Factions‎ > ‎Chaos Space Marines‎ > ‎

★ Emperor’s Children

All the First Founding Legions were created to take part in the Great Crusade. It was, however, nearly sixty years before the Emperor’s Children saw action. An accident during gene-seeding almost destroyed the Legion as it was born. Once the Emperor’s Children had been re-established with rescued gene-seed, they proved to be loyal and efficient, distinguishing themselves in several campaigns.

The Emperor’s Children were one of the first units to defect to the Warmaster. The Legion’s Primarch, Fulgrim, and his highest ranking officers, were corrupted by the decadent pastimes that Horus and his Chaos-worshippers offered. Drugged, pleasured beyond endurance, and finally broken, they agreed to aid Horus. The rot quickly spread to the whole Legion, and the Emperor’s Children willingly embraced the gratifying worship of Slaanesh.

How This Supplement Works

On this page, you will find special rules unique to armies from the Emperor’s Children that reflect their tactics on the battlefield. You will also find Warlord Traits, Chaos Artefacts and Tactical Objectives that you can use when fielding your Emperor’s Children army in games of Warhammer 40,000, and an exclusive Detachment – the Rapture Battalion.

Books


BookKindEditionVersionLast update
► Traitor LegionsCodex Supplement71.0January 2017

FAQ

Traitor Legions

 Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
 A
These rules do not interact in any stackable way.

Emperor’s Children Special Rules

Any Detachment with the Chaos Space Marines Faction can be from one of the nine Traitor Legions. An Emperor’s Children Detachment retains the Chaos Space Marines Faction and is treated in all ways as a Chaos Space Marines Detachment, with the following modifications:
All units in an Emperor’s Children Detachment or Formation gain the following special rules:

Fuelled by Sensation

Units that have the Veterans of the Long War special rule have the Fearless and Feel No Pain (6+) special rules (units with an Icon of Excess instead have the Fearless and Feel No Pain (4+) special rules).

In addition, if a model that has the Veterans of the Long War special rule is slain in the Fight sub-phase before it has made any Attacks that phase, it can make a single Attack at the end of the current Initiative step before being removed as a casualty.

Masters of the Kakophoni

Units of Noise Marines are Troops choices instead of Elites choices.

Special Rules


Catatonic Trance

Any model that suffers one or more unsaved Wounds from Blissgiver must immediately pass a Leadership test for each Wound suffered or be removed from play as a casualty.

Mental Trauma

Before making this attack, the target unit must first take a Leadership test. If failed, you can re-roll all failed To Wound rolls made for this attack.

Soulsnare

Any To Wound rolls of 6 made with this weapon are resolved at AP2 and have the Instant Death special rule.

Tactical Objectives

D6Result
11The Sound of Death 
12Without Peer 
13Despair and Death 
14Sensory Onslaught 
15That Which They Value Most 
16Flawless Performance 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Emperor’s Children players and reflect their malicious depravity on the battlefield.

If your Warlord is from an Emperor’s Children Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the Tactical Objectives on this page.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Emperor’s Children player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Emperor’s Children Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.

THE SOUND OF DEATH
Few can stand up to the wall of sanity-blasting sound emitted by the sonic weapons of the Emperor’s Children.
11
Score 1 Victory Point at the end of your turn if you completely destroyed any enemy units using Noise Marine sonic weapons during your turn.
Type: EMPEROR’S CHILDREN
WITHOUT PEER
Slaanesh demands great deeds of his champions, especially in the field of personal combat.
12
Score 1 Victory Point at the end of your turn if you killed at least one enemy character in a challenge during your turn.
Type: EMPEROR’S CHILDREN
DESPAIR AND DEATH
The Emperor’s Children favour delivering the killing blow only when the enemy are at their most terrified, when they can revel in the full, undiluted sensation of the kill.
13
Score 1 Victory Point at the end of your turn if you completely destroyed an enemy unit that was Falling Back during your turn.
Type: EMPEROR’S CHILDREN
SENSORY ONSLAUGHT
Slaanesh delights when the senses of mortals are overloaded.
14
Score 1 Victory Point at the end of your turn each time your opponent fails a Morale, Pinning or Fear test during your turn (up to a maximum of 3 Victory Points).
Type: EMPEROR’S CHILDREN
THAT WHICH THEY VALUE MOST
At the core of every Emperor’s Children legionary lies a spiteful heart that overjoys in the despair of others.
15
When this Tactical Objective is generated, your opponent must choose an Objective Marker. Score D3 Victory Points at the end of your turn if you control the Objective Marker your opponent chose.
Type: EMPEROR’S CHILDREN
FLAWLESS PERFORMANCE
Since their foundation, the Emperor’s Children have sought to master the art of perfection in battle.
16
Score D3 Victory Points at the end of your turn if your opponent controls no Objective Markers. Score D3+3 Victory Points instead if you control all 6 Objective Markers.
Type: EMPEROR’S CHILDREN

Warlord Traits

When generating his Warlord Traits, a Warlord from a Emperor’s Children Detachment or Formation may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Space Marines.

D6Warlord Traits
1Glutton for Punishment
This Warlord revels in every sensation – even ones that would slay a lesser mortal outright.
Your Warlord has the Eternal Warrior special rule. 
2Quicksilver Reflexes
This Warlord has been blessed with reflexes so swift that he can sever the neck of his opponent before they even see him move.
Add 2 to your Warlord’s Initiative characteristic. 
3Nexus of Debauchery
No experience of the mind or body is enough to deter the rampant desires of this Warlord, and those in his presence endlessly strive to match his levels of euphoria.
Add 1 to the Feel No Pain rolls of your Warlord and his unit. 
4Psychotropic Aura
To stand within this Warlord’s shadow is to suffer an assault on the senses that lays bare all but the most ironclad mind to depravity born of a limitless potential for excess.
Your Warlord has the Fear special rule. Any unit that is locked in combat with your Warlord must take a Fear test with 3D6 instead of 2D6. 
5Stimulated by Pain
The more grievous this Warlord’s injuries, the deadlier he becomes.
Your Warlord gains 1 Attack each time he loses a Wound. However, if he recovers Wounds through any means, his Attacks are reduced accordingly. 
6Idol of Mindless Devotion
Such is this Warlord’s disturbingly beautiful appearance that others would gladly sacrifice themselves to save him from harm.
Your Warlord can choose to automatically pass any Look Out, Sir rolls he is required to make instead of rolling. If your Warlord is a Daemon Prince, you can choose to re-roll this result. 

Detachments


Emperor’s Children Rapture Battalion

The Rapture Battalion allows you to represent the typical structure of an Emperor’s Children army on the battlefield. Whether you wish to bring death and destruction with the full might of a Chaos invasion force, or field an elite warband tasked with some dark purpose, the choices below offer a great way to pick your army.

A Rapture Battalion is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Rapture Battalion are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Rapture Battalion, the entire Rapture Battalion is your Primary Detachment.

Command
0-4
Core
1+
Auxiliary
1+


LORD OF THE LEGION
 • 1 of the following:
  - Chaos Lord
  - Sorcerer
  - Dark Apostle
  - Daemon Prince

 • 1 Chaos Lord
 • 0-1 Sorcerer
 • 1-3 units chosen in any combination from the following list:
  - Chosen
  - Chaos Terminators
  - Possessed
 • 2-6 units of Chaos Space Marines
 • 1-3 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons
  - Chaos Bikers
 • 1-3 units chosen in any combination from the following list:
  - Havocs
  - Helbrute
 • 1 Chaos Lord or Lucius the Eternal
 • 3-6 units of Noise Marines

 • 1 Dark Apostle
 • 4-9 units of Chaos Cultists

 • 2-4 Heldrakes

 • 1-3 Warpsmiths
 • 3-5 units chosen in any combination
from the following list:
  - Obliterators
  - Mutilators

 • 1 Chaos Lord
 • 3-5 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons

 • 1 Daemon Prince
 • 3-5 units of Possessed
 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Helbrute
  - Maulerfiend
  - Forgefiend
  - Defiler

 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Chaos Predators
  - Chaos Vindicators
  - Chaos Land Raider

 • 1 Chaos Lord or Sorcerer
 • 3-5 units of Chaos Terminators

SPAWN
 • 1-3 units of Chaos Spawn

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to four Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment and all units must have the Chaos Space Marines Faction.

COMMAND BENEFITS
Combat Drugs: After Deployment, roll a dice and consult the following table to see what effects the combat drugs have on the characteristic profiles of all non-vehicle units from this Detachment for the duration of the game:

D6Result
1+1 Weapon Skill 
2+1 Ballistic Skill 
3+1 Initiative 
4+1 Strength 
5+1 Toughness 
6+1 Attacks 

Lord of Hedonism: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Emperor’s Children Warlord Traits table%.

Formations


Kakophoni

FORMATION
 • 1 Chaos Lord or Lucius the Eternal
 • 3-6 units of Noise Marines
RESTRICTIONS
This is an Emperor’s Children Detachment.
SPECIAL RULES
 • Split Fire

Sonic Overload: All sonic weapons used by units from a Kakophoni have the Shred special rule. If this Formation includes the maximum number of units at the start of the battle, then all attacks made by sonic weapons from the Kakophoni are also resolved at +1 Strength.

Chaos Artefacts of the Emperor’s Children

The Emperor’s Children bear some of the most disturbing artefacts of war, each crafted with flawless precision to kill and torment with unrivalled efficiency. Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Units in an Emperor’s Children Detachment or Formation that can normally take Chaos Artefacts in Codex: Chaos Space Marines can choose to take items from the Chaos Artefacts of the Emperor’s Children list below at the points cost shown instead.

The Endless Grin 10 pts
Bolts of Ecstatic Vexation 15 pts
Shriekwave 20 pts
The Soulsnare Lash 20 pts
Intoxicating Elixir 25 pts
Blissgiver 30 pts

Blissgiver

This long-tongued whip can render those who feel its sting insensible with indescribable pleasure. Even those who put aside gratification for a greater duty find their oaths and promises forgotten, washed away in a tide of sensation that drowns the mind completely. So it is to feel the kiss of Slaanesh. Though their lives are cruelly torn away almost immediately afterwards, for a few short moments, they truly know ecstasy and agony entwined.
Replaces one of the bearer’s Melee weapons.

Range S AP Type
- User 3 Melee, Catatonic Trance, Daemon Weapon

Catatonic Trance: Any model that suffers one or more unsaved Wounds from Blissgiver must immediately pass a Leadership test for each Wound suffered or be removed from play as a casualty.

Bolts of Ecstatic Vexation

Fired with a shrill howl, these strangely shaped mass-reactive bolts contain not explosive charges, but a peculiar cerise gas. Any who catch so much as a whiff of this vapour are driven into a hallucinatory fugue state where all their dreams and nightmares mingle together into a kaleidoscope of intense sensation. Even the most fortified bunker or sainted sanctum is of little protection, for the winding tendrils of the pinkish hallucinogen seek out sane minds as a hungry felid seeks out fresh meat.
Bolts of Ecstatic Vexation can be fired from any boltgun, bolt pistol or boltgun part of any combi-weapon that the bearer is equipped with; that weapon’s profile gains the Blast, Ignores Cover and Pinning special rules.

Intoxicating Elixir

This concoction is so valuable that even a minute drop is worth a fortune. Some say it was brewed by the master fleshcrafters of Commorragh, others that it is nectar from Slaanesh’s pleasure gardens, or that it is the blood of Fulgrim himself. The liquid is self-replenishing, and one who partakes of it harnesses dark physical power. The Emperor’s Children channel it into dispenser arrays so they can dump it into their bloodstream by the pint.
After deployment, make D3 rolls on the Combat Drugs table to see what effect the Intoxicating Elixir has on the bearer. All effects are cumulative, including with the Combat Drugs Command Benefit should the bearer be part of a Rapture Battalion.

Shriekwave

This ornate doom siren emits a thunderous bass boom and a hypermodulated scream powerful enough to shatter diamond. The sheer deafening power hits with a physical impact, blasting away all cohesive thought in an instant. Only those with a tremendous strength of will can hold mind and body together – those who let their minds be swept away find their flesh, bone and gristle alike reduced to shuddering pulp by myriad resonant frequencies.
Once per game, the bearer can make a special shooting attack instead of firing another weapon. This has the following profile:

Range S AP Type
12" 8 2 Assault D6, Mental Trauma

Mental Trauma: Before making this attack, the target unit must first take a Leadership test. If failed, you can re-roll all failed To Wound rolls made for this attack.

The Endless Grin

This fleshy mask is the still-living, flayed face of a man who begged Slaanesh to fulfil his wish to live forever. The Dark Prince was only too pleased to oblige, gifting the unfortunate soul immortality but also forcing him to present his face to the Chaos Lord Shixe. After murdering the supplicant, Shixe wore that face as a prized reminder of the occasion for several centuries. The Endless Grin has since exchanged hands many times, but the potency of its anguish has never diminished.
The bearer of the Endless Grin has the Fear special rule. Enemy units must reduce their Leadership by 1 whilst they are within 6" of the bearer.

The Soulsnare Lash

This fleshy whip has been marinated in the sweat of six Keepers of Secrets during their forbidden strife-rituals. Barbed hooks run along its length, and its coils are warm yet unsettling to the touch. Should it ensnare a victim, the poor fool is consumed in aetheric fire that burns the soul from his body, snatching it away for an eternity of anguish in the six circles of Slaanesh’s realm.
Replaces one of the bearer’s Melee weapons. This bearer can also use this weapon in the Shooting phase, in addition to firing his ranged weapon.

Range S AP Type
- User 5 Melee, Soulsnare
6" 4 5 Assault 2, Soulsnare

Soulsnare: Any To Wound rolls of 6 made with this weapon are resolved at AP2 and have the Instant Death special rule.