Chaos Fiends – A Review

Part 4 of my Chaos Space Marine run down is the ‘Fiends box. I’ll be honest, when I first saw the pictures I wasn’t convinced. Yes the Forgefiend had fooking huge guns and yes the Maulerfiend looked like it could…maul something but neither one particularly spoke to me.

The funny thing about this kit, more than any thing else I’ve seen of the new Chaos stuff, Dark Vengeance included, is that you need to understand the rules to understand the model. I think this is partly because the model, on its own, is a tad disappointing. At least from the  product shots. Considering it’s supposed to be a daemon caged within a machine it’s surprisingly okay about it. It lacks the dynamism of the Heldrake and of their Juggernaught cousins.

That said, when you crack the seal open and get a look at the box what you’re presented with is a superbly designed kit. I mean genius. I’ve always had misgivings about the mutli-kits that GW started punting out because basically you’re paying a premium for a load of plastic you can’t do anything with other than stick in your bits box and desperately think of something to do with it all. And, honestly, that’s exactly what you’ll end up with the ‘Fiend box. Especially if you opt for the Maulerfiend over the Forgefiend.

However, the intelligence of the design is quite striking. It uses the body well so simple limb swamps have a striking result. Granted all the pictures of the Maulerfiend are with the Lasher Tendrils, which is an upgrade, rather than with the standard Magma Cutters it comes with but the parts well designed, actually fit together and go a long way to making the Maulerfiend look the beast it’s supposed to be.

The Forgefiend doesn’t fare so well, being incredibly static which is a shame because it’s component parts are actually awesome. Both the Ectoplasma cannons and the Hades autocannons look impressive with some really nice details, especially the Ectoplasma head which completely changes the feel of the model from that of a beast to a monster. But all it does is, essentially stand there.

And speaking of heads I’m actually surprising myself by going out to bat for the standard head. Because generally speaking I thought it looks stupid. It’s actually completely awesome but let down by being glued on the studio model in a pose that makes it look dopey and painted in such a way that made the fangs look comic rather than menacing. Yes the tongue is a bit much but you can’t win them all.

Whichever model you opt for you’re getting a chunky toy for your efforts. The two sprues (yes only two for £40 full retail) have a lot of bit. Big bits. Big bits with lots of detail. Big bits with lots of detail that actually feel Chaotic rather than spiky. And it’s about damn time.

The model feels crude yet ornamental. Artifice was at the heart of the Fiends before crudity and barbarity intervened. It’s the principle behind servitors taken to a horrid, violent, extreme. There’s subtle details on the model that make you wonder if the Fiends are just driven insane with pain and merely lashing out mindlessly. But perhaps I’m over thinking it. The massive limbs and the tremendously big, savage, animalistic looking weapons certainly do the job of creating menace.


Which is rather the point of using the Fiends. They’re shit scary and can potentially do some real damage on the board. Having thought long and hard about the options and considering my Dark Knights are a Night Lords splinter I have opted for the Forgefiend because it represents mobile heavy fire power. He’s a little pricy though, 200 points if you take the Ectoplasma head but it’s three weapon systems that are, as far as I can tell, not twin linked. This is somewhat of a two-edged sword because lobbing out 8 strength 8, AP4, shots from the Hades autocannon followed by a strenght 8, AP2, plasma shot is just sick. However the BS of 3 can, potentially, limit its effectiveness. The obvious choice would be to take 3 Ectoplasma cannons but then you run the risk of blowing yourself up.

The Maulerfiend on the other hand gets two power fists, can move through cover, leap tall buildings in a single bound and then fuck them over for 125 points. But it’s still only WS3 and initiative 3 which means against a Space Marine Dreadnought or a Wraithlord it’s going to get hurt. Not might, will. It’s absolutely at its best manging soft and squishy units and vehicles, thanks the its Magma Cutters getting Armourbane. Considering GW has made such a big deal out of the Lasher Tendrils they have rather limited use, only really benefiting you against units with high attacks. My advice; as you can build both options, do so and use magnets or pins to swap them over depending on who you’re fighting against.

Both are daemonic, obviously, and both get Fleet which even made me say ‘fuck you’ and I’m collecting the army. Maybe it’s just GW admitting that the only way for walkers to survive a game is to get into combat…

On top of those rules, the Fiends get Daemonforge which allows you to, once per game, re-roll any failed to wound rolls in a single shooting or assault phase. Which is horrid and potentially decisive. Although as it’s a one hit wonder it’s one of those rules that you may never use because you’re ‘saving it for the right moment’. And were Fleet not enough to help get your Fiends kicking people in the face, they also get It Will Not Die which allows it to recover a Hull Point on a 5+. Which actually makes them quite tough. Granted there is a huge array of weapons that are now a threat to armour 12 vehicles but still, it’s a huge boon and still for relatively low points. Particularly in the case of the Maulerfiend.

The Fiend kit is actually pretty impressive. The Forgefiend is a little static but the overall look is still imposing and the guns are huge. The Maulerfiend is slightly more dynamic but not much but it’s obvious menace makes up for it. There’s some real conversion value in the kits as well and the rules are actually pretty awesome as walkers are superb in 6th Edition.

The Forgefiend/Mailerfiend kit is available from Firestorm Games priced £36.00

Codex Chaos Space Marines – A Review

Following on from my fluff post about my WIP Dark Knights I get to review the brand new Codex Chaos Space Marines, courtesy of my awesome sponsor, Firestorm Games. I’ve attempted to collect a Chaos Space Marine army a few times over the years and always ran out of steam because, ultimately, I didn’t care about the army I was collecting, either from a fluff or modelling point of view.

So when I heard that Chaos Space Marines were going to be the first big release on the heels of the 6th edition rules I was intrigued to see which direction they’d take things as the previous codex was utter balls. The new models were encouraging although the Heldrake and the Fiends are a little love/hate.

The Codex is, visually, utterly and completely gorgeous. In full colour it’s crammed full of fresh artwork and the cover embossed which is a nice touch albeit done slightly on the cheap as they’d not bothered to line the inner cover properly.

One of the Codex’s biggest advantages is that it has a tremendous amount of fiction to draw on in the form of the Horus Heresy series. This has two profound effects. The first is that it is the richest and most coherent history in any Chaos Space Marine Codex ever written. The second is that it finally conveys the tragedy of the Heresy. You may think I’ve taken leave of my senses but when you get beneath the skin of the betrayal it’s about a son starved of his father’s love as it is one made vainglorious by his praise. Of rivalries, manipulations and abuses long past but never forgotten. And, ultimately it’s about brothers killing brothers but, worst of all, a father forced to kill his most beloved son.

That said, the Codex makes it quite clear that although the Heresy is a tragedy, what follows is a horror. A never-ending ever worsening horror. With each passing millennia the depravities unleashed on the material universe worsens and it’s splendidly illuminated in the Codex. As I say, for the first time I feel like I really understand the Chaos Space Marines. It’s such an important clarification because it opens up Chaos Space Marines and allows gamers usually put off by the ‘mindless slaughter’ personae of the traitor legions to find or create a niche for themselves and still collect a diverse and interesting force.

The army list, being the first proper 6th edition list may cause some grumbles. It may also cause grumbles from Chaos players who liked how unbalanced you could make their armies with the previous edition and Space Marine players will grumble because Chaos Space Marines still got lots of the same stuff as they do plus all the mad stuff for being baddies.

As a well established Space Marine player I’d always somewhat sided with the last point but, as the saying goes, there’s no zealot like a convert. The army list is ace. It’s not ace because they’ve made it more mental but actually made it less so in a very important way. If you were to flick open your Codex Space Marine book to the army lists you’ll see that the Chaos Lord, Dark Apostle, Sorcerer and Warpsmith have the exact same profiles as their loyalist brothers. Equally Chaos Space Marines, Terminators and Chosen are all the statistical counterparts as well. Even the Helbrute which has replaced the Dreadnought (a new multipart model on the way at last – huzzah!) is essentially exactly the same.

Which is absolutely how it should be. Now, before you send the cultists round and have me offered up as a human sacrifice there’s a very good reason for this. Space Marines are Space Marines. There is only so far their physical or martial prowess can develop without…wait for it…outside intervention. Enter the Chaos Gods. Aside from special characters up the arse you can also give characters and units rewards, marks, icons etc that all augment their performance in some way.

A lord is only 65 points. No it’s not a typo. But they come with bugger all and they don’t get an invulnerable save for free and the one they can pay points for isn’t as good as the Iron Halo. However, they can also take a raft of other nasty upgrades, like Ichor Blood, and Marks of Chaos which augment them in a specific way either making them more choppy, harder to wound or faster on their feet. It also makes the associated elite traitor unit (Khorne Berzerkers, Thousands Sons, Plague Marines or Noise Marines) a troop choice rather than elite. Chaos Lords can be heavily augmented but the points will tot up and will bring them in line with their loyalist opposite number. Which is exactly as it should be.

If memory serves making the above units troop choices is no different from the previous edition but it’s important because it allows you to either take a legion specific or god specific force or a mismatched warband with an undivided lord at its head. If I’m honest the undivided player gets a bit of a rough deal as they don’t really get anything in the way of cool upgrades beyond the stuff that every one else gets. The upside is you have more points to spend on blokes and numbers is everything in 6th edition.

Chaos units are cheaper in most respects and you can take more of them in units Chaos Space Marines which will be lethal in 6th edition as they are both simultaneously elite but capable of mobbing, to a certain degree. Some may question the logic of making Chaos Space Marines 13 points each but having thought on it for a couple of days the 3 points difference between loyalist and traitor marines is fair because they don’t get Know No Fear. Which is a massively underrated special rule as it pretty much requires your opponent to wipe out a squad entirely because otherwise they’ll just keep coming back for more. They can also never be wiped out if they lose an assault because they automatically rally. It’s a very very useful special rule. And Chaos Space Marines don’t get it. Which is why the larger unit sizes will be so useful.

Cultists are awesome. There’s not much to say here. They’re cheap Guardsmen, basically, for a point less save which is rarely used anyway. And they can come in units of 35. Which is mental. Finally Alpha Legion players will be able to take the army they were always meant to. They may not like it because they’ll be spending points on what are little more than meat shields but that’s not my fault.

The usual suspects are back; possessed, chosen and Obliterators but all have been made more balanced but they can still spontaneously grow assault cannons so they’re going to be absolute monsters and yes I’ll but getting some. Many of them. Because they’re tough and vehicles are shit. Speaking of shit who sculpted the Mutilators needs to taken out the back of GW head office and shot. They are the most sinfully poor models I’ve ever seen come out of the Games Workshop since the Daemonhost models.

I could almost forgive the utterly poo sculpting if the unit made sense. What possible use is a slow and purposeful close combat unit?

There’s also new Raptors out which can also become Warp Talons. Quite possibly my favourite new unit. Granted, a little pricy on points but they’re daemonic, have lightning claws everywhere and can blind units when they deep strike which will massive prolong their life expectancy. And they look AWESOME. Essentially they’re the equivalent of the Vanguard Veterans and although they don’t have heroic intervention the fact that they get lots of things for free actually puts them on par.

The other new units are daemon engines. Specifically the Maulerfiend, Forgefiend and the Heldrake. The models will be reviewed in the next few days (I do spoil you) but for now let’s focus on the rules. Basically, they’re nasty. The They Will Not Die special rule allows them to recoup Hull Points. This is horrid. Daemonforge allows you to re-roll failed wound and armour penetration rolls. This is also horrid. The Forgefiend has Fleet and the Maulerfiend gets to Move Through Cover. Which is just mental. Granted they’re only BS & WS 3 but their points are comparative to the Helbrute. Which does make you wonder why you’d take one. That said the Helbrute is cheap and cheap to upgrade. Plus it’s initiative 4 to the Fiend’s 3 which does give it a clear advantage.

However, the game breaker of this edition is the Heldrake. Yes its armour is 12, 12, 10 and it’s only BS & WS 3 but it has Meteroic Descent which allows it to make a strength 7 vector strike. Which is nasty. But where it gets silly Is, for no extra points, you can swap the Hades Autocannon (which is nasty) with a Baleflamer which is a strength 6, AP 3 template weapon. Which hits automatically. Because it’s a template weapon. So on average you’ll mang 6 Space Marines a turn whilst moving up to 32 inches whilst benefitting from a 1 in 72 chance of being taken out in a 6 turn game in return. And all for a completely reasonable 170 points.

Between the lush background and a sensible army list – at last – it’s a fantastic book and I’m genuinely excited about collecting my Dark Knights. The codex is of the new hard back range so it’s noticeably more expensive, but it’s also full colour and a better paper stock so actually, and as much as I hate to admit it, it’s worth it.

Codex Chaos Space Marines is available from Firestorm Games priced £27.00.

The Path to Damnation

What with the new codex for Chaos Space Marines now out and with the models in the Dark Vengeance box so awesome I’ve decided to collect a small(ish) Chaos Space Marine army. I’ve always ummed and erred about collecting a Chaos army. I’ve bought every iteration of the Codex and started collecting an army but always ran out of steam very very quickly.

In fact, when I was a young and plucky key timer for the Games Workshop I put my discount to good use and acquired myself a 3,000 point undivided army which included a squad of Noise Marines, Iron Warriors, Khorne Bezerkers and Plague Marines all with the appropriate metal bits and bobs, lots of the old metal terminators and a Daemon Prince with the plastic wings which cost £8 a set.

I managed to build the 3 land raiders, the Daemon Prince and the terminators. And I even painted some of them. But between taking on too big a project and being skint, even that army was eventually eBayed.

And so, in the closing months of 2012 I am once again wandering down the dark path to damnation. The big question was, of course, which Legion to collect. I’ve always liked, as much as you can when it comes to evil psychotic super soldiers, the Alpha Legion for their complexity and the Night Lords for basically being Batman super soldiers.

The problem I have is that I’ve got 2 companies of Ultramarines. That’s 215 Space Marines, 4 servitors and a butt load of tanks. I’ll be the first to point out that they’re not all painted. And won’t be for ages because I’m lazy. But I’ve painted and still have to paint a lot of blue. And collecting either of those Legions would mean, well, more blue. And the thought appalled me.

So I resigned myself to collecting Word Bearers which is fine as they’re way cool in the Heresy books but I felt like I wasn’t even settling for the Silver Medal as they were my favourite of the Legions I liked less than the other two. Then, whilst on Twitter today I had the realisation that I don’t have to do an established traitor legion, or, more to the point I can do a successor traitor legion. So rather than just opt for renegades or fallen space marine chapters I’m basing my force around an off shoot of the Night Lords which means I still get to encapsulate all the sinister intent but I don’t have to paint anything blue. Huzzah!

And so I present to you; the Dark Knights.

In the aftermath of the Horus Heresy and the death of Night Haunter the Night Lord’s Legion, like many, were almost destroyed by a period of civil war and power struggles. Fragmented almost into none existence, dozens of ‘chapter’ sized forces broke away from the Night Lords determined to forge their own path, either cleaving out their own small, cruel, empire in real space or to wage their own personal, rage driven, war against the Imperium. A small few fell upon any of the traitor legion within striking distance in an orgy of grief fuelled violence.

Of those to abandon the Night Lords to their fate in the warp was the 15th company known by the Legion as the Dark Knights. So named for their own peculiar, if twisted, sense of right and wrong. Forever earning scorn from the more savage of their brothers both before and during the dark days of the heresy for their restraint. Although still masters in the art of terror, their twisted attentions were only ever directed at military targets or those they deemed guilty of a crime. What constituted a crime was decided by the Dark Knights themselves and their brand justice was swift, uncompromising, and violent in the extreme, striking from the shadows as the Night Haunter had always taught them and leaving nothing but death and mind bending horror in their wake.

Commanded by the dour and usually silent Malakai, the Dark Knights were among the few that refused to leave real space and flee to the relative safety of the Eye of Terror when the fleets of the Imperium sought to bring the traitors to task. Instead Malakai sought to find his Dark Knights a new home from which they could launch a campaign of vengeance against an unjust world.

For ten thousand years the Dark Knights have done just that. From adopted homeworld of Equinox they have launched countless raids not only against the Imperium but against any they consider unjust or guilty of hurting the weak. This has often brought them into conflict with not only other traitor marines but the Night Lords themselves.


The Dark Knights occupy a small forge world in the Eastern Fringe. Outwardly the world of Equinox is a loyal and tithe paying world of the Imperium. It meets it’s quotas of small arms, munitions and light vehicles. Inwardly the world is ruled by the Dark Knights and is a world in a state of barbaric martial law, the citizens striving to be the model member of society for fear of what may befall them should they transgress. And beneath the surface further still is the unmistakable taint of Chaos.

Manufactorums run at full capacity throughout the year and even the darkest streets are safe to walk but few would ever dare leave their homes at night lest they incur the attentions of their masters. The Dark Knights lurk in every shadow and atop every tower, watching, searching out any infraction against their word and delivering judgement upon them. Whatever the crime the punishment is almost always death. The lengths at which the Dark Knights draw out the death is directly proportionate to the severity of the crime. For those that would take another’s life the Dark Knights would keep alive for weeks, if not months, whilst they went about the business of punishing the guilty.

For all the barbarity that their masters bring down on the heads of the unwary, the people of Equinox remember a time when the world was in anarchy. When the Dark Knights came to Equinox at the turn of M.32 it was on the brink of civil war. Ravaged by the Heresy and left to die, it was too small to get the aide of either the shattered Imperium or the Cult Mechanicus. The manufactorums were silent, the streets a danger to navigate by day or night and the Governor all but powerless to stop the ever pervasive wave of violence that was destroying his world.

When the Dark Knights descended in their transports, the livery of the Knight Lords emblazoned on their flanks, the over stretched security forces gave up arms, all to willing to accept a swift end rather than beaten to death by the hands of their own people. Instead the Dark Knights fell upon the rioting masses with barely restrained fury. Within hours the worlds populous was either dead or cowering in the shadows.

The Governor threw himself at the mercy of Commander Malakai who, with a grunt of contempt, beheaded him where he knelt. Turning to the commanding officer of the Equinox Security Force, the body of his former master cooling at his feet, appointed him governor of Equinox. Malakai gave him a single instruction; be prosperous and just. Transgressions of any type would be severely punished, however, in exchange for obedience and keeping their presence on Equinox a secret, the Dark Knights would defend the world from all threats wherever they may lurk.

In reality the arrangement was not quite so clean-cut. Although Malakai did keep his word and allowed Equinox to prosper over the millennia, the people were forever at the mercy of the Dark Knights’ cruel justice and the less savoury aspects of their nature. Indeed as the Dark Knights’ secret war against Imperium and traitor alike continues the inner circle of the chapter are forced to make ever greater packs with the denizens of the warp which inevitably requires human sacrifice.

Fortunately Equinox’s population stretches in to the billions so a few hundred citizens snatched from hab blacks across the world is barely noticed. Or, if it is, nothing is ever reported. The people of Equinox understand that safety at the hands of the masters comes at an often grim price.

It’s high production rate, regularly paid tithes and thriving society means that it draws very little attention from the Imperium as a whole and the Dark Knights go to great lengths to keep it that way. Warp lanes and transition points are rigorously monitored for the slightest sign of unscheduled traffic to the world giving the Dark Knights ample time to either attack or go into hiding in the even of an official visit by a member of the Administratum.

During such visits the entirety of the Dark Knights vanish from sight. No one knows where they go but most believe that they stalk the shadows, watching not only the visitors but the citizens of Equinox for the slightest hint of duplicity. Any they believe to have attempted to convey to the Imperium of Equinox’s true purpose is publicly mutilated and their corpse left on display as a warning to all.


The Dark Knights have an all-consuming, if twisted, sense of justice and a strong moral code. However, this code is not only rigid as iron but requires the harshest of punishments for every conceivable form of transgression. And only the Dark Knights themselves know this code and see their actions, however violent, as a necessary and righteous administration of justice.

The Dark Knights are, at heart, traditionalists embracing the oldest teachings of the Night Haunter, his earliest writings speaking of how the strong must protect the weak. The strong that abuses the weak is to be cut out like cancer. The weak that would steal from their betters is as to a scavenging animal and deserves no more kindness than to be put down.

But the most important lesson that the Dark Knights embrace, that their father taught them, is to move silently, embrace the darkness and strike swiftly.

Indeed this is drummed into initiates into the Dark Knights from the onset. Either recruited from defecting warriors from other traitor factions, renegades or the small number of gene breds, all must undergo the same final test in which they are required to evade detection for a single 32 hour day on Equinox whilst Malakai’s personal retinue attempts to hunt them down.

Only a handful have survived the full day but of those that don’t there is a varying degree of violence waiting for them dependent on how quickly they are caught. Any initiate thought to have been discovered too quickly will be lucky to escape with their lives.

It is also tradition, once an initiate has joined the ranks of his brothers as an equal that he be branded with the Dark Knight insignia across their back. The brand is worn with tremendous pride. Indeed veterans of many campaigns have fashioned smaller brands and marked their skin to denote significant triumphs in the name of the chapter.

Within the Dark Knights there is little active Chaos worship although they are allied with the Dark Powers. Initiates and novices are forbidden from worship and may only bear the mark on their armour.

As Dark Knights work their way through the ranks they are gradually educated in the power and dangers of Chaos. They are also free to pray to the Gods and make pacts and oathes to earn favour and gifts.

This not only prevents the chapter from descending into madness and mutation but keeps the chapters structure stable and prevents the scheming and infighting that plagues other traitor factions.

The highest tiers of the chapter have their fates forever entwined with the Dark Gods, their bodies forever changed but their souls fighting against becoming completely consumed by Chaos. Although Lord Malakai is under no illusion that not even his iron will can resist forever.


Totally roughly a chapter’s strength the Dark Knights are unorthodox in their organisation to say the least. The Dark Knights do not have a formal structure, seeing the rigidity of company’s etc at odds with their preferred method of waging war. Malakai is the chapter commander, with the honorific title of Haunter and at his command are 6 captains to lead his forces in battle as and when the need arises.

When forming a strike force, Malakai and his men simply call upon those warriors or squads that best suit the demands of the theatre and the objective allowing them to equip themselves as best suits the mission parameters, their superior officers trusting them implicitly to organise themselves.

Indeed the Dark Knights trust each other completely. Descent is rare as is friction amongst the rank and file. All are focussed on their goal which is to bring order to the galaxy starting with the cutting away of the old, tired, Imperium.


Relatively few in number, barely a chapter strength force, the Dark Knights are reluctant to get drawn out in open combat, lacking the armour that many of their foes possess. Instead they are the masters of psychological warfare and the lightning strike, preferring to lure enemies into a trap and attacking them with frightening speed, leaving mutilated bodies in the path of the enemy.

The Dark Knights, like all of Night Haunter’s children prefer the use of jump packs, closing swiftly with their foe and dispatching them in mortal combat. Devoid of scout companies the Dark Knights are adept at stealth operations. Indeed their natural flair for barbarism is ideally suited for sowing confusion behind enemy lines.

Additionally, through circumstance and necessity the chapter has a higher than normal number of Helbrutes and Heldrakes, despite their reluctance to promise too much to the Dark Gods. Despite that fact, the black and grey monstrosities are a common sight amidst the Dark Knights’ lines.

The Dark Knights reluctance to invest too heavily in the promises of Chaos has meant a resistance to all but the most concerted whisperings has developed naturally over the millennia. Only Malakai, his captains and his elite chosen have allowed for any gifts to be bestowed upon them. However, this resistance has also meant that those few members of the chapter that have become possessed are not fully taken by the daemon creature they have let in. Instead a symbiosis occurs making them a far deadlier threat. However this battle of wills takes a great toll on the physical form, as such any possessed marines of the Dark Knights are incredibly short-lived.

When being deployed the Dark Knights will seek to close with the enemy as quickly as possibly, weaken with close support fire power and then break the back of the foe in combat. And should an enemy surrender they will be granted a swift and painless death…


The majority of the Dark Knights are Night Lords either from the Heresy or by descent and therefore carry the lineage of the Night Haunter. When new recruits are needed and initiates from other sources are insufficient in quality they use an ever dwindling supply of geneseed from their fallen brothers. Gene stocks have reached such low levels that the Dark Knigthts have begun actively engaging Night Lords in the hope of killing and harvesting their geneseed.


As stealth and the lightning strike are both preferred tactics of the Dark Knights a warcry is an alien notion. The only noise you’ll ever hear in the presence of a Dark Knight is the screams of their latest victims.

Chaos Rising

M’comrade John over at Ramblings from the Trenches has been speculating on the new Codex Chaos Marines complete with teaser from the Games Workshop.

Ramblings from The Trenches

The tubes have been alive with whisperings from The Warp of late and after much speculation GW has today released this:

Other sites have been somewhat more forthcoming with The One Ring releasing this image apparently showing what shiny whatnots will  be released next month.

The general consensus is that a new Chaos Codex is due in August/September with sites like Bell of Lost Souls gleefully disseminating potential details.

I can’t wait, my Chaos Marines force has been slowly stagnating in various to-do piles for the better part of two years.  Indeed my only post thus far has been my first ever one where I sketched out some of their basic background, and quite a bit of it has changed since then!
Let’s hope that the first 6th Edition Codex sets a good standard for the rest to follow.


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More Codex Chaos Legion Rumours

More rumours are flying around for the looming Codex Chaos Legions book. As we draw ever closer to the release of 6th edition it would appear that there may well be two Chaos Space Marine books after all, bringing the number of Codices up to 3.

I think this is pretty fair considering the loyal sons of the Emperor have 6 and that number may increase.

Anyway, add salt to taste…

-The new codex is squarely focused on the original 9 Traitor Legions and their factions. More recent renegade chapters (like the Red Corsairs) may get the cold shoulder.

-Chaos to get a form of Preferred Enemy on certain units.

-Daemon Princes may wind up being the only “Marked” Daemonic creatures – meaning either no god-specific daemons, or god-specific units but without the use of “Marks”.

-Daemon Princes moving in line with the ones in the Daemon Codex but “with a more Chaos Space Marine feel”, probably with specific benefits for different Legions.

-Chosen may not have access to Terminator Armour.

-Cult Terminators return in some form.

-Another “generic cult terminator” unit that gains special rules according to the Legion being played.