Anda di halaman 1dari 5

WARHAMMER 40,000 CODEX:

CHAOS SPACE MARINES


Official Update for 6th Edition, Version 1.1
Although we strive to ensure that our codexes are perfect, sometimes mistakes do creep in. In addition, we occasionally print new versions of our rules, which require amendments to be made in older versions of our codexes. When such issues arise, we feel that it is important to deal with them as promptly as we can, and we therefore produce regular updates for all of our codexes. When changes are made, the version number will be updated, and any changes from the previous version will be highlighted in Magenta. Where a version number has a letter, E.g. 1.1a, this means it has had a local update, only in that language, to clarify a translation issue or other minor correction. Each update is split into three sections: Errata, Amendments, and Frequently Asked Questions. The Errata corrects any mistakes in the codex, while the Amendments bring the codex up to date with the latest version of the rules. The Frequently Asked Questions (or FAQ) section answers commonly asked questions about the rules. Although you can mark corrections directly in your codex, this is by no means necessary just keep a copy of the update with your codex.

AMENDMENTS
Note that this is an older Codex, written for a previous edition of the rules. You will therefore need to consult the Reference section of the Warhammer 40,000 rulebook for an up to date list of Unit Types and Vehicle Hull Points. Youll also find that some of the weapons in this Codex are written out longhand, rather than using the weapon profile format in the Warhammer 40,000 rulebook. Dont worry these are functionally identical, unless noted otherwise in this document. Two Toughness Values Where a model has two Toughness values presented on its profile, one of which is presented in brackets, always use the bracketed value. Ignore the other value entirely. Psychic Powers Any model with psychic powers may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Chaos Space Marines. If he does so, for each psychic power he has purchased from Codex: Chaos Space Marines, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three new powers. Page 25 Forces of Chaos, Special Rules. Change the second and third paragraphs to: To save space and repetition, where a model has a special rule, only the name of the rule is given in this section. Refer to the special rules section of the Warhammer 40,000 rulebook. Page 25 Forces of Chaos, Mark of Nurgle. Ignore the second sentence (regarding Instant Death). Page 29 Possessed Space Marines, Possessed Abilities Table. Change the text of result 6 on the table to: A shimmering daemonic aura surrounds the weapons of the Possessed; their close combat attacks are AP3.

ERRATA
Page 42 Fire Points. The paragraph should be changed to: Fire Points 1: The Chaos Rhino has a large hatch on top of its hull, which can be used as a fire point by two of the passengers. Page 48 Gorechild. The third sentence should be changed to: Against models with a WS value, Khrns close combat attacks always hit on a 2+.

WARHAMMER 40,000: CHAOS SPACE MARINES

Page 33 Chaos Spawn, Mindless Replace this entry with: Units of Chaos Spawn must always move as far as they can towards the closest enemy. They must always try to charge the closest enemy. At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn unit that is locked in combat. The result is the number of Attacks (before modifiers) that each Chaos Spawn in that unit has this turn. Page 40 Chaos Dreadnought, Blood Rage Replace this entry with: For the duration of the turn the Chaos Dreadnought has the Fleet special rule. In the Movement phase, the Chaos Dreadnought must move as far as possible towards the nearest enemy unit. If this move puts the Chaos Dreadnought within charge range of one or more enemy units then it may not Shoot or Run in the Shooting phase and must declare a charge against the nearest enemy unit in the Assault phase. If, at the end of the Chaos Dreadnoughts Movement phase it is not in charge range of the enemy then it must instead Run in its Shooting phase, again moving as far as possible towards the nearest enemy unit. Page 44 Chaos Land Raider, Assault Vehicle. Ignore this entry refer to the Warhammer 40,000 rulebook. Page 46 Abaddon the Despoiler, Daemon Sword Drachnyen. Change the italicized text to read: Abaddon has +D6 Attacks from his Daemon Weapon, rolled at the beginning of each Fight sub-phase. Page 48 Khrn the Betrayer, Gorechild. Replace the last sentence with the following profile: Range S AP Type Gorechild +1 2 Melee, Armourbane, Unwieldy Page 50 Ahriman, The Black Staff of Ahriman. Change the second sentence to read It is a force stave, and in addition grants Ahriman a Psyker Mastery Level of 3. Page 53 Fabius Bile, Enhanced Warriors. Change the fourth sentence to read: After deployment, Infiltrator deployment and Scout redeployment but before the roll to Seize the Initiative, roll a D6 for each enhanced squad and consult the table opposite. Page 55 Typhus, Manreaper. Replace this entry with the following profile: Range S AP Type User 2 Melee, Daemon Weapon, Force, Two-handed,

Unwieldy Page 55 Typhus, Destroyer Hive. Change the second sentence to read: Typhus does not suffer the penalties for charging enemies through cover, but instead fights at his normal Initiative in the ensuing combat. In addition enemy units do not gain their bonus Attacks for charging Typhus or a unit he has joined. Page 57 Huron Blackheart, The Hamadrya. Change the second paragraph to: The Hamadrya is treated as a Familiar, except that its effects are to make Huron a psyker (Mastery Level 1) and give him the Warptime psychic power. Page 62 Summoned Greater Daemon, Special Rules. Add the Daemon special rule. Page 63 Summoned Lesser Daemon, Special Rules. Add the Daemon special rule. Page 83 Combi-weapons Add the following Alternatively, a combi-weapon may be a combi-bolter, in which case it has the following profile: Range S AP Type Combi- 24" 4 5 Rapid fire, bolter Twin-linked Page 85 Special Equipment, Familiar. Change the third sentence to read: A Sorcerer with a Familiar may be given one psychic power more than normal, though this does not increase their Mastery Level. Page 85 Special Equipment, Jump Pack. Replace this entry with: Models equipped with a jump pack change their Unit Type to Jump Infantry Page 85 Special Equipment, Wings. Replace this entry with Infantry models equipped with wings add Jump to their unit type. Daemon Princes with wings add Flying to their unit type. Page 86 Armour, Terminator Armour. Replace the second and third sentences with: Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Furthermore, models in Terminator armour have the Bulky, Deep Strike and Relentless special rules, and may not make Sweeping Advances. Page 87 Dozer Blades, Searchlight, Smoke Launchers. Use the entries in the Warhammer 40,000 rulebook. Page 88 Psychic Powers, Gift of Chaos. Ignore the bracketed part of the second sentence of the fourth paragraph (regarding victory points) altogether.

WARHAMMER 40,000: CHAOS SPACE MARINES

Page 93 Daemon Weapons, Daemon Weapon (Lords with no Mark of Chaos). Replace the last sentence with the following profile: Range S AP Type +1 2 Melee, Daemon Weapon,Two-handed Daemon Weapon: This weapon gives its wielder +D6 Attacks in close combat. Roll the dice at the beginning of each Fight subphase the wielder is in close combat. If the result is a 1, the model may not make any Attacks in this sub-phase and suffers one Wound with no armour saves allowed. Page 93 Daemon Weapons, Bloodfeeder. Replace the second and third sentences with the following profile: Range S AP Type User 2 Melee, Bloodfeed, Daemon Weapon, Two-handed Bloodfeed: A model with a Bloodfeeder gains 2D6 Attacks rather than D6. If either dice rolls a 1, the model does not attack and suffers one Wound as described above (not one Wound for each 1 rolled). Page 93 Daemon Weapons, Plaguebringer. Replace the last sentence with the following profile: Range S AP Type User 2 Melee, Daemon Weapon, Poisoned (4+), Two-handed Page 93 Daemon Weapons, Blissgiver. Replace the last sentence with the following profile: Range S AP Type User 2 Melee, Daemon Weapon, Instant Death, Two-handed

Q. If a Sorcerer in Terminator armour with a psychic power that works at the beginning of the turn (e.g. Warptime) is deep striking, what takes place first, teleporting in or psychic powers? Or does the owner decide on the order? (p31) A. The psychic power is used at the beginning of the turn, while the unit deep strikes in the Movement phase, so a deep striking model cannot use Warptime or similar powers in the turn they deep strike. Q. Can a Daemon Prince with the Mark of Tzeentch use two different psychic powers, that both count as firing a weapon, in the same Shooting phase? (p32) A. No. Q: What Psychic Mastery Level is a Daemon Prince? (p32) A: Mastery Level 1 (if he is a psyker). Q: Can a unit of Thousand Sons, without a Sorcerer or Independent Character of Tzeentch leading them, move whilst affected by an ability that reduces the number of dice rolled for moving through difficult terrain? (p37) A: No. Q: When working out which targets are visible to a Chaos Dreadnought suffering from a Fire Frenzy result, are you limited to those units within the 45 degree line of sight of its weapons? (p40) A: Yes. Q. If a Dreadnought rolls a Fire Frenzy, can it use smoke launchers to stop it from shooting? (p40) A. No, the Dreadnought must fire. Q. Can a unit numbering more than 10 models still take a Chaos Rhino as a dedicated transport, even though it cannot embark? (p42) A. Yes, as the squad might drop to 10 models or less during the game. Q: Does a successful Chaos Rhino repair attempt restore a Hull Point? (Pg 42) A: No. Q: Is Abaddons Daemon Sword Drachnyen a power weapon and, if the D6 roll for his extra Attacks is a 1, does the weapon rebel as described on page 93? (p46) A: Yes to both questions. Q. Does Khrns Blessing of the Blood God ignore persistent psychic abilities (like Psychic Scream or Veil of Tears)? (p48) A. Yes. The psychic ability still functions, however Khrn simply ignores any and all effects of the ability. Q: If a unit containing Khrn is hit by a psychic power that forces the target to move, can the unit be moved? (p48) A: No. The unit must move at the speed of its slowest model, and Khrn is not affected by the psychic power.

FAQs
Q. With Nurgle Bikers, is the +1 Toughness from the Mark of Nurgle cumulative with the +1 Toughness for riding a bike? (p27) A. Yes, they are Toughness 6! Q: What Psychic Mastery Level is a Sorcerer of Chaos? (p31) A: Mastery Level 1.

WARHAMMER 40,000: CHAOS SPACE MARINES

Q. Can Ahriman use the same power two or even three times during the same turn? (p50) A. Powers that are psychic shooting attacks can only be used once per turn. Gift of Chaos can be used multiple times, as it is not a psychic shooting attack. The same is true for Warptime, but of course there is no point in using this power more than once per turn! Q: What Psychic Mastery Level is Ahriman? (p50) A: Mastery Level 3. Q: Can any unit containing Chaos Space Marines be given the Enhanced Warriors upgrade from Fabius Bile? (p53) A: No. Only units of Chaos Space Marines (the Troops choice) can be upgraded. Q: What Psychic Mastery Level is Typhus? (p50) A: Mastery Level 1. Q. Does Typhus Manreaper have poisoned attacks that cause wounds on a 4+? (p55) A. Yes, it combines the effect of a Plaguebringer and a force weapon. Q: Does Typhus weapon, Manreaper, follow all the rules on page 93 for Daemon weapons? (p55) A: Yes. Q. Can Typhus use his force weapon ability on multiple models in the same Assault phase? (p55) A. No. As the weapon follows all of the rules for a normal force weapon, Typhus can only use it once per turn. The exception is that Typhus can both use the force weapon and one of his psychic powers in the same turn. Q. How does the Manreaper function against Khrns Blessing of the Blood God? (p55) A. Only the force weapons instant-kill ability of the Manreaper is lost when directing attacks against Khrn. Q: What Psychic Mastery Level is Huron Blackheart? (p57) A: Mastery Level 1 (thanks to the Hamadrya). Q: What happens if there isnt space to place a summoned Greater Daemon model on the board? (p61) A: Move the models that are in the way the minimum distance required to make enough space. Q: If the model replaced by a summoned Greater Daemon had gone to ground, will the summoned Greater Daemon also have gone to ground once it has arrived? (p61) A: No. It will be unaffected.

Q: If Chaos Space Marines are allied to Chaos Daemons, do they roll for scatter if Deep Striking within 6" of a Chaos Icon carried by a Chaos Daemon model? (p81) A: If the wording on the Chaos Icons description refers to all friendly units, then yes. If not, then the Chaos Icon only affects the specific units referred to in its description. Q: Must a unit that is arriving by Deep Strike within 6" of a chaos icon, be entirely comprised of Obliterators or models in terminator armour to stop them from scattering? (p81) A: Yes. Q: Is Lash of Submission a Psychic Shooting Attack and must it roll To Hit? (p88) A: Yes to both questions. Note that if it misses, it will have no effect. Q. Can you use Lash of Submission to move models around within a unit and re-arrange them? Can models be moved out of unit coherency? Can a unit be moved out of combat? If a unit is moved into dangerous terrain, do they have to test? If jump infantry are moved, are they assumed to be using their packs or walking? Can a unit be shoved right off the table, or into impassable terrain? (p88) A. The move created by this power is executed exactly like a normal move, except that its not slowed by difficult terrain. It follows that, for example: the 2D6" distance rolled is the units maximum move, as normal, and models in the unit can move up to that distance or less. models cannot be moved out of coherency. units cannot be moved out of combat. dangerous terrain tests must be taken as normal. jump infantry may choose to move either with their packs or on foot (moving players choice). units cannot enter impassable terrain, leave the table or be moved closer than 1" to enemy models. Q. Can a unit be affected by Lash of Submission more than once in the same turn? (p88) A. Yes. Q: Can Lash of Submission be used to move the target into range of other weapons in the unit? (p88) A: No. Every shooting attack in the unit is resolved simultaeously. Q: Does the use of Nurgles Rot limit what enemy units the rest of the unit can shoot and assault for that turn? Does Nurgles Rot need to roll To Hit? (p88) A: No to both questions.

WARHAMMER 40,000: CHAOS SPACE MARINES

Q. Models armed with the Bloodfeeder (Khorne DW) can exceed 10 Attacks. Is this allowed? (p93) A. Yes, as they are bonus attacks that apply only in that turns close combat and do not permanently modify the models Attack characteristic. Q: Does Warptime allow the psyker to pick and choose which To Hit and To Wound dice he will re-roll? (p88) A: No. He can decide after each To Hit or To Wound roll but he must re-roll all dice or no dice. Q: If there isnt space on the board to place the Chaos Spawn created by Gift of Chaos what happens? (p88) A: Move the models that are in the way the minimum distance required to make enough space. If it is not possible to make enough space on the board the enemy target is still removed as a casualty but no Chaos Spawn model is placed.

Last updated 24th July 2012

WARHAMMER 40,000: CHAOS SPACE MARINES

Anda mungkin juga menyukai