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The HORUS HERESY

68197163 the Horus Heresy MK 1

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  • The HORUS HERESY

  • 2

    PAGE 3: LEGION WIDE RULES AND NOTES

    PAGE 4: IMPERIAL ARMY

    PAGE 4: THE COUNCIL OF NICAEA

    PAGE 5-6: NEW VIHICLES AND UNITS

    PAGE 7: PRIMARCH RULES

    PAGES 8-11: DARK ANGELS

    PAGES 12-15: EMPERORS CHILDREN

    PAGES 16-19: IRON WARRIORS

    PAGES 20-23: WHITE SCARS

    PAGES 24-27: SPACE WOLVES

    PAGES 28-31: IMPERIAL FISTS

    PAGES 32-35: NIGHT LORDS

    PAGES 36-39: BLOOD ANGELS

    PAGES 40-43: IRON HANDS

    PAGES 44-47: WORLD EATERS

    PAGES 48-51: ULTRAMARINES

    PAGES 52-55: DEATH GUARD

    PAGES 56-59: THOUSAND SONS

    PAGES 60-63: LUNA WOLVES/SONS OF HORUS

    PAGES 64-67: WORD BEARERS

    PAGES 68-71: SALAMANDERS

    PAGES 72-75: RAVEN GUARD

    PAGES 76-79: ALPHA LEGION

    PAGES 80-82: CUSTODIAN GUARD

    PAGE 83: THE SISTERS OF SILENCE

    CONTENTS PAGE

  • 3

    GENERAL RULES The following rules are used during all games set during the Age of Heresy. These rules override any conflicting text found in indi-vidual army codices:

    ALL LEGIONS USE CODEX: SPACE MARINE UNLESS STATED OTHERWISE.

    Large Formations: During the Great Crusade the Legions were much larger than their current sizes, and made heavy use of large infantry formations. Tactical, grey hunter, Blood Claws and devastator squads have their maximum squad size doubled along side any special and heavy weapon allowances. (i.e. A devastator squad may take 4 heavy weapons for every ten men) Squads with more than ten Members may not use the Infiltrate or use the Combat Squads rule. Special weapon upgrades double (following normal rules in these squads)

    Ground Assault: With jump packs being a rarity, Assault Squads use other methods to reach their prey. Assault Squads without jump packs may purchase any transport option with a 35pt price drop

    Commanders Above All: In the days before the Librarian Controversy and the Chaplain Edict, these forces did not exist within the legions with a few minor exceptions. Librarians and Chaplains are not allowed unless otherwise noted.

    HERESY ERA EQUIPMENT AND UNITS

    Assault Cannons: The assault cannon is a new, experimental and fairly temperamental weapon. They are rarely seen and are just replacing the older Reaper Autocannon. Assault cannons are a 0-2 (in total) choice in any army. Units normally equipped with assault cannons may always replace them with Reaper Autocannon for 5 points less than the listed

    assault cannon cost.

    jump Packs: A newly introduced piece of equipment, the jump pack is not commonly seen on the battlefield. Jump pack equipped units are a 0-1 choice (in total) unless noted otherwise.

    Havoc Launchers: The reliable Havoc missile launcher is used on Legion vehicles to break up light infantry formations. Units normally equipped with hunter-killer missiles may always replace them with Havoc launchers for 5 points more than the listed hunter-killer missile cost.

    Multi-meltas: The multi-melta is a new weapon, most often used in concentrated numbers to maximize their capabilities. Land Speeders, Attack Bikes, Dreadnoughts, Techmarine Servitors, and 0-1 Devastator squads (no Tactical, Veteran or Command squads) may be equipped with multi-meltas.

    Plasma Cannons: The plasma cannon is an uncommon sight on the battlefield and are most used in Devastator squads. Dreadnoughts, Techmarine Servitors, and 0-1 Devastator squads (no Tactical, Veteran, or Command squads) may be equipped with plasma cannons.

    Autocannons: The ubiquitous Autocannon is both reliable and trusted within the Legions. All infantry squads with access to missile launchers may purchase Autocannons for the same price.

    Storm Bolters: The twin-linked bolter is a state of the art sidearm as the storm bolter is still in development as part of the ongoing Terminator project. Storm bolters are replaced by twin-linked bolters for 1 point less than the listed cost of storm bolters.

    Venerable Dreadnoughts: The oldest Dreadnoughts are only a few centuries old, veterans of the War of Unification. Venerable Dreadnoughts are unavailable unless noted.

    Land Raider Crusader, Razorbacks and Predator Annihilator: These vehicles will not be devised for many millennia in the future. They are unavailable unless otherwise noted.

    Jetbike Formations: A legacy of the Golden Age of Technology, the Imperial Jetbike is a wondrous, graceful tool used in small numbers by many Legions. A Space Marine Character may upgrade his bike to a Jetbike for +5 points. 0-1 Space Marine Bike squads (without attached Attack Bike) may be upgraded en masse to be jetbikes for +5 points per bike.

    Siege mantles: all legions made use of large heavy duty shields during heavy fire fights and boarding assaults. A single tactical squad or grey hunter pack may take siege mantles these allow the unit to re-roll any failed armour saves caused by shooting attacks. However due to their size and weight, the unit may not have a dedicated transport. The unit may not also run. This upgrade costs 50pts per squad. Legions which use the siege assault vanguard list as its base may take more than one unit equip with this upgrade.

    LEGION WIDE RULES AND NOTES

  • 4

    The expedition forces were made up not only by space marines, but by regiments from the impe-

    rial army. To represent this on the battle field. Any legion army which is 2,500pts or above may

    take units from the below list as allies. These units may not take up anymore than one quarter of

    the armies total. So for every 1,000pts you may take up to 250pts of imperial army units.

    Infantry platoon

    Veteran squad

    Hellhound squadron

    Leman Russ squadron

    Ordinance battery

    Sentinel squadron (scout and armoured)

    Rough rider squad

    Techpreist and servitor unit

    Storm trooper squad

    Techpreist enginseers

    Due to the nature of how these units were used on the battlefield. In objective based missions.

    Were the imperial army are used as allies, only imperial army units may capture objectives.

    The Imperial army

    The council of Nicaea and the chaplain edict At the end of the grand crusade section of the campaign and before the beginning of the heresy

    begins section. The council of Nicaea happens. During this the emperor bans the use of Psykers by

    the space marine legions and introduces the chaplain edict. This event has the following effects.

    Before the council of Nicaea

    The following legions may use librarians as show in their related codex; during the great crusade.

    Thousand sons

    Blood angels

    Ultramarines

    Dark angels

    Luna wolves

    Salamanders

    Raven guard

    Alpha legion

    However after the council of Nicaea, only the thousand sons may use librarians with more than

    one power per turn (expect special characters)

    After the council all legions expect the thousand sons gain chaplains as a 0-1 elite choice which

    does not take up a FOC slots. You may take between 1-3 chaplains per slot. The word bearers now

    follow the rules stated above for their chaplains. However these along with the Reclusiarchs may

    take marks of chaos from now on for the same amount of pts as a chaos lord.

  • 5

    The space marine legions had several vehicles and unit formations that they no longer have in the

    41st millennium. These new units may be taken by any legion who has these units in their army

    lists.

    THUNDER RHINO 60pts each

    May be taken as a dedicated transport for any unit that can take rhinos.

    Armour value

    BS F S R

    Thunder rhino 4 11 11 10

    Unit type: tank, fast, open-topped

    Transport: 10 models

    Special rules:

    Repair

    Wargear:

    Twin linked bolter

    Smoke grenades

    PRIMARCH HONOUR GUARD 175pts

    May be taken as a retinue by a Primarch, this unit counts as a HQ but does not take up a FOC slot

    WS BS S T W I A LD SV

    Legion Champion 6 4 4 4 2 5 4 10 2+

    Primarch Honour Guard 5 4 4 4 2 5 3 10 2+

    Unit Composition unit type

    1 Legion Champion infantry

    2 Primarch Honour Guard

    Wargear

    Relic Blade

    Artificer Armour with Bolt Pistol,

    Bolt Gun, Frag and Krak Grenades

    Special Rules

    Fearless

    Combat Tactics

    Relentless

    Primarchs Grace (5+ Invulnerable)

    Honour or Death Legion Champion

    Important: Primarchs lose the Majestic

    special rule for being targeted by shooting

    attacks while in a unit of Primarch Honour

    Guard.

    New Vehicles and Units

    OPTIONS:

    may take any of the following

    -hunter killer missile 10pts

    -havoc missile launcher system 15pts

    -spotlight 1pt

    -extra armour 15pts

    -second twin linked bolter 10pts

    Dedicated Transport

    May select a Drop Pod or Rhino if in Artificer

    armour or a Land Raider of any type as a

    dedicated transport if in Artificer or Terminator

    armour.

    Options

    May replace Artificer armour and extras with

    Terminator Armour with twin linked bolter

    May include up to seven additional Primarch

    Honour Guard at +55 points per model

    The Legion Champion may replace his relic

    blade with a Thunder Hammer for +5 points.

    The Legion Champion may take digital lasers for

    +10 points.

    One Primarch Honour Guard may carry the Le-

    gion Banner at +25 point

    Any member of the squad may purchase a storm

    shield for +15 points.

    If terminator armour has not been chosen, then

    the unit may take jump packs at 15pts each.

  • 6

    The space marine legions had several vehicles and unit formations that they no longer have in the

    41st millennium. These new units may be taken by any legion who has these units in their army

    lists.

    PERTURABO STORM TANK 205pts

    Armour value

    BS F S R

    Perturabo storm tank 4 14 13 10

    Unit composition: 1 storm tank

    Vehicle type: fast, tank

    Wargear:

    Rotary lascannon (D3 shots)

    2 hot-shot lasgun sponsors

    Havoc launcher

    Searchlight

    Smoke launchers

    Extra armour

    Machine spirit

    SABRE TANK HUNTER 155PTS

    Armour value

    BS F S R

    Sabre tank hunter 4 13 11 10

    Unit composition: 1 sabre tank hunter

    Vehicle type: tank

    wargear: Neutron laser projector

    Searchlight

    Smoke launchers

    Extra armour

    Options:

    Pintle mounted twin-linked bolter 10pts

    Hunter killer missle 10pts

    Havoc missile launcher 15pts

    Siege shield 10pts

    New Vehicles and Units

    Neutron laser projector:

    72 range STR10 AP1 ordanace1, shock pulse,

    feedback

    Shock pulse: any non super heavy hit by the

    laser will suffer an additional crew stunned

    result to any damage done.

    Feedback: if the laser fails its roll to pene-

    trate against its targets (successful saves ig-

    nored for this matter) then roll a D6 on a roll

    of a 1 the sabre tank hunter takes a automatic

    glancing hit.

  • 7

    The following rules apply to ALL Primarchs

    The use of Primarchs in 40k: the Primarchs as shown in this book have been designed to repre-

    sent how they actually were, to reflect this, we recommend that Primarchs are not used in any

    match under a total of 3,000pts per side. How ever they may be used in special scenarios and pre-

    organised missions.

    Transportation: All models with the designation Primarch count as two models for transport pur-

    poses (except Sanguinius and those with jump packs or terminator armour who count as three due

    to his size).

    Primarchs benefit from the following special rules: Independent Character

    Deep Strike

    Eternal Warrior

    Fleet

    Relentless

    Acute Senses

    Feel No Pain

    Ever Onwards! A Primarch can never capture an objective. For him the road to victory rolls ever

    onwards.

    Majestic: Primarchs may be targeted by shooting even if they have joined a unit (unless he is lead-

    ing a unit of Primarch Honour Guard).

    Titanic Might: Such is the power of the Primarchs that they may reroll all failed rolls to wound with close combat and shooting attacks.

    Heroic Strike: Primarchs always roll 2d6 and pick the highest for armour penetration rolls. Instead

    of making their normal attacks in close combat, the Primarch may instead make a single attack

    which hits and wounds automatically. Against vehicles it causes an automatic penetrating hit

    against its target. The Heroic Strike is AP 1.

    Primarch Armour: The artifice incorporated into the armour of the Primarchs means that none but

    the most determined of attacks can penetrate it. The armour provides a 1+ armour save. remember

    that a roll of a 1 is always a failure

    Primarch rules

  • 8

    Legion I: dark angels

    The Dark Angels have the honour of being the first Legion created by The Emperor. Like the other Primarchs, Lion El'john-son was lost while he was still in his infancy. He later turned up on the distant planet of Caliban, which bore some resemblance to early medieval Terra.

    Caliban was made the home world of the Dark Angels and the whole of the Order moved to join the ranks of the Astartes. The first to be brought into the Legion in this way was Luther, who became Jonson's second-in-command, just as he always had been within the Order.

    However, the Dark Angel's contributions to the Great Crusade had barely begun when the Lion sent Luther and a small contin-gent of Dark Angels back to Caliban, purportedly to garrison the world and increase the speed and quality of the training given to the Legion's recruits. Whatever the reason, the force sent back felt disgraced and rejected.

    2

    The Great Crusade, had to go on: there were countless human worlds that were still under the influence of Chaos or suppressed by the harsh rule of alien races. So it was that Jonson and many

    of the Dark Angels continued on the Emperor's Crusade for the reunification of humanity while Luther was left behind in charge of the remainder of the Legion on Caliban. Lion El'johnson and his Legion performed well during the Great Crusade,

    As Jonson's fame spread throughout the galaxy and reports of his great deeds and prowess in battle reached the Legion's home world, Luther felt robbed of his share of the glory. He wanted the fame and recognition that he felt he deserved as Jonson's equal. His role as planetary governor of some half-forgotten backwater world seemed more and more to him like an insult. The seed of jealousy and dissension that had been planted.

  • 9

    Special characters and units

    Luther 200pts

    WS BS S T W I A LD SV

    5 5 4 4 4 5 4 10 3+

    WARGEAR:

    Frag &krak grenades

    Power armour

    Plasma pistol

    Power weapon

    Iron halo

    Cypher 150pts

    One company veteran may be upgraded to Cypher.

    WS BS S T W I A LD SV

    5 6 4 4 3 8 3 10 3+

    WARGEAR:

    Power armour

    Master crafted Bolt pistol

    Master crafted Plasma pistol

    Frag & krak grenades

    Power weapon

    SPECIAL RULES:

    And they shall know no fear

    Stubborn

    Gunfighter: may fire both pistols in the same shooting phase

    Divine protection: Cypher has a 3+ invulnerable save

    SPECIAL RULES:

    And they shall know no fear

    Stubborn

    Rites of battle

    Bitterness: luther and any squad he joins has preferred enemy: space marines

    Independent character

  • 10

    Army special rules

    All dark angel units replace combat tactics with stubborn USR

    All dark angel units may re-roll failed armour saves against wounds caused by gets hot

    All units use their codex: dark angels version if the unit doesn't appear in codex: dark angel then use its codex: space marine form instead.

    All plasma weapons cost 5pts less then stated

    HQ

    Lion eljohnson

    Chapter master

    Honour guard

    Primarch honour guard

    Captain

    Command squad

    master of the first company (deathwatch)

    master of the 3rd company (ravenwing)

    Luther

    ELITES

    0-1 Deathwing terminator squad (replaces fearless, with they shall know no fear and stubborn)

    Dreadnought

    Techmarines

    Cypher

    Company veterans squad

    Sternguard veterans squad

    Contemptor dreadnoughts

    TROOPS

    Tactical squad

    Scout squad

    FAST ATTACK

    Assault squad

    Ravenwing attack squadron

    Ravenwing support squadron

    Vanguard veteran squad

    Scout bikers

    Jetbike squadron

    0-1 perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Mortis pattern Contemptor dreadnought

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Dark angels army list

  • 11

    Lion eljohnson Legendary formation

    Lion eljohnson

    Unique, primarch

    WS BS S T W I A LD SV 7 6 6(7) 7 4 6 5(6) 10 1+

    Artificer armour Master crafted combi-plasmagun with special

    issue ammo The lion sword Frag grenades Defensive grenades The lion helm

    Options:

    An army with lion eljohnson may take a single squad of Sternguard veterans as

    troops.

    Maybe joined by a watcher in the dark. The watcher blocks danger from the lion. Giving

    lion el'johnson the feel no pain USR for 25pts

    Grand strategy

    The lion sword: the lion sword is a master crafted power sword which confined +1 strength and +1 attacks

    The lion helm: gives lion eljohnson and any squad he joins a 4+ invulnerable save

    Tactician: an army including lion eljohnson may re-roll the dice for deciding the deployment type and mission type if

    applicable. He also seizes the initiative on a 4+.

    Dragonfire rounds 24 4 5 rapid fire, ignores cover

    Vengeance rounds 18 4 3 rapid fire, gets hot

    Kraken bolts 30 4 4 rapid fire

    Hellfire rounds 24 X 5 rapid fire, poisoned (2+)

    Plasma gun 24 7 2 rapid fire, gets hot

    465pts

    1st legion: dark angels

  • 12

    Legion III: emperors children

    The Legion's history begins with the descent of Their Primarch Fulgrim to the resource-poor world of Chemos, where strict rationing and improvisation were necessary to sustain life. It was decided to spare the infant and when Fulgrim grew to manhood he set about reviving his dying world. Old technology was restored, lost areas reclaimed, and the people of Chemos were able to spend time on art and culture. Fulgrim took pride in this, as he harboured a love of perfection in all things.

    When the Emperor first arrived on Chemos, Fulgrim swore fealty to him instantly, and was placed at the head of his Legion. An accident had destroyed nearly all of the Emperor's Children's gene-seed, leaving only a tiny force of 200 Marines. Fulgrim addressed them upon their first meeting, stating that they would go out into the Gal-axy and spread the wisdom of the Emperor. "We are His children," the Book of Primarchs relates he told them, "Let all who look upon us know this. Only by imperfection can we fail him. We will not fail!" The 3rd Legion were named the Emperor's Children from that day, and the Emperor also bestowed on them the right to bear the Impe-rial Eagle upon their armour, the only Legion allowed to do so. As they were so few in number, the Emperor's Children were placed under the command of the Primarch Horus of the Luna Wolves until

    they were a large enough formation to crusade independently. Horus and Fulgrim grew close to one another, with eventual dire consequences for the Imperium.

    Swollen by new recruits drawn from Chemos and Terra, the Emperor's Children finally mustered the strength to undertake a crusade alone, and Fulgrim proudly led his warriors into the unknown. From the growing ranks of his Legion, Fulgrim selected a few individuals, the bravest, strongest and noblest, to become Lord Com-manders, each given authority over the Company commanders. Fulgrim taught the Lord Commanders per-

    sonally, taking care that they were worthy of the honour of being the representatives of the Emperor.

  • 13

    Special characters and units

    Captain Lucius 150pts

    WS BS S T W I A LD SV

    7 5 4 4 3 5 3 10 3+

    WARGEAR:

    Frag &krak grenades

    Power armour

    Bolt pistol

    Power weapon

    Combat shield (5+ in-vuln sv)

    Fabius bile 125pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 3+

    WARGEAR:

    Power armour

    Bolt pistol

    Power weapon

    Frag & krak grenades

    Xyclos needler

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Xyclos needler: range: 18 str: X AP:6 assault3, poisioned (2+)

    orders

    SPECIAL RULES:

    And they shall know no fear

    Orders

    Rites of battle:

    Duellist: may re-roll to hit against independent characters and monstrous creatures. Lucius also gains a 4+ invulnerable save in close combat

    Independent character

    Commander Eidolon 175pts

    WS BS S T W I A LD SV

    6 5 4 4 3 5 4 10 3+

    WARGEAR:

    Power armour

    Bolt pistol

    Thunder hammer

    Frag & krak grenades

    Iron halo

    10th company captain tarvitz 125pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 3+

    WARGEAR:

    Power armour

    Bolt pistol

    Power weapon

    Frag & krak grenades

    Iron halo

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Orders (may give up to 3 orders per turn)

    Scream: this is a shooting attack made my eidolon. Place the teardrop template as a normal weapon from eidolon. Any model hit by it must take a toughness test. Any

    model which fails it, is removed from the board, no saves of any kind allowed.

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Orders (may give up to 2 orders per turn)

    Pure of heart: once per turn tarvitz may use a single act of faith from co-dex: sisters of battle, of his choice Per turn. tarvitz automatically passes the

    test to activate it.

    ARMY WIDE SPECIAL RULE ORDERS:

    HQ choices have a command radius of 18 bring it down! Works per codex: imperial guard

    Fire on my target! Works per codex: imperial guard

    Fire rank fire! Second rank fire! Works per codex: imperial guard but replaces lasguns with bolters/ bolt pistols/heavy bolters

    Move! Move! Move! Works per codex: imperial guard

  • 14

    Army special rules

    Emperors children units do not have combat tactics

    Sergeants may take glaive encarbines for 15pts each

    HQ characters may issue up to 2 orders per turn. (using normal codex: imperial guard rules). Unit sergeants may issue a single order to their own squad once per game.

    HQ

    Fulgrim

    Lord Commander Eildolon

    10th company captain Saul tarvitz

    Lord commander (chapter master)

    Primarch honour guard

    Honour guard

    Captain

    Command squad

    Lord commander Lucius

    ELITES

    0-1 terminator squad

    Dreadnought

    Techmarines

    Sternguard veterans squad

    0-1 venerable dreadnought

    Fabius bile

    Contemptor dreadnought

    TROOPS

    Tactical squad

    Scout squad

    FAST ATTACK

    Assault squad

    Vanguard veteran squad

    Scout bikers

    Attack bike squadron

    Bike squadron

    Jet bike squadron

    Land speeder squadrons

    0-1 perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Mortis pattern Contemptor dreadnought

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Emperors children army list

  • 15

    Fulgrim Legendary formation 3rd legion: emperors children

    Fulgrim

    Unique, Primarch

    WS BS S T W I A LD SV 9 6 6 5 5 9 7 10 1+

    Artificer armour

    Master crafted bolt pistol with special issue ammo

    glaive encarmine

    Frag grenades

    Defensive grenades

    Options:

    An army with fulgrim in it may take a single honour guard squad, all mem-

    bers of the unit gain relic blades for

    free

    A league apart (see dark eldar codex for details)

    Dodge (4+/3+)

    Duel master: fulgrim may re-roll all failed rolls to wound

    Honour in perfection: all emperors children units with line of sight to fulgrim may choose to automatically pass moral

    tests and will automatically re-group, Ignoring all criteria.

    Dragonfire rounds 12 4 5 pistol, ignores

    cover

    Vengeance rounds 9 4 3 pistol, gets hot

    Kraken bolts 15 4 4 pistol

    Hellfire rounds 12 X 5 pis-

    525pts

  • 16

    Legion IV: Iron Warriors

    Almost immediately upon being placed under the command of their Primarch, Perturabo, the legion found itself being plunged into a seemingly never-ending series of campaigns. Immediately after completing the training of their first batch of recruits from Olympia, the legion went to war against the Black Judges of the nearby world of Justice Rock.

    Quickly recognised as experts in the art of siege warfare, the Iron Warriors were regularly called upon to exercise their skills in crack-ing open enemy defences. Switched from one combat zone to an-other, the legion also found itself constantly diminishing in active crusading size as units from it were detached to act as garrison troops watching over worlds in the process of Compliance. The most famous of these garrisons was that of the Iron Keep on Delgas II, where one 10-man squad of Iron Warriors watched over a disgrun-tled population of 130 million. It is unknown why the Iron Warriors were so often selected for such assignments, or why Perturabo al-ways accepted such orders without protest, but it is supposed that it began to inflict serious damage to the legion's morale. This growing disillusionment would eventually translate into a tragic explosion of

    despair and rage as the Iron Warriors learned that their own home world, Olympia, had revolted against Impe-rial rule. Briefed on the situation by the Warmaster Horus himself, Perturabo drew his legion away from the extermination campaign they were waging upon the Hrud and led them homewards, falling upon the world with no mercy. The planet was battered into submission, with over 5 million of the inhabitants killed. In the af-termath, the legion as a whole seemed aghast at their actions, aware that they had committed an unforgivable atrocity. However, before word of their actions could get out to the other arms of the Imperium, they once again received orders to move into action. This time it was to move to the Isstvan system; the Horus Heresy had begun.

  • 17

    Special characters and units 1st company commander Forrix 185pts

    WS BS S T W I A LD SV

    5 5 4 4 3 5 3 10 2+

    WARGEAR:

    Frag &krak grenades

    Terminator armour

    Twin linked bolter

    Lighting claw

    Siegemaster Dradenor 150pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 3+

    WARGEAR:

    Power armour

    Bolt pistol

    Frag & krak grenades

    Twin linked bolter

    Power weapon

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rites of battle

    Time on target: the iron warriors player may re-roll a single reserve roll per turn and may re-roll the dice for

    how many shots a firestorm gets (see planetsrike)

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rites of battle

    Arsenal: has a orbital bombardment and the controlling player may re-roll the scatter dice of a single ordnance weapon per turn

  • 18

    Army special rules

    All units use their FW siege assault vanguard version unless the unit does not appear in that codex.

    All iron warriors have the tank hunter USR instead of combat tactics

    Iron warrior units are fearless when playing as the attacker in scenarios which have attackers and defenders

    HQ

    Perturabo

    Primarch honour guard

    chapter master

    Honour guard

    Captain

    Command squad

    Master of the forge

    Master of siege

    1st company commander Forrix

    Siegemaster dradenor

    ELITES

    0-1 terminator squad

    0-1 terminator assault squad

    Techmarines

    Sternguard veterans squad

    dreadnought

    Contemptor dreadnought

    TROOPS

    Tactical squad

    Scout squad

    Dreadnought siege talons (all normal/venerable /ironclad/siege dreadnoughts allowed)

    FAST ATTACK

    Assault squad

    Vanguard veteran squad

    Attack bike squadron

    Bike squadron

    Perturabo storm tank squadron (1-3)

    HEAVY SUPPORT

    Devastator squad

    Predator squadron

    Whirlwind squadron

    Thunderfire cannon battery (1-3)

    Ordnance battery (codex: imperial guard, vehicles have BS4 due to having space marine crew)

    Mortis pattern Contemptor dreadnought

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Iron Warriors army list

  • 19

    perturabo Legendary formation 4th legion: iron warriors

    perturabo

    Unique, primarch

    WS BS S T W I A LD SV 7 6 7 6 5 6 5 10 1+

    Artificer armour Master crafted storm bolter with special

    issue ammo Master crafted thunder hammer Frag grenades Defensive grenades Melta bombs Servo arm Orbital strike relay (may fire if moved)

    All ordnance and flame weaponry and all grenades used against targets with armour

    values in an iron warriors army which

    includes perturabo count as twin linked

    Tank hunter

    Master of siege: perturabo may re-roll ar-mour penetration against terrain and all non-

    vehicle objects. In addition, if the orbital

    strike relay is aimed at a terrain feature, then

    the shot will not scatter.

    Dragonfire rounds 24 4 5 assault 2, ignores

    cover

    Hellfire rounds 24 X 5 as-sault 2,

    poisoned (2+)

    Anti-amour rounds 12 X 1

    510pts

  • 20

    Legion V: white scars

    By the time the 5th Legion was united with their Primarch Jaghatai Khan,

    he had united the fierce tribes of his home world Mundus Planus. The As-tartes adopted the facial ritual scars of the Talskar tribesmen and renamed

    themselves "White Scars".

    Following the vision of the Emperor of a united mankind, the Khan de-parted, allowing many of his loyal tribesmen to join the Legion.

    The White Scars fought many bloody battles during the Great Crusade and under Jaghatai Khan they became infamous for their fast attacks and hit-and-run assaults.

    Jaghatai Khan and his Legion had spent several years in a campaign against the Orks of the Chondax System when news about the betrayal of Horus and the Drop Site Massacre arrived. They were urged by Rogal Dorn to return to Terra

    The Khan was contacted by Leman Russ who had just returned from Prospero and offered him to join forces. Horus however had antici-

    pated this and had sent the Alpha Legion who launched an assault on Russ' outnumbered Space Wolves.

    Although he despised leaving the Space Wolves on their own, Jaghatai Khan followed Dorn's urgent request to retreat to Terra immediately rather than engaging in a costly battle against the Alpha Legion.

    During the siege of the Emperor's Palace the White Scars fought alongside the Blood Angels and Imperial Fists against the traitors. They launched several hit-and-run assaults and together with remnants of the 1st Terran Tank Division and several Imperial Infantry Regiments they successfully harassed the enemy supply lines on Lions Gate spaceport.

  • 21

    Special characters and units 1st company captain Jubal Khan 200pts

    WS BS S T W I A LD SV

    5 5 4 4(5) 3 5 3 10 2+

    WARGEAR:

    Frag &krak grenades

    Artificer armour

    Bolt pistol

    Jetbike (under slung plasma cannon)

    Thunderhead: master crafted two handed power weapon which gives +2 strength and initiative on

    the charge.

    Captain Rangtai (land speeder) 150pts

    ARMOUR

    BS F S R

    Captain Rangtai 5 11 11 10

    Vehicle: fast, open top

    WARGEAR:

    Multi melta

    Heavy flamer

    Extra armour

    SPECIAL RULES:

    Rites of battle (LD10)

    Jink: Rangtais land speeder always has a 5+ cover save and gains a 1+ to any batter cover saves caused by turbo boosting or by being obscured

    when rolling on the vehicle damage chart roll two dice and that the lowest.

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rites of battle

    Hit and run

    Marauder: all white scars units may scout D6. units which already have scout add this on to the distance they

    can move. This move ignores difficult/dangerous terrain.

  • 22

    Army special rules

    All white scars have the outflank USR instead of combat tactics including vehicles

    All rhino based vehicles are fast, tank

    All characters may take bikes for 5pts less than stated.

    All white scars units with bikes or land speeders have the skilled rider USR

    HQ

    Jaghatai khan

    chapter master

    Primarch honour guard

    Honour guard

    Captain

    Command squad

    Master of the forge

    Jubal Khan

    Captain Rangtai

    ELITES

    0-1 terminator squad

    Techmarines

    Sternguard veterans squad

    Attack bike squadron

    Stormseer (space wolf rune priest)

    TROOPS

    Tactical squad

    Scout squad

    Bike squadrons

    FAST ATTACK

    Assault squad

    Vanguard veteran squad

    Land speeder squadron

    Jetbike squadron

    0-1 perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    Thunder rhinos

    White scars army list

  • 23

    Jaghatai khan Legendary formation 5th legion: white scars

    Jaghatai khan

    Unique, Primarch

    WS BS S T W I A LD SV 8 6 7 6 5 6 6 10 1+

    Artificer armour

    The longbow of khan

    Moonfang

    Frag grenades

    Defensive grenades

    Iron halo

    Options:

    Jaghatai khan may take a thunder rhino as a personal transport. Only he and

    Primarch honour guard squad may ride

    in it.

    Outflank: works as normal, but the khan and D3 units ( including the khan) may re-roll the dice for

    which board edge they arrive

    Furious charge

    The great hunter: Jaghatai khan may perform a scout move along side D6 extra infantry units.

    These units do not need to have the scout USR.

    Grand strategy

    The hunted: pick an enemy unit with the inde-pendent character or monstrous creature special

    rule. The khan then gains preferred enemy against

    this unit and my re-roll all rolls to wound against

    him

    Longbow of khan 48 6 2 assault 1/ heavy 2

    510pts

    SPECIAL RULES

  • 24

    Legion VI: Space Wolves

    Primarch Leman Russ grew up on the distant planet of Fenris, a snow-covered world inhabited by primitive, warlike tribes of humans. He was raised by a pack of the massive Fenrisian Wolves that prowl the snowy lands.

    The Emperor travelled to Fenris having heard word of the exploits of Leman Russ realising that they could only be the work of a Primarch. At first Leman Russ refused to pay him homage, going as far as challenging him.

    The challenges consisted of three different contest, one being eating, the other drinking, and the third being a fist-fighting one. Russ managed to beat the Emperor at both eating and drinking, but the third challenge was more to the Emperor's liking. the Primarch suddenly launched a furious attack. This very challenge proved to the Emperor that this was indeed one of his sons, Russ fighting with outstanding speed and power. the Emperor stopped holding back and quickly found an opening in Leman Russ' de-

    fences. The Emperor raised his power fist, knocking the Primarch out with a single blow that would have killed a lesser man. Leman Russ awoke later and admitted defeat and swore loyalty to the Emperor.

    He fought well during the Great Crusade, gaining the reputation as a cunning and fierce, as well as slightly unstable, warrior and leader. During a pacification war, the Dark Angels aided the Space Wolves, and the leader of this particular planet insulted Leman Russ's honour, and so he wanted to defeat the leader person-ally for the insult. The Dark Angels and Space Wolves, both led by their prospective Primarchs assaulted the tower where the leader was. Leman Russ burst into the throne room just in time to see Lion El'Jon-son beheading the leader. Angry that the honour was not his, Leman Russ marched up to the Lion and punched him in the jaw. Russ saw how immature their squabble was and started laughing. Lion El'Jonson took this as Russ mocking him and punched Leman Russ into unconsciousness before leaving the planet with his legion. This led to a bitter feud between the Legions (and subsequent Chapters), which lasts to this day

  • 25

    Special characters and units Bjorn, wolfguard 165pts

    One wolfguard may be upgraded into Bjorn. The price shown above is the full price.

    WS BS S T W I A LD SV

    5 5 4 4 2 4 3 9 3+

    WARGEAR:

    Frag &Krak grenades

    Power armour

    Bolt pistol

    Frost axe

    Wolftooth necklace

    Belt of Russ

    Dolmar Gunnarrsson 200pts

    WS BS S T W I A LD SV

    5 5 4 4 3 5 4 10 3+

    WARGEAR: OPTIONS:

    Power armour

    Bolt pistol

    Frag & Krak grenades

    Power fist

    Fang of morkai

    Mark of the wulfen

    Wolf tail talisman

    Wolftooth necklace

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Acute senses

    Counter attack

    Lord of the wulfen: in an army with Dolmar Gunnarrs-son , wulfen units have their 0-1 limit removed.

    SPECIAL RULES:

    And they shall know no fear

    Acute senses

    Counter attack

    Fated for a long life: if Bjorn is slain, lay him down on his side. At the end of the turn, roll a D6, on a 3+ he gets back up with 1 wound left, this can happen more

    than once, Bjorn only concedes a kill point if he is dead at the end of the game.

    4 Fenrisian wolves -may take up to 4

    more at 10pts each

    Wulfen guard pack 250pts

    WS BS S T W I A LD SV

    5 0 5 4 1 5 2 10 3+

    Unit configuration: 10 wulfen

    WARGEAR:

    Power armour

    Bolt pistol

    Frag & Krak grenades

    Mark of the wulfen

    SPECIAL RULES:

    Fearless

    fleet

    Acute senses

    Counter attack

    Rage (having a wolf priest in the squad will remove this rule until he leaves the unit for any reason)

    Furious charge

  • 26

    Army special rules

    All units use their codex: space wolves versions/

    Units that do not appear in codex: space wolves gain acute senses and counter attack USRs as standard.

    HQ

    Leman russ

    primarch wolfguard (wolfguard squad w/ Primarch honour guard stats same price as PHG)

    Wolf lord

    Wolf guard battle leader

    Rune priest

    Wolf priest

    Ragnar blackmane

    Njal Stormcaller

    Urlik the slayer

    Dolmar Gunnarrsson

    ELITES

    Wolf guard

    Arjac, rockfist, the anvil of Fenris

    Bjorn

    Iron priest

    dreadnought

    Space wolves Contemptor dreadnought

    Lone wolves

    Wolf scouts

    TROOPS

    Grey hunters

    Blood claws

    Lukas the trickster

    0-1 wulfen guard pack

    FAST ATTACK

    Skyclaw squad

    Swiftclaw squadron

    Land speeder squadron

    Jetbike squadron

    Thunderwolf cavalry

    HEAVY SUPPORT

    Long fang squad

    Predator

    Whirlwind

    Leman Russ exterminator squadron

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    Thunder rhinos

    Space wolves army list

  • 27

    Leman Russ Legendary formation 6th legion: space wolves

    Leman Russ

    Unique, Primarch

    WS BS S T W I A LD SV 8 6 8 7 5 6 6 10 1+

    Artificer armour Master crafted bolter with special issue ammo Master crafted frost blade Frag grenades Defensive grenades Pelt of Russ Wolf tail talisman

    Options:

    May be accompanied by up to 2 Cy-berwovles for 15pts each

    Wolf guard squads count as troop choices in an army including leman

    Russ.

    War howl (covers whole board rather than 12) The high king Living legend Pelt of Russ: give leman Russ a 3+ invulnerable

    save

    Heavy drinker: all poisoned attacks are at a 1 when directed against leman Russ

    Saga of the beast slayer

    Dragonfire rounds 24 4 5 rapid fire, ignores cover

    Vengeance rounds 18 4 3 rapid fire, gets hot

    Kraken bolts 30 4 4 rapid fire

    Hellfire rounds 24 X 5 rapid fire, poisoned (2+)

    540pts

    Special

  • 28

    Legion VII: imperial fists

    The Imperial Fists were formed on Terra, where the they earned their first battle honour, 'Roma.' The Legion had the benefit of being united with their Primarch shortly after their formation, while their character had yet to take shape and as much as 70% of their ranks were still aspirants. As result, the Imperial Fists and Rogal Dorn developed as servants of the Imperium together, forming an unbreakable bond based upon the common desires for self-discipline and total commitment to order found in Dorn's temperament and the gene-seed of the Legion.

    In prosecuting the Great Crusade, the Imperial Fists acted as the strategic reserve of the Emperor's forces and served as his personal Praetorians. As a strategic reserve force, the Legion rapidly deployed between battlefields, characteristically employing siege and defensive warfare as the situation required, specialising in each. As siege specialists, the Legion functioned as an assault formation, often deciding the outcome of campaigns. As defen-sive specialists, the Legion was commonly tasked to defend strategic posi-tions and defeat enemy breakthroughs.

    In fact, Horus once remarked to Dorn

    that "if I ever laid assault to a bastion possessed by you... then the war would last for all eternity, the best in attack matched by the best in defence. The Legion also possessed special skills in urban warfare.

    The Imperial Fists were so effective in their role during the Great Crusade that the Legion accumulated a record second only to that of the Luna Wolves.

    As a proud testament to their accomplishments, battle hon-

    ours were displayed for kilometres in a gallery aboard the Phalanx. however, the Imperial Fists' record also included developing hostile relationships with other Legions. Most notably, the Imperial Fists maintained a bitter rivalry with the Iron Warriors, which was largely the result of both Legions sharing similar combat spe-cializations.

  • 29

    Special characters and units Sigismund 185pts

    WS BS S T W I A LD SV

    5 5 4(6) 4 3 5 3 10 2+

    WARGEAR:

    Frag &Krak grenades

    Artificer armour

    Bolt pistol

    Sword of champions: master-crafted power weapon which gives him +2

    strength (included above)

    Storm shield

    Captain Navarra 160pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 2+

    WARGEAR:

    Terminator armour

    Twin linked Bolter

    Power fist

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rites of battle

    Teleport master: Navarra and any terminator squad he joins will not scatter when deep striking. They may also charge on the turn they arrive on a 4+ (roll when they try to

    charge)

    SPECIAL RULES:

    fearless

    Independent character

    Rites of battle

    Eternal warrior

    Ritual challenge: Sigismund may challenge a single independent character in the same combat, swap models to put them in base

    contact. They fight each other and no other models make attacks.

    this combat resolution is used for determining the overall winner

    of the combat

  • 30

    Army special rules

    All imperial fists gain the stubborn USRs as standard.

    Any army of imperial fists gain a single extra bolster defences, so they may bolster a single building in an army with no Techmarines or master of the forge, and then an extra building for each that they have.

    Imperial fists units may automatically pass pinning tests while playing at the defender in missions where attacker and defend-ers are used.

    HQ

    Rogal dorn

    Primarch honour guard

    Chapter master

    Honour guard

    Captain

    Command squad

    Captain Lysander

    Master of the forge

    Sigismund

    Captain Navarra

    ELITES

    Sternguard veteran squad

    Techmarines

    dreadnought

    Contemptor dreadnought

    Ironclad

    Terminator squad

    0-1 terminator assault squad

    TROOPS

    Tactical squad

    Scout squad

    FAST ATTACK

    assault squad

    Bike squadron

    Land speeder squadron

    Jetbike squadron

    Vanguard veterans

    0-1 Perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Land raider Achilles

    Mortis pattern Contemptor dreadnought

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Imperial fists army list

  • 31

    Rogal Dorn Legendary formation 7th legion: imperial fists

    Rogal Dorn

    Unique, primarch

    WS BS S T W I A LD SV 7 6 7 7 5 5 6 10 1+

    Artificer armour

    Dorns arrow

    Wrath of mars

    Frag grenades

    Defensive grenades

    Digital weapons

    Master crafted power fist

    Options:

    If Rogal dorn is included in your army. Then all imperial fist Sternguard squads

    are scoring units

    Rogal dorn is one of the best Primarchs at defending a location. The imperial fist

    player may deploy up to 24 of aegis

    Bolster defences Wrath of mars: this is a master crafted two

    handed chain sword which causes rending on a 4+.

    Bolter drill Tactical genius: Rogal dorn can organise a attack

    plan with a moments notice, Rogal dorn can re-roll your dice for deciding who picks their deployment zone and who goes first. He may also re-roll the seize the initiative dice (including your oppo-nents)

    Defensive bombardment: an army with rogal dorn in it, against a defensive bombardment, this is a firestorm (see planet strike) however this is done at the beginning of the imperial fists players shoot-ing phase in a turn of the players choice, this choice must be made before deployment and must be made known to the other player.

    Dorns arrow 24 4 4 assault 4

    500pts

    Special rules:

  • 32

    Legion VIII: Night Lords

    After his discovery by the Emperor, Konrad Curze underwent a period of train-ing under the tutelage of Fulgrim, Primarch of the Emperor's Children, who introduced him to not only wider military stratagems, but also Imperial culture, specifically that of Terra itself. Following this period, Curze was placed at the head of his legion, who are known to have adapted to his philosophies quickly and with diligence, as well as intelligently transforming the Primarchs beliefs into military tactics. Curze's experiences upon Nostramo in his self-appointed role as the Night Lord had instilled in him the philosophy of terror, whereby he

    had inspired obedience to the law by fear of extreme punishment. This societal philosophy translated into the military tactics of swift, sudden and decisive strikes often carried out to excess, as well as making sure the enemy knew who had hit them. The Night Lords therefore developed a practice of regularly using excessive force to defeat their enemies, as well as publicising these ac-tions so that other potential transgressors would be well aware of what could happen to them should they break faith with the Imperium.

    This approach made the Night Lords well-suited for dealing with worlds brought into the Imperium during the Crusade who were subsequently lax in achieving full compliance, or who even threatened to rebel. They were heavily utilized as a force that solidified the Imperiums grip after initial pacification was achieved; as this sort of endeavour mirrored what Curze did as the Night Haunter on Nostramo, the Night Lords excelled at reinforcing the Emperor's will - through fear. To increase their effective-ness in this regard, Curze encouraged the Night Lords to decorate their power armour with death imagery. The legion soon gained a tremendously terrifying reputation, one that would cause many planetary rulers to immediately make good any outstanding tithes, make sure Imperial laws were being followed and sometimes would entirely stop an incipient rebellion at the mere rumour of Night Lord retaliation.

    While it may be possible that the Emperor tacitly or even secretly authorized the Night Lords' excessive tac-tics, the legion was eventually questioned over its increasingly extreme sanctioning of Imperial citizenry, espe-cially by some of the other Primarchs, a brotherhood that Curze had never felt a part of. Apart, that was, from Fulgrim.

  • 33

    Special characters and units

    Talos, 10th company apothecary 125pts

    WS BS S T W I A LD SV

    5 4 4 4 2 4 3 10 3+

    WARGEAR:

    Frag &Krak grenades

    Power armour

    Bolt pistol

    Narthecium

    Power weapon

    Zso Sahaal first captain 145pts

    WS BS S T W I A LD SV

    6 5 4 4 3 4 3 10 3+

    WARGEAR:

    Power armour

    Bolt pistol

    Frag & Krak grenades

    Iron halo

    Power weapon

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Red thirst

    Rites of battle

    Infiltrate (plus squad)

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Red thirst

  • 34

    Army special rules

    All units replace combat tactics with the red thirst

    All night lords gain the night vision and move through cover USRs as standard.

    Due to their specialist abilities in dense city fighting, night lords gain an extra CoD stratagem.

    The night lords may infiltrate D3 infantry units.

    Ignores the jump pack restriction.

    Night lords may re-roll dangerous terrain tests caused by taking off or landing in difficult terrain with jump packs.

    HQ

    Konrad curze

    Primarch honour guard

    Chapter master

    Honour guard

    Captain

    Brother captain Tycho

    Commander Dante

    Zso sahaal captain of the first company

    ELITES

    Talos, 10th company apothecary

    Sternguard veteran squad

    Techmarines

    dreadnought

    Contemptor dreadnought

    0-1 Terminator squad

    0-1 Terminator assault squad

    TROOPS

    Tactical squad

    Scout squad

    assault squad

    FAST ATTACK

    Bike squadron

    Land speeder squadron

    Jetbike squadron

    Vanguard veterans

    Purgatio predator (Baal predator with flamestorm cannon option only)

    HEAVY SUPPORT

    Devastator squad

    dreadnought

    Predator

    Whirlwind

    Skyraptor (Stormraven)

    Mortis pattern Contemptor dreadnought

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Night lords army list

  • 35

    Konrad curze (night haunter)

    Legendary formation 8th legion: night lords

    Konrad curze (night

    Unique, primarch

    WS BS S T W I A LD SV 8 6 6 6 5 7 6 10 1+

    Armour of haunted dreams

    Dread talons

    Corona Nox

    Frag grenades

    Defensive grenades

    Jump pack

    Defensive grenades

    Stealth

    Move through cover

    Infiltrate: the enemy must do a spotting test just before kurze is deployed, the distance

    they can spot is, how far away kurze can deploy away in plain sight

    Descent of angels

    Dread talons: these are a pair of master crafted lighting claws which give +2 attacks

    instead of +1 for having two close combat

    weapons

    Lord of night: models wishing to aim at Curze must use night fighting rules with only

    2d6 x 2 as the spotting distance this is re-duced to 2D6 when night fighting rules are

    in effect.

    Corona Nox: this amulet gives Konrad a 3+ invulnerable save

    Terror: all enemy units must take a moral test at 1LD at the beginning of their first turn.

    none

    525pts

    Special rules:

  • 36

    Legion IVX: Blood Angels

    The Blood Angels were created from the genetic material of their Primarch Sanguinius. As with all of the Primarchs, Sanguinius was genetically engi-neered to be a supreme super-soldier but was cast into the warp during his infancy along with his brothers, and found on the nuclear-blasted moon of Baal Secundus. Sanguinius was affected by the warp, and when he was found by one of the few unmutated human tribes on Baal, he had a pair of angelic wings growing from his back. As he matured quickly, he was able to use his superhuman powers and abilities to unite the humans of Baal against the mutants and become their leader.

    When the Emperor found Baal in his search for the twenty Primarchs, San-guinius immediately recognized him for who he was and bent down on his knee, pledging his service. In this, Sanguinius was one of the few Primarchs who did not challenge the Emperor upon their reunion. The Emperor then took Sanguinius and a number of his best warriors and placed him in command of the Blood Angels Space Marine Legion.

    During the Great Crusade, the Blood Angels became known as being excellent shock assault troops, and formed a rivalry with the similarly assault-oriented World Eaters Legion. Sanguinius was reputed to have had some form of psychic powers, principally the gift of foresight. During the Horus Heresy, the Blood Angels were one of the few Legions who fought alongside the Emperor during the Battle of Terra. When Horus lowered the shields of his battlebarge, and the Emperor teleported aboard the ship, Sanguinius was with him.

    The noble Primarch became separated from the Emperor, and came across Horus alone. The Warmaster tried to sway Sanguinius, to turn him to Chaos, but the Angel-winged warrior refused. Horus slew Sanguinius, as the Primarch knew he would. He had foreseen his death, and yet still engaged the Arch-Heretic, knowing he would die. This has endowed many of the Blood Angel's beliefs with a deeply mystical streak. Sanguinius' violent death left a strong psychic imprint on his Legion, since they partially share his DNA.

  • 37

    Special characters and units

    Azkaellon 225pts

    WS BS S T W I A LD SV

    6 6 5 4 3 5 5 10 2+

    WARGEAR:

    Frag &Krak grenades

    artificer armour

    Angelus boltgun

    Glaive encarmine

    Jump pack

    Iron halo

    Vineum 170pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 3+

    WARGEAR:

    Power armour

    2master crafted Bolt pistols

    Frag & Krak grenades

    Iron halo

    Jump pack

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Red thirst

    Rites of battle

    Descent of angels

    Pistoleer: Vineum can shoot both pistols in the shooting phase. If he stays sta-tionary he may fire twice. He counts as having a power weapon in close combat

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Red thirst

    Descent of angels

    Heroic intervention (carries over to squad)

  • 38

    Army special rules

    All units use their codex: blood angel versions unless the unit does not appear in that codex. These models gain all blood angel army wide special rules such as descent of angels and the red thirst.

    All blood angel units with jump packs who are deep striking may perform a heroic intervention but they must scatter 2D6 rather than their normal D6

    Due to their specialist abilities in jump infantry, blood angels automatically pass dangerous terrain tests for jumping out/into difficult terrain. This test must be taken normally if the terrain is dangerous normally.

    This legion ignores the jump pack restriction

    HQ

    Sanguinius

    Sanguinary honour guard (sanguinary guard squad with PHG stats lines)

    Chapter master

    Honour guard

    Captain

    Brother captain Tycho

    Commander Dante

    Azkaellon

    Vineum

    ELITES

    Sternguard veteran squad

    Techmarines

    Blood angels Contemptor dreadnought

    0-1 Terminator squad

    0-1 terminator assault squad

    Sanguinary guard

    Furioso dreadnoughts

    TROOPS

    Tactical squad

    Scout squad

    assault squad

    FAST ATTACK

    Bike squadron

    Land speeder squadron

    Jetbike squadron

    Vanguard veterans

    Baal predator

    HEAVY SUPPORT

    Devastator squad

    dreadnought

    Predator

    Whirlwind

    Stormraven

    Sabre tank hunter

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Blood Angels army list

  • 39

    Sanguinius Legendary formation 9th legion: blood angels

    Sanguinius

    Unique, jump

    WS BS S T W I A LD SV 10 6 7 7 5 8 7 10 1+

    Artificer armour

    glaive encarmine

    Frag grenades

    Defensive grenades

    Wings (jump pack)

    The far-seeing eye

    Avenging angel

    The sanguinors blessing , Unyielding will

    Tactical precision,

    Aura of fervour: 12 instead of 6

    Surgical strike

    Heroic intervention (includes attached squad)

    Rapier strike: Sanguinius may choose to instead of attacking normally. Use a rapier strike. This is D3

    attacks with attack at invulnerable 10 and has in-

    stant death, these attacks override eternal warrior

    No ranged weapons

    525pts

  • 40

    Legion X: Iron Hands

    The early history of Ferrus Manus is chronicled in the folklore of Medusa. The most popular of these tales is the Canticle of Travels, which details the trials of Ferrus Manus and his ordeal with theGreat Silver Wyrm known as Asirnoth. The Canticle is the only tale that even attempts to explain the mystery of how Ferrus Manus came by his living metal hands. When the Emperor took Manus to become the leader of the Iron Hands Space Marine Legion, the Primarch

    altered his position and became an avid believer and ruthless practitioner of the Emperor's Great Crusade to unite Mankind.

    The Iron Hands have a reputation for being relatively straightforward and in-credibly harsh. In the Battle of Thranx, for example, the resources of several depleted clan-companies were pooled for a full frontal assault using five Land Raiders against a facility bristling with anti-tank defenses that had made a mockery of previous attempts with whole armored companies; in the retaking of the Contqual Subsector,

    Additionally, the Iron Hands are infamous for their extensive use of bionics.

    After the Heresy, when the Legions were reorganized into Chapters, the Iron Hands became recluses, at-tempting to find ways to make themselves even stronger so that they would be fit for serving under Manus again at the end of times. To this end they have made it a practice to make extensive use of bionic modifica-tions, going so far that there are rumors of some battle brothers being wholly mechanical. The Iron Hands also eschew the traditional office of Chaplain in favor of their Iron Fathers, specially trained Techmarines who serve to protect the faith of their brethren; some outsiders view this as well as the Iron Hands' ties to the Adeptus Mechanicus as an unhealthy relationship.

  • 41

    Special characters and units

    The Iron farther 190pts

    WS BS S T W I A LD SV

    5 5 6 6 5 5 5 10 2+

    UNIT TYPE: Monstrous creature

    WARGEAR:

    Nemesis armour: gives the user 2+ strength, toughness and

    wounds (included above)

    Iron halo

    Thunder hammer

    Twin linked combi-flamer

    Digital weapons

    first captain Gabriel Santar 200pts

    WS BS S T W I A LD SV

    5 5 5 4 3 4 3 10 2+

    WARGEAR:

    Artificer armour

    Bolt pistol

    Frag & Krak grenades

    Power weapon

    Iron halo

    Servo-harness

    bionics

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rites of battle

    Blessing of the Omnissiah

    Touch of the Omnissiah: if Gabriel starts the game attached to a squad then the whole squad gains bionics for free. This upgrade is

    for the whole game and can not be swapped or removed

    SPECIAL RULES:

    And they shall know no fear

    Armoured might: may strike with his thunder hammer at normal intuitive value

    fleet

  • 42

    Army special rules

    Any iron hand unit may take bionics, this gives the unit feel no pain for 3pts a model

    All iron hands units replace combat tactics with the fearless USR

    HQ

    Ferrus Manus

    Primarch honour guard

    Chapter master

    Honour guard

    Captain

    Command squad

    Master of the forge

    First captain Gabriel Santar

    ELITES

    Sternguard veteran squad

    Techmarines

    Dreadnought

    Terminator squad

    0-1 terminator assault squad

    Contemptor pattern Dreadnought

    TROOPS

    Tactical squad

    Scout squad

    FAST ATTACK

    Bike squadron

    Land speeder squadron

    Vanguard veterans

    assault squad

    0-1 Perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    0-1 land raider Achilles

    Predator squadron

    Whirlwind squadron

    Thunderfire cannon battery

    The Iron farther

    Sabre tank hunter

    Mortis pattern Contemptor dreadnought

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 Thunder rhinos

    Iron hands army list

  • 43

    Ferrus Manus Legendary formation 10th legion: iron hands

    Ferrus Manus

    Unique, primarch

    WS BS S T W I A LD SV 7 6 6 6 5 6 5(7) 10 1+

    Terminator armour

    Master crafted storm bolter with special issue ammo

    Wrench of the Omnissiah

    Frag grenades

    Defensive grenades

    Nercodermis

    Servo harness

    Iron halo

    Ironclad dreadnoughts, venerable dread-noughts and dreadnoughts may be taken

    in squadrons of up to three of the same in

    an iron hands army with Ferrus Manus

    Blessing of the Omnissiah Nercodermis: Ferrus Manus counts as having melta

    bombs, and attacks made with the wrench of the Omnis-siah are made at his normal initiative

    Wrench of the Omnissiah: this is a master crafted thunder hammer which gives Ferrus Manus +2 attacks.

    Brother of the Mechanicus: While Ferrus Manus is on the field, all iron hand vehicles gain The Power of the Machine Spirit special rule

    Dragonfire rounds 24 4 5 assault 2 ignores

    cover

    Vengeance rounds 18 4 3 assault 2, gets hot

    Kraken bolts 30 4 4 rapid fire Hellfire rounds 24 X 5 rapid fire, poison (2+)

    530pts

  • 44

    Legion XII: World Eaters

    The Speculum Historiale describe the first years of the World Eater primarch Angron as less than blissful. He was stranded on a technologically advanced planet with a poor and downtrodden population ruled over by an elite class of nobles. The most popular form of entertainment for the masses was gladiato-rial duels between cyber-enhanced warriors, and destiny had it that one of the gladiator slavers would find the young Primarch. Angron was mortally wounded when he was discovered, almost killed by alien warriors thought to be Eldar trying to stop the Primarch before he could turn to Chaos.

    Angron survived, and over the next years would become the greatest gladia-tor the planet had ever seen. A discontent one, having plotted his escape for years he finally led his fellow warriors in an armed revolt. A revolt doomed to fail, however, as the newly arrived Emperor warned him, for the forces under the nobles vastly outnumbered the gladiator band. Angron with his martial pride refused to listen to or receive aid from his father. The Emperor did not accept this, and teleported Angron to his Battle Barge the night before the last battle. The gladiatorial army was slaughtered to a man and Angron's honour was blemished. It is said he never forgave his father for the incident.

    The Legion was already active by the time Angron joined them They would soon be influenced by Angron's thirst for battle, amplified by the use of psycho surgery similar to that Angron had received during his gladiator training. These implants turned the already fierce Space Marines into frenzied berserkers so feared that whole systems would eventually surrender rather than face them in battle. The technology was unstable, however and was forbidden by the Emperor after the Ghenna Scouring, in which the World Eaters wiped out an entire planet during one night.

  • 45

    Special character

    Khrn 175pts

    WS BS S T W I A LD SV

    6 5 4 4 3 5 4 10 2+

    WARGEAR:

    Frag &Krak grenades

    power armour

    Iron halo

    Gorechild: Khrns close combat attacks always hit on

    a 2+ and is treated as a

    power weapon. Against ve-

    hicles adds an extra D6 to-

    wards kharns armour pene-

    tration rolls

    Plasma pistol

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Rage

    Furious charge

    Feel no pain

    Berserker: Khrn has a 5+ invulnerable save

    Ehren Gak 185pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 9 2+

    WARGEAR:

    Frag &Krak grenades

    Power armour

    Iron halo

    Power weapon

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Furious charge

    Eternal warrior

    Ambush: gak and any infantry squad he joins may infiltrate. Additionally he and his squad may deploy first instead of rolling a dice.

  • 46

    Army special rules

    All units use their codex: blood angels versions unless the unit does not appear in that codex.

    All units gain the red thirst on a 4 or less rather than just a 1.

    HQ

    Angron

    Primarch honour guard squad

    Chapter master

    Honour guard

    Captain

    Khrn

    Ehren Gak

    ELITES

    Sternguard veteran squad

    Techmarines

    dreadnought

    Contemptor dreadnought

    0-1 Terminator assault squad

    Dreadnought

    TROOPS

    Tactical squad

    Scout squad

    Death company

    Death company dreadnought

    FAST ATTACK

    Bike squadron

    Land speeder squadron

    Vanguard veterans

    assault squad

    0-1 Perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Sabre tank hunter

    Mortis pattern Contemptor dreadnought

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    Thunder rhinos

    World Eaters army list

  • 47

    Angron Legendary formation 12th legion: world eaters

    Angron

    Unique, primarch

    WS BS S T W I A LD SV

    8 6 7 6 5 6 9 10 1+

    Terminator armour

    The gore reaper

    Frag grenades

    Defensive grenades

    Iron halo

    Saga of the warrior born

    Options:

    none

    Furious charge

    Blood thirsty: if Angron can charge an en-emy unit, then he must. This special rule ap-

    plies to any unit he joins. In addition to this,

    he may always sweeping advance even though he is wearing terminator armour

    The gore reaper: this massive chain axe counts as a two handed power weapon with

    allows Angron to re-roll failed rolls to hit.

    Taste for blood: the displays of violence that Angron inflicts upon his enemies is infamous

    across the galaxy, and they push the world

    eaters to perform even more violent acts. Any

    world eaters unit that can draw line of sight to

    Angron while he is in close combat gains +1

    attacks.

    none

    600pts

    Special rules:

  • 48

    Legion XIII: Ultramarines

    As a First Founding Chapter, the Ultramarines have a long history dating back to before the Horus Heresy. When the Emperor landed on Macragge and met Roboute Guilliman, Roboute instantly recognized him and readily took com-mand of the Ultramarines. During the Great Crusade, the Ultramarines won countless victories, greatly expanding the realm of the Imperium. Due to Roboute's tactical genius and brilliant administration skill, he ensured that all the worlds he took were left more prosperous than before and thus able to contribute to the Imperium.

    Before Horus declared his treachery against the Emperor, he had ordered the Ultramarines Legion to go to the Veridan System in Segmentum Tempes-tus far to the galactic south, claiming that the system was under attack by an Ork invasion force from the Ghaslakh Empire. Roboute Guilliman com-manded his troops to depart at once and set course for Ultramar, so he could meet up with more of his forces and obtain supplies. Ultramar was close enough for an assault against Veridan, so Roboute ordered his Legion to as-semble in the Calth System.

    As Roboute and his fleets arrived at Calth, they knew something was wrong, because none of their Astropaths could get messages through the Warp and the storms were interfering with the navigation of their ships; they were blocked from the rest of the Imperium. It was at this moment that the traitor forces of the Word Bearers Legion attacked, rendering the Ultramarines unable to participate in much of the Battle for Terra.

    Upon learning of the treachery, Roboute immediately set course for Terra, destroying Chaos reinforcements along the way, but arrived after the war had already been won. Because of this, the Ultramarines were one of the few Legions at full strength; thus, Roboute and his Ultramarines bore much of the burden of holding the Imperium together against aliens and Chaos forces in the aftermath of the Heresy. During this time, the Ultra-marines recruited heavily from their home world and eventually counted for over half of the Loyalist Marines. Around a decade after the Heresy ended, the Imperium finally reached a point of stability.

  • 49

    Special characters

    Marius Gage 200pts

    WS BS S T W I A LD SV

    5 5 4 4 3 5 4 10 2+

    WARGEAR:

    Frag &Krak grenades

    Terminator armour

    Master-crafted power weapon

    Twin-linked bolter

    Adamantlum mantle

    Lucius Mysander 150pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 3+

    WARGEAR:

    Power armour

    Plasma pistol

    Frag & Krak grenades

    Power fist

    Iron halo

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Combat tactics

    Rites of battle

    Noble: while mysander is on the board, all ultramarine tactical squads may re-group regardless of all restrictions.

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Combat tactics

    Rites of battle

    Resolute: ultramarine units within 6 of gage may choose to pass or fail any leadership tests this includes units that are fearless

  • 50

    Army special rules

    none

    HQ

    Roboute Gulliman

    Primarch honour guard

    Chapter master

    Honour guard

    Captain

    Command squad

    Captain Cato Sicarius

    Lucius Mysander

    Marius Gage

    ELITES

    Sternguard veteran squad

    Techmarines

    Contemptor dreadnought

    0-1 Terminator assault squad

    Dreadnought

    0-1 Terminator support squad

    TROOPS

    Tactical squad

    Scout squad

    Scout sergeant Telion

    FAST ATTACK

    Bike squadron

    Land speeder squadron

    Vanguard veterans

    Assault squad

    Scout bike squad

    Jetbike squadron

    Perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Sabre tank hunter

    Mortis pattern Contemptor dreadnought

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Ultramarines army list

  • 51

    Roboute Gulliman Legendary formation 13th legion: ultramarines

    Roboute Gulliman

    Unique, primarch

    WS BS S T W I A LD SV 8 6 7 6 5 6 6 10 1+

    Mantle of the suzerain Gauntlets of Ultramar Frag grenades Defensive grenades Iron halo

    Options:

    May take up to 3 squads of honour guard as chosen from codex: space marines

    All Sternguard/vanguard veterans gain pre-ferred enemy: xenos (all non-imperial or chaos) and become troop choices in an ultra-

    marines army with Roboute Gulliman in it.

    May swap the gauntlets of Ultramar for the talassrian tempest blade and a master crafted power fist

    Orbital bombardment

    God of war

    Grand strategy

    Titanic might (does not apply to orbital bombardment)

    Master of strategy: you may re-roll all of your re-serve rolls (including successful ones). You also

    seize the initiative on a 4+.

    Rites of battle (only applies to ultramarines)

    Battle forged heroes

    Any tactic needed: Roboute Gulliman is known across the galaxy as a master of strategy. At the begin-

    ning of each player turn. At the beginning of the turn

    Pick a USR from the rulebook: Roboute and all ultra-marine units gain this rule for the turn

    Gauntlets of Ultramar 24 4 2 as-

    575pts

    Special rules:

  • 52

    Legion XIV: Death Guard

    When Mortarion was found by the Emperor upon the troubled world of Barba-

    rus, he was swiftly given control of his Legion. Upon first seeing them he told

    them, "You are my unbroken blades. You are the Death Guard." The Legion's

    name was then changed in accordance with this decree, and Mortarion's

    words engraved above the airlock door of the Battle Barge Reaper's Scythe in

    honour of the moment. Their armour's colour was changed, and whilst their

    main armour remained unpainted, the trim colour became dark green.

    Before the Horus Heresy, the Death Guard differed from the other 17 known

    Legions in that they had only seven Great Companies, although these held far

    more men than those of other Legions such as the Ultramarines or Space

    Wolves. There were three privileged titles held by captains of the Death

    Guard. The captain of the First Company was known as the First Captain, the

    captain of the Second Company was known as Commander, and the captain

    of the Seventh Company was known as Battle-Captain.

    The Death Guard tended to be organised into units of foot-slogging infantry, rather than mechanised squads.

    Mortarion ensured that his men were well-equipped and highly-trained. He also ensured that they could fight in

    almost any kind of atmosphere, and placed little emphasis on specialised units using jump packs or bikes. The

    Death Guard did not have dedicated Assault and Tactical Squads. Every Marine was equipped with a bolter,

    bolt pistol and close combat weapon and told to fight with whatever weapon circumstance dictated. The Le-

    gion was also well known for its use of Terminator Armour. Possibly as a result of this, the Death Guard were

    highly successful at high-risk boarding and close-quarter operations such as space hulk clearance.

  • 53

    Special characters Captain Nathaniel Garro 170pts

    WS BS S T W I A LD SV

    5 5 4(5) 4 3 5 3 10 3+

    WARGEAR:

    Frag &Krak grenades

    Power armour

    Bolter

    Bolt pistol

    Libertas: this is a master crafted power sword which adds +1 strength

    Typhon 200pts

    WS BS S T W I A LD SV

    5 5 4(5) 4(5) 3 5 4 10 2+

    WARGEAR:

    Terminator armour w/ built in stormshield

    Twin linked Bolter

    Manreaper: this is a two handed master-crafted power weapon which gives a +1 strength which

    always wounds on at least a 4+.

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Combat tactics

    stubborn

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Combat tactics

    Rites of battle

    Pure of heart: once per game Garro may use a single act of faith of his choice. Per turn Garro automatically passes the test to activate it.

    Deathshroud bodyguard 150pts

    WS BS S T W I A LD SV

    5 5 5 5(5) 2 4 2 10 2+

    Unit constancy: -2 deathshroud bodyguards

    -Replaces Primarch honour guard

    WARGEAR:

    Terminator armour

    Manreaper: this is a two handed master-crafted power weapon which gives a +1

    strength which always wounds on at least a 4+.

    SPECIAL RULES:

    fearless

    Independent character

    Combat tactics

    look out sir - arrgh

  • 54

    Army special rules

    All death guard have a close combat weapon in addition to other wargear (unless they already have one)

    All death guard will automatically pass leadership and pinning tests caused by shooting attacks

    HQ

    Mortarion

    Chapter master

    Honour guard

    Captain

    Command squad

    Captain Nathaniel Garro

    Deathshroud bodyguard

    Typhon

    ELITES

    Sternguard veteran squad

    Techmarines

    Contemptor dreadnought

    0-1 Terminator assault squad

    Dreadnought

    0-1 Terminator support squad

    TROOPS

    Tactical squad

    Scout squad

    FAST ATTACK

    0-1 Bike squadron

    Land speeder squadron

    0-1Vanguard veterans (no jump packs)

    0-1Assault squad

    0-1 perturabo storm tank

    HEAVY SUPPORT

    Devastator squad

    Predator

    Whirlwind

    Thunderfire cannon

    Sabre tank hunter

    Mortis pattern Contemptor dreadnought

    DEDICATED TRANSPORT

    Rhinos

    Land raider

    Drop pod

    0-1 land raider Prometheus

    0-2 thunder rhinos

    Death Guard army list

  • 55

    Mortarion Legendary formation 14th legion: death guard

    Mortarion

    Unique, infantry

    WS BS S T W I A LD SV 8 6 6 9 5 5 3 10 1+

    Artificer armour Manreaper Frag grenades Defensive grenades Reapers cowl Orbital strike relay (may fire if moved) Plasma pistol

    Options:

    Mortarion may be accompanied by two deathshroud bodyguards.

    Manreaper: the reapers scythe is a master crafted two handed power weapon which causes instead death. Ignoring toughness. However due to its size and design

    the user does not gain the bonus attack for charging.

    Reapers cowl: this cloak gives Mortarion a 3+ invul-nerable save

    Hatred of Psykers: Mortarion may re-roll rolls to hit against Psykers due to his disgust of their unnatural abilities. Also if he is in charging range of a psyker or a

    squad with a psyker in it, then he must charge it.

    The walking tank: any enemy unit which is in range and has line of sight must shoot at Mortarion and his squad (range done from Mortarion himself) however

    the unit gets to re-roll failed rolls to hit.

    Plasma pistol 12 7 2 pistol, gets hot

    625pts

    Special rules:

  • 56

    Legion XV: Thousand Sons

    While most details of how the Thousand Sons were organised before the coming of Magnus is not currently known, it is recorded that they were not considered particularly different from a typical Legiones Astartes apart from their psychic abilities (which resulted in the legion possessing the most powerful Librarians of the era). When Magnus took command, his directions (influenced by his development on Prospero, as well as Prosperine culture itself) would cause some organisational and hierarchial changes within the legion. Chapters were referred to as Fellowships within the Thousand

    Sons and the most of these the rebuilt legion was ever able to field num-bered 10. However, at the conclusion of one particularly bloody campaign, the Thousand Sons had lost almost 900 Astartes, effectively wiping out an entire Fellowship. Rather than rebuild it, Magnus decided to reorganise and maintain the legion as one of 9 Fellowships, an organisation he referred to as the Pesedjet. Two special units were created within the legion; the

    elite Scarab Occult Terminators and the Hidden Ones of the Scout Auxillia. The legion's command structure was adapted to include Proserine phi-losphy in the form of the Rehati a second command-track in which the le-

    gion's senior officers were ranked according to psychic ability and influence

    The resurgent Thousand Sons brought their fair share of worlds into compliance with the Imperium of Man, and as such their main method of victory (diplomatic guile and trickery) was not questioned by the body Impe-rial. However, as the Crusade entered wilder regions of space, more and more hostile forces were encoun-tered that deployed powers similar to those that the psychic warriors of the Thousand Sons wielded. This event resulted in Mortarion once more raising his voice in condemnation of the Thousand Sons. This time he was joined by Leman Russ, whose long-held distrust of the legion came to a head after he witnessed the re-turn of the flesh-change in the Thousand Sons during a joint action on the world of Shrike.It was decided that the whole matter of Astartes employing psychic powers at all would be ruled upon. This event was known as the Council of Nikea, and at it the Emperor announced that no Astartes must ever again employ the use of psychic powers, upon pain of destruction visited upon them by the Emperor himself.

  • 57

    Special characters

    Ahriman 200pts

    WS BS S T W I A LD SV

    5 5 4 4 3 5 3 10 3+

    WARGEAR:

    Frag &Krak grenades

    artificer armour

    Ademantium mantle

    Black staff of ahriman: the black staff counts as a runic weapon which gives

    ahriman a 5+ invulnerable save

    Phosis tkar 170pts

    WS BS S T W I A LD SV

    5 5 4 4 2 5 3 10 2+

    WARGEAR:

    artificer armour

    Bolter

    Frag & Krak grenades

    Runic weapon

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Eldritch adept: tkar can use two psychic powers per player turn. And may make two psychic shooting attacks, but they must both be aimed at the same target.

    tkar knows all psychic powers in codex: space marine

    SPECIAL RULES:

    And they shall know no fear

    Independent character

    Eldritch master: ahriman may use up to three psychic powers per player turn, he may use more than one shooting psychic attack, but

    they must be fired at the same target.

    Ahriman know all the psychic powers in codex: space m