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Version 2.15
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Contents
Foreword & Disclaimer ....................................................................... 3
Sons of the Primarchs: Army-wide Rules ...................................... 4
Wargear Lists .......................................................................................... 5
Legion Praetor ...................................................................................... 6
Legion Command Squad ................................................................... 7
Legion Terminator Command Squad ............................................ 8
Legion Centurion ................................................................................ 9
Hq
Legion Consuls .................................................................................... 10
Damocles Command Rhino ............................................................. 12
Master of Armour ................................................................................ 13
Elites
Legion Terminator Squad .................................................................. 14
Legion Nullificators Squad ............................................................... 15
Legion Veteran Tactical Squad ......................................................... 16
Legion Techmarine Covenant ......................................................... 17
Legion Servo-automata ...................................................................... 18
Legion Dreadnought Talon ............................................................... 19
Legion Mortis Dreadnought ............................................................ 20
Contemptor Dreadnought Talon .................................................... 21
Contemptor-Mortis Dreadnought ................................................. 22
Contemptor-Cortus Dreadnought Talon ...................................... 23
Legion Rapier Weapons Battery ..................................................... 24
Legion Destroyer Squad .................................................................... 25
Apothecarion Detachment ............................................................... 26
Troops
Legion Tactical Squad ......................................................................... 27
Legion Assault Squad ......................................................................... 28
Legion Breacher Siege Squad ........................................................... 29
Legion Tactical Support Squad ........................................................ 30
Legion Reconnaissance Squad ........................................................ 31
Legion Hussar Squad ......................................................................... 32
Legion Jetbike Sky Seeker Squadron ............................................ 33
Fast Attack
Legion Seeker Squad .......................................................................... 34
Legion Outrider Squad ...................................................................... 35
Legion Attack Bike Squadron .......................................................... 36
Legion Jetbike Sky Hunter Squadron ........................................... 37
Legion Land Speeder Squadron ...................................................... 38
Legion Javelin Attack Speeder Squadron ..................................... 39
Anvillus Pattern Dreadclaw Drop Pod .......................................... 40
Legion Termite Assault Drill ........................................................... 41
Legion Sabre Strike Tank.................................................................. 42
Heavy Support
Legion Deathstorm Drop Pod .......................................................... 43
Legion Heavy Support Squad .......................................................... 44
Legion Predator Strike Squadron ................................................... 45
Legion Land Raider Battle Squadron ............................................. 46
Achilles-Alpha Pattern Land Raider .............................................. 47
Legion Artillery Tank Squadron ..................................................... 48
Legion Vindicator Siege Tank Squadron ...................................... 49
Legion Spartan Assault Tank ............................................................ 50
Sicaran Venator Tank Destroyer ...................................................... 51
Legion Sicaran Battle Tank ............................................................... 52
Legion Sicaran Punisher Assault Tank .......................................... 53
Legion Sicaran Omega Tank Destroyer ........................................ 54
Legion Sicaran Arcus Strike Tank .................................................. 55
Leviathan Pattern Siege Dreadnought Talon ............................. 56
Deredeo Pattern Dreadnought ....................................................... 57
Legion Whirlwind Scorpius ........................................................... 58
Legion Malcador Assault Tank ....................................................... 59
Legion Jetbike Sky Slayer Support Squadron ............................ 60
Legion Kharybdis Assault Claw ..................................................... 61
Legion Arquitor Bombard ................................................................ 62
Legion Kratos Tank ............................................................................ 63
Dedicated Transport
Legion Rhino Armoured Carrier .................................................... 64
Legion Drop Pod .................................................................................. 65
Legion Dreadnought Drop Pod ....................................................... 66
Flyer
Primaris-Lightning Strike Fighter ................................................. 67
Legion Storm Eagle Assault Gunship ........................................... 68
Xiphon Pattern Interceptor .............................................................. 69
Legion Fire Raptor Gunship ............................................................ 70
Legion Caestus Assault Ram ............................................................ 71
2
Lords of War
Legion Cerberus Heavy Tank Destroyer ....................................... 72
Legion Typhon Heavy Siege Tank .................................................. 73
Legion Falchion Super-heavy Tank ................................................ 74
Legion Stormblade Super-heavy Tank .......................................... 75
Legion Fellblade Super-heavy Tank ............................................... 76
Legion Glaive Super-heavy Special Weapons Tank ................... 77
Legion Thunderhawk Transporter ................................................. 78
Legion Thunderhawk Gunship ....................................................... 79
Legion Mastodon Heavy Assault Transport ................................ 80
Sokar Pattern Stormbird .................................................................... 81
Fortifications
Legion Tarantula Sentry Gun Battery ............................................ 82
Imperial Primus Redoubt ................................................................. 83
Imperial Castellum Stronghold ...................................................... 84
Mechanicum Units
Castellax Battle-automata Maniple ................................................ 85
Vorax Battle-automata Maniple ...................................................... 86
Thallax Cohort ..................................................................................... 87
Domitar Battle-automata Maniple ................................................. 88
Principia Belicosa: Building your Army .......................................... 89
Rites of War .............................................................................................. 90
Relics of the Dark Age .......................................................................... 94
Psyarkana .................................................................................................. 95
Stratagems ............................................................................................... 100
Librarius Discipline ............................................................................. 103
Litanies of Battle ................................................................................... 105
Warlord Traits ........................................................................................ 106
Points Values ......................................................................................... 107
Weapons Summary ............................................................................. 111
Foreword & Disclaimer
Welcome to this compilation of rules, intended to allow people to use their Horus Heresy armies with the 40k 8th Edition ruleset.
We’ve tried to keep the structure and arrangement of units and armies the same as they have been in previous versions of 30k, but using the
8ed rules system. If rules for a unit exist in 8ed, we’ve used them unchanged. When porting over rules from 7ed, we’ve tried to use equivalent
8ed rules wherever possible, and only write completely new material where necessary. We appreciate any input on what does and doesn’t work,
or what could be improved. This is intended to be a living document, updated regularly based on community playtesting.
No copyright infringement is intended to any of the many, many GW trademarks we’ve liberally used in this document. We’re all huge fans of
Warhammer 40k and 30k and the setting GW has created, and this is our attempt to help out the player base and provide a common structure
for Heresy players who want to play 8ed, at least until an official supplement is released. We make no claim to ownership over anything
included in this document.
Compiled by Grifftofer and ArbitorIan with contributions by Wildetuen, RandomTerror, Mounty_Chris, Shas’va, Darog, Chainmachetem,
Magos_Dominus, bryanp319 and Azkaëllon. With thanks to the members of Heresy 30k, HATE Club and Dakkadakka for suggestions and
playtesting.
3
SONS OF THE PRIMARCHS
This book contains all the datasheets that you will need to fight battles with your Legiones Astartes miniatures,
and the rules for the weapons they can wield in battle. Each datasheet includes the Characteristics profiles of
the unit it describes, as well as any wargear and special abilities it may have. Any abilities that are common to
several units are described below and referenced on the datasheets themselves.
Keywords
Support
Throughout this book, you will come across a keyword that is within
angular brackets, specifically <Fealty> and <Legion>. This is
shorthand for a keyword of your choosing, as described below.
A unit with this keyword cannot be taken as a compulsory choice for
the category of the Force Organisation chart that it is in.
<Fealty>
All Astartes Units with this special rule have a number of additional
Abilities, detailed in the rules for their specific Legion. Generally,
these rules apply to all Legiones Astartes units from a specific
Legion. Cybernetica Cortex, Thallax and Servo-automata units
are the exception and do not benefit from Angels of Death, Legion
Traits.
In games set in the Age of Darkness, your army will either fight on
the side of the loyalists or the traitors. When you build your army,
pick which you wish it to be. If you pick loyalist, then all units with
the <Fealty> keyword have this keyword changed to Loyalist. If
you pick traitor, then all units with the <Fealty> keyword have this
keyword changed to Traitor.
All units in your army must have the same allegiance. Some unique
Characters or specific units can already have Traitor or Loyalist
printed on their datasheet, in which case they can only be taken in
armies with the matching allegiance.
<Legion>
All Space Marines are drawn from one of the Legions. Some datasheets
specify what Legion the unit is drawn from (e.g. Ezekyle Abaddon
has the Sons of Horus keyword, so is drawn from the Sons of Horus
Legion). If a Legiones Astartes datasheet does not specify which
Legion it is drawn from, it will have the <Legion> keyword. When
you include such a unit in your army, you must nominate which
Legion that unit is from. You then simply replace the <Legion>
keyword in every instance on that unit’s datasheet with the name of
your chosen Legion.
For example, if you were to include a Praetor in your army, and you
decided he was from the Iron Hands Legion, his <Legion> Faction
keyword is changed to Iron Hands and his Rites of Battle ability
would then say ‘You can re-roll hit rolls of 1 made for friendly Iron
Hands units within 6” of this model.’
Detachment Abilities
Legiones Astartes Detachment is one that only includes models
with the Legiones Astartes keyword (excluding models with
the Agents of the Emperor or the Warmaster or Unaligned
keyword).
• Legiones Astartes Detachment gain the Master of the Legion,
Primarch, Support, Legion Traits abilities.
• Troops units in Legiones Astartes Detachment gain the
Objective Secured (this ability is described in the cnammer
40,000 Core Book).
•
Legion Traits
ANGELS OF DEATH
This unit has the following abilities: Legiones Astertes, Bolter
Discipline and Shock Assault.
Legiones Astertes
Each time a Combat Attrition test is taken for this unit, ignore any
or all modifiers.
Bolter Discipline
Instead of following the normal rules for Rapid Fire weapons,
models in this unit firing Rapid Fire bolt weapons make double the
number of attacks if any of the following apply:
• The firing model’s target is within half the weapon’s maximum
range.
• The firing model is Infantry and every model in its unit
remained stationary in your previous Movement phase.
• The firing model is a Terminator , Biker or Dreadnought.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt
weapon with the Rapid Fire type.
Shock Assault
If this unit makes a charge move, is charged or performs a
Heroic Intervention, add 1 to the Attacks Characteristic of
models in this unit until the end of the turn.
Jump Pack
Jump Pack Assault/ Sky Hunters: During deployment, a unit
equipped with a jump pack/ scimitar jetbike can be set up high in
the skies instead of placing them on the battlefield. At the end of
any of your Movement phases this unit can assault from above - set
them up anywhere on the battlefield that is more than 9” away from
any enemy models.
Sky Hunters
Master of the Legion
Only one unit with this keyword may be taken per 1,000 points in
your army. Having a unit with this keyword in a detachment allows
the detachment to take a Rites of War.
Company Commmand
You can include a maximum of one Praetor model and three
Centurion models in each Detachment in your army.
Primarch
A model with this keyword must always be your Warlord. However,
they do not generate a Warlord trait.
4
During deployment, a unit equipped with a jump pack/ scimitar
jetbike can be set up high in the skies instead of placing them on
the battlefield. At the end of any of your Movement phases this unit
can assault from above - set them up anywhere on the battlefield
that is more than 9” away from any enemy models.
Fear
If enemy units within 6” of this unit fails the Morale test, additional rules
apply:
• The enemy unit must subtract 1 from all Hit rolls until the start of
your next Morale phase.
• If the unit is within Engagement range with other enemy models, it
must Fallback on its next Movement phase.
Wargear Lists
Combi-weapons
Ranged Weapons
Combi-bolter
Combi-flamer
Combi-grenade launcher
Combi-melta
Combi-plasma
Combi-volkite
Boltgun
Combi-weapons
Master-crafted boltgun (Praetor only)
Volkite charger
Sponson Weapons
Two heavy bolters
Two lascannons (Power Rating +1)
Two heavy flamers
Dreadnought Secondary Weapons
Graviton gun
Heavy flamer
Meltagun
Plasma blaster
Twin boltgun
Techmarine Equipment
Combi-Weapons
Graviton gun
Master-crafted boltgun
Nuncio-vox
Plasma pistol
Volkite charger
Melee Weapons
Chainfist (Terminator only)
Charnabal sabre (not available to Terminators)
Heavy chainsword (not available to Terminators)
Lightning claw
Paragon blade (Praetor only)
Power fist
Power Weapons
Thunder hammer
Thallax Weapons
Irad-cleanser
Multi-laser
Multi-melta
Phased plasma-fusil
Photon thruster
Pintle Weapons
Vehicle Upgrades
Combi-weapons
Havoc launcher
Heavy bolter
Heavy flamer
Multi-melta
Twin boltgun
Dozer blade
Hunter-killer missile
Veteran Weapons
Flamer
Heavy bolter with suspensor web
Heavy chainsword
Heavy flamer
Lightning claw
Meltagun
Missile launcher (frag & krak missiles) with suspensor web
Plasma gun
Volkite charger
Pistols
Archaeotech Pistol (Praetor only)
Hand flamer
Plasma pistol
Volkite serpenta
Power Weapons
Power axe
Power lance
Power maul
Power sword
Smokescreen keyword
Protective Wargear
Boarding shield
Combat shield
Refractor field
Machine Spirit keyword
Rad Grenades keyword
A note on Chainswords
This document makes exclusive reference to chainsword(s)
throughout. However if a model is physically armed with a combat
blade and its entry states it has a chainsword then it should be
considered to have a chainsword for all purposes. This is because
chainswords and combat blades function identically in the 8th
edition rules and the terms are used interchangeably in the Horus
Heresy books. I have simply omitted writing chainsword/combat
blade every time in order to save space (and my sanity).
Melta Grenades keyword
Core
5
Core keyword
Legion Praetor
5
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Praetor
Legion Praetor
6”
2+
2+
4
4
5
4
9
2+
14”
2+
2+
4
5
6
4
9
2+
5”
2+
2+
4
4
6
4
9
2+
on Bike
Legion Praetor
in Terminator Armour
•
•
•
A Legion Praetor is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades.
A Legion Praetor on bike is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades. His Legion Space
Marine Bike is equipped with a twin boltgun.
A Legion Praetor in Terminator Armour is a single model armed with a power weapon and a combi-bolter.
WEAPON
RANGE TYPE
Bolt pistol
Chainsword
Paragon blade
Frag grenade
Grenade harness
Krak grenade
UNIT OPTIONS
WARGEAR
OPTIONS
12”
Melee
Melee
6”
12”
6”
AP
D
ABILITIES
4
User
+2
3
4
6
0
-1
-3
0
-1
-1
1
1
3
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon
Blast weapon
-
A Legion Praetor can take one of the following upgrades:
• A Legion Praetor can be upgraded to a Legion Praetor on bike with twin boltgun (+1 Power Rating). If it does,
its Move Characteristic is increased to 14”, it replaces its Infantry keyword with Biker.
• A Legion Praetor can be upgraded to a Legion Praetor on legion scimitar jetbike with heavy bolter (+2 Power
Rating). If it does, its Move Characteristic is increased to 15”, and it gains the Fly keyword.
• A Legion Praetor can be upgraded to a Legion Praetor in Terminator Armour (+1 Power Rating). If it does, it
gains the Terminator keyword.
• A Legion Praetor in Terminator Armour can take Cataphractii Armour. If it does, its Move Characteristic is
reduced to 4”.
• A Legion Praetor in Terminator Armour can take Tartaros Armour. If it does, its Move Characteristic is
increased to 6”.
• A Legion Praetor can take a jump pack (+1 Power Rating). If it does, its Move Characteristic is increased to
12”, and it gains the Fly and Jump Pack keywords.
• This model can replace its chainsword with an item from the Pistols or Melee Weapons lists.
• This model can replace its bolt pistol with an item from the Pistols, Combi-weapons or Melee Weapons lists.
• This model can take an item from the Ranged Weapons* list.
• This model can take an item from the Protective Wargear list*.
• This model can replace its combi-bolter and/or power weapon with items from the Melee Weapons list.
• This model can replace its combi-bolter with items from the Combi-weapons or Ranged Weapons list.
• A Legion Praetor in Terminator Armour can take a grenade harness.
*
ABILITIES
Pistol 1
Melee
Melee
Grenade D6
Assault D6
Grenade 1
S
Not available to a Praetor in Terminator Armour.
Angels of Death, Legion Traits
Iron Halo: This model has a 4+ invulnerable save.
Rites of Battle (Aura): You can re-roll hit rolls of 1 made for friendly <Legion> Core units within 6” of that
model.
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
Cataphractii Armour: APraetor equipped with Cataphractii Armour has a 4+ invulnerable save, but you must
halve the result of the dice rolled when determining how far this model Advances. Each time a melee attack is made
against the bearer, subtract 1 from that attack’s hit roll.
FACTION
KEYWORDS
KEYWORDS
Jump Pack Assault/ Sky Hunters: During deployment, a unit equipped with a jump pack/ scimitar jetbike
can be set up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases
this unit can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy
models.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Character, Master of the Legion, Astartes, Melta grenades, Praetor
6
Legion Command Squad
NAME
Legion Space Marine
Chosen
Legion Space Marine
Chosen on Bike
Core
M
WS
BS
S
T
W
A
Ld
Sv
6”
3+
3+
4
4
3
3
8
3+
14”
3+
3+
4
5
4
3
8
3+
5
Power
This unit consists of 3 Legion Space Marine Chosen. It can include up to 2 additional Legion Space Marines Chosen (Power Rating +2).
• Each Legion Space Marine Chosen is armed with a boltgun, chainsword, bolt pistol, frag grenades and krak grenades.
• Each Legion Space Marine Chosen on Bike is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades. His
Legion Space Marine Bike is equipped with a twin boltgun.
• One Legion Space Marine Chosen or Legion Space Marine Chosen on Bike also carries a Company Banner.
WEAPON
Boltgun
Bolt pistol
Chainsword
Frag grenade
Krak grenade
RANGE TYPE
24”
12”
Melee
6”
6”
Rapid Fire 1
Pistol 1
Melee
Grenade D6
Grenade 1
S
AP
D
ABILITIES
4
4
User
3
6
0
0
-1
0
-1
1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon
UNIT OPTIONS
If the Master of the Legion has taken a unit option then the Legion Command Squad can take the corresponding
option:
• The unit can be upgraded to ride bikes with with twin boltgun (+1 Power Rating). If it does, its Move
Characteristic is increased to 14”, it replaces its Infantry keyword with Biker.
• The unit can be upgraded to ride legion scimitar jetbikes with heavy bolter (+2 Power Rating). If it does, its
Move Characteristic is increased to 15”, its Save Characteristic is improved to 2+, and it gains the Fly keyword.
• The unit can take jump packs (+1 Power Rating). If it does, its Move Characteristic is increased to 12”, and it
gains the Fly and Jump Pack keywords.
WARGEAR
OPTIONS
• Any model can replace its bolt pistol with an item from the Pistols or Melee Weapons lists.
• Any model can replace its chainsword with an item from the Melee Weapons list.
• Any model can replace its boltgun with an item from the Ranged Weapons or Combi-weapons list.
• Any model can take a combat shield.
Angels of Death, Legion Traits
ABILITIES
Command Squad: If a Detachment includes a <Legion> unit with the Master of the Legion keyword, then
one <Legion> Legion Command Squad unit can be included in that Detachment without taking up a Battlefield
Role slot. The number of Command Squads taken cannot exceed the number of units with Master of the Legion.
Honour Guard: While a friendly <Legion> Character unit that has a Wounds Characteristic of 9 or less is
within 3” of this unit, enemy models cannot target that Character unit with ranged attacks.
Company Banner (Aura): Friendly <Legion> units within 6” of any friendly company banner add 1 to their
Leadership.
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
FACTION
KEYWORDS
KEYWORDS
Jump Pack Assault/ Sky Hunters: During deployment, a unit equipped with a jump pack/ scimitar jetbike
can be set up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases
this unit can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy
models.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Elite, Command Squad, Astartes
7
Legion Terminator Command Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Terminator
Chosen
5”
3+
3+
4
4
4
3
8
2+
6
Power
This unit consists of 3 Legion Terminator Chosen. It can include up to 2 additional Legion Temroniator Chosen (Power Rating +3).
• A Legion Terminator Chosen is a single model armed with a power weapon and combi-bolter.
• One Legion Terminator Chosen also carries a Company Banner.
WEAPON
Boltgun
Bolt pistol
Chainsword
Frag grenade
Krak grenade
RANGE TYPE
24”
12”
Melee
6”
6”
Rapid Fire 1
Pistol 1
Melee
Grenade D6
Grenade 1
S
AP
D
ABILITIES
4
4
User
3
6
0
0
-1
0
-1
1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon
-
UNIT OPTIONS
If the Master of the Legion has taken a unit option then the Legion Command Squad can take the corresponding
option:
• A Legion Terminator Command Squad can take Cataphractii Armour. If it does, its Move Characteristic is
reduced to 4” (Power Rating +1).
• A Legion Terminator Command Squad can take Tartaros Armour. If it does, its Move Characteristic is increased
to 6”.
WARGEAR
OPTIONS
• Any model can replace its power weapon with an item from the Melee Weapons list.
• Any model can replace its combi-bolter with an item from the Ranged Weapons list.
• Any model can replce it’s combi-bolter and power weapon for two lightning claws.
• One model can replce it’s combi-bolter with a heavy flamer, plasma blaster or reaper autocannon.
• The model with the Company Banner can take a grenade harness.
Angels of Death, Legion Traits
ABILITIES
Command Squad: If a Detachment includes a <Legion> unit with the Master of the Legion keyword, then
one <Legion> Legion Command Squad unit can be included in that Detachment without taking up a Battlefield
Role slot. The number of Command Squads taken cannot exceed the number of units with Master of the Legion.
Honour Guard: While a friendly <Legion> Character unit that has a Wounds Characteristic of 9 or less is
within 3” of this unit, enemy models cannot target that Character unit with ranged attacks.
Company Banner (Aura): Friendly <Legion> units within 6” of any friendly company banner add 1 to their
Leadership.
Terminator Armour: A model equipped with Terminator Armour has a 5+ invulnerable save.
FACTION
KEYWORDS
KEYWORDS
Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must
halve the result of the dice rolled when determining how far this model Advances.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Command Squad, Terminator, Astartes
8
Legion Centurion
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Centurion
Legion Centurion
6”
2+
2+
4
4
4
3
8
3+
14”
2+
2+
4
5
5
3
8
3+
5”
2+
2+
4
4
5
3
8
2+
on Bike
Legion Centurion
in Terminator Armour
•
•
•
A Legion Centurion is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades.
A Legion Centurion on Bike is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades. His Legion Space
Marine Bike is equipped with a twin boltgun.
A Legion Centurion in Terminator Armour is a single model armed with a power weapon and combi-bolter.
RANGE TYPE
WEAPON
Bolt pistol
Chainsword
12”
Melee
Melee
6”
6”
Master-crafted power fist
Frag grenade
Krak grenade
UNIT OPTIONS
WARGEAR
OPTIONS
AP
D
ABILITIES
4
User
x2
3
6
0
-1
-3
0
-1
1
1
3
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
When attacking with this weapon, you must subtract 1 from the hit roll.
Blast weapon
-
A Legion Centurion can take one of the following upgrades:
• A Legion Centurion can be upgraded to a Legion Centurion on Bike with twin boltgun (+1 Power Rating). If
it does, its Move Characteristic is increased to 14”, it replaces its Infantry keyword with Biker.
• A Legion Centurion can be upgraded to a Legion Centurion on legion scimitar jetbike with heavy bolter (+2
Power Rating). If it does, its Move Characteristic is increased to 15”, its Save Characteristic is improved to 2+,
and it gains the Fly keyword and Sky Hunters and Turbo-boost special rules.
• A Legion Centurion can be upgraded to a Legion Centurion in Terminator Armour (+1 Power Rating). If it
does, it gains the Terminator keyword.
• A Legion Centurion in Terminator Armour can take Cataphractii Armour. If it does, its Move Characteristic
is reduced to 4” gains Cataphractii Armour special rule.
• A Legion Centurion in Terminator Armour can take Tartaros Armour. If it does, its Move Characteristic is
increased to 6” and gains Terminator Armour special rule.
• A Legion Centurion can take a jump pack (+1 Power Rating). If it does, its Move Characteristic is increased to
12”, and it gains the Fly and Jump Pack keywords and Jump Pack Assault special rule.
• This model can replace its chainsword with an item from the Pistols or Melee Weapons lists.
• This model can replace its bolt pistol with an item from the Pistols or Melee Weapons lists.
• This model can take an item from each of the Ranged Weapons*, and the Protective Wargear* lists.
• This model can replace its combi-bolter and/or power weapon with items from the Melee Weapons list.
• This model can replace its combi-bolter with items from the Ranged Weapons list.
• This model can take a single Consul option from the Consul list on the next page.
*
ABILITIES
Pistol 1
Melee
Melee
Grenade D6
Grenade 1
S
Not available to a Centurion in Terminator Armour.
Angels of Death, Legion Traits
Company Heroes: If your army is Battle-forged,then for each Centurion or Consul unit included in a
Detachment, a second and third Centurion or Consul unit can be included in that Detachment without taking
up an additional Battlefield Role slot.
TacticalPrecision(Aura):Youcanre-rollWoundrollsof1forfriendly<Legion>Coreunitsthatarewithin6”ofathismodel.
FACTION
KEYWORDS
KEYWORDS
Legion Consul: Any centurion in your army may be upgraded to a Legion Consul, by paying the additional
points listed. A consul loses the Centurion keyword and the Tactical Precision ability, and gains any
abilities and equipment listed under that consul type. Additional equipment must be paid for separately.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Character, Astartes, Melta grenades, Centurion
9
Legion Consuls List
WARGEAR
Champion Consul
DESCRIPTION
This model loses the Centurion keyword and gains the Champion and Consul keywords.
Increase this model’s Attack Characteristic to 4.
Killing Stroke: You can add 1 to the Damage Characteristic of this model’s melee weapons.
Honour or Death: This model is eligible to perform a Heroic Intervention if it is within 6” horizontally and 5” vertically of any
enemy unit, instead of 3” horizontally and 5” vertically. Each time this model makes a Heroic Intervention move, so long as it ends that
moveeither closer to the closest enemy model or within Engagement Range of an enemy Character unit, it can move up to 6”. All other
rules for Heroic Interventions still apply.
Martial Superiority: At the start of the Fight phase, if this model is within Engagement Range of any enemy Character units, it can
fight first that phase
+0
This model loses the Centurion keyword and gains the Chaplain and Consul keywords and Fear special rule.
Litanies of Hate (Aura): You can re-roll failed hit rolls in the Fight phase for friendly <Legion> Core or Character units within 6”
of this model.
Spiritual Leader (Aura): Friendly <Legion> Core or Character units can use this model’s Leadership Characteristic instead of their
own whilst they are within 6” of this model.
Litanies of Battle: This model knows the Litany of Hate and one litany from the Litanies of Battle (pg 104). At the start of the battle
round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on
a 3+ the recited litany is inspiring and takes effect until the end of that battle round.
+1
•
•
•
This model loses the Centurion keyword and gains the Delegatus, Master of the Legion and Consul keywords.
Master-crafted: You can add 1 to the Damage Characteristic of this model’s weapons.
Rites of Battle (Aura): You can re-roll hit rolls of 1 made for friendly <Legion> Core units within 6” of that model.
+0
•
•
•
•
This model loses the Centurion keyword and gains the Forge Lord, Rad grenades and Consul keywords.
This model has a servo arm.
This model can take a cortex controller, a cyber-familiar and/or items from the Techmarine Equipment list.
Master of the Forge: At the end of your Movement phase this model can repair a single <Legion> Vehicle or Cybernetica Cortex (if
model has cortex controller) model within 1”. That model regains 3 wounds. A model can only be repaired once per turn.
Awaking the Machine Spirits: In your Command phase, this mode can awake one friendly <Legion> Vehicle or Cybernetica
Cortex (if model has cortex controller) model within 3” of it. Until the start of your next Command phase, each time that Vehile model
makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
+1
This model loses the Centurion keyword and gains the Herald, Master of the Legion and Consul keywords.
Legion Banner (Aura): <Legion> Core units within 6” of any friendly <Legion> Herald units add 1 to their Leadership. In addition,
roll a D6 each time a <Legion> Core Infantry model is destroyed within 6” of a friendly <Legion> Herald, before removing the
model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one
of its weapons as though it were the Shooting phase, or make a single attacks if it were the Fight phase.
May not take a Jump Pack (exception Blood Angels Herald), Jetbike, Bike or Terminator armour.
+0
•
•
•
This model loses the Centurion keyword and gains the Librarian, Psyker, Support and Consul keywords.
Replace this model’s chainsword (or power weapon if in Terminator Armour) with a force weapon.
Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power
in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius discipline.
+1
•
•
•
This model loses the Centurion keyword and gains the Master of Signals, Support and Consul keywords.
This model has a cognis signum, nuncio-vox and bombardment.
Cognis-signum: At the start of the Shooting phase, you can choose one <Legion> Core Infantry unit which is within 3” of a model
with the cognis-signum. You can add 1 to hit rolls made for your chosen unit’s weapons this phase. Additionaly enemy units that are
set up on the battlefield as reinforcements cannot be set up within 12” of this unit., unless those models are ser up within his own
deployment zone.
May not take a combi-weapon, boarding shield, boltgun, power fist, thunder hammer, lightning claw(s), chainfist, Bike, Jetbike or
Terminator armour.
+0
This model loses the Centurion keyword and gains the Moritat, Support and Consul keywords.
This model has two bolt pistols.
Ill Omened (Aura): Friendly Destroyer units within 6” add 1 to hit and 1 to the Shots Characteristic of any of their Pistol weapons.
Chain Fire: This model can add 3D3 to the Shots Characteristic of its Pistol weapons in the Shooting phase (roll separately for each
weapon). If it does, this model cannot charge this turn or make any ranged attacks during the next turn.
Destroyers: Melta grenades and Rad grenades Stratagems cost 0 CP.
May not take a combi-weapon, boarding shield, bolter, power fist, thunder hammer, lightning claw(s), chainfist, Bike, Jetbike or
Terminator armour.
+0
This model loses the Centurion keyword and gains the Praevian, Support, Cortex Controller, Rad grenades and Consul keywords.
This model has a cortex controller.
Cortex Designator: (Aura) You can re-roll wound rolls of 1 made in the Shooting phase, for friendly Cybernetica Cortex units within
6”.
Master of Cybernetica: A single unit of Castellax or Vorax Battle-automata must be selected along with the Praevian Consul. This unit
does not use up an additional Force Organisation choice and gains the Saviour Protocols, Legion Traits (and can ignore the exception
for this unit type) abilities, Core, Legiones Astartes, <Legion> keywords.
Saviour Protocols: While a friendly Praevian is within 3” of this unit, enemy models cannot target that Character unit with ranged
attacks.
+1
This model loses the Centurion keyword and gains the Primus Medicae, Apothecary, Support and Consul keywords.
This model has a needle pistol.
Chief Apothecary: At the end of your Movement phase, this model can use its Combat Restoratives ability twice instead of once.
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly <Legion> Infantry or <Legion> Biker
model whose unit is within 3” of it. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
Narthecium (Aura): While a friendly <Legion> Infantry or <Legion> Biker unit is within 3” of this model each time a model in that unit
would lose a wound, roll one D6: on a 6, that wound is not lost.
May not take power fists, chainfists, boarding shields or paired lightning claws.
+1
This model loses the Centurion keyword and gains the Siege Breaker and Consul keywords.
This model can take a Breaching charge, or up to 3 phosphex bombs.
Art of Destruction (Aura): Friendly <Legion> Core Infantry units within 3” can re-roll wound rolls of 1 made with heavy and
grenade weapons if target is a Building or Vehicle. Additionally they can re-roll damage rolls for heavy and grenade weapons with
variable damage Characteristics when targetting Buildings and Vehicles.
+1
•
•
•
•
•
•
•
Chaplain Consul
•
•
Delegatus Consul
Forge Lord Consul
•
•
•
Herald Consul
•
Librarian Consul
Master of Signals
Consul
•
Moritat Consul
•
•
•
•
•
•
•
•
•
Praevian Consul
Primus Medicae
Consul
•
•
•
•
•
•
•
Siege Breaker Consul
•
•
•
10
Power
Power
Power
Power
Power
Power
Power
Power
Power
Power
Power
Legion Consuls List
WARGEAR
Warmonger Consul
DESCRIPTION
•
•
•
•
Armistos Consul
•
•
•
•
•
•
Primus Nullificator
Consul
•
•
•
•
•
•
Esoterist Consul
•
•
•
•
•
•
•
•
Mortificator Consul
•
•
•
•
•
•
•
Vigilator Consul
•
•
•
This model loses the Centurion keyword and gains the Warmonger and Consul keywords.
This model has an Iron halo.
Warmonger: During deployment, a model and one unit can be set up in spear-tip attack instead of placing them on the battlefield. At
the end of any of your Movement phases, this model and one unit, but not Transport can set them up anywhere on the battlefield that is
more than 9” away from any enemy models.
Tactical Precision (Aura): You can re-roll Wound rolls of 1 for friendly <Legion> Core units that are within 6” of a this model.
This model loses the Centurion keyword and gains the Armistos, Support and Consul keywords.
This model has a void hardened armour, master-crafted heavy bolter, augury scanner.
May replace their master-crafted heavy bolter with a master-crafted volkite culverin.
May not take a Jump Pack, Jetbike, Bike or Terminor armour
Prototype weapons: Before game begins, select one Legion heavy Support squad carrying the same heavy weapon as the Armistos
(heavy bolter or volkite culverin). For durations of the mission Heavy Bolters and Volkite Culverins fired by this unit deal +1 Damage
Tactical Precision (Aura): You can re-roll Wound rolls of 1 for friendly <Legion> Core units that are within 6” of a this model.
This model loses the Centurion keyword and gains the Nullificator and Consul keywords.
This model has an Aether-shock maul, hexagrammatic ward, cataphractii terminator armour.
May choose to take Psyker (+1 Power Rating/25 pts).
Credo Annihilao: An army that includes at least one Primus nullificator ignores 0-1 restriction on Legion Nullificator units and may
select them as Troops choices, but these units gain the Support Unit keyword.
Hexagrammatic Wards: When targeted with a shooting, close combat attack by a model with the Daemon keyword a model may
re-roll any failed invulnerable saves against that attack. Has +1 to Deny the Witch rolls. When model suffers a mortal wound in Psychic
phase. Roll a D6, on 5+ that mortal wound is ignored and has no effect.
Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power
in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius discipline.
This model loses the Centurion keyword and gains the Esoterist, Psyker, Support and Consul keywords.
Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power
in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius discipline.
May replace their chainsword or combat blade (or power weapon in in terminator armour) with force sword, axe or stave.
May take psyk-out grenades, Archaeotech Pistol.
+0
Power
+0
Power
+1
Power
+1
Power
This model loses the Centurion keyword and gains the Mortificator and Consul keywords.
This model has a servo-arm, corposant stave.
Power
May not take a Jump Pack, Jetbike or Bike.
Keeper of the Dead: A single Legion Dreadnought Talon, Legion Contemptor Dreadnought Talon or Legion
Contemptor-Cortus Dreadnought Talon numbering no fewer than two Dreadnoughts must be selected as part of the
Mortificator’s unit, and may, contrary to the usual unit size for that Talon, take up to a maximum of five Dreadnoughts. The entire unit
including the Mortificator is instead treated as one unit. This unit does not use up an additional Force Organisation choice and the
Mortificator must be included as part of the unit, even if it includes vehicles.
Ancient Devotion: When model in Dreadnought squadron suffers a mortal wound. Roll a D6, on 5+ that mortal wound is ignored
and has no effect.
Battlesmith: At the end of your Movement phase this model can repair a single <Legion> Vehicle within 1”. That model regains D3 wounds.
A model can only be repaired once per turn.
Awaking the Machine Spirits: In your Command phase, this mode can awake one friendly <Legion> Vehicle model within 3” of it. Until
the start of your next Command phase, each time that Vehile model makes a ranged attack, add 1 to that attack’s hit roll. Each model can only be
awakened once per turn.
Warden of the Ancients (Aura): While a friendly <Legion> Dreadnought is within 6” of this unit, add 1 to its Strength and Attacks
characteristics.
+0
This model loses the Centurion keyword and gains the Vigilator and Consul keywords.
This model has a boltgun and cameleoline, and can use the Special Issue Ammunition ability (see the Legion Seeker Squad entry)
From the Shadows (Aura): Friendly <Legion> Core Infantry units within 3” count as receiving the benefits of Light Cover if does
not move this turn.
Sabotage!: Once both sides have deployed but before the first player takes their turn, this unit can inflict D3 mortal wounds to any one
unit that is deployed on the board. Character units cannot be targeted by this ability.
Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9”
from the enemy deployment zone.
May not take a combi-weapon, boarding shield, power fist, thunder hammer, lightning claw(s), chainfist, Bike, Jetbike or Terminator
armour.
11
+1
Power
Damocles Command Rhino
NAME
M
Damocles Command
Rhino
12”
6”
3”
WS
BS
6+
3+
4+
5+
S
6
5
Power
T
W
A
Ld
Sv
7
6-10
3-5
1-2
3
D3
1
8
3+
A Damocles Command Rhino is a single model equipped with a twin boltgun.
WEAPON
RANGE TYPE
Twin boltgun
WARGEAR
OPTIONS
ABILITIES
24”
•
•
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
This model can take items from the Vehicle Upgrades list.
This model can take an item from the Pintle Weapons list.
Self-repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound.
Orbital Strike Augur: Once per battle in the Shooting phase, the controlling player may make a special Orbital
Strike attack. To do so, nominate a point on the board and roll a D6 for every unit within 6” of that point. Subtract 1
from the result if the unit being targeted is a Character. On a 4+, the unit being targeted suffers D3 mortal wounds.
Command uplink (Aura): While friendly uits is within 6” of this model that unit always considered to be within
range of the following aura abilities of any friendly Character units that are on the battlefield: Rites of Battle, Tactical
Precision.
Command Interface Unit: At the start of your Command phase , if this model is on the battlefield roll one D6,
on a 5+ you gain 1 Command point.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
This model can transport 6 <Legion> Infantry models. It cannot transport Jump Pack, Terminator or Primarch
models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Transport, Rhino, Damocles Command Rhino, Tank
12
Master of Armour
NAME
M
WS
14”
10”
8”
12”
6”
3”
Master of Armour
(Legion Sicaran)
Master of Armour
(Legion Predator)
3+
3+
BS
2+
3+
4+
2+
3+
4+
*
Power
S
T
6
7
6
7
W
A
7-14
3-6
1-2
7-12
3-6
1-2
4
3
2
3
D3
1
Ld
Sv
8
3+
8
3+
A Master of Armour is single model in either a Legion Sicaran or a Legion Predator.
• A Master of Armour (Legion Sicaran) is armed with a heavy bolter and a twin accelerator autocannon. (Power rating 11)
• A Master of Armour (Legion Predator) is armed with a predator autocannon. (Power Rating 8)
WEAPON
RANGE TYPE
Conversion beamer
cannon
Executioner plasma
cannon
- Standard
72”
Heavy 1
S
6
AP
-3
D
ABILITIES
2
This weapon may not be fired on any turn in which the model carrying it has
moved. In addition, for each 24” between the bearer and the target, increase
the strength by +1 and the Damage by +1. If a model is removed from play as
a casualty due to wounds caused by this weapon, the target unit suffers 2D6
additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do
not trigger further hits themselves. Blast weapon.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy 2D3
7
-3
1
Blast.
36”
Heavy 2D3
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Flamestorm cannon
18”
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits
the target.
Heavy bolter
36”
Heavy 3
5
-1
2
-
Magna-melta cannon
36”
Heavy 2D3
8
-4
D6
Predator autocannon
Twin accelerator
autocannon
48”
Heavy 2D3
7
-1
3
-
48”
Heavy 6
7
-2
3
-
- Supercharge
WARGEAR
OPTIONS
ABILITIES
Blast. Each time an attack made with thisweapon targets a unit within half range,
that attack has a Damage Characteristic of D6+2.
•
This model can replace its predator autocannon with a flamestorm cannon, executioner plasma cannon,
Conversion beamer cannon or magna-melta cannon.
• This model can take items from the Vehicle Upgrades list.
• This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Field Commander: This unit may only be taken in a deachment which uses the Armoured Breakthrough rite of
war. This unit may grant access to that Rite of War.
Tank Commander (Aura): You can re-roll to Wound rolls of 1 for friendly <Legion> Vehicle units that are
within 6” of a this model.
Explodes (Legion Sicaran): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes, and each unit within 6” suffers D6 mortal wound.
FACTION
KEYWORDS
KEYWORDS
(Legion Sicaran)
KEYWORDS
(Legion Predator)
Explodes (Legion Predator): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes, and each unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran Battle Tank, Tank, Master of the Legion
Vehicle, Smokescreen, Predator, Rhino, Tank, Master of the Legion
13
Legion Terminator Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Terminator
Legion Sergeant
5”
5”
3+
3+
3+
3+
4
4
4
4
3
3
2
3
7
8
2+
2+
9
Power
This unit consists of 1 Legion Sergeant and 4 Legion Terminators. It can include up to 5 additional Legion Terminators (Power Rating +8).
• Each model is armed with a combi-bolter and power weapon.
WEAPON
RANGE TYPE
Combi-bolter
Chainfist
Grenade harness
Heavy flamer
24”
Melee
12”
12”
Rapid Fire 2
Melee
Assault D6
Heavy D6
Lightning claw
Melee
Melee
Plasma blaster
- Standard
Power axe
Power fist
Power lance
Power maul
Power sword
Reaper autocannon
Thunder hammer
WARGEAR
OPTIONS
ABILITIES
AP
D
ABILITIES
4
x2
4
5
0
-4
-1
-1
1
D3
1
1
-
User
-2
1
When attacking with this weapon, you must subtract 1 from the hit roll.
Blast weapon
This weapon automatically hits its target.
Each time the bearer fights, it can make 1 additional attack with this weapon. You
can re-roll failed wounds with this weapon.
When attacking with this weapon, choose one of the profiles below.
- Supercharge
UNIT OPTIONS
S
18”
Assault 2
7
-3
1
-
18”
Assault 2
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved.
Melee
Melee
Melee
Melee
Melee
36”
Melee
Melee
Melee
Melee
Melee
Melee
Heavy 4
Melee
+2
x2
+2
+3
+1
7
x2
-2
-3
-1
-1
-3
-2
-2
1
2
1
1
1
1
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
•
A Legion Terminator Squad can take Cataphractii Armour. If it does its Move Characteristic is reduced to 4”
(Power Rating +1).
OR
• A Legion Terminator Squad can take Tartaros Armour. If it does its Move Characteristic is increased to 6”.
• Any model can replace its combi-bolter with a Volkite charger, or an item from the Combi-Weapons list.
• Any model can replace its power weapon with a power fist, chainfist, thunder hammer or lightning claw.
• Any model can replace its power weapon and combi-bolter with two lightning claws.
• For every five models in the unit, one Legion Terminator can replace its combi-bolter with a heavy flamer,
reaper autocannon or plasma blaster.
• The Legion Sergeant can take a grenade harness.
Angels of Death, Legion Traits
Terminator Armour: This unit has a 5+ invulnerable save.
FACTION
KEYWORDS
KEYWORDS
Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must
halve the result of the dice rolled when determining how far this model Advances.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Cataphractii terminator armour, Terminator, Astartes
14
Legion Nullificators
9
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Nullificators
Nullificator Sergeant
4”
4”
3+
3+
3+
3+
4
4
4
4
3
3
2
3
8
9
2+
2+
This unit consists of 1 Nullificator Sergeant and 4 Nullificators. It can include up to 5 additional Nullificators (Power Rating +8).
• Each model is armed with an Aether-shock maul, hexagrammatic ward, cataphractii terminator armour, combi-bolter.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Aether-shock maul
Melee
Melee
+2
-1
2
Combi-bolter
Chainfist
Grenade harness
24”
Melee
12”
Rapid Fire 2
Melee
Assault D6
4
x2
4
0
-4
-1
1
D3
1
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You
can re-roll failed wounds with this weapon.
Always wound on 3+. Any successful wound dealt by a weapon with this special
rule removes the effects of any psychic power which is active on the target unit.
In addition, any To Wound roll of a 6 with this weapon is resolved at AP -4.
Toxiferran flammer
12”
Power fist
Power lance
Power maul
Power sword
Thunder hammer
WARGEAR
OPTIONS
ABILITIES
Melee
Melee
Melee
Melee
Melee
Assault D6
4
-1
1
Melee
Melee
Melee
Melee
Melee
x2
+2
+3
+1
x2
-3
-1
-1
-3
-2
2
1
1
1
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Blast weapon
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
•
•
•
•
Any Model may exchange their Aether-shock maul for Power fist
Any Model may exchange their combi-bolter for Toxiferran flammer.
Any Model may take a grenade harness.
The Nullificator Sergeant may exchange their aether-shock maul for a power weapon, or power fist, or thunder
hammer.
Angels of Death, Legion Traits
Hexagrammatic Wards: When targeted with a shooting, close combat attack by a model with the Daemon
keyword a model may re-roll any failed invulnerable saves against that attack. This model can attempt to Deny one
psychic power in each enemy Psychic phase. Has +1 to Deny the Witch rolls. When model suffers a mortal wound
in Psychic phase. Roll a D6, on 5+ that mortal wound is ignored and has no effect.
FACTION
KEYWORDS
KEYWORDS
Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must
halve the result of the dice rolled when determining how far this model Advances.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Cataphractii terminator armour, Terminator, Nullificator, Astartes
15
Legion Veteran Tactical Squad
NAME
Legion Veteran
Marine
Legion Veteran
Sergeant
Core
M
WS
BS
S
T
W
A
Ld
Sv
6”
3+
3+
4
4
2
2
7
3+
6”
3+
3+
4
4
2
3
8
3+
8
Power
This unit consists of 1 Legion Veteran Sergeant and 4 Legion Veteran Marines. It can include up to 5 additional Legion Veteran Marines (+7
Power rating).
•
Each model is armed with a chainsword, boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol
Boltgun
Chainsword
Frag grenade
Heavy bolter with
suspensor web
Krak grenade
12”
24”
Melee
6”
Lightning claw
Melee
Missile launcher with
suspensor web
Pistol 1
Rapid Fire 1
Melee
Grenade D6
S
AP
D
ABILITIES
4
4
User
3
0
0
-1
0
1
1
1
1
-
A weapon with a suspensor web does not suffer the penalty for moving and firing
Heavy weapons.
18”
Heavy 3
5
-1
2
6”
Grenade 1
6
-1
D3
User
-2
1
Melee
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon
Each time the bearer fights, it can make 1 additional attack with this weapon. You
can re-roll failed wounds with this weapon.
When attacking with this weapon, choose one of the profiles below.
- Frag missile
24”
Heavy D6
4
0
1
Blast weapon. A weapon with a suspensor web does not suffer the penalty for
moving and firing Heavy weapons.
- Krak missile
24”
Heavy 1
8
-2
D6
A weapon with a suspensor web does not suffer the penalty for moving and firing
Heavy weapons.
Volkite serpenta
10”
Pistol 1
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
•
•
•
Any model in the unit can replace its chainsword with an item from the Power Weapons list.
Any model in the unit can replace its boltgun with an item from the Combi-Weapons list.
Any model in the unit can replace its bolt pistol with a volkite serpenta.
For every five models in the unit, one Legion Veteran Marine can replace its boltgun with an item from the Veteran
Weapons list. Alternatively, the model can replace both its boltgun and chainsword with a pair of lightning claws.
• One Legion Veteran Marine can take a nuncio-vox.
• One Legion Veteran Marine can take a legion vexilla.
• The Legion Veteran Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Veteran Sergeant can replace his boltgun with an item from the Pistols list.
Angels of Death, Legion Traits
Veteran Tactics: Before the game begins select one of the following options. This unit gains the benefit of that
ability for the duration of the game.
• Machine Killers: This unit adds 1 to the Damage value of any of its weapons if the target is a Vehicle unit.
• Marksmen: Any hit roll an unmodified 6+ that this unit makes with ranged weapons improve their AP value by
1 (e.g. an AP-1 weapon becomes AP -2).
• Resolve: Each time a Combat Attrition test is taken for that unit, it is automatically passed.
• Weapon Masters: This unit can re-roll hit rolls of 1 during the Fight phase..
• Xenobane: This unit can re-roll failed to wound rolls against Monster units.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Elite, Veteran Tactical Squad, Melta grenades, Astartes
16
Legion Techmarine Covenant
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Techmarine
6”
3+
3+
4
4
4
2
7
2+
This unit consists of 1 Legion Techmarine. It can include up to 2 additional Legion Techmarines (+4 Power rating per model).
• Each model is armed with a servo arm, power axe, bolt pistol, frag grenades and krak grenades.
WEAPON
Bolt pistol
Light conversion
beamer cannon
Frag grenade
Krak grenade
Power axe
RANGE TYPE
S
AP
D
ABILITIES
12”
Pistol 1
4
0
1
-
42”
Heavy D3
6
-1
1
Attacks from a Light conversion beamer cannon that target enemies at over half
its range are resolved at Strength 8, AP -3 and Damage 2. Blast weapon
6”
6”
Melee
Grenade D6
Grenade 1
Melee
3
6
+2
0
-1
-2
1
D3
1
Servo arm
Melee
Melee
x2
-2
3
Each servo arm can only be used to make one attack each time this model fights.
When a model attacks with this weapon subtract 1 from the hit roll.
Thunder hammer
Melee
Melee
x2
-2
3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR
OPTIONS
ABILITIES
Blast weapon
-
• Any model can take an augury scanner.
• Any model can replace its power axe with a thunder hammer.
• Any model can replace its servo arm with a light conversion beamer cannon.
• Any model can take an item from the Techmarine Equipment list.
• Any model can take a cyber-familiar.
Angels of Death, Legion Traits
Battlesmith: At the end of your Movement phase this model can repair a single <Legion> Vehicle within 1”.
That model regains D3 wounds. A model can only be repaired once per turn.
Awaking the Machine Spirits: In your Command phase, this mode can awake one friendly <Legion>
Vehicle model within 3” of it. Until the start of your next Command phase, each time that Vehile model makes a
ranged attack, add 1 to that attack’s hit roll. Each model can only be awakened once per turn.
Covenant: During deployment, all models in this unit must be set up at the same time, they do not need to be in
unit coherency. From that point on, each Legion Techmarine is treated as a separate unit.
FACTION
KEYWORDS
KEYWORDS
Cyber-familiar: A unit with a cyber-familiar add +1 to its invulnerable save (maximum to the 4+ invulnerable
save).
<Fealty>, Legiones Astartes, <Legion>
Infantry, Character, Techmarine, Melta grenades, Rad grenades, Astartes
17
Legion Servo-automata
2
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Servo-automata
5”
5+
5+
3
3
1
1
6
4+
This unit consists of 4 Servo-automata.
• Each model is armed with a chainsword and boltgun.
WEAPON
RANGE TYPE
Boltgun
Chainsword
Flamer
Heavy bolter
24”
Melee
12”
36”
Rapid Fire 1
Melee
Assault D6
Heavy 3
Lascutter
Melee
Melee
Missile launcher
- Frag missile
- Krak missile
Power fist
Rotor cannon
FACTION
KEYWORDS
KEYWORDS
AP
D
ABILITIES
4
User
4
5
0
-1
0
-1
1
1
1
2
-
9
-3
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
This weapon automatically hits its target.
Each time the bearer fights, it can make no more than 1 attack with this
weapon.
When attacking with this weapon, choose one of the profiles below.
Multi-melta
WARGEAR
OPTIONS
ABILITIES
S
•
48”
48”
Heavy D6
Heavy 1
4
8
0
-2
1
D6
Blast weapon
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Melee
24”
Melee
Heavy 4
x2
6
-3
-1
2
1
When attacking with this weapon, you must subtract 1 from the hit roll.
-
Any model can replace its boltgun with a lascutter, power fist, flamer, rotor cannon, heavy bolter, multi-melta or
missile launcher (frag & krak missiles).
Field Control: This unit may only be taken in a detachment which includes either a Techmarine or Forge Lord.
One unit may be taken for each Techmarine or Forge Lord model in the detachment. In addition, if your army is
Battle-forged, then for each Techmarine or Forge Lord unit included in a Detachment, one Servo-automata
unit can be included in that Detachment without taking up a Battlefield Role slot.
Mindlock: While this unit is within 6” of any friendly Techmarine or Forge Lord units, models in this unit have
a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 9.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Rad grenades, Servo-Automata
18
Legion Dreadnought Talon
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Dreadnought
6”
3+
3+
6
7
8
4
8
3+
7
Power
This unit consists of 1 Legion Dreadnought. It can include up to 2 additional Legion Dreadnoughts (+7 Power rating per model).
• Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
A Legion Dreadnought Talon that takes a Dedicated Transport can only consist of a single Legion Dreadnought.
WEAPON
RANGE TYPE
Dreadnought
chainfist
Dreadnought close
combat weapon
S
AP
D
ABILITIES
Melee
Melee
x2
-4
4
-
Melee
Melee
x2
-3
3
-
Flamestorm cannon
18”
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits
the target.
Havoc launcher
Heavy plasma
cannon
- Standard
48”
Heavy D6
5
0
1
Blast weapon.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
Blast weapon.
36”
Heavy D3
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved. Blast weapon
Hunter-killer missile
48”
Heavy 1
10
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Melee
48”
36”
48”
Melee
Heavy 4
Heavy 6
Heavy 2
x2
7
5
9
-4
-1
-1
-3
5
2
2
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
- Supercharge
Siege wrecker
Twin autocannon
Twin heavy bolter
Twin lascannon
Twin missile
launcher
- Frag missile
- Krak missile
When attacking with this weapon, choose one of the profiles below.
Volkite culverin
WARGEAR
OPTIONS
ABILITIES
-
48”
48”
Heavy 2D6
Heavy 2
4
8
0
-2
1
D6
45”
Heavy 4
6
0
2
Blast weapon.
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
•
Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, twin missile launcher (frag &
krak missiles), heavy plasma cannon, flamestorm cannon, twin lascannon, volkite culverin or dreadnought close
combat weapon.
• Any model can replace its dreadnought close combat weapon with a twin heavy bolter, twin autocannon, volkite
culverin, twin missile launcher (frag & krak missiles), dreadnought chainfist or siege wrecker.
• Each model must take an item from the Dreadnought Secondary Weapons list for each dreadnought close combat
weapon, dreadnought chainfist or siege wrecker.
• Any model can take either a havoc launcher or up to two hunter-killer missiles.
• Any model can take frag assault launchers.
• If a model has two Dreadnought close combat weapons or Dreadnought chainfists or pair of them, the bearer
gains +1 Attack.
Angels of Death, Legion Traits
Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From
that point on, each Legion Dreadnought is treated as a separate unit.
Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on
a 4+ that unit suffers D3 mortal wounds.
Unstoppable Fury: You can re-roll hit rolls of 1 for this model if it equipped with two melee weapons.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Core, Dreadnought
19
Legion Mortis Dreadnought
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Mortis
Dreadnought
6”
3+
3+
6
7
8
4
8
3+
8
Power
A Legion Mortis Dreadnought is a single model equipped with two twin heavy bolters.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Havoc launcher
Hunter-killer missile
48”
48”
Heavy D6
Heavy 1
5
10
0
-2
1
D6
Blast weapon.
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin autocannon
Twin heavy bolter
Twin lascannon
Twin missile
launcher
- Frag missile
- Krak missile
48”
36”
48”
Heavy 4
Heavy 6
Heavy 2
7
5
9
-1
-1
-3
2
2
D6
-
WARGEAR
OPTIONS
ABILITIES
A model can only fire each of its hunter-killer missiles once per battle.
When attacking with this weapon, choose one of the profiles below.
48”
48”
Heavy 2D6
Heavy 2
4
8
0
-2
1
D6
Blast weapon.
-
•
This model can replace its two twin heavy bolters with two multi-meltas, two twin autocannons, two twin missile
launchers (frag & krak missiles) or two twin lascannons.
• This model can take either a havoc launcher or up to two hunter-killer missiles.
Angels of Death, Legion Traits
Helical Targeting Array: At the beginning of any turn, the controlling player may declare that its helical targeting
array is active. While it is active, this model may not move and adds +1 to hit rolls against models with the Aircraft
keyword.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Mortis
20
Contemptor Dreadnought Talon
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Contemptor
Dreadnought
8”
3+
3+
7
7
9
4
8
3+
8
Power
This unit consists of 1 Contemptor Dreadnought. It can include up to 2 additional Contemptor Dreadnoughts (+6 Power rating per
model).
• Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
A Contemptor Dreadnought Talon that takes a Dedicated Transport can only consist of a single Contemptor Dreadnought.
WEAPON
RANGE TYPE
Conversion beamer
cannon
Dreadnought
chainfist
Dreadnought close
combat weapon
Havoc launcher
Heavy plasma
cannon
- Standard
S
AP
D
ABILITIES
Heavy 1
6
-3
2
This weapon may not be fired on any turn in which the model carrying it has
moved. In addition, for each 24” between the bearer and the target, increase
the strength by +1 and the Damage by +1. If a model is removed from play as
a casualty due to wounds caused by this weapon, the target unit suffers 2D6
additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do
not trigger further hits themselves. Blast weapon.
Melee
Melee
x2
-4
4
-
Melee
Melee
x2
-3
3
-
Heavy D6
5
0
1
Blast weapon.
72”
48”
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
Blast weapon.
- Supercharge
36”
Heavy D3
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved. Blast weapon.
Kheres assault
cannon
24”
Heavy 6
7
-1
1
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin autocannon
Twin heavy bolter
Twin lascannon
48”
36”
48”
Heavy 4
Heavy 6
Heavy 2
7
5
9
-1
-1
-3
2
2
D6
-
Twin volkite culverin
45”
Heavy 8
6
0
2
WARGEAR
OPTIONS
ABILITIES
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
•
Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, heavy plasma cannon, twin
lascannon, twin volkite culverin, kheres assault cannon, Conversion beamer cannon or dreadnought close combat
weapon.
• Any model can replace its dreadnought close combat weapon with a multi-melta, twin heavy bolter, twin
autocannon, twin volkite culverin, heavy plasma cannon, kheres assault cannon, twin lascannon or dreadnought
chainfist.
• Each model must take an item from the Dreadnought Secondary Weapons list for each dreadnought close combat
weapon or dreadnought chainfist.
• Any model can take a havoc launcher.
• If a model has two Dreadnought close combat weapons or Dreadnought chainfists or pair of them, the bearer
gains +1 Attack.
Angels of Death, Legion Traits
Atomantic Shielding: This model has a 5+ invulnerable save.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From
that point on, each Contemptor Dreadnought is treated as a separate unit.
Unstoppable Fury: You can re-roll hit rolls of 1 for this model if it equipped with two melee weapons.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Contemptor
21
Contemptor-Mortis Dreadnought
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Contemptor-Mortis
Dreadnought
8”
3+
3+
7
7
9
4
8
3+
9
Power
A Contemptor-Mortis Dreadnought is a single model equipped with two twin heavy bolters.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Havoc launcher
Kheres assault
cannon
48”
Heavy D6
5
0
1
Blast weapon.
24”
Heavy 6
7
-1
1
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin autocannon
Twin heavy bolter
Twin lascannon
48”
36”
48”
Heavy 4
Heavy 6
Heavy 2
7
5
9
-1
-1
-3
2
2
D6
-
WARGEAR
OPTIONS
ABILITIES
•
This model can replace its two twin heavy bolters with two multi-meltas, two twin autocannons, two kheres
assault cannons or two twin lascannons.
• This model can take a havoc launcher.
Angels of Death, Legion Traits
Atomantic Shielding: This model has a 5+ invulnerable save.
Helical Targeting Array: At the beginning of any turn, the controlling player may declare that its helical targeting
array is active. While it is active, this model may not move and adds +1 to hit rolls against models with the Aircraft
keyword.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Contemptor, Mortis
22
Contemptor-Cortus Dreadnought Talon
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Contemptor-Cortus
Dreadnought
8”
3+
3+
7
7
8
4
8
3+
7
Power
This unit consists of 1 Contemptor-Cortus Dreadnought. It can include up to 2 additional Contemptor-Cortus Dreadnoughts (+5 Power
rating per model).
• Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
A Contemptor-Cortus Dreadnought Talon that takes a Dedicated Transport can only consist of a single Contemptor-Cortus Dreadnought.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Heavy 1
6
-3
2
This weapon may not be fired on any turn in which the model carrying it has
moved. In addition, for each 24” between the bearer and the target, increase
the strength by +1 and the Damage by +1. If a model is removed from play as
a casualty due to wounds caused by this weapon, the target unit suffers 2D6
additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do
not trigger further hits themselves. Blast weapon.
Melee
Melee
x2
-4
4
-
Melee
Melee
x2
-3
3
-
24”
Heavy 6
7
-1
1
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin autocannon
Twin heavy bolter
Twin lascannon
48”
36”
48”
Heavy 4
Heavy 6
Heavy 2
7
5
9
-1
-1
-3
2
2
D6
-
Twin volkite culverin
45”
Heavy 8
6
0
2
Conversion beamer
cannon
72”
Dreadnought
chainfist
Dreadnought close
combat weapon
Kheres assault cannon
WARGEAR
OPTIONS
ABILITIES
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
•
Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, heavy plasma cannon, twin
lascannon, twin volkite culverin, kheres assault cannon, dreadnought close combat weapon, dreadnought
chainfist or Conversion beamer cannon (only one model may take a Conversion beamer cannon).
• Any model can replace its dreadnought close combat weapon with a multi-melta, twin autocannon, heavy plasma
cannon, twin lascannon, twin volkite culverin, kheres assault cannon or dreadnought chainfist.
• Each model must take an item from the Dreadnought Secondary Weapons list for each dreadnought close combat
weapon or dreadnought chainfist.
• Any model can take a havoc launcher.
• If a model has two Dreadnought close combat weapons or Dreadnought chainfists or pair of them, the bearer
gains +1 Attack.
Angels of Death, Legion Traits
Atomantic Deflector: This model has a 6+ invulnerable save.
Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From
that point on, each Contemptor-Cortus Dreadnought is treated as a separate unit.
Atomantic Overcharge: At the beginning of the controlling player’s turn, they may declare that a ContemptorCortus is overcharging. If it does, it suffers one mortal wound and gains one of the following benefits until the end
of the turn:
• A 5+ invulnerable save.
• +1 Attack when charging
• +1”Move
Unstoppable Fury: You can re-roll hit rolls of 1 for this model if it equipped with two melee weapons.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Contemptor, Cortus
23
Legion Rapier Weapons Battery
NAME
Rapier Weapons
Carrier
Legion Space Marine
Crew
5
Poiwer
M
WS
BS
S
T
W
A
Ld
Sv
3”
6+
3+
3
5
2
2
7
3+
6”
3+
3+
4
4
2
1
7
3+
This unit consists of 1 Rapier Weapons Carrier and 2 Space Marine Crew. It can include up to 2 additional Rapier Weapons Carriers (each
with 2 Space Marine Crew) (+5 Power rating per Rapier Weapons Carrier).
• Each Rapier Weapons Carrier is equipped with a quad heavy bolter.
• Each Space Marine Crew is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
-
Bolt pistol
Frag grenade
Krak grenade
12”
6”
6”
Pistol 1
Grenade D6
Grenade 1
4
3
6
0
0
-1
1
1
D3
Graviton cannon
36"
Heavy D6
6
-3
2
Laser destroyer
Quad heavy bolter
Quad launcher
- Frag shells
36”
36”
Heavy 3
Heavy 12
10
5
-4
-1
Blast weapon.
Each time an attack made with this weapon is allocated to a model with a Save
Characteristic of 3+ or better, that attack has a Damage Characteristic of 3. Blast
weapon.
D3+3 2
-
When attacking with this weapon, choose one of the profiles below.
60”
Heavy 4D6
4
0
1
This weapon can target units that are not visible to the bearer. Blast weapon.
- Shatter shells
36”
Heavy 4
8
-2
3
-
- Incendiary shells
60”
Heavy 4D6
4
-1
1
This weapon can target units that are not visible to the bearer. Units targeted
by this weapon do not gain any bonus to their saving throw for being in cover.
Blast weapon.
- Splinter shells
36”
Heavy 4D6
2
0
1
This weapon can target units that are not visible to the bearer. On a wound roll
of an unmodified 6+; change the AP of that hit to -3. Blast weapon.
- Phosphex canister
shot
36”
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the bearer.. Blast weapon.
UNIT OPTIONS
•
WARGEAR
OPTIONS
ABILITIES
•
FACTION
KEYWORDS
KEYWORDS
(Rapier Weapons Carrier)
KEYWORDS
(Legion Space Marine
Crew)
The entire unit can replace its quad heavy bolters with quad launchers (frag shells).
• The entire unit can take shatter shells, incendiary shells or splinter shells.
• If a Siege Breaker unit is in the army; the entire unit can take phosphex canister shot (+1 Power rating
per Rapier Weapons Carrier).
Any model can replace its quad heavy bolter with a laser destroyer or graviton cannon.
Angels of Death, Legion Traits
Artillery and Crew: Each Rapier Carrier and its crew are treated as a single model for all rules purposes (crew
models must remain within 1” of their Rapier Carrier model). This means that the crew models cannot be targeted
or attacked separately and that visibility and all ranges are measured to and from the Rapier Carrier’s model, not the
crew models. This unit cannot Advance, is never eligible to charge or Heroically Intervene, and cannot make pile-in
or consolidation moves.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Artillery, Rapier Carrier
Infantry, Crew, Astartes
24
Legion Destroyer Squad
NAME
Legion Destroyer
Marine
Legion Destroyer
Sergeant
5
Poiwer
M
WS
BS
S
T
W
A
Ld
Sv
6”
3+
3+
4
4
2
2
8
3+
6”
3+
3+
4
4
2
3
8
3+
This unit consists of 1 Legion Destroyer Sergeant and 4 Legion Destroyer Marines. It can include up to 5 additional Legion Destroyer
Marines (+4 Power rating).
•
Each model is armed with a chainsword or combat blade, two bolt pistols, frag grenades, krak grenades.
WEAPON
Bolt pistol
Chainsword
Frag grenade
Krak grenade
Missile launcher
with suspensor web
RANGE TYPE
12”
Melee
6”
6”
Pistol 1
Melee
Grenade D6
Grenade 1
S
AP
D
ABILITIES
4
User
3
6
0
-1
0
-1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
When attacking with this weapon, choose one of the profiles below.
- Frag missile
24”
Heavy D6
4
0
1
Blast weapon. A weapon with a suspensor web does not suffer the penalty for
moving and firing Heavy weapons.
- Krak missile
24”
Heavy 1
8
-2
D6
A weapon with a suspensor web does not suffer the penalty for moving and firing
Heavy weapons.
Phosphex bomb
6”
Grenade 2D6
5
-1
1
Blast weapon.
1
Always wound on 3+. Any successful wound dealt by a weapon with this special
rule removes the effects of any psychic power which is active
on the target unit. In addition, any To Wound roll of a 6 with this weapon is
resolved at AP -4.
12”
Toxiferran flammer
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
Assault D6
4
-1
•
The entire unit can be equipped with jump packs. If it does its Move Characteristic is increased to 12” and it gains
the Jump Pack and Fly keyword.
• For every five models in the unit, one model can replace one of it’s bolt pistols with an item from the Pistols list,
toxiferran flammer or a missile launcher with suspensor web.
• The Legion Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Sergeant can take up to three phosphex bombs.
Angels of Death, Legion Traits
Destroyers: Melta grenades and Rad grenades Stratagems cost 0 CP.
FACTION
KEYWORDS
KEYWORDS
Jump Pack Assault: During deployment, a unit equipped with a jump pack can be set up high in the skies instead
of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above - set
them up anywhere on the battlefield that is more than 9” away from any enemy models.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Destroyer, Rad grenades, Melta grenades, Astartes
25
Legion Apothecarion Detachment
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Apothecary
Legion Apothecary
6”
3+
3+
4
4
4
2
7
3+
14”
3+
3+
4
5
5
2
7
3+
on Bike
This unit consists of 1 Legion Apothecary. It can include up to 2 additional Legion Apothecaries (+4 Power rating per model).
• A Legion Apothecary is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
• A Legion Apothecary on Bike is armed with a chainsword, bolt pistol, frag grenades and krak grenades. His Legion Space Marine Bike is
equipped with a twin boltgun.
WEAPON
Bolt pistol
Chainsword
Frag grenade
Krak grenade
Power sword
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
12”
Melee
6”
6”
Melee
Pistol 1
Melee
Grenade D6
Grenade 1
Melee
S
AP
D
ABILITIES
4
User
3
6
+1
0
-1
0
-1
-3
1
1
1
D3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
A Legion Apothecary can take one of the following upgrades:
• A Legion Apothecary can be upgraded to a Legion Apothecary on Bike (+1 Power Rating). If it does, it replaces
its Infantry keyword with Biker.
• A Legion Apothecary can take a jump pack (+1 Power Rating). If it does, its Move Characteristic is increased
to 12”, and it gains the Fly and Jump Pack keywords and the Jump Pack Assault ability..
• A Legion Apothecary can replace its chainsword with a power sword.
• A Legion Apothecary can take either a volkite charger or an item from the Combi-Weapons list.
Angels of Death, Legion Traits
Combat Restoratives: At the end of your Movement phase, this model can heal one friendly <Legion> Infantry
or <Legion> Biker model whose unit is within 3” of it. That model regains up to D3 lost wounds. Each model can only
be healed once per turn.
Narthecium (Aura): While a friendly <Legion> Infantry or <Legion> Biker unit is within 3” of this model
each time a model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.
Tend the Fallen: During deployment, all models in this unit must be set up at the same time, they do not need
to be in unit coherency. From that point on, each Legion Apothecary or Legion Apothecary on Bike is treated as a
separate unit.
Turbo-boost: A model on a legion space marine bike adds 6” to it’s move Characteristic for that Movement phase,
when it Advances, instead of rolling a dice.
FACTION
KEYWORDS
KEYWORDS
Jump Pack Assault: During deployment, a unit equipped with a jump pack can be set up high in the skies instead
of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above - set
them up anywhere on the battlefield that is more than 9” away from any enemy models.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Character, Apothecary, Astartes
26
Legion Tactical Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
6”
6”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
9
Power
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating
+4) or up to 10 Legion Space Marines (Power Rating +7).
• Each model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol
Boltgun
Chainsword
Frag grenade
Krak grenade
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
12”
24”
Melee
6”
6”
Pistol 1
Rapid Fire 1
Melee
Grenade D6
Grenade 1
S
AP
D
ABILITIES
4
4
User
3
6
0
0
-1
0
-1
1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
•
The entire unit can replace their boltguns with chainswords
OR
• The entire unit can take chainswords.
• One Legion Space Marine can take a legion vexilla.
• One Legion Space Marine can take a nuncio-vox.
• The Legion Sergeant can replace his chainsword and/or bolt pistol with items from the Pistols or Melee Weapons
lists.
• The Legion Sergeant can replace his boltgun with an item from the Ranged Weapons or Melee Weapons lists.
• The Legion Sergeant can take an augury scanner.
Angels of Death, Legion Traits, Objective Secured
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Tactical Squad, Melta grenades, Astartes
27
Legion Assault Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
12”
12”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
11
Power
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating
+4) or up to 10 Legion Space Marines (Power Rating +9).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
WEAPON
Bolt pistol
Chainsword
Frag grenade
Hand flamer
Krak grenade
Plasma pistol
- Standard
RANGE TYPE
12”
Melee
6”
12”
6”
ABILITIES
AP
D
ABILITIES
4
User
3
3
6
0
-1
0
0
-1
1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
This weapon automatically hits its target.
-
When attacking with this weapon, choose one of the profiles below.
- Supercharge
UNIT OPTIONS
WARGEAR
OPTIONS
Pistol 1
Melee
Grenade D6
Pistol D6
Grenade 1
S
12”
Pistol 1
7
-3
1
-
12”
Pistol 1
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
•
•
Up to four models in the unit can take combat shields.
For every five models in the unit, one model can replace his chainsword with an item from the Power Weapons list,
or replace his bolt pistol with a plasma pistol, or hand flamer.
• The Legion Sergeant can replace his chainsword and/or bolt pistol with items from the Melee Weapons list.
• The Legion Sergeant can replace his bolt pistol with an item from the Pistols list.
• The Legion Sergeant can take a combat shield.
Angels of Death, Legion Traits, Objective Secured
Jump Pack Assault: During deployment you can set the unit up high in the skies instead of placing them on the
battlefield. At the end of any of your Movement phases this unit can assault from above - set them up anywhere on
the battlefield that is more than 9” away from any enemy models.
FACTION
KEYWORDS
KEYWORDS
Combat shield: The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the
bearer.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Assault Squad, Jump Pack, Fly, Melta grenades, Astartes
28
Legion Breacher Siege Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
5”
5”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
11
Power
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Breacher Space Marines (Power
Rating +4) or up to 10 Legion Breacher Space Marines (Power Rating +10).
• Each model is armed with a boltgun, bolt pistol, boarding shield, hardened armour, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
-
Bolt pistol
Boltgun
12”
24”
Pistol 1
Rapid Fire 1
4
4
0
0
1
1
Breaching charge
6”
Grenade D6
8
-3
D3
Flamer
Frag grenade
12”
6”
Assault D6
Grenade D6
4
3
0
0
1
1
This weapon automatically hits its target.
Graviton gun
18”
Assault 2
5
-3
1
If the target has a Save Characteristic of 3+ or better, this weapon increases its
Damage to D3.
Krak grenade
6”
Grenade 1
6
-1
D3
-
Melee
9
-3
D3
Each time the bearer fights, it can make no more than 1 attack with this
weapon.
Assault 1
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Lascutter
Melee
Meltagun
12”
Plasma pistol
- Standard
Blast. The bearer can only shoot with each breaching charge it is equipped with
once per battle.
Blast weapon.
When attacking with this weapon, choose one of the profiles below.
12”
Pistol 1
7
-3
1
-
- Supercharge
12”
Pistol 1
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Volkite charger
20”
Heavy 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
•
For every five models in the unit, one model can replace its boltgun with either a volkite charger, graviton gun,
meltagun, lascutter or flamer.
• One Legion Space Marine can take a legion vexilla.
• One Legion Space Marine can take a nuncio-vox.
• The Legion Sergeant can replace his boltgun or bolt pistol with an item from the Melee Weapons list.
• The Legion Sergeant can replace his boltgun with a plasma pistol or an item from the Combi-Weapons list.
• The Legion Sergeant can take a single breaching charge.
Angels of Death, Legion Traits, Objective Secured
Hardened Armour: This unit has a 5+ invulnerable save.
FACTION
KEYWORDS
KEYWORDS
Boarding Shields: Add 1 to armour saving throws made for the bearer.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Breacher Squad, Void Hardened, Melta grenades, Astartes
29
Legion Tactical Support Squad
7
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
6”
6”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating
+7).
• Each model is armed with a flamer, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Bolt pistol
Flamer
Frag grenade
Krak grenade
12”
12”
6”
6”
Pistol 1
Assault D6
Grenade D6
Grenade 1
4
4
3
6
0
0
0
-1
1
1
1
D3
-
Meltagun
12”
Assault 1
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Plasma gun
- Standard
This weapon automatically hits its target.
Blast weapon.
When attacking with this weapon, choose one of the profiles below.
24”
Rapid Fire 1
7
-3
1
-
24”
Rapid Fire 1
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Rotor cannon
24”
Heavy 4
6
-1
1
-
Volkite caliver
30”
Heavy 2
5
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Volkite charger
20”
Heavy 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
- Supercharge
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
The entire unit can replace their flamers with rotor cannons, volkite chargers, volkite calivers, plasma guns or
meltaguns.
• The entire unit can take chainswords.
• One Legion Space Marine can take a legion vexilla.
• One Legion Space Marine can take a nuncio-vox.
• The Legion Sergeant can replace his bolt pistol with items from the Melee Weapons, Ranged Weapons or Pistols lists.
Angels of Death, Legion Traits, Objective Secured
<Fealty>, Legiones Astartes, <Legion>
Infantry, Tactical Support Squad, Support, Astartes
30
Legion Reconnaissance Squad
6
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
6”
6”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Tactical Space Marines (Power
Rating +5).
• Each model is armed with a boltgun, bolt pistol, shroud bombs, frag grenades and krak grenades.
WEAPON
Bolt pistol
Boltgun
Chainsword
Frag grenade
Krak grenade
RANGE TYPE
12”
24”
Melee
6”
6”
Pistol 1
Rapid Fire 1
Melee
Grenade D6
Grenade 1
S
AP
D
ABILITIES
4
4
User
3
6
0
0
-1
0
-1
1
1
1
1
D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
Sniper rifle
36”
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir
rule. If you roll a wound roll of an unmodified 6+ for this weapon, it inflicts a
mortal wound in addition to its normal damage.
Space marine
shotgun
18”
Assault 2
4
0
1
-
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
• The entire unit can take cameleoline.
• The entire unit can take recon armour
• Any model can replace his boltgun with a sniper rifle, space marine shotgun, or chainsword.
• One Legion Space Marine can take a nuncio-vox.
• The Legion Sergeant can replace his bolt pistol with items from the Melee Weapons, Ranged Weapons or Pistols lists.
Angels of Death, Legion Traits, Objective Secured
Cameleoline: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an
additional 1 to any armour saving throw made against that attack.
Shroud bombs: Once per battle, instead of shooting in your Shooting phase, this unit can use its smoke grenades.
Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this unit,
subtract 1 from the hit roll.
FACTION
KEYWORDS
KEYWORDS
Recon Armour: A model with recon armour changes it’s Save to 4+. When you set up this unit during deployment,
it can be set up anywhere on the battlefield that is more than 9” from the enemy deployment zone and any enemy
models.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Recon Squad, Support, Melta grenades, Astartes
31
Legion Hussar Squad
NAME
Legion Space Marine
Hussar
Legion Hussar
Sergeant
12
Power
M
WS
BS
S
T
W
A
Ld
Sv
14”
3+
3+
4
5
3
1
7
3+
14”
3+
3+
4
5
3
2
8
3+
This unit consists of 4 Legion Space Marine Hussars and Hussar Sergeant. It can include up to 5 additional Legion Space Marine Hussars
(Power Rating +11).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Bikes is equipped
with a twin boltgun.
WEAPON
RANGE TYPE
Bolt pistol
Chainsword
Frag grenade
Krak grenade
Twin boltgun
Twin snub-rotor
cannon
S
AP
D
ABILITIES
12”
Melee
6”
6”
24”
Pistol 1
Melee
Grenade D6
Grenade 1
Rapid Fire 2
4
User
3
6
4
0
-1
0
-1
0
1
1
1
D3
1
-
12”
Rapid Fire 4
3
0
1
-
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
UNIT OPTIONS
•
The entire unit can replace the twin boltguns on their Legion Space Marine Bikes with twin snub-rotor cannon.
WARGEAR
OPTIONS
•
•
The Legion Hussar Sergeant can replace his chainsword with an item from the Melee Weapons list.
The Legion Hussar Sergeant can replace his bolt pistol with an item from the Pistols list.
ABILITIES
Angels of Death, Legion Traits
FACTION
KEYWORDS
KEYWORDS
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
<Fealty>, Legiones Astartes, <Legion>
Biker, Support Squad, Support, Hussar, Astartes
32
Legion Jetbike Sky Seeker Squadron
NAME
Legion Space Marine
Sky Seeker
Legion Sky Seeker
Sergeant
8
Power
M
WS
BS
S
T
W
A
Ld
Sv
15”
3+
3+
4
5
3
1
7
3+
15”
3+
3+
4
5
3
2
8
3+
This unit consists of 2 Legion Space Marine Sky Seekers ans Sky Seeker Sergeant. It can include up to 7 additional Legion Space Marine Sky
Seeker (Power Rating +18).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Jetbikes is
equipped with a twin boltgun.
WEAPON
Bolt pistol
Chainsword
Frag grenade
Twin boltgun
Krak grenade
Heavy rotor cannon
Grenade launcher
- Frag grenade
- Krak grenade
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
12”
Melee
6”
24”
6”
24”
Pistol 1
Melee
Grenade D6
Rapid Fire 2
Grenade 1
Heavy 6
S
AP
D
ABILITIES
4
User
3
4
6
6
0
-1
0
0
-1
-2
1
1
1
1
D3
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
When attacking with this weapon, choose one of the profiles below.
24”
24”
Assault D6
Assault 1
3
6
0
-1
1
D3
Blast weapon.
-
•
The entire unit can replace the twin boltguns on their Legion Space Marine Jetbikes with heavy rotor cannon or
a grenade launcher.
• The Legion Sky Seeker Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Sky Seeker Sergeant can replace his bolt pistol with an item from the Pistols list.
Angels of Death, Legion Traits
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
Scout: At the start of the first battle round but before the first turn begins, you can move this unit (or its dedicated
transport) as in Movement phase. It cannot end this move within 9” of any enemt models. If both players have
units that can do this, the player who is taking the first turn moves their units first.
FACTION
KEYWORDS
KEYWORDS
Oracle array (Aura): Instead of shooting, one model can mark the enemy squad in 36”, a friendly Core unit
within 6” gets +1 to hit, this bonus does not stack with other rules. Enemy units that are set up on the battlefield as
reinforcements cannot be set up within 12” of this unit, unless those models are ser up within his own deployment
zone.
<Fealty>, Legiones Astartes, <Legion>
Biker, Support Squad, Support, Sky Seeker, Fly, Astartes
33
Legion Seeker Squad
NAME
Legion Seeker Space
Marine
Legion Strike Leader
Core
M
WS
BS
S
T
W
A
Ld
Sv
6”
3+
3+
4
4
2
1
7
3+
6”
3+
3+
4
4
2
2
8
3+
6
Power
This unit consists of 1 Legion Strike Leader and 4 Legion Seeker Space Marines. It can include up to 5 additional Legion Seeker Space
Marines (Power Rating +5).
• Each model is armed with a special issue boltgun, bolt pistol, frag grenades and krak grenade.
WEAPON
Bolt pistol
Special issue boltgun
- Standard Rounds
- Kraken bolt shells
- Tempest bolt shells
- Scorpius bolt shells
Frag grenade
Krak grenade
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
RANGE TYPE
12”
Pistol 1
S
AP
D
ABILITIES
4
0
1
-
When attacking with this weapon, choose one of the profiles below.
24”
30”
24”
24”
6”
6”
Rapid Fire 1
Rapid Fire 1
Rapid Fire 3
Heavy 1
Grenade D6
Grenade 1
4
4
4
5
3
6
0
-2
0
-3
0
-1
1
1
1
2
1
D3
You can re-roll failed wounds with this weapon.
Blast weapon.
-
•
Any model can replace his special issue boltgun with items from the Combi-weapon List (in this case the standard
boltgun profile is used).
• One Legion Seeker Space Marine can take a nuncio-vox.
• The Legion Strike Leader can replace his special issue boltgun an item from the Pistols list.
• The Legion Strike Leader can take an item from the Melee Weapons list.
Angels of Death, Legion Traits
Marked for Death: This unit can re-roll hit and wound rolls of 1, against Character units.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Seeker Squad, Melta grenades, Astartes
34
Legion Outrider Squad
NAME
Legion Space Marine
Outrider
Legion Outrider
Sergeant
Core
M
WS
BS
S
T
W
A
Ld
Sv
14”
3+
3+
4
5
3
1
7
3+
14”
3+
3+
4
5
3
2
8
3+
6
Power
This unit consists of 1 Legion Outrider Sergeant and 2 Legion Space Marine Outriders. It can include up to 3 additional Legion Space Marine
Outriders (Power Rating +5) or up to 7 Legion Space Marine Outriders (Power Rating +12).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Bikes is equipped
with a twin boltgun.
WEAPON
RANGE TYPE
Bolt pistol
Chainsword
Frag grenade
Krak grenade
Twin boltgun
Twin flamer
12”
Melee
6”
6”
24”
12”
Twin meltagun
Twin plasma gun
- Standard
12”
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
Assault 2
AP
D
ABILITIES
4
User
3
6
4
4
0
-1
0
-1
0
0
1
1
1
D3
1
1
-
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
This weapon automatically hits it’s target.
When attacking with this weapon, choose one of the profiles below.
- Supercharge
UNIT OPTIONS
Pistol 1
Melee
Grenade D6
Grenade 1
Rapid Fire 2
Assault 2D6
S
24”
Rapid Fire 2
7
-3
1
-
24”
Rapid Fire 2
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
•
The entire unit can replace the twin boltguns on their Legion Space Marine Bikes with twin meltaguns, twin
flamers, or twin plasma guns (Power Rating +1 per model)
• For every three models in the unit, one can replace his chainsword with a power weapon, or replace his bolt pistol
with a plasma pistol, or hand flamer.
• One Legion Space Marine Outrider can be upgraded to a Legion Outrider Sergeant.
• The Legion Outrider Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Outrider Sergeant can replace his bolt pistol with an item from the Pistols list.
Angels of Death, Legion Traits
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
<Fealty>, Legiones Astartes, <Legion>
Biker, Core, Outrider Squad, Melta grenades, Astartes
35
Legion Attack Bike Squadron
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Attack Bike
14”
3+
3+
4
5
5
2
7
3+
3
Power
This unit consists of 1 Legion Attack Bike. It can include up to 4 additional Legion Attack Bikes (Power Rating +3 per model).
• Each model is armed with a twin boltgun and a heavy bolter, and is crewed by two Space Marines armed with bolt pistols, frag grenades
and krak grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Autocannon
Bolt pistol
Frag grenade
Heavy bolter
Krak grenade
48”
12”
6”
36”
6”
Heavy 2
Pistol 1
Grenade D6
Heavy 3
Grenade 1
7
4
3
5
6
-1
0
0
-1
-1
2
1
1
2
D3
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin boltgun
24”
Rapid Fire 2
4
0
1
-
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
Blast weapon.
-
Any model can replace its heavy bolter with a multi-melta, volkite culverin, or autocannon.
Angels of Death, Legion Traits
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
<Fealty>, Legiones Astartes, <Legion>
Biker, Core, Attack Bike Squadron, Astartes
36
Legion Sky Hunter Squadron
NAME
Legion Space Marine
Sky Hunter
Legion Sky Hunter
Sergeant
Core
M
WS
BS
S
T
W
A
Ld
Sv
15”
3+
3+
4
5
3
1
7
2+
15”
3+
3+
4
5
3
2
8
2+
7
Power
This unit consists of 3 Legion Space Marine Sky Hunters. It can include up to 3 additional Legion Space Marine Sky Hunters (Power
Rating +6) or up to 7 Legion Space Marine Sky Hunters (Power Rating +15).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Scimitar Bikes
is equipped with a heavy bolter.
WEAPON
RANGE TYPE
Bolt pistol
Chainsword
Frag grenade
Heavy bolter
Krak grenade
12”
Melee
6”
36”
6”
Multi-melta
24”
Plasma cannon
- Standard
Pistol 1
Melee
Grenade D6
Heavy 3
Grenade 1
Heavy 2
S
AP
D
ABILITIES
4
User
3
5
6
0
-1
0
-1
-1
1
1
1
2
D3
-
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
-
- Supercharge
36”
Heavy D3
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
•
For every three models in the unit, one can replace the heavy bolter on his Legion Space Marine Scimitar Jetbike
with a multi-melta, volkite culverin, or plasma cannon.
• One Legion Space Marine Sky Hunter can be upgraded to a Legion Sky Hunter Sergeant.
• The Legion Sky Hunter Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Sky Hunter Sergeant can replace his bolt pistol with an item from the Pistols list.
Angels of Death, Legion Traits
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
FACTION
KEYWORDS
KEYWORDS
Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield.
At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield
that is more than 9” away from any enemy models.
<Fealty>, Legiones Astartes, <Legion>
Biker, Core, Sky Hunter Squadron, Fly, Melta grenades, Astartes
37
Legion Land Speeder Squadron
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Land Speeder
16”
3+
3+
4
5
6
2
7
3+
This unit consists of 1 Legion Land Speeder. It can include up to 4 additional Legion Land Speeders (Power Rating +4 per model).
• Each model is equipped with a heavy bolter.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Graviton gun
18”
Assault 2
5
-3
1
If the target has a Save Characteristic of 3+ or better, this weapon increases its
Damage to D3.
Havoc launcher
Heavy bolter
Heavy flamer
Heavy plasma
cannon
- Standard
48”
36”
12”
Heavy D6
Heavy 3
Heavy D6
5
5
5
0
-1
-1
1
2
1
Blast weapon.
This weapon automatically hits its target.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
-
36”
Heavy D3
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved.
Hunter-killer missile
48”
Heavy 1
10
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
- Supercharge
WARGEAR
OPTIONS
ABILITIES
• Any model can replace its heavy bolter with a heavy flamer, multi-melta, or volkite culverin.
• Any model can take a havoc launcher, heavy bolter, plasma cannon, or graviton gun.
• Any model can take up to two hunter-killer missiles.
Angels of Death, Legion Traits
Anti-grav Upwash: Models in this unit have a Move Characteristic of 20”, instead of 16” whilst the unit contains
3 or more models.
Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield.
At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield
that is more than 9” away from any enemy models.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 3” suffers a mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Fly, Land Speeder
38
Legion Javelin Attack Speeder Squadron
7
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Javelin Attack
Speeder
16”
3+
3+
4
6
9
2
7
3+
This unit consists of 1 Legion Land Speeder. It can include up to 2 additional Legion Land Speeders (Power Rating +6 per model).
• Each model is equipped with a heavy bolter and a twin missile launcher.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Heavy bolter
Heavy flamer
Hunter-killer missile
36”
12”
48”
Heavy 3
Heavy D6
Heavy 1
5
5
10
-1
-1
-2
2
1
D6
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin lascannon
Twin missile
launcher
- Frag missile
- Krak missile
48”
Heavy 2
9
-3
D6
-
WARGEAR
OPTIONS
ABILITIES
This weapon automatically hits its target.
A model can only fire each of its hunter-killer missiles once per battle.
When attacking with this weapon, choose one of the profiles below.
48”
48”
Heavy 2D6
Heavy 2
4
8
0
-2
1
D6
Blast weapon.
-
• Any model can replace its heavy bolter with a heavy flamer, or multi-melta.
• Any model can replace its twin missile launcher with a twin lascannon.
• Any model can take up to two hunter-killer missiles.
Angels of Death, Legion Traits
Gravitic Augur Haze: Your opponent subtracts 1 from all hit rolls made for models that target this model at
ranges greater than 8”
Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield.
At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield
that is more than 9” away from any enemy models.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers a mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Fly, Javelin Attack Speeder
39
Anvillus Pattern Dreadclaw Drop Pod
NAME
Dreadclaw
M
12”
WS
BS
4+
4+
5+
6+
S
6
3
Power
T
W
A
Ld
Sv
6
8-9
4-7
1-3
4
8
3+
A Dreadclaw is a single model equipped with blade struts.
WEAPON
Blade struts
ABILITIES
RANGE TYPE
Melee
Melee
S
AP
D
ABILITIES
x2
-4
3
-
Orbital Assault:During deployment, you must set up this unit high in the skies instead of setting it up on the
battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are
playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements
step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere
on the battlefield that is more than 9” away from any enemy models. Any units embarked within this transport can
immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set
up more than 9” away from any enemy models.
Thermal jets: After the bearer has moved, you can select one unit the bearer moved across and roll one D6,
subtracting 2 from the roll if that unit has the Character keyword: on a 2-5, that unit suffers D3 mortal wounds; on
a 6, that unit suffers D6 mortal wounds.
Hover Transport: Distances are measured to and from either this model’s hull or its base, whichever is the closest.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers 1 mortal wound.
This model can transport 10 <Legion> Infantry, or 1 <Legion> Dreadnought model(s) (each Jump Pack,
Terminator or Primarch model takes up the space of two other Infantry models).
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Transport, Fly, Drop Pod, Dreadclaw
40
Legion Termite Assault Drill
NAME
M
WS
BS
Termite
8”
5”
3”
4+
5+
6+
3+
4+
5+
S
7
8
Power
T
W
A
Ld
Sv
8
8-14
4-7
1-3
3
D3
1
8
3+
This unit consists of a single Termite Assault Drill equipped with a melta cutter, termite drill and two combi-bolters.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Melta cutter
12”
Heavy 5
8
-4
D6
Combi-bolter
Heavy flamer
24”
12”
Rapid Fire 2
Heavy D6
4
5
0
-1
1
1
Melee
x2
-4
D3+3
When an attack made with this weapon hits a Vehicle, that attack has a Damage
chracteristic of D3+6.
Heavy 4
5
0
2
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Termite drill
Melee
Twin volkite charger
20”
This weapon automatically hits its target.
WARGEAR
OPTIONS
•
ABILITIES
Subterranean Assault: During deployment, you can set up this model along with ay units embarked within it
underground, instead of placing it on the battlefield. At the end of any of your Movement phases, this model can
perform a subterranean assault - set it up anywhere on the battlefield that is more than 9” away from enemy models.
This model can replace either of its combi-bolters with a heavy flamer or a twin volkite charger.
Breaching Tremor: When this unit arrives on the battlefield by performing a subterranean assault, enemy units
within 12” suffer a single mortal wound.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 3” suffers D3 mortal wound.
This model can transport 12 <Legion> Infantry models. It cannot transport Jump Pack, Terminator or Primarch
models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Transport, Termite Assault Drill
41
Legion Sabre Strike Tank
NAME
M
Legion Sabre
14”
10”
8”
WS
BS
6+
3+
4+
5+
S
6
7
Power
T
W
A
Ld
Sv
7
6-10
3-5
1-2
3
D3
1
8
3+
This unit consists of 1 Sabre Strike Tank. It can include up to 1 additional Sabre Strike Tank(Power Rating +7 per model).
• Each model equipped with a hull-mounted Anvilus snub autocannon.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Heavy bolter
Anvilus snub
autocannon
36”
Heavy 3
5
-1
2
-
24”
Heavy 4
7
-2
2
-
Neutron Blaster
24”
Heavy 2
10
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa
Damage Characteristic of 6.
Volkite saker
24”
Heavy 6
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Sabre Missiles
36”
Heavy 1
6
-2
3
Every wound roll of an unmodified 6+ made with this weapon increases the AP
of that individual wound to -3.
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
• This model may exchange its Anvilus snub autocannon for Neutron blaster or Volkite saker.
• This model may exchange its heavy bolter for heavy flamer, or multi-melta, or volkite culverin.
• This model can take up to four Sabre missiles.
• This model can take items from the Vehicle Upgrades list.
• This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D6 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sabre Strike Tank, Tank
42
Legion Deathstorm Drop Pod
NAME
Deathstorm Drop
Pod
6
Power
M
WS
BS
S
T
W
A
Ld
Sv
-
-
4+
6
6
8
0
8
3+
A Deathstorm Drop Pod is a single model equipped with a deathstorm frag launcher.
WEAPON
RANGE TYPE
Deathstorm frag
launcher
Deathstorm krak
launcher
WARGEAR
OPTIONS
ABILITIES
•
S
AP
D
ABILITIES
18”
Heavy 6
6
-1
1
-
18”
Heavy 2
8
-2
D6
-
The Deathstorm Drop Pod can replace its deathstorm frag launcher with a deathstorm krak launcher.
Drop Pod Assault: The model must start the battle set up high in the skies but is not counted towards any
limits that the mission you are playing places on the maximum number of Reinforcement units you can have in
your army. This model can be set up in the Reinforcements step of your first, second or third Movement phase,
regardless of any mission rules.
Defensive Array: When fired, this weapon makes one full Shooting attack against each enemy unit within
range, except Characters. A unit consisting entirely of Characters may only be attacked if it is the closest
enemy unit to the Deathstorm Drop Pod when the attack is declared.Each time this model fees Overwatch, it only
resolves attacks with its weapons against the charging unit, but when doing so the Type of its deathstorm frag
launcher is changed to Heavy 12. and the Type of its deathstorm missile array is changed to Heavy 4.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one 06 before removing it from play. On a 6 it explodes, and each
unit within 6+ suffers a mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Drop Pod, Deathstorm
43
Legion Heavy Support Squad
Core
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Space Marine
Legion Sergeant
6”
6”
3+
3+
3+
3+
4
4
4
4
2
2
1
2
7
8
3+
3+
10
Power
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating
+10).
• Each model is armed with a heavy bolter, bolt pistol, frag grenades and krak grenades.
WEAPON
Autocannon
Bolt pistol
Frag grenade
Heavy bolter
Heavy flamer
Krak grenade
Lascannon
Missile Launcher
- Frag missile
- Krak missile
RANGE TYPE
48”
12”
6”
36”
12”
6”
48”
AP
D
ABILITIES
7
4
3
5
5
6
9
-1
0
0
-1
-1
-1
-3
2
1
1
2
1
D3
D6
Blast weapon.
This weapon automatically hits its target.
-
When attacking with this weapon, choose one of the profiles below.
Multi-melta
Plasma cannon
- Standard
Heavy 2
Pistol 1
Grenade D6
Heavy 3
Heavy D6
Grenade 1
Heavy 1
S
48”
48”
Heavy D6
Heavy 1
4
8
0
-2
1
D6
Blast weapon.
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
-
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
-
- Supercharged
36”
Heavy D3
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
The entire unit can replace their heavy bolters with heavy flamers, autocannons, multi-meltas, missile launchers,
plasma cannons, volkite culverins, or lascannons.
• The entire unit can take hardened armour
• One Legion Space Marine can take a legion vexilla.
• One Legion Space Marine can take a nuncio-vox.
• The Legion Sergeant can replace his heavy bolter with a chainsword or combat blade and a nuncio-vox. If they do
this, they can then replace his bolt pistol with an item from the Pistols or Ranged Weapons lists and his chainsword
with an item from the Melee Weapons list.
• The Legion Sergeant can take an augury scanner.
Angels of Death, Legion Traits
Hardened Armour: This unit has a 5+ invulnerable save and gains the Void Hardened keyword.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Core, Heavy Support Squad, Astartes
44
Legion Predator Strike Squadron
NAME
M
Legion Predator
12”
6”
3”
WS
BS
6+
3+
4+
5+
S
6
6
Power
T
W
A
Ld
Sv
7
7-12
3-6
1-2
3
D3
1
8
3+
This unit consists of 1 Legion Predator. It can include up to 2 additional Legion Predators (+6 Power rating per model).
• Each model is equipped with a predator autocannon.
WEAPON
RANGE TYPE
Conversion beamer
cannon
Executioner plasma
cannon
- Standard
72”
Heavy 1
S
6
AP
-3
D
ABILITIES
2
This weapon may not be fired on any turn in which the model carrying it has
moved. In addition, for each 24” between the bearer and the target, increase
the strength by +1 and the Damage by +1. If a model is removed from play as
a casualty due to wounds caused by this weapon, the target unit suffers 2D6
additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do
not trigger further hits themselves. Blast weapon.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy 2D3
7
-3
1
Blast.
36”
Heavy 2D3
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Flamestorm cannon
18”
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits
the target.
Magna-melta cannon
36”
Heavy 2D3
8
-4
D6
Predator autocannon
48”
Heavy 2D3
7
-1
3
- Supercharge
WARGEAR
OPTIONS
ABILITIES
Blast. Each time an attack made with thisweapon targets a unit within half range,
that attack has a Damage Characteristic of D6+2.
-
•
Any model can replace its predator autocannon with a flamestorm cannon, executioner plasma cannon, Conversion
beamer cannon or magna-melta cannon.
• Any model can take items from the Vehicle Upgrades list.
• Any model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6” of each other.
From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Rhino, Predator, Tank
45
Legion Land Raider Battle Squadron
NAME
M
WS
10”
5”
3”
10”
5”
3”
Phobos/Proteus
Land Raider
Achilles Land Raider
6+
6+
BS
3+
4+
5+
3+
4+
5+
S
T
8
8
8
8
W
A
9-16
5-8
1-4
10-19
5-9
1-4
6
D6
1
6
D6
1
15
Power
Ld
Sv
9
2+
9
2+
This unit consists of 1 Phobos Land Raider. It can include up to 2 additional Phobos Land Raiders (+15 Power rating per model).
• Each model is equipped with two twin lascannons and twin heavy bolter.
WEAPON
Quad launcher
- Frag shells
- Shatter shells
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one of the profiles below.
60”
36”
Heavy 4D6
Heavy 4
4
8
0
-2
1
3
This weapon can target units that are not visible to the bearer. Blast weapon.
-
- Incendiary shells
60”
Heavy 4D6
4
-1
1
This weapon can target units that are not visible to the bearer. Units targeted
by this weapon do not gain any bonus to their saving throw for being in cover.
Blast weapon.
- Splinter shells
36”
Heavy 4D6
2
0
1
This weapon can target units that are not visible to the bearer. On a wound roll
of an unmodified 6+; change the AP of that hit to -3. Blast weapon.
36”
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the bearer.. Blast weapon.
36”
12”
48”
Heavy 6
Heavy 2D6
Heavy 2
5
5
9
-1
-1
-3
2
1
D6
-
24”
Heavy 4
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
- Phosphex canister
shot
Twin heavy bolter
Twin heavy flamer
Twin lascannon
Twin multi-melta
This weapon automatically hits its target.
-
UNIT OPTIONS
Each model can be upgraded to either:
• A Land Raider Proteus. Replace the Phobos keyword with Proteus.
• Any Land Raider Proteus may remove its twin heavy bolter, or replace it with a twin lascannon or twin heavy flamer.
• Any Land Raider Proteus may take an explorator web. If this option is taken then the number of models that Proteus
can transport is reduced to 6.
OR
• A Land Raider Achilles (+1 Power rating). Replace the two twin lascannons with two twin multi-meltas. and replace the
tin heavy bolter with a quad launcher (frag & shatter shells). The number of models an Achilles can transport is reduced to
6. Replace the Phobos keyword with Achilles.
• Any Land Raider Achilles can take incendiary shells or splinter shells.
• If a Siege Breaker unit is in the army; any Land Raider Achilles can take phosphex canister shot (+1 Power rating).
WARGEAR
OPTIONS
•
•
•
ABILITIES
Angels of Death, Legion Traits
Any model can take items from the Vehicle Upgrades list.
Any model can take an item from the Pintle Weapons list.
Any Land Raider Phobos can take frag assault launchers.
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6” of each other. From that
point onwards, each operates independently and is treated as a separate unit for all rules purposes.
Ferromantic Invulnerability: A Land Raider Achilles has a 4+ invulnerable save.
Explorator Web (Aura): Enemy units opting to deploy using abilities during the battle which allow them to deploy outside
their normal deployment zone (such as via teleportation, grav-shute insertion etc.) may not do so within 12” of this model.
Heavy Armour: A Land Raider Proteus has a 5+ invulnerable save
Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on a 4+ that
unit suffers D3 mortal wounds.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each unit within
6” suffers D6 mortal wound.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Up to 10 <Legion> Infantry. Each Jump Pack, Terminator or Primarch model takes the space of two other models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Transport, Land Raider, Phobos, Tank
46
Achilles-Alpha Pattern Land Raider
NAME
M
Achilles-Alpha Land
Raider
10”
5”
3”
WS
BS
6+
3+
4+
5+
S
8
17
Power
T
W
A
Ld
Sv
8
10-19
5-9
1-4
6
D6
1
9
2+
An Achilles-Alpha Land Raider is a single model. It is equipped with a quad launcher (frag & shatter shells) and two twin volkite culverins.
WEAPON
Quad launcher
- Frag shells
- Shatter shells
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one of the profiles below.
60”
36”
Heavy 4D6
Heavy 4
4
8
0
-2
1
3
- Incendiary shells
60”
Heavy 4D6
4
-1
1
This weapon can target units that are not visible to the bearer. Units targeted
by this weapon do not gain any bonus to their saving throw for being in cover.
Blast weapon.
- Splinter shells
36”
Heavy 4D6
2
0
1
This weapon can target units that are not visible to the bearer. On a wound roll
of an unmodified 6+; change the AP of that hit to -3. Blast weapon.
- Phosphex canister
shot
36”
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the bearer.. Blast weapon.
Twin volkite culverin
45”
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
•
•
This weapon can target units that are not visible to the bearer. Blast weapon.
-
This model can take incendiary shells or splinter shells.
If a Siege Breaker unit is in the army; this model can take phosphex canister shot (+1 Power rating).
Angels of Death, Legion Traits
Enhanced Ferromantic Rites: Reduce the damage of each hit against the Achilles-Alpha Land Raider by 1 (to
a minimum of 1). This model has a 4+ invulnerable save.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D6 mortal wound.
Up to 6 <Legion> Infantry. Each Jump Pack, Terminator or Primarch model takes the space of two other models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Transport, Land Raider, Achilles-Alpha, Tank
47
Legion Artillery Tank Squadron
NAME
M
Legion Basilisk/
Legion Medusa/
Legion Whirlwind
12”
6”
3”
WS
BS
6+
3+
4+
5+
S
6
0
Power
T
W
A
Ld
Sv
7
6-11
3-5
1-2
3
D3
1
8
3+
This unit must include between 1 and 3 Legion Basilisks, Legion Medusas or Legion Whirlwinds. The power rating of the unit depends on
the models selected:
• A Legion Basilisk is equipped with a heavy bolter and earthshaker cannon (Power rating +7 per model)
• A Legion Medusa is equipped with a heavy bolter and medusa siege gun. (Power rating +7 per model)
• A Legion Whirlwind is equipped with a twin boltgun and whirlwind castellan launcher. (Power rating +7 per model)
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Roll two dice for the number of attacks when firing this weapon and discard the
lowest result. This weapon can target units that are not visible to the bearer. Blast
weapon.
Earthshaker cannon
240”
Heavy D6
9
-2
D3
Heavy bolter
36”
Heavy 3
5
-1
2
-
Hyperios air-defence
launcher
Medusa phosphex
cannon
Medusa siege gun
Twin boltgun
Whirlwind castellan
launcher
Whirlwind
vengeance launcher
WARGEAR
OPTIONS
ABILITIES
48”
Heavy 2D3
7
-2
1
Blast. This weapon can target units that are not visible to the bearer. Each time an
attack is made with this weapon against an Aircraft unit, add 2 to that attack’s hit
roll. Each time an attack made with this weapon is allocated to an Aircraft model,
thatattack has a Damage Characteristic of 2.
36”
Heavy 2D6
5
-1
1
Blast weapon.
36”
24”
Heavy D6
Rapid Fire 2
10
4
-3
0
D3
1
72”
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model. Blast weapon.
72”
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model. Blast weapon.
This weapon can target units that are not visible to the bearer. Blast weapon.
-
•
Any Legion Whirlwind can replace its whirlwind castellan launcher with a whirlwind vengeance launcher or
hyperios air-defence launcher.
• If a Siege Breaker unit is in the army; any Medusa can replace its medusa siege gun with a medusa phosphex
cannon.
• Any model can take items from the Vehicle Upgrades list.
• Any model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6” of each other.
From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Artillery, Artillery Tank Squadron, Tank , Basilisk (Legion Basilisk only), Medusa (Legion
Medusa only), Whirlwind, Rhino (Legion Whirlwind only).
48
Legion Vindicator Siege Tank Squadron
NAME
M
Legion Vindicator
10”
5”
3”
WS
BS
6+
3+
4+
5+
S
6
6
Power
T
W
A
Ld
Sv
8
6-11
3-5
1-2
3
D3
1
8
3+
This unit consists of 1 Legion Vindicator. It can include up to 2 additional Legion Vindicators (+7 Power rating per model).
• Each model is equipped with a twin boltgun and demolisher cannon.
WEAPON
Demolisher cannon
Laser volley cannon
- Volley fire
- Overcharge fire
Twin boltgun
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
24”
Heavy D6
S
AP
D
ABILITIES
10
-3
D6
Blast weapon.
When firing this weapon, choose one of the following profiles:
36”
Heavy 3
9
-3
D3+3 -
36”
Heavy 3
10
-4
6
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, if the bearer did not Remain Stationary in your previous Movement
phase, it suffers 1 mortal wound after shooting with this weapon.
24”
Rapid Fire 2
4
0
1
-
• Any model can replace its demolisher cannon with a laser volley cannon and power capacitator.
• Any model can take items from the Vehicle Upgrades list.
• Any model can take an item from the Pintle Weapons list.
• Any model cancan be equipped with vindicator siege shield
Angels of Death, Legion Traits
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6” of each other.
From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
Vindicator siege shield: Each time ranged attack is allocated to the bearer add 1 to any armour saving throw
made against that attack.
Power Capcacitator: On any turn in which a Vindicator does not move in the Movement phase, it may fire twice
with it’s laser volley cannon, but may only use volley fire if it does so.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Rhino, Vindicator, Tank
49
Legion Spartan Assault Tank
NAME
M
Legion Spartan
10”
5”
3”
WS
BS
5+
3+
4+
5+
S
8
18
Power
T
W
A
Ld
Sv
8
12-20
6-11
1-5
8
D6
D3
9
2+
A Legion Spartan is a single model. It is equipped with a twin heavy bolter, two quad lascannon and crushing tracks.
WEAPON
Crushing tracks
Laser destroyer
Quad lascannon
Twin heavy bolter
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
Melee
36”
48”
36”
Melee
Heavy 3
Heavy 4
Heavy 6
S
AP
User
10
9
5
-2
-4
-3
-1
D
ABILITIES
D3 D3+3 D6 2
-
• This model can replace its two quad lascannon with two laser destroyer.
• This model can take items from the Vehicle Upgrades list.
• This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D6 mortal wound.
This model can transport 25 <Legion> Infantry models (each Jump Pack, Terminator or Primarch model takes
up the space of two other models).
<Fealty>, Legiones Astartes, <Legion>
Titanic, Smokescreen, Machine Spirit, Vehicle, Transport, Spartan, Tank
50
Sicaran Venator Tank Destroyer
NAME
M
Sicaran Venator
14”
7”
4”
WS
BS
6+
3+
4+
5+
S
6
10
Power
T
W
A
Ld
Sv
7
7-14
3-6
1-2
3
D3
1
8
3+
A Sicaran Venator is a single model. It is equipped with a heavy bolter and neutron beam laser.
WEAPON
RANGE TYPE
Heavy bolter
36”
Neutron beam laser
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
48”
•
•
Heavy 3
Heavy 3
S
AP
D
ABILITIES
5
-1
2
-
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa
Damage Characteristic of 6.
This model can take items from the Vehicle Upgrades list.
This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sicaran Venator Tank Destroyer, Tank
51
Legion Sicaran Battle Tank
NAME
M
Legion Sicaran
14”
7”
4”
WS
BS
6+
3+
4+
5+
S
6
10
Power
T
W
A
Ld
Sv
7
7-14
3-6
1-2
3
D3
1
8
3+
A Legion Sicaran is a single model. It is equipped with a heavy bolter and a twin accelerator autocannon.
WEAPON
RANGE TYPE
Heavy bolter
Twin accelerator
autocannon
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
•
S
AP
D
ABILITIES
36”
Heavy 3
5
-1
2
-
48”
Heavy 6
7
-2
3
-
This model can take items from the Vehicle Upgrades list.
This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sicaran Battle Tank, Tank
52
Legion Sicaran Punisher Assault Tank
NAME
M
Legion Sicaran
14”
7”
4”
WS
BS
6+
3+
4+
5+
S
6
10
Power
T
W
A
Ld
Sv
7
7-14
3-6
1-2
3
D3
1
8
3+
A Legion Sicaran Punisher is a single model. It is equipped with a heavy bolter and a punisher rotary cannon.
WEAPON
RANGE TYPE
Heavy bolter
Punisher rotary
cannon
S
AP
D
ABILITIES
36”
Heavy 3
5
-1
2
-
36”
Heavy 18
6
-1
1
-
WARGEAR
OPTIONS
•
•
ABILITIES
Angels of Death, Legion Traits
FACTION
KEYWORDS
KEYWORDS
This model can take items from the Vehicle Upgrades list.
This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sicaran Battle Tank, Tank
53
10
Legion Sicaran Omega Tank Destroyer
NAME
M
Legion Sicaran
14”
7”
4”
WS
BS
6+
3+
4+
5+
S
6
Power
T
W
A
Ld
Sv
7
7-14
3-6
1-2
3
D3
1
8
3+
A Legion Sicaran Omega is a single model. It is equipped with a heavy bolter and an omega plasma array.
WEAPON
Heavy bolter
Omega plasma array
- Standard
RANGE TYPE
36”
Heavy 3
S
AP
D
ABILITIES
5
-1
2
-
When attacking with this weapon, choose one of the profiles below.
- Supercharge
36”
Heavy 6
8
-3
2
-
36”
Heavy 6
9
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
WARGEAR
OPTIONS
•
•
ABILITIES
Angels of Death, Legion Traits
FACTION
KEYWORDS
KEYWORDS
This model can take items from the Vehicle Upgrades list.
This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sicaran Battle Tank, Tank
54
Legion Sicaran Arcus Strike Tank
NAME
M
Legion Sicaran
14”
7”
4”
WS
BS
6+
3+
4+
5+
S
6
10
Power
T
W
A
Ld
Sv
7
7-14
3-6
1-2
3
D3
1
8
3+
A Legion Sicaran Arcus is a single model. It is equipped with a heavy bolter and a twin arcus launcher with arcus warheads.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Blast. This weapon can target units that are not visisble to the
bearer.
Heavy bolter
36”
Heavy 3
5
-1
2
Arcus multi-launcher
48”
Heavy 2D6
6
-1
2
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
• This model can take items from the Vehicle Upgrades list.
• This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sicaran Battle Tank, Tank
55
Leviathan Pattern Siege Dreadnought Talon
NAME
M
WS
BS
Leviathan Siege
Dreadnought
8”
6”
4”
3+
4+
5+
3+
4+
5+
S
7
T
W
A
Ld
Sv
7
8-14
4-7
1-3
4
8
2+
Core
13
Power
This unit consists of 1 Leviathan Siege Dreadnought. It can include up to 2 additional Leviathan Siege Dreadnoughts (+13 Power rating
per model).
• Each model is equipped with two leviathan siege claws, two meltaguns and two heavy flamers.
A Leviathan Pattern Siege Dreadnought Talon that takes a Dedicated Transport can only consist of a single Leviathan Siege Dreadnought.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Cyclonic melta lance
18”
Heavy 2D3
9
-4
D6
Blast weapon. When an attack made with this weapon hits a target thas is within
half range, that attack has a Damage chracteristic of D6+2. Blast weapon.
Grav-flux bombard
24”
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a
Save Characteristic of 3+ or better, that attack has a Damage Characteristic of 3.
Heavy flamer
Leviathan siege claw
12”
Melee
Heavy D6
Melee
5
x2
-1
-3
1
3
This weapon automatically hits its target.
Leviathan siege drill
Melee
Melee
x2
-4
2D3
Each time the bearer fights, it can make 1 additional attack with this weapon.
Each time an attack made with this weapon is allocated to a Vehicle model, that’s
attack has a Damage Characteristic of 6.
Leviathan storm
cannon
36”
Heavy 8
7
-1
2
Meltagun
12”
Assault 1
8
-4
D6
Phosphex discharger
18”
Heavy 3D3
5
-1
1
Blast weapon.
Twin volkite caliver
30”
Heavy 4
5
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
WARGEAR
OPTIONS
ABILITIES
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
•
•
•
Any model can replace one or both siege claws with siege drills.
Any model can replace one or both heavy flamers with twin volkite calivers.
Any model can replace one siege claw and meltagun or both siege claws and meltaguns with a leviathan storm
cannon, cyclonic melta lance or grav-flux bombard.
• Any model can take a phosphex discharger.
• If a model has two Leviathan siege claws or Leviathan siege drills or pair of them, the bearer gains +1 Attack.
Angels of Death, Legion Traits
Atomantic Shielding: This model has a 5+ invulnerable save.
Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From
that point on, each Leviathan Dreadnought is treated as a separate unit.
Duty Eternal: Each time an attack is allocated to this model subtrat 1 from the Damage Characteristic of that
attack (to a minimum of 1).
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Leviathan Dreadnought
56
Deredeo Pattern Dreadnought
NAME
M
WS
BS
Deredeo Pattern
Dreadnought
8”
6”
4”
3+
4+
5+
3+
4+
5+
S
6
Core
T
W
A
Ld
Sv
7
10-12
4-6
1-3
4
8
3+
11
Power
A Deredeo Pattern Dreadnought is a single model. It is equipped with a twin heavy bolter and an anvillus pattern autocannon battery.
WEAPON
RANGE TYPE
Aiolos missile
launcher
Anvillus pattern
autocannon battery
Arachnus heavy
lascannon battery
Boreas Air Defence
Missiles
Hellfire plasma
carronade
- Standard
Volkite Falconet
Battery
Twin heavy bolter
Twin heavy flamer
ABILITIES
AP
D
ABILITIES
60”
Heavy 3D3
6
-1
1
Blast weapon.
36”
Heavy 8
7
-2
2
-
48”
Heavy 2
9
-3
D3+3
-
48”
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an Aircraft unit, add 2 to
that attacks hit roll Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Oamagc Characteristic of D3+3.
When attacking with this weapon, choose one of the profiles below.
- Supercharge
WARGEAR
OPTIONS
S
36”
Heavy 6
7
-3
2
-
36”
Heavy 3
8
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
36”
Heavy 6
8
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wound on the target in addition to any normal damage.
36”
12”
Heavy 6
Heavy 2D6
5
5
-1
-1
2
1
This weapon automatically hits its target.
•
This model can replace its anvillus pattern autocannon battery with a plasma hellfire carronade, volkite falconet
battery or an arachnus heavy lascannon battery.
• This model can replace its twin heavy bolter with a twin heavy flamer.
• This model can take an aiolos missile launcher, boreas air defence missiles or atomantic pavaise.
Angels of Death, Legion Traits
Helical Targeting Array: At the beginning of any turn, the controlling player may declare that its helical targeting
array is active. While it is active, this model may not move and adds +1 to hit rolls against models with the Aircraft
keyword.
Atomantic Shielding: This model has a 5+ invulnerable save.
Duty Eternal: Each time an attack is allocated to this model, subtract 1 from the Damage Characteristic of that
attack (to a minimum of 1).
Atomantic Pavaise (Aura): If equipped with an atomantic pavaise, all friendly <Legion> units that are wholly
within 6” of this model gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing
invulnerable saves.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Core, Smokescreen, Dreadnought, Deredeo
57
Legion Whirlwind Scorpius
NAME
M
Legion Whirlwind
Scorpius
12”
6”
3”
WS
BS
6+
3+
4+
5+
S
6
10
Power
T
W
A
Ld
Sv
7
6-11
3-5
1-2
3
D3
1
8
3+
A Legion Whirlwind Scorpius is a single model. It is equipped with a twin boltgun and scorpius missile launcher.
WEAPON
RANGE TYPE
Scorpius multilauncher
Twin boltgun
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
•
•
S
AP
D
ABILITIES
48”
Heavy 3D3
6
-2
2
This weapon can target units that are not visible to the bearer. Blast weapon.
24”
Rapid Fire 2
4
0
1
-
This model can take items from the Vehicle Upgrades list.
This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Rhino, Smokescreen, Whirlwind Scorpius, Tank
58
Legion Malcador Assault Tank
NAME
M
Legion Malcador
10”
7”
5”
WS
BS
6+
3+
4+
5+
S
7
16
Power
T
W
A
Ld
Sv
8
10-18
5-9
1-4
3
D3
1
8
3+
This unit consists of 1 Legion Malcador. It can include up to 2 additional Legion Malcadors (+16 Power rating per model).
• Each model is equipped with a Battle cannon and three heavy bolters.
WEAPON
Autocannon
Battle cannon
Demolisher cannon
Heavy bolter
Heavy flamer
Lascannon
Twin lascannon
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
48”
72”
24”
36”
12”
48”
48”
Heavy 2
Heavy D6
Heavy D6
Heavy 3
Heavy D6
Heavy 1
Heavy 2
S
AP
D
ABILITIES
7
8
10
5
5
9
9
-1
-2
-3
-1
-1
-3
-3
2
D3
D6
2
1
D6
D6
Blast weapon.
Blast weapon.
This weapon automatically hits its target.
-
• Any model can replace its Battle cannon with a twin lascannon.
• Any model can replace one heavy bolter with a heavy flamer, autocannon, lascannon or demolisher cannon.
• Any model can replace two heavy bolters with two heavy flamers, two autocannons or two lascannons.
• Any model can take items from the Vehicle Upgrades list.
• Any model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Grinding Advance: If this model Remains Stationary or moves under half speed in its Movement phase (i.e. it
moves a distance in inches less than half of its current Move Characteristic) it can shoot its turret weapon twice in
the following Shooting phase (the turret weapon must target the same unit both times). The following weapons are
turret weapons: battle cannon; twin lascannon.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Malcador, Tank
59
Legion Jetbike Sky Slayer Support Squadron
NAME
Legion Space Marine
Sky Slayer
Legion Sky Slayer
Sergeant
M
WS
BS
S
T
W
A
Ld
Sv
15”
3+
3+
4
5
3
1
7
2+
15”
3+
3+
4
5
3
2
8
2+
Core
8
Power
This unit consists of 3 Legion Space Marine Sky Slayers. It can include up to 2 additional Legion Space Marine Sky Slayers (Power Rating
+5).
• Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Scimitar Jetbikes
is equipped with a multi-melta.
WEAPON
RANGE TYPE
Bolt pistol
Chainsword
Frag grenade
Krak grenade
12”
Melee
6”
6”
Multi-melta
24”
Plasma cannon
- Standard
Pistol 1
Melee
Grenade D6
Grenade 1
Heavy 2
S
AP
D
ABILITIES
4
User
3
6
0
-1
0
-1
1
1
1
D3
-
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Each time the bearer fights, it can make 1 additional attack with this weapon.
Blast weapon.
-
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
-
- Supercharge
36”
Heavy D3
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
•
The entire unit can replace the multi-meltas on their Legion Space Marine Scimitar Jetbikes with volkite culverins,
or plasma cannnons
• One Legion Space Marine Sky Slayer can be upgraded to a Legion Sky Slayer Sergeant.
• The Legion Sky Slayer Sergeant can replace his chainsword with an item from the Melee Weapons list.
• The Legion Sky Slayer Sergeant can replace his bolt pistol with an item from the Pistols list.
Angels of Death, Legion Traits
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move Characteristic
for that Movement phase, when it Advances, instead of rolling a dice.
FACTION
KEYWORDS
KEYWORDS
Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield.
At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield
that is more than 9” away from any enemy models.
<Fealty>, Legiones Astartes, <Legion>
Biker, Core, Fly, Sky Slayer Squadron, Melta grenades, Astartes
60
Legion Kharybdis Assault Claw
NAME
M
WS
BS
Kharybdis Assault
Claw
15”
10”
5”
4+
5+
6+
3+
4+
5+
S
8
12
Power
T
W
A
Ld
Sv
8
11-20
5-9
1-4
4
8
3+
A Kharybdis Assault Claw is a single model equipped with five kharybdis storm launchers, blade struts and melta array.
WEAPON
Kharybdis storm
launcher
- Frag missile
- Krak missile
Blade struts
Melta array
ABILITIES
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one of the profiles below.
36”
36”
Melee
Heavy 2D6
Heavy 2
Melee
4
8
x2
0
-2
-4
1
D6
3
Melee
Melee
x2
-4
D3+3
Blast weapon.
Each time the bearer lights, it makes 1 additional attack with this weapon and no
more than one attack can be made with this weapon.
Orbital Assault: During deployment, you must set up this unit high in the skies instead of setting it up on the
battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are
playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements
step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere
on the battlefield that is more than 9” away from any enemy models. Any units embarked within this transport can
immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set
up more than 9” away from any enemy models.
Termal Jet Array: After the bearer has moved, youc can select one units this model moved across and roll one D6,
subtracting 1 from the roll if that unit has the Character keyword, on a 2-4, that unit suffers D3 mortal wounds, on a
5+, that unit suffers 2D3 mortal wounds.
Hover Transport: Distances are measured to and from either this model’s hull or its base, whichever is the closest.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wounds.
This model can transport 20 <Legion> Infantry or Rapier Carriers, or 1 <Legion> Dreadnought model(s)
(each Jump Pack, Terminator or Primarch model takes up the space of two other Infantry models, each Rapier
Carrier model takes up the space of three Infantry models).
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Transport, Fly, Drop Pod, Kharybdis
61
Legion Arquitor Bombard
NAME
M
Legion Arquitor
Bombard
14”
10”
8”
WS
BS
6+
3+
4+
5+
S
6
7
Power
T
W
A
Ld
Sv
7
6-11
3-5
1-2
4
D3
1
8
3+
A Legion Arquitor Bombard is a single model equipped with spicula rocket system and two heavy bolters.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Heavy bolter
36”
Heavy 3
5
-1
2
-
Grav-flux bombard
24”
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a
Save Characteristic of 3+ or better, that attack has a Damage Characteristic of 3.
Morbus heavy
bombard
- Explosive shells
- Carcass shells
Spicula rocket system
WARGEAR
OPTIONS
ABILITIES
FACTION
KEYWORDS
KEYWORDS
When attacking with this weapon, choose one of the profiles below.
24”
Heavy 2D3
10
-3
2
This weapon can target units that are not visible to the firing model. Blast weapon.
24”
Heavy 2D6
2
-1
1
This weapon can target units that are not visible to the firing model. This weapon
always wounds on a 2+; except against Vehicles where it always needs a 6+. Blast
weapon.
24”
Heavy 2D6
7
-2
2
Blast weapon.
• This model may exchange its Spicula rocket system for Grav-flux bombard or for Morbus heavy bombard.
• This model may exchange its heavy bolter for autocannon.
• This model can take items from the Vehicle Upgrades list.
• This model can take an item from each of the Pintle Weapons and Sponson Weapons lists.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Sicaran, Sabre Strike Tank, Tank, Arquitor Bombard
62
Legion Kratos Tank
NAME
M
Legion Kratos
10”
5”
3”
WS
BS
6+
3+
4+
5+
18
Power
S
8
T
W
A
Ld
Sv
8
9-16
5-8
1-4
6
D6
1
9
2+
This unit consists of 1 Legion Kratos. It can include up to 2 additional Legion Kratos (+18 Power rating per model).
• Each model is equipped with a Kratos battle cannon, autocannon and four heavy bolters.
WEAPON
Autocannon
Kratos Battle cannon
- HE shell
- AP shell
- FB shell
RANGE TYPE
48”
Heavy 2
S
AP
D
ABILITIES
7
-1
2
-
When attacking with this weapon, choose one of the profiles below.
36”
36”
Heavy D6
Heavy 2
8
8
-2
-3
D3
6
24”
Heavy 2
10
-4
D6
Heavy bolter
Heavy flamer
Lascannon
36”
12”
48”
Heavy 3
Heavy D6
Heavy 1
5
5
9
-1
-1
-3
2
1
D6
Volkite caliver
30”
Heavy 2
5
-1
2
WARGEAR
OPTIONS
ABILITIES
Blast weapon.
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2. Each time an unmodified hit roll
of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal
wound after shooting with this weapon.
This weapon automatically hits its target.
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
• Any model can replace two heavy bolters with a two autocannons, two lascannons or two volkite calivers.
• Any model can replace two heavy bolters with two heavy flamers, two lascannons or two volkite calivers.
• Any model can take items from the Vehicle Upgrades list.
• Any model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Flare Shield: This model subtracts 1 from the damage of each hit against it in the shooting phase to a minimum
of 1.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Kratos, Tank
63
Legion Rhino Armoured Carrier
NAME
M
Legion Rhino
12”
6”
3”
WS
BS
6+
3+
4+
5+
S
6
4
Power
T
W
A
Ld
Sv
7
6-10
3-5
1-2
3
D3
1
8
3+
A Legion Rhino is a single model equipped with a twin boltgun.
WEAPON
RANGE TYPE
Twin boltgun
WARGEAR
OPTIONS
ABILITIES
24”
•
•
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
This model can take items from the Vehicle Upgrades list.
This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Self -repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 6” suffers D3 mortal wound.
This model can transport 10 <Legion> Infantry models. It cannot transport Jump Pack, Terminator or Primarch
models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Transport, Rhino, Tank
64
Legion Drop Pod
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Legion Drop Pod
0”
-
3+
6
6
8
0
8
3+
A Legion Drop Pod is a single model equipped with a twin boltgun.
WEAPON
Twin boltgun
ABILITIES
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
RANGE TYPE
24”
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
Orbital Assault:During deployment, you must set up this unit high in the skies instead of setting it up on the
battlefield, but neither it, nor any units embarked within it, are counted towards any limits that the mission you are
playing places on the maximum number of Reinforcement units you can have in your army. In the Reinforcements
step of your first, second or third Movement phase, regardless of any mission rules, you can set up this unit anywhere
on the battlefield that is more than 9” away from any enemy models. Any units embarked within this transport can
immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set
up more than 9” away from any enemy models.
Explodes: When this model is destroyed, roll one 06 before removing it from play. On a 6 it explodes, and each u
within 6” suffers a mortal wound.
This model can transport 10 <Legion> Infantry or Rapier Carrier models. Each Rapier Carrier model takes up
the space of three Infantry models, it cannot transport Jump Pack, Terminator or Primarch models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Transport, Drop Pod
Specialised Wargear
Legion Drop Pods are only utilised by the Legiones Astartes under certain specific conditions.
As such, a Legion Drop Pod cannot be taken as a Dedicated Transport unless a Rite of War or
unit Ability specifically allows them.
65
Legion Dreadnought Drop Pod
3
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Dreadnought Drop
Pod
0”
-
-
6
7
8
0
8
3+
A Dreadnought Drop Pod is a single model.
ABILITIES
Drop Pod Assault: During deployment, you can set up this model, along with any units embarked within it, in
orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a
drop pod assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Any models
embarked inside must immediately disembark, but they must be set up more than 9” away from any enemy models.
Any models that cannot be set up because there is not enough room are slain. This model and unit embarked aboard
it are exept from Tactical Reserves matched play rule.
Dreadnought Transport: If your army is Battle-forged, then for each Dreadnought model that has a Wounds
charactenstic of 9 or less included in a Detachment, you can include 1 Dreadnought Drop Poo model in that
Detachment without taking up an additional Battlefield Role slot. No more than 1 Dreadnought Drop Pod mode:
taken for each such Dreadnought model.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one 06 before removing it from play. On a 6 it explodes, and each u
within 6” suffers a mortal wound.
This model can transport 1 <Legion> Dreadnought model.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Transport, Drop Pod, Dreadnought Drop Pod
Specialised Wargear
Legion Dreadnought Drop Pods are only utilised by the Legiones Astartes under certain
specific conditions. Unless stated otherwise by a Rite of War, a Dreadnought Talon can take a
single Legion Dreadnought Drop Pod as a Dedicated Transport if the Talon only consists of of
a single Dreadnought.
66
Primaris-Lightning Strike Fighter
NAME
Primaris-Lightning
M
20-45”
20-30”
20”
WS
BS
6+
3+
4+
5+
S
7
14
Power
T
W
A
Ld
Sv
7
7-14
4-6
1-3
3
8
3+
A Primaris-Lightning is a single model equipped with a twin lascannon.
WEAPON
Twin lascannon
Twin autocannon
Twin multi-laser
Twin missile
launcher
- Frag missile
- Krak missile
Sunfury missile
RANGE TYPE
48”
48”
36”
Heavy 2
Heavy 4
Heavy 6
S
AP
D
ABILITIES
9
7
6
-3
-1
0
D6
2
1
-
When attacking with this weapon, choose one of the profiles below.
Kraken penetrator
48”
48”
36”
Heavy 2D6
Heavy 2
Heavy D6
4
8
6
0
-2
-2
1
D6
1
Blast weapon.
36”
Heavy 1
8
-3
D6
When an attack made with this weapon hits a Vehicle, that attack has a Damage
chracteristic of D6+4.
Phosphex Bomb
cluster
---------------------- See Bomb cluster below ----------------------
UNIT OPTIONS
•
WARGEAR
OPTIONS
ABILITIES
Blast weapon.
Each Phosphex bomb cluster can only be used once per battle.
This model can take up to three hardpoint weapon systems, which may either be twin autocannons, twin multilasers, twin missile launchers (frag & krak missiles), two sunfury missiles, two kraken penetrator missiles or a
phosphex bomb cluster.
• This model can take battle servitor control.
• This model can take ground-tracking auguries.
• This model can take a ramjet-diffraction grid.
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Phosphex Bomb cluster: Once per turn a Primaris-Lightning equipped with a Phosphex Bomb cluster can drop
it as it flies over enemy units in its Movement phase. After the Primaris-Lightning has moved, pick one enemy unit
that it flew over. Then roll a D6 for each model in the unit, up to a maximum of 10 dice (roll two dice for each Vehicle
or Monster in the unit). For each roll of a 4+, the unit being bombed suffers a mortal wound.
Battle servitor control: A model with Battle Servitor Control increases by one the Strength of any ranged
weapons that target a Vehicle unit.
Ground tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting
a unit that does not have the Aircraft keyword.
Ramjet-diffraction grid: This model has a 5+ invulnerable save against ranged weapons.
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and
each unit within 6” suffers D3 mortal wounds.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Fly, Rad grenades, Primaris-Lightning
67
Legion Storm Eagle Assault Gunship
NAME
Storm Eagle
M
20-45”
20-30”
20”
WS
BS
6+
3+
4+
5+
S
8
18
Power
T
W
A
Ld
Sv
7
8-16
4-7
1-3
3
D3
1
9
3+
A Storm Eagle is a single model equipped with a twin heavy bolter, vengeance launcher and two Twin hellstrike launchers.
WEAPON
RANGE TYPE
Twin hellstrike
launcher
Twin heavy bolter
Twin lascannon
Twin missile
launcher
- Frag missile
- Krak missile
S
AP
D
ABILITIES
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
72”
Heavy 2
8
-3
3
36”
48”
Heavy 6
Heavy 2
5
9
-1
-3
2
D6
-
When attacking with this weapon, choose one of the profiles below.
48”
48”
Heavy 2D6
Heavy 2
4
8
0
-2
1
D6
Blast weapon.
Twin multi-melta
24”
Heavy 4
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Vengeance launcher
48”
Heavy 2D6
6
-1
1
WARGEAR
OPTIONS
ABILITIES
-
Blast weapon.
•
•
This model can replace its two Twin hellstrike launchers with two twin lascannons.
This model can replace its twin heavy bolter with a twin multi-melta or twin missile launcher (frag & krak
missiles).
Angels of Death, Legion Traits
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the
beginning of your next Movement phase.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this model is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds.
This model can transport 20 <Legion> Infantry models (each Jump Pack, Terminator or Primarch model takes
up the space of two other models).
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Transport, Fly, Storm Eagle
68
Xiphon Pattern Interceptor
NAME
Xiphon Interceptor
M
20-50”
20-30”
20”
WS
BS
6+
3+
4+
5+
S
6
11
Power
T
W
A
Ld
Sv
7
8-11
4-7
1-3
2
8
3+
A Xiphon Interceptor is a single model equipped with two twin lascannons and a xiphon rotary missile launcher.
WEAPON
RANGE TYPE
Twin lascannon
Xiphon rotary missile
launcher
S
AP
D
ABILITIES
-
48”
Heavy 2
9
-3
D6
60”
Heavy 3
7
-2
3
WARGEAR
OPTIONS
•
ABILITIES
Angels of Death, Legion Traits
Each time this attack is made against an Aircraft unit add 2 to that attck hit roll.
This model can take ground-tracking auguries.
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Interceptor: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can
Aircraft.
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and
each unit within 6” suffers D3 mortal wounds.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Fly, Xiphon Interceptor
69
Legion Fire Raptor Assault Gunship
NAME
Fire Raptor
M
20-45”
20-30”
20”
WS
BS
6+
3+
4+
5+
S
8
19
Power
T
W
A
Ld
Sv
7
8-16
4-7
1-3
3
D3
1
9
3+
A Fire Raptor is a single model equipped with a twin avenger bolt cannon, two quad heavy bolters and two Twin hellstrike launchers.
WEAPON
RANGE TYPE
Twin hellstrike
launcher
Quad heavy bolter
Reaper autocannon
battery
Twin avenger bolt
cannon
Twin lascannon
WARGEAR
OPTIONS
ABILITIES
•
•
S
AP
D
ABILITIES
72”
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
36”
Heavy 12
5
-1
2
-
36”
Heavy 8
7
-2
1
-
36”
Heavy 10
6
-2
2
-
48”
Heavy 2
9
-3
D6
-
This model can replace its two quad heavy bolters with two reaper autocannon batteries.
This model can replace its two Twin hellstrike launchers with two twin lascannons.
Angels of Death, Legion Traits
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the
beginning of your next Movement phase.
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this model is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Fly, Fire Raptor Assault Gunship
70
Legion Caestus Assault Ram
NAME
Caestus Assault Ram
M
20-45”
20-35”
25”
WS
BS
5+
3+
4+
5+
S
8
13
Power
T
W
A
Ld
Sv
7
11-20
6-10
1-5
6
D6
D3
9
2+
A Caestus Assault Ram is a single model equipped with a caestus ram, twin magna-melta and two havoc launchers.
WEAPON
RANGE TYPE
Caestus ram
Havoc launcher
Missile launcher
- Frag missile
- Krak missile
Melee
48”
Heavy D6
AP
D
ABILITIES
User
-3
D6
Add 3 to hit rolls made with this weapon when targeting Buildings if the
Caestus Assault Ram charged this turn.
5
0
1
Blast weapon.
When attacking with this weapon, choose one of the profiles below.
Twin magna-melta
WARGEAR
OPTIONS
ABILITIES
Melee
S
•
•
48”
48”
Heavy D6
Heavy 1
4
8
0
-2
1
D6
Blast weapon.
24”
Heavy 2D3
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2. Blast weapon.
-
This model can replace its two havoc launchers with two missile launchers.
This model can take frag assault launchers.
Angels of Death, Legion Traits
Airborne Ram: This model can only declare charges in the Charge phase against units that can Fly, and can only
attack or be attacked by units that can Fly.
Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far
the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Hard to Hit: Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the
beginning of your next Movement phase.
Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on
a 4+ that unit suffers D3 mortal wounds.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and
each unit within 6” suffers D3 mortal wounds.
This model can transport 10 <Legion> Infantry models (each Primarch model takes up the space of two other
Infantry models). It cannot transport Jump Pack models.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Transport, Fly, Caestus Assault Ram, Tank
71
Legion Cerberus Heavy Tank Destroyer
NAME
M
Legion Cerberus
10”
5”
3”
WS
BS
5+
3+
4+
5+
S
8
22
Power
T
W
A
Ld
Sv
8
17-22
6-16
1-5
8
6
D3
9
2+
A Legion Cerberus is a single model equipped with a Heavy neutron laser battery and crushing tracks.
WEAPON
Crushing tracks
RANGE TYPE
Melee
Melee
S
AP
D
ABILITIES
User
-2
D3
-
Heavy neutron laser
battery
72”
Heavy 4
14
-4
2D3
Hunter-killer missile
48”
Heavy 1
10
-2
D6
WARGEAR
OPTIONS
ABILITIES
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa
Damage Characteristic of 6.
A model can only fire each of its hunter-killer missiles once per battle.
• This model can take a hunter-killer missile.
• This model can take an item from the Sponson Weapons list.
• This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
FACTION
KEYWORDS
KEYWORDS
Unstable Reactor: When this model is destroyed, roll one D6 before removing it from play. On a 5+ it explodes,
and each unit within D6+6” suffers D6 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Titanic, Cerberus, Tank
72
Legion Typhon Heavy Siege Tank
NAME
M
Legion Typhon
10”
5”
3”
WS
BS
5+
3+
4+
5+
S
8
24
Power
T
W
A
Ld
Sv
8
17-22
6-16
1-5
8
6
D3
9
2+
A Legion Typhon is a single model equipped with a Dreadhammer siege cannon and crushing tracks.
WEAPON
Crushing tracks
Dreadhammer siege
cannon
Hunter-killer missile
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
Melee
Melee
S
AP
D
ABILITIES
User
-2
D3
-
24”
Heavy 2D6
10
-4
3
48”
Heavy 1
10
-2
D6
Blast weapon.
A model can only fire each of its hunter-killer missiles once per battle.
• This model can take a hunter-killer missile.
• This model can take an item from the Sponson Weapons list.
• This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
FACTION
KEYWORDS
KEYWORDS
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within D6+6” suffers D6 mortal wounds.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Titanic, Typhon, Tank
73
Legion Falchion Super-heavy Tank
NAME
M
Legion Falchion
10”
7”
4”
WS
BS
5+
3+
4+
5+
S
8
38
Power
T
W
A
Ld
Sv
8
14-26
7-13
1-6
9
6
3
9
2+
A Legion Falchion is a single model equipped with a twin heavy bolter, twin volcano cannon, two quad lascannons and crushing tracks.
WEAPON
RANGE TYPE
Crushing tracks
Quad lascannon
Twin heavy bolter
Melee
48”
36”
Twin volcano cannon
WARGEAR
OPTIONS
ABILITIES
120”
•
•
Melee
Heavy 4
Heavy 6
Heavy 4D3
S
AP
D
ABILITIES
User
9
5
-2
-3
-1
D3
D6
2
-
16
-5
6
Blast. You can re-roll failed wound rolls when targeting Titanic units with this
weapon.
This model can take a hunter-killer missile.
This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D6 mortal wound.
FACTION
KEYWORDS
KEYWORDS
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Titanic, Falchion, Tank
74
Legion Stormblade Super-heavy Tank
NAME
M
Legion Stormblade
10”
7”
4”
WS
BS
5+
3+
4+
5+
S
7
27
Power
T
W
A
Ld
Sv
8
14-26
7-13
1-6
9
6
3
9
3+
A Legion Stormblade is a single model equipped with a plasma blastgun, heavy bolter and crushing tracks.
WEAPON
Crushing tracks
Heavy bolter
Lascannon
Plasma blastgun
- Standard
RANGE TYPE
Melee
36”
48”
Twin heavy bolter
Twin heavy flamer
ABILITIES
AP
D
ABILITIES
User
5
9
-2
-1
-3
D3
2
D6
-
When attacking with this weapon, choose one of the profiles below.
- Supercharge
WARGEAR
OPTIONS
Melee
Heavy 3
Heavy 1
S
72”
Heavy 2D6
9
-4
3
Blast weapon.
72”
Heavy 2D6
10
-4
4
Blast weapon. For each unmodified hit roll of 1, the bearer suffers 3 mortal
wound after all this weapon’s shots have been resolved.
36”
12”
Heavy 6
Heavy 2D6
5
5
-1
-1
2
1
This weapon automatically hits its target.
•
This model can take up to two pairs of sponsons (each sponson consists of a twin heavy bolter and lascannon).
• Any twin heavy bolter can be replaced with a twin heavy flamer.
• This model can take a hunter-killer missile.
• This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D6 mortal wound.
FACTION
KEYWORDS
KEYWORDS
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Titanic, Stormblade, Tank
75
Legion Fellblade Super-heavy Tank
NAME
M
Legion Fellblade
10”
7”
4”
WS
BS
5+
3+
4+
5+
S
8
30
Power
T
W
A
Ld
Sv
8
14-26
7-13
1-6
9
6
3
9
2+
A Legion Fellblade is a single model equipped with a fellblade accelerator cannon, demolisher cannon, twin heavy bolter, two quad lascannons,
and crushing tracks.
WEAPON
Crushing tracks
Demolisher cannon
Fellblade accelerator
cannon
- HE shell
- AE shell
Quad lascannon
Twin heavy bolter
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
Melee
24”
Melee
Heavy D6
S
AP
D
ABILITIES
User
10
-2
-3
D3
D6
Blast weapon.
When attacking with this weapon, choose one of the profiles below.
100”
Heavy 2D6
8
-3
3
100”
48”
36”
Heavy 2
Heavy 4
Heavy 6
14
9
5
-4
-3
-1
6
D6
2
Blast weapon.
-
• This model can replace its two quad lascannons with two laser destroyers.
• This model can replace its twin heavy bolter with a twin heavy flamer.
• This model can take a hunter-killer missile.
• This model can take an item from the Pintle Weapons list.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D6 mortal wound.
FACTION
KEYWORDS
KEYWORDS
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Titanic, Fellblade, Tank
76
Legion Glaive Super-heavy Tank
NAME
M
Legion Glaive
10”
7”
4”
WS
BS
5+
3+
4+
5+
S
8
35
Power
T
W
A
Ld
Sv
8
14-26
7-13
1-6
9
6
3
9
2+
A Legion Glaive is a single model equipped with a volkite carronade, twin heavy bolter, two quad lascannons and crushing tracks.
WEAPON
Crushing tracks
Quad lascannon
Twin heavy bolter
Volkite carronade
WARGEAR
OPTIONS
ABILITIES
RANGE TYPE
Melee
48”
36”
48”
Melee
Heavy 4
Heavy 6
Heavy 1
S
AP
D
ABILITIES
User
9
5
-2
-3
-1
D3
D6
2
-
8
-2
2
Draw a line 48” long from this model; each unit (friend or enemy) that gets
passed over/through by the line suffers D6 shots if it is Infantry, D3 if it has any
other type, and 1 shot if it is a Character. If the line passes through/over a Titanic
unit it is terminated at that unit. The Titanic unit suffers D3 mortal wounds in
addition to the D3 shots.
• This model can replace its two quad lascannons with two laser destroyers.
• This model can replace its twin heavy bolter with a twin heavy flamer.
• This model can take a hunter-killer missile.
Angels of Death, Legion Traits
Explodes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and each
unit within 2D6” suffers D6 mortal wound.
FACTION
KEYWORDS
KEYWORDS
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Machine Spirit, Titanic, Glaive, Tank
77
Legion Thunderhawk Transporter
NAME
Thunderhawk
Transporter
M
20-50”
20-40”
20-30”
20”
WS
BS
6+
2+
3+
4+
5+
S
10
27
Power
T
W
A
Ld
Sv
8
20-26
14-19
6-13
1-5
6
4
3
2
9
3+
A Thunderhawk Transporter is a single model equipped with four twin heavy bolters and a hellstrike battery.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Hellstrike battery
72”
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
Twin heavy bolter
36”
Heavy 6
5
-1
2
-
ABILITIES
Angels of Death, Legion Traits
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Colossal Flyer: When targeting this unit with shooting attacks and psychic powers, always measure to the model’s
hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly
keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar
Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model.
Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far
the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances, increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Void-hardened Hull: The Thunderhawk Transporter has a 5+ invulnerable save.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the
beginning of your next Movement phase.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Crash and Burn: When this transport is destroyed, roll one D6 before any embarked models disembark and
before removing it from play. On a 6 it explodes, and each unit within 2D6” suffers 2D6 mortal wounds.
The Thunderhawk Transporter can transport 15 <Legion> Infantry models. Each Jump Pack, Terminator or
Primarch model takes up the space of two other Infantry models. It may also transport <Legion> Biker models
who take up the space of three Infantry models each.
In addition it may transport vehicles in one of the two following configurations:
• One model with the Land Raider or Spartan keywords.
• Up to two models with the Rhino keyword.
Note that transported vehicles may also transport additional units where able.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Transport, Titanic, Fly, Thunderhawk Transporter
78
Legion Thunderhawk Gunship
NAME
Thunderhawk
Gunship
M
20-50”
20-40”
20-30”
20”
WS
BS
6+
2+
3+
4+
5+
S
10
34
Power
T
W
A
Ld
Sv
8
24-30
15-23
8-14
1-7
8
4
3
2
9
3+
A Thunderhawk gunship is a single model equipped with a thunderhawk cannon, four twin heavy bolters and two lascannons.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
Hellstrike battery
72”
Heavy 4
8
-3
3
Lascannon
Thunderhawk
cannon
Turbo-laser
destructor
Twin heavy bolter
48”
Heavy 1
9
-3
D6
48”
Heavy 2D6
8
-2
D3+3
Blast weapon.
96”
Heavy 2D3
16
-5
D6+3
Blast weapon.
36”
Heavy 6
5
-1
2
WARGEAR
OPTIONS
ABILITIES
-
-
•
•
This model can replace its thunderhawk cannon with a turbo-laser destructor.
This model can take a hellstrike missile battery. If this option is chosen then the Thunderhawk Gunship loses the
Thunderhawk Cluster Bombs ability.
Angels of Death, Legion Traits
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Colossal Flyer: When targeting this unit with shooting attacks and psychic powers, always measure to the model’s
hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly
keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar
Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model.
Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far
the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances, increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Void-hardened Hull: The Thunderhawk Gunship has a 5+ invulnerable save.
Crash and Burn: When this transport is destroyed, roll one D6 before any embarked models disembark and
before removing it from play. On a 6 it explodes, and each unit within 2D6” suffers 2D6 mortal wounds.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the
beginning of your next Movement phase.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Thunderhawk Cluster Bombs: Once per battle, a Thunderhawk Gunship with this ability can make a bombing
run against a single enemy unit it has moved over during one of its Movement phases. After the Thunderhawk
Gunship has moved, pick an enemy unit that it flew over. Roll 3D6 for every Vehicle or Monster, or a D6 for every
other model, up to a maximum of 12D6. For each roll of a 5+, the unit suffers a mortal wound. Units consisting only
of Characters may not be targeted by this ability.
The Thunderhawk Gunship can transport 30 <Legion> Infantry models. Each Jump Pack, Terminator or
Primarch model takes the space of two other Infantry models. It may also transport <Legion> Biker models who
take up the place of three Infantry models each.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Transport, Titanic, Fly, Thunderhawk Gunship
79
Legion Mastodon Heavy Assault Transport
NAME
M
Legion Mastodon
10”
5”
3”
WS
BS
5+
3+
4+
5+
S
9
44
Power
T
W
A
Ld
Sv
9
16-30
8-15
1-7
8
6
D6
9
2+
A Legion Mastodon is a single model equipped with a siege melta array, two heavy flamers, two lascannons, a skyreaper battery and crushing
tracks.
WEAPON
RANGE TYPE
Crushing tracks
Heavy flamer
Hunter-killer missile
Lascannon
Melee
12”
48”
48”
Melee
Heavy D6
Heavy 1
Heavy 1
S
AP
D
ABILITIES
User
5
10
9
-2
-1
-2
-3
D3
1
D6
D6
This weapon automatically hits its target.
A model can only fire each of its hunter-killer missiles once per battle.
-
Siege melta array
24”
Heavy 6
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Skyreaper battery
48”
Heavy 8
7
-2
2
Each time this attack is made against an Aircraft unit add 1 to that attck hit roll
and Damage Characteristic is 4.
WARGEAR
OPTIONS
ABILITIES
•
This model can take up to four hunter-killer missiles.
Angels of Death, Legion Traits
Steel Behemoth: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model
is selected to shoot, if it is within Engagement Range of any enemy units, it can make attacks against eligible enemy
units that are not within Engagement Range of it as if there were no enemy models within Engagement Range of it.
Reinforced Structure: A model with an armoured cockpit rolls a dice each time it loses a wound. On a 6 it does
not lose that wound.
Void Shields: This model has 2 void shields. Each void sheild has 3 shield points. When this model has any void
shield, it has a 5+ invulnerable save against ranged attacks. Each time saving throw is failed for this model agianst
a ranged attack, if it has any shield, it doeas not suffer any damage. Instead for each point of damage inflicted it
like one shield point. Once a void shield lose a shield point it must continue t lose shield points due to any further
damege inflicted until is collapsed. Each time an attach causes a void shield to be reduced to a 0 shield points, that
void shield collapses. This model lose that void shield and any damege iflicted by that attack. Void shiled can never be
used to prevent mortal wounds (eah mortal wound inflicted on a model with void shileds causes that model to lose
one wound as normal). At the start of your Command Phase, if this model has a void shield tha that has fewer than 3
shield points ramaning that void shiled is restored to 3 shield points.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Explodes: When this transport is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within D6+6” suffers 2D6 mortal wounds.
This model can transport 40 <Legion> Infantry or Dreadnought models (each Jump Pack, Terminator or
Primarch model takes up the space of two other Infantry models, Dreadnought models take up the space of 10
other Infantry models).
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Smokescreen, Machine Spirit, Transport, Titanic, Mastodon, Tank
80
Sokar Pattern Stormbird
NAME
Sokar Pattern
Stormbird
M
20-50”
20-40”
20-30”
20”
WS
BS
6+
2+
3+
4+
5+
S
10
45
Power
T
W
A
Ld
Sv
8
30-40
20-29
10-19
1-9
6
4
3
2
9
3+
A Sokar Pattern Stormbird is a single model equipped with four twin lascannons, three twin heavy bolters and hellstrike battery.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
Hellstrike battery
72”
Heavy 4
8
-3
3
Twin heavy bolter
Twin lascannon
36”
48”
Heavy 6
Heavy 2
5
9
-1
-3
2
D6
ABILITIES
-
Angels of Death, Legion Traits
Airborne: This model cannot charge, can only be charged by units that can Fly, and can only attack or be attacked
in the Fight phase by units that can Fly.
Colossal Flyer: When targeting this unit with shooting attacks and psychic powers, always measure to the model’s
hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly
keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar
Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model.
Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase.
Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far
the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot.
When this model Advances, increase its Move Characteristic by 20” until the end of the phase - do not roll a dice.
Void-hardened Hull: The Sokar Pattern Stormbird has a 5+ invulnerable save.
Crash and Burn: When this transport is destroyed, roll one D6 before any embarked models disembark and
before removing it from play. On a 6 it explodes, and each unit within 2D6” suffers 2D6 mortal wounds.
Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move Characteristic
becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the
beginning of your next Movement phase.
Projected Void Shields: This model has 4 void shields. Each void sheild has 3 shield points. When this model has
any void shield, it has a 5+ invulnerable save against ranged attacks. Each time saving throw is failed for this model
agianst a ranged attack, if it has any shield, it doeas not suffer any damage. Instead for each point of damage inflicted
it like one shield point. Once a void shield lose a shield point it must continue t lose shield points due to any further
damege inflicted until is collapsed. Each time an attach causes a void shield to be reduced to a 0 shield points, that
void shield collapses. This model lose that void shield and any damege iflicted by that attack. Void shiled can never be
used to prevent mortal wounds (eah mortal wound inflicted on a model with void shileds causes that model to lose
one wound as normal). At the start of your Command Phase, if this model has a void shield tha that has fewer than 3
shield points ramaning that void shiled is restored to 3 shield points.
TRANSPORT
FACTION
KEYWORDS
KEYWORDS
Shield Projection (Aura): As long as the Sokar Pattern Stormbird’s controlling player has chosen to make it
hover (as described previously) and does not move at all during the turn, you may declare that the Sokar Pattern
Stormbird is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void
shields’ save is extended to all models and Buildings within 8” of the Sokar Pattern Stormbird’s hull and wings.
The Sokar Pattern Stormbird can transport 50 <Legion> Infantry models. Each Jump Pack, Terminator or
Primarch model takes the space of two other Infantry models. It may also transport <Legion> Biker or Rapier
Carrier models who take up the place of three Infantry models each; or <Legion> Dreadnought models who
take up the place of 10 Infantry models. The Sokar Pattern Stormbird may also transport a single <Legion> Rhino,
including its own transported models, occupying 25 models’ worth of space. When disembarking, the Rhino may
only exit via the rear of the Sokar Pattern Stormbird.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Aircraft, Machine Spirit, Transport, Titanic, Fly, Sokar Pattern Stormbird
81
Legion Tarantula Sentry Gun Battery
NAME
Tarantula Sentry Gun
Air defence Tarantula
3
Power
M
WS
BS
S
T
W
A
Ld
Sv
-
-
4+
4+
4
4
5
5
4
4
-
7
7
3+
3+
This unit consists of 1 Tarantula Sentry Gun. It can include up to 2 additional Tarantula Sentry Guns (Power Rating +3 per model).
• Each model equipped with a twin heavy bolter.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Air-defence missiles
48”
Heavy D6
7
-2
1
Blast. Each time an attack is made withthis weapon against an Aircraft unit, that
attack has a Damage Characteristic of 2.
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin heavy bolter
Twin heavy flamer
Twin lascannon
Twin rotor cannon
36”
12”
48”
24”
Heavy 6
Heavy 2D6
Heavy 2
Heavy 8
5
5
9
6
-1
-1
-3
-1
2
1
D6
1
-
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
•
•
•
This weapon automatically hits its target.
-
The entire unit can be upgraded to Air defence Tarantulas. Air defence Tarantulas replace their twin heavy bolters
with air-defence missiles.
• One model can replace its air-defence missiles with a hyperios command platform.
The entire unit can take concealment.
Any model can replace its twin heavy bolters with twin heavy flamers, two twin rotor cannons, twin lascannon
or multi-melta.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically
hit this model in the Fight phase - do not make hit rolls. However,this model can still shoot if there are enemy models
within 1” of it, and friendly units can still target enemy models that are within 1” of this model.
Automated Weapons: If this model has a twin heavy bolter, twin heavy flamer or twin rotor cannon; it will
automatically target the nearest enemy Infantry unit in the Shooting phase within range. If this model has a multimelta or twin lascannon; it will automatically target the nearest non-Infantry model in the Shooting phase within
range. If this model has air-defence missiles; it will automatically target the nearest visible enemy unit that can Fly
and is within range. If there are none of the specified types of unit types of unit in range then the closest enemy unit
of any kind must be targeted, however in all cases this model may only shoot at an enemy Character if it is the
closest model of any type.
Hyperios Command Platform: A model equipped with a hyperios command platform gives a +1 to hit rolls for
air-defence missiles within 3”.
Concealment: Enemy units targeting this unit suffer a -1 to hit rolls with ranged attacks, until this unit shoots.
FACTION
KEYWORDS
KEYWORDS
Explodes: Each time a model in this unit is destroyed, roll one D6 before removing it from play: on a 6 it explodes,
and each unit within 3” suffers 1 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Vehicle, Artillery, Tarantula Sentry Gun
82
Imperial Primus Redoubt
NAME
Primus Redoubt
20
Power
M
WS
BS
S
T
W
A
Ld
Sv
-
-
4+
-
8
20
-
-
3+
A Primus Redoubt is a single model equipped with a dual turbo-laser destructor and force dome.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
48”
Heavy D6
7
-2
1
Blast. Each time an attack is made withthis weapon against an Aircraft unit, that
attack has a Damage Characteristic of 2.
96”
Macro 2D3
16
-3
2D6
Blast. Each time an attack is made with this weapon, on an unmodified wound
roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
36”
12”
48”
Heavy 3
Heavy D6
Heavy 1
5
5
9
-1
-1
-3
2
1
D6
-
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Twin heavy bolter
Twin lascannon
Whirlwind castellan
launcher
Whirlwind
vengeance launcher
36”
48”
Heavy 6
Heavy 2
5
9
-1
-3
2
D6
-
72”
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer
72”
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer
Air-defence missiles
Dual turbo-laser
destructor
Heavy bolter
Heavy flamer
Lascannon
WARGEAR
OPTIONS
ABILITIES
This weapon automatically hits its target.
-
•
This model can take either a twin heavy bolter, twin lascannon, air-defence missiles or whirlwind castellan
launcher.
• This model can replace its whirlwind castellan launcher with a whirlwind vengeance launcher.
• This model can take up to two heavy bolters, heavy flamers, multi-meltas or lascannons.
Wrecked: When this building is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. On any other result
this building is wrecked; though the model counts as destroyed for all rules purposes do not remove the model
from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the
following terrain traits, as described in the Warhammer 40,000 Core Rules:
• Difficult Ground
• Exposed Position
• Unstable Position
Automated Weapons: In your Shooting phase, each time this model is selected to shoot, if no friendly units
are embarked within it, you can only select one of the following targets for that weapon’s attacks:
• The closest eligible enemy unit.
• The closest eligible enemy Aircraft unit.
TRANSPORT
FACTION
KEYWORDS
TERRAIN
TRAITS
KEYWORDS
Force Dome: This model has a 5+ invulnerable save.
This model can transport any number of Infantry Characters and one other Infantry unit, up to a total of 20
models.
Unaligned
Breachable; Heavy Cover; Light Cover; Scalable, Defensible
Building, Vehicle, Transport, Primus Redoubt
83
Imperial Castellum Stronghold
NAME
M
WS
Tacticus Bunker
-
-
Bunker Annex
-
-
BS
3+
4+
5+
3+
4+
5+
S
T
-
9
-
9
40
Power
W
16-20
6-15
1-5
8-12
4-7
1-3
A
Ld
Sv
-
9
3+
-
9
3+
A Castellum Stronghold is a single Realm of Battle tile which is composed of four linked Buildings that are treated separately during the
game. These comprise a single large Tacticus Bunker and three Bunker Annexes bordering an open dock area.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Blast weapon.
Battle cannon
72”
Heavy D6
8
-2
D3
Air-defence missiles
48”
Heavy D6
7
-2
1
Blast. Each time an attack is made withthis weapon against an Aircraft unit, that
attack has a Damage Characteristic of 2.
Icarus lascannon
96”
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an Aircraft unit, add 2 to
that attack’s hit roll.
Icarus quad
lascannon
96”
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an Aircraft unit, add 2 to
that attack’s hit roll.
Multi-melta
24”
Heavy 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
Quad gun
48”
Heavy 8
7
-4
1
Each time an attack is made with this weapon against an Aircraft unit, add 2 to
that attack’s hit roll.
Twin heavy bolter
Twin heavy flamer
Twin lascannon
Whirlwind castellan
launcher
36”
12”
48”
Heavy 6
Heavy 2D6
Heavy 2
5
5
9
-1
-1
-3
1
1
D6
72”
Heavy 2D6
6
0
1
WARGEAR
OPTIONS
ABILITIES
This weapon automatically hits its target.
Blast. This weapon can target units that are not visible to the bearer
•
Each bunker annex can take a twin heavy bolter, twin heavy flamer, twin lascannon, multi-melta, air-defence
missiles, whirlwind castellan launcher, icarus lascannon or quad gun.
• The tacticus bunker can take up to two twin heavy bolters, twin heavy flamers, twin lascannons, multi-melta, airdefence missiles, whirlwind castellan launchers, icarus lascannons, quad guns, command relays, Battle cannons
or icarus quad lascannons.
Wrecked: When this building is destroyed, roll one D6 before any embarked models disembark and before
removing it from play. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. On any other result
this building is wrecked; though the model counts as destroyed for all rules purposes do not remove the model
from the battlefield. Instead, for the remainder of the battle it is treated as an Obstacle terrain feature with the
following terrain traits, as described in the Warhammer 40,000 Core Rules:
• Difficult Ground
• Exposed Position
• Unstable Position
Automated Weapons: In your Shooting phase, each time this model is selected to shoot, if no friendly units
are embarked within it, you can only select one of the following targets for that weapon’s attacks:
• The closest eligible enemy unit.
• The closest eligible enemy Aircraft unit.
Fire Points: In your Shooting phase, up to 15 models embarked within the Tacticus Bunker model and up to 10
models embarked in each Bunker Annex model can be selected to shoot with; measure distances and draw line of
sight from any point on that model when doing so (these embarked models can still shoot while the Building is
within Engagement Range of enemy units).
TRANSPORT
FACTION
KEYWORDS
TERRAIN
TRAITS
KEYWORDS
Command Interface Unit: At the start of your Command phase , if this model is on the battlefield roll one D6,
on a 5+ you gain 1 Command point.
The Tacticus Bunker can transport any number of Infantry Characters and one other Infantry unit, up to a total
of 30 models. Each Bunker Annex can transport any number of Infantry Characters and one other Infantry unit,
up to a total of 12 models. Each Jump Pack, Terminator or Primarch model takes up the space of two other models.
Unaligned
Heavy Cover, Light Cover, Defensible, Obscuring
Building, Vehicle, Transport, Titanic, Castellum Stronghold
84
Castellax Battle-automata Maniple
6
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Castellax
7”
4+
3+
6
7
6
2
6
3+
A Castellax Battle-automata Maniple consists of 1 Castellax. It can include up to 2 additional Castellax (Power Rating +12) or up to 4
Castellax (Power Rating +24).
• Each model is armed with a mauler pattern bolt cannon, two boltguns and shock chargers.
WEAPON
Battle-automata
power blades
Boltgun
RANGE TYPE
Melee
Melee
S
AP
D
ABILITIES
User
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
-
24”
Rapid Fire 1
4
0
1
Darkfire cannon
60”
Heavy 2
7
-4
D3
Flamer
Mauler bolt cannon
12”
24”
Assault D6
Heavy 3
4
6
0
-2
1
2
Multi-melta
24”
Heavy 2
8
-4
D6
x2
User
-4
-3
5
1
Siege wrecker
Shock chargers
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
Melee
Melee
Melee
Melee
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved.
This weapon automatically hits its target.
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
When attacking with this weapon, you must subtract 1 from the hit roll.
-
• The entire unit can take enhanced targeting arrays.
• Any model can replace its mauler bolt cannon with a multi-melta or darkfire cannon.
• Any model can replace one or both of its boltgun(s) with a flamer(s).
• Any model can replace its shock chargers with battle-automata power blades.
• Any model can replace its shock chargers and one boltgun with a siege wrecker.
Cybernetica Cortex: Each time a Combat Attrition test is taken for that unit, it is automatically passed.
Additionally, unless a friendly Cortex Controller unit is within 6”; this model can only target the nearest visible
enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit.
Atomantic Shielding: This model has a 5+ invulnerable save.
Battle automata: Each time an attack is allocated to this model, unless that attack has a Strength Characteristic
of 8 or more, subtract 1 from the Damage Characteristic of that attack (to a minimum of 1).
Enhanced Targeting Array: Enemy units targeted by a model with an enhanced targeting array do not gain any
bonus to their saving throw for being in cover. Additionally, this model receives a +1 bonus to hit in the shooting
phase.
FACTION
KEYWORDS
KEYWORDS
Reactor Blast: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and
each unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Monster, Castellax, Cybernetica Cortex, Support
85
Vorax Battle-automata Maniple
4
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Vorax
9”
3+
3+
6
6
4
2
6
4+
A Vorax Battle-automata Maniple consists of 1 Vorax. It can include up to 2 additional Vorax (Power Rating +8) or up to 5 Vorax (Power
Rating +20).
• Each model is armed with a lightning gun, two rotor cannons and battle-automata power blades.
WEAPON
RANGE TYPE
Battle-automata
power blades
Melee
Melee
S
AP
D
ABILITIES
User
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
Irad-cleanser
8”
Assault D6
*
0
1
This weapon automatically hits its target. This weapon always wounds on a 2+,
unless the target model is a Vehicle. A unit hit by one or more Rad weapons
counts its Toughness as 1 less for the rest of the battle round.
Lightning gun
18”
Heavy 1
7
0
1
You can re-roll failed wound rolls with this weapon. On a wound roll of an
unmodified 6+; change this weapon’s AP to -3 and Damage to 2.
Rotor cannon
Rotor cannon (biocorrosive rounds)
24”
Heavy 4
6
-1
1
-
12”
Heavy 4
6
-1
1
This weapon always wounds on a 4+, unless the target model is a Vehicle.
UNIT OPTIONS
WARGEAR
OPTIONS
ABILITIES
•
•
•
The entire unit can take enhanced targeting arrays.
The entire unit can take bio-corrosive rounds for their rotor cannons.
Any model can replace it’s lightning gun with an irad-cleanser.
Cybernetica Cortex: Each time a Combat Attrition test is taken for that unit, it is automatically passed.
Additionally, unless a friendly Cortex Controller unit is within 6”; this model can only target the nearest visible
enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit.
Fleet: Roll two dice and take the highest when making an Advance move with this unit.
Vanguard: Once both sides have deployed but before the first player takes their turn, this unit can move as if it
were their Movement phase. If both players have units that can do this, the player who is taking the first turn move
their units first.
FACTION
KEYWORDS
KEYWORDS
Enhanced Targeting Array: Enemy units targeted by a model with an enhanced targeting array do not gain any
bonus to their saving throw for being in cover. Additionally, this model receives a +1 bonus to hit in the shooting
phase.
<Fealty>, Legiones Astartes, <Legion>
Monster, Vorax, Cybernetica Cortex, Support
86
Thallax Cohort
6
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Thallax
8”
4+
3+
5
5
3
2
7
4+
A Thallax Cohort consists of 3 Thallax. It can include up to 3 additional Thallax (Power Rating +6) or up to 6 Thallax (Power Rating
+12).
• Each model is armed with a lightning gun and frag grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Frag grenade
6”
Grenade D6
3
0
1
Blast weapon.
Lightning gun
18”
Heavy 1
7
0
1
You can re-roll failed wound rolls with this weapon. On a wound roll of an
unmodified 6+; change this weapon’s AP to -3 and Damage to 2.
Melee
+2
0
1
-
Heavy chainsword
Melee
Irad-Cleanser
8'
Vssault D6
1
0
1
This weapon automatically hits its target. This weapon always wounds on a 2+.
unless the target model is a Vehicle. Each Time you make a wound roll of 6* with
this weapon that hit inflicts 2 damage instead of 1.
-
Multi-laser
36"
Heavy 3
6
0
1
Multi-melta
24"
Heavy 2
8
-4
D6
Phased Plasma-Fusil
Photon thruster
cannon
24'
Rapid Fire 2
7
-3
2
-
48'
Heavy 2
6
-4
3
For each hit roll of 1. the bearer suffers one mortal wound after all this weapon s
shots have been resolved.
UNIT OPTIONS
•
WARGEAR
OPTIONS
•
ABILITIES
When an attack made with this weapon hits a target thas is within half range,
that attack has a Damage chracteristic of D6+2.
The unit can take one of the Icarian, Ferrox, Destructor or Empyrite upgrades.
For every three models in the unit, one model can replace its lightning gun with an item from the Thallax Weapons
list.
• Any model can take a heavy chainsword.
Djinn-sight: Enemy units targeted by this unit do not gain any bonus to their saving throw for being in cover.
Additionally, enemy units that are set up on the battlefield as reinforcements cannot be set up within 12” of this
unit.
Lorica Thallax: Roll a D6 each time this unit loses a wound, on a 6 it does not lose that wound.
Icarian: At the beginning of the Move phase this unit may activate this ability. If it does, it cannot move or Advance
during the Move phase, add 1 to all hit rolls made for this model against targets that can Aircraft and subtract 1 from
the hit rolls made for this model against all other targets. These effects last until the end of the turn.
Ferrox: This unit gets +1 Attack when charging; cannot replace its lightning guns and gains the following ability
on its melee attacks during the Fight phase- “On a wound roll of an unmodified 6+ change this weapons AP to -3.”
Destructor: This unit increases the Strength of its attacks against Vehicle units by 1.
FACTION
KEYWORDS
KEYWORDS
Empyrite: During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the
battlefield. At the end of any of your Movement phases this unit can perform a teleport assault - set it up anywhere on
the battlefield that is more than 9” away from any enemy models. Additionally this unit gains the Void Hardened
keyword.
<Fealty>, Legiones Astartes, <Legion>
Infantry, Jump Pack, Fly, Thallax, Support
87
Domitar Battle-automata Maniple
7
Power
NAME
M
WS
BS
S
T
W
A
Ld
Sv
Domitar
7”
3+
3+
7
7
7
4
6
3+
A Domitar Battle-automata Maniple consists of 1 Domitar. It can include up to 2 additional Domitar (Power Rating +14) or up to 4
Domitar (Power Rating +28).
• Each model is armed with a missile launcher (ignis-frag & krak missiles) and two graviton hammers.
WEAPON
RANGE TYPE
Graviton hammer
Melee
Graviton hammer
12”
Missile launcher
S
AP
D
ABILITIES
Melee
x2
-3
4
When attacking with this weapon, you must subtract 1 from the hit roll.
Heavy D6
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save
Characteristic of 3+ or better, that attack has a Damage Characteristic of 3. Blast
weapon.
When attacking with this weapon, choose one of the profiles below.
- Ignis-frag missile
48”
Heavy D6
5
0
1
- Krak missile
48”
Heavy 1
8
-2
D6
ABILITIES
Units targeted by this weapon do not gain any bonus to their saving throw for
being in cover. Blast weapon.
-
Cybernetica Cortex: Each time a Combat Attrition test is taken for that unit, it is automatically passed.
Additionally, unless a friendly Cortex Controller unit is within 6”; this model can only target the nearest visible
enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit.
Atomantic Shielding: This model has a 5+ invulnerable save.
Battle automata: Each time an attack is allocated to this model, unless that attack has a Strength Characteristic
of 8 or more, subtract 1 from the Damage Characteristic of that attack (to a minimum of 1).
Brutal charge: When a domitar finishes a charge move, roll a dice; on a 4+ one enemy unit within 1” suffers a
mortal wound.
FACTION
KEYWORDS
KEYWORDS
Reactor Blast: When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes, and
each unit within 6” suffers D3 mortal wound.
<Fealty>, Legiones Astartes, <Legion>
Monster, Domitar, Cybernetica Cortex, Support
88
PRINCIPIA BELICOSA
In this section you’ll find rules for Battle-forged armies that include Legiones Astartes Detachments - that is,
any Detachment which only includes Legiones Astartes units. These rules include the abilities below and a series
of Stratagems. This section also includes the Astartes’ uniwue Warlord Traits, Psychic Disciplines and Relics.
Together, these rules reflect the Character and fighting style of the Legiones Astartes in your games.
Abilities
Additional Lords of War
If your army is Battle-forged, Legiones Astartes Detachments within
it gain the following abilities:
In addition to the vehicles listed in this document, bear in mind
that your army can also include detachments of Crusade Reserves
as listed in the Battles in the Age of Darkness document.
Objective Secured
If this detachment is comprised of only Legiones Astartes
units with the same <Legion> keyword, all Troops within this
detachment gain this ability. Such a unit that is within range of an
objective marker (as specified in the mission) controls the objective
marker even if there are more enemy models within range of
that objective marker. If an enemy unit within range of the same
objective marker has a similar ability, then the objective marker is
controlled by the player who has the most models within range of it
as normal.
If the Warlord in a is slain, models in Shattered Legion Detachment
will suffer -1 to their Leadership Characteristic when within 6” of a
unit with a different <Legion> keyword to their own.
Rites of War
The full panoply of war of a Legion is terrible to behold, and is
capable of obliterating an enemy through many means ranging from
sheer brute force to armoured assault, siege-craft or attack from close
orbit.
Other units may also have the Objective Secured ability, this is
listed in the abilities section of their datasheet where appropriate.
Additionally certain Rites of War give units the Objective Secured
ability.
To represent this, any Battle-forged Legiones Astartes detachment
containing a model with the Master of the Legion keyword and
totalling at least 1000pts/50PR, may take a Rite of War from the
selection on the following pages, or one of the Legion-specific Rites
of War detailed in their Legion rules. Shattered Legion Detachments
may only take Legion-specific Rites of War that correspond to the
<Legion> of the Warlord.
Shattered Legions
If this detachment is comprised of only Legiones Astartes units,
but with a mix of <Legion> keywords, it is considered to be a
Shattered Legion Detachment. Super-heavy, Super-heavy Auxiliary
or Fortification Network detachments cannot be Shattered Legion
Detachments.
You must include a Praetor, Centurion or Consul for each
different <Legion> keyword in a detachment. For example, if your
detachment includes White Scars and Iron Hands, you might take
a White Scars Praetor and an Iron Hands Siege Breaker Consul. In
addition, your army may not include any models with the Primarch
or Blackshield keywords.
The Rite of War will list what types of Detachment it may be applied
to. These Rites commonly alter what units can be included in the
detachment, grant access to special Stratagems or rules, or limit
what other detachments the army can contain. Because of the
fundamental changes the use of Rites of War create, the decision to
use them should be taken when you are starting to assemble your
army.
Army Theme: Army of Dark Compliance
This theme represents an army of mortal soliders raised to serve the dark vision of the Warmaster Horus and under the direct command
of a Traitor Legiones Astartes warleader. Such forces were often founded to impose ‘Dark Compliance’ on those worlds crushed by the
forces of the Warmaster.
•
You may declare your entire army to be an Army of Dark Compliance, in which case detachments within it can and must include
models with the Legiones Astartes faction keyword and models with the Militia faction keyword (with the exception of Super-heavy,
Super-heavy Auxiliary or Fortification Network detachments).
•
The largest detachment in the army (by number of units) must include a Praetor, Centurion or Consul, who must be army’s
warlord, and must include more units with the Militia faction keyword than with the Legiones Astartes faction keyword. It may not
include a Discipline Master Cadre.
•
Your army must be Traitor.
•
Legiones Astartes units in the army gain The Warmaster’s Due ability and Militia units in the army may choose to take the
Disposeable ability.
•
Detachments in the army may not make use of Rites of War.
•
Any Angels of Death, Legion Traits that apply to models in a <Legion> detachment apply only to <Legion> models, and not to
Militia models.
The Warmaster’s Due: This unit may claim the benefit of Light Cover if they are the target of a shooting attach which would pass
through a friendly Militia unit. As soon as they declare that they are claiming this, the Militia unit suffers D3 mortal wounds.
Disposeable: If the mission being played awards victory points for killing units, this unit will not yield any victory points. In addition,
this unit loses the Objective Secured ability (if they had it).
89
Rites of War
Angel’s Wrath
Though the Legions were large, they were often confronted with armies numbering in the millions. The answer to this was often to retain air superiority,
allowing the Legion’s force to raplidly redeploy again and again without becoming mired amid a sea of foes.
Advantages:
• Storm Eagles can be taken as Dedicated Transports.
• Flyers in this detachment can re-roll 1s to hit in the Shooting phase when targeting units that don’t have the Aircraft keyword.
• Your army may make use of the Hit & Run Stratagem.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion or Brigade detachment.
• Legion Assault Squads must be taken as compulsory Troops.
• All units in this detachment must have the Fly keyword, or be capable of being transported in a Vehicle with the Fly keyword.
• Your army may not include a Fortification Network detachment.
HIT & RUN
Angel’s Wrath Stratagem
2
CP
Use this Stratagem at the beginning of the Movement phase.
Any Legion Assault Squads that Fall Back this turn can Charge
later in the turn.
Armoured Breakthrough
When a Legsiones Astartes force gives battle on a planetary scale, a mass of far-ranging armoured vehicles often deploys far in advance.
Advantages:
• The Master of Armour datasheet can be taken in this detachment.
• Legion Sicarans can be taken as Elites choices in this detachment.
• In the first battle round, Vehicles in this detachment may move with Advance and fire heavy weapons.
Drawbacks:
• This rite may only be taken by a Spearhead detachment.
• Legion Predator Strike Squadrons must be taken as the compulsory Heavy Support choices in this detachment, and those units taken
as compulsory choices may not replace their predator cannon with another weapon, and must take sponson weapons.
• All Infantry in this detachment must be capable of being transported by a Vehicle and must begin the game embarked within
vehicles.
• This detachment ust have more Vehicles without the Fly keyword than with it.
• This detachment cannot include any models with the Immobile ability.
• Your army may not include a Fortification Network detachment.
Armoured Spearhead
A common main-line battle formation, the spearhead is designed to deliver the Legion’s main strength into combat while shielding it from hostile shot.
Advantages:
• Land Raiders without the Achilles keyword can be taken as Dedicated Transports in this detachment.
• Vehicles in this detachment get +1 to Hit in the Fight phase.
• Any Vehicles in this detachment that are bought as part of a sqaudron can add 1 to Hit rolls in the Shooting phase when the entire
squadron fires at the same target.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion or Brigade detachment.
• All Infantry in this detachment must be capable of being transported by a Vehicle and must begin the game embarked within
vehicles.
• Your army may not include a Fortification Network detachment.
Brethren of Iron
As the wars of the Heresy ground on, Legions foudn many ways of bolstering their ranks. One method was the use of Cybernetica maniples as an
expendable assault wave, attacking ahead of the more valuable and hard-to-replace Legionaries.
Advantages:
• Any Techmarine or Forge Lord in this detachment can take a Cortex Controller. (Must take at least 1 per 3 Battle-automata units)
• The detachment may take Castellax Battle-automata as Troops; Vorax Battle-automata as Fast Attack and Domitar Battle-automata as
Elites choices.
Drawbacks:
• This rite may only be taken by a Patrol or Battalion detachment.
• The detachment cannot have more Cybernetica Cortex units than Astartes units.
• A Forge Lord (or Iron Father/Warsmith) must be taken in this detachment.
• Only Forge Lord (or Iron Father/Warsmith) and Praevian Consuls can be taken in this detachment as HQ choices.
90
Drop Assault Vanguard
A Legion doctrine mastered early in the crusade, an assault vanguard involved massed dropships passing low over the battlefield in order to deploy jump
pack equipped assault squads from their open hatches and overwhelm the foe.
Advantages:
• At least half of the Legion Assault Squads in this detachment must be set up as reinforcements and use their Jump Pack Assault
ability to deploy at the end of your first Movement phase. Enemy units shooting at these squads suffer -1 to hit the turn after they are
deployed. Additionaly, they count as receiving the benefits of Light Cover.
Drawbacks:
• This rite may only be taken by a Patrol or Battalion detachment.
• Legion Assault Squads must be taken as the compulsory Troops choices.
• Your army may not include a Fortification Network detachment.
Fury of the Ancients
It was alsways considered wise to keep those Legionaires interred in Dreadnought chassis in stasis-slumber as much as possible, to spare the collapse of
their fragile sanity. At times though, circumstances dictated that every available Dreadnought be awakened and committed to battle.
Advantages:
• Select one of the following: +4 Command points if your army includes any Brigade Detachments; +3 Command points if your army
includes any Battalion Detachments; +2 Command points if your army includes any Patrol Detachments.
Drawbacks:
• This rite may only be taken by a Vanguard detachment.
• This detachment must include unit(s) with the Forge Lord and Primus Medicae keywords.
• Legion Dreadnought Talons or Contemptor Dreadnought Talons must be taken as the compulsory Elites choices in this detachment.
• Your army may not include a Fortification Network detachment.
• Your army may not include any units with a different <Legion> keyword than the units in this detachment.
Orbital Assault
One of the most famed stragies of the Legions was the assault from orbit. With this sudden, calamitous strike, hundreds of worlds were brought into
compliance, their leadership decapitated and their centres of power taken at a bloody stroke.
Advantages:
• Terminator units in this detachment gain the Teleport Assault ability.
Teleport Assault: During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the battlefield.
At the end of any of your Movement phases this unit can perform a teleport assault - set it up anywhere on the battlefield that is more
than 9” away from any enemy models.
• Legion Drop Pods, Legion Dreadnought Drop Pods and Anvillus Pattern Dreadclaw Drop Pods can be taken as Dedicated Transport
choices, and Legion Deathstorm Drop Pods can be taken as Fast Attack choices in this detachment.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion or Brigade detachment.
• All units in the detachment must either be able to deploy using the Teleport Assault or Drop Pod Assault abilities or have the Fly
keyword.
• If, at the end of deployment but before the first turn, you do not have 50% of your army set up on the table (as per the Tactical
Reserves rule), you may make a Preliminary Assault. To do this, select one of your units in reinforcements and immediately set
it up on the table using it’s normal reinforcements rules. Continue setting up units in this manner until 50% of your army is set up on
the table.
• Your army may not include a Fortification Network detachment.
Orphans of Betrayal
There were elements of the Traitor legions who refused to follow their masters into rebellion - often those serving far from the rets fo their Legion in the
service of far-ranging expeditions or rogue trader convoys. Upon returning to known space, these units often carried out a covert war against their former
brethren.
Advantages:
• Characters in this detachment can roll a D6 for each wound caused by Traitor Legiones Astartes; on a 5+ the wound is ignored.
• Against a Traitor <Legion> enemy, units in this detachment can re-roll failed hit rolls during the first round of each close combat.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion, Outrider or Vanguard detachment in an army with the Loyalist <Allegiance>.
• This detachment cannot include more Heavy Support choices than Troops choices.
• The Warlord in this army must be have the Sons of Horus, Death Guard, World Eaters, Emperors Children, Iron Warriors,
Night Lords, Word Bearers or Alpha Legion keyword.
91
Outcast Sons
During the Heresy, even Legions through wholly loyal were found to be tainted in some way, with small contingents of warriors - often war from the
front-lines - declaring for the Warmaster.
Advantages:
• Characters in this detachment can re-roll hit and wound rolls of 1 against Loyalist Legiones Astartes.
• Against a Loyalist <Legion> enemy, before the first turn 3 units in this detachment can make a move as if it were the Movement
phase.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion, Outrider or Spearhead detachment in an army with the Traitor <Allegiance>
• This detachment cannot include more Elites choices than Troops choices.
• The Warlord in this army must be have the Raven Guard, Salamanders, Ultramarines, White Scars, Blood Angels, Iron
Hands, Imperial Fists, Space Wolves or Dark Angels keyword.
Pride of the Legion
Every Legion had it’s core of battle-hardened vterans. At times, these veterans could be deployed together like a clenched fist, focusin and maxmising their
killing power through fluency with their Legion’s chosen doctrines.
Advantages:
• Command Benefits: +3 Command points if your WARLORD is part of this Detachment.
• Legion Terminator Squads, or Legion-specific Terminator Elites in this detachment gain the Objective Secured ability.
Objective Secured: If this unit is within range of an objective marker (as specified in the mission), it controls the objective marker
even if there are more enemy models within range of that objective marker.
Drawbacks:
• This rite may only be taken by a Vanguard detachment.
• Legion Veteran Tactical Squads, Legion Terminator Squads, or Legion-specific Terminator Elites must be taken as the compulsory
Elites choices in this detachment.
• Your army may not include any units with a different <Legion> keyword than the units in this detachment.
Primarch’s Chosen
While the Primarchs often led whole planet-conquering armies from the front, it was not unusual for them to take command of actions of a smaller scale,
leading a core of their close retainers and veterans on missions of great strategic import.
Advantages:
• The <Legion>’s Primarch can be taken as a HQ choice in this detachment.
• Legion Veteran Tactical Squads in this detachment gain the Objective Secured ability.
Objective Secured: If this unit is within range of an objective marker (as specified in the mission), it controls the objective marker
even if there are more enemy models within range of that objective marker.
Drawbacks:
• This rite may only be taken by a Vanguard detachment.
• Legion Veteran Tactical Squads or Legion Terminator Squads must be taken as the compulsory Elites choices in this detachment.
• Your army may not include a Super-heavy or Super-heavy Auxiliary detachment.
Recon Company
All of the Legions maintained warriors dedicated to the vital battlefield duty of reconnaisance. The main force of a Legion was often preceded by a force of
these warriors, serving as pathfinders and scouts.
Advantages:
• Legion Recon Squads taken in this detachment replace the Support keyword with the Core keyword.
• An enemy unit that targets a Legion Recon Squad receiving the benefits of Light Cover during the Shooting phase of the first battle
round suffers -1 to their hit rolls.
• You can select one unit from your army to be placed in Strategic Reserves free.
Drawbacks:
• This rite may only be taken by a Patrol, Battalion or Brigade detachment.
• Legion Recon Squads must be taken as the compulsory Troops choices in this detachment.
92
Sacrificial Offering
A tactic occasionally used by those more bloody0minded of the Legions was to use auxilia militia forces as bait, the main strength of the Legion attacking
when the enemy has moved into their sights.
Advantages:
• All models in this detachment gain the Flanking Manoeuvres ability and must start the game as reinforcements.
Flanking Manoeuvres: During deployment, you can set up this unit moving around the flanks instead of placing it on the
battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that all models in the unit are within
6” of a battlefield edge of your choice and more than 9” from enemy models.
Drawbacks:
• This rite may only be taken by a Battalion detachment.
• Your army must include a Patrol detachment with the Militia faction keyword and a Fortification Network detachment. All models
in the Patrol detachment must be set up on the battlefield at the start of the game and may re-roll Morale tests while in their own
deployment zone.
Sky Hunter Phalanx
A large mustering of the Legion’s anti-grav assets, phalanxes are tasked with running ahead of the main Legion strength and engaging enemy units
before they have time to react. e,mbarking on wide flanking movements to isolate the foe.
Advantages:
• Legion Sky Hunter Squadrons in this detachment can move off of the battlefield in the movement phase if all the models in the
unit can reach a table edge. When this happens, the unit is placed in reinforcements and replaces it’s Sky Hunters ability with the
Flanking Manoeuvres ability. A unit cannot use it’s Flanking Manoeuvres ability in the same turn that it moved off the board.
Flanking Manoeuvres: During deployment, you can set up this unit moving around the flanks instead of placing it on the
battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that all models in the unit are within
6” of a battlefield edge of your choice and more than 9” from enemy models.
Drawbacks:
• This rite may only be taken by an Outrider detachment.
• Any Vehicle in this detachment must have the Fly keyword.
• Any unit in this detachment without the Biker and Fly keywords must be transported in a Vehicle.
• Legion Sky Hunter Squadrons must be taken as the compulsory Fast Attack choices.
• Your army may not include a Fortification Network detachment.
• Your army may not include any units with a different <Legion> keyword than the units in this detachment.
Zone Mortalis Assault Force
The Legiones Astartes are sperbly armed and equipped for shock boarding actions, their skill, ferocity and sheer toughtness reaching it’s apex when called
to fight in such inhospitable situations.
Advantages:
• Legion Breacher Squads in this detachment, whose members are all currently in base-to-base contact forming an unbroken chain,
may add +1 to all their invulnerable saves.
• Legion Terminator Squads may be taken as non-compulsory Troops choices in this detachment
• One Legion Terminator Squad in this detachment gains the Teleport Assault ability.
• Teleport Assault: During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the battlefield.
At the end of any of your Movement phases this unit can perform a teleport assault - set it up anywhere on the battlefield that is more
than 9” away from any enemy models.
Drawbacks:
• This rite may only be taken by a Patrol detachment.
• No unit in this detachemnt may be comprised of more than 15 models.
• Your army may not include a Super-heavy or Super-heavy auxiliary detachment.
Teleport Assault
During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the battlefield. At the end of any
of your Movement phases this unit can perform a teleport assault - set it up anywhere on the battlefield that is more than 9” away
from any enemy models.
Flanking Manoeuvres
During deployment, you can set up this unit moving around the flanks instead of placing it on the battlefield. At the end of any of
your Movement phases the unit can join the battle - set it up so that all models in the unit are within 6” of a battlefield edge of your
choice and more than 9” from enemy models.the battlefield. At the end of any of your Movement phases this unit can perform a
teleport assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models.
93
RELICS OF THE DARK AGE
By the opening of the Horus Heresy, the armouries of the Legions and the Expeditionary Fleets they led
contained many wonderous relics, from master-crafted weapons and armour gifted by many of the cultures
encountered in the Great Crusade, to lost technologies of the Dark Age of Technology, taken as trophies from
smoking battlefields.
If your army is led by a Legiones Astartes Warlord, you may give one of the following Relics to a Legiones Astartes Character in your army.
Named Characters already have one or more rare artefacts, and so cannot be given any of the following relics. Note that some weapons replace
one of the Character’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points
values, still pay the cost of the weapons being replaced. Write down any Relics your charcaters may have on your army roster.
Cloaking Array
This relic generates a highly localised refraction field that distorts light and
other waveforms in such a way as to render the bearer invisble to the naked
eye and most forms of machine scanner.
Ranged attacks targeting the bearer of the Cloaking Array suffer a
-1 penalty to hit rolls. Add 1 to the Saving Throws (not invulnerable
saves) for models equipped with this Relic.
Combat Augment Array
It is posited that this device was once used to transform entire plantary
populations into killing machines at a single command, enabling simple
colonists to become super-soldiers. Though dangerous to use, extant examples
command a high price indeed.
Add 1 to the bearer’s Strength and Attacks Characteristics.
Falsehood
A rare technology even in the times of the Heresy, a falsehood was a complex
system of stealth fields and energy cloaks that served to hire the bearer in
plain sight. While most effective when used for delicate subterfuge, it’s
shimmering field could still be used to mask the wearer on the battlefield.
Your opponent must subtract 1 from all Hit rolls that target the
bearer.
Nanyte Blaster
This is a bullet shaped weapon of gleaming metal that hosts a hive of
nanoscopic machines. Upon release, they are capable of stripping a target to
it’s constituent atoms in an instant.
This weapon replaces a model’s bolt pistol. It has the following
profile:
WEAPON
R TYPE
S
Nanyte
Blaster
12” Pistol D6
5
AP D ABILITIES
-3
3
Blast weapon.
Abilities: on an unmodified hit roll of 4+ you can make one additional
attack against the same unit using the same weapon. This additional
attack cannot generate another attack.
Artificer Armour
Crafted by the finest artificers of the Legion, these ornately detailed
suits of armour provide superior protective capabilities that rival
even Terminator plate. All who set eyes upon the wearer know that
an honoured champion of the Imperium stands before them.
A model with this Relic has a Save Characteristic of 2+ and a 5+
invulnerable save.
Phase Walker
Very few examples of this technology have been recovered. The relic uses
a phase dilation generator to allow it’s bearer to ‘phase-walk’ from one
location to the next in an instant, making it highly prized by assassins and
saboteurs.
Once per game, at the end of any of your Movement phases, the
bearer of the Phase-walker can teleport instead of moving normally.
When they do so, remove them from the battlefield and then
replace them anywhere that is within 18” of their starting position
and more than 9” from any enemy models.
Void Shield Harness
An extremely rare advancement in void shield technology, this harness carries
enough energy to project a field around the wearer, enveloping them in the
same fields that are used to protect starships.
The Void Shield Harness gives a unique kind of saving throw which
the controlling player can opt to use instead of their normal save or
invulnerable save against any form of attack except from weapons
with the Melee type. Void shield saves are unaffected by the AP of
an attack, but unlike invulnerable saves, they may also be used to
negate mortal wounds. In this case however, roll one dice for each
mortal wound that has been inflicted on the unit, with the mortal
wound being ignored if the save roll is passed. While the bearer of
the Void Shield Harness has more than 1 wound remaining the void
shield save is a 5+, if the bearer ever drops to 1 wound the save is
reduced to a 6+ for the remainder of the game.
Warp Shunt Field
A fearful hybrid of displacer field and void shield technolgy, the device
projects a localised warp interface field, which is activated when it detects a
high energy attack. Enemy shots are absorbed through microscopic, shortlived warp openings to protect the bearer from harm.
The bearer of the Warp Shunt Field always count as receiving the
benefits of Light Cover . Additionally, any unmodified Saving
Throws roll of 6 made against rangedattacks inflict a mortal wound
on the unit that made the attack.
Digital Weapons
Digital weapons are concealed lasers fitted into finger rings, bionic
implants or the knuckles of a power-armoured gauntlet. Short-ranged
and powerful, they are typically triggered in the midst of melee in
order to blast the enemy point-blank from an unexpected angle when
a weakness in their guard is spotted.
When a model with this Relic fights, it can make 1 additional
attack using the close combat weapon profile (see the Warhammer
40,000 rulebook). When resolving that attack, if a hit is scored the
target suffers 1 mortal wound and the attack sequence ends.
94
Psyarkana
Psyarkana are new options available for use in your games of The Horus Heresy: Age of Darkness. These are
represented as Wargear items available to be taken as described in the following entries, with the additional
restriction that Character model may only take one Psyarkana relic, and named special Characters may not take
any Psyarkana relics unless stated in their profile.
In this section, when a rule makes a reference to Psykers, this includes all models with the Psyker, Brotherhood of Psykers/Sorcerers keyword.
Additionally, when a rule makes a reference to Daemons, this includes all models with the Daemon and Daemon of the Ruinstorm keyword.
Psi-resonant Pentacles
A class of artefacts recovered from theVrant Cluster among the troves of the
Reclaimants, their Pentacular Crowns or protective armour pieces such as
Pentagrammic Sallets and Five-sided Bevors are all painstakingly inscribed
with sigils and runes of warding. These markings, through the illunderstood means of their artifice, project an aura around themselves which
may slow the passage of time or project wave of force. Least well understood
of all, the Pentacles may turn the gaze of the Warp back upon those fated
with the gift of warp-sight, blinding them with the turmoil of the aether.
The Thousand Sons Legionaries who discovered these treasures promptly
petitioned for them to be destroyed,gaining the support of the Navis Nobilite
and the choir of the Astronomican. However, orders sent by the officers of the
Sigillite dictated that they were instead to be prohibited from use and
remanded to the Throneworld for further study.The barge carrying the
entire collection to Terra was lost en-route and the articles within have since
been seen on battlefields throughout the galaxy.
Characters may take these weapons in addition to another
Psyarkana relic. The Psi-resonant pentacle grants its wearer a
5+ invulnerable save. Any unit which contains models with the
Psyker, Brotherhood of Psykers/Sorcerers, Daemon or
Daemon of the Ruinstorm keyword within 1” of an enemy
unit with a model equipped with a Psi-Resonant Pentacle cannot be
chosen to fight in the Fight phase until all other units able to fight
have done so.If the target unit has an ability that allow it to fight fist
in the Fight phase, it instead fight as if it didn’t that ability. If both
players have units that cannot fight until all other units have done
so, then alternative choosing which of those units to fight with ,
starting with the player whose turn is taken place.
Empyreal Lances
The early Imperium was not the first human civilisation contacted by the
shattered remnants of the fallen Eldar empire. Far older and more debased
branches of Mankind had preyed upon the vast world-arks of the fleeing
Eldar, and these corrupted off-shoots of humanity fell before the hosts of the
Great Crusade, with the Raven Guard being chief among their slayers. With
their fall, the relics of a number of these civilisations became trophies of the
victorious hosts of the Emperor. Among them were the weapons known
as empyreal lances, spears crafted from the living bone of captured Eldar
spacecraft and defaced with carven glyphs of ancient provenance and
dubious purpose. Though of limited use against ceramite plating, such
artefacts have been known to have a devastating effect on those cursed with
psychic abilities, particularly amongst certain xenos breeds, and in the later
years of the Horus Heresy saw some use among the upper echelons of the
forces at war.
Any Praetor or Champion Consul may exchange their
chainsword, power weapon or close combat weapon for an
Empyreal lance:
WEAPON
Empyreal
Lances
R
TYPE
Melee Melee
Armatus Necrotechnica
These secret devices of necro-technic engineering were among the fel
technologies once bound within the sealed vaults of Ferrus Manus. Outside
of the Iron Hands Legion, the knowledge of their very existence was limited
to prohibited circles of the Emperor’s own household and used as part of the
construction of the warlord-sinister Psi-Titans. This technology is capable of
harnessing the stolen energy of sentient life to power engines of mechanical
destruction and repair. How they were later spread is unknown, but must
surely have involved the defection or capture of high-ranking Terran
artificers from the Imperial Palace or the secretive tech-dades ofLuna,for it
is thought improbable that even those Iron Fathers who raided the Vaults
of Mimir would dare to unleash such dark techno-heresy upon the galaxy.
Whatever their origin, these foul technologies were witnessed on several
battlefields as the Horus Heresy drew towards its climax, both on Traitor
armour and among the ranks of Ferrus Manus’ grief-maddened sons.
One vehicle with the Tank keyword in an army may be upgraded
to use the Armatus Necrotechnica. Whenever a unit (friendly or
enemy) within 6” of a vehicle with this upgrade loses a model as a
casualty, roll a D6. On a 6, the vehicle regains 1 wound. This may not
bring it above the number of wounds listed on its army list entry.
In addition, any unit (friendly or enemy) within 6” of an Armatus
Necrotechnica must reduce its Leadership value by -1.
S
AP
+1/+2* -/-3*
D
ABILITIES
1
If a weapon
with this special
rule causes
an unsaved
wound on a
model with the
Daemon, Psyker
keyword then
one randomly
selected
model in the unit
with that special
rule suffers Perils
of the Warp in
addition to any
other damage.
* when attacking a unit with the Psyker, Brotherhood of Psykers/Sorcerers,
Daemon or Daemon of the Ruinstorm keyword, use the second set of values,
against all other models use the first set.
The Ever-changing Axiom
ll but hidden beneath the surface of the presence which all sentient life
projects into the Warp, there is a certain kind of sound which can be spoken
as incantation. In the Halo Starsit is called the ‘tongue of creation’, on
Artadane the ‘voice of god’, and on Drussen the ‘language of unmaking’.
The perfidious Eldar are said to know it and fear it as it is the ‘vernacular of
the Old Ones’. Only a few words of the Axiom are known, for to attempt to
reconstruct the entire lexicon is strictly forbidden and would be beyond the
combined capabilities of every data-scribe in a star system. When spoken
aloud, in no more than a whisper, a practitioner can bend the fabric of
reality and send shockwaves through the Immaterium. However, even an
infinitesimally small slip of the tongue, or mistaken raising of the voice in
anger can break reality and the speaker both, and each time such sounds are
spoken they change in meaning.
One Praetor, Archmagos Prime or Lord Marshal in an
army may take the Ever-changing Axiom. Once per game, a model
may use the Ever-changing Axiom by speaking it at the beginning
of the Fight sub-phase. All units within 3” of that model suffer D6
Str 8 AP -3 Damage 1 hits.
95
Corpus Mymir
Psyk-out Munitions
Originally a weapon solely produced and utilised by the Orders Militant of
the Great Astronomican, the use of these munitions, whose payload is akin
to psychically charged ash, quickly spread to the more specialised echelons
of the Legions. By the later years of the Horus Heresy, their use by Legion
Destroyers was almost commonplace in war zones plagued by esoteric
phenomenon or the rogue Psykers sometimes deployed by Traitor forces in a
similar manner to unguided bombs.
Any Legion Vigilator, Moritat or Saboteur Consul may
take Psyk-out grenades.
Any Legion Destroyer Squad may choose to take any of the
following options:
• The entire squad may take Psyk-out grenades.
• Any model in the unit may exchange their hand flamer with a
grenade launcher with Psyk-out grenades.
• All models in the unit equipped with missile launchers may take
Psyk-out missiles.
WEAPON
Psyk-out
grenade
Psyk-out
grenade
missile
Psyk-out
grenade
launcher
R TYPE
6”
48”
S AP D ABILITIES
Grenade D3 2
Heavy D3
24” Assault D3
2
2
0
0
0
1
When resolving an attack
made with this weapon
against a Psyker
or Daemon unit, a
unmodified hit roll of 6+
inflicts 1 mortal wound
on the target and the
attack sequence ends.
Blast weapon.
1
When resolving an attack
made with this weapon
against a Psyker
or Daemon unit, a
unmodified hit roll of 6+
inflicts 1 mortal wound
on the target and the
attack sequence ends.
Blast weapon.
1
When resolving an attack
made with this weapon
against a Psyker
or Daemon unit, a
unmodified hit roll of 6+
inflicts 1 mortal wound
on the target and the
attack sequence ends.
Blast weapon.
The Liber Magra Veneficarum
Copies of this ancient grimoire, within which is contained text from human
and xenos histories which entirely contravene any and all of the tenets of
the Imperial Truth, have been hunted by the Elucidators and burned on a
thousand worlds. It is an evil work, full of the incantations and processes of
ritual, designed to bring forth the terrors of the depths of the Warp. The
original time is thought to have been compiled during the darkness of Old
Night and is lost, though many ritualist cultures have preserved hand copied
examples of the grimoire through the millennia thereafter. Certain desperate
and unscrupulous warriors among Horus’ armies are thought to have
acquired copies during the Age of Darkness, though even they surely knew it
was a vile thing, which Mankind would be best served to forget.
One among many of the innovations of Zhao-Arkhad that saw that Forge
World’s censure by the orthodox Mechanicum authorities of Mars, the
Corpus Mymir is a psychically active servo-skull. Contained within the
drone, the brain of a Psyker is kept at a basic level of activity through a
combination of drugs and electro-charge implants, allowing it to maintain
some basic telepathic and divinatory functions. Before the removal and
implantation of the brain, the donor, who was often forcibly selected from
the highly psychically active population of the moons of Zhao-Arkhad,
receives extensive mimetic conditioning and hypnotherapy, fixating it
upon a simple auto-suggestive phrase. Repetition of this phrase by an
authorised operator triggers the subconscious manifestation of simple
psychic phenomena by the servo-skull. The fact that these devices, often
prone to catastrophic failure, became commonplace on the battlefields of the
southern Imperium during the savage inter-Forge wars of the late Horus
Heresy speaks as much of the desperation of the combatants as it does to the
efficacy of the weapon.armour and among the ranks of Ferrus Manus’ griefmaddened sons.
One Legion Praetor, Magos Prime or Magos Dominus in
an army may take a single Corpus Mymir.
A Corpus Mymir should be represented by an appropriate model on
a 25mm base and must remain within 2” of the model for which it
is purchased, and if that model is removed as a casualty so too is the
Corpus Mymir.The Corpus Mymir cannot be charged or targeted by
shooting or close combat attacks. In any of the controlling player’s
Psychic phases, the Corpus Mymir may be activated. When
activated, roll a D6 and consult the table below:
D6 Result
1 The model revieve D3 mortal wound.
2 The psychic power Psychic fortress from the Librarius discipline is
manifested*, however the effects apply to the model for which the Corpus
Mymir was purchased.
3 The psychic power Veil of Time from the Librarius discipline is
manifested*, however the effects apply to the model for which the Corpus
Mymir was purchased.
4 The psychic power Might of Heroes from the Librarius discipline is
manifested*, however the effects apply to the model for which the Corpus
Mymir was purchased.
5 The psychic power Null zone from the Librarius discipline is
manifested*.
6 The Corpus Mymir is overcome by the baleful energies it channels and
detonates, causing a Strength 3 AP -3 Damage 1 hit that always wound
on 2+ to all models within 3”. Remove the Corpus Mymir from play after
resolving these hits.
*Powers manifested by this rule do not require Warp Charges or a Psychic test,
but the opposing player may use Deny the Witch to nullify them. For the purpose
of Deny the Witch, these abilities are assumed to have generated exactly enough
Warp Charges to manifest the power.
Any Traitor Allegiance Character (which is not a Psyker,
Daemon or Daemon of the Ruinstorm) may take the Liber Magra
Veneficarum. The bearer knows and can manifest one more psychic
power.
96
Toxiferran weapons
Improvised chemical combustion mixtures were tested by the Dusk Raiders
during the first Xabian War, tainting the earth under the feeding tentacles
of that world’s monstrosities. Most deadly among these concoctions was the
Toxiferran composition. This was a highly volatile mixture of chemicals
laced with horrific toxins and psi-reactive particulate matter which earned
a reputation to rival even the dread phosphex and molecular acids in its
destructive capacity.This mixture was later developed into bespoke weapons
which were shared with the other nascent Legions, from replacements for
promethium fuel tanks to the Toxiferno cannon which utilises a
multichemical injection system to accelerate the combustion process,
resulting in billowing clouds of scalding psi-reactive smoke.
Any Legion Destroyer Space Marine may exchange a hand
flamer for a Toxiferran flammer.
Any Legion Contemptor Dreadnought or ContemptorCortus Dreadnought may replace either its close combat
weapon and inbuilt combi-bolter or its twin-linked heavy bolter
with a Toxiferno cannon.
WEAPON R TYPE
Toxiferran
flammer
Toxiferno
cannon
12” Assault D6
12” Heavy D6
S
4
7
AP D ABILITIES
0
0
1
1
Always wound on 3+.
Any successful wound
dealt by a weapon with
this special
rule removes the effects
of any psychic power
which is active
on the target unit. In
addition, any To Wound
roll of a 6 with this
weapon is resolved at
AP -4.
May re-roll any failed
to wound roll. Any
successful wound dealt
by a weapon with this
special
rule removes the effects
of any psychic power
which is active
on the target unit. In
addition, any To Wound
roll of a 6 with this
weapon is resolved at
AP -4.
Sacrificial Innervation
One of the darkest rites of known esoterica,only the most desperately power
hungry Psykers undergo Sacrificial Innervation. In doing so, they forego the
bounds of humanity and morality to sacrifice a piece of their own soul in
pursuit of the deeper knowledge of the Warp.This trade of mortal essence for
psychic essence can take many forms, such as ghastly blood rituals, sadistic
carnivals of sacrifice and literal compacts with Daemons. Whatever the case,
if successful, such a rite leaves the practitioner both greater and lesser than
they once were.Though they may gain a new blaze of knowledge and power
behind their eyes, their mortal forms are invariably shrivelled to husks of
their former vitality, or else they are stalked by a beast of the Warp, waiting
for but a moment of weakness.
Any Praetor who is a Psyker, Librarian, Esoterist or
Diabolist Consul may take Sacrificial Innervation. A model
which undergoes Sacrificial Innervation known and can manifest
one more Psychic power. However, he also subtract -1 from their
Wounds Characteristic before the game begins.
Transvectic Generators
Various relics have been classified as,or produced to be,Transvectic
Generators, whether they act through esoteric means, such as the so called
Warp-flasks or Athames of the XIIIth Legion, or by technological means
such as the Aetherbaric Plough and Empyreal Split-piston held in the stasis
vaults ofthe Phalanx. Regardless of the means by which these items function,
they all act to create a short-ranged, stable tunnel through the unreality
of the Warp by which a being no larger than a Legionary might traverse
battlefield terrain or bypass fortifications entirely, relocating from one
place to another in the blink of an eye via a Warp conduit. However, such
casual dalliance with the powers of the Warp is not undertaken without
considerable risk, and the surrounding field created by aTransvectic portal
into the Immaterium can quickly become unstable and drag the user and
others nearby permanently into unreality.
Any Librarian, Esoterist, Moritat, Diabolist or Saboteur
Consul who is not equipped with a Jump Pack, Bike or Jetbike
may take a Transvectic Generator. A Transvectic Generator allows
a model to relocate through the Warp up to 18” in any direction
instead of moving in the Movement phase, ignoring intervening
models and terrain. For all intents and purposes the model has
moved as if using a Fly but didn’t receive Fly keyword, and this
move has no effect on the model in further phases. Whenever a
model makes use of a Transvectic Generator, they must roll a D6. On
the result of a 1, they immediately suffer the D6 mortal wounds, and
any units within 3” of the model’s starting location also suffer D6
Strength 6 AP -4 Damage 1 hits.
Aetherkine Projectors
These Immaterially charged weapons allow a telekine to project their psychic
might in the form of focussed bolts of aetheric force. Such potent devices are
re-engineered from ancient artefacts recovered early in the Great Crusade by
the IXth Legion. They were discovered to be held by only by a single feudal
community living within the ruins of the once-grand buildings of Chasqur
IV, a world left largely barren and blackened, having never recovered from
the brutal civil war between the planet’s former Psyker overlords and nonPsyker peasant class centuries prior. The Aetherkine Projectors were liberated
from the few survivors in their final stronghold, where they had been secured
in fear of them being used to dominate their kith once again.
Any Praetor who is a Psyker, a Librarian or Esoterist
Consul in an army may take an Aetherkine Projector. An
Aetherkine Projector is a Psychic power which is automatically
known by the bearer. It has Warp charge value of 6. An Aetherkine
Projector has three firing profiles, based on the number of Warp
Charge value is rolled.
WEAPON
Aetherkine
Projector
(6 Warp
Charges)
(8 Warp
Charges)
(10 Warp
Charges)
97
R
12”
18”
24”
TYPE
Assault 2
Assault 3
Assault 4
S AP D ABILITIES
3
5
7
-3
-3
-3
1
Any roll of a 1 To Hit
causes the bearer to
suffer mortal wound.
1
Any roll of a 1 To Hit
causes the bearer to
suffer mortal wound.
1
Any roll of a 1 To Hit
causes the bearer to
suffer mortal wound.
Empath Bonds
The Empath Bond technology was recovered by the Iron Hands and Luna
Wolves during the liberation of Genaesus II, in which they fought back
hordes of unrestrained Psykers. The source of this power was discovered
after felling a group of Psykers and it was found that they each shared a
fragment of a psychoactive meteorite embedded in their flesh. All of these
Psykers were eradicated, and with them the knowledge of their bonding
methods lost. Only through an extremely complicated aetheric process
could two fragments of this material be bonded by the artifices of Imperial
science, effectively forming an inextricable link between two Psykers’ souls,
regardless of the distance between them. This allows the Psykers to share
their power, drawing upon each other’s strength to make both far stronger
than they would have been alone, as well as giving them the ability to
transfer a portion of their own vitality to their partner in times of dire need.
Before the game begins, select two Character models who are
Psykers, have the Legiones Astartes keyword and are in the
same Detachment to form an Empath Bond.
Only one pair of Psykers may share an Empath Bond in an army.
So long as both of the selected models which make up the Empath
Bond are present on the table they both reduce any damage by 1
(minimum 1). Additionally, if either model in an Empath Bond
suffers Perils of the Warp, both models suffer the same effect on the
Perils.
If at any point during the game a model in an Empath Bond loses
a wound (other than from Perils of the Warp), so long as the other
model in the Empath Bond can draw line of sight to the wounded
model, it may attempt to reach into the aether and transfer the
wound to itself.
To do this, roll a D6:
• If the resulting roll is a 3 or higher, the original model does not
suffer the wound, which is instead transferred to and therefore
suffered by its partner in the Empath Bond. Once the wound has
been transferred, no further attempts to reallocate it can be made.
• If the resulting roll is a 2, the attempt fails and the original model
suffers the wound as normal.
• If the resulting roll is a 1, instead of stealing the pain of their
bonded partner, the model absorbs the suffering of the wider battle
and suffers mortal wound. The original model suffers the wound as
normal.
Should one of the models within the Empath Bond be slain by any
means other than Perils of the Warp, the Empath Bond is broken
and has no further effect on the remaining model.
Null-amp Collars
Recovered as part of a joint operation by the Iron Hands and World Eaters
Legions, these devices are the product of a human civilisation far removed
from that which survived on Old Earth, now long forgotten. In form they
are thick collars of black silicate material, dense and seemingly without
obvious components. When fitted to a living being, they project an aura that
pacifies the churning of the Aether in the vicinity of the device, though at
cost to the focus and mental acuity of the bearer. Before it’s disbandment, the
fledgling Librarius project held several examples of these devices for study as
potential anti-Psyker weapons, and these most likely found their way into
the hands of the Legions after that body’s disbandment at the Emperor’s
orders. In later years, the few surviving examples of this technology have
been used to engineer a psychic hood to augment the ability of a human
Psyker to combat warp magic without the debilitating cost of the original
devices.
Divining Blades
Weapons of ancient provenance, forged from the unimaginably rare Nightmare
Steel, the Divining Blades are relics far beyond mortal ken to comprehend.
It is said of such weapons that they are keen enough to cut unreality and
reality both when swung; that their subtle edges, which lie beyond both of
those dimensions, can never be blunted; and that they have an oscillating
frequency in synchronicity with the turning of the universe itself. Charged
with untold ethereal power, a Divining Blade can locate and sever the true
essence ofaof a Daemon within the Warp ifitif it passes into proximity with
its edge, and thus these artefacts inspire a primal terror in Daemons which
behold them. Examples of Divining Blades are extremely rare, and only the
Warmaster is known to have possessed a collection of such blades, earned in
conquest and bartered for by his agents over a century, indeed, it is possible he
owned the majority of those examples to be found in our plane of existence. As
a sign of the utmost favour, he gifted a single Divining Blade unto perhaps a
score of warriors in whom he saw the greatest potential destinies in his war,
each a single Divining Blade.
One model in an army may exchange their Paragon blade to a
Divining blade.
WEAPON
Divining
blade
R
TYPE
melee melee
S
+2
AP
-3
D
ABILITIES
3
If a weapon with this
special rule causes an
unsaved wound
on a model with the
Daemon, Psyker,
Brotherhood of
Psykers/
Sorcerers keyword
then the unit with
that keyword suffers
Perils of the Warp in
addition to any other
damage.
Terminal Lucidity Injectors
This device was discovered by the Dark Angels while destroying a large xenos
city-compound on an oxygen-rich death world, whose name has since been
purged from Imperial records. The world was commanded by the planet’s tall
and lithe masters, who lorded over a heavily muscled gene-bulked slave-stock
of barely humanoid form.These creatures were spent as commodities of war
against the other compounds of that world, which battled in competition for
the planet’s scarce mineral resources. The stocky warriors were bonded from
birth with subcutaneous collars, carved with symbols of esoteric meaning,
which siphoned a portion of the wearer’s natural psychic energy over the
course of their lifespan. At the end of their brutal lives, this life-force would be
pumped directly back into their souls to send them into a death-induced fury
of vitality.
Any Character in an army may take a Terminal Lucidity Injector.
When a model bearing a Terminal Lucidity Injector loses its
last wound but before it is removed from play, it does one of the
following:
• If the model loses its last wound in the Shooting phase or Psychic
phases: The model may immediately shoot its ranged weapon(s) at
the unit which removed its last wound (or if that unit is out of range
or line of sight, at the closest enemy unit) as if it was the controlling
player’s Shooting phase.
• If the model loses its last wound in the Fight sub-phase: The model
may make a Pile in move and make a single attack.
Any Praetor who is a Psyker, and any Librarian or Esoterist
Consul may take a Null-amp Collar. A model equipped with a Null
amp Collar may attempt to re-roll one failed Deny the Witch test.
98
The Digittalis Arcanis
Part ancient cogitation device, part psycho-biometric interface, the Digittalis
Arcanis is a relic of the Dark Age of Technology which requires the arcane
attentions of its wearer to function. Under the ministrations of those given
to a particular kind of lore, a Digittalis Arcanis can be made to swell its
owner with power, enhancing their reflexes and tolerance for pain as well
as imparting an unearthly knowing in its bearer’s mind. Though the boost
is temporary, it can grant a warrior superlative abilities for the duration
of a battle, filling them with a heady sense of greatness, which they would
quickly come to crave after its assing. Repetitive desire for the power of the
Digittalis Arcanis comes at a great cost however, as when the unnatural
power ebbs, so too is a portion of the user’s very soul sapped away into the
device.
One Librarian, Diabolist or Esoterist Consul in a
Detachment may take the Digittalis Arcanis. At the beginning of
any of their turns, the controlling player may activate the Digittalis
Arcanis. This grants the bearer an increase of +D3 to its attacks
Characteristic. until the start of the controlling player’s next turn,
the bearer can be chosen to fight first in the fight phase, even if they
did not charge.. If the enemy has units that have charged, or that
have a similar ability, then alternate choosing units to fight with,
starting with the player whose turn is taking place. At the start of
the controlling player’s turn, the bearer’s attacks are reduced to 1 for
the remainder of the game.
Chogorian Drearnplate
Dreamplate is a layer of additional protection, as much physical armour as
aetheric barrier, worn over the warplate of a worthy Legionary to guard
against the darkest beasts of heaven. Storied pieces of warding armour, each
example of Dreamplate is hand chiselled, lacquered and embellished by the
Storm Seers ofthe White Scars.These are then granted to the most stoic of heroes
amongst their own Legion, and gifted only to the most respected warriors
among the other Legions. The White Scars’ close allies were few during the
Great Crusade, and it is for this reason Chogorian Dreamplate is a rare and
much-prized possession for those few who are blessed to possess it, though by
the time of the Horus Heresy many of the White Scars’ own heroes had died
and their hallowed protection was plundered by whoever could acquire it.
One Praetor, Centurion or Consul in an army may take Chogorian
Dreamplate. A model equipped with Chogorian Dreamplate has a 2+
save and 3+ invulnerable save against any wounds caused by models
with the Daemon or Daemon of the Ruinstorm keyword.
Icon of the Blazing Sun
The symbols of the Emperor, a golden Aquila, a shard of Fulgurite, an
ornamented Raptora lmperialis, the Lightning Totem and the carving of
Crossed Thunderbolts; these are the signs of the Blazing Sun. Holding these
relics aloft and invoking His name, for some strange and inexplicable reason
among those truly loyal creates an aversion in the scions of the Warp. The
power of His title and symbols are said to be able to protect the faithful from
the depredations of the creatures of the Warp, and from the evil intentions of
Psykers. However, to call upon His name in vain, or to lack true conviction
and be found wanting in faith can lead to ever more dire consequences..
One Loyalist Allegiance Character per Detachment may take
an Icon of the Blazing Sun.
If a Traitor Allegiance Psyker within 12” of the Icon
successfully attempts to manifest any psychic power in the current
Psychic phase, the bearer of an Icon of the Blazing Sun may attempt
to make Deny the Witch test with +2 modifier. If the test is passed,
the power does not manifest. If the test is failed, the power is
manifested unaffected, and the bearer of an Icon of the Blazing Sun
suffers a mortal wound. If the result of the Psychic test was a double
6, the Psyker’s strength fails; they are consumed by the power they
sought to invoke and are immediately removed from play with no
saves of any kind allowed. Additionally, any Daemon or Daemon
of the Ruinstorm within 1” of an enemy unit with a model
equipped with a Icon of the Blazing Sun cannot be chosen to fight
in the Fight phase until all other units able to fight have done so.If
the target unit has an ability that allow it to fight fist in the Fight
phase, it instead fight as if it didn’t that ability. If both players have
units that cannot fight until all other units have done so, then
alternative choosing which of those units to fight with , starting
with the player whose turn is taken place.
99
STRATAGEMS
If your army is Battle-forged and includes any Legiones Asartes Detachments (excluding Auxiliary Support
Detachments) you have access to the Stratagems shown here, and can spend Command Points to activate them.
These reflect the unique strategies used by the Legiones Astartes on the battlefield.
As well as the ones shown below, you may be granted the use of additional Stratagems through your chosen Legion rules, as well as through
certain Rites of War.
FURY OF THE LEGION
Legiones Astartes Stratagem
ADVANCED SCANNERS
1
Legiones Astartes Stratagem
CP
Use this Stratagem at the start of your Shooting phase. Select
one Legion Tactical Squad unit from your army. Until
the end of that phase, bolt rifles that models in that unit are
equipped with have a Type Characteristic of Rapid Fire 2.
FLAKK MISSILE
Legiones Astartes Stratagem
Legiones Astartes Stratagem
1
CP
LEGION RELICS
Legiones Astartes Stratagem
Legiones Astartes Stratagem
LINEBREAKER BOMBARDMENT
1
Legiones Astartes Stratagem
CP
CP
1
CP
Use this Stratagem in your Shooting phase if a Vindicator is
within 6” of 2 other friendly <Legion> Vindicators. If you
do so, the Vindicators cannot fire their demolisher cannons
this phase – instead, select a visible point on the battlefield
within 24” of all three vehicles. Roll a dice for each unit (friend
or foe) within 3” of that point. Add 1 to the result if the unit
being rolled for has 10 or more models, but subtract 1 if the
unit being rolled for is a Character. On a 4+ that unit suffers
3D3 mortal wounds.
1
CP
Use this Stratagem in your Shooting phase if a Predator is
within 6” of 2 other friendly <Legion> Predators. If you
do so, you can add 1 to the wound rolls and damage for all of
the Predators’ attacks that target Monsters or Vehicles this
phase.
ONLY IN DEATH DOES
DUTY END
1
Use this Stratagem before the battle. Your army can have one
additional Legion Relic. All of the Relics your army includes
must be different and be given to different models.
Use this Stratagem in the Shooting phase just before a Legion
Artillery Squadron shoots. If the target of the Squadron’s
shooting attacks are visible to a friendly <Legion> Land
Speeder unit that is within 12” of the target unit, the Squadron’s
attacks automatically hit.
KILLSHOT
CP
Use this Stratagem immediately after your opponent sets up
a unit that is arriving on the battlefield as reinforcements
within 12” of one of your units equipped with an Augury
Scanner or Helical Targetting Array. Your unit can
immediately shoot at that enemy unit as if it were the
Shooting phase.
You can use this Stratagem just before a friendly Legiones
Astartes Infantry model attacks a unit that has Aircraft
keyword with a missile launcher. You only make a single hit
roll with the weapon this phase, if it hits, the targets suffers
2D3 mortal wounds.
DATA UPLINK
2
HONOUR THE LEGION
Legiones Astartes Stratagem
3
CP
Use this Stratagem at the end of the Fight phase. Select one
Legion Assault Squad, Terminator or Elite Infantry unit
from your army within 1” of any enemy units; that unit can
fight an additional time that phase.
3
CP
STEADY ADVANCE
Legiones Astartes Stratagem
Legiones Astartes Stratagem
Use this Stratagem when an Legiones Astartes Character
model from your army that has not already been selected to
fight this phase is destroyed, before removing that model from
play; that model can either shoot as if it were your Shooting
phase, or fight as if it were the Fight phase (this Stratagem is
not cumulative with the Astartes Banner ability – this Stratagem
takes precedence).
2
CP
Use this Stratagem in your Shooting phase, when an Legion
<Legion> CORE Infantry unit from your army is chosen
to shoot with. Until the end of that phase, for the purposes
of the Bolter Discipline ability, that unit is treated as if it had
remained stationary in your previous Movement phase.
100
DESTROYER OF WORLDS
Legiones Astartes Stratagem
CRUSADER’S ZEAL
3
Legiones Astartes Stratagem
CP
Legiones Astartes Stratagem
* The <Fealty> of the target unit must be different from that of the unit using this
Stratagem. E.g. a Loyalist unit can gain the benefits of this Stratagem only against
2
TARGET ACQUIRED
CP
Legiones Astartes Stratagem
Use this Stratagem just before a friendly Legiones Astartes
unit attacks in the Shooting phase. Each time you make a
wound roll of an unmodified 6+ for a Volkite weapon, the
weapon scores an additional automatic hit at the weapon’s
normal profile which is resolved after the initial attacks for
the weapon on the same unit. These additional hits do not
themselves generate more additional hits. Volkite weapons are
any weapon that contains the word ‘volkite’ in its name.
SMOKESCREEN
Legiones Astartes Stratagem
SUPPRESSION FIRE
Legiones Astartes Stratagem
CP
Legiones Astartes Stratagem
3
CP
Legiones Astartes Stratagem
2
CP
1
CP
Use this Stratagem when a Jump Packs unit from your army
finishes a charge move. For each model in that unit that is in
engagement range of enemy unit, you can roll one D6; if result
is equal or higher than enemy units Toughness that enemy
unit suffers 1 mortal wound.
Use this Stratagem in your Command phase, if any Legiones
Astartes Warlord from your army is on the battlefield. Select
one point on the battlefield and place a marker on that point.
At the start of your next Command phase, roll one D6 for each
unit within 6” of the centre of that marker, adding 1 if the unit
being rolled for is within 3” of the centre of the marker and
subtracting 1 if the unit being rolled for is a Character. On
a 2-5, that unit suffers D3 mortal wound, and on a 6+, that unit
suffers D6 mortal wound. The marker is then removed. You
can only use this Stratagem once.
SHIELD WALL
CP
Use this Stratagem in your Shooting phase, when a Legiones
Astartes Artillery Tank Squadron model (and only one)
from your army that has not moved this turn is chosen to
shootwith. You can choose that model to shoot with an
additional time that phase, but when it does, it can only shoot
with weapons that can target units that are not visible to the
bearer.
0
HAMMER OF WRATH
Legiones Astartes Stratagem
2
Use this Stratagem when a Legion Seeker Squad is selected to
attack in the Shooting phase. You can add 1 to all wound rolls
made for that unit’s special issue boltgun attacks in that phase
and ignore the Look Out, Sir rule.
Use this Stratagem in your opponent’s Shooting phase, when
an unit with Smokescreen keyword from your army is
selected as the target of an attack. Until the end of the pahse,
each time an attack is made againts that unit, subtract 1 from,
that attack’s hit roll.
ORBITAL BOMBARDMENT
CP
Use this Stratagem when an Legiones Astartes unit is chosen
to attack in the Fight phase. Each time you roll a hit roll of an
unmodified 6+ for a model in this unit during this phase, it
can, if it was targeting a <Fealty>* Legiones Astartes unit,
immediately make an extra attack against the same unit using the
same weapon. These extra attacks cannot themselves generate
any further attacks.
You can use this Stratagem at the start of the battle round, if
you have no models with the Master of the Legion keyword
on the battlefield. For the rest of the game at the start of each
battle round, roll a dice for each unit that is on the battlefield
(do not roll for units that are embarked inside Transports). On
a roll of 6, that unit is attacked by the Lifeeater Virus; that unit
suffers D6 mortal wounds. The player who uses this Stratagem
can not achieve better than a draw for this battle.
FROM THE MARTIAN FORGES
1
POWER OF THE MACHINE SPIRIT
Legiones Astartes Stratagem
1
CP
Use this Stratagem in your Command phase. Selectr one
Machine Spirit model from your army. Until the start of
your next Command pahse, that model is considered to have
its full wound ramaning for the purpose of determining what
Characteristics on its profile to use.
0/1
CP
ARMOUR OF CONTEMPT
Use this Stratagem in your opponent’s Shooting or Charge
phase. Until the end of the pahse, each time an attack is made
againts that Breacher Siege Squad , subtract 1 from, that
attack’s hit roll. Additionaly they can open Overwatch Fire
(use Fire Overwatch Stratagem) for free. If the stratagem was
used only during the enemy’s charge phase, it costs 0 CP.
Legiones Astartes Stratagem
1
CP
Use this Stratagem in any phase, when an Legiones Astartes
Vehicle model from your army would lose a wound as the resur
of a mortal wound. Until the end of the phase, each time that
model would lose a wound as the result of a mortal wound, roll
one D6, on a 5+, that wound is not lost.
101
HERO OF THE LEGION
Legiones Astartes Stratagem
WHIRLWIND BOMBARDMENT
1
Legiones Astartes Stratagem
CP
Legiones Astartes Stratagem
1
CP
You can use this Stratagem just before a friendly model with
Melta grenades keyword from your army attacks a unit that
has Vehicle keyword in Fight phase. You only make a single hit
roll this phase; if it hits, the targets suffers 2D3 mortal wounds.
RAD GRENADES
Legiones Astartes Stratagem
HIT-AND-RUN WARFARE
Legiones Astartes Stratagem
Legiones Astartes Stratagem
1
CP
UNCOMPROMISING FIRE
Legiones Astartes Stratagem
Legiones Astartes Stratagem
CP
1
CP
Use this Stratagem in your Shooting phase. Select one
Infantry unit from your army that is perfoming an action.
That unit can shoot this phase without that action failing.
COMBAT REVIVAL
Legiones Astartes Stratagem
1
CP
Use this stratagem at the end of your movement phase select,
<Legion> Apothecary unit from your army and then
select, friendly <Legion> Infantry or <Legion> Biker
unit that is not at its starting strength and is within 3” of that
Apothecary. One of the selected unit’s destroyed models is
returned to its unit with its full wounds remaining.
2
CP
Use this Stratagem in your Movement phase, when a Legiones
Astartes Land Raider model from your army that has moved
this turn. Units embarked within this transport can disembark
even if it has made a Normal Move this phase. Any unit that
disembarks after this transport has made a Normal Move can
shoot or charge this turn, but can do one of these.
ARMOURED CERAMITE
1
Use this Stratagem in your Movement phase, when an Biker,
Land Speeder unit from your army Falls Back. That unit is
still eligible to shoot this turn ever though it Fell Back.
You can use this Stratagem just before a friendly model with
Rad grenades keyword from your army attacks an enemy
unit hat has Infantry, Biker or Monster keyword with a
missile launcher, grenade launcher or a grenade in Shooting
phase. This weapon will wound on a 2+, unless the target model
is a Vehicle. After resolving this shooting your opponent must
subtract 1 from the Toughness Characteristic of Infantry,
Biker or Monster units which you have successfully hit
with a missile launcher, grenade launcher or a grenade until
the end of the battle round.
ASSAULT VEHICLE
CP
Use this Stratagem at the start of your Shooting phase. Select
one Legion Whirlwind unit from your army. Until the
end of that phase enemy units do not receive the benefit to
their saving throws for being in cover against attacks made by
this model. Additionaly, this enemy units cannot be chosen
to fight in the Fight phase until all other units able to fight
have done so. If the target unit has an ability that allows it to
fight first in the Fight phase, it insteadfights as if it didn’t have
that ability. If both players have units that cannot fight until
all other units have done so, then alternate choosing which of
those units to fight with, starting with theplayer whose turn is
taking place
Use this Stratagem before the battle, after nominating your
Warlord. Select one Legiones Astartes Character model
from your army that is not your Warlord and determine one
Warlord Trait for it; it is regarded as your Warlord for the
purposes of that Warlord Trait. Each Warlord Trait in your
army must be unique (if randomly generated, re-roll duplicate
results). You can only use this Stratagem once per battle.
MELTA GRENADES
2
WALL OF IRON
Legiones Astartes Stratagem
1
CP
Use this Stratagem in your Shooting phase. Select one
Terminator unit from your army. Until the end of the turn,
you can ignore any or all Ballistic skill modifiers on Heavy
weapons after making Normal move.
1
CP
Use this Stratagem in any phase, when an Legiones Astartes
Vehicle model from your army would lose a wound as the resur
of a shooting of Melta weapon. Until the end of the phase Each
time an attack from Melta weapon is allocated to a model in
this unit, subtract 2 from the Damage Characteristic of that
attack (to a minimum of 1).
HEART OF THE LEGION
Legiones Astartes Stratagem
1
CP
Use this Stratagem in any phase. Select one Core Legiones
Astartes unit from your army, that is within 3” of the Objective.
Until the end of the turn, each time a model in that unit would
lose a wound, roll one D6: on a 6, that wound is not lost.
102
LIBRARIUS DISCIPLINE
Though distrusted in many Legions, the armies of the Great Crusade made use of many Psykers, most notably in
the Librarius. These battle Psykers adhered to strict training protocols devised by the most enlightened of the
Primarchs to keep their powers in check and to harness them better on the battlefield.
Before the battle, generate the psychic powers for Psykers that can use powers from the Librarius discipline using the table below. You can
either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the Psyker to
have.
D6 Roll Power
1
2
3
4
5
6
VEIL OF TIME
Blessing. Warp Charge 6
If manifested, select one friendly Legiones Astartes unit within 18” of this Psyker. Until the start of your next Psychic phase,
when an Advance roll or charge roll is made for that unit, you can re-roll the dice. In addition, that unit always fights first in
the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate
choosing units to fight with, starting with the player whose turn is taking place.
MIGHT OF HEROES
Blessing. Warp Charge 6
If manifested, select one friendly Legiones Astartes Core or Chatacter model within 12” of this Psyker. Until the start of your
next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks Characteristics (if an attack scores a hit on a unit that
has more than one Toughness Characteristic, use that unit’s lowest Toughness Characteristic when making the resultant wound
roll for that attack).
PSYCHIC SCOURGE
Withcfire . Warp Charge 6
If manifested, select one enemy unit within 18” of and visible to this Psyker. Then, roll one D6 and add this Psyker’s Leadership
Characteristic to the result. Your opponent then rolls one D6 and adds the highest Leadership Characteristic of models in the
selected unit to the result. If your total score is higher than your opponent’s, the selected unit suffers D3 mortal wounds; if
it is equal to your opponent’s score, the selected unit suffers 1 mortal wound; if it is less than your opponent’s score, nothing
happens.
FURY OF THE ANCIENTS
Withcfire . Warp Charge 7
If manifested, select one enemy model that is within 12” of and visible to this Psyker. Draw the shortest possible imaginary
straight line, 1mm wide, between this Psyker’s base and that model’s base; the selected model’s unit and each other enemy unit
that this line passes across suffers 1 mortal wound.
PSYCHIC FORTRESS
Blessing (Aura). Warp Charge 5
If manifested, until the start of your next Psychic phase friendly Legiones Astartes units within 6” of this Psyker have a 5+
invulnerable save.
NULL ZONE
Blessing (Aura). Warp charge 7
If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they
are within 6” of this Psyker, and when a Psychic test is taken for an enemy model within 6” of this Psyker, the result is halved
(rounding up).
To reflect the specifics of some Legions, the Librarians of these Legions can choose one psychic powers instead of one from the table on the
page 99.
Select
Dark Angels
Emperor’s
Children
Power
MIND WORM
Withcfire .Warp Charge 6
If manifested, select an enemy unit within 12” of the Psyker that is visible to him. That unit suffers a mortal wound and
may only be chosen to fight in the Fight phase after all other eligible units have fought, even if they charged or have an
ability that would allow them to fight first. This effect lasts until the end of your turn.
TELEPATHIC ASSAULT
Withcfire .Warp Charge 7
If manifested, select one enemy unit within 24” of and visible to this Psyker. Roll 2D6 and add 2 to the result; that
unit suffers 1 mortal wound for each point by which the total exceeds the highest Leadership Characteristic of
models in that unit.
103
IRON INFERNI
Withcfire .Warp Charge 6
Iron Warriors
If manifested, select one point on the battlefield whitin 18” of and visible tho this Psyker. Roll one D6 for each enemy
unit whithin 6” of that point; on a 4+ that unit siffer 1 mortal wound.
FORTIFY
Blessing. Warp Charge 4
Imperial Fists
If manifested, select one friendly IMPERIAL FIST INFANTRY or BEKER unit whitin 12” of the Psyker; that model
regains up to D3 lost wounds.
PRECOGNITION
Blessing. Warp Charge 5
Night Lords
If manifested, then until the start of your next Psychic phase this Psyker has a 5+ invulnerable save and, when
resolving an attack made against this Psyker, subtract 1 from the hit roll.
BLESSING OF THE MACHINE GOD
Blessing. Warp Charge 6
Iron Hands If manifested, select one friendly IRON HANDS VEHICLE model within 12” of this Psyker (you can only select a
TITANIC model if the result of the Psychic test to manifest this power was 8 or more). Until the start of your next
Psychic phase, when resolving an attack made by that model, add 1 to the hit roll.
STRENGTH FROM RAGE
Blessing. Warp Charge 6
World Eaters
If manifested, select a WORLD EATERS Core or Chatacter unit within 12” of the Psyker. Until the start of your next Psychic
phase, add 2 to that model’s Strength Characteristic and 1 to its Attacks Characteristic.
SCRYER’S GAZE
Blessing. Warp Charge 8
Ultramarines If manifested, if your army is Battle-forged you can choose to immediately gain 1 Command Point. If you choose not to
then, once this turn, when resolving an attack made by a model from a friendly ULTRAMARINES Core or Character
unit whilst its unit is within 18” of this Psyker, you can re-roll the hit roll, wound roll or damage roll.
VITALITY
Blessing. Warp Charge 6
Death Guard
If manifested, select a visible friendly DEATH GUARD INFANTRY unit within 18” of the Psyker. Until the start of
your next Psychic phase, add 1 to that unit’s Strength and Toughness Characteristics.
TELEPATHIC ASSAULT
Withcfire .Warp Charge 7
Sons of Horus
If manifested, select one enemy unit within 24” of and visible to this Psyker. Roll 2D6 and add 2 to the result; that unit suffers 1
mortal wound for each point by which the total exceeds the highest Leadership Characteristic of models in that unit.
SACRIFICE
Withcfire (Aura).Warp Charge 4
Word Bearers
If manifested, choose any model within 2” of the Psyker; that model suffers 1 mortal wound. Then, choose a friendly
WORD BEARERS Daemon model within 18” of the Psyker. That model regains D3 lost wounds.
BURNING HANDS
Blessing. Warp Charge 6
If manifested, then until the start of your next Psychic phase, ach time this Psyker makes a melee attack, you can select
Salamanders
for it to use the close combat weapon profile instead of a melee weapon it is equipped with. Each time this Psyker
makes an attack with the close combat weapon profile, if a hit is scored, the target suffers 1 mortal wound and the attack
sequence ends
SHADOWSTEP
Blessing. Warp Charge 7
Raven Guard
If manifested, select one RAVEN GUARD Character unit from your army within 18” of this Psyker. Remove that unit
from the battlefield and set it up anywhere on the battlefield that is more than 9” from any enemy models.
PRESCIENCE
Blessing. Warp Charge 7
Alpha Legion If manifested, select a ALPHA LEGION Core or Chatacter unit within 18” of the Psyker. You can add 1 to all hit rolls
made for that unit until the start of your next Psychic phase.
104
LITANIES OF BATTLE
Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both,
they provide bellicose counsel to their comrades and act as spiritual bastions for their Legion. The litanies that
Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.
Before the battle, generate the litanies for <LEGION> Chaplain models that know litanies from the Litanies of Battle using the table below.
You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.
D6 Roll Power
1
2
3
4
5
6
LITANY OF TENACITY (AURA)
If this litany is inspiring, then when a model in a friendly <LEGION> Core or Chatacter unit within 6” of this model would
lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar
rules.
CATECHISM OF FIRE
If this litany is inspiring, select one friendly <LEGION> Core or Chatacter unit within 6” of this model. When resolving
an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the
wound roll.
EXHORTATION OF RAGE
If this litany is inspiring, select one friendly <LEGION> Core or Chatacter unit within 6” of this model. Each time a that unit
makes a melee attack , add 1 to the wound roll.
MANTRA OF STRENGTH
If this litany is inspiring, add 1 to this model’s Attacks and Strength Characteristics and add 1 to the Damage Characteristic of
melee weapons this model is equipped with.
RECITATION OF FOCUS
If this litany is inspiring, select one friendly <LEGION> Core or Chatacter unit within 6” of this model. When resolving an
attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
CANTICLE OF HATE (AURA)
If this litany is inspiring, add 2 to charge rolls made for friendly <LEGION> Core or Chatacter units whilst they are within
6” of this model. This is not cumulative with any similar rules. In addition, when a friendly <LEGION> Core or Chatacter
unit makes a pile-in or consolidate move within 6” of this model, models in that unit can move up to an additional 3”. This is not
cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.
105
WARLORD TRAITS
The lords and officers of the Adeptus Astartes are amongst the greatest warriors in the galaxy, masterful
strategists and champions of Humanity who have honed their skills during the centuries of the Great Crusade.
If the Warlord of your army is a Legiones Astartes Character, you can pick their Warlord Trait from the table below, or roll a dice and consult
the table to generate their Warlord Trait.
Legion Warlord Traits
If you wish, you can pick the Legion Warlord Trait from relevant Legion section in the Legions book instead of the Traits below.
Named Characters and Warlord Traits
The mightiest heroes of the Legiones Astartes are exemplars of their Legion’s methods of waging war. If a named Character is your Warlord,
they must be given the associated Warlord Trait of their Legion. However in some instances the named Character may have their own unique
Warlord Trait listed in their datasheet. In which case, they must take that Warlord Trait over any other.
D6 Roll Result
1
2
3
Bloody Handed
The Warlord has overseen the ending of whole species and cultures, and the bloodshed has left its mark upon their soul.
Add 1 to your Warlord’s Attacks Characteristic and it gain Fear special rule. While an enemy unit is within 6” of this
Warlord, subtract 1 from the Leadership Characteristic of models in that unit.
Master Tactician (Aura)
The Warlord has long honed their tactical acument to inhuman levels, and their skills allow them to outmanouvre and outthink an enemy
before a blow is struck.
While a friendly <<Legion> Core and <Legion> Chahracter unit is within 6” of this Warlord, that unit has the Objective
Secured ability (see the Warhammer 40,000 Core Book).
World Burner (Aura)
Your Warlord has commanded the purgation of enemy worlds and has battled foul xenoforms and burned them from their lairs time and
time again.
While a friendly <Legion> Core unit is within 6” of this Warlord, each time a model in that unit makes a ranged
attack, on an unmodified wound roll of 6, improve the Armour Penetration Characteristic of that attack by 1 (i.e. AP 0 becomes
AP -1, AP -1 becomes AP -2)..
4
Paladin of Glory
The Warlord embodies the highest martial ideals of bravery and skill at arms, and inspires their forces to great heights of glory by their
presence.
You can re-roll charge rolls made for this Warlord. Each time this Warlord fights, if it made a charge move or
performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to its Strength and Attacks
Characteristics.<Legion> Core unit within 6” of the Warlord gain +1 to its Leadership Characteristic.
5
Void Walker
The Warlord has spent time at the head of the Great Crusade fleets, piercing the Outer Darkness alongside rogue traders militant and has
startes into the abyss of Old Night.
You can re-roll failed charge rolls for your Warlord and friendly <Legion> Core and <Legion> Chahracter units that are
within 6” of him at the start of the Charge phase.
6
Child of Terra
The Warlord saw the birth of the Great Crusade, and is the veteran of countless battles alongside demigods and warriors of legend.
You can re-roll wound rolls of 1 for attacks made by your Warlord. Add 1 to the Wounds Characteristic of this Warlord.
Each time this Warlord would lose a wound, roll one D6: on a 6, that wound is not lost.
106
POINTS VALUES
If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to
determine the total points cost of your army. Simply add together the points costs of all your models and the
wargear thet are equipped with to determine your army’s total points value.
HQ
Unit
Models
per Unit
Points per
Model*
Legion Nullificators
5-10
28
Legion Apothecary
1-3
50
Legion Apothecary on Bike
1-3
65
Legion Apothecary with Jump Pack
1-3
64
Models
Unit
Points per
Model*
Legion Praetor
1
74
Legion Praetor on Bike
1
88
Legion Praetor on Jetbike
1
95
Legion Praetor with Jump Pack
1
90
Legion Praetor in Terminator Armour
1
95
Unit
Legion Praetor in Cataphractii Armour
1
95
Legion Tactical Squad
10-20
17
Legion Praetor in Tartaros Terminator Armour
1
95
Legion Assault Squad
10-20
19
10-20
18
Troops
per
Legion Centurion
1-3
60
Legion Breacher Siege Squad
Legion Centurion on Bike
1-3
78
Legion Tactical Support Squad
5-10
18
Legion Centurion on Jetbike
1-3
81
Legion Reconnaissance Squad
5-10
18
Legion Centurion with Jump Pack
1-3
78
Legion Hussar Squadron
5-10
30
Legion Centurion in Terminator Armour
1-3
76
Legion Jetbike Sky Seeker Squadron
3-10
32
Legion Centurion in Cataphractii Armour
1-3
78
Legion Centurion in Tartaros Terminator Armour
1-3
76
Models
Unit
Points per
Model *
Fast Attack
Champion Consul
n/a
+0
Chaplain Consul
n/a
+15
Librarian Consul
n/a
+20
Legion Seeker Squad
5-10
19
Vigilator Consul
n/a
+20
Legion Outrider Squad
3-10
30
1-5
45
Unit
per
Moritat Consul
n/a
+0
Legion Attack Bike Squadron
Siege Breaker Consul
n/a
+20
Legion Sky Hunter Squadron
3-10
32
Delegatus Consul
n/a
+0
Legion Land Speeder Squadron
1-5
45
Master of Signals Consul
n/a
+0
Legion Javelin Attack Speeder Squadron
1-3
50
Primus Medicae Consul
n/a
+10
Anvillus Dreadclaw Drop Pod
1
60
Praevian Consul
n/a
+10
Legion Sabre Strike Tank
1-2
65
Herald Consul
n/a
+10
Legion Termite Assault Drill
1
155
Forge Lord Consul
Warmonger Consul
Armistos Consul
Primus Nullificator Consul
Esoterist Consul
Mortificator Consul
n/a
n/a
n/a
n/a
n/a
n/a
+10
+0
+0
+15
+20
+0
Models
Unit
Points per
Model *
Legion Deathstorm Drop Pod
1
110
Legion Command Squad
3-5
20
Legion Heavy Support Squad
5-10
18
Legion Command Squad on Bikes
3-5
32
Legion Predator Strike Squadron
1-3
Legion Command Squad on Jetbikes
3-5
34
Legion Land Raider Squadron - Proteus
Legion Command Squad with Jump Packs
3-5
22
Legion Land Raider Squadron - Phobos
Legion Command Squad in Terminator Armour
3-5
26
Legion Land Raider Squadron - Achilles
Legion Command Squad in Cataphractii Armour
3-5
28
Achilles-Alpha Pattern Land Raider
Legion Command Squad in Tartaros Armour
3-5
26
Legion Artillery Squadron - Whirlwind
Damocles Command Rhino
1
90
Legion Artillery Squadron - Basilisk
Master of Armour (Legion Predator)
1
150
Legion Artillery Squadron - Medusa
Master of Armour (Legion Sicaran)
1
210
Legion Vindicator Siege Tank Squadron
Elites
Heavy Support
Unit
55
180
1-3
180
200
1
210
65
1-3
100
100
1-3
105
Legion Spartan Assault Tank
1
320
Sicaran Venator Tank Destroyer
1
170
Legion Sicaran Battle Tank
1
165
Legion Sicaran Punisher
1
160
1
175
Models
per Unit
Points per
Model*
Legion Terminator Squad
5-10
26
Legion Sicaran Omega
Legion Cataphractii Terminator Squad
5-10
28
Legion Sicaran Arcus
Unit
per
1
155
1-3
220
Legion Tartaros Terminator Squad
5-10
26
Leviathan Pattern Siege Dreadnought Talon
Legion Veteran Tactical Squad
5-10
19
Deredeo Pattern Dreadnought
1
120
Legion Techmarine Covenant
1-3
50
Legion Whirlwind Scorpius
1
120
4
6
Legion Malcador Assault Tank
1-3
190
Legion Dreadnought Talon
1-3
70
Legion Jetbike Sky Slayer Support Squadron
3-5
32
Legion Mortis Dreadnought
1
80
Legion Kharybdis Assault Claw
1
250
1
140
1-3
180
Legion Servo-automata
Contemptor Dreadnought Talon
1-3
88
Legion Arquitor Bombard
Contemptor-Mortis Dreadnought
1
88
Legion Kratos Tank
Contemptor-Cortus Dreadnought Talon
1-3
74
Legion Rapier Weapons Battery Carrier
1-3
20
Space Marine Crew
**
16
Legion Destroyer Squad
5-10
19
Legion Destroyer Squad with Jump Packs
5-10
21
*
**
107
Does not include wargear
Each Rapier Weapons Battery Carrier must be accompanied by 2 Space Marine Crew
Dedicated Transport
Models
Unit
Points per
Model*
Legion Rhino Armoured Carrier
1
55
Legion Drop Pod
1
63
Legion Dreadnought Drop Pod
1
55
Models
Unit
Points per
Model*
Primaris-Lightning Strike Fighter
1
Legion Storm Eagle Assault Gunship
1
Xiphon Pattern Interceptor
1
Legion Fire Raptor Gunship
1
Legion Caestus Assault Ram
1
125
190
140
220
250
Models
Unit
Points per
Model *
Legion Cerberus Heavy Tank Destroyer
1
360
Legion Typhon Heavy Siege Tank
1
320
Legion Falchion Super-heavy Tank
1
520
Legion Stormblade Super-heavy Tank
1
400
Legion Fellblade Super-heavy Tank
1
380
Legion Glaive Super-heavy Tank
1
400
Legion Thunderhawk Transporter
1
220
Legion Thunderhawk Gunship
1
520
Legion Mastodon Heavy Assault Transport
1
634
Sokar Pattern Stormbird
1
751
Models
per Unit
Points per
Model *
Imperial Primus Redoubt
1
250
Imperial Castellan Stronghold
1
450
Tarantula Sentry Gun
1-3
20
Air defence Tarantula
1-3
70
Models
Unit
Points per
Model *
Castellax Battle-automata Maniple
1-5
60
Thallax Cohort
3-9
35
Vorax Battle-automata Maniple
1-6
45
Domitar Battle-automata Maniple
1-5
115
Unit
Flyer
Unit
Lords of War
Unit
Fortification
Unit
Mechanicum Units
Unit
*
**
per
per
per
per
Does not include wargear
Each Rapier Weapons Battery Carrier must be accompanied by 2 Space Marine Crew
108
Weapons
Lightning gun
10
Ranged Weapons
Magna-melta cannon
40
Master-crafted boltgun
3
Mauler bolt cannon
15
Medusa phosphex cannon
5
Weapon
Points per
Weapon
Aiolos missile launcher
20
Medusa siege gun
0
Air-defence missiles
0
Melta cutter
0
Anvillus pattern autocannon battery
0
Meltagun
10
Anvillus snub autocannon
25
Missile launcher (with frag & krak missiles)
Arachnus heavy lascannon battery
20
Missile launcher with ignis-frag and krak missiles (for Domitar)
20
Archaeotech Pistol
5
Missile launcher (with frag & krak missiles) with suspensor web
20
Arcus multi-launcher
0
Morbus heavy bombard
45
15/20*
Autocannon
10/12*
Multi-laser
5
Battle cannon
22
Multi-melta
20/25*
Bolt pistol
0
Needle pistol
2
Boltgun
0
Neutron beam laser
0
Bombardment
0
Neutron Blaster
0
Boreas Air Defence Missiles
14
Omega plasma array
0
Breaching charge
20
Phased plasma-fusil
15
Conversion beamer cannon
25
Phosphex bomb
8
Combi-bolter
2
Phosphex discharger
20
Combi-flamer
5
Photon thruster
23
Combi-grenade launcher
5
Plasma blaster
10
Combi-melta
5
Plasma blastgun
10
Combi-plasma
5
Plasma cannon
10/15*
Combi-volkite
5
Cyclonic melta lance
20
Darkfire cannon
30
Deathstorm frag launcher
0
Deathstorm krak launcher
0
Demolisher cannon
0
Dreadhammer siege cannon
0
Dual turbo-laser destructor
0
Earthshaker cannon
0
Executioner plasma cannon
15
Fellblade accelerator cannon
0
Flamer
5
Flamestorm cannon
20
Frag grenades
0
Grav-flux bombard
0
Graviton cannon
50
Graviton gun
5
Grenade harness
0
Grenade launcher
10
Hand flamer
1
Havoc launcher
5
Heavy bolter
Heavy bolter with suspensor web
Heavy flamer
15/20*
20
10/15*
Plasma gun
10
Plasma hellfire carronade
10
Plasma pistol
5
Predator autocannon
20
Psyk-out grenade launcher
10
Psyk-out grenades
0
Psyk-out missiles
10
Punisher rotary cannon
0
Quad gun
40
Quad heavy bolter
60
Quad lascannon
100
Quad launcher (frag shells)
40
- Incendiary shells
10
- Phosphex canister shot
40
- Shatter shells
20
- Splinter shells
10
Reaper autocannon
5
Reaper autocannon battery
10
Rotor cannon
10
Rotor cannon (bio-corrosive rounds)
12
Sabre Missiles
5
Scorpius multi-launcher
0
Siege melta array
0
Skyreaper battery
42
Sniper rifle
2
Space marine shotgun
0
Special issue boltgun
3
Sunfury missile
15
Thunderhawk cannon
0
Toxiferno cannon
12
Toxiferran flammer
6
Heavy neutron laser battery
0
Heavy plasma cannon
16
Heavy rotor cannon
20
Hellstrike battery
60
Hunter-killer missile
5
Hyperios air-defence launcher
15
Icarus lascannon
25
Icarus quad lascannon
80
Turbo-laser destructor
0
Inferno pistol
10
Twin accelerator autocannon
0
Irad-cleanser
17
Twin autocannon
20
Kharybdis storm launcher
0
Twin arcus launcher
40
Kheres assault cannon
22
Twin avenger bolt cannon
0
Krak grenades
0
Twin boltgun
3
Kraken Penetrator
25
Twin flamer
10
Kratos battle cannon
40
Twin heavy bolter
30
20/25*
Twin heavy flamer
20
Lascannon
Laser destroyer
40
Twin hellstrike launcher
48
Laser volley cannon
50
Twin lascannon
40
Leviathan storm cannon
10
Twin magna-melta
0
22
Twin meltagun
20
Light conversion beamer cannon
109
Other Wargear
Twin missile launcher (with frag & krak missiles)
25
Twin multi-laser
18
Twin multi-melta
40
Wargear
Twin plasma gun
20
Atomantic pavaise
20
Twin rotor cannon
20
Augury scanner
0
Twin snub-rotor cannon
10
Battle servitor control
15
Twin volcano cannon
0
Boarding shield
3
Twin volkite caliver
20
Cameleoline ( Characters)
10
Twin volkite charger
20
Cameleoline (everything else)
3
Twin volkite culverin
40
Cognis-signum
10
Vengeance launcher
20
Combat shield
4
Volcano cannon
0
Company banner
0
Volkite caliver
10
Cortex controller
10
Volkite carronade
0
Cortex designator
0
Volkite charger
5
Cyber-familiar
5
Volkite culverin
20
Enhanced targeting array
20
Volkite Falconet Battery
10
Explorator web
25
Volkite saker
20
Frag assault launchers
4
Volkite serpenta
3
Ground tracking auguries
10
Whirlwind castellan launcher
15
Hardened armour
0
Whirlwind vengeance launcher
20
Hyperios command platform
0
0
Iron halo
0
Melta grenades
0
Narthecium
0
Nuncio-vox
0
Phosphex bomb cluster
30
Power capacitator
0
Rad grenades
0
Ramjet-diffraction grid
5
Recon armour
0
Refractor field
0
Shroud bombs
0
Space marine crew
30
Vexilla
5
Xiphon rotary missile launcher
Melee Weapons
Wargear
Points per
Item
Aether-shock maul
5
Battle-automata power blades
15
Blade struts
0
Caestus ram
0
Chainfist
Chainsword
Additional Chainsword (Legion Tactical Squad and Legion Tactical
Support Squad only)
Charnabal sabre
Crushing tracks
Corposant stave
Dozer blade
Dreadnought chainfist
Dreadnought close combat weapon
Force axe
Force lance
Force stave
Force sword
Graviton hammer
Heavy chainsword
Lascutter
Leviathan siege claw
Leviathan siege drill
Lightning claw
Master-crafted power fist
Paragon blade
Power axe
Power fist
Power lance
Power maul
Power sword
Servo arm
Shock chargers
Siege wrecker
Termite drill
Thunder hammer
10
0
1
5
0
5
5
28
20
5
5
5
5
0
1
5
0
0
5
15
20
5
10
5
5
5
0
20
38
0
15/20**
* For infantry, biker models/for vehicle and monster models
** For infantry, biker models/for characters models
110
Points per
Item
Weapon Profiles Summary
Ranged Weapons
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Aiolos missile
launcher
60”
Heavy 2D3
6
-1
1
Blast weapon.
Air-defence missiles
48”
Heavy D6
7
-2
1
Blast. Each time an attack is made withthis weapon against an Aircraft unit, that
attack has a Damage Characteristic of 2.
36”
Heavy 8
7
-2
2
-
24”
Heavy 4
7
-2
2
-
Arachnus heavy
lascannon battery
48”
Heavy 2
10
-4
D6
Archaeotech Pistol
12”
Pistol 1
6
-2
2
Arcus multi-launcher
48”
Heavy 2D6
6
-1
2
Autocannon
Battle cannon
Bolt pistol
48”
72”
12”
7
8
4
-1
-2
0
2
D3
1
Boltgun
24”
Heavy 2
Heavy D6
Pistol 1
Rapid Fire
1
4
0
1
Anvillus pattern
autocannon battery
Anvilus snub
autocannon
When attacking with this weapon, if at least one dice roll when determining
damage inflicted is a natural ‘6’ then a mortal wounds is inflicted on the target in
addition to all other damage
Blast. This weapon can target units that are not visisble to the
bearer.
Blast weapon.
-
Bombardment
100”
Heavy D6
8
-2
D3
This weapon can only be fired once per battle, and cannot be used if the bearer
moved. This weapon can target units that are not visible to the bearer (when doing
so, subtract 1 from the hit rolls). You may only use one Bombardment per turn,
regardless of how many models in your army are equipped with it.
Boreas Air Defence
Missiles
48”
Heavy 1
8
-3
D6+4
Attacks made with this weapon suffer no penalty to its hit roll when targeting units
with the Aircraft keyword. Each Boreas Air Defence Missiles can only be used
once per battle.
Breaching charge
6”
Grenade
D6
8
-3
D3
Blast. The bearer can only shoot with each breaching charge it is equipped with
once per battle.
Conversion beamer
cannon
72”
Heavy 1
6
-3
2
This weapon may not be fired on any turn in which the model carrying it has
moved. In addition, for each 24” between the bearer and the target, increase
the strength by +1 and the Damage by +1. If a model is removed from play as
a casualty due to wounds caused by this weapon, the target unit suffers 2D6
additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not
trigger further hits themselves. Blast weapon.
Combi-bolter
24”
Rapid Fire
2
4
0
1
-
Combi-flamer
- Boltgun
- Flamer
Combi-grenade
launcher
- Boltgun
- Grenade launcher
- Frag grenade
- Krak grenade
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
12”
Rapid Fire
1
Assault D6
4
0
1
-
4
0
1
This weapon automatically hits its target.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
Rapid Fire
1
4
0
1
When attacking with this weapon, choose one of the profiles below.
24”
24”
Assault D6
Assault 1
3
6
0
-1
1
D3
24”
Rapid Fire
1
4
0
1
- Meltagun
12”
Assault 1
8
-4
D6
- Boltgun
- Plasma gun
Blast weapon.
-
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun
Combi-plasma
-
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
Rapid Fire
1
4
0
1
-
When attacking with this weapon, choose one of the profiles below.
- Standard
24”
- Supercharge
24”
Rapid Fire
1
Rapid Fire
1
7
-3
1
-
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
111
WEAPON
Combi-volkite
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
- Boltgun
24”
Rapid Fire
1
4
0
1
-
- Volkite charger
20”
Heavy 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Cyclonic melta lance
18”
Heavy 2D3
9
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
Darkfire cannon
60”
Heavy 2
7
-4
D3
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all this
weapon’s shots have been resolved.
1
When fired, this weapon makes one full Shooting attack against each enemy unit
within range, except Characters. A unit consisting entirely of Characters may
only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when
the attack is declared.
Deathstorm frag
launcher
12”
Heavy 6
6
-1
Deathstorm krak
launcher
18”
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit
within range, except Characters. A unit consisting entirely of Characters may
only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when
the attack is declared.
Demolisher cannon
24”
Heavy D6
10
-3
D6
Blast weapon.
Dreadhammer siege
cannon
24”
Heavy 2D6
10
-5
3
If the model carrying this weapon does not move in the Movement phase, then the
range of this weapon is increased to 48” for the duration of the current turn. Blast
weapon.
Dual turbo-laser
destructor
96”
Macro 2D3
16
-3
2D6
Any wound roll of a 6 made with this attack automatically inflict an additional D3
mortal wounds to the target.
Earthshaker cannon
240”
Heavy D6
9
-2
D3
Executioner plasma
cannon
- Standard
- Supercharge
Fellblade accelerator
cannon
Roll two dice for the number of attacks when firing this weapon and discard the
lowest result. This weapon can target units that are not visible to the bearer. Blast
weapon.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy 2D3
7
-3
1
Blast.
36”
Heavy 2D3
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
When attacking with this weapon, choose one of the profiles below.
- HE shell
100”
Heavy 2D6
8
-3
2
When attacking units with 5 or more models, the dice rolled to determine the
number of shots fired may be re-rolled. Blast weapon.
- AE shell
Flamer
100”
12”
Heavy 2
Assault D6
14
4
-4
0
6
1
-
Flamestorm cannon
18”
Heavy 2D6
6
-1
1
Each time an attack is made with this weapon, that attack automatically hits
the target.
Frag grenade
6”
Grenade
D6
3
0
1
Blast weapon.
Grav-flux bombard
24”
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a
Save Characteristic of 3+ or better, that attack has a Damage Characteristic of 3.
Graviton cannon
36"
Heavy D6
6
-3
2
Each time an attack made with this weapon is allocated to a model with a Save
Characteristic of 3+ or better, that attack has a Damage Characteristic of 3. Blast
weapon.
Graviton gun
18”
Assault 2
5
-3
1
If the target has a Save Characteristic of 3+ or better, this weapon increases its
Damage to D3.
Grenade harness
Grenade launcher
- Frag grenade
- Krak grenade
Hand flamer
Havoc launcher
Heavy bolter
Heavy bolter with
suspensor web
Heavy flamer
12”
Assault D6
4
-1
1
Blast weapon.
Heavy neutron laser
battery
Heavy plasma
cannon
This weapon automatically hits its target.
When attacking with this weapon, choose one of the profiles below.
24”
24”
12”
48”
36”
Assault D6
Assault 1
Pistol D6
Heavy D6
Heavy 3
3
6
3
5
5
0
-1
0
0
-1
1
D3
1
1
2
18”
Heavy 3
5
-1
2
A weapon with a suspensor web does not suffer the penalty for moving and firing
Heavy weapons.
12”
Heavy D6
5
-1
1
This weapon automatically hits its target.
72”
Heavy 4
14
-4
2D3
Blast weapon.
This weapon automatically hits its target.
Blast weapon.
-
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa Damage
Characteristic of 6.
When attacking with this weapon, choose one of the profiles below.
- Standard
36”
Heavy D3
7
-3
1
Blast weapon.
- Supercharge
36”
Heavy D3
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all this
weapon’s shots have been resolved. Blast weapon.
Heavy rotor cannon
24”
Heavy 6
6
-2
1
-
Hellstrike battery
72”
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
112
WEAPON
Hunter-killer missile
RANGE TYPE
48”
Heavy 1
S
AP
D
ABILITIES
10
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
Hyperios air-defence
launcher
48”
Heavy 2D3
7
-2
1
Blast. This weapon can target units that are not visible to the bearer. Each time an
attack is made with this weapon against an Aircraft unit, add 2 to that attack’s hit
roll. Each time an attack made with this weapon is allocated to an Aircraft model,
thatattack has a Damage Characteristic of 2.
Icarus lascannon
96”
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an Aircraft unit, add 2 to that
attack’s hit roll.
96”
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an Aircraft unit, add 2 to that
attack’s hit roll.
6”
Pistol 1
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
8”
Assault D6
1
0
1
This weapon automatically hits its target. This weapon always wounds on a 2+,
unless the target model is a Vehicle. A unit hit by one or more Rad weapons
counts its Toughness as 1 less for the rest of the battle round.
Icarus quad
lascannon
Inferno pistol
Irad-cleanser
Kharybdis storm
launcher
- Frag missile
- Krak missile
Kheres assault
cannon
When attacking with this weapon, choose one of the profiles below.
36”
36”
Heavy 2D6
Heavy 2
4
8
0
-2
1
D6
24”
Heavy 6
7
-1
1
-
Krak grenade
6”
Grenade 1
6
-1
D3
-
Kraken Penetrator
36”
Heavy 1
8
-3
D6
When an attack made with this weapon hits a Vehicle, that attack has a Damage
chracteristic of D6+4.
Kratos Battle cannon
- HE shell
- AP shell
Blast weapon.
-
When attacking with this weapon, choose one of the profiles below.
36”
36”
Heavy D6
Heavy 2
8
8
-2
-3
D3
6
Blast weapon.
-
- FB shell
24”
Heavy 2
10
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2. Each time an unmodified hit roll of 1 is
made for an attack with this weapon profile, the bearer suffers 1 mortal wound after
shooting with this weapon.
Lascannon
48”
Heavy 1
9
-3
D6
-
Laser destroyer
Laser volley cannon
- Volley fire
36”
Heavy 3
10
-4
D3+3
-
When firing this weapon, choose one of the following profiles:
36”
Heavy 2
9
-3
3
-
36”
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing
model suffers 3 mortal wounds.
24”
Heavy 10
7
-2
2
-
42”
Heavy D3
6
-1
1
Attacks from a Light conversion beamer cannon that target enemies at over half its
range are resolved at Strength 8, AP -3 and Damage 2. Blast weapon
Lightning gun
18”
Heavy 1
7
0
1
You can re-roll failed wound rolls with this weapon. On a wound roll of an
unmodified 6+; change that hit’s AP to -3 and Damage to 2.
Magna-melta cannon
36”
Heavy 2D3
8
-4
D6
Blast. Each time an attack made with thisweapon targets a unit within half range,
that attack has a Damage Characteristic of D6+2.
4
-1
2
-
6
-2
1
Blast weapon.
- Overcharge fire
Leviathan storm
cannon
Light conversion
beamer cannon
Master-crafted
boltgun
Mauler bolt cannon
Medusa phosphex
cannon
Medusa siege gun
24”
Rapid Fire
1
Heavy 3
36”
Heavy 2D6
5
-1
1
36”
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer. Blast weapon.
Melta cutter
12”
Heavy 5
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
Meltagun
12”
Assault 1
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
Missile launcher
- Frag missile
24”
When attacking with this weapon, choose one of the profiles below.
48”
Heavy D6
4
0
1
Blast weapon.
- Ignis-frag missile
48”
Heavy D6
5
0
1
Units targeted by this weapon do not gain any bonus to their saving throw for
being in cover. Blast weapon.
- Krak missile
Missile launcher with
suspensor web
48”
Heavy 1
8
-2
D6
-
When attacking with this weapon, choose one of the profiles below.
- Frag missile
24”
Heavy D6
4
0
1
Blast weapon. A weapon with a suspensor web does not suffer the penalty for
moving and firing Heavy weapons.
- Krak missile
24”
Heavy 1
8
-2
D6
A weapon with a suspensor web does not suffer the penalty for moving and firing
Heavy weapons.
113
WEAPON
Morbus heavy
bombard
- Explosive shells
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one of the profiles below.
24”
Heavy 2D3
10
-3
1
This weapon can target units that are not visible to the firing model. Blast weapon.
24”
Heavy 2D3
2
-1
1
This weapon can target units that are not visible to the firing model. This weapon
always wounds on a 2+; except against Vehicles where it always needs a 6+. Blast
weapon.
Multi-laser
36”
Heavy 3
6
0
1
-
Multi-melta
24”
Heavy 2
8
-4
D6
Needle pistol
12”
Pistol 1
1
0
1
Neutron beam laser
48”
Heavy 3
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa Damage
Characteristic of 6.
Neutron blaster
24”
Heavy 2
10
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer
remained stationary in your previous movement phase, that attack has oa Damage
Characteristic of 6.
- Carcass shells
Omega plasma array
- Standard
- Supercharge
36”
Heavy 6
7
-3
2
-
36”
Heavy 6
8
-3
3
Each time an unmodified hit roll of 1 is made for an attack with this weapon
profile, the bearer suffers 1 mortal wound after shooting with this weapon.
7
-3
2
-
5
-1
1
Blast weapon.
5
-1
1
Blast weapon.
6
-4
D3
24”
Phosphex bomb
6”
Phosphex discharger
18”
Rapid Fire
2
Grenade
2D6
Heavy 3D3
Photon thruster
48”
Heavy 2
- Supercharge
Plasma blastgun
- Standard
- Supercharge
Plasma cannon
- Standard
- Supercharge
Plasma gun
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all this
weapon’s shots have been resolved.
When attacking with this weapon, choose one of the profiles below.
18”
Assault 2
7
-3
1
-
18”
Assault 2
8
-3
2
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all this
weapon’s shots have been resolved.
When attacking with this weapon, choose one of the profiles below.
72”
Heavy 2D6
8
-3
2
Blast weapon.
96”
Heavy 2D6
9
-3
3
For each unmodified hit roll of 1, the bearer suffers one mortal wound after all
this weapon’s shots have been resolved. Blast weapon.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
7
-3
1
Blast weapon.
36”
Heavy D3
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile,
the bearer suffers 1 mortal wound after shooting with this weapon. Blast weapon.
When attacking with this weapon, choose one of the profiles below.
- Standard
24”
- Supercharge
24”
Plasma hellfire
carronade
Plasma pistol
- Standard
A needle pistol always wounds on a 2+, unless the target model is a Vehicle.
When attacking with this weapon, choose one of the profiles below.
Phased plasma-fusil
Plasma blaster
- Standard
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
24”
Rapid Fire
1
Rapid Fire
1
Heavy 5
7
-3
1
-
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile,
the bearer suffers 1 mortal wound after shooting with this weapon.
8
-3
3
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s
shots have been resolved.
When attacking with this weapon, choose one of the profiles below.
12”
Pistol 1
7
-3
1
-
12”
Pistol 1
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile,
the bearer suffers 1 mortal wound after shooting with this weapon.
Predator autocannon
Punisher rotary
cannon
48”
Heavy 2D3
7
-1
3
-
36”
Heavy 18
5
-1
1
-
Quad gun
48”
Heavy 8
7
-4
2
Each time an attack is made with this weapon against an Aircraft unit, add 2 to that
attack’s hit roll.
Quad heavy bolter
Quad lascannon
36”
48”
Heavy 12
Heavy 4
5
9
-1
-3
2
D6
- Supercharge
114
-
WEAPON
Quad launcher
- Frag shells
RANGE TYPE
S
AP
D
ABILITIES
When attacking with this weapon, choose one of the profiles below.
60”
Heavy 4D6
4
0
1
This weapon can target units that are not visible to the bearer. Blast weapon.
60”
Heavy 4D6
4
-1
1
This weapon can target units that are not visible to the bearer. Units targeted by
this weapon do not gain any bonus to their saving throw for being in cover. Blast
weapon.
36”
Heavy 4D3
5
-1
1
This weapon can target units that are not visible to the bearer.. Blast weapon.
36”
Heavy 4
8
-2
3
-
36”
Heavy 4D6
2
0
1
This weapon can target units that are not visible to the bearer. On a wound roll of
an unmodified 6+; change the AP of that hit to -3. Blast weapon.
Reaper autocannon
Reaper autocannon
battery
Rotor cannon
Rotor cannon (biocorrosive rounds)
36”
Heavy 4
7
-2
1
-
36”
Heavy 8
7
-2
1
-
24”
Heavy 4
6
-1
1
-
12”
Heavy 4
6
-1
1
This weapon always wounds on a 4+, unless the target model is a Vehicle.
Sabre Missiles
36”
Heavy 1
6
-2
3
Every wound roll of an unmodified 6+ made with this weapon increases the AP of
that individual wound to -3.
Scorpius multilauncher
48”
Heavy 3D3
6
-2
1
This weapon can target units that are not visible to the bearer. Blast weapon.
Siege melta array
24”
Heavy 6
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
Skyreaper battery
48”
Heavy 8
7
-2
2
Each time this attack is made against an Aircraft unit add 1 to that attck hit roll and
Damage Characteristic is 4.
Sniper rifle
36”
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
If you roll a wound roll of an unmodified 6+ for this weapon, it inflicts a mortal
wound in addition to its normal damage.
12”
Assault 2
4
0
1
If the target is within half range, add 1 to this weapon’s Strength.
- Incendiary shells
- Phosphex canister
shot
- Shatter shells
- Splinter shells
Space marine
shotgun
Special issue boltgun
When attacking with this weapon, choose one of the profiles below.
- Standard Rounds
24”
- Kraken bolt shells
30”
- Tempest bolt shells
24”
- Scorpius bolt shells
Sunfury Missile
Thunderhawk
cannon
24”
36”
Rapid Fire
1
Rapid Fire
1
Rapid Fire
3
Heavy 1
Heavy D6
48”
Heavy 2D6
Toxiferno cannon
Toxiferran flammer
Turbo-laser
destructor
Twin accelerator
autocannon
Twin autocannon
Twin arcus launcher
12”
Heavy D6
4
0
1
-
4
-2
1
-
4
0
1
-
5
6
-3
-2
2
1
You can re-roll failed wounds with this weapon.
8
-2
D6
7
0
Blast weapon.
1
May re-roll any failed to wound roll. Any successful wound dealt by a weapon
with this special
rule removes the effects of any psychic power which is active
on the target unit. In addition, any To Wound roll of a 6 with this weapon is
resolved at AP -4.
12”
Assault D6
4
-1
1
Always wound on 3+. Any successful wound dealt by a weapon with this special
rule removes the effects of any psychic power which is active
on the target unit. In addition, any To Wound roll of a 6 with this weapon is resolved
at AP -4.
96”
Heavy D3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3
mortal wounds on the target. Blast weapon.
48”
Heavy 6
7
-2
3
-
48”
Heavy 4
7
-1
2
-
When attacking with this weapon, choose one of the profiles below, based on which warheads were purchased.
- Arcus warheads
36”
Heavy 8
8
-3
1
If this weapon inflicts at least one wound gainst a Vehicle, it inflicts an additional
D3 mortal wounds.
- Skyspear warheads
48”
Heavy 8
7
-2
1
Each time an attack is made with this weapon against an Aircraft unit, add 2 to that
attack’s hit roll.
- Neutron-flux
warheads
24”
Heavy 8
7
-1
1
Against Cybernetica Cortex units, this weapon is Damage 3.
- Pyrax warheads
36”
Heavy 3d6
5
-1
1
Units targeted by this weapon do not gain any bonus to their saving throw for
being in cover. Blast weapon.
Twin avenger bolt
cannon
36”
Heavy 10
6
-2
2
-
115
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
4
0
1
-
4
0
1
This weapon automatically hits it’s target.
5
5
-1
-1
2
1
-
Twin boltgun
24”
Twin flamer
12”
Twin heavy bolter
Twin heavy flamer
36”
12”
Rapid Fire
2
Assault
2D6
Heavy 6
Heavy 2D6
Twin hellstrike
launcher
72”
Heavy 2
8
-3
3
Twin lascannon
48”
Heavy 2
9
-3
D6
-
Twin magna-melta
24”
Heavy 2D3
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2. Blast weapon.
Twin meltagun
12”
Assault 2
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
Twin missile
launcher
- Frag missile
- Krak missile
Twin multi-laser
Twin multi-melta
Twin plasma gun
This weapon automatically hits its target.
Each time an attack is made with this weapon against an Aircraft unit, add 1 to
that attack’s hit roll. Each time an attack made with this weapon is allocated to an
Aircraft model, that attack has a Damage Characteristic of D3+3.
When attacking with this weapon, choose one of the profiles below.
48”
48”
36”
Heavy 2D6
Heavy 2
Heavy 6
4
8
6
0
-2
0
1
D6
1
Blast weapon.
24”
Heavy 4
8
-4
D6
When an attack made with this weapon hits a target thas is within half range, that
attack has a Damage chracteristic of D6+2.
-
When attacking with this weapon, choose one of the profiles below.
- Standard
24”
- Supercharge
24”
Rapid Fire
2
Rapid Fire
2
Heavy 8
Rapid Fire
4
7
-3
1
-
8
-3
2
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile,
the bearer suffers 1 mortal wound after shooting with this weapon.
6
-1
1
-
3
0
1
-
Twin rotor cannon
Twin snub-rotor
cannon
24”
Twin volcano cannon
120”
Heavy 4D3
16
-5
6
Blast. You can re-roll failed wound rolls when targeting Titanic units with this
weapon.
Twin volkite caliver
30”
Heavy 4
5
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Twin volkite charger
20”
Heavy 4
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Twin volkite culverin
45”
Heavy 8
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Vengeance launcher
48”
Heavy 2D6
5
-1
1
Blast weapon.
Volkite caliver
30”
Heavy 2
5
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
12”
Volkite carronade
48”
Heavy 1
8
-2
2
Draw a line 48” long from this model; each unit (friend or enemy) that gets passed
over/through by the line suffers D6 shots if it is Infantry, D3 if it has any other
type, and 1 shot if it is a Character. If the line passes through/over a Titanic unit it
is terminated at that unit. The Titanic unit suffers D3 mortal wounds in addition
to the D3 shots.
Volkite charger
20”
Heavy 2
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Volkite culverin
45”
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Volkite falconet
battery
30”
Heavy 12
7
0
1
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Volkite serpenta
10”
Pistol 1
5
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Volkite saker
24”
Heavy 6
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
72”
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model. Blast weapon.
72”
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model. Blast weapon.
60”
Heavy 3
7
-2
3
Each time this attack is made against an Aircraft unit add 2 to that attck hit roll.
Whirlwind castellan
launcher
Whirlwind
vengeance launcher
Xiphon rotary
missile launcher
116
Melee Weapons
WEAPON
Aether-shock maul
RANGE TYPE
S
AP
D
ABILITIES
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 1 mortal wounds on the target in addition to any normal damage.
Melee
Melee
+2
-1
D3
Melee
Melee
User
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
Melee
Melee
x2
-4
3
-
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to hit rolls made with this weapon when targeting Buildings if the Caestus
Assault Ram charged this turn.
Chainfist
Chainsword
Melee
Melee
Melee
Melee
x2
User
-4
-1
D3
1
When attacking with this weapon, you must subtract 1 from the hit roll.
Charnabal sabre
Melee
Melee
+1
-2
1
Every time you make a Hit roll of an unmodified 6+ with this weapon, that attack is
resolved with an AP of -4 instead of -2.
Corposant stave
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6
inflicts 2 mortal wounds on the target and the attack sequence ends. If target is a
Vehicle and you roll of 4+ for this weapon, that target suffers D3 mortal wounds.
Crushing tracks
Melee
Melee
User
-2
D3
Dozer blade
Melee
Melee
User
-4
D3+3
Melee
Melee
x2
-4
4
-
Melee
Melee
x2
-3
3
-
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
+2
+2
+3
+1
x2
+2
+5
x2
x2
-2
-1
-1
-3
-3
-1
-3
-3
-4
D3
D3
D3
D3
4
1
D3
3
4
-
Melee
Melee
User
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon. You
can re-roll failed wounds with this weapon.
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
Melee
+2
+2
x2
+2
+3
+1
-3
-2
-3
-1
-1
-3
3
1
2
1
1
1
-
Servo arm
Melee
Melee
x2
-2
3
Each servo arm can only be used to make one attack each time this model fights.
When a model attacks with this weapon subtract 1 from the hit roll.
Shock chargers
Siege wrecker
Melee
Melee
Melee
Melee
User
x2
-3
-4
1
5
-
Termite drill
Melee
x2
-4
D3+3
Thunder hammer
Melee
x2
-2
3
Battle-automata
power blades
Blade struts
Dreadnought
chainfist
Dreadnought close
combat weapon
Force axe
Force lance
Force stave
Force sword
Graviton hammer
Heavy chainsword
Lascutter
Leviathan siege claw
Leviathan siege drill
Lightning claw
Master-crafted power
fist
Paragon blade
Power axe
Power fist
Power lance
Power maul
Power sword
Melee
Melee
117
Each time the bearer fights, it can make 1 additional attack with this weapon.
Attacks with this weapon get +1 Strength if the bearer successfully charged this
turn. Each time the bearer fights with this weapon, it can make 1 additional attack.
When attacking with this weapon, you must subtract 1 from the hit roll.
Each time the bearer fights, it can make no more than 1 attack with this weapon.
Re-roll failed wounds rolls against Infantry.
-
When attacking with this weapon, you must subtract 1 from the hit roll.
-
When attacking with this weapon, you must subtract 1 from the hit roll.
Each time an attack made with this weapon is allocated to a Vehicle model, that
attack has a Damage Characteristic of D3+6.
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR
DESCRIPTION
Atomantic pavaise
If equipped with an atomantic pavaise, all friendly <Legion> units that are wholly within 6” of this model gain a 5+ invulnerable save. This invulnerable
save does not stack with or improve existing invulnerable saves.
Augury scanner
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12” of this unit., unless those models are ser up within his own
deployment zone.
Battle servitor control
Boarding shield
A model with Battle Servitor Control increases by one the Strength of any ranged weapons that target a Vehicle unit.
Add 1 to armour saving throws made for the bearer.
Cameleoline
Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made
against that attack.
Combat shield
Company banner
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Cortex controller
Friendly <Legion> units within 6” of any friendly company banner add 1 to their Leadership.
This model gains the Cortex Controller keyword. Friendly Cybernetica Cortex units within 6” do not need to target the nearest visible enemy
unit in the Shooting or Charge phases.
Additionally for each model with this item one Thallax Cohort, Castellax Battle-automata or Vorax Battle-automata unit can be taken as a Heavy Support
choice.
Cognis-signum
At the start of the Shooting phase, you can choose one <Legion> unit which is within 3” of a model with the cognis-signum. You can add 1 to hit rolls
made for your chosen unit’s weapons this phase. Additionaly enemy units that are set up on the battlefield as reinforcements cannot be set up within
12” of this unit., unless those models are ser up within his own deployment zone.
Cyber-familiar
A unit with a cyber-familiar add +1 to its invulnerable save (maximum to the 4+ invulnerable save).
Enhanced targeting
array
Enemy units targeted by a model with an enhanced targeting array do not gain any bonus to their saving throw for being in cover. Additionally, this
model receives a +1 bonus to hit in the shooting phase.
Explorator web
Enemy units opting to deploy using abilities during the battle which allow them to deploy outside their normal deployment zone (such as via
teleportation, grav-shute insertion etc.) may not do so within 12” of this model.
Frag assault
launchers
Ground tracking
auguries
Hardened armour
Hyperios command
platform
Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.
A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting a unit that does not have the Aircraft keyword.
This unit has a 5+ invulnerable save and gains the Void Hardened keyword.
A model equipped with a hyperios command platform gives a +1 to hit rolls for air-defence missiles within 3”.
Nuncio-vox
You may re-roll any hit rolls of 1 made for friendly <Legion> Basilisks, Medusas, Whirlwinds or Rapiers with Quad Launchers when they target enemy
units at least 36” away in the Shooting phase, if the enemy unit is within sight of this model.
Power capacitator
On any turn in which a Vindicator does not move in the Movement phase, it may fire twice with it’s laser volley cannon, but may only use volley fire if
it does so.
Ramjet-diffraction
grid
This model has a 5+ invulnerable save against ranged weapons.
Recon armour
A model with recon armour changes it’s Save to 4+. When you set up this unit during deployment, it can be set up anywhere on the battlefield that is
more than 9” from the enemy deployment zone and any enemy models.
Refractor field
A model with a refreactor field has a 5+ invulnerable save.
Shroud bombs
Once per battle, instead of shooting in your Shooting phase, this unit can use its shroud bombs. Until the start of your next Shooting phase, when
resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
Space marine crew
Vexilla
This upgrade increases the model’s Ballistic Skill Characteristic to 3+. The model gaining the Legiones Astartes, <Legion> keywords
Add 1 to the Leadership of models in a unit with a vexilla.
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