1, 12” range. Used against a
single enemy unit it must take a LD test, if failed the unit counts as shaken.
If the unit is broken at the end of the game an additional +1 Vp is gained
from the unit as it turns to the will of Tzeentch
Warp Blade – 15 pts – Str 5 –2 save. Enemy models within 12” attempting
to use a psychic power must roll a 4+ on a D6 or suffer an immediate
daemonic attack (note this does not nullify the attack unless the model is
killed)
Rules modifications
Ahriman wears the Talisman of Tzeentch and has the Twisting Path power
and costs +30 pts. This does not take up his remaining Wargear slot.
Ahriman may also take up to 4 Thrall Wizards
Horrors may replace their split ability with a Daemonic Aura, or be chosen
in the original form
Renegade Space Marines
Most famous of the renegades are the Red Corsairs operating from the
maelstrom. These are made up of ‘enlightened’ marines who are not committed to
Chaos, but find solidarity in their cause of overthrowing the Emperor.
Renegade List
This principally follows the Chaos list, the following units are amended and available;
Characters
Chaos Lord – Renegade Chief. Cannot take marks of Chaos
Sorcerer Cannot take marks of Chaos
Champion – Lesser Chief / Higher Chief – Cannot take marks of Chaos
Aspiring Champion – Officer - Cannot take marks of Chaos
Squads
Terminators Cannot take marks of Chaos and are equipped with Storm bolters and Power fists. They
are also armed with targeters. Cost – 59 points. As Terminators are usually more indoctrinated to
Imperialist views, they are found to a lesser degree than normal Marines, as Such you may have one
Renegade Terminator squad for every 3 Renegade Marine squads of 5 more troops.
Chaos Marines – Renegade Marine – May not be aligned to a legion
Imperial Guard – Renegade Militia – taken from Imperial Guard Codex, standard squads only (Can
have veteran abilities.
Support
Rhino
Predator – Have targetters
Land Raider Rarer, one for every three Rhinos Have targetters
Imperial Guard Vehicles Can bet taken in ratio of one for every three Imperial Guard squads
Chaos Dedicated Squads Any Chaos squads with marks (ie Plague Marines or Chapter specific
squads (ie Night Lords)
Wargear
Renegade Space Marines use the wargear list found in the Ultramarines CODEX. The Guardsmen units
use the Imperial Guard CODEX requirements as normal
Special Characters
Huron Blackheart – As detailed in CODEX Chaos
Allies
Chaos, Orks, Tyranid Cult and possibly Squats or Renegade Eldar (provided that there are no marks of
Chaos present) 
Points to note
Daemons will not be found manifesting much outside of direct Chaos influence, and certainly not
where there is little dedication to their patron gods. 
Dreadnoughts do not appear as they are ancient and fully dedicated to the chapter and would never
rebel against the Imperium
It is feasible for Renegades to have access to Thunderhawks, indeed this could be how they escaped in
the first place
Bikes and Land Speeders do not appear as they would be relatively difficult to steal away (the tanks as
well I know :/) but principally this list should not simply be a Chaos tint on the Imperial list and as such
they maintain game balance
Techmarines do not appear, as it is likely that they would never adopt a cause that would oppose the
existence of the ‘machine spirit’, but again along with Apothecaries, this list is not intended to be Space
Marines with Chaos bits. They should be different armies.