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★ Alpha Legion

The Alpha Legion was the twentieth and last Legion created during the First Founding. Under the critical eye of their twin Primarchs, Alpharius and Omegon, the Legion became renowned for its discipline and strict organisation during the Great Crusade. Though the youngest Legion, the Alpha Legion sought to outshine their brethren in all things as if to prove their worthiness amidst the older Legions. The Alpha Legion’s warriors adopted the symbol of the hydra as their Legion’s icon. This many-headed, dragon-like creature from ancient myth served to remind the Alpha Legion of their ultimate unity in body and spirit. On the battlefield, the terrifying coordination of the Alpha Legion was their hallmark, as their attacks kept the enemy under relentless pressure while they sought weak points in their defences.

How This Supplement Works

On this page you will find special rules unique to armies from the Alpha Legion that reflect their tactics on the battlefield. You will also find Warlord Traits, Chaos Artefacts and Tactical Objectives that you can use when fielding your Alpha Legion army in games of Warhammer 40,000, and an exclusive Detachment – the Insurgency Force.

Books


BookKindEditionVersionLast update
► Traitor LegionsCodex Supplement71.0January 2017

FAQ

Traitor Legions

 Q: Alpha Legion have the ability to bring Cultists back on a 4+ in their Insurgency Force, but the only way to take Cultists is in the Lost and the Damned Formation which already has the rule. How do these interact?
 A
These rules do not interact in any stackable way.

Alpha Legion Special Rules

Any Detachment with the Chaos Space Marines Faction can be from one of the nine Traitor Legions. An Alpha Legion Detachment retains the Chaos Space Marines Faction and is treated in all ways as a Chaos Space Marines Detachment, with the following modifications:
All units in an Alpha Legion Detachment or Formation gain the following special rules:

Forward Operatives

Units of Chosen are Troops choices instead of Elites choices. In addition, all units of Chosen, Chaos Space Marines, and Chaos Cultists have the Infiltrate special rule.

Many Heads of the Hydra

If your Warlord is from an Alpha Legion Detachment or Formation and they are slain, you can immediately select another character from a friendly Alpha Legion Detachment or Formation to take their place; generate a Warlord Trait for your new Warlord immediately. This can happen multiple times in the same battle, provided you follow these steps each time. Furthermore, if your Warlord is from an Alpha Legion Detachment or Formation and the mission you are playing grants Victory Points for slaying the enemy Warlord, your opponent will only achieve that objective if all of the characters in your Alpha Legion Detachment(s) and/or Formation(s) have been slain.

Special Rules


Multi-headed

Each time the bearer rolls a 6 To Hit, they can immediately make another Attack. Any additional Attacks also benefit from this rule, so further To Hit rolls of 6 also grant additional Attacks.

Tactical Objectives

D6Result
11Capture and Subvert 
12Sacrificial Fodder 
13Tactical Supremacy 
14Infiltrate and Annihilate 
15Strike From Within 
16Strike Off the Head 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Alpha Legion players and reflect the clandestine nature of the way in which they fight.

If your Warlord is from a Alpha Legion Detachment or Formation, you may replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules with the Tactical Objectives on this page.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when an Alpha Legion player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Alpha Legion Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.

CAPTURE AND SUBVERT
Use guile and cunning to capture the enemy’s fortifications before turning their own guns against them.
11
Score 1 Victory Point at the end of your turn if you have captured any enemy buildings or any unclaimed buildings during this or any previous turn.
Type: ALPHA LEGION
SACRIFICIAL FODDER
Draw the enemy’s guns away from your legionnaires through the callous use of your human servants.
12
This Tactical Objective is achieved the next time one of your Chaos Cultist units is completely destroyed. You immediately score 1 Victory Point.
Type: ALPHA LEGION
TACTICAL SUPREMACY
Engage and destroy the enemy’s most tactically flexible units to ensure battlefield dominance.
13
Score 1 Victory Point at the end of your turn if at least one enemy unit with any of the following special rules was completely destroyed during your turn: Deep Strike, Hit & Run, Infiltrate, Outflank or Scout.
Type: ALPHA LEGION
INFILTRATE AND ANNIHILATE
Use your superior strategy to infiltrate key battlefield positions before destroying the foe utterly.
14
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a unit with the Infiltrate special rule. If at least 3 enemy units were completely destroyed by units with the Infiltrate special rule, score D3 Victory Points instead.
Type: ALPHA LEGION
STRIKE FROM WITHIN
Secure a crucial target behind the enemy’s lines that they foolishly think is safe.
15
Score 1 Victory Point at the end of your turn if you control an Objective Marker that is within your opponent’s deployment zone. Score D3 Victory Points instead if you control at least two Objective Markers that are within your opponent’s deployment zone.
Type: ALPHA LEGION
STRIKE OFF THE HEAD
Unlike the Alpha Legion, the enemy’s heads do not grow back…
16
Score 1 Victory Point at the end of your turn if at least one enemy character was slain during your turn. Score D3 Victory Points instead if at least 3 enemy characters were killed during your turn. If five or more enemy characters were killed during your turn, Score D3+3 Victory Points instead.
Type: ALPHA LEGION

Warlord Traits

When generating his Warlord Traits, a Warlord from an Alpha Legion Detachment or Formation may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Chaos Space Marines.

D6Warlord Traits
1Forward Agent
A former Headhunter during the Horus Heresy, this Warlord prefers to secrete himself in a forward position from which to lead the destruction of his enemies.
Your Warlord has the Infiltrate special rule. 
2Faceless Commander
The Alpha Legion are experts in the art of deception, and none more so than this Warlord.
Once per game, at the start of any of your turns, you can choose a friendly character on the battlefield that is from an Alpha Legion Detachment or Formation and has the same unit type as your Warlord. Swap the position of this model with that of your Warlord. 
3Expert Timing
Your Warlord is a master of strategic timing, ensuring his reserve assets always arrive when they are most needed.
At the start of each of your turns after the first, you can pick one of your units in Reserve to arrive automatically instead of making a Reserve Roll
4Hidden in Plain Sight
This Warlord makes use of advanced optical scramblers, masking his presence from all but the keenest eye even when in the open.
Your Warlord has the Stealth special rule. 
5Cult Leader
This Warlord was personally responsible for establishing the local cult. Their members all but venerate him as a god and will fight with relentless purpose in his presence.
Friendly units of Chaos Cultists within 12" of your Warlord have the Furious Charge and Feel No Pain (6+) special rules. 
6Alpha Strategist
Your Warlord is renowned for leading deadly ambushes from unexpected angles to attack the exact location where his enemies are most vulnerable.
Your Warlord has the Acute Senses and Outflank special rules. 

Detachments


Alpha Legion Insurgency Force

The Insurgency Force allows you to represent the typical structure of an Alpha Legion army on the battlefield. Whether you wish to bring death and destruction with the full might of a Chaos invasion force, or field an elite warband tasked with some dark purpose, the choices below offer a great way to pick your army.

An Insurgency Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of an Insurgency Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of an Insurgency Force, the entire Insurgency Force is your Primary Detachment.

Command
0-4
Core
1+
Auxiliary
1+


LORD OF THE LEGION
 • 1 of the following:
  - Chaos Lord
  - Sorcerer
  - Dark Apostle
  - Daemon Prince

 • 1 Chaos Lord
 • 0-1 Sorcerer
 • 1-3 units chosen in any combination from the following list:
  - Chosen
  - Chaos Terminators
  - Possessed
 • 2-6 units of Chaos Space Marines
 • 1-3 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons
  - Chaos Bikers
 • 1-3 units chosen in any combination from the following list:
  - Havocs
  - Helbrute

 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Helbrute
  - Maulerfiend
  - Forgefiend
  - Defiler

 • 1 Chaos Lord
 • 3-5 units chosen in any combination from the following list:
  - Raptors
  - Warp Talons

 • 1 Chaos Lord or Sorcerer
 • 3-5 units of Chaos Terminators

SPAWN
 • 1-3 units of Chaos Spawn
 • 1-3 Warpsmiths
 • 3-5 units chosen in any combination
from the following list:
  - Obliterators
  - Mutilators

 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Chaos Predators
  - Chaos Vindicators
  - Chaos Land Raider

 • 2-4 Heldrakes

 • 1 Daemon Prince
 • 3-5 units of Possessed

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to four Command choices and any number of additional Core or Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment, and all units must have the Chaos Space Marines Faction.

COMMAND BENEFITS
Cult Uprising: Each time a Chaos Cultist unit from this Detachment is completely destroyed, roll a D6; on a 4+, you can immediately place a new unit into Ongoing Reserves that is identical – in terms of the original number of models, weapons and upgrades – to the unit that was destroyed. These new units count as being part of the original Detachment, so roll a D6 as described above if they are subsequently destroyed. Victory Points are awarded for new units in this Detachment that have been destroyed.

Hidden Deployment: All non-vehicle units in this Detachment have the Shrouded special rule during the first game turn.

I Am Alpharius: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Alpha Legion Warlord Traits table.

Chaos Artefacts of the Alpha Legion

The storied artefacts of the Alpha Legion are often as secretive in their purpose and design as the Legion champions that wield them. They rarely display any ostentation, yet their power is never to be underestimated. Only one of each of the following items may be chosen per army, and only one may be chosen per model.

Units in an Alpha Legion Detachment or Formation that can normally take Chaos Artefacts in Codex: Chaos Space Marines can choose to take items from the Chaos Artefacts of the Alpha Legion list below at the points cost shown instead.

Hydra’s Teeth 15 pts
Viper’s Bite 15 pts
Icon of Insurrection 25 pts
The Drakescale Plate 25 pts
Blade of the Hydra 30 pts
The Mindveil 30 pts

Blade of the Hydra

Long ago, this oversized chainsword was of purely ceremonial use. Since the Daemon Prince Gharual of the Nine Sundered Souls was bound inside it, however, the blade has been a fiendish tool of destruction. Those with a will strong enough to control its multiple thirsting mindsets can cause the sawtoothed blade to shimmer into not one, but several swords that gnaw and gnash with an immortal hunger. These extra blades are insubstantial when the wielder wills it, and razor-sharp when the flesh of his enemies is near.
Replaces one of the bearer’s Melee weapons.

Range S AP Type
- User 5 Melee, Daemon Weapon, Multi-headed, Rending

Multi-headed: Each time the bearer rolls a 6 To Hit, they can immediately make another Attack. Any additional Attacks also benefit from this rule, so further To Hit rolls of 6 also grant additional Attacks.

Hydra’s Teeth

The Hydra’s Teeth are bolt rounds with an ammo casing that must be kept slick with blood-laced oil lest they detonate prematurely and cause irrevocable damage to the wielder. The legend goes that they are sentient in the manner of Daemon weapons, and that sorcerous powers have somehow given them a terrible hunger for destruction. Once fired, they seek out fresh victims – regardless of how well hidden they may be – before exploding in a blast of eye-searing, lung-scorching gas that can turn exposed flesh to black sludge.
Hydra’s Teeth can be fired from any boltgun, bolt pistol, combi-bolter or boltgun part of any combi-weapon that the bearer is equipped with; that weapon’s profile gains the Blast, Ignores Cover and Poisoned (2+) special rules.

Icon of Insurrection

This eight-pointed standard top is no mere symbol, but an ensorcelled, semi-diabolic magnet for chaotic energies that broadcasts thoughts of anarchy and rebellion into the minds of all who behold it. Honed and perfected by generations of Alpha Legion demagogues and metamentalists, it has become a potent artefact famed throughout the brotherhood of Alpharius, for where the icon is raised, mayhem soon follows. When held aloft amongst a crowd, it can turn malcontents into death squads and dabblers in heresy into seething, frenzied maniacs bent on burning the realms of men to ash.
Friendly units of Chaos Cultists within 12" of the bearer have the Zealot special rule.

The Drakescale Plate

A suit of Corvus-Alpha-pattern power armour forged by an ancient tech-savant of the Dark Mechanicum, this battleplate incorporates the living titanium scales of the mica skydrake. Its pauldrons, vambraces and greaves are so well protected by that elder beast’s innate resistance to fire that even a flamestorm cannon’s channelled inferno splashes harmlessly aside like water from smooth pillars of obsidian.
The Drakescale Plate confers a 2+ armour save. In addition, the wearer has a 2+ invulnerable save against all flamer weapons (as defined in Warhammer 40,000: The Rules).

The Mindveil

Shimmering with illusion, the Mindveil is a long cloak stitched with the interlocking teeth of Dostoy Prime’s chameleonic hydrasharks. So potent are the spells of confusion and dislocation cast upon it that the bearer and his kin are accompanied by incorporeal mirages that mirror their appearance perfectly. Stranger still, at a chanted command in the Dark Tongue, the wearer’s true location and that of his doppelganger can switch places, an instant translocation that leaves his enemies gaping in confusion. The death of those fooled is never far away.
At the start of any of your Movement phases, you can choose to roll 3D6 and move the bearer and his unit up to the distance rolled in inches instead of moving normally. You can do this even if they are locked in combat; if you do so, enemy units cannot Consolidate.

Viper’s Bite

This ornate boltgun has a wide, serpent-head muzzle and a magazine that never seems to run dry. When it fires, it makes no noise louder than a dry hiss, but a cacophony of screams is never far behind. The projectiles it fires glow with acrid green flame, the energy swathing each bolt so virulent they can sizzle through even the ancient war-plate of Terminator-armoured veterans.
Replaces one of the bearer’s ranged weapons.

Range S AP Type
24" 5 2 Rapid Fire