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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. 118