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Chaos Space Marine Traitor Legion Tactics

All models wearing either power armour, terminator armour or fleshmetal in a


Traitor Legion army get the Veterans of the Long War rule at the normal point cost
but gain the following benefits depending on the Legion they belong to.
Special Characters with a Legion Tactic (see later) may only be used in an army with
the corresponding Tactic (i.e. Abbadon can only be used in a Black Legion army).
When rolling for Warlord Traits, a Legion Warlord may choose to exchange the Trait
rolled for his Legions unique Warlord Trait. Certain Unique characters may have this
trait as standard (i.e. Lucius the Eternal).
Traitor Legion armies may ally with another Chaos Space Marine army using a
different Legion Tactic as Battle Brothers, with the following exceptions:
-

World Eaters treat Emperors Children as Desperate Allies (and vice versa)
Death Guard treat Thousand Sons as Desperate Allies (and vice versa)

Unit of Warp Talons and Possessed gain the Warp Scream special rule at no
additional cost. These units count as having assault grenades when charging into
cover (they may not be used as a shooting attack).
Night Lords
Legacy of Terror: All Night Lords with the Veterans of the Long War rule have the
Night Vision and Fear special rules.
In Midnight Clad: The Night Lords player can automatically force Night Fighting on
the first turn of any game. In addition, Night Fighting can be extended to turn 2 on
the D6 roll of 5+ if the Night Lords player chooses.
Whilst Night Fighting is in effect, all units with the Night Lords Legion Tactics gain
an additional + 1 to cover saves (over and above the + 1 from the Night Fight rule).
Fear is for the Weak: All Night Lords with the Veterans of the Long War rule are
immune to Fear.
Death from Above: Raptors are Troop choices in a Night Lords army.
The Shriek: The Night Lords player must roll a dice for each of his opponents non
vehicle units before the first turn begins. On a roll of a 6 this unit starts the game
Pinned. This represents the screams, curses and blasphemous whispers broadcast
across the enemy communications network to undermine their Morale.
Fearless units, units deployed in a dedicated transport or in reserve are immune to
the Shriek.
Wargear Upgrade (Available to characters and squads)
Terror Markings (2pts per model) Any unit of Night Lords with the Veterans of the
Long War rule may take terror markings for 2pts per model. Any enemy unit
assaulted by Night Lords with terror markings must take their Fear test with a -2
penalty to the roll.
Night Lords Warlord Trait Darkness is Our Ally: The Warlord and any unit of
Raptors or Warp Talons he joins gain the Stealth and Hit and Run Special Rules.

Word Bearers
- Up to 3 Dark Apostles may be taken as a single HQ choice. They may be equipped
with Special Issue Wargear. Dark Apostles may wear Terminator Armour for +20pts.
- Any Word Bearer unit joined by a Dark Apostle also gain the benefit of any Chaos
Boon rolls made by the Apostle (including those gained from Gift of Mutation) with
the exception of Chaos Spawn and Dark Apotheosis. When re-rolling Boons because
of the Beseech the Dark Gods rule, roll twice for each Boon awarded and choose the
result that will apply.
- Allies from Codex Chaos Daemons arriving from Reserve may re-roll a single
reserve roll per turn (whether passed or failed).
- A single unit of Possessed Chaos Space Marines may be taken as Troops to
represent the Gal Vorbak. This unit may choose to roll each turn on either the
Vessels of Chaos table in Codex Chaos Space Marines or the Possessed of the Voices
table in the Crimson Slaughter supplement.
-

Word Bearers Chaos Sorcerers using Malefic Daemonology powers will only
suffer Perils of the Warp when two or more 6s are rolled when casting,
instead of any double as normal.

Units of Word Bearer Chaos Cultists may replace their Cultist Champion with
a Chaos Space Marine Aspiring Champion with the usual stats, Wargear and
options as per the Chaos Space Marine unit entry for +23pts. As long as this
Aspiring Champion is alive, the unit of Cultists may choose to pass any break
test if they roll the dice and remove a cultist for each point they would have
failed by. If a unit of Cultists has a Mark of Chaos, the Aspiring Champion
must take the same Mark.

Chaos Artefact
Book of Lorgar 20pts (One Use Only)
The Book of Lorgar can be read aloud at the start of the Chaos Assault Phase. All
Word Bearers units wearing power armour, terminator armour or fleshmetal (and
any units of chaos cultists) within 12 gain the Rage and Furious Charge special
rules for this assault phase.
The Dark Apostle and his unit may not Assault on the turn the Book is read (they are
too busy chanting and praying to the dark gods).
Word Bearers Warlord Trait Master of the Faith: The Warlord and any unit he joins
with Legion Tactics: Word Bearers or Chaos Cultists are subject to the Crusader and
Rampage special rules as long as the Warlord is alive.

Iron Warriors
-

Up to 3 Warpsmiths may be taken per HQ choice. They may be equipped with


Special Issue Wargear including bikes and jump packs.

Cultists may not be taken as compulsory choices in an Iron Warriors army

- Fleshmetal is available as Special Issue Wargear for 20pts

- All Iron Warriors with the Veteran of the Long War rule gain the Stubborn
and Counter Attack USR's as long as they are in a terrain piece giving them a
cover save of at least 4+ (not including bonuses from Stealth, Shrouded or
any other source) or any type of fortification.

Iron Warriors treat Astra Militarum as Allies of Convenience but Chaos


Daemons as Desperate Allies

Chaos Havocs and Obliterators gain the Armourbane rule for one Shooting
phase per game.

One model per squad of Obliterators may upgrade to an Aspiring Obliterator


Champion for +10 points. The Champion has the same statistics as
Obliterators but gains the Character and Champion of Chaos rules.
The Obliterator Champion has the following options:
Dimension Scope (grants the Champion the Split Fire USR) - 10 points
Gift of Mutation for - 10 points.
Chaos Artefact

Life Eater Virus 40pts


Once per game, the bearer of the Life Eater Virus may direct a strike at any
point on the battlefield, using the following profile:
Range - Unlimited
Strength - 4
AP - 4
Special Rules Barrage, Ordnance, Large Blast, Poisoned (2+), Ignore Cover,
Orbital, Rending
Orbital - Any shots that scatter do so 2d6" with no reduction for Ballistic Skill
unless the strike is aimed at a point the bearer can trace line of sight to in
which case the roll is reduced by his Ballistic Skill.
Iron Warrior Warlord Trait From Iron Cometh Strength: The Warlord and all
units within 6 with the Legion Tactics: Iron warriors rule are subject to the
Feel No Pain rule as long as the Warlord is alive.

Alpha Legion
- We are Alpharius
All Alpha Legion HQ choices and Aspiring Champions may re-roll failed Look out Sir
Rolls. This rule even takes effect against Precision Shots.
Heads of the Hydra
If an Alpha Legion Warlord is removed as a casualty, then another model with the
Character special rule in the army immediately steps up as the new Warlord,
inheriting their Warlord Trait rolled at the start of the game. The Alpha Legions
opponent is only awarded the VP for Slay the Warlord if this second HQ is also
killed.
If a second Character is not available, this Trait has no effect.
- The enemy within
The Alpha Legion are famed for infiltrating enemy space marine forces and
subverting them from within. The Alpha Legion treat allies from Codex Space
Marines as Battle Brothers but these allies may not select a Chapter Tactic.
Addition to Chaos Cultists One in ten Cultists may upgrade their auto pistols to
sniper rifles for + 5pts per model.
Behind Enemy Lines
Any Alpha Legion unit in power armour with the Veterans of the Long War rule and
any unit of Chaos Cultists may Infiltrate for +3pts per model or +2 for Cultists.
Independent Characters (not Monstrous Creatures or characters with the Unique
type) may infiltrate for +15pts.
Infiltrating units may not take a dedicated transport, ride bikes or steeds or be
equipped with a jump pack.
Infiltrating units in power armour may number no more than 10 models (20 for
Cultists).
Chaos Artefact
Chameleon Armour 35 pts
The character wearing the Armour must be held in Reserve at the start of the game.
When he becomes available, he may immediately be placed in any Alpha Legion unit
on the board with the same majority armour save as himself (i.e. a Lord in
Terminator armour must be placed in a unit with either Terminator Armour or
Fleshmetal). The character may even be placed into a transport vehicle (replace a
model of your choosing from the unit) or close combat (in which case he counts as
charging this turn).
Chameleon Armour may not be worn by a Daemon Prince.
A Warlord with the Legion Tactics Alpha Legion rule may select two Warlord Traits
if rolling on the Strategic Traits table from Warhammer 40,000 The Rules.

One of these dice may be re-rolled if the Warlords army is Battle Forged.
Black Legion.
As per Black Legion supplement but with additions below.
Black Legion may use each of the following abilities once per game (may not be
used on Khorne Berzerkers, Plague Marines, Noise Marines or Thousand Sons or any
type of vehicle):
Blood for the Blood God: One unit in the army gains the Rage and Hatred rules for a
single assault phase (Rage is gained even if the unit did not assault this turn). If the
unit chosen has the mark of Khorne, they gain Furious Charge as well. This ability
lasts for one Chaos Assault Phase.
Change is Power: The Black Legion player may select a non vehicle unit each turn to
roll on the Chaos Boon table, re-rolling Chaos Spawn and Dark Apotheosis results. If
the unit has the Mark of Tzeentch, they may re-roll the result.
Each result from the table only lasts until the next Chaos turn. A single unit may
only receive this blessing once per game.
Ecstatic Glories: One unit in the army gains the Fleet and Shred (close combat only)
USR's. If the chosen unit has the Mark of Slaanesh, they gain Rending as well. This
ability lasts for one Chaos Assault Phase.
Remorseless Decay: One unit in the army gains the Poisoned 4+ rule for their
shooting attacks. If the chosen unit has the Mark of Nurgle, then this is increased to
Poisoned 3+. This ability lasts for one Chaos Shooting Phase.
These abilities must be allocated at the start of the relevant phase before any to hit
rolls or charge distance rolls are made.
Abbadon gains the Legion Tactics: Black Legion special rule.
Warlord Traits as per the Black Legion supplement.

Death Guard
- The only mark that may be taken is the Mark of Nurgle (all units that can take the
mark must have it and any units that cannot take it cannot be used)
Vehicles may be chosen freely
- Daemon Princes may only be Daemons of Nurgle
- If Daemon allies are taken, may only be Daemons of Nurgle
- Typhus gains the Legion Tactics: Death Guard special rule.
- Plague Marines are always classed as Troops choices
-

All non-vehicle models with the Legion Tactics: Death Guard rule and the
Mark of Nurgle gain Feel No Pain (5+) but lose a point of Initiative from their
characteristics (Plague Marines already have this penalty in their base stats)

- Plague Marine Terminators 157pts


Name WS BS S T W I A LD SV
Death Guard
Terminator 4 4 4 5 1 3 2 9 2+/5++
Champion 4 4 4 5 1 3 2 9 2+/5++
Unit Type: Infantry
Squad: 1 Champion and 2 Death Guard Terminators. May include up to 7 Death
Guard Terminators extra at +49pts each.
Equipment Combi bolter, power weapon, Blight Grenades, Mark of Nurgle (included
in profile above)
Special Rules Fearless, Feel No Pain, Bulky, Champions of Chaos (Champion only).
Options As per Terminator entry in Codex Chaos Space Marines.
Chaos Artifacts
Plague Sword 35pts
Range Melee
Str User
AP -3
Special Daemon Weapon, Poisoned Attacks (4+)
Plague Banner (may be taken for one unit instead of Icon of Fear) 25pts
The unit carrying the Banner counts as a Psyker (Mastery Level 2), who knows the
Plague Wind psychic power from the Discipline of Plague. If the unit should suffer a
Perils of the Warp attack from using the Banner, then no roll on the Perils table is
made but the Banner cannot be used again during the battle.
Death Guard Warlord Trait
Rot, Glorious Rot All enemy non vehicle models within 2 of the Warlord at the end
of the Fight Phase take a single Strength 2, AP hit with the Poisoned 4+ rule at the
Initiative 1 step.
Models with the Mark of Nurgle or the Daemon of Nurgle rule are immune to Rot,
Glorious Rot.

Thousand Sons
- The only mark that may be taken is the Mark of Tzeentch (all units that can take
the mark must have it and any units that cannot take it cannot be used)
-

Characters may purchase Inferno Bolts for + 5 points (only usable with
Boltguns, bolt pistols and combi bolters

- Daemon Princes may only be Daemons of Tzeentch


- If Daemon allies are taken, may only be Daemons of Tzeentch
Vehicles may be chosen freely
- All non-vehicle models without the Character, Independent Character, Monstrous
Creature or Unique rules are subject to the All is Dust rule below.
-

Thousand Sons squads are always classed as Troops choices, but the army
Warlord must be one of the following:
Ahriman
Sorcerer with the Mark of Tzeentch
Daemon Prince with the Daemon of Tzeentch special rule

- Ahriman gains the Legion Tactics: Thousand Sons and the Master of the Occult:
Corvidae (detailed below) special rules
All is Dust
Thanks to Ahrimans Rubric, all of the members of the Thousand Sons Legion with
little or no psychic potential were reduced to little more than dust trapped within
their suits of armour for eternity.
While this does make the so called Rubric Marines prone to bouts of confusion and
inactivity on the battlefield, it also makes them very difficult to destroy.
To represent this, all models with the All is Dust rule treat all shooting attacks made
against them as being 1 point of strength lower than usual, unless the unmodified
strength would be high enough to cause Instant Death, for example a Boltgun would
be Strength 3 but a krak missile would remain Strength 8.
Shooting attacks without a Strength value (such as grav weaponry) are unaffected
by the All is Dust rule.
- Thousand Sons Terminators 163pts
Name WS BS S T W I A LD SV
Thousand
Sons Terminator 4 4 4 4 1 4 2 9 2+/4++
Aspiring Sorceror 4 4 4 4 1 4 2 9 2+/4++
Unit Type: Infantry
Squad: 1 Sorceror and 2 Thousand Sons Terminators. May include up to 7 Thousand
Sons Terminators extra at +51pts each.
Equipment Combi bolter, power weapon, Force weapon (Sorceror only), Inferno
Bolts (only applies to combi weapons fired as boltguns or heavy bolters), Mark of
Tzeentch, Aura of Dark Glory (bonus included above)
Special Rules Fearless, Bulky, Champions of Chaos (Sorcerer only). Mastery Level 1

(Sorcerer only), Veterans of the Long War, The Sorcerer Commands, All is Dust
(Rubrics only)
Options As per Terminator entry in Codex Chaos Space Marines. The Sorcerer may
upgrade or exchange his combi weapon as normal, but the force weapon cannot be
replaced.
May take one Heavy Bolter with Inferno Bolts per 5 models in the unit for + 20pts
each (instead of Reaper Autocannon or Heavy Flamer).
The whole squad may upgrade their Auras of Dark Glory to Sigils of Corruption
(making their invulnerable save 3+) for +5pts per model.
Amendment to Thousand Sons entry The Sorceror Commands: While the Aspiring
Sorcerer is alive, all models in the Thousand Sons unit (including the Aspiring
Sorcerer but not attached characters) may fire an additional shot in the Shooting
phase with their Boltguns or bolt pistols (i.e. 2 shots at 24 and 3 at 12). If the
Sorcerer dies, then the Thousand Sons lose direction and become subject to Slow &
Purposeful.
In the case of Thousand Sons terminators, being Slow & Purposeful overrides the
Relentless rule they gain from wearing Terminator Armour.
Chaos Artefacts
Eye of Tzeentch 15pts
The bearer of the Eye may re-roll a single dice per player turn for one of the
following:
To hit roll, to wound roll, armour save, invulnerable save
Sword of Change 40pts
Range Melee
Str User
AP 3
Special Rules Daemon Weapon, Final Mutation
Final Mutation - - Any enemies suffering an unsaved wound from the Sword of
Change during a challenge turn into a chaos spawn if they fail a Toughness test (the
Chaos character still gets to make a Boon roll for this). The Spawn is then placed in
coherency with the bearer of the sword and piles into the same close combat at the
Initiative 3 step (counting as part of the Chaos army). If a Spawn model is not
available or cannot be placed subject to the normal restrictions, then the Spawn is
not created and the enemy model is removed from play.
No saves may be taken as an unsaved wound has already been caused.
Models with Eternal Warrior can still suffer from Final Mutation.

Cults of the Thousand Sons


A Thousand Sons Sorcerer or Aspiring Sorcerer may be upgraded to a Master of the
Occult for 25 points. The Sorcerer or Aspiring Sorcerer must choose to belong to
one of the following Cults:
Corvidae Divination
Raptora Telekinesis
Pyrae Pyromancy
Pavoni - Biomancy
Athanaeans Telepathy
The Sorcerer or Aspiring Sorcerer always counts as having the Psychic Focus rule
(even if generating powers from more than one discipline) for their chosen
discipline and manifests warp charges when casting powers from that discipline on
a 3+ instead of 4+.
At least half (rounding up) of the powers the Sorcerer or Aspiring Sorcerer knows
must be from their chosen discipline (not including those generated by Psychic
Focus).
A Sorcerer belonging to one of the Cults is not forced to select a power from the
Tzeentch discipline despite having the Mark.
Each cult may only be chosen once per army for Sorcerers (more than one Aspiring
Sorcerer may belong to the same cult). The cult of the Corvidae may only be chosen
once per army including Aspiring Sorcerers (and Ahriman if he is chosen).
In addition, if a Master of the Occult suffers a Perils of the Warp attack when
casting a power of his chosen discipline, he may pass the wound to a Rubric marine
or terminator in his unit if he can pass a Look out Sir Roll.
Thousand Sons Warlord Trait Mind Theft The Warlord can easily breach the
mental barriers of inferior enemy Psykers. Once per game, the Warlord may use one
randomly determined power known by an enemy psyker within 12 of him. This
power is cast as normal, counting the Chaos side as the required faction for
blessings if applicable (e.g. they would count as the Blood Angels faction if casting
a blessing from the Sanguinary discipline).
If the power would have no effect upon a Chaos unit (for example if Dominion was
selected from the Hive Mind powers) then this Trait has no effect.
The enemy may attempt to Deny the Witch against the stolen power as normal.

Emperors Children
- The only mark that may be taken is the Mark of Slaanesh (all units that can take
the mark must have it and any units that cannot take it cannot be used)
Vehicles may be chosen freely
- Daemon Princes may only be Daemons of Slaanesh
- If Daemon allies are taken, may only be Daemons of Slaanesh
- Lucius the Eternal gains the Legion Tactics: Emperors Children Special Rule
- Noise Marines are always classed as Troops choices
- All models with Mark of Slaanesh in power armour gain Fleet (unless riding a bike
or steed)
- Noise Marine Terminators 148pts
Name WS BS S T W I A LD SV
Noise Marine
Terminator 4 4 4 4 1 5 2 9 2+/5++
Champion 4 4 4 4 1 5 2 9 2+/5++
Unit Type: Infantry
Squad: 1 Champion and 2 Noise Marine Terminators. May include up to 7 Noise
Marine Terminators extra at +46pts each.
Equipment Sonic Blaster, power weapon, Mark of Slaanesh (included in profile
above)
Special Rules Fearless, Bulky, Champions of Chaos (Champion only).
Options As per Terminator entry in Codex Chaos Space Marines.
May also take one Blastmaster per 5 models at + 30pts each instead of a
Reaper Autocannon or Heavy Flamer. Champion may take a Doom Siren for
+15pts.
Chaos Artifact Laeran Blade 25pts
Range Melee
Str User
AP 3
Special Rules Daemon Weapon, Rending, Shred
Special Issue Wargear Combat Drugs + 15pts
Roll a D6 to determine effect at the start of the game:
1.
2.
3.
4.
5.
6.

User takes one wound with no armour or cover saves allowed


+ 1 Attack
+ 1 WS
+1 Initiative
+ 1 Strength
Preferred Enemy: Current opponent

Emperors Children Warlord Trait Perfect Warrior: The Champion gains the
Preferred Enemy rule while fighting in a Challenge (Lucius the Eternal has this Trait
automatically).
World Eaters
- The only mark that may be taken is the Mark of Khorne (all units that can take the
mark must have it and any units that cannot take it cannot be used)
Vehicles may be chosen freely
- Kharn the Betrayer gains the Legion Tactics: World Eaters special rule
- All World Eaters gain the Adamantium Will and Hatred (Psykers) special rules
- Daemon Princes may only be Daemons of Khorne
- If Daemon allies are taken, may only be Daemons of Khorne
- Khorne Berserkers are always classed as Troops choices
- World Eaters Terminators 148pts
Name WS BS S T W I A LD SV
World Eaters
Terminator 5 4 4 4 1 4 3 9 2+/5++
Champion 5 4 4 4 1 4 3 9 2+/5++
Unit Type: Infantry
Squad: 1 Champion and 2 World Eater Terminators. May include up to 7 World Eater
Terminators extra at +46pts each.
Equipment Combi bolter, power weapon, Mark of Khorne
Special Rules Fearless, Bulky, Champions of Chaos (Champion only).
Options As per Terminator entry in Codex Chaos Space Marines.
Chaos Artifact Axe of Blind Fury as per Codex Chaos Space Marines
Chaos Artifact Collar of Khorne 25pts
The bearer of the Collar of Khorne always counts as being the same Mastery Level
as any enemy Psyker who attempts to cast a Malediction, Witch fire, Focused
Witchfire, Nova or Beam psychic power on him or his unit (therefore always rolling a
4+ to Deny the Witch).
Please note the Collar will stack with Adamantium Will for a total 3+ Deny the Witch
roll for the bearer of the Collar and his unit.
The bearer may also make this Deny the Witch roll against the Force psychic power
as long as at least one wound from a force weapon is allocated to him.
Melee Weapon (Characters only) 25pts
Range STR
Melee User + 1

AP
2

Special
Flurry of Blows

Flurry of Blows For each 6 rolled to hit in close combat, the bearer may make an
additional attack. Further rolls of 6 to hit do not generate additional attacks.

World Eaters Warlord Trait Unceasing Fury When fighting in melee, the Warlord
gains the effects of the Rage USR in subsequent rounds of combat after the first or
if he is charged by an enemy, if he is able to pass an Initiative test on his
unmodified value.