Codex Emperor's Children

 

By Robert Kaye

This codex is based off the Emperor's Children 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 Emperor's Children army, as well as other fans of Noise marines, 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: Lucius the Eternal

Same as codex chaos space marines (p91)

Unique


HQ: Daemon Prince

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

Must be given the Mark of Slaanesh.


HQ: Noise Lord

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

Must purchase the Mark of Slaanesh (increasing his I by 1) and therefore cannot take any other marks.

May be given a doom siren in addition to his other weapons for +15 points.

May not take a twin-linked bolter or combi-weapon unless wearing terminator armour.


HQ: Noise Sorcerer

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

Must purchase the Mark of Slaanesh (increasing his I by 1) and therefore cannot take any other marks.

May be given a doom siren in addition to his other weapons for +15 points.

May not take a twin-linked bolter or combi-weapon unless wearing terminator armour.

 

ELITES


Elites: Chosen Noise Marines

Same as Chosen Chaos Space Marines from codex chaos space marines (p94) except that:

They cost 23 points each.

They gain the Mark of Slaanesh (increasing their I by 1) and are Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The Aspiring Champion may be given a doom siren in addition to his other weapons for +15 points.

No weapons upgrades may be taken apart from close combat weapons, doom sirens, sonic blasters and blastmasters.

Any model may replace his bolter with a sonic blaster for +5 points.

One model may replace his bolter with a blastmaster for +40 points.


Elites: Noise Terminators

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

They cost 35 points each.

They gain the Mark of Slaanesh (increasing their I by 1) and are Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The Terminator Champion may be given a doom siren in addition to his other weapons for +15 points.

Any model may replace his twin-linked bolter with a sonic blaster for +3 points.

One model may replace his twin-linked bolter with a blastmaster for +40 points instead of taking a reaper autocannon or heavy flamer. This may be done with 2 models if the squad is at maximum size.


Elites: Possessed Noise Marines

Same as Possessed Chaos Space Marines from codex chaos space marines (p95) except that:

They cost 31 points each.

They gain the Mark of Slaanesh (increasing their I by 1).

May not take icons, although one model may be given a personal icon for 5 points.

The Possessed Champion may be given a doom siren in addition to his other weapons for +15 points.


Elites: Noise Dreadnought

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

The twin-linked bolter may be replaced with a sonic blaster for +5 points.

The non-close combat arm may be equipped with a blastmaster for +40 points.

 

TROOPS


Troops: Noise Marines

Same as codex chaos space marines (p97)

 

FAST ATTACK


Fast Attack: Noise Bikers

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

They cost 38 points each.

They gain the Mark of Slaanesh (increasing their I by 1) and are Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The Biker Champion may be given a doom siren in addition to his other weapons for +15 points.

No weapons upgrades may be taken apart from close combat weapons, doom sirens and sonic blasters.

Any model may replace his twin-linked bolter with a sonic blaster for +3 points.

 


Fast Attack: Noise Raptors

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

They cost 25 points each. 

They gain the Mark of Slaanesh (increasing their I by 1) and are Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The Aspiring Champion may be given a doom siren in addition to his other weapons for +15 points.

No weapons upgrades may be taken apart from close combat weapons and doom sirens.

 


Fast Attack: Chaos Spawn 

Same as codex chaos space marines (p99)

 

HEAVY SUPPORT


Heavy Support: Noise Havocs

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

They cost 20 points each. 

They gain the Mark of Slaanesh (increasing their I by 1) and are Fearless.

May not take icons, although one model may be given a personal icon for 5 points.

The Aspiring Champion may be given a doom siren in addition to his other weapons for +15 points.

No weapons upgrades may be taken apart from close combat weapons, doom sirens, sonic blasters and blastmasters.

Any model may replace his bolter with a sonic blaster for +5 points.

Up to 4 models may replace their bolters with a blastmaster for +40 points each.


Heavy Support: Obliterator Cult

Same as codex chaos space marines (p100)


Heavy Support: Noise Predator

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

The autocannon may be replaced by a blastmaster for free.

May take side sponsons with sonic blasters for +25 points.

May replace the twin-linked bolter with a sonic blaster for +5 points.


Heavy Support: Noise Vindicator

Same as Chaos Vindicator from codex chaos space marines (p101) except that:

May replace the twin-linked bolter with a sonic blaster for +5 points.


Heavy Support: Noise Defiler

Same as Chaos Defiler from codex chaos space marines (p101) except that:

The reaper autocannon may be replaced by a blastmaster or twin-linked sonic blaster for free.

The twin-linked heavy flamer may be replaced with twin-linked sonic blasters for free.


Heavy Support: Noise Land Raider

Same as Chaos Land Raider from codex chaos space marines (p101) except that:

The twin-linked lascannons may be replaced by twin-linked blastmasters for free.

The twin-linked heavy bolters may be replaced by twin-linked sonic blasters for free.

May replace the twin-linked bolter with a sonic blaster for +5 points.

 

SUMMONED DAEMONS


0-1 Summoned Greater Daemon

Same as codex chaos space marines (p102)


Summoned Lesser Daemons 

Same as codex chaos space marines (p102) 

 

TRANSPORT


Dedicated Transport Vehicle: Noise Rhino

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

The twin-linked bolter may be replaced with a sonic blaster for +5 points.

 

 

Codex Enslaved

 

By Robert Kaye and Michael Deaton

This codex is based off the original creature feature article as well as the fluff from the witch hunters codex describing the power of rogue psykers. In both cases it seems that enslavers and rogue psykers are capable of controlling the movements or minds of others and bend them to their will, even with necrons and vehicles to some extent. In the case of the rogue psyker this will be out of a struggle for power or due to the psyker going insane with power and considering themselves to be gods. With enslavers there does not appear to be any malice behind their actions, as they are simply acting in a near-mindless state themselves, in a manner similar to amoebae or insects. Since these units can be taken as HQ choices and it is possible that a rogue psyker could control enslavers or that they could control him, and since these HQs allow for almost any units in the game to be used together regardless of fluff I thought it would be fun to make a codex to allow these armies of enslaved minions of all kinds to be used as one army. This sort of army is ideal for those players who have a handful of units from various armies or for players who want to field their favourite units together but are normally unable to do so due to the background story.

Special Rules: Dominated: The army is made up of units from any of GW's official codexes, regardless of background fluff and allegiance. This is because the units involved are not acting of their own free will but either have their bodies telekinetically hijacked or their minds telepathically enslaved, or are being affected by a powerful illusion or some other psychic trickery. Due to the unusual nature of the army their location on the force organisation chart may be altered to accommodate the needs of the rogue psyker/enslavers.

Jump Infantry, Jet Packers, Bikers, Jetbikers, Beasts and Cavalry are all Fast Attack choices.

Vehicles that are either open-topped or have exposed crew, Monstrous Creatures and Artillery are Heavy Support choices.

Vehicles that are not open-topped and/or do not have exposed crew (including transports) cannot be taken.

Units described as not taking up a slot on the force organisation chart do take up a slot.

Requirements to take a certain character or unit in order to take a different unit (e.g. priests being needed in order to take arco-flagellants) are ignored.

HQ choices, units with Ld 10, units that are always immune to psychic powers such as models equipped with a null rod, daemons & necrons (including their vehicles), war machines and gargantuan creatures may not be included in the army.

Dominated units and transports may not deep strike, instead they deploy like normal units.

 

Remnants: Since it is more difficult to dominate the minds of disciplined troops the squad size is determined by the highest Ld value in the squad. Units may choose not to include models with higher Ld values (such as veteran sergeants) that would normally be compulsory since these individuals may have been killed before the squad was dominated. The minimum squad size for these dominated units is now one.

Highest Ld Value In The Unit: 5 or less 6 7 8 9 10
New Maximum Squad Size: No limit 20 10 5 3 May not be taken

 

Puppets: All dominated units count as having Ld 5 and Stubborn. Regardless of their original morale rules when the unit fails a morale check it always moves towards the nearest enslaver or rogue psyker, unless neither of these are on the table in which case they retreat towards the nearest friendly table edge. If the unit was originally Fearless or would be able to re-roll dice for morale checks or any other bonuses it no longer has this bonus. The only way a dominated unit can be Fearless is when it is within synapse range of either an enslaver or a rogue psyker. Also, any units with the Rage rule no longer have Rage.

 

Pick and Mix: For the sake of both players' sanity, and because enslaved armies do not encounter every army in the universe at the same time, the Enslaved player may only take units from 2 different codexes, in addition to whichever units he captures during the game. Inducted units from other codexes are not used in the case of daemonhunters and witch hunters, as this is effectively using units from 3 different codexes. 

 

HQ


HQ: Rogue Psyker 70 Points

Same as codex witch hunters (p40) except that:

Counts as a Synapse Creature (see codex tyranids), only with 24" range.

When the psyker loses a wound it may instead remove a wound from any dominated non-vehicle unit within 6" (the psyker moves them into the path of oncoming attacks).

Has the Hit & Run ability.

Instead of rolling on the adversaries psychic powers table the rogue psyker has the Puppet Dance power and the Dominate power. He/she may not purchase any more psychic powers.

Dominate: If a unit or vehicle is within 18" and the rogue psyker passes a psychic test in the shooting phase, that unit must pass a Ld test (note: not a morale check) on 3D6. If it fails it becomes a dominated unit and joins the rogue psyker's army. If the number rolled is the same as the target's Ld, or the number rolled is higher but the target does not meet the criteria for being part of the army, then that unit may not move, shoot or use psychic powers for 1 turn. Vehicles count as having Ld 10 for the purpose of this test, unless they are open-topped in which case they count as Ld 8. If a squadron of vehicles is targeted only one of them can be dominated at a time, not the entire squadron. If a transport is dominated while enemy passengers are on board, they have the option of either automatically destroying their transport and making an emergency disembarkation, or of disembarking as normal.

 

HQ: Enslavers 25 Points/Model

WS 3 BS 0 S 4 T 4 W 1 I 4 A 2 Ld 10 Sv 6+

May be taken in squads of 1-3.

Enslavers are Independent Characters and do not need to be deployed within squad coherency.

Counts as a Synapse Creature (see codex tyranids).

Ignores armour saves in close combat.

May deep strike.

Each enslaver has the Compel power.

Compel: If a unit or vehicle is within 12" and the enslaver passes a psychic test in the shooting phase, that unit must pass a Ld test (note: not a morale check) on 2D6. If it fails it becomes a dominated unit and joins the enslaver's army. If the number rolled is the same as the target's Ld, or the number rolled is higher but the target does not meet the criteria for being part of the army, then that unit may not move, shoot or use psychic powers for 1 turn. Vehicles count as having Ld 10 for the purpose of this test, unless they are open-topped in which case they count as Ld 8. If a squadron of vehicles is targeted only one of them can be compelled at a time, not the entire squadron.  If a transport is dominated while enemy passengers are on board, they have the option of either automatically destroying their transport and making an emergency disembarkation, or of disembarking as normal.

If the Compel power is used on a unit that has already been targeted by another enslaver with the Compel power the target must roll an additional D6 for every test it has had to make during the same shooting phase. E.g. if a unit or vehicle had managed to avoid being compelled by 3 enslavers during the same shooting phase and another enslaver tried to compel that same unit it would need to take a Ld test on 5D6 in order to remain unaffected.

 

The following is a list of units that can be taken in the army, assuming that no unit champions are taken, no movement bonuses are purchased and no closed-topped transports are used. 


ELITES

Black Templars: Up to 3 Sword Brethren Terminators, Up to 3 Sword Brethren Assault Terminators, Up to 5 Sword Brethren, Techmarine (with up to 2 servitors), Up to 4 servitors

Blood Angels: Up to 3 Death Company Marines (costing 30 Points/model), Up to 3 Terminators, Techmarine (with up to 2 servitors), Up to 4 servitors, Up to 5 Scouts

Daemonhunters: Ordo Malleus Inquisitor (with up to 4 henchmen), 6 henchmen, Daemonhosts, Death-Cult Assassins

Dark Angels: Up to 3 Deathwing Terminators, Techmarine (with up to 2 servitors), Up to 4 servitors, Up to 3 Company Veterans, Up to 5 Scouts

Dark Eldar: Grotesques, Up to 5 Mandrakes, Up to 5 Wyches

Eldar: Up to 3 Striking Scorpions, Up to 3 Fire Dragons, Up to 3 Howling Banshees, Up to 3 Harlequins

Imperial Guard: Ogryn Squad, Ratling Squad, Up to 3 Sanctioned Psykers, Up to 9 Storm Troopers, Guardsman Marbo

Orks: Up to 7 Nobz, Up to 7 Meganobz, Up to 7 Burna Boyz, Up to 7 Tankbustas, Up to 7 Lootas, Up to 7 Kommandos

Space Marines: Up to 3 Terminators, Up to 3 Assault Terminators, Up to 3 Sternguard Veterans, Techmarine, Servitors

Tyranids: Hive Guard Brood, Venomthrope Brood, Pyrovore Brood

Witch Hunters: Ordo Hereticus Inquisitor (with up to 4 henchmen), 6 henchmen, Death-Cult Assassins, Up to 5 Arco-flagellants, Up to 3 Celestians, Up to 19 Sisters Repentia

 

TROOPS

Black Templars: Up to 5 Crusader Initiates/Neophytes

Blood Angels: Up to 5 Tactical Marines

Chaos Space Marines: Up to 3 Chaos Marines, Up to 3 Plague Marines, Up to 3 Noise Marines, Up to 3 Khorne Berzerkers, Up to 3 Thousand Sons

Daemonhunters: Up to 5 Grey Knights, Up to 5 Inquisitorial Storm Troopers

Dark Angels: Up to 5 Tactical Marines

Dark Eldar: Up to 5 Warriors, Up to 5 Raiders

Eldar: Up to 3 Dire Avengers, Up to 5 Rangers, Up to 5 Guardians

Imperial Guard: Infantry Platoon (with Infantry Squads of up to 9 Guardsmen each), Up to 9 Veterans, Up to 5 Penal Legionnaires

Orks: Up to 7 Ork Boyz, Gretchin

Space Marines: Up to 5 Tactical Marines, Up to 5 Scouts

Tau Empire: Up to 10 Fire Warriors, Up to 10 Kroot/Kroot Hounds (up to 3 may be krootox riders)

Tyranids: Up to 20 Termagants, Ripper Swarm Brood

Witch Hunters: Up to 5 Battle Sisters, Up to 5 Inquisitorial Storm Troopers

 

FAST ATTACK

Black Templars: Up to 5 Assault Initiates, Black Templars Bike Squadron, Up to 2 Attack Bikes

Blood Angels: Up to 3 Veteran Assault Marines, Up to 5 Assault Marines, Up to 4 Bikers, Up to 2 Attack Bikes

Chaos Space Marines: Up to 3 Chaos Bikers, Up to 3 Chaos Raptors

Daemonhunters: Up to 5 Teleporting Grey Knights

Dark Angels: Up to 5 Assault Marines, Up to 5 Ravenwing Bikers (or 3 Ravenwing Bikers and a Ravenwing Attack Bike)

Dark Eldar: Up to 5 Warp Beasts, Up to 5 Reaver Jetbikes, Up to 5 Hellions, Up to 5 Scourges

Eldar: Up to 5 Guardian Jetbikes, Up to 3 Shining Spears, Up to 3 Warp Spiders, Up to 3 Swooping Hawks

Imperial Guard: Up to 9 Rough Riders

Orks: Up to 7 Stormboyz, Up to 7 Warbikers, Deffkoptas

Space Marines: Up to 5 Assault Marines, Up to 3 Vanguard Veterans, Up to 5 Bikers, Up to 2 Attack Bikes, Up to 5 Scout Bikers

Tau Empire: Crisis Battlesuit Team, Up to 3 Stealth Suits, Gun Drone Squadron, Pathfinder Team, Up to 9 Vespid Stingwings

Tyranids: Up to 20 Hormagaunts, Ravener Brood, Sky-Slasher Swarm Brood, Up to 20 Gargoyles, Spore Mine Cluster

Witch Hunters: Up to 3 Seraphim, Up to 5 Dominions

 

HEAVY SUPPORT

Black Templars: Land Speeder Squadron

Blood Angels: Land Speeder Squadron, Up to 5 Devastator Marines

Chaos Space Marines: Up to 3 Chaos Havocs, Obliterator Cult

Daemonhunters: Up to 5 Purgation Grey Knights

Dark Angels: Ravenwing Land Speeder Squadron, Up to 5 Devastator Marines

Dark Eldar: Ravager, Talos

Eldar: Up to 5 Support Weapon Battery Crew, Up to 3 Dark Reapers, War Walker Squadron, Vyper Squadron

Imperial Guard: Ordnance Battery, Scout Sentinel Squadron

Orks: Up to 7 Flash Gitz, Big Gunz, Warbuggies

Space Marines: Land Speeder Squadron, Up to 5 Devastator Marines, Thunderfire Cannon, Land Speeder Storm (may not transport units with a Sv better than 4+)

Tau Empire: Broadside Team, 1 Spotter (with up to 4 sniper drones), 2 Spotters (with up to 3 sniper drones), Up to 9 sniper drones, Piranha Light Skimmer Team

Tyranids: Carnifex Brood, Old One Eye, Biovore Brood, Trygon, Mawloc, Tyrannofex.

Witch Hunters: Up to 5 Retributors, Penitent Engines

 

 

40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne device, Kroot, Lord of Change, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle device, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh device, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer 40k Device, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, illustrations and images from the Warhammer 40,000 universe are either Registered, TM and/or Copyrighted Copyright Games Workshop Ltd 2000-2004, variably registered in the UK and other countries around the world. All Rights Reserved