Chaos Space Marines Review: Imperial Armour XIII: Legacies of Ruin Part 2


Hey everyone, Adam here from TFG Radio! Today we are continuing the coverage of the Legacies of Ruin for Chaos Space Marines from Imperial Armour 13.  As always, for more tactics articles, check out the Tactics Corner!

Again, Imperial Armour 13 provides a bit of a boost to the Chaos Space Marine armies. For a brief intro to the legacies, see Part One  of the series.


Although I already went over the rules in regards to being able to use the legacies, lets go over them again:

  • Any vehicle available to Chaos Space Marines, and it’s supplements, may take a Legacy of Ruin
  • One vehicle per 1,000 points may take a Legacy of Ruin
  • No Duplicates
  • No Daemon Engine, as well as any vehicle with Daemonic Possession or Daemonic Resilience rule, may take a Legacy of Ruin. Now there has been some debate on whether a Chaos Knight with a mark of one of the chaos gods can take a legacy. The reason for this is that, when given a mark, the Chaos Knight becomes a daemon of that chaos power but is not considered a Daemonic Engine, nor does it have Daemonic Possession. Check with your Tournament Organizer, if playing in a tournament.

With that out of the way lets get started!

Legacy: Fourth Quadrant Rebellion

Cost: 15 points/Vehicle, 30 points/Super Heavy Vehicle(SHV)

Benefits: Friendly units of chaos cultists with 12″ are fearless. When a vehicle has 1 hull point left, it gains a 4+ invulnerable save.

Tactics: This depends on how you use your cultists. Very useful on a low costed vehicle in your backfield if you just want your cultists to stay on the objective. This is also good if you have a vehicle that is able to move up if the cultists are pressing forward and attacking. The invulnerable save is nice, but with only 1 hull point left, it won’t last long unless you are rolling really hot.

Legacy: Badab Uprising

Cost: 20 points/Tank, 30 points/SHV, 20 points/Walker

Benefits: Fear & Preferred Enemy (Space Marines) Tank/SWH. Rage & Hatred(Chaos Space Marines) Walker

Tactics: kind of a Jekyll & Hyde in that, depending if walker or tank, you either don’t like Space Marines or Chaos Space Marines. Fear is a non-factor in today’s meta. Rage is always useful but it’s matched with the wrong army for the second half of the rule. For the amounts of points you pay, you may want to look at another legacy.

Legacy: Scourge of the Greenskin

Cost: 25 points/Tank

Benefits: Extra D6″ to Tank Shock distance and Preferred Enemy(Orks)

Tactics: The extra distance is useful, but only when tank shocking. With the inability to reliably kill units with that tactic your best best is to use it as it was used in previous editions. You use Tank Shock, along with the extra movement, to move units off of objects late game or for maelstrom. The bonus against orks is ok but not really a reason to get this legacy.


Legacy: Last of the Forge

Cost: 20 points/Vehicle with transport capacity

Benefits: Ignore Stunned or Shaken results on a 4+, Preferred Enemy(Tyranids), Transported unit gains Hatred(Tyranids)

Tactics: This one is very helpful if you play against Tyranids a lot or you expect to see a lot of  Tyranids at your local tournament. Being able to ignore the damage results is nice but still not something that you can rely on. Having preferred enemy for the vehicle is always nice and hatred for a dedicated close combat unit is extremely useful in that initial round of combat. In a format where you don’t know who your opponent might be, unfortunately, means that there is a better legacy to deal with all your opponents.

Legacy: Screams of the Lugganath

Cost: 25 points/Vehicle, 30 points/SHV

Benefits: Fear if attacked Eldar, Dirge Caster range increased to 12″

Tactics: This one could be a nice surprise when playing against Eldar. Not so much the fear part, because it would have to be in close combat, but the extended range of the dirge caster. Because the rule states that it affects every model in range, it can help mitigate the amount of overwatch your assault units receive if they are near the vehicle that has the dirge caster. The only problem I see is the cost of legacy but if you can squeeze it in somehow, you should give it a try.

Legacy: Perdus Rift Anomaly

Cost: 20 points/Vehicle, 40 points/SHV

Benefits: If deployed on the table, you may re-roll your attempt to seize or force your opponent to re-roll a successful attempt to seize & preferred enemy (Tau Empire).

Tactics: This one is probably one of the most relevant legacies today. With the increase in appearances at tournaments, the preferred enemy (Tau Empire) perk is very relevant. If you plan on going to a tournament, expect to see at least one Tau army. That’s not even the best part. All you need to do is deploy the model on to the table and you get to reroll your seize or your opponent has to reroll his successful roll to seize. This is the same power as Cotez but at about half the points cost, if you use it on a super heavy vehicle. Since you aren’t planning to ask the Inquisition’s help, this is just as good at half the price.

Legacy: 1st War for Armageddon

Cost: 25 points/Vehicle, 35 points/SHV

Benefits: +1 Invulnerable save to daemons of Khorne within 6″, Fear against Astra Militarum.

Tactics: Another legacy with a specialized use but it is for one of the chaos gods we see all the time, Khorne. The +1 to a daemon’s save within 6″ gives them a boost to a 4+. If you also have an allied daemon army, using the Grimoire of True Names, you can more reliably get a 2+ invulnerable save without having to rely on the psychic phase for cursed earth, or, in a pinch, to mitigate a bad Grimoire roll. Since you can put it on a Chaos Knight with the Mark of Khorne, you automatically give him a 3+ Ion and 4+ invulnerable save since he is within the 6″ range. Again, if playing outside of ITC, you may want to check with your tournament organizer if this is okay.


The Legacies of Ruin is a good way to help give your army that extra edge. You really should find the points and maybe give them a try.  Hopefully, giving a vehicle in your army one of these will increase their role on the battlefield.

Well, that’s it for now. In the final installment we will talk about the god specific and undivided legacies.

As always, share your thoughts in the comments section! And remember, Frontline Gaming sells Games Workshop product at up to 25% off, every day. You can also pick up some cheap models in our Second Hand Shop. Some of these gems are quite rare, sometimes they’re fully painted!



About Adam

Adam, aka Latin Gandalf, has been gaming since the early eighties and has played 40K since Rogue Trader (among a number of other games). He listens to more podcasts than any healthy person should and is currently the host for TFG Radio. He also is judges for LVO and head judges other major 40K Grand Tournaments.

9 Responses to “Chaos Space Marines Review: Imperial Armour XIII: Legacies of Ruin Part 2”

  1. Avatar
    Jason Wolfe September 7, 2016 10:02 am #

    Perdus Rift Anomaly on a Rhino for 20 points seems like a no brainer in every chaos list. Seizes are game breaking and this mitigates them to a massive degree for only 20 points. What a steal.

  2. Avatar
    Threllen September 7, 2016 11:27 am #

    IIRC, people have been saying that Renegade Knights are now included in the new Traitor’s Hate book which would make them CSM units. That means they now have access to Legacies of Ruin which is very nice. You could fit a Khorne dog formation alongside CSM with a knight and put the armageddon on the Knight. Or Fearless to Cultists if you wanted to march up some big blobs around the knight. Of course… if it dies you’re kind of hosed.

    • Avatar
      Blight1 September 7, 2016 4:04 pm #

      All I’ve heard is that the renegade knight faction is getting fleshed out with relics and marks. Nothing about them being faction chaos space marines.

      • Avatar
        Threllen September 8, 2016 5:34 am #

        That’d be unfortunate for IA XIII users, but I could see it. At least you always still have Chaos Knights (even if they are a bit more expensive thanks to the marks).

    • Avatar
      westrider September 7, 2016 4:17 pm #

      Depends on how they’re listed. These Supplements have all included multiple Factions so far, so I wouldn’t be at all surprised if their Faction is still Renegade Knights.

  3. Avatar
    Marandamir September 7, 2016 2:38 pm #

    wow, 1st War for Armageddon paired with a khorne knight and a crusher star would be sick. A crusher unit with 4 or so heralds on juggers in the unit. Buff them the grimoire and you got a monster crusher unit with a 2++ and a knight keeping up with it. Scary 🙂

  4. Avatar
    Lord Krungharr September 7, 2016 7:17 pm #

    I’ve seen a KDK army using an allied CSM fire raptor with the screams of lugganoth. That 12″ dirge faster is awesome on a flyer assuming it comes in on time. Overwatch can be a brutal event for berserkers and non invulnerable dudes. Helps avoid grim resolve and the damn tau fire support.

    But yeah I think the +1 to Khorne daemon invuls is the tops out of the lot. Typhons could be really good with that too besides a chaos knight. On a Kytan maybe ? Is that allowed?

    • Avatar
      Lord Krungharr September 7, 2016 7:18 pm #

      Oops forgot about the no legacy on a daemon model. No Kytan.

  5. Avatar
    Axis of Entropy September 7, 2016 11:41 pm #

    When you review the Battle of Signus Prime legacy be sure to mention its obvious synergy with the Ravenwing Darkshroud. Furious Charge supercharges those Black Knights. No Ravenwing player should leave home without it!

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