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Chieftains
WS BS S T W I A Ld Sv
5+
Chaos Lord 6 5 4 4 3 5 3 10 3+
5+
Chaos Champion 5 5 4 4 2 5 3 9 3+
Sorcerers
WS BS S T W I A Ld Sv
5+
Chaos Lord 6 5 4 4 3 5 3 10 3+
5+
Chaos Champion 5 5 4 4 2 5 3 9 3+
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Human Retainers
WS BS S T W I A Ld Sv
Human Retainer 3 3 3 3 1 3 1 7 5+
Ogryn Taskmaster
WS BS S T W I A Ld Sv
5+
Ogryn Taskmaster 4 3 6 4 3 3 3 8 5+
Special Rules
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Chieftain Squads
WS BS S T W I A Ld Sv
Chosen 4 4 4 4 1 4 1 9 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
Special Rules leave the unit at any time, until all other members
Retinue, Legion Deviances of the unit are removed from play. Then they
regain the Independent Character special rule
Retinue and may continue to play as normal.
A Human Retainer unit cannot be selected on its
own, and must be chosen in conjunction with a Units with the Retinue Special Rule count as HQ
character model that is entitled to a retinue. choices but take up no space on the Force
Models attached to this unit in this way lose the Organisation Chart and do not count towards
Independent Character special rule and may not your minimum choices.
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Greater Daemons
WS BS S T W I A Ld Sv
4+
Bloodthirster 10 4 7 6 4 5 5 10 3+
3+
Lord of Change 5 5 6 6 4 5 3 10
4+
Keeper of Secrets 8 4 6 6 4 10 6 10
4+
Great Unclean One 6 4 6 6 5 2 4 10
Special Rules
Daemon,
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Destroyer Squads
WS BS S T W I A Ld Sv
Chosen 4 4 4 4 1 4 1 9 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
Special Rules
Legion Deviances,
Rampager Squads
WS BS S T W I A Ld Sv
5+
Chosen 4 4 4 4 1 4 1 9 2+
5+
Aspiring Champion 4 4 4 4 1 4 2 9 2+
Special Rules
Legion Deviances,
Possessed Squads
WS BS S T W I A Ld Sv
5+
Possessed 4 4 5 4 1 4 2 9 3+
Possessed Aspiring 5+
4 4 5 4 1 4 3 9 3+
Champion
d6 Result
1 Shocking. The unit gains the Infiltrate Infernal Pact
USR and their close combats attack Units of Possessed, containing a Possessed
become Rending. Aspiring Champion, may re-roll their Warp Form
2 Serpentine. The unit gains the Scout roll, but must accept the second result.
and Move Through Cover USRs and
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Chaos Dreadnoughts
Armour
WS BS S I A
F S R
Chaos
4 4 6 12 12 10 4 3
Dreadnought
Special Rules
Crazed 2–5 Sane. The player controls the model as
normal.
Crazed
At the start of the Chaos Player Turn roll a d6 for 6 Blood Rage. The Dreadnought must
each Dreadnought and consult the following move as far as is possible towards the
table: nearest enemy unit; moving in the
Movement Phase, as is normal,
d6 Result Running in the Shooting Phase and if it
1 Fire Frenzy. The Dreadnought may not is within reach charging in the Assault
Move or Assault this turn. At the Phase as though it had the Fleet USR. It
beginning of the Shooting Phase it must basic Attacks characteristic is doubled
pivot on the stop towards the closest before any other modifications for
enemy unit and fire all of its weapons additional combat weapons. If there are
against that unit twice. If there are no no enemy units within Line of Sight of
enemy units within Line of Sight, then it the Dreadnought at the start of the turn,
will target the closest friendly unit then it will move towards the nearest
instead. If the Dreadnought cannot fire friendly unit instead. If the Dreadnought
any ranged weapons or there are no is immobilised or there are no units
targets visible or is currently Locked in visible treat the result as a ‘1 Fire
Close Combat, treat the result as ‘6 Frenzy’. If the conditions for Blood Rage
Blood Rage’. If the conditions for Blood cannot be met either, treat the result as
Rage cannot be met either, treat the a ‘2 – 5 Sane’ instead.
result as a ‘2 – 5 Sane’ instead.
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Warrior Squads
WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 4 1 4 1 8 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
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Chaos Rhinos
Armour
BS
F S R
Chaos Rhino 4 11 11 10
Special Rules (rounding up), to arrive Deep Strike that turn. The
remaining Drop Pods will enter play as per the
Immobile, Drop Pod Assault, Inertial normal Reserve rules and must also Deep Strike.
Guidance System,
Once a Drop Pod has arrived all models must
Immobile disembark immediately, and no models may
A Bunker cannot move once it is deployed and embark on the Drop Pod for the remainder of the
counts as a vehicle that has suffered an game. Models that disembark from a Drop Pod,
Immobilised damage result (which cannot be may not Assault that turn.
repaired in anyway).
Inertial Guidance System
Drop Pod Assault Should a Drop Pod scatter on top of Impassable
Drop Pods always enter play from, regardless of Terrain or another model then reduce the scatter
the scenario. At the beginning of your first turn, by the minimum required in order to avoid the
you must choose half of your Drop Pods obstacle.
Bunkers
Armour
BS
F S R
Bunker - 13 13 13
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Mystagogue Hostilian
Blood Priest of Khorne
WS BS S T W I A Ld Sv
Mystagogue Hostilian 4 4 5 4 1 4 3 9 3+
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Special Rules A Sonic Blast may fire with one of these two
Fearless, Sacred Numbers (6), Legion profiles per turn to represent a short riff and a
Deviances long discordant wail being played.
Blastmaster
Doom Siren Range Str AP Type
Range Str AP Type Assault 2,
Template 5 3 Assault 1 36” 5 5
Pinning
Heavy 1,
Sonic Blaster 48” 8 4
Blast
Range Str AP Type
24” 4 5 Assault 2 A Blastmaster may fire with one of these two
24” 4 5 Heavy 3 profiles per turn to represent a varied frequency
and a sustained single frequency being played.
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Reaver Squads
WS BS S T W I A Ld Sv
Reaver 4 4 4 4 1 4 1 8 3+
Reaver Aspiring
4 4 4 4 1 4 2 9 3+
Champion
Marauder Squads
WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 4 1 4 1 8 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
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Chaos Spawn
WS BS S T W I A Ld Sv
Spawn
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Immolation Squads
WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 4 1 4 1 8 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
Despoiler Squads
WS BS S T W I A Ld Sv
Chaos Space Marine 4 4 4 4 1 4 1 8 3+
Aspiring Champion 4 4 4 4 1 4 2 9 3+
Cultist Covens
WS BS S T W I A Ld Sv
Cultist 2 3 3 3 1 3 1 6 5+
Agitator 2 3 3 3 1 3 1 7 5+
Obliterator Cults
WS BS S T W I A Ld Sv
5+
Obliterator 4 4 5 5 2 4 2 9 2+
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Defilers
Armour
WS BS S I A
F S R
Defiler 3 3 6 12 12 10 3 3
Chaos Predators
Armour
BS
F S R
Chaos
4 13 11 10
Predator
Special Rules
Chaos Vindicators
Armour
BS
F S R
Chaos
4 13 11 10
Vindicator
Special Rules
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Special Rules
Tarik Torgaddon
Horus’ Bodyguard
WS BS S T W I A Ld Sv
5+
Torgaddon 5 5 4 4 3 4 3 10 3+
Special Rules
Fabius Bile
WS BS S T W I A Ld Sv
5+
Fabius Bile 5 5 4 4 3 4 3 10 3+
Special Rules
Ahriman
WS BS S T W I A Ld Sv
5+
Ahriman 5 5 4 4 3 4 3 10 3+
Special Rules
Cern Helvex
Dark Alchemist
WS BS S T W I A Ld Sv
5+
Cern Helvex 4 5 4 4 2 4 2 10 3+
Special Rules All units with the Siege Masters Special Rule are
Dig In, Legion Deviances, Servitors at -1 to their Attacks and Initiative, but all
Character models gain +1 to their Ballistic Skill
Dig In (including Cern himself!)
During your deployment you may nominate a
single piece of terrain. The terrain’s Cover Save Strike Whilst The Iron Is Hot
is increased by +1 for the rest of the game. e.g. a Once per game at the beginning of any Player
wall that would normally provide a 5+ Cover Save Turn the Iron Warriors player may declare that
would provide 4+ Cover Save for anyone hiding his army will Strike. All infantry models in his
behind it. army will gain the Fleet, Furious Charge and
Counter-Attack Universal Special Rules. This will
Legion Degeneration last for an entire Game Turn.
If you include Cern Helvex in your army, then you
may elect for all units with the Legion Deviances Servitors
Special Rule to exchange it for Siege Masters If Cern takes a Human Retainer Retinue then he
and Strike Whilst The Iron Is Hot. You may only is allowed to upgrade any number of them to
use one version of the Legion Degeneration rule, Servitors instead of another type.
regardless of how many versions your army may
have available to it. Servitors are armed with a Servo Arm in addition
to their other Wargear.
Siege Masters
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Special Rules
Huron Blackheart,
Lufgt Huron, The Tyrant of Badab, Chapter Master of the Astral Claws
WS BS S T W I A Ld Sv
5+
Huron Blackheart 5 5 4 4 3 4 3 10 3+
Special Rules
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In addition, a player may add +1 to the Reserve dice roll for any unit equipped with at least one Beacon
when seeing if they enter play.
Instability
When units with the Instability USR are required to take a Morale check they take an Instability check
instead. Roll a d6 as normal, but if they fail they do not become pinned or flee, instead they suffer one
wound for each point they failed by. Units with Instability must always use their own Leadership and can
never benefit from the Leadership of Characters without Instability, nor re-rolls or Fearlessness conferred by
wargear, vehicle upgrades or other special rules.
Daemonkin
Units with the Daemonkin Special Rule:
• may not be joined by non-Daemonkin, non-Daemonic Independent Characters.
• do not count towards your minimum Force Organisation Chart choices.
• may not board Transport Vehicles.
Daemon Weapon
Legion Deviances
When a unit with the Legion Deviances special rule has to take a Morale Check for loosing a round of
combat and passes first time (i.e. without the aid of a re-roll) they gain +1 Attack for the following player turn,
as though they had Assaulted the enemy.
e.g. a unit of Noise Marines is Sacred Numbers (6) and so may take a Chaos Icon for free if there are 6, 12
or 18 models in the unit at the start of the game.
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Wargear
Armour
Daemonic Armour Terminator Armour
Units in Daemon Armour receive a 2+ Armour Units in Terminator Armour receive a 2+ Armour
Save Save and a 5+ Invulnerable Save. They also gain
the Relentless USR but may not make a
Flack Armour Sweeping Advance after assaults. Units in
Units in Flack Armour receive a 5+ Armour Save. Terminator Armour take up two (2) spaces in
Also, ranged weapons that use Flame, Blast or Transport Vehicles.
Ordnance Templates have their strength reduced
by -1 when targeting units in Flack Armour. In addition to this any unit in Terminator Armour
may always start the game in Reserve and then
enter play using the Deep Strike rules, even if it is
Power Armour not part of the mission being played.
Units in Power Armour receive a 3+ Amour Save.
Ranged Weapons
Autocannon more model caught in the blast must then make a
Range Str AP Type Pinning Test.
48” 7 4 Heavy 2
Bolt Pistol
Blastmaster Range Str AP Type
Range Str AP Type 12” 4 5 Pistol
Assault 2,
36” 5 5
Pinning Boltgun (Bolter)
Heavy 1, Range Str AP Type
48” 8 4
Blast 24” 4 5 Rapid Fire
A Blastmaster may fire with one of these two
profiles per turn to represent a varied frequency Combi-Weapon
and a sustained single frequency being played. A Combi-Weapon counts as a Bolter, and once
per game may be fired as one of the following
(the additional weapon type must be selected
Battle Cannon before the game):
Range Str AP Type • Flamer
Ordnance 1, • Grenade Launcher
72” 8 3
Large Blast
• Meltagun
• Plasma Gun
Bloodspiller • Shotgun
Range Str AP Type
24” 5 5 Assault 2
Doom Siren
Range Str AP Type
Exenterator Template 5 3 Assault 1
Range Str AP Type
24” 5 5 Assault 1
Heavy Bolter
Range Str AP Type
Any model that suffers an unsaved wound from
an Exenterator suffers an Instant Death. When a 36” 5 4 Heavy 3
model is killed by an Exenterator, before
removing the model from play, place the small Demolisher Cannon
blast template centred over the model, all models Range Str AP Type
under the template suffer a Hit with a Strength Ordnance 1,
24” 10 2
equal to the models Toughness. All forms of save Large Blast
may be made as normal. Any units with one or
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Chain Axe This power has no effect against models with the
A Chain Axe counts as a Close Combat Weapon Eternal Warrior special rule or who are otherwise
that reduces all Armour Saves against it to 4+, immune to Instant Death, Vehicles or any other
unless the models save is already worse than model that does not have a Wounds
this. characteristic.
An additional attack for having an additional A Great Weapon cannot be used in conjunction
Close Combat Weapon can only be gained from with any other kind of Close Combat Weapon or
a Chain Fist if it is paired with another Chain Fist. Pistol in the Assault phase.
Special Equipment
Chaos Icon Daemonic Flight
A Chaos Icon follows the USR for a Beacon. A model with Daemonic Flight counts as Jump
Infantry and gains the Daemonkin special rule,
Daemonic Aura unless they already have the Daemon special
A model with Daemonic Aura gains a 5+ rule.
Invulnerable Save.
Daemonic Mutation
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A model with Daemonic Mutation gains +1 to Models that do not have the Mark of
their Attack characteristic. Slaanesh, but are in base-to-base
contact with units that do, suffer -1
Daemonic Speed Initiative.
A model with Daemonic Speed counts as Cavalry • Mark of Nurgle
Models with the Mark of Nurgle gain +1
Toughness. This bonus does not affect
Daemonic Steed the Model’s toughness with regards to
A model with a Daemonic Steed counts as the Instant Death rules.
Cavalry and has +1 Toughness. Alternatively, if
the model bears a Mark of Chaos, it may choose In addition to this ancient rivalries mean that
to use the steed of the same god: Independent Characters bearing a Mark of Chaos
• Juggernaut (Mark of Khorne) cannot join a unit that does not bear the same
The model remains Infantry but gains +1 Mark other than the Mark of Chaos Glory,
Strength, +1 Attack and can no longer although they may join units that have no Mark.
board Transport Vehicles.
• Disc (Mark of Tzeentch)
The model counts as Jump Infantry and
Servo Arm
gains +1 Attack. If a model equipped with a Servo Arm, who is not
• Steed (Mark of Slaanesh) Locked in combat, Gone to Ground or Falling
Back, is in base to base contact with a damaged
The model counts as Cavalry and gains
vehicle during the Shooting Phase, they can
+1 Attack.
attempt to repair the vehicle instead of firing.
• Palanquin (Mark of Nurgle)
The model remains Infantry but gains +1
To attempt to repair a vehicle, roll a d6. If the
Attack, +1 Wound and can no longer
result is 5 or more, then either a Weapon
board Transport Vehicles.
Destroyed or Immobilised result (owning players
choice) will be repaired. If a Weapon Destroyed
Marks of Chaos result is repaired, that weapon can be fired in the
Marks of Chaos confer the following bonuses: following Shooting Phase. For every additional
• Mark of Chaos Glory Servo Arm after the first you may add +1 to the
Models with the mark of Chaos Glory repair roll. Only one model per unit may attempt
may re-roll failed Morale or Instability to repair a vehicle.
Checks.
• Mark of Khorne In addition to this, a Servo Arm allows its bearer
Models with the Mark of Khorne gain +1 to make one additional Close Combat Attack with
Strength. a Power Fist. This does not effect their other
• Mark of Tzeentch attacks.
Models with the Mark of Tzeentch gain
+1 to their Invulnerable Saves (to a Spiky Bits
maximum of 2+) or an Invulnerable A model equipped with Spiky Bits may re-roll a
Save of 5+ if the unit does not normally single failed roll to wound in each Assault phase.
have one.
• Mark of Slaanesh
Psychic Powers
Doombolt
Doombolt may be used in the model’s Shooting Piercing Darkness
Phase, instead of using another ranged weapon. Piercing Darkness may be used in the model’s
Once the Psyker has passed a Psychic Test, it is Shooting Phase, instead of using another ranged
treated as a ranged weapon (rolling to Hit and to weapon. Once the Psyker has passed a Psychic
Wound as normal) with the following profile: Test, it is treated as a ranged weapon (rolling ‘To
Hit’ and ‘To Wound’ as normal) with the following
Range Str AP Type profile:
Assault
18” 4 4 Range Str AP Type
1+D6 *
18” 5+D3 4 Assault 1 *
* Ignores Invulnerable Saves
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* Ignores Invulnerable Saves If the Chaos player has a suitable Chaos Spawn
model, they may replace the removed model with
Ritual Summoning a Chaos Spawn (following the rules from p14)
Ritual Summoning may be used at the beginning that becomes under the Chaos player’s control
of the model’s Assault phase. Once the Psyker immediately.
has passed a Psychic Test, place 3 Ghouls into
play within 2” of the Sorcerer. They form a single Onslaught (Khorne Only)
unit with the Sorcerer and ignore the Daemon Onslaught may be cast at the beginning of either
special rule, and are free to charge into Assault player’s Assault Phase on any one model within
and fight in Close Combat. The models will 6” of the Psyker (including the Psyker himself).
remain in play until they are destroyed or the The model becomes S10, gains Fleet and
Sorcerer casts Ritual Summoning again. Instead Counter Attack and counts as Monstrous
of Ghouls the Psyker may summon Deamonettes Creature for one game turn. At the end of that
if they have the Mark of Slaanesh, Plague game turn the model will take a S6 hit with no
Bearers if they have the Mark of Nurgle, Pink saving throws allowed.
Horrors if they have the Mark of Tzeentch or
Bloodletters if they have the Mark of Khorne. Rain of Knives (Khorne Only)
Rain of Knives may be used in the model’s
Warptime Shooting Phase, instead of using another ranged
Warptime can be cast at the start of any Player weapon. Once the Psyker has passed a Psychic
Turn. If successful, the Psyker may re-roll all ‘To Test, it is treated as a ranged weapon (rolling ‘To
Hit’ and ‘To Wound’ rolls for the whole of that Hit’ and ‘To Wound’ as normal) with the following
player turn. profile:
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Daemonic Possession
The vehicles with Daemonic Possession ignore Mutated Hull
Crew Shaken and Crew Stunned results on the The Armour Value of each of the vehicle’s
Vehicle Damage Chart altogether (although locations is increased by +1 (to maximum of 14).
transported models will be effected as normal),
but their BS becomes 3. Searchlight
When using the Night Fighting rules, if a vehicle
Dirge Caster equipped with a Searchlight manages to hit an
All non-daemonic Chaos units with at least one enemy unit in the Shooting Phase, for the rest of
model within 6” of a vehicle equipped with a the phase other friendly units wishing to fire at
Dirge Caster becomes Fearless. that same enemy unit may ignore the Night
Fighting Rules. However, when a unit fires at a
Dozer Blade vehicle equipped with a Searchlight, they may
A vehicle equipped with a Dozer Blade can re-roll always ignore the Night Fighting Rules.
a failed Difficult Terrain test as long as it s not
going more than 6” that turn. Smoke Launchers
Smoke Launchers work exactly as stated in the
Extra Armour Warhammer 40,000 rulebook.
Vehicles with Extra Armour count Crew Stunned
results on the Vehicle Damage Chart as Crew
Shaken instead.
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Army List
HQ
Daemon Prince
Pts/ Model WS BS S T W I A Ld Sv
5+
Resplendent Daemon XX 7 5 6 5 4 5 4 10 3+
5+
Exalted Daemon XX 6 5 6 5 3 5 4 9 3+
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Chieftain
Pts/ Model WS BS S T W I A Ld Sv
5+
Chaos Lord XX 6 5 4 4 3 3 2 10 3+
5+
Chaos Champion XX 5 5 4 4 2 3 2 9 3+
Unit Type: • May replace their Bolt Linked Bolter and a Power
• Infantry Pistol with a Plasma Pistol Weapon for XXpts. In
for XXpts which case they may also
Number/Squad: choose options from the
• 1 Chaos Lord or Chaos • May replace their Boltgun remaining selections:
Champion with one of the following:
o a Twin-Linked Bolter for • May replace their Twin-
Wargear: XXpts Linked Bolter with one of
• Power Armour o a Combi-Bolter for XXpts the following:
• Daemonic Aura o a Combi-Weapon for
• Boltgun • May replace their Close XXpts
• Bolt Pistol Combat Weapon with one o a High Shield for XXpts
• Close Combat Weapon of the following:
• Assault Grenades o a Lightning Claw for • May replace their Power
• Krak Grenades XXpts Weapon with one of the
o a Power Fist for XXpts following:
• Chaos Icon
o a Power Weapon for o a Lightning Claw for
XXpts XXpts
Special Rules:
o a Power Fist for XXpts
• Independent Character
• May replace their Close
• Legion Deviances
Combat Weapon and • May replace their Power
• Lord of the Battle Weapon and Boltgun for
Boltgun with one of the
• Will of the Gods following: one of the following:
o Daemonic Talons for o Daemonic Talons for
Options: XXpts
XXpts
• May take one of the o Daemonic Venom for o Daemonic Venom for
following: XXpts XXpts
o the Mark of Chaos Glory o a Great Weapon for o a Great Weapon for
for XXpts XXpts XXpts
o the Mark of Khorne for o a pair of Lightning Claws o a pair of Lightning Claws
XXpts for XXpts for XXpts
o the Mark of Slaanesh for o a pair of Power Fists for o a pair of Power Fists for
XXpts XXpts XXpts
o the Mark of Nurgle for
XXpts • May take one of the Retinue:
o the Mark of Tzeentch for following: • If a Chieftain is not
XXpts o A Chaos Space Marine equipped with a Chaos
Bike for XXpts Space Marine Bike,
• May take any of the o Daemonic Flight for Daemonic Flight, Daemonic
following: XXpts Speed or Daemonic Steed,
o Daemonic Armour for o Daemonic Speed for then he may take a
XXpts (replaces Power XXpts dedicated Retinue of one of
Armour) o a Daemonic Steed for the following:
o Daemonic Mutation for XXpts o Human Retainers (see
XXpts Human Retainers box on
o Meltabombs for XXpts • May instead replace their p30 for details)
o Spiky Bits for XXpts Power Armour, Bolter, Bolt o Chieftain Squad (see
Pistol, Assault Grenades Chieftain Squad box on
and Krak Grenades with p31 for details)
Terminator Armour, a Twin-
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Sorcerer
Pts/ Model WS BS S T W I A Ld Sv
5+
Chaos Lord XX 6 5 4 4 3 3 2 10 3+
5+
Chaos Champion XX 5 5 4 4 2 3 2 9 3+
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Human Retainers
Pts/ Model WS BS S T W I A Ld Sv
Human Retainer XX 3 3 3 3 1 3 1 7 5+
Ogryn Taskmaster
Pts/ Model WS BS S T W I A Ld Sv
5+
Ogryn Taskmaster XX 4 3 6 4 3 3 3 8 5+
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Chieftain Squad
Pts/ Model WS BS S T W I A Ld Sv
Chosen XX 4 4 4 4 1 4 1 9 3+
Aspiring Champion XX 4 4 4 4 1 4 2 9 3+
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Greater Daemon
Pts/ Model WS BS S T W I A Ld Sv
3+/5+
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Cern Helvex
Dark Alchemist
Pts/ Model WS BS S T W I A Ld Sv
5+
Cern Helvex XX 4 5 4 4 2 4 2 10 3+
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Elites
Destroyer Squad
Pts/
WS BS S T W I A Ld Sv
Model
Chosen XX 4 4 4 4 1 4 1 9 3+
Aspiring Champion XX 4 4 4 4 1 4 2 9 3+
Options: Transport:
• He may replace his Bolt
Pistol with a Plasma Pistol • The entire unit may take • The unit may take a
for XXpts one of the following: dedicated transport of one
o the Mark of Chaos Glory of the following:
for XXpts o a Rhino (see Rhino box
• He may replace his Close
o the Mark of Khorne for on p43 for details)
Combat Weapon for one of
XXpts o a Bunker (see Bunker
the following:
o the Mark of Slaanesh for box on p43 for details)
o a Lightning Claw for
XXpts o a Drop Pod (see Drop
XXpts
o the Mark of Nurgle for Pod Box on p43 for
o a Power Fist for XXpts
XXpts details)
o a Power Weapon for
o the Mark of Tzeentch for
XXpts
XXpts
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Rampager Squad
Pts/ Model WS BS S T W I A Ld Sv
5+
Chosen XX 4 4 4 4 1 4 2 9 2+
5+
Aspiring Champion XX 4 4 4 4 1 4 3 9 2+
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Possessed Squads
Pts/ Model WS BS S T W I A Ld Sv
5+
Possessed XX 4 4 5 4 1 4 2 9 3+
Possessed Aspiring 5+
XX 4 4 5 4 1 4 3 9 3+
Champion
Chaos Dreadnought
Armour
Pts/ Model WS BS S I A
F S R
Chaos Dreadnought XX 4 4 6 12 12 10 4 3
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Troops
Warrior Squad
Pts/ Model WS BS S T W I A Ld Sv
Chaos Space Marine XX 4 4 4 4 1 4 1 8 3+
Aspiring Champion XX 4 4 4 4 1 4 1 9 3+
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Unit Type: o a Power Fist for XXpts • All Berzerkers in the squad
• Infantry o a Lightning Claw for may replace their Bolt
XXpts Pistol and Chain Axe with a
Number/Squad: Blood Spiller for XXpts
• 5 - 20 • He may replace his Close
Combat Weapon and his • Up to two (2) Berzerkers
Wargear: Bolt Pistol for one of the may replace their Bolt
• Power Armour following: Pistols with Plasma Pistols
• Mark of Khorne o A Blood Spiller for XXpts for XXpts, or replace their
• Bolt Pistol o Daemonic Talons for Bolt Pistol and Chain Axe
• Chain Axe XXpts with a Great Weapon for
• Assault Grenades o Daemonic Venom for XXpts or replace their
• Krak Grenades XXpts Blood Spillers with an
o a Great Weapon for Exenterator for XXpts
Special Rules: XXpts
• Berzerk
o a pair of Power Fists for • One (1) other Khorne
XXpts Berzerker may be
• Furious Charge
o a pair of Lightning Claws upgraded to Mystagogue
• Legion Deviances for XXpts Hostilian for XXpts (once
• Sacred Numbers (8)
per army)
• He may take any of the
Character:
following: Transport:
• One (1) Berzerker may be o Daemonic Armour for • The unit may take a
upgraded to an Berzerker XXpts (replaces Power dedicated transport of one
Aspiring Champion for Armour) of the following:
XXpts o Daemonic Aura for XXpts o a Rhino (see Rhino box
o Daemonic Mutation for on p43 for details)
• He may replace his Bolt XXpts o a Bunker (see Bunker
Pistol with a Plasma Pistol o Meltabombs for XXpts box on p43 for details)
for XXpts o Spiky Bits for XXpts o a Drop Pod (see Drop
Pod Box on p43 for
• He may replace his Close Options: details)
Combat Weapon for one of • One (1) Noise Marine may
the following: take a Chaos Icon for
o a Power Weapon for XXpts
XXpts
Mystagogue Hostilian
Blood Priest of Khorne
WS BS S T W I A Ld Sv
Mystagogue Hostilian 4 4 5 4 1 4 3 9 3+
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Unit Type: • He may replace his Close • One (1) Noise Marine may
• Infantry Combat Weapon for one of take a Chaos Icon for
the following: XXpts
Number/Squad: o a Power Weapon for
• 5 - 20 XXpts • Any Noise Marine may
o a Power Fist for XXpts replace his Boltgun with a
Wargear: o a Lightning Claw for Sonic Blaster for XXpts
• Power Armour XXpts
• Boltgun • One (1) Noise Marine may
• Bolt Pistol • He may replace his Close replace his Boltgun with
• Close Combat Weapon Combat Weapon and either one of the following:
• Mark of Slaanesh his Boltgun or his Bolt o a Flamer for XXpts
• Assault Grenades Pistol for one of the o a Meltagun for XXpts
• Krak Grenades following: o a Plasma Gun for XXpts
o Daemonic Talons for o a Blast Master for XXpts
Special Rules: XXpts o a Doom Siren for XXpts
o Daemonic Venom for
• Fearless
• Legion Deviances
XXpts • If the unit numbers ten (10)
o a Great Weapon for or more models, then a
• Sacred Numbers (6) XXpts second Noise Marine may
o a pair of Power Fists for replace his Bolter with one
Character:
XXpts of the following:
• One (1) Noise Marine may o a pair of Lightning Claws o a Flamer for XXpts
be upgraded to a Noise for XXpts o a Meltagun for XXpts
Marine Aspiring Champion
o a Plasma Gun for XXpts
for XXpts • He may take any of the o a Blast Master for XXpts
following: o a Doom Siren for XXpts
• He may replace his Boltgun o Daemonic Armour for
with one of the following: XXpts (replaces Power Transport:
o a Twin-linked Bolter for Armour) • The unit may take a
XXpts o Daemonic Aura for XXpts dedicated transport of one
o a Combi-Weapon for o Daemonic Mutation for of the following:
XXpts XXpts o a Rhino (see Rhino box
o a Sonic Blaster for XXpts o a Doom Siren for XXpts on p43 for details)
o Meltabombs for XXpts o a Chaos Drop Pod (see
• He may replace his Bolt o Spiky Bits for XXpts Chaos Drop Pod box on
Pistol with a Plasma Pistol p43 for detail)
for XXpts Options: o a Bunker (see Bunker
box on p43 for details)
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Bloodletter Host
Pts/ Model WS BS S T W I A Ld Sv
Bloodletter XX
Unit Type:
• Infantry Special Rules: Character:
• Daemon
Number/Squad: • Eternal Warrior Options:
• Swarms
Wargear:
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Certain Black Legion units have the option of selecting a Transport Vehicle; these Transport Vehicles cannot
be purchased individually.
Chaos Rhino
Pts/ Armour
BS
Model F S R
Rhino XX 4 11 11 10
Bunker
Armour
Pts/ Model BS
F S R
Bunker XX - 13 13 13
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Fast Attack
0 – 1 Reaver Squads
Pts/ Model WS BS S T W I A Ld Sv
Reaver XX 4 4 4 4 1 4 1 8 3+
Reaver Aspiring
XX 4 4 4 4 1 4 2 9 3+
Champion
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Marauder Squads
Pts/ Model WS BS S T W I A Ld Sv
Chaos Space Marine XX 4 4 4 4(5) 1 4 1 8 3+
Aspiring Champion XX 4 4 4 4(5) 1 4 2 9 3+
Chaos Spawn
WS BS S T W I A Ld Sv
Spawn
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Wargear:
Furies Pack
Pts/ Model WS BS S T W I A Ld Sv
Fury XX
Wargear: Character:
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Heavy Support
Immolator Squad
Pts/ Model WS BS S T W I A Ld Sv
Chaos Space Marine XX 4 4 4 4 1 4 1 8 3+
Aspiring Champion XX 4 4 4 4 1 4 2 9 3+
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Despoiler Squad
Pts/ Model WS BS S T W I A Ld Sv
Chaos Space Marine XX 4 4 4 4 1 4 1 8 3+
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Cultist Coven
Pts/
WS BS S T W I A Ld Sv
Model
Cultist XX 2 3 3 3 1 3 1 6 5+
Agitator XX 2 3 3 3 1 3 2 7 5+
Obliterator Cult
Pts/ Model WS BS S T W I A Ld Sv
5+
Obliterator XX 4 4 5 5 2 4 2 9 2+
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Defiler
Armour
Pts/ Model WS BS S I A
F S R
Defiler XX 3 3 6 12 12 10 3 3
Chaos Predator
Pts/ Armour
BS
Model F S R
Rhino XX 4 13 11 10
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Chaos Vindicator
Pts/ Armour
BS
Model F S R
Chaos
XX 4 13 11 10
Vindicator
Unit Type:
• Vehicle (Tank) Options: • May take any of the
• May take one (1) Pintle following:
Number/Squad: Mounted weapon from the o Blasphemous Rune for
• 1 following: XXpts
o a Twin-Linked Bolter for o Daemonic Possession
Wargear: XXpts for XXpts
• Hull Mounted Demolisher o a Combi-Weapon for o a Dirge Caster for XXpts
Cannon XXpts o Extra Armour for XXpts
• Dozer Blade o a Havoc Launcher for o a Searchlight for XXpts
• Smoke Launchers XXpts
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Apocalypse Datasheets
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Summary
WS BS S T W I A Ld Sv Pg
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