Codex Celestial Lions

 

By Michael Deaton and Robert Kaye

 

This codex is intended to represent the decimated forces of the Celestial Lions Space Marine chapter. During the campaign for Armageddon, the chapter deployed its full strength to combat the Ork invasion, but its luck was atrocious, seemingly ambushed at every turn, the intel provided to them notoriously inaccurate, resulting in the virtual destruction of the Chapter. Given the Chapter's famously strained relationship with the Inquisition, it is strongly suspected that their losses were the result of covert Inquisitorial action. Large as the losses of the Celestial Lions were however, it is the loss of their entire Apothecarion that has ultimately doomed the Chapter.

Much has happened since the 3rd war for Armageddon, and since the chapter lost its Apothecarion the Celestial Lions have been reduced greatly in number. Therefore it is fair to assume that by now most of the survivors will be veterans, and that the chapter master must be urgently seeking the necessary medical knowledge to save the chapter, although the Inquisition is unlikely to make this a simple task.

When playing as the Celestial Lions, be wary of treating them as just like any other space marine army, as this is a mistake often made with other powerful marine armies like grey knights. They are elite veterans and their strength lies in their ability to slaughter infantry, as they are not as durable as more numerous chapters that can afford casualties.

Special Rule: Feud: The Celestial Lions may not take any allies from the Inquisition codexes.

 

HQ


HQ: Space Marine Chapter Master

Same as codex space marines (p131)


HQ: Honour Guard Squad

Same as codex space marines (p131) except that:

Any model may be given Special Issue ammunition for +5pts/model.


HQ: Space Marine Captain

Same as codex space marines (p132)


HQ: Command Squad 100 Points

Same as codex space marines (p132) except that:

The squad consists of 5 Veterans but no Apothecary.

Any model may be given Special Issue ammunition for +5pts/model.


HQ: Space Marine Librarian

Same as codex space marines (p133)


HQ: Space Marine Chaplain

Same as codex space marines (p133)


HQ: Master of the Forge
 

Same as codex space marines (p133)

 

ELITES


Elites: Terminator Squad

Same as codex space marines (p136)


Elites: Terminator Assault Squad

Same as codex space marines (p136)


Elites: Venerable Dreadnought

Same as codex space marines (p137)


Elites: Dreadnought

Same as codex space marines (p137)


Elites: Ironclad Dreadnought

Same as codex space marines (p137)


Elites: Techmarine

Same as codex space marines (p138)


Elites: Legion of the Damned Squad

Same as codex space marines (p138)


Elites: Tactical Squad

Same as codex space marines (p134)

 

TROOPS


Troops: Sternguard Veteran Squad

Same as codex space marines (p136)

 

FAST ATTACK


Fast Attack: Vanguard Veteran Squad

Same as codex space marines (p139)


Fast Attack: Land Speeder Squadron

Same as codex space marines (p139)


Fast Attack: Space Marine Bike Squad 105 Points

Same as Space Marine Bike Squad from codex space marines (p140) except that:

Bikers cost an additional +5pts/model and have Special Issue ammunition.

Any model may replace their bolt pistol with a combi-melta, -flamer, or -plasma for +5pts.

The sergeant may replace his bolt pistol with a lightning claw for +15pts.


Fast Attack: Attack Bike Squad

Same as Attack Bike Squad from codex space marines (p140) except that:

Attack Bikers cost an additional +5pts/model and have Special Issue ammunition.

 

HEAVY SUPPORT


Heavy Support: Devastator Squad

Same as Sternguard Veteran Squad from codex space marines (p136) except that:

No longer has the option of replacing 2 Veterans' weapons with heavy or special weapons.

Up to 4 Veterans may replace their boltguns with a heavy bolter, multi-melta or missile launcher for +20pts, a plasma cannon or heavy flamer for +30pts or a lascannon for +40pts.


Heavy Support: Thunderfire Cannon

Same as codex space marines (p142)


Heavy Support: Land Raider

Same as codex space marines (p142)


Heavy Support: Land Raider Crusader

Same as codex space marines (p142)


Heavy Support: Land Raider Redeemer

Same as codex space marines (p143)


Heavy Support: Predator

Same as codex space marines (p143)


Heavy Support: Whirlwind

Same as codex space marines (p143)


Heavy Support: Vindicator

Same as codex space marines (p143)

 

TRANSPORT


Dedicated Transport Vehicle: Rhino

Same as codex space marines (p135)


Dedicated Transport Vehicle: Razorback

Same as codex space marines (p135)


Dedicated Transport Vehicle: Drop Pod

Same as codex space marines (p135)

 

 

 

Codex Chaos Cultists 

 

By Robert Kaye

This codex is based off the original Chaos Cultist codex found in the back of the 2nd ed. Chaos codex, with updates to take into account the loss of frenzy and the use of cultists in later editions as well as in Dawn Of War, as well as the new units available to chaos space marine armies and the new layout of the imperial guard platoon. The original codex was designed to be a weak army with only standard cultists, hero versions of cultists and beastmen, with the cult relying on allied choices to balance out its deliberate weakness. The most likely allies that a chaos cult might use would be corrupt imperial guard units and daemons, so traitor versions of the Imperial Guard Troops choices fill out the list nicely along with a few daemonic units that are likely to appear in a chaos cult army. Finally, since there were alpha legion cultists in the 3rd ed. Codex these have been added to represent the more experienced cultists, with a few alterations to take into account that without the alpha legion supplying them their armoury would be much more different. Daemonhosts have also been added because daemonhost covens were mentioned in the Black Library's book about Armageddon so players may choose to represent these by including them as Elites choices.

Cultist units can be easily made by mixing flagellant parts with a few other suitable bits for variety, such as mutations, hoods, or marauder body parts.

HQ


HQ: Daemon Prince

Same as codex chaos space marines (p90)


HQ: Demagogue 50 Points

Same as company commander from codex imperial guard (p90) except that:

Can infiltrate.

Has the Demagogue ability instead of the Senior Officer rule.

Demagogue: Units within 12" may use the Demagogue's Leadership value for Ld tests.

May have the mark of Slaanesh for +5pts, mark of Khorne for +10pts, mark of Nurgle for +20pts or mark of Tzeentch for +15pts.

May replace close combat weapon with daemon weapon for +30pts.

May take wings for 15pts or a daemonic steed for +25pts.

May have a personal icon for 5pts.

May have carapace armour for 5pts.


HQ: Cult Magus 50 Points

Same as primaris psyker from codex imperial guard (p92) except that:

Has WS 3, BS 3 & Ld 8.

Can infiltrate.

Does not have the nightshroud power.

May replace lightning arc with Doombolt for free, Warptime for +5pts, Wind of Chaos or Gift of Chaos for +10pts, Nurgle's Rot for free (if given mark of Nurgle), Bolt of Change for free (if given mark of Tzeentch), or Lash of Submission for +5pts (if given mark of Slaanesh).

May have the mark of Slaanesh for +5pts, mark of Nurgle for +15pts or mark of Tzeentch for +20pts.

May take wings for 15pts or a daemonic steed for +20pts.

May replace laspistol with bolt pistol for +2pts or a plasma pistol for +10pts.

May take melta bombs for 5pts.

May have a personal icon for 5pts.

May have a familiar for 5pts.

 

ELITES


Elites: Mutant Squad

Same as codex witch hunters (p41) except that:

They cost 6 pts/model.

1 Mutant may be given one of the following icons: Chaos Glory for +5 pts, Khorne for +20 pts, Tzeentch for +25 pts, Nurgle for +30 pts, Slaanesh for +15 pts.

The Mutant Boss may be equipped with melta bombs for +5 points.

The Mutant Boss may replace his/her lasgun with a laspistol for free, a bolt pistol for +1 point, a twin-linked bolter for +5 points or a plasma pistol for +10 points.

The Mutant Boss may be equipped with a close combat weapon for free or a power weapon for +10 points.


Elites: Possessed Cultists

Same as Traitors from codex witch hunters (p41) except that:

They cost 12 points/model.

They are armed with just a single close combat weapon.

They have S 4, A 2, Ld 7 (A 3 & Ld 8 for the agitator) and a 5+ invulnerable save.

They are Fearless, have the Daemonkin rule and can Infiltrate.

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.


Elites: Traitor Infantry Squad

Same as infantry squad from codex imperial guard (p97) except that:

May not have a commissar.

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.


Elites: Hardened Criminals

Same as penal legion squad from codex imperial guard (p99) except that:

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +25pts, Tzeentch: +30pts, Nurgle: +35pts, Slaanesh: +15pts.


Elites: Daemonhosts

Same as codex daemonhunters (p24)

 

TROOPS


Troops: Chaos Cultist Squad

Same as Conscripts from codex imperial guard (p97) except that:

They have a 6+ save and Scout.

May swap lasguns for laspistol and close combat weapon.

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.

1 in 10 models may be armed with a flamer for +3 points, a sniper rifle or heavy stubber for +5 points, a meltagun, plasma gun, grenade launcher, heavy bolter or mortar for +10 points, an autocannon or missile launcher for +15 points, a lascannon for +20 points, or an eviscerator for +25 points.

May be led by an acolyte for +4 points.

The acolyte has Ld 7 and A 2.

The acolyte may have melta bombs for +5 points.

The acolyte may have a bolter or bolt pistol for +1 point.

The acolyte may be armed with either a power weapon for +10 points or an eviscerator for +25 points.

 

FAST ATTACK


Fast Attack: Traitor Cavalry

Same as rough rider squad from codex imperial guard (p100) except that:

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.


Fast Attack: Assassin Cultists

Same as Infantry Squad from codex imperial guard (p97) except that:

They have Infiltrate and Furious Charge.

They cost 7pts/model.

May swap lasguns for laspistol and close combat weapon.

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.

Instead of the infantry squad's normal upgrades, 1 in 5 models may be armed with a flamer for +3 points, a meltagun or grenade launcher for +10 points, or an eviscerator for +25 points.

The acolyte (sergeant) may be armed with either a power weapon for +10 points or an eviscerator for +25 points.


Fast Attack: Chimera

Same as codex imperial guard (p99) except that:

May be given Daemonic Possession for +25pts.

Fast Attack: Chaos Spawn

Same as codex chaos space marines (p99)

 

HEAVY SUPPORT


Heavy Support: Obliterator Cult

Same as codex chaos space marines (p100)

Heavy Support: Traitor Heavy Weapons Squad

Same as heavy weapons squad from codex imperial guard (p97) except that:

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +10pts, Tzeentch: +15pts, Nurgle: +20pts, Slaanesh: +10pts.


Heavy Support: Traitor Special Weapons Squad

Same as special weapons squad from codex imperial guard (p97) except that:

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +10pts, Tzeentch: +15pts, Nurgle: +20pts, Slaanesh: +10pts.


Heavy Support: Saboteur Cultists

Same as Infantry Squad from codex imperial guard (p97) except that:

They have Infiltrate and Tank Hunters.

They cost 7pts/model.

May swap lasguns for laspistol and close combat weapon.

May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.

Instead of the infantry squad's normal upgrades, 1 in 5 models may be armed with a flamer for +5 points, a sniper rifle or heavy stubber for +10 points, a meltagun, plasma gun, grenade launcher, heavy bolter or mortar for +15 points, an autocannon or missile launcher for +20 points, or a lascannon for +25 points.

The acolyte (sergeant) may be armed with either a power weapon for +10 points or an eviscerator for +25 points.

 

TRANSPORT


Dedicated Transport Vehicle: Chimera

Same as codex imperial guard (p99) except that:

May be given Daemonic Possession for +20pts.

 

SUMMONED DAEMONS


HQ: 0-1 Summoned Greater Daemon

Same as codex chaos space marines (p102)


Troops: Summoned Lesser Daemons

Same as codex chaos space marines (p102)

 

 

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