The new Chaos Space Marines rumours for 2016 are simply too good not to be true.

I can confidently say that THIS is THE Chaos Marine Codex that followers of the dark gods have longed for since 4th edition.

Yes, the fabled Codex of awesome, which allowed you to product themed Traitor Legion lists which were fun to play and highly competitive.

This new Codex however, looks set to encourage players to create themed legion lists, rather than a horrible mix and match of marks like the recent Chaos Marine Codex books.

If you choose a Core force that's dedicated to a particular mark, you get a lot of benefits for it.

PLEASE NOTE: These are rumours and as such should be taken with a very large pinch of salt.

Chaos Space Marines Rumours: New Kits


In addition to the new Codex, rumour has it that there will be several new plastic kits.

I've summarised the leaks below with some commentary on each.

7 New Kits:

New Chaos Lord/Sorcerer in Power Armour
Plague Wardens/Corvidae Sorcerer Coven
Blissriders
Blood Brethren/Khorne Berzerkers
New Obliterators/Mutilators
New Havocs/Chosen

It's about time Berzerkers, Obliterators and Havocs received some plastic kits.

Plague Wardens of Nurgle (Elites)
These look like plague marine terminators on centurion bases.
Armed with either Heavy Bolters with Fleshbane Ammo or Heavy Flamers.
CCWs are Deathsycthes (Power Axes with Two Handed and Rampage).
Like Plague Marine Terminators but with two Wounds.

With 2 Wounds, Feel No Pain and Toughness 5, striking last won't be a concern for Plague Wardens. Heavy Flamers all round I think. How good they are will depend on their points.

Corvidae Sorcerer Coven of Tzeentch (Elites)
Brotherhood of Sorcerers Terminators.
They roll on the Divination, Daemonology and Tzeentch Powers
Mastery Level depending on their unit size (+1 per 3 models).
Inferno Bolts on their Combi-Bolters plus Force Weapons.

A brotherhood of Terminator armoured Sorcerers. Will be good, because Psychich powers are good right now. If taken in "Brotherhood of Dust" Core detachment they'll be even better.

Blissriders of Slaanesh (Elites)
Noise Marines on Steeds of Slaanesh.
Above average WS, A and 2 Wounds.
Armed with Power Weapons or Power Whips and Doom Sirens.
Outflank and Acute Senses.

Without an invulnerable save of some kind, I don't think these guys could survive in the thick of battle - even if they are striking first with all kinds of power weapons and shenanigans.

And could a steed of Slaanesh really carry the weight of a power armoured Space Marine?


Blood Brethren of Khorne (Elites)
Khorne Berzerker Champions with Flesh Metal (2+ save) and a variety of unique Power Weapons.
Higher Weapon Skill.
Similar to Honour Guard from Space Marines.
They can exchange their Bolt Pistol for a Plasma Pistol, Hand Flamer, or Inferno Pistol at cost.

Khorne Berzerkers with better stats, gladiatorial power weapons and a 2+ save. Whether they're good or not will depend entirely on their points.


Chaos Space Marines Rumours: New Boons Table


You still must accept/issue challenges, but the Boon Table has changed to be based on a 2D6.

2. Spawndom – pass a leadership check or become a Chaos Spawn
3. Adamantine Fists – model gains the Smash rule until the end of the players next turn
4. Fluid Strikes – model rerolls failed rolls to Hit until the end of the players next turn
5. Flurry of Blades – model gains +D3 attacks until the end of the players next turn
6. Diamond Skin – model gains +1 Toughness until the end of the players next turn
7. Unworthy Offering – Nothing
8. Daemonic Resurgence – model gains +1 Strength until the end of the players next turn
9. Rapid Regeneration – model gains Feel No Pain (4+) until end of players next turn
10. Cosmic Fate – model rerolls failed saving throws until end of players next turn
11. Viscerial Blows – model gains the Fleshbane rule until the end of the players next turn
12. Dark Apotheosis – pass a leadership check to become a Daemon Prince

It's interesting that Games Workshop has made the Boons very temporary, as they only work for a single turn. Bear in mind that the Boons never really had a huge impact on the game in the current Codex - unless you were lucky enough to roll for 2+ save or transformed into a Chaos Spawn or a Daemon Prince (accompanied by the obligatory maniacal cackle!).

Chaos Space Marines Rumours: Notable Codex Changes


Numerous point cost adjustments. Chaos Vindicators, Chaos Predators, and Helbrutes can be taken in units of 1-3 with similar benefits to the loyalist versions. Helbrutes have their attacks characteristic normalized with Vanilla Marines, and in full units of 3 gain the Deep Strike rule and go into a rage every turn (similar to the Mayhem Pack in the dataslate). Maulerfiends and Forgefiends can also be taken in units of 1-3 and gain +1 WS and +1 BS respectively at full size. Mutilators are now Heavy Support.

Marks of Chaos are broadly the same apart from cost changes, but Mark of Tzeentch now gives a +5 Invulnerable save and three of them have the following additional benefits:

Psykers with the Mark of Nurgle, Mark of Slaanesh, or Mark of Tzeentch may roll up to half their powers on their respective table, and manifest warp charge for powers on that table on a 3+.

Much as expected. Mark of Tzeentch needed to provide a 5+ invulnerable save, as it wasn't worth taking otherwise.

Chaos Allegiance


All Chaos Marines (Chosen, Possessed, Raptors, Havocs, Obliterators, etc), Helbrutes and Daemon Princes (not Chaos Spawn or Cultists) now have the Chaos Allegiance rule.

Helbrutes being able to take a Chaos Allegience could make them worth taking. I expect they'll get an increase to their Attacks characteristic like a Space Marine Dreadnought has.

Each unit individually picks an allegiance, so unlike Chapter Tactics your army can have units with many different allegiances in the same detachment.

The only restrictions are that you must have one unit of Troops with the same allegiance as your Warlord (Formations excepted) and both units lose all benefits if you join another unit without the same allegiance.

Basically - just theme your army to a particular legion, the rule will better reward you for it.

Khorne Berzerkers, Noise Marines, Plague Marines and Rubric Marines are all Troops.

"Veterans of the Long War" skill is now free, but exclusive to the Black Legion Allegiance.

Black Legion:
Abaddon the Despoiler is Black Legion.
Veterans of the Long War: +1 Leadership and Hatred (Imperials).
Vengeful Strength: Characters gain +2 Strength in close combat.

+2 Strength boost for Characters is a nice to have. But there are better allegiances. No mention if these allegiances cost extra or come free.

Renegade Warband:
Huron Blackheart and Fabius Bile are Renegades.
Selfish Pride: Furious Charge. Can reroll failed Morale, Fear and Pinning checks.
Merciless Corsairs: Characters can choose to double their Attacks characteristic once per game.

Nice boost for Characters. Especially in a challenge!

World Eaters:
Mark of Khorne only, Khorne Berzerkers and Blood Brethren are always World Eaters.
Kharn the Betrayer is a World Eater.
Insane Bloodlust: Add +D3” to max charge range. Automatically pass Pinning checks.
Fury of Khorne: Characters gain the Rampage special rule.

Rampage is a great rule, but only if you're outnumbered.

Emperor’s Children:
Mark of Slaanesh only, Noise Marines and Blissriders are always Emperor’s Children.
Lucius the Eternal is Emperor’s Children.
Martial Grace: Hit and Run. Fleet.
Vicious Excess: Characters gain the Rending special rule.

Hit and Run, plus Fleet are great if you're running a fast close combat army. Slaaneshi bikers and Raptors are looking favourite. Rending is a nice to have for Characters.

Death Guard:
Mark of Nurgle only. Plague Marines and Plague Wardens are always Death Guard.
Typhus is Death Guard.
Diseased Bulk: Immune to the Poisoned special rule. Automatically pass Fear checks.
Plague Arsenal: Flamers, Heavy Flamers, Frag Missiles and Grenades have Poisoned and Rending.
Aura of Decay: Characters cause enemy models in base contact to suffer -1 Attack (to min of 1).

As a whole unit armed with Heavy Flamers, Plague Wardens are going to be awesome. Aura of Decay is a nice to have. Make sure your characters are in Terminator armour so you can get as many models in base contact as possible. Nice and annoying if you have a large model like a Daemon Prince with the Death Guard allegiance.

Thousand Sons:
Mark of Tzeentch only, Rubric Marines and Corvidaes Covens are always Thousand Sons.
Ahriman is Thousand Sons.
Favoured of the Deciever: You may reroll Invulnerable save results of 1.
Infernal Armory: Heavy Bolters, Reaper Autocannons and Autocannons have Inferno Bolts.
Sorcerous Premonitions: Characters can reroll a single to hit, to wound, saving throw or manifesting die once per game turn.

Being able to re-roll invulnerable saves of a 1 is great. Thousand Sons Havocs with Autocannnons would be fun too! And Characters being able to re-roll a single hit, wound, save or psychic dice per turn can make a big difference when you really really need to survive or kill something.

Alpha Legion:
Coils of the Hydra: Infiltrate. Alpha Legion characters may always join units of Cultists prior to deployment.
Headhunters: Characters have Acute Senses and can bestow the Sniper rule upon a friendly Alpha Legion unit’s Bolters/Combi-Bolters if they are within 6” during the Shooting phase, provided that friendly unit hasn’t moved.

Want to Infiltrate your entire army? Yes! That's always fun to set up. Remember you can Infiltrate your Helbrute, raptors, havocs and even obliterators. Attaching your Independent Characters to your Cultists allows them to Infiltrate as well. This could be a very fun army. But you still need something suitable to take out Imperial Knights, Super Heavies and Gargantuan Creatures...

Iron Warriors:
Siegemasters: Tank Hunters.
Shredder Bolts: Heavy Bolters, Frag Grenades and Frag Missiles have the Shred special rule.
Iron within Iron Without: Characters gain the Feel No Pain rule. Warpsmiths have +1 to repair rolls on friendly vehicles.

Obliterators with Tank Hunter. Autocannon Havocs with Tank Hunter. Characters get Feel No Pain. Awesome!

Night Lords:
Murderous Talents: Reroll 1s to Wound in Close Combat. Lightning Claws have the Rending rule.
Lords of Terror: Stealth and Fear.
Gutter Fighters: Characters cause Instant Death on a wound roll of 6 in Close Combat.

You want to take Raptors, Bikers and Lightning Claws to make the most of your Allegiance rules. You also want give your Characters Lightning Claws so that a roll of a 6 to wound, causes Rending and Instant Death. Nasty!

Word Bearers:
Blessed by the Gods: Units get to roll on the Boon Table whenever they kill an enemy unit in close combat, with all models benefiting from the result (reroll Spawndom and Dark Apotheosis).
Psykers count as Daemons for the purposes of using Malefic Daemonology powers.
Fanatical Devotion: Characters gain the Zealot special rule, and if they are a Dark Apostle they grant their unit +1 Attack.

Boon is a nice to have. Zealot is good and Dark Apostles get further bonuses. I can see Word Bearers armies focussing on Daemon summoning and cultists to make the most of these rules and swamp the board with units.

Chaos Space Marines Rumours: Formations


Formations are, unsurprisingly, organized into a greater detachment that includes a collection of smaller ones.

Just when you thought the rules above seemed quite good, check out these formations, which make many of them even better.

Black Crusade Detachment
(1+ Core, 1-10 Auxiliary, 0-3 Exalted Champions)
Lord of the Black Crusade: Your Warlord can roll for a second warlord trait, rerolling any duplicates.
Dark Ascension: Characters in this detachment make a free roll on the Boon table at the start of the game, rerolling Spawndom or Dark Apotheosis. The result of this roll applies for the rest of the game.

If you're not taking the standard Force Organisation chart from the 40K rulebook, you're taking this. And you will want to take this. Free Boons for your Characters and 2 Warlord Traits! I'll take that, thanks very much.

Chaos Marine Warband
(Core – must all have same Chaos Allegiance)
1 Chaos Lord, Chaos Sorcerer or Daemon Prince, 3-10 Chaos Marines, 0-2 Helbrutes, 2-5 Raptors, Chaos Bikers or Havocs.
Stubborn.
Idols of the Gods: Units that are taken at maximum squad size can take an Icon of Chaos for free.
Malefic Barrage: Once per game, each unit in this detachment can fire their ranged weapons twice.

Are you going to take squads of 20 Chaos Marines? No, I didn't think so either. But 3 min sizes squad and 5 squads of Havocs with Iron Warriors Allegiance would make this a fun Core formation, as the Havocs could fire twice in a singe turn. Raptors with 4 Special Weapons would also benefit from Maelific Barrage too.

Exalted Champions:
1 Abaddon the Despoiler, Kharn, Lucius, Typhus, Ahriman, Huron Blackheart, Fabius Bile, Chaos Lord, Chaos Sorcerer or Daemon Prince.

You can shoe-horn in more HQ choices into your army.

Dark Warpcult (Core)
1 Dark Apostle, 3-10 Chaos Cultists, 0-2 Chaos Spawns.
True Believers: Cultists in this formation are Fearless so long as the Dark Apostle is alive.
Mutated Beyond Recognition: Chaos Spawns may reroll their random Mutation and Attack rolls.

The only model that can take an Allegiance is the Dark Apostle. One for the Word Bearers.

Khornate Butcherhorde (Core)
1 Chaos Lord (World Eaters) or Kharn, 2-8 Khorne Berzerkers, 1-4 Khorne Blood Brethren.
Hammer of Wrath.
All Out Assault: Units in this formation can declare a charge after disembarking from a non-Assault vehicle, but must take a dangerous terrain check if they choose to do so.
Reckless Rampage: Units in this formation count their +D3” to charge range as +3” instead.

You can charge out of Rhinos! It's the return of the Rhino Rush. However, a core force of Kharn (you'd be mad not to take him!), 2 Berzerker squads and a Blood Brethren squad, is quite an investment in points. So you're going all out Khorne in a standard sized game. To make sure they all get there, you'd want a Land Raider or two. But is Khorne Daemonkin a better Khorne solution?

Plaguehost of the Reaper (Core)
1 Chaos Lord (Death Guard) or Typhus, 2-7 Plague Marines, 1-3 Plague Wardens.
Noxious Cloud: Enemy models within 6” of a unit in this formation suffer -1 WS and -1 BS unless they have a Mark of Nurgle.
Lethal Toxins: Poisoned Weapons wielded by models in this formation are Poisoned (3+).

Plague Wardens are going to be the new hotness. -1 WS and -1 BS is brilliant if you're getting these unit into close combat too. Remember that Death Guard Characters reduce enemy Attacks by -1 in base contact too.

Symphony of Depravity (Core)
1 Chaos Lord (Emperor’s Children) or Lucius, 2-6 Noise Marines, 1-3 Blissriders.
Move Through Cover.
Orchestra of Death: Units in this formation can overcharge their Sonic Weapons during their Shooting Phase, firing 1 additional shot from their Sonic Blasters, Doom Sirens, and Blastmasters. Any sonic weapons fired in this way gain the Get’s Hot! special rule.
Combat Drugs: Units in this formation reroll failed to Hit rolls on a turn they charge into combat.

This formation makes Blissriders much better. I assume you can give them all Doom Sirens and fire them twice! Then re-roll hits when they charge into close combat. Use Hit and Run to get away, then charge in again. Put that Chaos Lord on a Steed of Slaanesh. Noise Marine squads hold points - just pray they're not too expensive.

Brotherhood of Dust (Core)
1 Chaos Sorcerer (Thousand Sons) or Ahriman, 2-9 Rubric Marines, 1-4 Corvidae Sorcerer Covens.
Warpfire Inferno: Inferno Bolts fired by models in this formation gain the Ignores Cover special rule.
Locus of Power: Psykers in this formation can reroll failed attempts to manifest Warp Charge.

AP3 guns that ignore cover and re-rolls to casting Psychic powers. Having played a Thousand Sons army in a tournament or two, I can tell you that cover saves make their Inferno Bolts a waste of points. But if they totally ignore cover, Space Marines will feel the burn!

Firstborn Champions of Chaos (Auxiliary – must all have same Chaos Allegiance)
1-3 Chaos Chosen, 1-3 Chaos Terminators.
Fearless
Millennia of War: Preferred Enemy rule against 1 codex.
Slay the Mighty: Monster Hunters. Characters in this formation reroll failed to Hit rolls in challenges.

Preferred Enemy is a solid skill to have. But whether you want to take Terminators and Chosen will depend on your list. These aren't really auto include units.

Daemonkin Warpack (Auxiliary – must all have same Chaos Allegiance)
2-6 Possessed Marines, Warp Talons, or Mutilators.
Apex Predators: Units in this formation have Weapon Skill 5. Possessed Marines may reroll their Mutation table results.
From Beyond the Veil: Warp Talons and Mutilators in this formation may assault on the turn they arrive from Deep Strike.

Being able to assault on the turn you arrive from Deepstrike is awesome. However, these units aren't cheap. You also have to choose a single Allegiance for this formation. Giving Warp Talons the Night Lords Allegiance to get Rending Lighting Claws is a must. But it doesn't really benefit the Mutilators, unless you're trying to hide them with Stealth. You're better taking 2 of the same unit in this formation, to get the best from your Allegiance, rather than attempting to mix and match.

World Eaters - Yes: Any of the units.
Thousand Sons - Yes: Mutilators and Possessed for Invulnerable save bonus.
Death Guard - Yes
Emperor's Children - Yes
Night Lords - Yes: 2 Warp Talons. Definitely Warp Talons!
Iron Warriors - Yes: 2 Mutilators.
Word Bearers - No
Alpha Legion - Yes: 2 Possessed, as they can Infiltrate
Black Legion - Okay
Renegades - Okay


Cult of Ruination (Auxiliary – must all have same Chaos Allegiance)
1 Warpsmith, 2-6 Defiler, Forgefiends, Maulerfiends or Helbrutes, 0-2 Heldrake, 0-2 Obliterators.
Dark Sustenance: Units in this formation gain the It Will Not Die special rule.
Units that already have this rule will instead pass their rolls on a (4+)
Biomechanical Guidance: One Unit from this formation within 12” of the Warpsmith can choose to use his WS and BS characteristics at the beginning of the owning player’s turn, lasting until the start of that player’s next game turn.

Defilers, Forgefiends and Helbrutes are pretty much written off unless they have a drastic rules change and/or points reduction in the new Codex.

That leaves us with the Warpsmith, Maulerfiends, Heldrakes and Obliterators. Remember, we can put the Warpsmith on a bike to keep up with his creations. Or he can ride in a transport with a squad in supporting of units from this formation. Remember that the 12" would be measured from the vehicle. So a Land Raider transport would be optimal.

Then it's a question of which Allegiance is best.

World Eaters - Yes
Thousand Sons - Okay: Only benefits Warpsmith and Obliterators
Death Guard - Okay: Only benefits Warpsmith and Obliterators
Emperor's Children - Yes: Only benefits Warpsmith and Mauler Fiends
Night Lords - Yes: Have some Stealth for +1 to cover saves.
Iron Warriors - Yes! Tank Hunters.
Word Bearers - No
Alpha Legion - Yes (Can all this stuff really Infiltrate!!?)
Black Legion - No
Renegades - No


Decimator Armoured Spearhead (Auxiliary)
2-3 Chaos Predators or Chaos Vindicators, 0-2 Chaos Land Raider
Infernal Spirits: Gain the Power of the Machine Spirit special rule while within 6” of another unit from this formation.
Mutated Hulls: Units in this formation have Extra Armour for free.

Powwer of the Machine Spirit greatly benefits Predators on the move, but also ensure that Vindicators can always fire. A pair of Predators seems to be the best choice. A Land Raider is a redundant choice, as it comes with an Infernal Machine already.


CONCLUSION


The new Chaos Space Marines Codex looks set to have some really good stuff in it.

Granted, some formations obviously lend themselves to certain Chaos Marks and Chaos Allegiances.

But most importantly, there is an opportunity for players to create heavily themed forces which play well and are fun to play.

This is why I would encourage players to choose a Traitor Legion they like the background of and then create a themed force around that.

The rules and formations reflect each of the Traitor Legions exceptionally well.

Personally, I would be drawn to Iron Warriors (Tank Hunter for everyone!), Night Lords for the Rending Lighting Claws and Characters causing Instant Death on a 6 (very characterful) or Alpha Legion for the chance to Infiltrate my entire army - who needs transports when you can just deploy wherever you want?

Thousand Sons and Death Guard also have a strong appeal. Although both will probably rely on a big unit of their new Terminator Elite choices to win their games.

I truly feel that this is the Chaos Marines Codex that players have been longing for.


What It Means for The Space Wolves


Unfortunately, all this means that tougher times are coming for the Space Wolves.

We will need to rely on our newest units, such as Thunderwolf Cavalary, Arjac's Shield Brothers and Stormfangs to help us remain competitive.

However, we need a new Codex more than ever to keep up with these latest rules changes to Warhammer 40,000.

Most importantly, we deserve a new rules set to customise and theme our armies with these new formations.

These new Chaos Space Marine rules are inspiring however. They demonstrate the new creativity that Games Workshop has for players to create themed and competitive armies, often steered by the rules and how best to optimise our forces to be effective.

If the rumours about a new Space Wolves Codex in February are true, we could also enjoy some spectacular formations in the fullness of time.