Post by WestRider on Jul 30, 2011 1:18:11 GMT -5
So, recently, on 3++ and elsewhere, I've seen a number of posts/threads about fixing the Tyranid Dex. I've seen and contributed to quite a few of those over the last couple of years, actually, since I'm active on one of the biggest Tyranid Boards on the net.
Anyhow, this afternoon, that combined with too much time on my hands, flipping through the CSM Dex lamenting its fallen glory, and the cold meds I've been taking all week, and I decided to have a go at re-writing the CSM Dex.
Note that this is an attempt at correcting the current Dex, not a re-write from scratch. That project would look very different, and would include the full spectrum of Daemons, Culties, Mutants, and Traitors, and way more Daemonic Gifts and other upgrades.
I have also not included Rules for the variations in the different Chaos Legions. I may go back and do that later, since all of them except the Alpha Legion can be done very simply, but I'm getting too tired to do it right now (the cold meds again ).
There are two basic problems with the CSM Dex as it stands. First, everything's overcosted by 5th Ed standards. Most of the prices in my rewrite are based on comparisons with similar Units or upgrades in the various Loyalist Marine Dexes, though some Points Changes have other purposes as well, such as extremely low Points Costs to encourage taking some options that have a significant Opportunity Cost.
The second major problem with the CSM Dex is that it's kind of boring. I've added in some options that allow for restructuring the FOC in some ways, allowing entire Armies of Chosen, Terminators, Bikers, or Raptors, depending on the HQs you pick. I've also tried to increase the number of useful options available to various Units, get some more Unit-level Builds viable. For the various Cult Troops, I've added in some bonuses as they hit multiples of their Sacred Numbers.
Finally, there are some points where my formatting is inconsistent, or my phrasing is somewhat ambiguous. If I were actually writing this for publication, I'd clean that up. For right now, just use some common sense.
Anyhow, enough rambling, let's get into it:
General changes:
- Marks of Chaos: Squads now buy a Mark of Chaos instead of an Icon. The effects are exactly the same, but are not tied to a single Model that can be sniped/torrented out of the Unit.
- All Marks cost 10 Points less than the equivalent Icon currently does for Units, but prices remain unchanged for Characters and Daemon Princes.
- One Model per Unit may be given a Personal Icon for 5 Points to Summon Daemons.
- Champions: All Units with the option for a Champion get one free of charge.
- Terminator Squads may still upgrade additional Models to Champions at the usual cost.
- All Champions except Possessed and Terminator Champions may exchange their CCW for a single Lightning Claw for 15 Points, or their Pistol and CCW for a pair of Lightning Claws for 20 Points.
- Any Champion with a Bolter may exchange it for a Twin-Linked Bolter for 1 Point, or a Combi-Weapon for 5 Points.
- Plasma Pistols: In all Squads, the cost for Plasma Pistols is reduced by 5 Points. The cost remains the same for Independent Characters.
- Psychic Powers: Doom Bolt and Nurgle's Rot are available for free. Warptime, Wind of Chaos, and Bolt of Change each cost 10 Points. Lash of Submission costs 30 Points.
- Doom Bolt and Bolt of Change are Twin-Linked.
- All Powers are Psychic Shooting Attacks, except Warptime. Lash of Submission hits automatically. Nurgle's Rot hits automatically and Cover Saves may not be taken against Wounds caused by it.
- New Psychic Power: Augury. Costs 15 Points. Use at the beginning of your Turn, before Rolling for Reserves. If successful, you may either re-roll one Reserves roll this Turn or re-roll the die to determine which side a single Outflanking Unit will come in on. You may re-roll a Reserves roll regardless of whether it succeeded or failed.
HQ
- Daemon Prince: No specific changes, but see Psychic Powers. May not take Augury.
- Chaos Lord:
- One Unit of Chosen may be taken as Troops for each Chaos Lord. If the Chaos Lord wears Terminator Armour, rides a Bike, or takes a Jump Pack, a Unit of Terminators, Bikers, or Raptors may be taken as Troops instead of the one Unit of Chosen. If the Chaos Lord has a Mark of Chaos, that Unit must have the same Mark of Chaos.
- Reduce cost for Daemon Weapon to 30 Points, Twin-Linked Bolter to 1 Point. Increase Invulnerable Save to 4++. If he has the Mark of Tzeentch, he may purchase Inferno Bolts for 5 Points.
- Chaos Sorcerer: Add Psychic Hood.
- May purchase Inferno Bolts for 5 Points.
- Familiar costs 40 Points, and gives the Sorcerer the ability to purchase one more Power and use one more Power per Turn than usual. The same Power may not be used twice in one Turn, and the usual restrictions on the number of Shooting Attacks a Model may make still apply.
- Also see changes to Psychic Powers.
Elites
- Chosen: 19 Points per Model.
- Attacks characteristic becomes 2, 3 for the Champion.
- Reduce the cost of a single Lightning Claw to 15 Points.
- Reduce the cost of Twin-Linked Bolters to 1 Point, Combi-Weapons to 5 Points.
- Reduce the cost of Heavy Weapons by 10 Points per Model except Lascannon, which are reduced by 20 Points.
- Up to 5 Models may purchase upgraded Weaponry, up to two of those may take Heavy Weapons.
- Terminators: Reduce the upgrade cost for Lightning Claws, Power Fists, and Chainfists by 5 Points.
- Reaper Autocannon becomes Heavy 3, 15 Points.
- Up to one Model in every 3 may take a Heavy Flamer or Reaper Autocannon.
- Possessed. Reduce cost by 2 Points per Model.
- Roll for their special ability before Deployment.
- Dreadnought: Reduce cost by 5 Points.
- Add option for Havoc Missile Launcher at +10 Points.
- A single Twin-Linked Bolter may be upgraded to a Meltagun for 10 points.
- Upgrading a CCW to a Missile Launcher costs +10 Points, but the Missile Launcher is Heavy 2.
Troops
- Chaos Space Marines: Heavy Bolter becomes a free upgrade. Missile Launcher or Autocannon cost 5 Points, Lascannon costs 10.
- If the Unit numbers 15 Models or more, one additional Model may take a Flamer, Meltagun, or Plasmagun. If the Unit numbers 20 Models, one additional Model may take a Flamer, Meltagun, Plasmagun, or Heavy Weapon.
- Rhino: Reduce cost of Havoc Missile Launcher to 10 Points.
- Plague Marines: Reduce cost to 20 Points per Model. Increase max Squad Size to 21.
- If the Unit numbers 14 or more Models, an additional Model may take a Flamer, Meltagun, or Plasmagun. If the Squad numbers 21 Models, yet one more Model may take a Flamer, Meltagun, or Plasmagun.
- Noise Marines: Reduce cost to 17 Points per Model. Increase max Squad Size to 18.
- Reduce upgrade cost for Sonic Blasters to 3 Points per Model. Reduce upgrade cost for Blastmaster to 15 Points, and up to one Model in 6 may take one.
- Khorne Berzerkers: Reduce cost to 19 Points per Model. Increase max Squad Size to 24.
- Up to one Berzerker plus one more for every 8 Models in the Unit may purchase a Plasma Pistol or Power Weapon for 10 Points per Model. This replaces the usual Plasma Pistol option, but is in addition to the Champion's options.
- Thousand Sons: Reduce cost for basic Models to 20 Points each. Increase max Squad Size to 27.
- If the Squad numbers 18 Models or more, a second Model may be upgraded to an Aspiring Sorcerer for +10 Points. If the Squad numbers 27 Models, a third Model may be upgraded to an Aspiring Sorcerer for +10 Points. Each must then purchase a single Psychic Power.
- Reduce the cost of the Aspiring Sorcerer to 30 Points, and note the changes in the cost of the Psychic Powers. Aspiring Sorcerers may not take Augury.
- Note that an Aspiring Sorcerer is not a Champion, and the various options described in the Champions section do not apply to them. Note also that, unlike the HQ Sorcerer option Aspiring Sorcerers do not get a Psychic Hood.
Fast Attack
- Chaos Bikers: Reduce cost to 26 Points per Model. Special Weapons replace the Bike's Twin-Linked Bolter, not the rider's CCW.
- Instead of taking Special Weapons, up to two Models may take the same Close Combat options as the Champion, at the same cost. If the Squad numbers 10 Models, 2 more Models may take upgraded Weaponry.
- Raptors: Reduce cost to 18 Points per Model.
- Instead of taking Special Weapons or Plasma Pistols, up to two Models may take the same Close Combat options as the Champion, at the same cost. If the Squad numbers 15 Models or more, a third Model may take upgraded Weaponry, and if it numbers 20 Models, a fourth may.
- Chaos Spawn: Reduce cost to 35 Points per Model. Change Mindless to Rage. Add Rending.
- Chaos Spawn are not reduced to I1 if they take a Dangerous or Difficult Terrain Test during their Assault Move.
- Each Unit may take a Mark of Chaos: 5 Points for Slaanesh, 10 Points for Khorne, 15 Points for Tzeentch, 20 Points for Nurgle.
Heavy Support
- Havocs: Reduce cost of Heavy Weapons by 10 Points, by 20 Points for Lascannon.
- Obliterator Cult: They're fine.
- Predator: Reduce base cost and costs for Turret and Sponson Upgrades to match Codex: Space Marines.
- Vindicator: Reduce cost to match Codex: Space Marines.
- Defiler: Increase WS to 5.
- If the Defiler Runs, it may either fire one Weapon (not the Battlecannon) after makes its Run Move, OR roll two dice and take the highest for the distance it may Run.
- If the Defiler remains stationary during the Movement Phase, it may fire all its Weapons, including the Battle Cannon.
- Chaos Land Raider: Increase cost to 250 Points.
- Increase Transport Capacity to 12 Models.
- May Re-Roll Dangerous Terrain Tests.
- Stable Firing Platform: The Land Raider is a very solid Vehicle, and may thus fire more effectively while on the move. If the Land Raider moved at Combat Speed, it may fire as though it had remained Stationary. If it moved at Cruising Speed, it may fire as though it had moved at Combat Speed.
***Designer's Note: These are upgrades that I think should apply to Loyalist Land Raiders as well. Stable Firing Platform would replace Power of the Machine Spirit, while the Re-Roll on Dangerous Terrain merely reflects the fact that the huge tracks on a Land Raider should have a rather easier time rolling over obstacles than lesser Vehicles do.
Summoned Daemons
- Summoned Greater Daemon: May be given a Mark of Chaos: 15 Points for Slaanesh, 30 Points for Khorne, 25 Points for Nurgle, 50 Points for Tzeentch.
- In addition to the usual effects of the Marks, each has an additional benefit on a Greater Daemon:
- the Mark of Slaanesh grants Fleet and Assault and Defensive Grenades,
- the Mark of Khorne includes Wings,
- the Mark of Nurgle includes Defensive Grenades,
- the Mark of Tzeentch includes Wings, BS3, and an upgrade to a Psyker with Bolt of Change.
- Summoned Lesser Daemons: Reduce cost to 11 Points per Model. May be given a Mark of Chaos at the same cost as Chaos Space Marine Squads.
Special Characters
- Abaddon: WS9. Increase Invulnerable Save to 3++ (including the benefit from his Mark of Chaos Ascendant). Abaddon has Inferno Bolts for his Twin-Linked Bolter.
- In any Army containing Abaddon, Terminators are taken as Troops instead of Elites.
- Kharne the Betrayer: Add Feel No Pain and Eternal Warrior.
- As a Chaos Lord with the Mark of Khorne, Kharne allows a single Unit of Chosen with the Mark of Khorne to be taken as Troops instead of Elites.
- Ahriman: Add Psychic Hood. Add Psychic Power: Augury.
- Special Rule - The Tangled Web of Tzeentch: After all Deployment has finished, including Infiltration and Scout Moves, you may redeploy a single Unit from your Army. This Unit may be Deployed in any way that would have been legal when they first Deployed, including Infiltration, but they may not make a Scout Move afterward. This ability may even be used to place a Unit that was Deployed on the Table into Reserves or vice versa, or change the method of Deployment for a Unit held in Reserves (Outflanking, Deep Striking, etc.).
- The Coven of Ahriman: A single Unit of Thousand Sons may upgrade any number of Models to Aspiring Sorcerers at +10 Points per Model. Each must then purchase a single Psychic Power.
- Fabius Bile: Add 5++ Invulnerable Save, Eternal Warrior. The Rod of Torment becomes a Power Weapon in addition to its other effects.
- Reduce the cost of Enhanced Warriors to +2 Points per Model.
- As a Chaos Lord, Bile allows a single unit of Chosen to be take as Troops instead of Elites. This Unit must be upgraded to Enhanced Warriors, even though that option is not normally available to Chosen Units.
- Lucius the Eternal: Add Eternal Warrior, increase WS to 9, increase Init to 7.
- As a Chaos Lord with the Mark of Slaanesh, Lucius allows a single Unit of Chosen with the Mark of Slaanesh to be taken as Troops instead of Elites.
- Typhus: Increase Toughness to 5(6).
- Remove Nurgle's Rot as a Psychic Power. Instead, the same effect occurs automatically at the start of each of his Shooting Phases as an effect of The Destroyer Hive. It no longer counts as a Psychic power or a Shooting Attack as such, all Enemy Models within 6" simply take a single S3 AP- Hit with no Cover Saves allowed, even if they are Engaged in an Assault. It will not, however, affect Units embarked on a Transport, nor will it work while Typhus is embarked on a Transport. Typhus may still Run or use Wind of Chaos normally in addition to this.
- As a Chaos Lord with Terminator Armour and the Mark of Nurgle, Typhus allows a single Unit of Chaos Terminators with the Mark of Nurgle to be taken as Troops instead of Elites.
- Huron Blackheart: Add Eternal Warrior.
- Due to the effects of the Hamadrya, Warptime also allows him to Re-Roll any failed Armour, Cover, or Invulnerable Saves in a Turn he uses it successfully.
- In an Army including Huron, Chosen Squads are Troops instead of Elites.
Anyhow, this afternoon, that combined with too much time on my hands, flipping through the CSM Dex lamenting its fallen glory, and the cold meds I've been taking all week, and I decided to have a go at re-writing the CSM Dex.
Note that this is an attempt at correcting the current Dex, not a re-write from scratch. That project would look very different, and would include the full spectrum of Daemons, Culties, Mutants, and Traitors, and way more Daemonic Gifts and other upgrades.
I have also not included Rules for the variations in the different Chaos Legions. I may go back and do that later, since all of them except the Alpha Legion can be done very simply, but I'm getting too tired to do it right now (the cold meds again ).
There are two basic problems with the CSM Dex as it stands. First, everything's overcosted by 5th Ed standards. Most of the prices in my rewrite are based on comparisons with similar Units or upgrades in the various Loyalist Marine Dexes, though some Points Changes have other purposes as well, such as extremely low Points Costs to encourage taking some options that have a significant Opportunity Cost.
The second major problem with the CSM Dex is that it's kind of boring. I've added in some options that allow for restructuring the FOC in some ways, allowing entire Armies of Chosen, Terminators, Bikers, or Raptors, depending on the HQs you pick. I've also tried to increase the number of useful options available to various Units, get some more Unit-level Builds viable. For the various Cult Troops, I've added in some bonuses as they hit multiples of their Sacred Numbers.
Finally, there are some points where my formatting is inconsistent, or my phrasing is somewhat ambiguous. If I were actually writing this for publication, I'd clean that up. For right now, just use some common sense.
Anyhow, enough rambling, let's get into it:
General changes:
- Marks of Chaos: Squads now buy a Mark of Chaos instead of an Icon. The effects are exactly the same, but are not tied to a single Model that can be sniped/torrented out of the Unit.
- All Marks cost 10 Points less than the equivalent Icon currently does for Units, but prices remain unchanged for Characters and Daemon Princes.
- One Model per Unit may be given a Personal Icon for 5 Points to Summon Daemons.
- Champions: All Units with the option for a Champion get one free of charge.
- Terminator Squads may still upgrade additional Models to Champions at the usual cost.
- All Champions except Possessed and Terminator Champions may exchange their CCW for a single Lightning Claw for 15 Points, or their Pistol and CCW for a pair of Lightning Claws for 20 Points.
- Any Champion with a Bolter may exchange it for a Twin-Linked Bolter for 1 Point, or a Combi-Weapon for 5 Points.
- Plasma Pistols: In all Squads, the cost for Plasma Pistols is reduced by 5 Points. The cost remains the same for Independent Characters.
- Psychic Powers: Doom Bolt and Nurgle's Rot are available for free. Warptime, Wind of Chaos, and Bolt of Change each cost 10 Points. Lash of Submission costs 30 Points.
- Doom Bolt and Bolt of Change are Twin-Linked.
- All Powers are Psychic Shooting Attacks, except Warptime. Lash of Submission hits automatically. Nurgle's Rot hits automatically and Cover Saves may not be taken against Wounds caused by it.
- New Psychic Power: Augury. Costs 15 Points. Use at the beginning of your Turn, before Rolling for Reserves. If successful, you may either re-roll one Reserves roll this Turn or re-roll the die to determine which side a single Outflanking Unit will come in on. You may re-roll a Reserves roll regardless of whether it succeeded or failed.
HQ
- Daemon Prince: No specific changes, but see Psychic Powers. May not take Augury.
- Chaos Lord:
- One Unit of Chosen may be taken as Troops for each Chaos Lord. If the Chaos Lord wears Terminator Armour, rides a Bike, or takes a Jump Pack, a Unit of Terminators, Bikers, or Raptors may be taken as Troops instead of the one Unit of Chosen. If the Chaos Lord has a Mark of Chaos, that Unit must have the same Mark of Chaos.
- Reduce cost for Daemon Weapon to 30 Points, Twin-Linked Bolter to 1 Point. Increase Invulnerable Save to 4++. If he has the Mark of Tzeentch, he may purchase Inferno Bolts for 5 Points.
- Chaos Sorcerer: Add Psychic Hood.
- May purchase Inferno Bolts for 5 Points.
- Familiar costs 40 Points, and gives the Sorcerer the ability to purchase one more Power and use one more Power per Turn than usual. The same Power may not be used twice in one Turn, and the usual restrictions on the number of Shooting Attacks a Model may make still apply.
- Also see changes to Psychic Powers.
Elites
- Chosen: 19 Points per Model.
- Attacks characteristic becomes 2, 3 for the Champion.
- Reduce the cost of a single Lightning Claw to 15 Points.
- Reduce the cost of Twin-Linked Bolters to 1 Point, Combi-Weapons to 5 Points.
- Reduce the cost of Heavy Weapons by 10 Points per Model except Lascannon, which are reduced by 20 Points.
- Up to 5 Models may purchase upgraded Weaponry, up to two of those may take Heavy Weapons.
- Terminators: Reduce the upgrade cost for Lightning Claws, Power Fists, and Chainfists by 5 Points.
- Reaper Autocannon becomes Heavy 3, 15 Points.
- Up to one Model in every 3 may take a Heavy Flamer or Reaper Autocannon.
- Possessed. Reduce cost by 2 Points per Model.
- Roll for their special ability before Deployment.
- Dreadnought: Reduce cost by 5 Points.
- Add option for Havoc Missile Launcher at +10 Points.
- A single Twin-Linked Bolter may be upgraded to a Meltagun for 10 points.
- Upgrading a CCW to a Missile Launcher costs +10 Points, but the Missile Launcher is Heavy 2.
Troops
- Chaos Space Marines: Heavy Bolter becomes a free upgrade. Missile Launcher or Autocannon cost 5 Points, Lascannon costs 10.
- If the Unit numbers 15 Models or more, one additional Model may take a Flamer, Meltagun, or Plasmagun. If the Unit numbers 20 Models, one additional Model may take a Flamer, Meltagun, Plasmagun, or Heavy Weapon.
- Rhino: Reduce cost of Havoc Missile Launcher to 10 Points.
- Plague Marines: Reduce cost to 20 Points per Model. Increase max Squad Size to 21.
- If the Unit numbers 14 or more Models, an additional Model may take a Flamer, Meltagun, or Plasmagun. If the Squad numbers 21 Models, yet one more Model may take a Flamer, Meltagun, or Plasmagun.
- Noise Marines: Reduce cost to 17 Points per Model. Increase max Squad Size to 18.
- Reduce upgrade cost for Sonic Blasters to 3 Points per Model. Reduce upgrade cost for Blastmaster to 15 Points, and up to one Model in 6 may take one.
- Khorne Berzerkers: Reduce cost to 19 Points per Model. Increase max Squad Size to 24.
- Up to one Berzerker plus one more for every 8 Models in the Unit may purchase a Plasma Pistol or Power Weapon for 10 Points per Model. This replaces the usual Plasma Pistol option, but is in addition to the Champion's options.
- Thousand Sons: Reduce cost for basic Models to 20 Points each. Increase max Squad Size to 27.
- If the Squad numbers 18 Models or more, a second Model may be upgraded to an Aspiring Sorcerer for +10 Points. If the Squad numbers 27 Models, a third Model may be upgraded to an Aspiring Sorcerer for +10 Points. Each must then purchase a single Psychic Power.
- Reduce the cost of the Aspiring Sorcerer to 30 Points, and note the changes in the cost of the Psychic Powers. Aspiring Sorcerers may not take Augury.
- Note that an Aspiring Sorcerer is not a Champion, and the various options described in the Champions section do not apply to them. Note also that, unlike the HQ Sorcerer option Aspiring Sorcerers do not get a Psychic Hood.
Fast Attack
- Chaos Bikers: Reduce cost to 26 Points per Model. Special Weapons replace the Bike's Twin-Linked Bolter, not the rider's CCW.
- Instead of taking Special Weapons, up to two Models may take the same Close Combat options as the Champion, at the same cost. If the Squad numbers 10 Models, 2 more Models may take upgraded Weaponry.
- Raptors: Reduce cost to 18 Points per Model.
- Instead of taking Special Weapons or Plasma Pistols, up to two Models may take the same Close Combat options as the Champion, at the same cost. If the Squad numbers 15 Models or more, a third Model may take upgraded Weaponry, and if it numbers 20 Models, a fourth may.
- Chaos Spawn: Reduce cost to 35 Points per Model. Change Mindless to Rage. Add Rending.
- Chaos Spawn are not reduced to I1 if they take a Dangerous or Difficult Terrain Test during their Assault Move.
- Each Unit may take a Mark of Chaos: 5 Points for Slaanesh, 10 Points for Khorne, 15 Points for Tzeentch, 20 Points for Nurgle.
Heavy Support
- Havocs: Reduce cost of Heavy Weapons by 10 Points, by 20 Points for Lascannon.
- Obliterator Cult: They're fine.
- Predator: Reduce base cost and costs for Turret and Sponson Upgrades to match Codex: Space Marines.
- Vindicator: Reduce cost to match Codex: Space Marines.
- Defiler: Increase WS to 5.
- If the Defiler Runs, it may either fire one Weapon (not the Battlecannon) after makes its Run Move, OR roll two dice and take the highest for the distance it may Run.
- If the Defiler remains stationary during the Movement Phase, it may fire all its Weapons, including the Battle Cannon.
- Chaos Land Raider: Increase cost to 250 Points.
- Increase Transport Capacity to 12 Models.
- May Re-Roll Dangerous Terrain Tests.
- Stable Firing Platform: The Land Raider is a very solid Vehicle, and may thus fire more effectively while on the move. If the Land Raider moved at Combat Speed, it may fire as though it had remained Stationary. If it moved at Cruising Speed, it may fire as though it had moved at Combat Speed.
***Designer's Note: These are upgrades that I think should apply to Loyalist Land Raiders as well. Stable Firing Platform would replace Power of the Machine Spirit, while the Re-Roll on Dangerous Terrain merely reflects the fact that the huge tracks on a Land Raider should have a rather easier time rolling over obstacles than lesser Vehicles do.
Summoned Daemons
- Summoned Greater Daemon: May be given a Mark of Chaos: 15 Points for Slaanesh, 30 Points for Khorne, 25 Points for Nurgle, 50 Points for Tzeentch.
- In addition to the usual effects of the Marks, each has an additional benefit on a Greater Daemon:
- the Mark of Slaanesh grants Fleet and Assault and Defensive Grenades,
- the Mark of Khorne includes Wings,
- the Mark of Nurgle includes Defensive Grenades,
- the Mark of Tzeentch includes Wings, BS3, and an upgrade to a Psyker with Bolt of Change.
- Summoned Lesser Daemons: Reduce cost to 11 Points per Model. May be given a Mark of Chaos at the same cost as Chaos Space Marine Squads.
Special Characters
- Abaddon: WS9. Increase Invulnerable Save to 3++ (including the benefit from his Mark of Chaos Ascendant). Abaddon has Inferno Bolts for his Twin-Linked Bolter.
- In any Army containing Abaddon, Terminators are taken as Troops instead of Elites.
- Kharne the Betrayer: Add Feel No Pain and Eternal Warrior.
- As a Chaos Lord with the Mark of Khorne, Kharne allows a single Unit of Chosen with the Mark of Khorne to be taken as Troops instead of Elites.
- Ahriman: Add Psychic Hood. Add Psychic Power: Augury.
- Special Rule - The Tangled Web of Tzeentch: After all Deployment has finished, including Infiltration and Scout Moves, you may redeploy a single Unit from your Army. This Unit may be Deployed in any way that would have been legal when they first Deployed, including Infiltration, but they may not make a Scout Move afterward. This ability may even be used to place a Unit that was Deployed on the Table into Reserves or vice versa, or change the method of Deployment for a Unit held in Reserves (Outflanking, Deep Striking, etc.).
- The Coven of Ahriman: A single Unit of Thousand Sons may upgrade any number of Models to Aspiring Sorcerers at +10 Points per Model. Each must then purchase a single Psychic Power.
- Fabius Bile: Add 5++ Invulnerable Save, Eternal Warrior. The Rod of Torment becomes a Power Weapon in addition to its other effects.
- Reduce the cost of Enhanced Warriors to +2 Points per Model.
- As a Chaos Lord, Bile allows a single unit of Chosen to be take as Troops instead of Elites. This Unit must be upgraded to Enhanced Warriors, even though that option is not normally available to Chosen Units.
- Lucius the Eternal: Add Eternal Warrior, increase WS to 9, increase Init to 7.
- As a Chaos Lord with the Mark of Slaanesh, Lucius allows a single Unit of Chosen with the Mark of Slaanesh to be taken as Troops instead of Elites.
- Typhus: Increase Toughness to 5(6).
- Remove Nurgle's Rot as a Psychic Power. Instead, the same effect occurs automatically at the start of each of his Shooting Phases as an effect of The Destroyer Hive. It no longer counts as a Psychic power or a Shooting Attack as such, all Enemy Models within 6" simply take a single S3 AP- Hit with no Cover Saves allowed, even if they are Engaged in an Assault. It will not, however, affect Units embarked on a Transport, nor will it work while Typhus is embarked on a Transport. Typhus may still Run or use Wind of Chaos normally in addition to this.
- As a Chaos Lord with Terminator Armour and the Mark of Nurgle, Typhus allows a single Unit of Chaos Terminators with the Mark of Nurgle to be taken as Troops instead of Elites.
- Huron Blackheart: Add Eternal Warrior.
- Due to the effects of the Hamadrya, Warptime also allows him to Re-Roll any failed Armour, Cover, or Invulnerable Saves in a Turn he uses it successfully.
- In an Army including Huron, Chosen Squads are Troops instead of Elites.