War Zone Charadon: The Book of Fire Review – Chaos

Chaos isn’t done with the Charadon Sector yet! The legions of chaos, led by Be’lakor, the first daemon prince, are also among the forces laying siege to the system. The Book of Fire gives the forces of chaos a few new goodies to work with, including a new datasheet for Be’lakor and an army of renown, and collects some old material. But how does all of this stack up, and will Be’lakor and his army be a competitive force for Chaos players to consider, or just a cool themed list for casual games?

Before we dive in, we’d like to thank Games Workshop for supplying us with an advance copy of the Book of Fire.

We’re also joined for this review by Mike Pestilens, a top Chaos Daemons player and author of the Warphammer blog and Don Hooson, a top Death Guard player known for playing what can only be described as “incredibly Don Hooson” lists.


Chaos and the Book of Fire

Although Death Guard have a relatively new codex to play with, the remaining legions of chaos and their daemon allies have been left pretty much untouched for most of 9th edition so far, with the legions of traitor marines tragically stuck on one wound. The Book of Fire features three major rule sets for Chaos players:

  • A full datasheet for the new Be’lakor model
  • The Disciples of Be’lakor, an army of renown
  • An appendix featuring the collected rules for the traitor legions

These are of varying importance and utility to chaos players and in this review we’ll be covering all three in turn. As usual with our reviews, we won’t be covering everything in exhaustive detail, but rather the most interesting aspects of the book. We’ll then cover more in future articles and return to the Disciples of Be’lakor in a future Start Competing article.


Credit: Innes Wilson


Be’lakor’s finally got a new datasheet for 40k and it was well worth the wait. While he is costly at 360 points, he comes with an incredible array of offensive and defensive rules and an updated profile. Sitting at T7 and 16 wounds, Be’lakor is far tougher than your bog standard Daemon Prince, and he can still benefit from Obscuring and Dense terrain. His degrading profile hits his Movement, Strength, and Attacks, but he starts on S8 and has the option to hit at S12 with his sword, so overall the drops aren’t so bad.

The big benefits to Be’lakor are Immortal Vigour, which gives Be’lakor a 4+ invulnerable save and forces opponents to subtract 1 from the wound roll for ranged attacks against him. This combines well with Shadow Form, which gives incoming attackers -1 to hit (all attacks), and prevents them from re-rolling the hit roll. This is an incredible 1-2 punch that ensures that, even if Be’lakor doesn’t have an ignore wounds roll or damage reduction, he’s still a complete pain to kill.

Be’lakor also packs two auras – Lord of Torment gives enemy units within 6” -1 to their Leadership and Combat Attrition tests, while The Dark Master buffs friendlies, giving friendly DAEMON and DISCIPLES OF BE’LAKOR units (excluding VEHICLES) within 6” re-rolls on hit rolls of 1. While the VEHICLE restriction cuts out a few potential combos, this could let you push re-rolls onto a few things that might not get them otherwise with the new CORE restrictions popping up more in the future. He also gets two powers from the Noctic Disciple, a new psychic discipline just for him with some fun toys.

Be’lakor’s Warlord Trait that he must take is Shadow Lord, which lets him pick a friendly non-vehicle Disciples of Be’lakor unit within 9” during the Command phase to re-roll hit rolls until the next Command phase. It’s a fine ability but it is COMPLETELY worthless outside of Be’lakor’s army of renown. Fortunately, Be’lakor is not required to be your Warlord unless you’re running a Disciples of Be’lakor army. 

Mike: In a huge quality of life improvement for Daemons players, Be’lakor has finally received the KHORNE, NURGLE, TZEENTCH, and SLAANESH keywords. He also remained an HQ, and doesn’t have to be your Warlord if added to your army (though you can’t put him in a detachment with another DAEMON PRINCE model). This means that when taken outside of his Legion, he lets Daemon detachments he is in keep their locus, and can benefit from the locus of those detachments. 

Let me put this into a little bit more explicit terms: Be’lakor can advance and charge in a Slaanesh Daemons Detachment. Whew. 

Rob: Also, Be’lakor can’t be summoned anymore. If you’re taking him, he’s gotta be on the table from the start of the game. This isn’t the biggest deal given that he’s now 18 power and so would have been damn near impossible to summon.

Don: I know this may be an unpopular opinion, but Be’lakor is definitely the Achilles heel of his own list. He would be ridiculously good at half the cost,  but his price tag just seems like it could be used better elsewhere. This is a bit moot as he is required to be able to run the army.  He just feels like a tax to me.

Rob: I kind of agree – I think Be’lakor has more value in a Daemons list, where r he can act as another big Advance-and-Charge threat in a Slaanesh Detachment.

Mike: Be’lakor feels a lot like pre-Warptime nerf Mortarion, who had more value in soup lists than in pure Death Guard lists. That’s not a bad thing necessarily–Chaos players will never say no to another big bad flying smashy character to play with. 


Disciples of Be’lakor

In addition to the new rules for Be’lakor, the Book of Fire also gives us an army of renown unique to the Daemon Prince. We last saw armies of renown in the Book of Rust, where they ranged from not great (the Mechanicus Defence Cohort) to interesting but limited (The Terminus Est Assault Force). One of the two armies of renown in the Book of Fire is the Disciples of Be’lakor and well, they look to fall into the latter category.

As with the other armies of renown, the Disciples of Be’lakor carry some heavy restrictions. For one, Be’lakor has to be your Warlord and the army can’t include any other named characters, daemon princes, greater daemons, daemon engines, Death Guard, Thousand Sons, Emperor’s Children, World Eaters, Chaos Knights, Traitor Titans, Plague Marines, or any of the Cult troops (e.g. Berserkers, Plague Marines, etc.). Additionally your army can’t include a second daemon unit from the same Chaos God until you’ve added at least one unit from each god, and likewise you can’t have your third until you have two from each god, and so on, meaning you have to maintain some kind of balance.

What you do get is the ability to mix Chaos Daemons and Chaos Space Marines under one roof. Your army’s units gain the Disciples of Be’lakor keyword, and your Chaos Daemons get the Daemonic Disciples Keyword. And while your army loses any benefits it might have had from a Daemonic Locus (just by virtue of how you have to build it) or Legion traits, stratagems, relics, powers, or warlord traits (even if you make every unit in the detachment come from the same legion)*, you get a few tricks of your own in return.

Specifically, your Chaos Marines get the Disciples of Shadows rule as their legion trait, which gives you +1 to your attrition tests and gives enemy ranged attacks -1 to hit if they’re more than 12” away from you. Your Daemonic Disciples characters (heralds) don’t get a Daemonic Locus but instead gain Locus of Shadows, an aura that gives friendly Daemonic Disciples within 6” -1 to be hit from more than 12” away and the opponent can’t re-roll the hit roll.


Otherwise, you can treat the detachment as if it were a Chaos Daemons detachment if it has any Chaos Daemons in it, and you can treat it as a Chaos Space Marines detachment if it has any Chaos Space Marines in it. And as a nice little treat, you get access to the Disciples of Be’lakor Stratagems and the option of drawing from the Noctic Discipline for your psykers, regardless of which faction they come from.

Overall, this is a pretty big restriction – you’re basically leaving a lot of the faction’s heavy hitters off the table and forcing yourself to go pretty light on vehicles. The flip side is that the two faction traits are pretty strong. Chaos Space Marine players in particular will enjoy finally having a “Legion trait” of sorts that applies to all of the units in the army.

*Yes, you still get the Codex: CSM legion-specific stratagems, but not the ones in the appendix of Book of Fire or those from Faith and Fury/Vigilus Ablaze. Chaos, everyone.



Disciples of Be’lakor get access to six stratagems of their own; two of these only affect chaos marines in the army (Legion Disciples), two only affect Daemons (Daemonic Disciples), and two affect any unit. 

  • On the Chaos Space Marines side, Shadow Pact (1 CP) can buff an unmarked unit for a turn, giving it one of four possible benefits based on each Chaos god – pact of blood gives you +1 attack, Plague +1 Toughness, Fate a 5+ invulnerable save, and Excess +1 to move, advance, and charge. It’s an interesting boost, and gives you a lot of flexibility to do things like stand up to a volley of enemy fire, but you can’t use it to nail a charge out of deep strike because of its Command Phase timing.
  • On the Daemons side, Mortal Boon (2 CP) lets a Daemons unit within 6” of a non-vehicle Legion Disciples unit automatically pass all morale tests, counting the result as if a 1 had been rolled. This is insanely good if you’re running a large unit of Horrors with an Icon, as it’s a guaranteed way to get back D6 models. 
  • Draught of Terror also piques our interest here, used in the Morale phase to let a unit of Daemonic Disciples heal 1 wound for every model within 6” that flees, and returning a dead model if no models in the unit haven’t lost any wounds. Depending on how big you can make the stacking effects here (and we’ll look into that later), this could be really nasty with a unit of Beasts of Nurgle or Plague Drones.

  • On the “any unit” side, you’ve got Legions of Shade (1 CP), which allows any Disciples of Be’lakor unit in your army to move through enemy models when charging. This is one of the only stratagems that works on vehicles, and it may be pretty funny if you can combo it with a Helbrute or Contemptor. Blessing of Be’lakor (2 CP) can only be used if Be’lakor’s on the battlefield and allows you to change the damage characteristic of a single attack to 0 after you fail a save. It’s a pretty money way to keep the big guy on the battlefield if someone makes it through his other bullshit and worth keeping in your back pocket. It could also come in handy to ignore a melta shot that made it through the invuln of any Contemptor Dreads you brought. 



The Noctic Discipline

Be’lakor gets his own discipline, which is also available to psykers in the army. It is all-or-nothing so if you’re taking these powers you’re giving up one of the other disciplines. As always, there are six of these, just in case you ever wanted to roll for powers (no one has ever done this).

On the whole it’s a very solid discipline but the stand-outs here are Shrouded Step and Wreathed in Shades. Shrouded Step (WC 6) lets you teleport a friendly INFANTRY unit within 18” of the psyker, picking them up and putting them down anywhere on the table more than 9” from an enemy unit. Wreathed in Shades (WC 7) lets you pick a non-monster, non-vehicle unit within 12” and until your next Psychic phase, it can’t be targeted by enemy ranged weapons unless it’s the closest unit to the firing model or within 12”. 

In the “more interesting than strong” category, Pall of Despair (WC 7) has you pick a visible enemy unit within 18” and roll 3D6. Beat their Ld characteristic and you can choose one of three effects to apply until your next psychic phase: 1. Turn off one of their aura abilities, 2. They can’t perform actions and automatically fail any they were attempting, or 3. That unit fights last.

The other three give you either more ways to do mortal wounds (Voidslivers and Betraying Shades), or debuff an enemy unit – Penumbral Curse gives an enemy unit -1 for wound rolls and AP in melee.

These are pretty good, and there are some fun shenanigans you can get up to with these. Shrouded Step is particularly potent when combined with effects like the Banner of Blood that are normally used to charge out of deep strike, since now you can save 2-3 CP you’d have had to spend on putting the unit into the warp before, and can instead just power out a relatively easy psychic test to slingshot your mass of models across the battlefield. Wreathed in shades can also be pretty nasty for units of beasts or large blobs of daemons you want to remain unmolested in the middle of the battlefield. Pall of Despair is just versatile enough to always have something you’d use it for, but having to pass both a psychic test and beat the opponent’s Leadership, even on 3D6, means it has a lot of points of failure and it may just not be reliable enough to be worth taking. Though if you do take it, note that it combos with effects like Be’lakor’s Lord of Torment aura.

Kaothol Naxos, support Sorcerer for the Black Legion, which technically makes him a wingman. Credit: PantsOptional

Don: Shrouded Step is definitely the biggest winner here. You can utilize it to pin your opponent in their deployment zone and deny points. I like the idea of teleporting 9 flamers in their face turn 1, using the mortal wound on 6s to wound strat from Engine War and setting up a BBQ. The following turn you can warp surge them and make your opponent spend way too much on removing them. S+ grade on that one.

Wreathed in Shades is interesting for obliterators, but I don’t think you need them for this army. B-. and likewise Penumbral Curse is situationally awesome, greatly increasing the durability of T5+ units; the AP portion is just an added bonus and not really what you’re after.

Pall of Despair is a roll for a roll for a weak effect. This is the bad apple of the lot, and Void Slivers and Betraying Shades are at best hyper situational and just not worth it.

Mike: Wreathed in Shades stood out to me right away. Units like Havocs and Obliterators are going to love being able to stand in the open to shoot without being targetted back. Ultimately though, it’s going to have the issue of being very unreliable to cast on a WC7 and being disastrous if it fails. I think Shrouded Step will ultimately be the most impactful power from the new psychic tree. It has a massive 18” range, meaning you can easily pick up a unit (say, 30 Bloodletters with the Banner of Blood) hiding in your backline and drop it in your opponent’s face. This is pretty huge, as you’re basically saving 2CP by not having to deepstrike them. This isn’t a play you can make in every matchup or on every board, but it’s an extremely powerful tool for us to have available. 

I can see a playstyle coming together for the Disciples where you have a mass of very durable units benefitting from the locus that clob up the midboard and your deployment zone. Meanwhile, every turn you are slingshotting dangerous melee units like 16” moving Screamers with full Hit rerolls and Da Jump’ing Bloodletters into your opponent’s face to hold them off and disrupt their plans. 


The Verdict

Rob: Be’lakor’s army of renown is really difficult to judge. On the surface it has a few neat tricks but it certainly seems designed to be non-competitive, given that you can’t take many of either faction’s most powerful units and it forces you to focus hard on infantry. On the other hand, you’ve just got access to so much stuff from four different books (Codex: Chaos Space Marines, Codex: Daemons, Psychic Awakening: Engine War, and Book of Fire), that it’s difficult to imagine there isn’t *something* powerful waiting in the wings here. 

That said, it definitely seems like the real power here is all on the daemons side – very few of the remaining Chaos Marine units bring real power to the table and most of the tricks the army gives you for them can just already be done better with daemons. Yeah, you *could* take raptors and use Shadow Pack and Daemonic Boon on them, or you could just take a big blob of bloodletters with the banner of blood. The net result is that competitive attempts at Disciples of Be’lakor are likely to mostly include daemons and a few Chaos Marine characters who can add some extra value.

There are two things really holding the Disciples of Be’lakor right now: The first is a distinct lack of synergy.Many abilities and psychic powers for units in the army are still gated based on LEGION or MARK keywords and as a result don’t quite work as well as they could. Given 9th edition design philosophies, this is likely to get worse, not better, as new books come out and auras and powers become more restrictive. The second is being stuck in 8th edition design, meaning that right now a Disciples of Be’lakor army has no way to generate additional Warlord Traits, closing off some of the best bonuses in either book to the army. This will likely be improved in future books, however.

Mike: Before I dive into the overall impact of Be’lakor’s supplement, I have to express how freaking happy I am to simply be getting some new rules for Daemons and Chaos Space Marines. It really does feel like it will be a joy (and challenge) for Daemons players to dive back into their codex, and identify units from all four gods they want to run. Dust off your Skull Cannons and see how they do. Finish assembling those Slaanesh Chariots and give them a shot. Daemon list-building had gotten stale recently, and it’s going to be really fun trying to write lists without relying on our Greater Daemons and Slaanesh locus to carry us. 

Tzeentch Daemons stand out as the biggest winners from the new book. Units like Screamers and Pink Horrors always had offensive potential, but were held back by hitting on a 4+ with almost no ways to buff that. Be’lakor’s ability to give full hit rerolls to a unit each turn will help mitigate that weakness. They also had no easy access to -1 to Hit, an issue that Be’lakor’s locus solves. People aren’t prepared for how obnoxiously durable a unit of Horrors with splitting points is going to be with these new rules. And don’t even get me started on Beasts of Nurgle with the new locus. 

One thing that immediately stood out to me was the high Warp Charge value of the new psychic powers. Outside of Shrouded Step, which is incredible, all the powers you’ll want to cast at WC7. I think a Changecaster is going to be an interesting tool for Disciples of Be’lakor lists for access to the stratagem to auto-cast a psychic power.  

I hate to say it, but if we’re talking competitively then we have to compare the Disciples of Be’lakor to other recent releases like Drukhari, AdMech, and Sisters of Battle. Compared to those factions, this army doesn’t reach quite the same level. Still, it’s great for Chaos players to finally have some new tools to take on those factions. I want to get my Daemons on the table and experiment with all sorts of different lists in these matchups, because there is a lot of hidden strength in this new supplement that will take some time to perfect. 


Credit: Silks

Let’s Build Some Lists

Before we move on to the Chaos Space Marines Appendix, let’s build a few lists using the new Be’lakor and his army.

Mike’s Lists

We’re going to start simple here. The first list features Be’lakor at his speediest, flying alongside some Keepers to apply pressure out of the gate. Two huge waves of double shooting and auto-charging Terminators will clean up the mess that Be’lakor and the Keepers leave behind. 

The Faster Dark Master

Slaanesh Daemons Battallion: 

HQ: Be’lakor (360)
HQ: Exalted Keeper of Secrets (230, Warlord with Celerity of Slaanesh and Forbidden Gem)
HQ: Exalted Keeper of Secrets (230)

Troop: 10 Daemonettes
Troop: 10 Daemonettes
Troop: 10 Daemonettes

Elite: 2 Fiends
Elite: 2 Fiends

Fast Attack: 5 Furies
Fast Attack: 5 Furies

Emperor’s Children Patrol:

HQ: Sorcerer

Troop: 10 Cultists

Elite: 10 Terminators (Lightning Claw, Combi-Bolter)
Elite: 9 Terminators (Lightning Claw, Combi-Melta)

The next list is all about taking advantage of the tools available to the Disciples of Be’lakor. This list includes teleporting Bloodletters, invisible double-shooting Havocs, and Furies to balance out the count between God units. The Contorted Epitome is also there to get combat traps with the Bloodletters and Be’lakor, and maybe even getting Be’lakor to fight twice with Hysterical Frenzy.

Disciples of Be’lakor Mixed List

Disciples of Be’lakor Battalion:
HQ: Be’lakor
HQ: Contorted Epitome
HQ: Bloodmaster

Troop: 20 Bloodletters, Icon, Banner, Banner of Blood
Troop: 20 Bloodletters, Icon, Banner, Banner of Blood
Troop: 20 Bloodletters, Icon, Banner, Banner of Blood
Troop: 20 Pink Horrors, Icon
Troop: 3 Nurglings
Troop: 10 Plaguebearers

Elite: Fiend of Slaanesh
Elite: Fiend of Slaanesh

Fast Attack: 5 Furies (Nurgle)
Fast Attack: 7 Furies (Tzeentch)
Fast Attack: 5 Screamers

Heavy Support: 5 Havocs (Reaper Chaincannons)

Credit: Liebot – https://instagram.com/liebot_pics

Don’s List

Disciples of Be’lakor Battalion Detachment

HQ: Belakor 360
HQ: Poxbringer 75
HQ: Bloodmaster 60

Troops: 30x pink horrors with icon 255
Troops: 3x Nurglings (66)
Troops: 10x bloodletters with instrument 90

FA: 5x furies slaanesh 45
FA: 5x furies slaanesh 45

++ 996 points ++

This is the core of a list that I don’t ever want to play. Leftover here are 1004 points to be stupid with, and of those a good chunk will go toward splitting horrors that are an absolute chore to kill. Lots of accounting to do here. So much accounting.

My more fun list looks something like this:

Disciples of Be’lakor Battalion Detachment

HQ: Be’lakor, Warlord: Shrouded Step, Wreathed in Shades (360)
HQ: Herald of Slaanesh (55)
HQ: Herald of Slaanesh (55)

Troops: 20 bloodletters with icon, instrument, Stratagem: Banner of Blood (-1 CP, 185)
Troops: 20 bloodletters with icon, instrument, Stratagem: Banner of Blood (-1 CP, 185)
Troops: 20 bloodletters with icon, instrument, Stratagem: Banner of Blood (-1 CP, 185)
Troops: 30x Pink Horrors with icon (255)

EL: 5 beasts of Nurgle (175)
EL: 1 beast of Nurgle (35)
EL: 1 exalted Flamer (60)
EL: 9 flamers (207)

FA: 3x plague drones with an instrument (115)
FA: 5x furies Slaanesh (45)

Total: 1,917 points, 9 CP

This list seems like a lot more fun, and continually flinging units of 20 bloodletters at the opponent to activate a banner of blood seems like a good time for everyone.


Credit: Svbfloorvg

Rob’s List

I’ve got much more of a soft spot for Chaos Space Marines, so I may as well be the idiot that tries to make them work in a Be’lakor list. 

Disciples of Be’lakor Battalion Detachment

HQ: Be’lakor, Warlord: Shadow Lord (360), Shrouded Step, Wreathed in Shades
HQ: Contorted Epitome, Powers: Delightful Agonies, Hysterical Frenzy (210)
HQ: Chaos Sorcerer w/Jump Pack, Black Legion, Mark of Tzeentch: Death Hex, Prescience

Troops: Plaguebearers x10 (90)
Troops: Plaguebearers x10 (90)
Troops: Pink Horrors x30 + icon (255)
Troops: Brimstone Horrors x10 (50)
Troops: Bloodletters x20 + icon + instrument, Banner of Blood (185)

FA: Furies of Khorne x5 (45)

EL: Chaos Terminators x9, Legion: Black Legion Icon of Vengeance, Mark of Slaanesh, 7x Combi-plasma + Lightning claw, 1x Combi-plasma + Chainfist, Champion: Combi-plasma + Chainfist (279)
EL: Beasts of Nurgle x5 (175)
EL: Fiends x3 w/Blissgiver (125)

Reinforcement Points: 21

OK I didn’t quite get there. I’ve got a big unit of Terminators ready to shoot twice and a Sorcerer with Death Hex adding onto the fun here. Something I really like in the Be’lakor list is the prospect of taking 10-model squads of Plaguebearers for holding rear objectives; you can potentially eschew the need for 20 models by just staying the hell away from anything shooting at you. I also like being able to toss in an Epitome here to provide some extra oomph trapping units in melee and being able to cast Hysterical Frenzy on Be’lakor seems like a solid deal.


Credit: Robert “TheChirurgeon” Jones

The Appendix

In addition to the rules for Be’lakor’s Army of Renown, the Book of Fire collates a bunch of Chaos Marines content from prior books. Namely, the rules for the Chaos Legions and Renegade Chapters from Vigilus Ablaze (Black Legion, Red Corsairs, Brazen Beasts, Flawless Host, The Scourged, Crimson Slaughter, and the Purge), Faith and Fury (Alpha Legion, Emperor’s Children, Iron Warriors, Night Lords, Word Bearers, World Eaters), and War of the Spider (Creations of Bile). These are exactly the same rules as before, only they’ve been cleaned up to reflect FAQ changes and other ambiguities and the stratagems now have specific types associated with them, such as “Epic Deed Stratagem” or “Battle Tactic Stratagem.” 

Sadly, this update isn’t particularly as robust as it needed to be, since it didn’t update the wording on every ability to reflect 9th edition wording – Malicious Volleys for example still refers to “every model in its unit Remained Stationary in your previous Movement phase” instead of using the updated language from Codex: Death Guard. Similarly, the Alpha Legion’s Renascent Infiltration sees a unit removed from the board then set up again “at the end of your next Movement phase” instead of “in the Reinforcements Step.” This is pretty lazy overall.

Despite that, there are a few minor changes worth noting here:

  • [Aura] tags have been added for a number of Warlord Traits and relic abilities, making it clear when those are being added to a model’s abilities.
  • The Word Bearers’ Cursed Despoilers Stratagem now specifies that it affects one Obstacle or Area Terrain feature.
  • The Night Lords’ We Have Come For You Stratagem now doesn’t affect enemy units with the VEHICLE, TITANIC, or AIRCRAFT keywords, meaning it will affect non-vehicle units with a minimum move characteristic. There are none of these at the moment but uh, be on the lookout for them I guess.
  • Most of the FAQ adjustments to Faith and Fury rules have been added here – Sabotaged Armoury for example includes the language about causing vehicles to explode on a 6+ if they’d otherwise have exploded on a 6.
  • In “non-change” news, Apoplectic Frenzy still hasn’t gotten the clarification it needed to only work once on a unit. We’ll just keep living with that, I guess.
  • The Renegade Chapter sections include their updated rules for the Brazen Beasts, the Purge, Flawless Host, and the Scourged having to take specific god keywords.

…and that’s about it. 

Look, if you wanted two wound chaos marines, this isn’t that. It’s time to face the fact that Chaos Marines are going to be stuck with one wound until we get the faction’s new codex, whenever that happens. And when it does, I suspect the new book will invalidate these rules, making this the first 9th edition book to have invalid rules in it, unless some other book comes along to pull off that trick first. It’s kind of a baffling decision.

On the other hand, if you’re looking to get into Chaos Space Marines and wanted a place to find all of their non-codex rules in one place, this is the perfect place to do that, and with the FAQ adjustments baked in so you don’t have to go searching for those any more. It’s great for if you missed those books when they were on sale and even better if you bought those and have had to come to terms with lugging around three books to make the army work (though admittedly this is only if you’re playing a Vigilus Ablaze chapter/legion).

I’m torn here because on the one hand, this is a great collection of what is, on the whole, a pretty great set of rules! On the other hand, they’re also old rules and in no way what any Chaos player wanted right now. So if you’re just starting out with Chaos Space Marines, pick this up; it’s pretty great and there’s no sign of our new book on the horizon. If you already have the old rules, I don’t see a lot of reason to get this unless you play Black Legion and are sick of lugging around a bunch of books.


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