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★ Black Legion

Contents
How This Supplement Works
Books
FAQ
• Traitor Legions
Black Legion Special Rules
• Endless Hatred
• First Amongst Traitors
Special Rules
• Haywire Maelstrom
• Quicksilver
Tactical Objectives
Warlord Traits
Detachments
• Black Legion Speartip
Formations
• Black Legion Warband
• Cyclopia Cabal
• Daemon Engine Pack
• The Bringers of Despair
• The Chosen of Abaddon
• The Hounds of Abaddon
• The Tormented
Chaos Artefacts of the Black Legion
• Last Memory of the Yuranthos
• The Crucible of Lies
• The Eye of Night
• The Hand of Darkness
• The Skull of Ker’ngar
• The Spineshiver Blade
Altar of War: Black Legion Missions
 1-2 Speartip Strike
 3-4 Kill Them All!
 5-6 Capture the Artefact
Echoes of War: Black Legion Missions
№1 Slaughter at Kasyr Lutein
№2 Spilling the Blood of Angels
№3 Death Comes to Relorria
№4 Defiance on Ildanira
№5 The Blood-trial of Khorne
The Black Legion is the only one of the Traitor Legions to have changed its name in its ten thousand years of exile. The Legion was originally created in the First Founding as the Luna Wolves. The Emperor subsequently bestowed a new name upon the Legion to recognise its accomplishments against the Orks in the Ullanor Crusade, renaming it in honour of its Primarch. The Legion became the Sons of Horus.

How This Supplement Works

On this page you will find special rules unique to armies from the Black 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 Black Legion army in games of Warhammer 40,000, and an exclusive Detachment – the Black Legion Speartip.

Books


BookKindEditionVersionLast update
► Traitor LegionsCodex Supplement71.0January 2017
  Black LegionCodex Supplement71.0April 2016

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.

Black Legion Special Rules

Any Detachment with the Chaos Space Marines Faction can be from one of the nine Traitor Legions. A Black 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 a Black Legion Detachment or Formation gain the following special rules:

Endless Hatred

Units that have the Veterans of the Long War special rule have the Hatred special rule, and can re-roll failed To Hit rolls in every round of close combat when attacking units that contain any models from the Armies of the Imperium.

First Amongst Traitors

Units of Chaos Terminators and Chosen are Troops choices instead of Elites choices.

Special Rules


Haywire Maelstrom

Instead of making armour penetration rolls, any vehicles, buildings or fortifications that are buildings that are fully or partially beneath the marker suffer D3 automatic penetrating hits.

Quicksilver

The bearer of the Spineshard Blade has +1 Initiative in close combat.

Tactical Objectives

D6Result
11Death and Destruction 
12Fear the Legion 
13For the Unworthy, Only Death 
14Lead by Example 
15The Long War Continues 
16Warp-spawned Terror 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Black Legion players and reflect the relentless tyranny of the Despoiler’s followers.

If your Warlord is from a Black 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 below. 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 a Black Legion player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), they instead generate the corresponding Black Legion Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.

DEATH AND DESTRUCTION
Bring death to any who stand before you. Let them know how hopeless their deance is, and crush them utterly.
11
Score 1 Victory Point at the end of your turn if an enemy unit was completely destroyed during your turn.
Type: BLACK LEGION
FEAR THE LEGION
Stride forth, the might of your Legion scattering the foe before you. Reap death, but first sow terror.
12
Score 1 Victory Point at the end of your turn if at least one enemy unit failed a Morale, Pinning or Fear test during your turn.
Type: BLACK LEGION
FOR THE UNWORTHY, ONLY DEATH
Prove your contempt for the cowards and weaklings that oppose you by eradicating their leaders as they stand helpless.
13
Score D3 Victory Points at the end of your turn if every one of your opponent’s models with the Independent Character special rule has been removed as a casualty.
Type: BLACK LEGION
LEAD BY EXAMPLE
The warriors of the Black Legion only accept strong, capable leaders. Prove your worth to those who follow you.
14
Roll a D6 when this Tactical Objective is generated. Score 1 Victory Point at the end of your turn if your Warlord controls the Objective Marker whose number corresponds to the D6 result.
Type: BLACK LEGION
THE LONG WAR CONTINUES
The warriors of the Black Legion have been slaughtering their enemies for millennia. This battle is but one of many.
15
Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your turn. If any enemy units were destroyed by a unit with the Veterans of the Long War special rule, score D3 Victory Points instead.
Type: BLACK LEGION
WARP-SPAWNED TERROR
The warp is your ally. Make use of its eldritch powers.
16
Score 1 Victory Point at the end of your turn if you successfully manifested one or more psychic powers during your turn. If you manifested any conjuration powers, score D3 Victory Points instead, or D3+3 Victory Points if you summoned a Bloodthirster, Lord of Change, Great Unclean One or Keeper of Secrets.
Type: BLACK LEGION

Warlord Traits

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

D6Warlord Traits
1Black Crusader
This Warlord has sworn never to rest in his eternal vendetta against his loyalist foes
The Warlord and all friendly units within 12" of the Warlord have the Preferred Enemy (Space Marines) special rule. 
2Eye of the Gods
This Warlord bears the favour of the Dark Gods, who watch his actions and will reward him if he is deemed worthy.
Each time the Warlord rolls on the Chaos Boon Table (including for the Gift of Mutation Chaos Reward), you may choose to re-roll the result. You must accept the result of the re-roll, even if it is worse. 
3Gift of Balere
The Chaos Gods have granted the Warlord the ability to spew forth gouts of searing Warp-flame at will.
The Warlord may make a shooting attack, using the following prole:

Range S AP Type
Template 4 5 Assault 1, Soul Blaze, One use only
 
4Unholy Fortitude
Many claim to have slain this Warlord over the millennia, yet unholy life burns within him still.
The Warlord has the It Will Not Die special rule. 
5Soul Eater
This Warlord is capable of tearing the very soul from his victims as an oering to the Dark Gods of Chaos.
If this model is attacking with a Melee weapon, any To Wound roll of a 6 has the Instant Death special rule. 
6Chosen of Abaddon
Abaddon has granted this Warlord absolute authority in his absence, and none would dare defy his vassal.
The Warlord and all friendly units within 12" of the Warlord have the Stubborn special rule. 

Designer’s Note
The Black Crusader Warlord Trait provides Preferred Enemy (Space Marines). The category ‘Space Marines’ comprises all units from the following Factions: Space Marines, Blood Angels, Dark Angels, Deathwatch, Grey Knights, Legion of the Damned and Space Wolves.

Detachments


Black Legion Speartip

Black Legion Speartip Detachments are used exclusively by the forces of the Black Legion. The rules below will allow you to organise the models in your Chaos Space Marines collection of miniatures to represent one of these Detachments in your games of Warhammer 40,000.

A Black Legion Speartip 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 a Black Legion Speartip 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 a Black Legion Speartip, the entire Black Legion Speartip is your Primary Detachment.

Command
0-5
Core
1+
Auxiliary
1+



LORD OF THE LEGION
 • 1 of the following:
  - Abaddon the Despoiler
  - Chaos Lord
  - Sorcerer
  - Dark Apostle
  - Daemon Prince
 • 3-5 Sorcerers

 • 1-4 Chaos Lords or Sorcerers (in any combination)
 • 1 unit of Chosen or Chaos Terminators (in any combination) for each Chaos Lord or Sorcerer

 • 1 Chaos Lord
 • 0-1 Sorcerer
 • 2-6 units of Chaos Space Marines or Chosen (in any combination)
 • 1-3 units of Chaos Terminators or Possessed (in any combination)
 • 1-3 units of Raptors, Warp Talons or Chaos Bikers (in any combination)
 • 1-3 units of Havocs or Helbrutes (in any combination)
 • 1 Chaos Lord
 • 1-3 units of Khorne Berzerkers
 • 1-3 units of Chaos Space Marines
 • 1-3 units of Raptors, Warp Talons or Chaos Bikers (in any combination)

 • 1 Dark Apostle
 • 4-9 units of Chaos Cultists

 • 1 Warpsmith
 • 2 Forgefiends or Maulerfiends (in any combination)

 • 2-4 Heldrakes

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

 • 1 Chaos Lord or Sorcerer
 • 3-5 units of Chaos Terminators
 • 1 Warpsmith
 • 3-5 units chosen in any combination from the following list:
  - Helbrute
  - Maulerfiend
  - Forgefiend
  - Defiler

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

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

SPAWN
 • 1-3 units of Chaos Spawn

RESTRICTIONS
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to five 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
Heralds of the Black Crusade: All non-vehicle units in this Detachment have the Fear and Crusader special rules.

Speartip Strike: Any units with the Deep Strike special rule from this Detachment can make a Reserve Roll to see if they arrive from Deep Strike Reserve on the first turn, requiring a roll of 3+ to be successful. In addition, if this Detachment is your Primary Detachment and your Warlord has the Deep Strike special rule, you can choose to automatically pass his unit’s Reserve Roll to arrive on the first turn.

Tip of the Spear: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Black Legion Warlord Traits table.

Formations


Black Legion Warband

FORMATION
 • 1 Chaos Lord
 • 0-1 Sorcerer
 • 2-6 units of Chaos Space Marines or Chosen (in any combination)
 • 1-3 units of Chaos Terminators or Possessed (in any combination)
 • 1-3 units of Raptors, Warp Talons or Chaos Bikers (in any combination)
 • 1-3 units of Havocs or Helbrutes (in any combination)
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
Favoured of the Warmaster: When a model from a Black Legion Warband earns a roll on the Chaos Boon table as a result of the Champion of Chaos special rule, roll twice on the table and choose either one or both ofthe results.

Thirst for Glory: If an enemy unit is completely destroyed by a unit from a Black Legion Warband, all other units from the same Black Legion Warband can re-roll To Hit and To Wound rolls of 1 until the end of the phase.

Cyclopia Cabal

FORMATION
 • 3-5 Sorcerers
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
Shroud of Deceit: At the start of each of your Psychic phases, select one model from the Cyclopia Cabal to lead it in a dark ritual. That model can attempt to manifest the Shroud of Deceit psychic power, below. For each other Sorcerer from this Formation that is within 12”, add one dice to the Psychic Test — these dice do not cost any Warp Charge points.

SHROUD OF DECEIT
Arcane fire twisting around them as their incantations build to a crescendo, the Cyclopia Cabal cloud the minds of the enemy, blurring the line between friend and foe.
Warp Сharge: 3
Shroud of Deceit is a psychic power that targets a single non-vehicle enemy unit within 30". The target unit cannot be locked in combat. You can immediately make a shooting attack with that unit as though it were part of your army.

Daemon Engine Pack

FORMATION
 • 1 Warpsmith
 • 2 Forgefiends or Maulerfiends (in any combination)
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
Hunting Pack: After deployment, but before the first turn, you can nominate one character in the enemy army. All Forgefiends and Maulerfiends from this Formation have the Preferred Enemy special rule against that character. If the nominated character is slain by a vehicle from this Formation, that model regains a Hull Point lost earlier in the battle.

Prized Possessions: At the start of each Shooting and Assault phase, you can nominate a Forgefiend or Maulerfiend from this Formation that is within 12” of the Formation’s Warpsmith. Until the end of the phase, that model uses the Warpsmith’s Weapon Skill or Ballistic Skill instead of its own.

The Bringers of Despair

FORMATION
 • 1 Abaddon the Despoiler
 • 1 unit of Chaos Terminators
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
The Despoiler’s Guard: While Abaddon the Despoiler is joined to the unit of Chaos Terminators from this Formation, you can re-roll one Look Out, Sir roll for him in each phase.

Without Equal: Chaos Terminators that are part of this Formation (including the Terminator Champion) have a Weapon Skill and Ballistic Skill of 5 rather than 4.

The Chosen of Abaddon

FORMATION
 • 1-4 Chaos Lords or Sorcerers (in any combination)
 • 1 unit of Chosen or Chaos Terminators (in any combination) for each Chaos Lord or Sorcerer
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
Blessed by the Chaos Gods: Before deployment, roll on the Chaos Boon table in Codex: Chaos Space Marines for each Chaos Lord and Sorcerer in this Formation, re-rolling any results of Spawnhood or Dark Apotheosis. The result lasts for the entire game.

Exalted Champions: During deployment, each Chaos Lord and Sorcerer from this Formation must join one of the units of Chosen or Chaos Terminators. Only one character can join each unit in this way, and they cannot leave these units during the course of the battle. As long as the character is on the battlefield, his unit has the Fearless special rule.

The Hounds of Abaddon

FORMATION
 • 1 Chaos Lord
 • 1-3 units of Khorne Berzerkers
 • 1-3 units of Chaos Space Marines
 • 1-3 units of Raptors, Warp Talons or Chaos Bikers (in any combination)
RESTRICTIONS
This is a Black Legion Detachment. Any unit that has the option to take a Mark of Khorne must do so, but at no additional points cost.
SPECIAL RULES
Khorne’s Favour: If a unit from this Formation makes a successful charge and the total rolled for its charge range is 8 or more (before modifiers), add 1 to the Strength of its models until the end of the Assault phase.

Let Slip the Hounds: Once per game, at the start of any of your turns after the first, you can declare a massed assault. For the duration of that turn, units from this Formation can charge in the Assault phase even if they made a Run move in the same turn.

The Tormented

FORMATION
 • 1 Daemon Prince
 • 2-5 units of Possessed
RESTRICTIONS
This is a Black Legion Detachment.
SPECIAL RULES
Advanced Possession: Units of Possessed from The Tormented have Weapon Skill and Initiative 5, and the Rending special rule. However, any unit of Possessed from the Tormented that is not locked in combat at the start of its turn must take a Leadership test. If it fails, the unit can only move D6" in the Movement Phase as it is wracked with mutative spasms. Units that are within 18" of the Formation's Daemon Prince pass this test automatically.

Chaos Artefacts of the Black Legion

The Chaos Artefacts of the Black Legion are relics of incredible power that Abaddon has spent millennia seeking out to serve in his eternal war of vengeance against the Imperium. Only one of each of the following artefacts can be chosen per army – there is only one of each these items in the entire galaxy!

Any character in a Black Legion Detachment or Formation that can select Chaos Artefacts may choose from the Chaos Artefacts of the Black Legion, at the points costs shown, in addition to the Chaos Artefacts from Codex: Chaos Space Marines.

A model may take one of the following. Only one of each Chaos Artefacts of the Black Legion may be taken per army.

The Crucible of Lies 25 pts
Last Memory of the Yuranthos 30 pts
The Spineshiver Blade 30 pts
The Skull of Ker’ngar 40 pts
The Hand of Darkness 50 pts
The Eye of Night 75 pts

Last Memory of the Yuranthos

Mk’ell was a psyker who was responsible for the annihilation of his species, the Yuranthos. The psyker’s power was so great that he was torn apart by the Warp energies he wielded, even as his planet’s populace was immolated by the resultant firestorm. Unwilling to waste the power of such a talented student, Tzeentch bound the essence of the dying race into a small crystal. One who carries this azure gem can access a fragment of Mk’ell’s power and unleash it upon his foes, though not without risk.
Psyker only. The bearer increases his Mastery Level by 1. Do not generate an additional psychic power for this bonus Mastery Level. Instead, the Psyker knows the Sunburst psychic power from the Pyromancy Discipline in addition to any other powers he knows. The Psyker can choose to manifest Sunburst with an increased range, though this will have an increased Warp Charge cost. If you wish to increase its range to 12", Sunburst has a Warp Charge cost of 2; if you wish to increase its range to 18", Sunburst has a Warp Charge cost of 3 – declare the range of the power you are attempting to manifest before rolling. If the Psyker suffers Perils of the Warp when attempting to manifest this power with an increased range, he is removed from play as a casualty – do not roll on the Perils of the Warp table.

The Crucible of Lies

It is impossible to describe the Crucible of Lies, for its image is unique to the beholder. One gifted with the witch-sight may perceive it as a rippling cloak saturated with Warp energy; a warrior may see it as an archaic amulet wreathed in baleful psychic ame. Regardless of its appearance, the Crucible of Lies dees natural law to distort the blows of the wearer’s enemies, but such power does not come without a price…
The bearer of the Crucible of Lies has -1 Toughness, but may re-roll invulnerable save rolls of a 1.

The Eye of Night

One of the artefacts used by Abaddon to take command of the dreaded Blackstone Fortresses, the Eye of Night is a multifaceted obsidian crystal of unknown origin. The slightest caress of the ebon beam it can unleash causes machines to suffer massive power failure or catastrophic internal damage. Not even the thickest armour can resist its malignant touch.
Once per game, instead of firing his weapon, the bearer of the Eye of Night can choose to make a shooting attack that uses the profile below:

Range S AP Type
Infinite 5 4 Heavy 1, Large Blast, Haywire Maelstrom, Ignores Cover, One use only

Haywire Maelstrom: Instead of making armour penetration rolls, any vehicles, buildings or fortifications that are buildings that are fully or partially beneath the marker suffer D3 automatic penetrating hits.

The Hand of Darkness

An ancient device infused with the atrophying power of the Warp, the Hand of Darkness decays all and everything that its wielder touches. Flesh sloughs from bones and armour is reduced to little more than pools of liquid slag. It was with this fabled artefact that Abaddon finally gained access to the inner workings of the Blackstone Fortresses, before later surrendering it to the Daemon-Primarch Mortarion to secure the allegiance of the Death Guard for his Thirteenth Black Crusade.
When making his close combat attacks, the bearer of the Hand of Darkness can instead choose to make a single special attack that uses the profile below:

Range S AP Type
- x2 1 Melee, Armourbane, Fleshbane, Instant Death

The Skull of Ker’ngar

Ker’ngar was a mighty champion of the Dark Gods long before the Horus Heresy and the rise of the Chaos Space Marines. So masterful was this ancient warrior that he once boasted he could not be killed in battle. Sadly for Ker’ngar, his claim was proven false when Khorne sent forth Skulltaker to challenge the haughty warrior and take his skull. It adorned Skulltaker’s cloak for centuries before being replaced. It is said that, despite his defeat, Ker’ngar’s indomitable spirit is still bound within the skull and it protects the one who carries it from harm, be it physical or arcane.
The bearer of the Skull of Ker’ngar has the Eternal Warrior and Adamantium Will special rules.

The Spineshiver Blade

Believed to have been forged from the spinal column of the mighty Keeper of Secrets, K’alith the Prurient, the Spineshard Blade reverberates with the quivering essence of the Daemon’s final, lascivious death throes.

Range S AP Type
- User 3 Melee, Daemon Weapon, Quicksilver

Quicksilver: The bearer of the Spineshard Blade has +1 Initiative in close combat.

Altar of War: Black Legion Missions

The three Altar of War missions illustrate the different sorts of strategies used by the Black Legion and provide new tests of your tactical ability as a commander.

It is very straightforward to use an Altar of War mission — these can be selected at The Mission step described in Preparing for Battle in Warhammer 40,000: The Rules. Like the missions presented there, Altar of War missions are ‘pick up and play' missions - it is not necessary to know which of these missions you will be playing before selecting an army, only the agreed points value of the two armies.

If you (or your opponent) have a Warlord with the Chaos Space Marines Faction that is from a Black Legion Detachment or Formation, as described on here, you can select one of these missions just as you would any other, as explained in the Preparing for Battle section in Warhammer 40,000: The Rules.



1-2
ALTAR OF WAR

Speartip Strike

The Sons of Horus were ever the masters of the speartip strike — a tactic first conceived of by the Warmaster Horus, designed to launch a direct blow against enemy forces by slaying their commander. Key to this strategy was a precision teleport assault by the Legion’s elite Justaerin Terminators on the target’s position, whilst the other companies of Sons of Horus kept the enemy ground forces occupied. Horus would often lead these strikes personally to ensure victory, for no foe could hope to withstand his titanic might.

Since the fall of the Sons of Horus and the meteoric rise of the Black Legion, Abaddon never forgot how effective a speartip strike could be, for Horus had on occasion sent his First Captain to lead the attack in his stead. To witness Abaddon lead such an assault at the head of his mighty Black Legion Terminators is to stare death in the face. Countless Imperial commanders have fallen to Abaddon’s brutally effective tactics, and many more shall follow until the Imperium drowns in blood and the Despoiler finally has his vengeance.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy.

FIRST TURN
The player that deployed first has opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed, or 2 Victory Points if it was an HQ or Elites unit. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes ofthis mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord*.

* In this mission, the Slay the Warlord Secondary Objective is worth 5 Victory Points. Note that this includes the Victory Points earned as part of this mission’s Primary Objective.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Protect the Commander: Any unit joined by the enemy Warlord has the Zealot special rule for as long as he remains with them.

Speartip Assault: Black Legion units composed entirely of models that have the Deep Strike special rule can choose to make a Speartip Assault. Immediately after determining Warlord Traits, tell your opponent which units are making a Speartip Assault, and make a secret note of whether it takes place during your first or second turn. All units making the Speartip Assault automatically arrive via Deep Strike at the start of the chosen turn — there is no need to roll for reserves.

3-4
ALTAR OF WAR

Kill Them All!

When Abaddon gathers his forces to launch a Black Crusade, one thing is certain: countless millions will die in blood and fire, and entire planets will be left in ruins, or worse. On Holy Terra, the annals of the Administratum are littered with the names of Imperial Guard regiments, Space Marine Chapters and even mighty Titan Legions that have been completely destroyed whilst attempting to stem the tide of these terrible onslaughts.

Such are the overwhelming forces at the disposal of the Despoiler that, should he seek the annihilation of a specific target or enemy host, only the most tenacious and heroic of them will be able to withstand the relentless onslaught of his Black Legion. One thing is certain — if Abaddon seeks the death of a certain foe, he is rarely disappointed.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Black Legion player wins if they have completely destroyed the enemy force. If there are any enemy models remaining, including any units that are falling back, their opponent wins. Enemy units that are not on the board at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Fight to the Last Man: Every non-vehicle unit in the enemy army has the Stubborn special rule.

Lines of Retreat: Any Black Legion units that fall back do so towards the nearest table edge. Any enemy units that fall back must do so towards the centre of the board, where they will remain until they regroup.

The Claw Tightens: The Black Legion player may choose to bring on units held in Reserve/Ongoing Reserves from any point on any table edge.

Unleash the Legion: Each time a Black Legion unit is completely destroyed, remove it from play and place it into Ongoing Reserves. Unique models may not return to battle in this manner.

5-6
ALTAR OF WAR

Capture the Artefact

Many times over the last ten millennia, Abaddon has sought Chaos artefacts of great and terrible power. Each of these timeless relics would serve a purpose in his endless war with the Imperium, and his enemies would rue the day that he added each fabled item to his collection.

Depending on the significance of each artefact, Abaddon would sometimes lead the raid to secure it; at other times he would send one of his Chosen or a trusted lieutenant instead. Should the Despoiler deem the securing of a relic worthy of his personal attention, the outcome of such a quest may one day determine the fate of the galaxy itself.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

Objective Marker
After setting up terrain, the enemy player places a single Objective Marker anywhere in their deployment zone.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, the Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Fear of Failure: Every non-vehicle unit in the Black Legion army has the Zealot special rule.

Echoes of War: Black Legion Missions

Here you will find a selection of Echoes of War missions, which represent key historical battles inspired by the battles fought by the Black Legion. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.

For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.



№1
ECHOES OF WAR

Slaughter at Kasyr Lutein

Kasyr Lutein has fallen to the Black Legion. Just as Abaddon planned, the Imperium responded to the threat in great force, deploying two full Chapters of Space Marines to counter the Chaos invaders. To the Imperium’s embattled survivors, redemption seemed to be at hand, as the Warhawks and Venerators Chapters made planetfall and immediately took the fight to the Black Legion. Abaddon, however, had already set plans in motion to prepare a suitable welcome for the new arrivals.

Bursting from the Warp, Doombreed arrived to lead the slaughter of the loyalist Space Marines. With Khorne’s mighty Daemon Prince at their head, the Black Legion are infused with the Blood God’s fury and set about their hated foes with terrible ferocity.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment. To represent Doombreed, the Black Legion player must include a Daemon Prince with the Mark of Khorne as the Warlord of their army. Otherwise, the Black Legion player's force must consist entirely of units with the Chaos Space Marines Faction, or of units with the Chaos Daemons Faction that have the Daemon of Khorne special rule. The enemy player must choose a Primary Detachment with the Space Marines Faction.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies as follows:

The enemy player deploys first, placing all of their units within their deployment zone on the map. The Black Legion player then deploys up to three of their units (excluding Doombreed) in the southern Black Legion deployment zone. The remaining units are all placed in the northern Black Legion deployment zone. If the Black Legion army includes any Chaos Daemons units, they must all be deployed in the northern Black Legion deployment zone.

FIRST TURN
The Black Legion player has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
The Black Legion player wins if, at the end of the game, they have completely destroyed at least as many enemy units as there were turns in the game. (For example, if the game lasted six turns, they would need to have completely destroyed six enemy units.) If not, the enemy wins instead. Remember that Independent Characters and Dedicated Transports are individual units.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Into the Jaws of Death: Any Space Marine units that fall back must do so towards the southern table edge.

The Fury of Khorne: Doombreed, and all friendly units within 12” of him, have the Furious Charge special rule. Furthermore, any friendly units with the Mark of Khorne or the Daemon of Khorne special rule can re-roll failed charge rolls if they are within 12” of Doombreed.

№2
ECHOES OF WAR

Spilling the Blood of Angels

Since the day that Horus slew their Primarch, Sanguinius, the Blood Angels have held a burning hatred for Abaddon — he who wears the very claw that once throttled the life from their gene-sire. Over the millennia, Abaddon has taken great delight in nurturing this hatred, revelling in each Blood Angel life taken with the infamous Talon of Horus. The annals of the Blood Angels are littered with the names of those slain by Abaddon’s fell weapon, but even amongst these extensive records, the Battle of Mackan is held in righteous abhorrence for the sheer number oftheir battle-brothers slain by the Despoiler.

As the Blood Angels fortify their positions in an attempt to prevent the Black Legion ground forces from returning to their landing zones and rejoining their fleet, Abaddon personally leads the charge in an attempt to force a path through. If, in the process, he has the opportunity to vent his fury on the Sons of Sanguinius, then so much the better.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment. The Black Legion player must include Abaddon the Despoiler as their Warlord. The enemy player must choose a Primary Detachment with the Blood Angels Faction, and must include at least two Fortifications as part of their army.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies. Do not roll-off to decide who will deploy first; this is automatically the enemy player. The Black Legion player may not keep any units in Reserve apart from Flyers.

FIRST TURN
The Black Legion player has the first turn unless the enemy player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
Each time Abaddon, or a unit he has joined, completely destroys an enemy unit, the Black Legion player earns 1 Victory Point.
Each time a non-Flyer Black Legion unit moves off the enemy table edge using the Breakthrough special rule (see below), the Black Legion player earns 1 Victory Point. If Abaddon himself leaves play in this manner, the Black Legion player instead earns 3 Victory Points.

Each time the enemy player completely destroys a Black Legion unit, they score 1 Victory Point. Black Legion units that are falling back at the end of the game count as destroyed for the purposes of this mission.

Remember that Independent Characters and Dedicated Transports are individual units for the purposes of awarding Victory Points.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Breakthrough: Black Legion units can voluntarily leave play via the enemy player’s table edge - as soon as one of the unit’s models moves off the board in this manner, the whole unit is removed.

№3
ECHOES OF WAR

Death Comes to Relorria

Inadvertently driven to the unprotected world of Relorria by the chaotic Warp-tide unleashed in the wake of his Daemon-pilot’s destruction, Abaddon was forced to settle for the destruction of this backward system. As his scattered fleet reformed and prepared to launch a brutal invasion, it soon became evident that another power also had its eye on the vulnerable world. Waaagh! Murgor arrived within hours of the first Black Legionnaires setting foot on the planet, leading to a series of furious battles between the rival invading forces.

Ever the pragmatist, Abaddon used the conflict to further his experiments on daemonic possession, capturing groups of Orks wherever possible in an attempt to splice the barbaric creatures with Warp entities to create a form of superhybrid. With this in mind, the Despoiler planed to acquire as many greenskins as he could before escaping with his haul and leaving Relorria to fall before the Waaagh!
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment. The enemy player must choose a Primary Detachment with the Orks Faction.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies. Do not roll-off to decide who will deploy first; this is automatically the enemy player.

FIRST TURN
The Black Legion player has the first turn unless the enemy player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
The Black Legion player wins if, at the end of the game, they have captured at least 5 units of Orks. (See the Infernal Schemes special rule, below). If not, the enemy player wins instead.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Infernal Schemes: If an Ork unit is completely destroyed by a Black Legion unit in the Assault phase, it is captured. Units wiped out by overrun moves count towards this.

№4
ECHOES OF WAR

Defiance on Ildanira

Unbeknownst to the Eldar that had dwelled in peace on the maiden world of Ildanira for countless millennia, a dark secret lay buried beneath their feet. The Skull of Ker’ngar, a Chaos artefact of terrible power, was abandoned there long ago by an ancient race now long extinct. When Abaddon’s cabal of Sorcerers finally scried its resting place, a brutal invasion soon followed. After many long weeks of searching, Abaddon’s forces finally claimed his prize, though his murderous actions on Ildanira did not go unnoticed. The Eldar of Craftworld Alaitoc were drawn to the conflict, and were determined that the Despoiler not possess the fell artefact for long. Amid the paradisiacal maiden world’s glades of mirrored crystal, the Rangers of Alaitoc struck at the Black Legion, seemingly from every angle, in an attempt to prevent the bearer of the skull from escaping, and to then destroy its evil forever.
THE ARMIES
Choose armies. The Black Legion player must choose a Black Legion Detachment or Formation to be their Primary Detachment. The Black Legion player's Warlord must bear the Skull of Ker'ngar. The enemy player must choose a Primary Detachment with the Eldar Faction, and must include Illic Nightspear as its Warlord, along with at least one unit of Rangers.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies as follows: The Black Legion player must place their Warlord in the centre of the table, then deploys their remaining units in their deployment zone. The enemy player then deploys their units in their deployment zone.

FIRST TURN
The enemy player has the first turn unless the Black Legion player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
If the Black Legion Warlord is still alive at the end of the game, the Black Legion player receives 3 Victory Points. If the Black Legion Warlord is slain during the battle, replace him with an Objective Marker. This Objective Marker is worth 3 Victory Points to the player that controls it at the end of the game.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Crystal Glades: Any Twisted Copses on the battlefield are Crystal Glades and have the following additional rule. Each time a unit targets an enemy unit that is situated entirely within the boundaries of a Crystal Glade, it must first pass a Leadership test or be reduced to Ballistic Skill 1 for the duration of that Shooting phase.

Hunt the Hunters: The Black Legion player receives 1 Victory Point for every unit of Rangers that they completely destroy.

Smoke and Mirrors: At the beginning of each of their turns, the Eldar player may choose to remove any units of Rangers from the table, as long as they have at least one model remaining and are not engaged in combat (even if they are falling back). Any unit removed in this manner is restored to its original size and placed into Ongoing Reserves. When they re-enter play, they must do so via Deep Strike, but only scatter D6” and do not count as having moved for the purposes of shooting. Furthermore, if it suffers a Deep Strike Mishap, the unit automatically suffers a Delayed result on the Deep Strike Mishap table — there is no need to roll.

№5
ECHOES OF WAR

The Blood-trial of Khorne

Abaddon travelled to the gladiatorial Daemon world of Goreswirl in the Eye of Terror. There, he sought to win the favour of the Daemon-Primarch Angron, and to secure the patronage of the World Eaters Legion in preparation for launching his 13th and greatest Black Crusade against the hated Imperium of Man.

Where the other Daemon-Primarchs were won over to Abaddon’s cause with fell bargains or artefacts of terrible power, the immortal lord of the World Eaters values only strength in battle. So Abaddon led his chosen few into Goreswirl’s grand colosseum to prove his worth by defeating Khorne’s daemonic champions in combat. Only victory ii the arena would earn the blessing of Khorne and the approval of Angron.
THE ARMIES
Choose armies. The Black Legion player’s Warlord must be Abaddon the Despoiler, and their Primary Detachment must be a Black Legion Detachment or Formation. The enemy player must choose a Primary Detachment with the Chaos Daemons Faction. The enemy Warlord, and at least two other units in their army, must have the Daemon of Khorne special rule.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain.

Designer’s note: When setting up the terrain, bear in mind that this battle is being fought in a vast, gladiatorial arena, so we suggest keeping the terrain fairly sparse.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies. Do not roll off to decide who will deploy first; this is automatically the enemy player. Any unit that cannot be deployed on the table (for either side) starts the game in Reserve.

FIRST TURN
The Black Legion player has the first turn unless the enemy player can Seize the Initiative.

GAME LENGTH
This scenario uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
Each time your Warlord slays an enemy model in close combat, you score 1 Victory Point, or D3 Victory points if it was during a Challenge.
  • If your Warlord slays the enemy Warlord in a Challenge, you instead score D3+3 Victory Points.
  • If the enemy Warlord is slain in the Assault phase in any other way, you score D3+1 Victory Points.
  • If the enemy Warlord is slain in any other phase, you lose D6 Victory Points.

MISSION SPECIAL RULES
Night Fighting, Reserves.

The Favour of Khorne: All characters on both sides have the Champion of Chaos special rule.