Archive for the ‘ News and Rumors ’ Category

Warhammer 40K Sneak Peak:Codex Supplement: Traitor Legions

Courtesy of VeternNoob over on Dakka Dakka

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 ( 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 gak!
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 Kharn; 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


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
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:
– Kharn 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.


Warhammer 40K: Wrath of Magnus Sneak Peak

Due out later this week Wrath of Magnus. Full of Tzeentchy goodness for both Warhammer 40K Chaos Space Marines and Warhammer 40K Chaos Daemons players.



















40K Rumors: Blue is the new Pink, Horrors that is

Blue Horrors are back in 40K, after being lost in the warp for years. For those of you don’t remember, there was a time when a Pink Horror would split into 2 Blue Horrors upon it’s death. GW, strong with nostalgia, has brough this phenomena back, and upped the ante to boot.


Now, not only do Pink Horrors split into 2 blue horrors upon their death, but Blue Horrors now split upon their demise as well. Replace each slain Blue Horror with a Brimstone Horror base (2 models, 1 base.)


Brimstone Horrors were introduced into the Warhammer Universe earlier this year when they were included in the Silver Tower Boardgame. At the moment, Silver Tower is the only official channel to aquire Brimstone Horrors. Rest assured, GW will capitalise on this and release them in their own box shortly.


Warhammer 40K Munitorum Armored Container Cache Dataslate Sneak Peak

It’s a terrain, objective marker, fortication 3 pack !!

Munitorum Armored Container Cache


Each container rolls in at 40pts and has Storm Bolters, the ammo dump upgrade, and the Promethium rules that popped up in the Promethium Pipeline.

They are each setup seperately, so you can pretty much wall yourself in for 120pts.

Warhammer Fantasy Age Of Sigmar Rules Preview sneak peak leak

A few days ahead of their official release, the 4 pages of core rules from the new Warhammer Fanatsy Age of Sigmar, which will be turning up in this weeks White Dwarf, for those of you who want them in print.





The core rules and Warscolls (dataslates) for all existing Warhammer Fantasy Armies will be avialble July 4th on the offical Games Wokshop website .

Despite the doom and gloom, I imagine rulebooks will follow in the coming months, as it is rumored that the next couple of months will be heralded by almost entirely Age of SIgmar releases.

Warhammer 40,000 7th Edition Eldar Codex: Craftworlds Eldar Warhost Preview

I was able to pice together the Decurion like formation that will be featured int eh New Eldar Craftworlds codex, from a preivew of White Dwarf Issue 64, on sale this coming weekend.

Eldar War Host

Wargamer Shawn over on Youtube has already posted a review of White Drarf 64 and it’s hidden Eldar secrets

ClockworkZion, has put out a review of the new Khorne Daemonkin Codex over on It’s an interesting read.

The demands of the Blood God have brought me back, so let’s take a look at the codex!

I know it’s been a while since I’ve looked at a codex for you guys, but rather than spending a lot of time getting into all that, let’s look at this new codex.

Now Khorne Daemonkin is an interesting book as it’s the first time in a number of years that the Chaos forces have regrouped into a single book, only this time it’s with the theme of a single chaos god. If this a sign to come for the other Chaos Gods (and perhaps Chaos Unbound), or a test book, or perhaps just a cheap cash in to get Khorne some love (and help push the new Bloodthirster) I can’t be sure of yet, but we’ll see soon enough.

That musing aside, what does this book bring? The short answer is not much new.

To simplify this 120 page codex I’m going to give a very brief summary of the changes of the things that were carried over from the Chaos Daemons and Chaos Space Marine codexes, as well as the Bloodthirster rules from the White Dwarf. But before we can get into those, let’s look at the core rules for the army. And just a small preface to the rules: the Warp Storm table is out, the Chaos Space Marine gifts and challenges rules are gone, and the Daemonic Instability rule is gone.


  • Blood for the Blood God!: Nearly every unit in the book has this rule. Pretty much anything that isn’t a transport has it. The Blood Tithe rule that was all over the place before the release. The sort version is if a unit with the Blood for the Blood rule is completely destroyed, or destroys an enemy unit you gain a Blood Tithe point. You also gain Blood Tithe points if a character with this rule kills, or is killed by, another character in a challenge. Blood Tithe points are spent at the start of your turn, and when you spend any of them the rest go away (in other words, you’re only getting 1 result option per turn). You can spend them on the following things:
    1. Infernal Contempt: All friendly models with the Blood for the Blood God! rule have the Adamantium Will until the start of your next turn.
    2. Insatiable Bloodlust: All friendly models with the Blood for the Blood God! rule have the Furious Charge and Rage special rule until the start of your next turn.
    3. Unstoppable Ferocity: All friendly models with the Blood for the Blood God! rule have the have the Feel No Pain special rule until the start of your next turn.
    4. Apocalyptic Fury: All friendly models with the Blood for the Blood God! rule add 1 to their Attack characteristic until the start of your next turn.
    5. Daemontide: A unit of either 8 Bloodthirsters or 5 Flesh Hounds (controlling player’s choice) is summoned within 12″ of a friendly unit with the Blood of the Blood God! rule
    6. Harbingers of Blood and Brass: A unit consisting of 3 Bloodcrushers or a Skull Cannon is summoned within 12″ of a friendly unit with the Blood for the Blood God! rule
    7. Dark Apotheosis: Choose a friendly character with the Blood for the Blood God! rule who doesn’t have the Daemon of Khorne rule. That model must take a leadership test, if they fail they turn into a Spawn, if they passed they’re a Daemon Prince with all the same Artefacts of Slaughter or Warlord traits the character may have had. This doesn’t trigger Slaw the Warlord if it was your Warlord.
    8. Fury Unbound: Same as above but failure means death and passing turns the character into a Bloodthirster of Unbound Fury.
  • Daemon of Khorne: Daemon, Furious Charge and Hatred (Daemons of Slaanesh), and Chariots are S7 for Hammer of Wrath. Every Daemon has this (even Possessed).
  • Mark of Khorne: Rage and Counter-Attack Every non-vehicle unit from the Chaos Marine codex (even Possessed), along with the points bump for it on those models
  • Skulls for the Skull Throne!: A model with this rule has to issue and accept challenges whenever possible. If multiple models have this rule you choose who it applies to. Every character has this.

Warlord Traits

  1. Icon of War: Warlord and all friendly units in 12″ with Blood for the Blood God! rule re-roll failed charge rolls.
  2. Disciple of Khorne: Warlord has the Zealot rule
  3. Arch-slaughterer: Increase the Warlord’s attack characteristic by 1
  4. Favoured by Khorne: Warlord generates an extra Blood Tithe point each time they slay an enemy character in a challenge.
  5. Butcher King: Your Warlord has the Preferred Enemy special rule.
  6. Destined for Glory: Warlord automatically passes the Dark Apotheosis or Fury Unbound Leadership tests if chosen as the character.


  • Battle Brothers: Chaos Daemons, Chaos Space Marines
  • Allies of Convenience: Necrons, Orks
  • Desperate Allies: Dark Eldar, Tau Empire
  • Come the Apocalypse: Armies of the Imperium, Eldar, Harlequins, Tyranids


A lot here, but not a lot of rule changes (other than the ones mentioned earlier):


  • Chaos Lord
  • Daemon Prince
  • Herald
  • Blood Throne
  • Skulltaker: Can’t purchase Juggernaught
  • Bloodthirster of Unfettered Fury
  • Bloodthirster of Insensate Rage
  • Wrath of Khorne Bloodthirster


  • Chaos Cultists
  • Chaos Space Marines
  • Berzerkers
  • Bloodletters


  • Possessed
  • Chaos Terminators
  • Blood Crushers

Fast Attack

  • Chaos Spawn
  • Chaos Rhino
  • Chaos Bikers
  • Flesh Hounds
  • Raptors
  • Warp Talons
  • Heldrake

Heavy Support

  • Chaos Land Raider
  • Forgefiend
  • Maulerfiend
  • Defiler
  • Soul Grinder
  • Helbrute
  • Skull Cannon

Lord of War

  • Khorne Lord of Skulls


Yes, formations, the lifeblood of many a codex these days. There are 5 in this book, but the options don’t end there. This book comes with it’s own version of the Necron Decurion called the Blood Host Detachment which comes with it’s own bonuses. To cover the Formations we’re going to cover them as they’re laid out for the Blood Host, along with the rules and requirements for each as well as the other parts of the Blood Host. The Blood Host comes with it’s own rules too:

  • Blood Frenzy: At the beginning of each of your turns, before deciding if you will expend Blood Tithe points you automatically generate one additional Blood Tithe point.
  • Chosen of Khorne: If the detachment is your Primary Detachment you can re-roll on the Warlord Traits table in Codex: Khorne Daemonkin

Slaughtercult (1+)

  • 1 Chaos Lord, Herald, Skulltaker, Bloodthrone, Daemon Prince or Bloodthirster of Unfettered Fury
  • 2-8 units of Chaos Space Marines
  • 1-4 units of Possessed
  • 0-2 units Chaos Spawn
  • 0-2 units of Chaos Cultists
  • Chosen of Khorne: If this formation is your Primary Detachment you can re-roll on the Warlord Traits table in Codex: Khorne Daemonkin
  • Blood Sacrifice: If a unit of Chaos Cultists in this formation fails a Morale test, you can remove the remaining models in the unit as casualties.
  • Boon of Khorne: Each time you expend one or more Blood Tithe points, choose a second result from the Blood Tithe that has a lower value than the first (but not a value over 4). You get this second result in addition to the first until the start of your next turn.

Lord of Slaughter (0-1 per Slaughtercult) (not a Formation)

  • 1 Bloodthirster of Unfettered Fury
  • 1 Bloodthirster of Insensate Rage, Wrath of Khorne Bloodthirster or Khorne Lord of Skulls

1-8 of the following:

Brazen Onslaught

  • 1-4 units of Chaos Terminators
  • 2-4 units of Blood Crushers
  • Khorne’s Chosen Slaughterers: At the start of each fight sub-phase check to see if any units from this formation are outnumbered in combat (the combat has more enemy models than friendly ones). Any models in a unit that is outnumbered in combat adds 1 to their Attacks characteristics until the end of the phase.

Khorne’s Bloodstorm

  • 2-4 units of Raptors
  • 1-4 units of Warp Talons
  • 0-1 Heldrake
  • Fury of Khorne: Units from this formation add +1 to the Strength of any Hammer of Wrath or Vector Strike attacks they make.


  • 2-4 units of Chaos Bikers
  • 1-4 units of Flesh Hounds
  • Gains:
    • Move through Cover
    • Preferred Enemy (Psykers)
  • Run them to Ground!: Flesh Hounds in the formation have Hammer of Wrath, Chaos Bikers have Shred when resolving their Hammer of Wrath attacks

Charnel Cohort

  • 1 HQ choice from the following: Herald, Skulltaker, Blood Throne or Daemon Prince
  • 2-8 units of Blood Letters
  • 1-4 units of Flesh Hounds
  • 1-4 units of Bloodcrushers
  • 0-4 units of Skull Cannons
  • Gains:
    • Counter-attack
  • Chosen of Khorne:
  • Lord of the Blood Host: If the formation’s HQ choice is in Deep Strike reserve, re-roll Reserve Rolls for that unit. Other units from the Formation arriving from Deep Strike Reserve don’t scatter if they’re placed within 6″ of the Formation’s HQ, even if they arrived from Deep Strike Reserve during the same turn.
  • The Blood Host Unleashed: Enemy units have a -2 Ld penalty when taking Fear tests caused by units from this Formation.

War Engine (not a Formation)

  • 1 Helbrute, Defiler, Soul Grinder, Forgefiend, Maulerfiend, or Lord of Skulls


Just one last thing to cover before I give my thoughts and wrap this up, and that’s the wargear. I’m not going to cover it all because most of it is the same you’ve seen before, but there are a few standouts:

  • Axe of Khorne: On the Melee Weapons list, and not available to Heralds, Daemon Princes or the new Bloodletters.
  • Collar of Khorne: Now a Gift of Khorne (available to Chaos Lords, Daemon Princes, Heralds and Blood Thrones), so yes, your Chaos Lord can take one.
  • Loci: With no rule preventing you from putting Heralds in a unit of Daemons these got a bit more useful.
  • Banners/Icon: Limited to the Banner of Blood and Icon of Wrath. No generic options for these anymore.


A model may take one of the following:

  • The Brazen Rune: Gives Adamantium Will, may be activated 1x per game on your opponent’s Psychic phase causing any Psykers in 24″ to perils if they try to manifest a psychic power and roll a double. If it’s activated, you lose Adamantium Will
  • The Skull-helm of Khorne: Chaos Lord only. Bearer has Fear, and everytime the bearers rolls a 6 To Hit they can make an additional attack at the same initiative step (these bonus attacks do not generate extra attacks)
  • The Blood-forged Armour: Not available if wearing Terminator Armour. Chaos Lord or Daemon Prince of Khorne. Bearer has a 3+ armour save, Eternal Warrior and Feel no Pain

A model may instead replace one weapon with one of the following:

  • Goredrinker: Chaos Lord or Daemon Prince of Khorne only. S+1, AP2, Melee, Unwieldy, Blood Feast. Blood Feast is a rule that has you track the number of unsaved wounds caused by the bearer’s Melee attacks (this can include Hammer of Wrath attacks too). For each unsaved Wound caused you look at the chart and apply the appropriate affect (the effects cumulative):
    • 0 – No effect.
    • 1-2 Add 1 to the bearer’s Strength characteristic
    • 3-4 The bearer gains Ramapage
    • 5-7 Double the bearer’s Strength characteristic
    • 8+ Melee attacks gain Instant Death
  • The Blade of Endless Bloodshed: S: User, AP3, Melee, Deluge of Gore (at the end of any assault the bearer inflicts at least one or more casualties the controlling player generates one Blood Tithe point in addition to any others they generate)
  • Kor’lath, the Axe of Ruin: Chaos Lord or Daemon Prince of Khorne only. S: User, AP2, Melee, Specialist Weapon, Caged Fury (the bearer is reduced to 0 wounds, or removed as a casualty place a Bloodthirster of Unfettered Fury within 6″ of the character. At the end of the controlling player’s remaining turns the Bloodthirster loses D3 Wounds, but can take Invulnerable saves against these wounds), Decapitating Blow (To-Wound rolls of a 6 have Instant Death)

Final Thoughts

The biggest bonuses to these units comes from the formations. Without them they’re the same units people have been complaining about for a long time now. The loss of some of the Gifts for Daemons is pretty bad for the Daemons too. The artefacts aren’t bad, but they are really limited with models only being allowed access to one period, and Bloodthirsters not allowed to take any of them. To make it worse for the Bloodthirsters, they have no upgrade options at all (not even the Daemonic Gifts that the Daemon codex has).

I do like the lore bits, and the paint schemes aren’t bad (the art for showing off the colors is similar in style to the flat colors Necron codex) and I liked the idea of the squad markings being based on different styles of tally marks, stylistic axes, and Khorne symbols because honestly squad markings are something Chaos needed just to make it easier to separate models out.

That said, my personal feelings are mixed but I have some thoughts if you should buy it or not.

Buy this:

  • If you play a mono Khorne army and need a way to get some buffs in. Even if you only use a couple of formations on the side this can definitely help put some punch back into your army.
  • If the Blood Tithe rule excites you and is a mechanic you really want to use.
  • If you’re an avid collector.

Skip This:

  • If you don’t play Chaos Marines, Daemons, or Khorne.
  • If you play Crimson Slaughter or Black Legion (as they don’t mix with this book)
  • If you don’t find the Blood Tithe a decent rule to use, or find the loss of options for Daemons a deal breaker.