Here's the contents... Courtesy of Bolter and Chainsword
Codex Supplement: Traitor Legions $35 USD pre-order Dec. 3, available Dec. 10
Disclaimer: I’m not a competitive beat-face player but love themed armies and fluff and when that marries into a playable force I can use on the tabletop I’m happy. I’m also only recently become a CSM player last week with WoM and Thousand Sons release (army already being built and getting some paint). However, I am a Horus Heresy nut and if any of you have listened to this podcast before (Combat Phase podcast) you’ll know how I love me some heresy. If you are looking for new rules for Heresy models from FW or plastic GW HH products then I’m afraid to tell you that is not here. As I’ve said before, no new models accompany this or the Codex: Imperial Agents books this week or next, however, in 2017, so few weeks away…we should have quite a good first quarter (at the very least). That said, as a Heresy player I’m impressed with most of the flavoring given to these legions. Some like Alpha Legion or Death Guard (my 30K army) or even World Eaters are pretty sweet enemy opinion. But you decide for yourself.
The episode of Combat Phase (www.combatphase.com) with this review is coming soon but in the meantime for all who are chomping at the bit, let’s begin...
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 we’re 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 Traitor’s 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 I’m 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)
Designer’s 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 12”have pref enemy SM (see designer’s 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/sorc——joined 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 it’s God’s 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 won’t get Slay the Warlord if they haven’t 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 didn’t 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 want…during 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
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 (Blood for the Blood GOD!!!)
must: only Khârn; 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; Butcher’s 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
relics: can move 3” more; GOREFATHER [S+2, AP2, Armorbane,murderous strike(to-wound 6 = instant death, 2-handed, unwieldy]; pistol 12” S7,AP2,soulblaze; better deny witch; crazy S+1,AP2 axe does 2D6 attacks but each roll of 1 is a wound to you no armor saves; more killy axes
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 (doesn’t 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: poison 2+ weapon; poison 2+ lg blast gun; poison 2+ staff; give units fear; give a dude fear, FnP & D3 cultists come back to life; AP3 poison 4+ deamon weapon
army: Disgustingly Resilient: re-roll FnP rolls of 1; Cloud of Flies: ranged hits more than 18” away give you stealth rule for resolving attack
core: Chaos wdrbamd; Plague Colony (Typhus + 3-7 plague marines—gain fear & enemy units w/in7” reduce I & WS by 1 in fight phase, if 7 plague marines add -1 Toughness to that)
command: Lord of Legion
aux: Lost and the Damned + 8
obj: Vp if 3+ your units on enemy table half; make 7 FnP rolls; kill unit w/weapon or psychic power using poisoned; name a IC and VP if he lives; D3Vp if you control EXACTLY 3 obj; kill 7 models (improves)
Access to full discipline of Nurgle 6 + primaris
9 Emperor’s 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 auto-pass 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 marines—get 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.
It’s 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 Traitor’s 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
GW’s 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 Emperor’s 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:
- Khârn 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
- Ahriman’s 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.