Codex Mercenaries

 

By Robert Kaye and Michael Deaton

This codex updates the kroot mercs list to take into account the disappearance of minor psychic powers & change of codex style, and also adds to its variety enormously enabling most races to hire any of the forces described as mercenaries. Although this list does not cover every single possible mercenary unit, it does cover those units most likely to be present in a mercenary army, to minimise the potential abuse of being able to take the best from each mercenary army's codex. It also offers a way for those players who have purchased or are thinking about purchasing the Black Reach boxed set to use the ork miniatures even if they do not want an ork army. If anyone decides to collect an army of mercenaries, please send us a pic as we reckon such an army would look awesome, provided that they all share some sort of marking to show that they are on the same side.

"Do not reject out of hand the mercenary. Consider that each one of these scum is worth three to you: one more on your side, one less on your foe's side, and one more worker in your ordnance smithies."
Magnate-General Constantine Beaumont,
231st Viscount of the Argentium IV General Staff

Hiring Mercenaries

There are 2 ways that an army may use mercenaries. The first method is to use a separate detachment and treat the army as an allied army. The other way is to use them as auxiliary units in your army's detachment. To do this all compulsary slots (typically 1 HQ and 2 Troops units) must first be filled using units from the main army. Once this is done the army may add mercenary units to fill out further slots on the force organisation chart. However, the number of mercenary units taken may not be higher than the number of Troops choices taken from the main army list, e.g. An army with 2 Troops units may hire up to 2 mercenary units.

The following armies may not hire mercenaries: Chaos Daemons, Daemonhunters, Necrons, Space Marines (all types), Tyranids & Witch Hunters.

The limits on how many units may be taken from the mercenaries codex is as follows:
0-1 HQ
0-1 Elites
0-2 Troops
0-1 Fast Attack
0-1 Heavy Support

Alternatively you may field an army of mercenaries by using this codex by itself, as there are many times that an employer is either unable to provide his own troops or wishes to remain anonymous.


Special Rules:

Morale

Because all units will only hire themselves out if they feel capable of fulfilling the mission but ultimately have no desire to sacrifice themselves for the rest of the army, all mercenary units have Ld 8 even if their profile shows that they have a higher or lower Ld value. The exception to this are the HQ units which have Ld 9 and confer the Stubborn rule to all mercenary units of the same race within 12". Orks may still use the Mob Rule to count as having a higher Ld value.


Vehicles

Because vehicles are so expensive to acquire and maintain they are generally reserved for major engagements and may only be used in Apocalypse games (where they may also access other vehicles such as hammerheads and leman russes that are also reserved for major engagements). The exception to this is light vehicles and transports, as their running costs are so low and they can be easily repaired and transported. However, due to various infamous occasions where an unscrupulous employer has escaped in a mercenary transport and left its original occupants to die, only mercenaries of the same race may use the transport of a mercenary unit.


Conferred Bonuses and Penalties

Since the mercenaries are fighting alongside the employer's army rather than being a part of it, all mercenary units are treated as belonging to a separate army when it comes to advantages and disadvantages provided by the non-mercenary units. For example mercenaries will not benefit from a Ld bonus or re-roll conferred by a banner or standard, nor will it gain bonus skills if joined by a non-mercenary independent character that would normally be granted to a non-mercenary unit. Since the same applies to penalties, there would be no penalty for mercenary tau if their employer's ethereal died or any other penalties that an army might confer.

I Strengthen My Kin

If a kroot shaper is included in the army, the rest of his squad (including the shaper and any krootoxen but not kroothounds) may take one of the following upgrades:
Bold: The unit gains +1 Ld. Cost: +1 Point/Model
Chameleonic: The unit gains +1 to all cover saves and counts as having a 6+ cover save when not behind cover. Cost: +1 Point/Model
Fast Reflexes: The unit gains +1 I. Cost: +1 Point/Model
Nocturnal: The unit gains the Night Vision ability. Cost: +1 Point/Model
Ork Hybrid: The unit gains +1 T. Cost: +2 Points/Model for single-wound models, +5 points for models with more than 1 wound. This adaptation affects the base toughness so that strength 6 & 7 attacks no longer inflict instant death due to being double the  toughness of the target.

 

HQ


HQ: Kaptin Badrukk

Same as Kaptin Badrukk in the Ork Codex

Unique

May be accompanied by a bodyguard of Flash Gitz, which do not use up a force organisation slot.

If Kaptin Badrukk is included then Warbikers may be taken as Fast Attack choices and Flash Gitz may be taken as Heavy Support choices. Also one mob of Flash Gitz may be taken as a Troops choice.


HQ: O'Shovah Commander Farsight

Same as Commander Farsight in the Tau Empire Codex except that:

He has Ld 9.

Unique

If Commander Farsight is included then Pathfinder Teams may be taken as Fast Attack choices and XV88 Broadside Battlesuit Teams may be taken as Heavy Support choices, although no ork mercenaries may be included in the army.


HQ: Master Shaper

Based on Master Shaper from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

WS 4 BS 3 S 4 T 3 W 3 I 4 A 3 Ld 9 Sv 5+ 65 Points

Unit Type: Infantry

Wargear: Kroot rifle or Bolt pistol or Shuriken pistol, Close combat weapon, Mark of The Favoured Child, Frag grenades

Special Rules: Independent Character, 4+ Invulnerable Save, Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Options:
• Replace Kroot rifle with one of the following: Storm bolter for +5 points, Flamer for +6 points, Meltagun for +13 points or Plasma gun for +15 points.
• Replace Close combat weapon with one of the following: power weapon for +15 points, witchblade for +20 points or eviscerator for +25 points. If a witchblade is taken the master shaper counts as being a Psyker.
• Take melta bombs for +5 points.
• Take a Surefoot Charm for +10 points.
• Take The Blood of The Stalker for +20 points.
• Take hyperactive nymune organ for +5 points or wings for +15 points.

The Master Shaper may lead a Shaper Council. See the unit entry for details. The Master Shaper and Shaper Council only use up 1 HQ slot.

A Master Shaper allows Vulture Kindreds to be taken as Fast Attack choices and Hunter Kindreds to be taken as Heavy Support choices.


HQ: Shaper Council

Based on Shaper Council from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 9 Sv 5+ 30 Points/Model

Unit Composition: 3-5 Shapers

Unit Type: Infantry

Wargear: Kroot rifle or Bolt pistol or Shuriken pistol, Close combat weapon, Frag grenades

Special Rules: Eaters of the Dead, Fieldcraft, Infiltrate

Options:
• Replace Kroot rifle with one of the following: Storm bolter for +5 points, Flamer for +6 points, Meltagun for +13 points or Plasma gun for +15 points.
• Replace Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• Take melta bombs for +5 points.
• The entire squad may take hyperactive nymune organs for +5 points/model or wings for +15 points/model.

Does not use an HQ slot and can only be taken as a bodyguard for a Master Shaper.


HQ: Mercenary Captain

WS 4 BS 4 S 3 T 3 W 2 I 4 A 3 Ld 9 Sv 5+ 45 Points

Unit Type: Infantry

Wargear: Flak armour, Refractor Field, Laspistol, Frag & Krak grenades, Lasgun or autogun or shotgun or close combat weapon

Special Rules: Independent Character, Infiltrate, 5+ Invulnerable Save

Options:
• The Mercenary Captain may replace his/her laspistol with a bolt pistol for +1 point or a plasma pistol for +10 points.
• The Mercenary Captain may replace his/her lasgun, autogun or shotgun with a bolter for +1 point or a storm bolter for +5 points.
• The Mercenary Captain may replace his/her close combat weapon with a power weapon for +5 points or a power fist for +20 points.
• The Mercenary Captain may replace his/her flak armour with carapace armour for +5 points.
• The Mercenary Captain may take melta bombs for +5 points.

Leadership: Any Human Mercenary unit (including ogryns and ratlings) within 12" of the Mercenary Captain may use his/her Leadership value unless the captain is in close combat, falling back or pinned.

A Mercenary Captain allows Sentinel Squadrons to be taken as Fast Attack choices and Ratling Squads to be taken as Heavy Support choices.


HQ: Freebooter Kaptin

WS 5 BS 2 S 4 T 4 W 2 I 3 A 4 Ld 9 Sv 4+ 55 Points

Unit Type: Infantry

Wargear: Gitfinda, 'Eavy Armour, Slugga, Stikkbombz, Choppa or Shoota.

Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh!

Options:
• The Freebooter Kaptin may replace his choppa with a big choppa for +5 points or a power klaw for +20 points.
• The Freebooter Kaptin may replace his slugga with a shoota/rokkit kombi-weapon, shoota/skorcha kombi-weapon or twin-linked shoota for +5 points or a snazzgun for +10 points.
• If a snazzgun is taken it may be given any of the following upgrades: More dakka for +5 points, Shootier for +5 points and Blastas for +5 points.
• The Freebooter Kaptin may replace his slugga and choppa with mega armour for +35 points.

A Freebooter Kaptin allows Warbikers to be taken as Fast Attack choices and Flash Gitz to be taken as Heavy Support choices. A Freebooter Kaptin also allows one mob of Flash Gitz to be taken as a Troops choice.


HQ: Corsair Prince

Same as Autarch in the Eldar Codex except that:

He has Ld 9.

A Corsair Prince allows Vyper Squadrons to be taken as Fast Attack choices and War Walker Squadrons to be taken as Heavy Support choices.


HQ: Mercenary Commander

Same as Shas'El Commander in the Tau Empire Codex

A Mercenary Commander allows Pathfinder Teams to be taken as Fast Attack choices and XV88 Broadside Battlesuit Teams to be taken as Heavy Support choices, although no ork mercenaries may be included in the army.

 

ELITES


Elites: Headhunter Kindred

Based on Headhunter Kindred from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Headhunter Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 10 Points/Model
Headhunter Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 31 Points/Model

Unit Composition: 1 Headhunter Shaper and 9-19 Headhunter Kroot

Unit Type: Infantry

Wargear: Kroot rifle, Close combat weapon, Frag grenades

Special Rules: Poisoned Attacks, Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Options:
• The entire squad may take hyperactive nymune organs for +2 points/model.

Character:
• The Headhunter Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Headhunter Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Headhunter Shaper may take melta bombs for +5 points.
• The Headhunter Shaper may take a Surefoot Charm for +10 points.
• The Headhunter Shaper may take The Blood of The Stalker for +20 points.


Elites: Stalker Kindred

Based on Stalker Kindred from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Stalker Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 11 Points/Model
Stalker Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 32 Points/Model
Kroot Hound: WS 4 BS 0 S 4 T 3 W 1 I 4 A 2 Ld 8 Sv 6+ 6 Points/Model

Unit Composition: 1 Stalker Shaper, 9-19 Stalker Kroot and 0-5 Kroot Hounds

Unit Type: Infantry

Wargear: Stalker Kroot & Stalker Shaper: Kroot rifle, Close combat weapon, Frag grenades
Kroot Hounds: Teeth

Special Rules: Ambush, Stealth, Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Character:
• The Stalker Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Stalker Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Stalker Shaper may take melta bombs for +5 points.

Ambush: The kindred must be deployed via deep strike into a piece of area terrain. If this results in them scattering outside the area terrain then reduce the distance scattered until it is within the area terrain. Ignore the normal penalty for deep striking into dense terrain and deploy the unit as normal. The kindred may assault on the turn that it appears.


Elites: Vulture Kindred

Based on Vulture Kindred from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Vulture Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 12 Points/Model
Vulture Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 33 Points/Model

Unit Composition: 1 Vulture Shaper and 9-19 Vulture Kroot

Unit Type: Jump Infantry

Wargear: Kroot rifle, Close combat weapon, Frag grenades

Special Rules: Deep Strike, Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Character:
• The Vulture Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Vulture Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Vulture Shaper may take melta bombs for +5 points.
• The Vulture Shaper may take The Blood of The Stalker for +20 points.


Elites: Hunter Kindred

Based on Hunter Kindred from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Hunter Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 8 Points/Model
Hunter Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 29 Points/Model

Unit Composition: 1 Hunter Shaper and 4-9 Hunter Kroot

Unit Type: Infantry

Wargear: Kroot hunting rifle, Close combat weapon

Special Rules: Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Character:
• The Headhunter Shaper may replace its Kroot hunting rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Headhunter Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Headhunter Shaper may take melta bombs for +5 points.
• The Headhunter Shaper may take The Blood of The Stalker for +20 points.


Elites: Hardened Mercenaries

Same as Veteran Squad from p98 of Imperial Guard Codex except that:

May purchase two doctrines instead of one, costing 50pts.


Elites: Ogryns

Same as in the Imperial Guard Codex


Elites: Sentinel Squadron

Same as in the Imperial Guard Codex


Elites: Ratling Squad

Same as in the Imperial Guard Codex


Elites: Kommandos

Same as in the Orks Codex

Boss Snikrot may not be taken.


Elites: Nobz

Same as in the Orks Codex


Elites: Warbikers

Same as in the Orks Codex


Elites: Flash Gitz

Same as in the Orks Codex

Kaptin Badrukk may not be taken as a squad upgrade.


Elites: Starfarers

Starfarer: WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 4+ 11 Points/Model

Unit Composition: 5-10 Starfarers

Unit Type: Infantry

Wargear: Aspect armour, shuriken pistol, shuriken catapult or close combat weapon

Special Rules: Fleet

Options:
• The entire squad may be equipped with swooping hawk wings for +5 points/model, warp jump generators for +8 points/model or eldar jetbikes for +15 points/model.
• Up to 3 Starfarers may replace their close combat weapon with a scorpion chainsword for +3 points, a power weapon for +5 points, or a laser lance for +8 points (if mounted on a jetbike).
• Up to 3 Starfarers may replace their shuriken catapult with a lasblaster or avenger shuriken catapult for +1 point, a death spinner for +3 points, a fusion gun or flamer for +5 points, or a reaper launcher for +15 points.


Elites: Rangers

Same as in the Eldar Codex


Elites: Vyper Squadron

Same as in the Eldar Codex


Elites: War Walker Squadron

Same as in the Eldar Codex


Elites: XV8 Crisis Battlesuit Team

Same as in the Tau Empire Codex


Elites: Stealth Team

Same as in the Tau Empire Codex


Elites: Pathfinder Team

Same as in the Tau Empire Codex

Devilfish may not be taken.


Elites: XV88 Broadside Battlesuit Team

Same as in the Tau Empire Codex

 

TROOPS


Troops: Kroot Carnivore Kindred

Based on Kroot Carnivore Kindred from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 8 Points/Model
Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 29 Points/Model

Unit Composition: 1 Shaper and 9-19 Kroot

Unit Type: Infantry

Wargear: Kroot rifle, Close combat weapon

Special Rules: Eaters of the Dead, Fieldcraft, Infiltrate, I Strengthen My Kin

Character:
• The Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Shaper may take melta bombs for +5 points.
• The Headhunter Shaper may take The Blood of The Stalker for +20 points.


Troops: Mercenaries

Same as Veteran Squad on p98 of Imperial Guard Codex.


Troops: Ork Boyz

Same as in the Orks Codex


Troops: Eldar Pirates

Eldar Pirate: WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 5+ 8 Points/Model
Starfarer: WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 4+ 11 Points/Model

Unit Composition: 1 Starfarer & 9-19 Eldar Pirates

Unit Type: Infantry

Wargear: Eldar Pirate: Mesh armour, shuriken pistol, shuriken catapult or close combat weapon
Starfarer: Aspect armour, shuriken pistol, shuriken catapult or close combat weapon

Special Rules: Fleet

Options:
• Up to 2 Eldar Pirates may replace their shuriken catapult with a fusion gun or flamer for +5 points.
• The Starfarer may replace his/her close combat weapon with a scorpion chainsword for +3 points or a power weapon for +5 points.
• The Starfarer may replace his/her shuriken catapult with a lasblaster or avenger shuriken catapult for +1 point, a death spinner for +3 points, a fusion gun or flamer for +5 points, or a reaper launcher for +15 points.


Troops: Fire Warrior Team

Same as in the Tau Empire Codex

 

FAST ATTACK


Fast Attack: Kroot Hound Pack

Based on Kroot Hound Pack from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 8 Points/Model
Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 29 Points/Model
Kroot Hound: WS 4 BS 0 S 4 T 3 W 1 I 4 A 2 Ld 8 Sv 6+ 6 Points/Model

Unit Composition: 1 Shaper, 9-19 Kroot and 5-20 Kroot Hounds

Unit Type: Infantry

Wargear: Kroot & Shaper: Kroot rifle, Close combat weapon, Frag grenades
Kroot Hounds: Teeth

Special Rules: Eaters of the Dead, Fieldcraft, Infiltrate, Release the Hounds, I Strengthen My Kin

Options:
• The entire squad may take hyperactive nymune organs for +2 points/model.

Character:
• The Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Shaper may take melta bombs for +5 points.
• The Shaper may take a Surefoot Charm for +10 points.
• The Shaper may take The Blood of The Stalker for +20 points.


Fast Attack: Rough Rider Squadron

Same as in the Imperial Guard Codex


Fast Attack: Stormboyz

Same as in the Orks Codex

Boss Zagstruk may not be taken.


Fast Attack: Guardian Jetbike Squadron

Eldar Pirate Jetbike: WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 3+ 22 Points/Model
Starfarer: WS 4 BS 4 S 3 T 3 W 1 I 5 A 1 Ld 8 Sv 3+ 25 Points/Model

Unit Composition: 1 Starfarer & 2-11 Eldar Pirates

Unit Type: Jetbikes

Wargear: Eldar Pirate Jetbike: Mesh armour, shuriken catapult, close combat weapon
Starfarer: Aspect armour, shuriken catapult, close combat weapon

Options:
• 1 in 3 Eldar Pirate Jetbikes may replace their shuriken catapult with a shuriken cannon for +10 points.
• The Starfarer may replace his/her close combat weapon with a scorpion chainsword or death spinner for +3 points or a power weapon, fusion gun or flamer for +5 points.


Fast Attack: Gun Drone Squadron

Same as in the Tau Empire Codex


Fast Attack: Loxatl

Based on Loxatl from Sabbat Crusade Campaign

http://uk.games-workshop.com/campaignweekends/sabbat-crusade/6/

Loxatl: WS 6 BS 3 S 5 T 5 W 3 I 3 A 3 Ld 8 Sv 3+ 40 Points/Model

Unit Composition: 1-3 Loxatl

Unit Type: Beasts

Wargear: Loxatl flechette blaster, Frag grenades

Special Rules: Move Through Cover, Stealth

Loxatl Flechette Blaster: Range: 18" S: 3 AP: 5 Type: Assault 2
       Special: Rending, Pinning

 

HEAVY SUPPORT


Heavy Support: Krootox Herd

Based on Krootox Herd from Kroot Mercenaries Codex

http://uk.games-workshop.com/tau/kroot-list/

Kroot: WS 4 BS 3 S 4 T 3 W 1 I 3 A 1 Ld 8 Sv 6+ 8 Points/Model
Shaper: WS 4 BS 3 S 4 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 29 Points/Model
Krootox Rider: WS 4 BS 3 S 6 T 3 W 3 I 3 A 3 Ld 8 Sv 6+ 35 Points/Model

Unit Composition: 1 Shaper, 9-19 Kroot and 3-5 Krootox Riders

Unit Type: Infantry

Wargear: Kroot & Shaper: Kroot rifle, Close combat weapon, Frag grenades
Krootox Rider: Kroot gun

Special Rules: Eaters of the Dead, Fieldcraft, I Strengthen My Kin

Character:
• The Shaper may replace its Kroot rifle with one of the following: Storm bolter for +5 points or Flamer for +6 points.
• The Shaper may replace its Close combat weapon with one of the following: power weapon for +15 points or eviscerator for +25 points.
• The Shaper may take melta bombs for +5 points.
• The Shaper may take The Blood of The Stalker for +20 points.


Heavy Support: Special Weapons Squad

Mercenary: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 5+ 7 Points/Model
Mercenary Sergeant: WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 5+ 14 Points/Model

Unit Composition: 5-15 Mercenaries

Unit Type: Infantry

Wargear: Flak armour, Laspistol, Frag grenades, Lasgun or autogun or shotgun or close combat weapon

Special Rules: Infiltrate

• Up to 3 Mercenaries may replace their weapon with a flamer for +9 points, sniper rifle, heavy stubber or demolition charge (1 per squad) for +10 points, grenade launcher for +12 points, meltagun, plasma gun, heavy bolter or mortar for +15 points, autocannon or missile launcher for +20 points, or a lascannon for +25 points.
• 1 Mercenary may be upgraded to a Mercenary Sergeant for +7 points. The Mercenary Sergeant may replace his/her laspistol with a bolt pistol for +1 point or a plasma pistol for +10 points. The lasgun, autogun or shotgun may be replaced by a bolter for +1 point or a storm bolter for +5 points. The close combat weapon may be replaced by a power weapon for +5 points or a power fist for +15 points.
• The entire squad may take krak grenades for +2 points/model.


Heavy Support: Lootas

Same as in the Orks Codex


Heavy Support: Support Weapon Battery

Same as in the Eldar Codex


Heavy Support: Sniper Drone Teams

Same as in the Tau Empire Codex

 

 

 

 

Codex Night Lords

 

By Robert Kaye

This codex is based off the Night Lords codex in the 4th ed. Codex Chaos Space Marines, with updates to take into account the changes to the codex layout and the new units, so that players of the old Night Lords army, as well as other fans of chaos' Fast Attack units, can play with a proper army of them in 5th ed.

HQ


HQ: Abaddon the Despoiler

Same as codex chaos space marines (p90)

Unique


HQ: Fabius Bile

Same as codex chaos space marines (p90)

Unique 


HQ: Daemon Prince

Same as codex chaos space marines (p92) except that:

May not have a mark of chaos.


HQ: Chaos Lord

Same as codex chaos space marines (p92) except that:

May not have a mark of chaos.


HQ: Chaos Sorcerer

Same as codex chaos space marines (p93) except that:

May not have a mark of chaos.

 

ELITES


Elites: Chosen Chaos Marines

Same as codex chaos space marines (p94) except that:

May not have an icon other than the Icon of Chaos Glory.


Elites: Chaos Terminators

Same as codex chaos space marines (p94) except that:

May not have an icon other than the Icon of Chaos Glory.


Elites: Possessed Chaos Marines

Same as codex chaos space marines (p95) except that:

May not have an icon other than the Icon of Chaos Glory.


Elites: Chosen Raptors

Same as chaos raptors from codex chaos space marines (p99) except that:

Cost 25 points/model.

All squad members have Ld 10.

Has a squad size of 5-10.

Have the Hit & Run and Furious Charge abilities.

Replace standard Options with the following:

Up to 4 models may replace their bolt pistol or close combat weapon with a flamer for 10 points, a meltagun, plasma gun, plasma pistol or power weapon for +15 points, a lightning claw or power fist for +25 points, or replace both bolt pistol and close combat weapon with a pair of lightning claws for +30 points.

Any models may have melta bombs for +5 points/model.

May not have an icon other than the Icon of Chaos Glory.


Elites: Chaos Dreadnought

Same as codex chaos space marines (p95)

 

TROOPS


Troops: Chaos Space Marines

Same as codex chaos space marines (p96) except that:

May not have an icon other than the Icon of Chaos Glory.


Troops: Chaos Raptors

Same as codex chaos space marines (p99) except that:

May not have an icon other than the Icon of Chaos Glory.

 

FAST ATTACK


Fast Attack: Chaos Bikers

Same as codex chaos space marines (p99) except that:

May not have an icon other than the Icon of Chaos Glory.


Fast Attack: Chaos Spawn

Same as codex chaos space marines (p99)

 

HEAVY SUPPORT


Heavy Support: Chaos Havocs

Same as codex chaos space marines (p100) except that:

May not have an icon other than the Icon of Chaos Glory.


Heavy Support: Obliterator Cult

Same as codex chaos space marines (p100)


Heavy Support: Chaos Predator

Same as codex chaos space marines (p100)


Heavy Support: Chaos Vindicator

Same as codex chaos space marines (p101)


Heavy Support: Chaos Defiler

Same as codex chaos space marines (p101)


Heavy Support: Chaos Land Raider

Same as codex chaos space marines (p101)

 

SUMMONED DAEMONS


Summoned Lesser Daemons 

Same as codex chaos space marines (p102) 

 

TRANSPORT


Dedicated Transport Vehicle: Chaos Rhino

Same as codex chaos space marines (p96)

 

 

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