Professional Documents
Culture Documents
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
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
Cult of Destruction
Raptor Talon
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
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
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)
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
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
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;
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;
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
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)
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
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.
In The Book
Ahriman
Exalted Sorcerer
Tzaangors
Rubric Marines
Chaos Warband
Maelstrom of Gore
Helforged Warpack
Cult of Destruction
Raptor Talon
Favoured of Chaos
Trinity of Blood
Cyclopia Cabal
The Tormented
War Cabal
War Coven
Tzaangor Warherd
Sekhmet Conclave
Ahrimans Exiles
Plague Colony
Kakophoni;
Chaos Artefacts, Warlord Traits, Tactical Objectives and an exclusive Detachment for
each of the 9 Traitor Legions;