Author
tom-deacon
View
169
Download
8
Tags:
Embed Size (px)
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