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Here we got rules!

12-2-16
Death Guard Detachment:
If able to take MoN must do so
If able to take VotLW must do so for free
Plague Marines are troops
Units with VotLW gain FNP, Relentless, and Fearless but have -1 I
Daemon Princes must be Daemons of Nurgle.
Psykers can choose to generate all of their powers from the Discipline of Nurgle.

Warlord Traits:
1 FnP
2 IWND
3 +1 W
4 Eternal warrior
5- Improved Poison by 1
6- Units within 7 gain Contagion on their weapons

Nurgle Psychic Powers


Primaris: Nurgles Rot S2 Ap5 Poisoned (4+) Nova.
1 Weapon Virus Malediction, one unit within 24 gains Gets Hot! on all ranged weapons.
2 Blessing, one friendly psyker within 14 immediately regain D3 wounds lost earlier.
3 Blessing, one friendly unit within 14 gains Poisoned (4+) on their melee weapons.
4 Gift of Contagion Malediction, one enemy unit within 48 must roll on the following table and
apply the results.
5 Plague Wind Witchfire, 12 S1 AP 2, Large Blast, Poisoned (4+)
6 Blessing or Malediction, target friendly or enemy unit respectively. The unit gains +1 S and T if it
is friendly, or -1 S and T if it is an enemy.

Decurion
Command:
Lord of Legion

Core:
Chaos Warband
Plague Colony (Typhus + 3-7 plague marinesgain fear & enemy units within 7 reduce I & WS by 1
in fight phase, if 7 plague marines add -1 Toughness to that)

Auxiliary:
Lost and the Damned
Hellforged Warpack

Heldrake Terror Pack

Cult of Destruction

Fist of the Gods

Raptor Talon

Terminator Annihilation Force

Favoured of Chaos

Trinity of Blood

Benefits:
Disgustingly Resilient: Units in detachment re-roll FnP rolls of 1
Cloud of Flies: Ranged attacks from more than 18 grant the Stealth special rule to the target.
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: -1T but re-roll invuln saves of 1
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: start of your move move 3D6 immediately, can take you from combat & enemy
cannot consolidate; great guns & weapons; armor gives 2+ save w/2+ invuln vs. flamer
weapons; bolter gets blast, ignore cover, poison 2+; 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: warp smith can possess a vehicle; warp smith extraA for challenge; axe of forge
master; armor 2+ + gains IWND; at enemy shooting phase enemy vehicles w/in 2D6 of

bearer suffer automatic haywire hit, no cover allowed; siege breaker mace 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 :cuss!


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: melee weapons gain shred; Ap3 rending/shredding claws; Curzes Orb (ha!) re-roll
1 on run, hit & wound; 2+ armor (cover improves by 1); enemy w/in 6 -1 Ldsh & -1
from reserve rolls

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 cant 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

relics: can give you 4+ invull & adam will; most relics affect zealotry, fearless, can get
magic. Ask for more detail

army: Dark crusader: non-vehicles get Crusader; 8-fold path: each turn pick character to
roll on boon table (only once per character but they still earn boons normally)
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
must: only Khrn; 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

Talisman of Burning Blood (25) bearers 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;

Berzerkers 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


9 Emperors Children
must: only Luciius unique; need mk Slaanesh; only mk Slaamesh; VotLW; psykers &
demons can take full from Slaanesh expanded discipline
gain: fueled by sensation: VotLW gain Fearless & FnP6+ (units w/icon of excess make
that FnP4+), VotLW if slain n fight sub phase before it swings gets 1 immediate attack;
Matsers Kakophoni: Noise Marines are troops
WT: gain Warrior; +2 Init; all 1 to FnP of WL & his unit; Gain Fear & melee opponents
take fear on 3D6; +1 attack each team you lose a wound (returns if healed); can autopass look out sir!
relics: make D3 rolls on combat drugs; gun 12 S8,AP2, assault D6, mental trauma
(before attack target takes ldsh test and f failed you re-roll these to-wound);soul snare
weapons (to wound 6 is AP2/instant death; you have fear, enemies w/in6 -1 lash; bolt
weapons gain blast, ignores cover and pinning; AP3 catatonic trance target must pass
ldsh test/wound or die

army: combat drugs! roll after deployment for all your non-vehicles

1- +1 WS

2- +1 BS

3- +1 Init

4- +1 S

5 +1 T

6- +1 A

core: chaos warband, Kakophani (Lucius or Ch Lord, 3-6 noise marinesget split fire &
all sonic weapons gain shred. If take 6 noise marines they also get +1 St guns)

command: lord of legion

aux: lost & damned + 8

obj: destroy enemy w/noise weapons; kill enemy in challenge; kill a unit falling back; Vp
per unit fails morale, fear, pinning (max 3); your enemy picks obj marker and D3Vo
when you take it; D3 VP if your enemy controls no objectives (improves)

We get the 4 psy lores from before, and expanded Nurgle and Slaanesh disciplines plus
primaris.

Its a nice supplement and I think die-hard players of these legions will love it and do
much better in game but also, more importantly, enjoy their games more. Yes,
formations that are generic are in Traitors Hate, legion specific ones are in here,
however, as are expanded Nurgle and Slaanesh lores. Thousand Sons are same as WoM.
I love heresy and fluff so I give this a

4.7 (I like Nurgle)/5

GWs description from NZ page

Description

The Traitor Legions of the Chaos Space Marines have waged terrible wars of hate and
vengeance upon the Imperium of Mankind for ten thousand years. From the Daemon
worlds of the Eye of Terror, they plot the destruction of the empire they once helped to
build. They have neither forgotten nor forgiven the loyalists, nor the False Emperor
whom they serve. These warriors will not rest until the galaxy is burning, and the

Emperors putrid carcass is cast down from the Golden Throne into the filth where it
belongs.

Codex Supplement: Traitor Legions is a 136-page, full-colour softback supplement to


Codex: Chaos Space Marines. It contains a wealth of additional content and rules that
any Chaos Space Marines army can use, with a huge array of rules for all nine of the
Traitor Legions.

In The Book

Datasheets for the following models:

Khrn the Betrayer

Ahriman

Exalted Sorcerer

Tzaangors

Rubric Marines

Scarab Occult Terminators

Khorne Lord of Skulls

Magnus the Red

26 Formations for Chaos Space Marines

Chaos Warband

Maelstrom of Gore

The Lost and the Damned

Helforged Warpack

Heldrake Terror Pack

Cult of Destruction

Fist of the Gods

Raptor Talon

Terminator Annihilation Force

Favoured of Chaos

Trinity of Blood

The Chosen of Abaddon

The Bringers of Despair

The Hounds of Abaddon

Daemon Engine Pack

Cyclopia Cabal

The Tormented

Black Legion Warband

War Cabal

War Coven

Tzaangor Warherd

Sekhmet Conclave

Ahrimans Exiles

Rehati War Sect

Plague Colony

Kakophoni;

Chaos Artefacts, Warlord Traits, Tactical Objectives and an exclusive Detachment for
each of the 9 Traitor Legions;

Updated Disciplines of Tzeentch, Nurgle and Slaanesh, as well as the Sinistrum,


Heretech, Ectomancy and Geomortis Psychic Disciplines;

Armoury of the Chaos Space Marines.

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