Warhammer Race List Part 4
Number 10: Chaos Space Marine
Before the Heresy took place the current Chaos legions were once the glorious Space marines that are today, until all at one day. During a raid on the planet Istavan III a load of Plague bombs descended on the loyal marines. Then dozens of drop pods fell and space marines fought against their brothers. Horus the warmaster was the favoured son of the God Emperor. Horus fight his way the planet Istavan and headed toward Terra[ Earth ]. As he closed on the planet his ship was assaulted by the Blood Angels as Sanguinuis confronted Horus he fell againest him. After sanguinius’s death came the Emperor in all his glory. Then the Emporor’s 1st guardian terminators arrived, Horus gived them a glance and then the terminators vanished. The battle began and Horus slashed with all his might, the Emperor did not want to kill his favoured son and took the blows. The Emperor wanted to end Horus’s suffering and had no choice but to kill him. Then suddenly Horus regained his thoughts[ he was possessed by the dark god] and the Emperor did not hesitate, he knew that the Dark gods will come back and possess him once more and litterlly teared his soul apart. the rest of the traitors returned to the Warp and planned their next attack on the Golden Throne. The sword and utter might of Horus had disformed the Emperor, now the glorious figure was now only organs, and only his soul remained.
These are the nine legions to turned on the Emperor.
Alpha Legion
Black Legion
Night Lords
Word Bearers
Iron Warriors
Alpha Legion

The Alpha Legion is one of the most secretive legions and usally worked alone. They were always scheming to find the way to kill the Emperor once and for all. and also have 2 pirmarchs Alpharius and omegon no one know which of them were killed by Roboute.
Warcry: Hydra Dominatus!
Primarch: Alpharius [ desceased ]
they had no special units of their own.
Homeworld: Unknown
Black Legion[ were known as the Luna Wolves and the Sons of Horus ]

The Black legion was the Luna Wolves before the Heresy began. After the Heresy, Abbaddon the 1st company captain renamed the entire legion to the Black Legion.
Primarch: Horus [ desceased ]
warcry: [prehersey Lupercal! ] We are returned!
Special marines: None
Homeworld: Cthonia
Abbadon the Despoiler:
Next to the Horus in power hes the most strongest Chaos(next to primarch) in existence.
And his flagship the Planet Killer

Night Lords

Another secretive legion that used their sorccery and use their torture device to [ well duh ] torture their enemies and make them spill their secrets
Primarch: Konrad Kurze [ desceased ]
warcry: We have come for you!
special marines : Raptors
Homeworld: Nostramo
Word Bearers

Erebus, the first chaplain of this legion turned Horus succum to the powers of the warp. They usally send out small waves and have a grand attack.
warcry: changes every battle
Primarch: Lorgar
special marines: Dark Apostles
Homeworld: Colchis
Iron Warriors

Even though their names sounds like they are impervious to close combat attacks, your wrong they are all ranged weaponary they were considered as the battering ram.
warcry: Iron within! iron without!
Primarch: Peturabo
special marines: Vindicator
Homeworld: Oylmpia
These four legions are dedicated to the Dark gods of the Warp
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Death Guard
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Emperor’s Children
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Thousand Sons
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World Eaters
Death Guard
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Devoted god: Nurgle
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Greater Daemon: Great unclean one
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Primarch: Mortarion
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Chosen of the God: Typhus the traveller
Typhus -
Special marines: Plague Marines
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warcry: unknown
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Homeworld: Barbarus
The ancient army known as the Death Guard pledge themselves to the Chaos God Nurgle who in return give them powers to withstand any weapons brought at them
The Garden of Nurgle

The Garden of Nurgle is Nurgle’s realm within the warp. This unwholesome realm is home to every pox and affliction imaginable and is alive with the stench of rot. This ‘garden’ is not a barren wasteland, but rather a macabre paradise of death and pestilence. A thick sheet of buzzing swarms of black, furry flies litter the sky, and twisted, rotten boughs entangled with grasping vines cover the mouldering ground, beneath an insect-ravaged canopy of leaves. Defiled fungi both plain and extraordinary break through the leaf-strewn mulch of the forest floor, puffing out vile clouds of spores. muddy rivers slither across the bloated landscape. Nurgle’s Mansion of rotted timbers and broken walls resides at the heart of the garden; decrepit and ancient, yet eternally strong at its foundations. It is within these tumbling walls that Nurgle toils at his cauldron, a receptacle vast enough to contain all the oceans of the worlds of the galaxy.
When Nurgle’s power waxes, the Garden blooms, encroaching on the lands of the other Chaos Gods. Nurgle’s enemies would fight back, and the Plaguebearers would take up arms to defend it. Although the Garden will recede again, it would still have fed deeply on the essence of those who have fallen in such wars, and will lie in gestate peace until it is ready to bloom again.
Emperor’s Children
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devoted god: Slannesh
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greater daemon: keeper of secret
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primarch: Fulgrim
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chosen of the god: Lucius the eternal
Lucius -
Special marines: Noise Marines
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warcry: childrens of the emperor! death to his foes!
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Homeworld: Chemos
The Emperor’s Children seek perfection in themselves and in war. They use swords, guns, and hell, even noise

The Palace of Slaanesh is Slaanesh’s realm within the warp. Those that dare his realm risk becoming trapped in its warped delights for eternity. The Dark Prince’s realm is divided into six domains, arranged in concentric rings about the Palace of Pleasure. The palace itself can only be reached by passing through all six domains. The circle of Avidity plays upon the interloper’s greed. The circle of Gluttony is next; it plays upon the intruders desire for lavish foods and wines. The third circle is the circle of Carnality, where the perfect desires of the heart reside; testing to the extreme the individuals desires. The fourth circle is the circle of Paramountcy, where the traveller is greeted by roars of adulation, here the intruder is tempted with absolute power over others. The penultimate circle is the circle of Vainglory. the traveller is presented with his ideal self-image, and if he feels but an ounce of pride, for eternity will this circle be his prison. The last circle is the most perilous, it is a heavenly place, within which resides a seemingly perfect environment. Every second that passes fills the intruder with bliss, but to rest and enjoy the pleasure for a single moment results in falling into a coma, and eventually dieing in idle bliss. One may walk the circles for centuries, but cannot for a second give into his ultimate desires for he will fall. If one is able to sucessfully pass through the circles he comes before the palace and Slaanesh himself. It is impossible for mortals to look upon the god without instabtly losing their soul, for all who see it become willing slaves to every whim of the Dark Prince.
Thousand Sons
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devoted god: Tzeentch
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greater daemon: Lord of Change
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primarch: Magnus the red
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chosen of the god: Ahriman
Ahriman -
special marines: Rubric Marines
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warcry: All is dust
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Homeworld: prospero
they have no physical forms because of the spell of ahriman which turned anyone but him and the primarch to dust and some remianders to survived

The Maze of Tzeentch is Tzeetch’s realm within the warp. This maze is woven from the raw fabric of magic, threaded upon deceit and conspiracy. Of all the landscapes of the Immaterium, this domain is by far the most bizarre and incomprehensible. the Mazes presence is felt across all of the Daemonic realms. Interchanging, shifting avenues made of pure crystals of every colour cris-cross Tzeentch’s realm. Hidden pathways built from lies and schemes lead out from the maze and infiltrate the dominions of other gods, binding together the fractious Realms of Chaos. The maze itself has no Daemonic defenders. Its own illusory passages are enough of a barrier to any intruder not possessed of the strongest mind imaginable. Its glittering corridors reflect not only light but also hope, misery, dreams and nightmares. The labyrinth does not merely reflect but also distorts, pulling apart hope and purpose turning them into insanity and despair. Driven by Tzeentch’s unconscious schemes, the labyrinth constantly moves and rearranges. Those lost within the maze’s reaches will wander for eternity with their minds shattered, their dreams broken upon the wheel of their own failed ambition. At the centre of the maze, hidden from those who have not the insane insight to find it, stands the Impossible Fortress. The architecture of the bastion is constantly replaced by new and ever more maddening spires, gates and walls. doors and other entrance points yawn open like starving mouths, before clamping for eternity moments later, barring all access. Within the Fortress time and space does not exist at all and gravity shifts and changes, or disappears all together. Lights of every colour, some even unknown in the real universe, springs from the shifting walls. For mortals, who are so locked in their physical ways, the fortress is impenetrable. Men are driven insane, while their bodies might implode or be pulled apart by the forces unleashed by Tzeentch’s passing thoughts. Even immortal daemons cannot easily endure the twisted horror of the Impossible Fortress and only the Lords of Change can safely navigate its corridors, and only these Greater daemons of Tzeentch can tread the secret paths that lead to the inner sanctum of the fortress; The Hidden Library, where Tzeentch, the puppet master himself resides, eternally plotting.
World Eaters
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devoted god: Khorne
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greater daemon: Blood thirster
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Primarch: Angron
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chosen of the god: Kharne the betrayer
Kharne -
special marines: Khorne Berzerkers
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warcry: BlOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE, SOULS FOR THE SOUL EATER
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Homeworld: Unknown
the most bloodiest of all legions, they will do anything for the shed of blood

The Fortress of Khorne is Khorne’s realm within the warp. It is a monument to fury and bloodshed, and is built upon foundations of murder and conflict. This blood-soaked realm echoes constantly with Khorne’s bellows and the clash of weapons. at the centre of this mighty fortress lies the Brass Citadel, where Khorne’s mighty throne resides. He sits atop a mountain of skulls, those slain in his name. A great fire pit lights Khorne’s gloomy chamber, the dark flames consume the souls of cowards who have fled from battle. Around the citadel flows a moat, and is filled not with water, but with the boiling blood of those who have lost their lives to war. Beyond this moat lies league upon league of cracked land, littered with the ravaged bones of those fallen in battle. A mighty crevasse splits the wasteland in two, a canyon many miles long and bottomless. It is said that Khorne himself was once consumed by such rage that he took up his sword and smote the ground, splitting it asunder for eternity. This fell sword is known by many names including ‘Warmaker’ and the ‘End of all Things’, and is capable of laying waste to worlds with a single blow.
Daemons are entities of the warp, and are effectively extensions of their associated Chaos god. They are created at the whim of a Chaos god from a fraction of the god’s own power. A daemon’s appearance and character reflect the god’s own nature. These daemons may be reabsorbed into the god at whim. The daemonic Furies are an exception in that they are not associated with any god.
Being an entity of the warp – a dimension of the immaterial – a daemon cannot exist in the universe of reality under normal circumstances. A daemon may instead enter the mind of a vulnerable psyker and turn the individual to its will and, through its host, effect reality. Outside the Eye of Terror and other similar places, daemons can exist temporarily in real space by being summoned through complex rituals.
Within the Imperium, the vast majority of humans – including even high ranking members of military forces such as the Space Marines and Imperial Guard – are ignorant of the nature of daemons, and of their relationship with Chaos and of Chaos itself. Chaos is a virtually unknown concept among mankind. This ignorance is enforced by the Inquisition – it is feared that Chaos would present a terrible attraction to mankind.
Non-Inquisition troops that have faced and fought against full daemonic manifestations of Chaos never survive the experience – after the campaign any surviving participants are executed, with full honours. They have been privy to the most closely guarded secret in the Imperium. In the case of troops whose execution would be wasteful, particularly Space Marines of the Adeptus Astartes, they are instead mind wiped. An example of this secrecy was at the end of the First War for Armageddon, when troops who had fought against Chaos were afterwards consigned to labour camps to die.
Daemon Prince
The most famous of the Daemon Princes following the Horus Heresy are the traitor Primarchs. Personally responsible for countless acts of depravity and the corruption of an entire Space Marine Legion to Chaos, they have been rewarded with unbridled power and rulership of a daemon world in the Eye of Terror. They rarely venture from these worlds, preferring to direct the legions through their minions and Champions.
All the traitor Primarchs who were not slain during or immediately after the Heresy have achieved this ranking; however, Horus is the only confirmed death among the Primarchs. Alpharius was apparently killed in combat with Roboute Guilliman according to Ultramarine logs, but given the Alpha Legion’s penchant for deception it is possible he survived. Night Haunter was apparently executed by the Callidus assassin M’Shen, though the vidlog never shows his final death.
Bloodthirster
- The physical embodiment of Khorne. It is the most terrifying and bloodthirsty of the warriors of Khorne and it wears the Brass Armour of Khorne and carries an Axe of Khorne and a Whip of Khorne into battle. It has wings sprouting from its back which can blot out the sun, allowing it to fly over the battlefield to find the choice battles in which it can cause the most carnage.
Great Unclean One
The decaying embodiment of Nurgle. They shamble across the battlefield accompanied by a green tide of Nurglings, spreading disease and pestilence everywhere it goes. It is seen as a bloated figure covered in boils and showing diseased organs, often with so little feeling that they can take tremendous damage before being felled. Many cannot stomach to look at one, let alone fight one.
Lord of Change
- Ever changing form of Tzeentch. To face a Lord of Change in battle is to stand against a master of fate itself. The unravel and deciphers what will come to pass, and use that knowledge to confound their enemies’ plans The are massive, feathered bird-like creatures with wildly multi-coloured skin to reflect the ever changing designs of their master, the Changer of Ways.
Keeper of Secrets
Pleasure seekers of Slaanesh. They can read the minds of mortals and even the slightest glance gives lets it know the deepest desires of any mortal. They then use this knowledge to tempt them into various pacts, tactical blunders or into the forces of Chaos completely, depending on the situation. It is also a lithe killer, giving the most delicate killing strokes.
Lesser Daemon
Daemons of Khorne
- Bloodletters Bloodletters are daemons of Khorne. They are bestial creatures, with snarling, fanged mouths, whose skin drips constantly with blood, their matted manes shaped into spines with dried gore. They carry warp-forged battleaxes or swords known as Hellblades and wear the Brass Armour of Khorne.
- Flesh Hounds
- Flesh Hounds belong to Khorne and are bound to him through Collars of Khorne.
Daemons of Nurgle
- Plaguebearer Plaguebearers are daemons of Nurgle and are blessed with diseased flesh, blood and puss from Nurgle’s Rot. They carry knives into battle but also use their talons, both of which are covered in poisons from the slime which seeps onto them from within their their pestilant bodies.1
- Nurglings
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Nurglings are the most numerous of Nurgle’s daemons, resembling tiny Great Unclean Ones, with friendly, mischievous faces. They are gregarious, agile and constantly active. In battle they attack in vast swarms, overwhelming foes many times their size through their massive numbers. Nurglings also often follow in the shadow of Champions of Nurgle. Their main strength is their sheer numbers, able to drag down powerful individuals with their clawing hands and vicious bites.
- Beast of Nurgle
(2ed Black Codex Army Lists)
Daemons of Tzeentch
- Horrors
- horrors are daemons of Tzeentch and throw Daemonic Fire at their enemies from a distance. They are not as good in combat as their counterparts however their ranged ability is unique.
- shit of cut out.


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