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Book contents

Most of the book is data sheets and even more is creating the 9 legions to give you
themey armies, special rules, artifacts, warlord traits, objective markers, expanded
Nurgle and Slaanesh lore for DG & EC respectively.This means, like Tzeencth, now 6
+ 1 primaries power. As with Wrath of Magnus, you can make any CSM army into a
specific legion given certain modifications, then the army gains additional special
rules and when an army is composed of at lest 1 core and 1 auxiliary formation you
get a formation with extra benefits. If you warlord is from this legion detachment it
becomes your primary detachment and all in the primary detachment gain the
benefits. Just with recent supplements an example is given when building a legion
force where a gamer has a collection of models and the example walks through how
he/she would separate models into a primary detachment with the bulk and a HQ &
2+ troops at least to for a CAD which gains objective secured.

The book opens with some fluff for the Long War and a page with killer artwork for
each of the 9 legions presented here. We see the usual inclusion of high quality art
and photography of models engaged in combat were used to from GW. This is a
supplement to codex Chaos Space Marines so any new datasheets here replace what
is in CSM. New wargear is on pages 135-136. The new rules vehicle squadrons from
Traitors Hate are included where Chaos vindicators and predators can be taken as a
squadron. I think especially the vindicator one is best, and would be quite fluffy in an
Iron Warriors list.

Very fluff choices, all around in my opinion. Legions hating their old Heresy enemies,
how they score, relics and traits but especially primary detachment rules.

Vindicators: 120 base/for 2nd & 3rd models (minimum cost: 360 pts) - gains
Linebreaker Bombardment: Instead of firing all 3, select 1 vindicator to fire the
demolisher cannon which now becomes 24, S10, AP2, Ordinance but uses the 10
Apocalyptic Blast template and Ignores cover :)

Predators: 75 base/ for 2nd & 3rd (minimum cost 225) if all 3 predators are on field
they gain monster hunter and tank hunter.

General layout formations reflect the fighting style of each legion, taking into
account how steeped in Chaos they may be. So without further ado

Legions- every legion has 6 exclusive warlord traits, artifacts, tactical objectives,
rules for CSM in their legion army, and if its detachment is the primary detachment
allows them to re-roll legion warlord trait.
For formations Im not copy/pasting all so see the first occurrence of the general
formations for details)

1. Black legion
CSM become black if: Abaddon is the only unique; any unit that can take VotLW do
so at no cost; Psykers (games goes for Demon psykers)from Nurgle, Slaanesh, or
Tzeentch can choose to generate all their spells from these lords respectively
Gains: Endless hatred (units w/VotLW have Hatred; but also can re-roll failed to-hits
every round of close combat vs. unit which contains armies of imperium in it); First
among traitors (Chaos Termies & Chosen are troops)
Designers note: The Black Crusader warlord trait provides preferred enemy space
marine which includes everything from factions: Space Marines, Blood Angels, Dark
Angels, Deathwatch, Grey Knights, Legion of the Damned, SWolves)
Warlord: Warlord & friendly w/in 12have pref enemy SM (see designers note
above); Warlord can refill Chaos Boon/Gift of Mutation but accept result; gets
shooting template S4, AP5, assault 1, soul blaze, 1 use only (LAME!); gets It Will Not
Die!; melee weapons gains instant death on to-wound roll of 6; Warlord & friendly
w/in 12 stubborn

Artefacts: -
Crucible of Lies (25) -1T but re-roll invuln saves of 1
Eye of the Night (75) once per game, in place of shooting range infinite, S5, AP 4,
Heavy 1, lg blast, haywire, maelstrom, ignores cover, 1-use only
The Hands of Darkness (50) instead of cc use SX2 AP1 melee, armorbane, flesh
bane, instant death
Last Memory of Yuranthos (30 Psyker only, gain 1 mastery level, this new spell must
be sunburst pyromania) , declare range, 12 charge 2, 18 charge 3 if perils using
boosted range auto-death, no roll
The skull of Kerngar (40) gain eternal warrior and adam will
The Spineshard Blade (30) S user, AP3 melee, demon weapon, quicksilver (+1
initiative in cc)
Black Legion Speartip - Heralds of the Black Crusade (all non-vehicles gain fear and
crusader); Speatrip strike(Deep Strike can try to come in 1st turn on 3+, if Warlord
has DS his unit auto-pass turn 1 DS reserve)
1+ Core Black Legion warband (1 lord, -1 sorcerer, 2-6 SM and/or chosen, 1-3
raptor/warp t, 1-3 havocs/helbrutes)- roll twice on boon& choose 1 or both results);
Hounds of Abaddon (1 Lord, 1-3 Kh berry, 1-3 CSM, 1-3 raptors, warp t, or bikes
combo) - once/game can run & charge same round; charge roll of 8+ before mods
+1 str during assault phase
1+ Aux Lost & Damned, Helforged wrack, Deamon Engine, Heldrake Terror, Cult of
destruction, Fist of the Gods, (Raptor Talon, Terminator annihliation Force, Spawn (1-
3 spawn)
0-5 Command Bringers of Despair (Abby + termies- termies get WS5, charge roll 8 =
+1 str assault ), Cyclopian Cabal (3-5 sorc- each pay phase can cast shroud of
deceit, gets bonus dice per sorc w/in 12. [pick non vehicle enemy w/in 30 not
locked in combat, make that unit shoot as if it were yours ), Chosen of Abaddon (1-4
lords/sorc, unit of chosen or terms for each lord/sorcjoined units are fearless,
each Lord or sort gets free boon role before deployment refill spans & apotheosis ),
Lord of the Legion (1 of following: Abaddon, Chas Lord, Sorcerer, dark apostle or
demon prince)
tactical objectives:
1VP for destroying a unit in turn; 1 VP if enemy failed morale/pin/fear; D3Vp if kill
IndChar; D6 & 1VP if you get that obj [common Chaos one]; 1VP if kill unit/D3 if killed
by VotLW; 1Vp if manifested power, D3 if conjuration, D3+3 if summoned a Greater
demon

2 - Alpha legion (happy with this fluff/rules!)


Must: if no unique, no marks, if so get VotLW free, sorcerer can choose all powers
from its Gods discipline
gains: Forward Operatives: Chosen become troops; Chosen, CSM, cultists gain
infiltrate; Many Heads of the Hydra:if warlord slain pick a new friendly character from
AL detachment or formation. He generates warlord trait immediately. Can do this as
long as you can. Opponent wont get Slay the Warlord if they havent killed last
remaining warlord from this :)
WT: can gain infiltrate; once per game friendly AL character w/same type as you
and can swap their positions; from turn 2 pick a reserve unit to come on auto for
each turn; stealth warlord; cultists w/in 12 get furious charge & FnP 6+

relics:
The Mindveil (30)start of your move move 3D6 immediately, can take you from
combat & enemy cannot consolidate;
Blade of Hydra (30) S user AP 5,melee, demon weapon, rending, multi headed (every
roll of 6 to hit generate another attackthese do explode! so, until you dont roll a
6)
Vipers Bite (15) 24 S5 AP2,rapid fire
The Drakescale Plate (25) armor gives 2+ save w/2+ invuln vs. flamer weapons;
Hyrdas Teeth (15) bolter gets blast, ignore cover, poison 2+;
Icon of Insurrection (25) give friendly cultists w/in 12 zealot.
army: Hidden deployment (all non-vehical) shrouded 1st turn; cult uprising (cultist
units destroyed on 4+ back into ongoing reserves)
Core: Chaos warband
command: Lord of Legion
aux: 8 formations (see Black Legion)
tact obj: capture enemy/unclaimed building; your cultists get destroyed gain VP,
destroy a DS,H&Run, Outflank or scout unit; your infiltrators kill a unit; get into
enemy deploy zone; kill character (more for more characters)

3 - Iron Warriors
must: no unique, no marks take VotLW, Psykers from gods (see above)
gain: Blood feud: VotLW re-roll failed to hit every combat round vs. Imp Fists, but IF
get Hatred YOU; iron w/in, iron w/out: VotLW gain 6+ FnP, Patrons of technovirus:
Obliterators and Mutilators are troops; siege masters: units re-roll armor pen vs
buildings it didnt glance or pen. +1 damage big roll result; IW havens, obits,
mutilators get tank hunter
WT: FnP 4+; Fearless; give your terrain piece +1 cover; Friendly Oblits w/in 12 can
fire twice in consecutive shooting phases; WL + unit have split fire & counterattack
while in cover; friendly vehicles get It WND w/in 6 WL

relics:
Warpbreacher (25) warp smith can possess a vehicle each turn as daemonic
possession vehicle equipment;
Nest of Mechserpents (20) warp smith only in challenge, resolve first 2 hits normally
if both hit remainder of attacks have Instant Death;
axe of forge master (25) S +1 AP2 melee, armor bane, master crafted, unwieldy;
Fleshmetal exoskeleton (30) armor 2+ + gains IWND;
Cranium malevolous (30) at enemy shooting phase enemy vehicles w/in 2D6 of
bearer suffer automatic haywire hit, no cover allowed;
siege breaker mace (25) S+2 Ap 4, concussive, masterccraft, siege breaker - signal
S10, AP 1 attack melee
army: master annihilation: barrage and word weapons can choose to re-roll scatter
die; intractable brotherhood: all non-veh are stubborn; on or in fortification gain
fearless instead
cor: chasse warband
command: Lords of legion
aux: Stronghold (1-3 fortifications + others
tact obj: VP if kill unit even partially w/in 18 your table edge; VP if kill unit that was
controlling an obj; VP if your oblits/mutil destroyed a unit; roll die and get that obj;
Vp if enemy forts/buildings lost HP (more if more);destroy enemy vehicle
(more is more)

4 Night Lords -again, for me, fluffy as shit! :)


must: same as above
gains: In midnight clad: VotLW gain fear, night vision. stealth; Skyborne horror:
raptors are troops; Terror tactics: enemy locked in combat w/you must -2 leadership
for Fear
WT: H7Run; re-eroll to-wound 1 in assault; Hatred; re-roll cover saves; WL&unit get
HoWrath; Rampage

relics:
scourging chain (10)melee weapons gain shred;
Claws of Black Hunt (40) Ap3 rending/shredding master-crafted claws;
Curzes Orb (20) (ha!) re-roll 1 on run, hit & wound;
Stormbolt Plate (20) 2+ armor (cover improves by 1);
Viox Daemonicus (30) enemy w/in 6 -1 Ldsh & -1 from reserve rolls :)
Talons of Night Terror (20) each fight sub phase make additional D3 attacks (or D6 if
turn you charged) S user AP5, melee, shred
army: Strike Hard/Fast: re-roll failed charge; Nocturnal Warfare: You assure Night
Fight if wantduring that turn all your non-vehicles cover improved by 1
core: Chaos warband OR Raptor Talon
command: Lord of Legion
Aux: the 8
tac obj: kill a character, make successful charge, your DS reserves kill a unit, destroy
enemy in assault (D3 for 3); D3 if kill at least 2 units controlling obj; enemy fails pin,
fear or moral (improves)

5 Word Bearers - tactical objectives are higher reward for them, I think. :)
must: no unique, units w/mark already can't play, though those w/option to upgrade
mark may do so, VotLW; same w/psykers & demon Psyk = their gods
gain: unholy pact: possessed are troops; also you harness on 3+ to manifest
conjuration from deamon(malefic); Blood Feud: VotLW re-roll hits vs. Ultramines each
round but ULTYs hate you; Profane Zeal: WB units w/in 6 of Dark Apostles gain
zealots
WT: Zealot or allow zealots to refill to-hit in cc; psyker 1; 1 unit w/in12 gets
counterattack, fearless, furious charge, relentless; Adam Will & Fearless; You or
friendly w/in12 can add/subtract 1 from the 2nd die in Boon Table; gain immediate
boon

-WB relics
skull of monarchia (15) bearer & unit can re-roll to-hit rolls in CC vs. armies of
imperium, and if vs. ultramarines can also reroll wounds.
crown of blasphemer (30) 4+ invuln, adam will, fear
malefic tome (10)know 1 additional power from demon(maelific)
script of erebus (15) once/game start of any psy phase generate D6 warp charges
Baleful iron(15) units must re-roll successful chrages at you/unit and lose bonus
charge attack
curded Croszius (35) melee S+2, consussive, Bane of Men (you have pref enemy:
armies of imperium)
Core: chaos warband, L&Damned
command: Lord of Legion
aux: The 8
obj: your zealots make a charge; your demon kills a unit in assault; kill enemy
character; D3VP for successful conjuration; D3 VP if you control obj enemy did; 1VP if
you roll on boon table (improves)

6 World Eaters (Blood for the Blood GOD!!!)


must: only Kharn; no psyker scum; only mk Khorne; VotLW, Demons must be of
Khorne
gain: Berzerker Horde: Khorne Berz are troops; Blessing Khorne: VotLW have adam
will; Butchers Nails: VoLW have fearless & furious charge
WT: Rampager; each boon table roll can instead boost attack stat by 1; at end of
enemy charge subphase your unit can charge; re-roll hit/wound in challenge; locked
in combat gain FnP & Eternal Warrior (yeah baby!); you $ friendly Mk Khorne w/in 8
charge 3D6 & pick highest

WE - relics
Talisman of Burning Blood (25) bearer's unit can move 3 more in move, run and
charge;
GOREFATHER (30)[S+2, AP2, Armorbane,murderous strike(to-wound 6 = instant
death, 2-handed, unwieldy];
Crimson Killer (20)pistol 12 S7,AP2,soulblaze;
brass collar of Bhorghaster (20) bearer nullify on 4+ to deny. If you nullify that, that
psyker suffers perils
Bloodfeeder (30) crazy S+1,AP2 axe does 2D6 attacks but each roll of 1 is a wound
to you no armor saves;
Berzerker's Glaive (30) S +2 AP3 demon weapon, specialist weapon, 2-handed,
melee, epitome of rage (bearer gains FnP & IWND but loses Indep Character rule

army: Blood Mad! after deploy/inflitrate but before 1st player starts turn all non-
vehicle units can make immediate 2D6move(roll separate); ALSO non-veh & walkers
can always re-roll failed charges
coe: haps warband, maelstrom of gore
command: Lord of legion
aux: 8
obj: deny witch; kill enemy controlling an obj; 3+ your units made charge; kill enemy
in challenge (improves); destroy unit (improves); destroy in assault

7Thousand Sons - EXACTLY THE SAME AS WRATH OF MAGNUS SO SEE THERE

8 Death Guard (yeah, baby!!) Count the Seven!


must: Typhus only unique; only Nurgle marks; VotLW; DP need Mk Nurgle; psykers
can take all from Nurgle
gain: Gift of Nurgle: VotLW gain fearless & FnP but -1 initiative (doesnt affect Typhus
or Plague marines); Inexorable Advance: VotLW get relentless; Lords of Plague Host:
Plague Marines are troops
WT: FnP;IWNDie; +1 W; Eternal warrior; improved Poison by 1; units w/in 7 get
contagion

relics:
Puscleaver (10)poison 2+ weapon;
plague skill Glothia (15) once/game range 8 S1 AP - assault 1,poison 2+ lg blast
Pandemic Staff (30); poison 2+ staff[range template S1 Ap5 assault 1opison 2]
[melee S+2 AP4, melee, concussive, poison 2];
Dolorus Knell (25) start friendly fight sub phase give units fear; give a dude fear,
Poxwalker Hive (20) at start of each turn FnP to friendly cultist w/in

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