Astartes Praeses

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    Astartes Praeses Special Rules

    A Line in The Sand-Sometimes the time for tactics is past, and there can simply be no retreat. Units with

    this special rule automatically pass all morale and pinning checks if more than half of the unit is

    within your deployment zone.

    And They Shall Know No Fear- Space marines automatically pass tets to regroup, and can take such tests

    even if they are under half strength. If this happens, they do not count as having moved in that

    movement phase yet. Additionally, if they are caught in a sweeping advance, they instead take

    wounds as though they were fearless when they took their morale test.

    Assault Vehicle-Models disembarking from a vehicle with this rule may launch an assault the turn they

    disembark, even if the vehicle moved that turn.

    Bolster defenses-Techmarines can use surrounding materials to create impromptu bunkers or reinforce

    crumbling walls. Any model with this rule may nominate one piece of area terrain in your

    deployment zone. That piece of terrain grants +1 to its normal cover save. No piece of terrain

    can be nominated more than once by this special rule.

    For the Honor of the Chapter-The chaplain and all models in his squad are fearless, as described in the

    rulebook.

    Hyper repair-A Master of the Forge has earned his title; he has gained an almost psychic ability to detect

    when and how a nearby vehicle will be damaged, and can be ready to fix it instantly. If the

    Master of the Forge is within 3 of a vehicle, has a servo-harness, and a model with a servo-arm

    or servo-harness in his unit is in base contact with a vehicle, and it suffers a damage result of

    any kind, he may attempt to nullify the result. Roll 1d6, and if the number shown is higher than

    the damage result, the damage is nullified. If the Master of the Forge himself is in base contact

    with the vehicle, add +1 to this roll.

    Liturgies of Battle-The chaplains of the Praeses practice slightly different rites than those of normal

    space marines. A chaplain and his squad all have the counter attack special rule, as described in

    the warhammer 40K rulebook.

    Lumbering Behemoth-The Stalwart predator is a massive stable platform, if slower than one might hope.

    On any turn it would normally be able to fire, it may fire its turret in addition to any other

    weapons it fires. However, should it move at cruising speed, it has a maximum range of 6+d6

    inches, instead of simply moving up to 12 inches.

    Mindlock-Servitors have had their minds altered beyond the point where they can function normally. On

    every turn, roll a d6. On a 4+ they function normally, otherwise they have succombd to mindlock

    and can take no actions other than continue fighting normally in close combat if they were

    already engaged. This also affects any character they are with. If a techmarine or Master of the

    Forge is joined to the unit, it automatically passes this test.

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    Orbital Bombardment-Chapter Masters are equippedwith the authority to call down an orbital strike.

    This counts as firing a ranged weapon in the shooting phase, and cannot be used if the chapter

    master moved in that movement phase. If the chapter master has direct line of sight, you may

    reduce scatter by his Ballistic skill. Orbital bombardments have the following profile:

    Range Strength AP Type

    Unlimited 10 1 Ordnance 1, Barrage

    Power of the Machine Spirit-a Vehicle with this rule may always fire 1 more weapon than normal, unless

    it has used smoke launchers. This weapon may be fired at a separate target than the rest of the

    weapons fired that turn.

    Repair self-A rhino is the easiest vehicle in the army to maintain. So easy, in fact, that the crew can

    attempt to get one going again, even in the middle of combat. During the shooting phase, an

    immobilized rhino may roll a d6 instead of shooting. On a 6, they fix the immobilized result and

    can move the next turn.

    Repair Vehicle-Techmarines and Masters of the Forge may forego shooting to attempt to fix a weapon

    destroyed or immobilized damage result. For each servitor with a servo arm in the techmarines

    unit, add 1 to this roll. If the techmarine is using a servo-harness, add 1 to the roll. On a 5+, the

    result is fixed. Fixed weaponry cannot be fired until the following shooting phase.

    Target Selection-The marines of the praeses chapters know that engaging chaos in close combat is

    unwise at best, and have thus developed alternate strategies, selecting to form firing patterns

    that maximize shooting firepower. Any unit that did not move or is relentless may select 2

    targets to shoot at in the shooting phase. Each model may still only fire 1 weapon 1 time. Both

    targets must be declared before any dice are rolled.

    Venerable-If a venerable dreadnought suffers a hit on the vehicle damage chart, you may have your

    opponent reroll the die. You must take the second result, even if it is worse than the first.

    Visual Landing-The dislocation beacons the Praeses uses are indiscriminate, and so the assault marines

    have perfected the ability to drop down accurately using visuals only. They are not affected by

    wargear or special rules that increase OR reduce deep strike scatter; they roll 2d6 under any

    circumstances.(direct hits still result in no scatter)

    Independent Character, Deep Strike, Infiltrate, Move through Cover, Scout: See the universal special

    rules section of the warhammer 40K rulebook.

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    Wargear

    Weapons

    Assault cannon

    Range Strength AP Type

    24 6 4 Assault 4, rending

    Auxilary Grenade Laucher

    A wrist mounted device that shoots grenades. It

    can be fired in addition to any other weapons

    shot that turn. The profile may be selected each

    time it fires.

    Range Strength AP Type

    12 6 4 Assault 1

    12 3 6 Assault 1, blast

    Boltgun

    Range Strength AP Type

    24 4 5 Rapid fire

    Bolt pistol

    Range Strength AP Type

    12 4 5 Pistol

    Chainfist

    A power fist that rolls an extra d6 for armor

    penetration. See the power fist entry for further

    details.

    Chainsword or Combat Blade

    A standard close combat weapon, as described

    in the warhammer 40K rulebook.

    Combi-weaponsA Boltgun that may work, for 1 shooting phase,

    as a flamer, meltagun, or plasma gun,

    depending on the type of combi-weapon. You

    cannot fire both parts in one turn.

    Conversion BeamerA bizarre relic that fires a single shot that

    gathers energy as it goes. When firing a

    conversion beamer, roll for scatter before you

    measure the distance. The profile of the shot is

    determined by the distance it travels.

    Range Strength AP Type

    1-18 6 - Heavy 1, Blast

    18-42 8 4 Heavy 1, Blast

    42-72 10 1 Heavy 1, Blast

    73+ missed - -

    Crozius Arcanum

    The symbol of a chaplains position. It function

    in combat like a normal power weapon/

    Cyclone missile launcher

    Mounted on the back of terminators, these

    missile lauchers can be fired In addition to any

    other weapon the terminator holds. It is fired at

    one of the following profiles:

    Range Strength AP Type

    48 8 3 Heavy 2

    8 6 Heavy 2

    Digital Weapons

    A Model equipped with digital weapons may

    reroll a single failed roll to wound in each

    assault phase.

    Flamer

    Range Strength AP TypeTemplate 4 5 Assault 1

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    Grenades and Meltabombs:

    The Praeses chapters use 3 kinds of grenades.

    Krak grenades, and meltabombs as well, are

    described in the vehicles chapter of the

    warhammer 40k rulebook. Frag grenades are

    assault grenades, and Flashbang grenades are

    defensive grenades. Both are described in the

    assault section of the warhammer 40k

    Rulebook.

    Heavy Bolter

    Range Strength AP Type

    36 5 4 Heavy 3

    Heavy Flamer

    Range Strength AP TypeTemplate 5 4 Assault 1

    Javelin Pattern Boltgun

    Range Strength AP Type

    30 4 5 Rapid Fire, Rending

    Lascannon

    Range Strength AP Type

    48 9 2 Heavy 1

    Lightning Claws

    See the assault phase chapter of the

    warhammer 40K rulebook for rules of lightning

    claws.

    Master Crafted Weaponry

    A master crafted weapon allows the model to

    reroll on to hit roll whenever the weapon is

    used.

    Meltagun

    Range Strength AP Type

    12 8 1 Assault 1, Melta

    Missile Launcher

    Missiles may be fired at either of the following

    profiles, selected each turn:

    Range Strength AP Type

    48 8 3 Heavy 1

    48 4 6 Heavy 1, Blast

    Multi-Melta

    Range Strength AP Type

    24 8 1 Heavy 1, melta

    Plasma Cannon

    Range Strength AP Type

    36 7 2 Heavy 1, Blast, Gets

    Hot!*

    *on a to hit roll of a 1, the weapon does not fire

    and instead gives the bearer a wound. With the

    plasma cannon, roll a d6 before scattering to

    represent this.

    Plasma Gun

    Range Strength AP Type

    24 7 2 Rapid fire, Gets Hot!

    Plasma Pistol

    Range Strength AP Type

    12 7 2 Pistol, Gets Hot!

    Power Fist

    Power fists strike at initiative 1, but double the

    users strength, as well as ignoring armor saves.

    They are considered special close combat

    weapons, and as such only give +1 attack when

    the user is using two of the same.

    Power WeaponPower weapons ignore armor saves on close

    combat. They can be used with a pistol, combat

    blade, or other normal close combat weapon

    for +1 attack.

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    Relic Blade

    A two handed power weapon that strikes at

    strength 6. You can never have +1 attack for

    two close combat weapons if you have a relic

    blade, however.

    Sniper Rifle

    Range Strength AP Type

    36 3 6 Heavy 1, Sniper*

    *sniper weaponry wounds automatically on a

    roll of 4+ as though it were poisoned. It also

    has the rending and pinning special rules.

    Storm BolterRange Strength AP Type

    24 4 5 Assault 2

    Thunder Hammer

    A special close combat weapon that

    automatically causes a crew shaken result in

    addition to any other vehicle damage results it

    may incur. In addition, if a model survives an

    unsaved wound from a thunder hammer, it

    strikes at initiative 1 on the next round ofcombat. Thunder hammers follow the rules for

    power fists.

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    Other Equipment

    Combat Shield

    this light shield grants a 6+ invulnerable save,

    but is light enough that the bearers hand is still

    free for another object, such as a pistol or

    combat blade.

    Camo Cloak

    These cloaks grant scouts the Stealth Special

    rule, as detailed in the warhammer 40k

    rulebook.

    Chapter Banner

    Any space marines within 12 of the model with

    the chapter banner rerolls all failed morale and

    pinning checks. In addition, all models in the

    same squad as the chapter banner gain +1

    attack in close combat. This squad also counts

    as having score +1 unsaved wound when

    determining combat results.

    Dislocation Beacon

    The Praeses chapters have developed a device

    that interferes with location signals, air

    currents, and even the warp itself to a small

    degree. All units attempting to deep strike

    within 9 of models always scatter, even on a

    direct hit. If an arrow is rolled, add 2d6 to the

    scatter distance. Also, no homing effects

    function if the homing device is within this

    radius. This device has no effect if deep striking

    models are placed outside the radius and then

    scatter in.

    HellfireRounds

    special ammunition for bolt weaponry. It can be

    used with boltguns, bolt pistols, and javelin

    pattern boltguns.

    Range Strength AP Type

    As 1 5 As weapon,

    weapon poisoned(2+)

    Iron Halo

    This high award grants the model a 4+

    invulnerable save.

    Jump Pack

    Models with jump packs are jump infantry, and

    may be held in reserve and arrive by deep

    strike.

    Rosarius

    As iron halo.

    NartheciumThe apothecary and any unit in his squad have

    the Feel no Pain special rule, as described in the

    warhammer 40k rulebook.

    Servo Arm

    A servo arm grants the model a STR 8, initiative

    1 attack in close combat in addition to all other

    normal attacks.

    Servo HarnessA servo harness gets two servo arm attacks in

    close combat, a twin linked plasma pistol, and a

    flamer. In addition, a model with a servo

    harness may shoot two weapons in the

    shooting phase, but at least one of those

    weapons must be a weapon attached to the

    servo harness.

    Storm Shield

    A model with a storm shield has a 3+invulnerable save.

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    Vehicle Armory

    Ascension Shock Cannon

    This massive gun fires a single, solid shot at its

    target, sure to obliterate it on contact.

    Range Strength AP Type

    60 10 2 Ordnance 1, Shock*

    *this weapon hits so hard that against vehicles

    it automatically scores a crew stunned result in

    addition to any other effects it might have, and

    scores d3 extra wounds to any non vehicle

    model that does not make its save. It does not

    use a blast marker of any size, however; roll to

    hit as a normal weapon.

    Autocannon

    Range Strength AP Type

    48 7 4 Heavy 2

    Dozer Blade

    Dozer blades allow vehicles to reroll failed

    dangerous terrain tests

    Extra Armor

    Vehicles with extra armor treat any crew

    stunned results as crew shaken. If there is a unit

    using hyper repair, they must still roll to nullify

    as though it was crew stunned.

    Frag Assault Launchers

    Any unit charging out of a land raider is counted

    as having assault grenades.

    Hunter-Killer Missile

    Range Strength AP Type

    unlimited 8 3 Heavy 1, single shot

    weapon

    Hurricane Bolter

    Three twin-linked boltguns.

    Obliterator Cannon

    This cannon fires a shell that sprays fuel into the

    air, then igniting it for a fantastic blast. The

    enemy is hit from all sides as the fuel ignites all

    at once.

    Range Strength AP Type

    48 10 5 Ordnance, large blast,

    ignores cover

    Searchlight

    If a vehicle mounted with searchlights

    successfully sees an enemy unit during night

    fighting, all of your units may fire at that unit for

    the rest of the turn without making checks.

    Smoke Launchers

    Used at the end of the vehicles movement

    phase, the vehicles forgoes its entire shooting

    phase to gain a cover save of 4+ for the next

    turn.

    Typhoon/Dreadnought Missile Launcher

    These lauchers have racks of missiles that can

    be fired at either of the following profiles each

    turn:

    Range Strength AP Type

    48 8 3 Heavy 2

    48 4 6 Heavy 2

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    Thunderfire cannon

    The thunderfire cannon is considered artillery,

    as described in the warhammer 40 rulebook.

    Each round, the techmarine may fire the

    cannon at one of the following profiles:

    Range Strength AP Type

    60 6 5 Heavy 4, Blast

    60 5 6 Heavy 4, Blast, Ignores

    cover

    60 4 - Heavy 4, Blast,

    Tremor*

    *Tremor shells force any unit it hits to move as

    though it were in difficult terrain on that units

    next turn.

    Whirlwind Multiple Missile LauncherThis may be fired at either of the following

    profiles:

    Range Strength AP Type

    12-

    48

    5 4 Ordnance 1, Barrage

    12-

    48

    4 5 Ordnance 1, Barrage,

    Ignores cover

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    HQ

    Cymar Xidias, Chapter Master of the White Consuls 250 points

    WS BS S T W I A Ld SvCymar Xidias 6 6 4 4 3 5 4 10 2+

    Unit Composition: 1(unique)

    Unit type: Infantry

    Wargear:

    -Artificer armor

    -Iron Halo

    -Claws of the Blue Eagle

    Special rules

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Independent Character

    -Orbital Bombardment

    -Eternal Warrior

    -For the God Emperor!

    -Cut off the Head

    Special gear and rules:

    Claws of the Blue Eagle: a pair of matched lightning claws with single shot meltaguns built into them.

    Both melta shots may be fired on the same turn.

    Cut off the Head: Xidias knows the value of each part of his opponents forces, and will quickly and

    determinedly take down the greatest threats. At the beginning of the game, you may select one unit.

    Anyone shooting at this unit may reroll missed shots. If the unit is an independent character joined to a

    squad, reroll against the squad. If the unit is inside a transport, reroll against the transport. In addition,

    he may allocate attacks to individual models in close combat regardless of whether they are

    independent characters or not.

    For the God Emperor!: the White Consuls are part of the imperial cult, and Xidias uses this to drive his

    troops ever harder. Each round of combat, he and any unit he is joined with may attempt a counter

    charge, gaining +1 attack on that round. For each consecutive player turn this is attempted, whether it

    passes or fails, the next attempt for this check is made at -1 leadership. If this is not attempted during

    any combat phase, the next check is made at +1 leadership and so on. This ability cannot be used when

    charging an enemy squad.

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    Artekus Bardane, Chapter Master of the Relictors 155 points

    WS BS S T W I A Ld Sv

    Artekus Bardane 6 5 4 4 3 5 3 10 3+

    Unit Composition: 1(unique)Unit type: Infantry

    Wargear:

    -Power armor

    -Iron Halo

    -The Screaming Flail

    Special rules

    -And They Shall Know No Fear

    -A Line in the Sand-Target Selection

    -Independent Character

    -Orbital Bombardment

    -Excommunicatus Traitorus

    Special gear and rules:

    The Screaming Flail: This flail is a slaaneshi daemon weapon. It grants d6 extra attack in close combat,

    but it wounds the user and makes no attacks that round if a 1 is rolled. Its attacks ignore armor savesand cause instant death, regardless of the targets toughness. It may also be used as a ranged weapon

    with the following profile:

    Range: flamer template, Str d6+4, AP 6, assault 1

    Excommunicatus Traitorus: The relictors were excommunicated for using daemon weapons. An army

    that includes Artekus Bardane cannot contain any other special characters.

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    First Captain Raoul of the Marines Exemplar 180 points

    WS BS S T W I A Ld Sv

    Raoul 6 5 4 4 3 5 4 10 2+

    Unit Composition: 1(unique)Unit type: Infantry

    Wargear:

    -Terminator Armor

    -Storm Shield

    -Terror Kin

    - Storm Bolter

    Special rules

    -And They Shall Know No Fear-A Line in the Sand

    -Target Selection

    -Independent Character

    -Ancient Enemies

    -Favored Few

    -We Have Our Own Way!

    Special gear and rules:

    Terror Kin: a double sided chainaxe that strikes as a Strength 6 power weapon in close combat.

    Ancient Enemies: Raoul and his squad have preferred enemy vs chaos daemons and chaos space

    marines.

    Favored Few: Raoul favors his veteran company, fielding them in far greater numbers than usual.

    Terminators and Lancer Squads may be taken as troop choices, able to contest objectives and be

    affected by his We Have Our Own Way! Special rule. He has few suits of terminator armor to his

    chapter, however: he may not have more than 1 Terminator squad in his entire army.

    We Have Our Own Way!: after losing their chapter master, Maxim Absolon, using The Great Wolf Logan

    Grimmnars tactics, First Captain Raoul took the chapter under his command and redeployed the

    chapter seeking council only from within the chapter. The Marines Exemplar are now known throughout

    the sector as being incredibly crafty, but close-minded when advice is offered from outside the chapter.

    All troops gain the infiltrate special rule (including Lancers and terminators taken as troops), but

    because they dont always listen to others advice, when an army includes First Captain Raoul your

    opponent always gets to make the decision who deploys first and gets first turn (initiative may be stolen

    as normal).

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    Arcturus Rickmann, Master of the Forge of the Subjugators 160 points

    WS BS S T W I A Ld Sv

    Arcturus Rickmann 5 5 4 4 2 4 2 10 2+

    Unit Composition: 1(unique)

    Unit type: Infantry

    Wargear:

    -Artificer armor

    -Iron Halo

    -Servo Harness

    -Thunder Hammer

    Special Rules

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Deathtrap

    -Hyper Repair

    -Repair vehicle

    -Independent Character

    Deathtrap:

    Arcturus is brilliant with defenses, and can turn practically anything into a fortified bunker. If Arcturus is

    in your army, you may select one piece of terrain in you deployment zone. You get +1 to cover saves

    rolled in that area(a 1 always fails, regardless) and your opponent treats that piece of terrain as both

    difficult and dangerous terrain.

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    Ruslov Petrenko, Captain of the Night Watch 10th Company 150 points

    WS BS S T W I A Ld Sv

    Ruslov Petrenko 6 5 4 4 3 5 3 10 4+

    Unit Composition: 1(unique)Unit type: Infantry

    Wargear:

    -Scout armor

    -combi-plasma

    -meltabombs

    -hand flamer

    -power sword

    Special Rules:Early Battle

    Scout

    Infiltrate

    Move Through Cover

    Hide

    Now You See Us

    Hand flamer: Str 3, ap 5 flamer template. Counts as a second close combat weapon.

    Early Battle: if your army includes Petrenko, the game starts with night fighting active for 1 full turn. Ifthe game already starts with night fighting, the night lasts 1 turn longer than normal.

    Hide: under the cover of night, Petrenko can get his men closer to their objective. He and any squad he

    is with may subtract infiltrate to within 12 of enemy units in plain sight, and 6 of enemy units if they

    are out of sight. They may also scout to within 1 of enemy models.

    Now You See Us...: Petrenko and his unit can disappear into the night like ghosts. If they are not

    engaged in close combat at the end of their turn, and night fighting is active, they may be removed from

    the board and placed in reserve.

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    Commander 100 points

    WS BS S T W I A Ld Sv

    Captain 6 5 4 4 3 5 3 10 3+

    ChapterMaster

    6 6 4 4 3 5 3 10 3+

    Unit composition:

    -1 Captain

    Unit Type:

    -Infantry

    Wargear:-Power armor

    -Boltgun

    -Bolt pistol

    -Chainsword

    -Flashbang and Krak grenades

    -Iron Halo

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand-Target Selection

    -Independent Character

    -Orbital Bombardment(Chapter Master Only)

    Options:

    Upgrade to Chapter Master.+25 pts

    Replace Boltgun, Bolt pistol, and/or chainsword

    with

    -combi-flamer, -melta, or plasma..+5 pts

    -meltagun or plasma gun.+10 pts

    -storm shield, power sword, lightning claw, or

    plasma pistol..+15 pts

    -Power fist+25 pts

    -Relic blade or thunder hammer.+30 pts

    Replace power armor with artificer

    armor..+15 pts

    May take

    -meltabombs..+5 pts

    -Digital Weapons.+10 pts

    -hellfire rounds.+ 10 pts

    -Auxilary grenade launcher.+15 pts

    Replace power armor, all grenades, bolt pistol,

    chainsword, and Boltgun with Terminator

    Armor, storm bolter, and power sword..+30 pts

    Replace storm botler with

    -combi-flamer, -melta, or plasma+5 pts

    -lightning claw..+10 pts

    -Thunder Hammer.+20 pts

    Replace Power sword with

    -lightning claw+5 pts

    -power fist or storm shield..+10 pts

    -thunder hammer or chainfist+15 pts

    If terminator armor is not chosen, may select a

    jump pack..+25 pts

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    Command Squad 115 points

    WS BS S T W I A Ld Sv

    Champion 5 4 4 4 1 4 2 9 3+

    Apothecary 4 4 4 4 1 4 2 9 3+Veteran 4 4 4 4 1 4 2 9 3+

    Unit composition:

    -4 veterans

    -1 apothecary

    Unit Type:

    -Infantry

    Wargear:

    -Power armor

    -Chainsword

    -Bolt pistol

    -Flashbang, Frag, and Krak grenades

    -Narthecium(apothecary only)

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand-Target Selection

    Dedicated Transport:

    May select a rhino or razorback.

    Options:

    One veteran may carry a chapter banner+20 pts

    One veteran may be upgraded to a champion

    with a power weapon and a combat

    shield.+15 pts

    Any Veteran may replace his bolt pistol and/or

    chainsword with

    -a storm bolter..free

    -flamer.+5 pts

    -meltagun..+10 pts

    -a combi-flamer, -melta, or plasma..+10 pts

    -plasma gun, power sword, plasma pistol, or

    lightning claw+15 pts

    -power fist+25 pts

    -Thunder hammer..+30 pts

    Any Veteran may have the following

    -meltabombs+5 pts

    -storm shield+15 pts

    Up to three veterans may take

    - Dislocation Beacon..+ 5pts

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    Master of the Forge 120 points

    WS BS S T W I A Ld Sv

    Master of

    the Forge

    4 5 4 4 2 4 2 10 2+

    Unit composition:

    -1 Master of the Forge

    -2 servitors

    Unit Type:

    -Infantry

    Wargear:-Artificer Armor

    -Servo-harness

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules(master o the forge only):

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Bolster Defenses

    -Hyper Repair

    -Repair vehicle

    -Independent Character

    Options:

    Replace Servo-harness with

    -conversion beamerfree

    Replace bolt pistol with

    -storm bolter..+5 pts

    -combi-plasma, -flamer, or melta+10 pts

    -plasma pistol.+15 pts

    Take digital weapons+10 pts

    Take either

    -power sword.+15 pts

    -thunder hammer+30 pt

    Chaplain 100 points

    WS BS S T W I A Ld Sv

    Chaplain 5 4 4 4 2 4 2 10 3+

    Unit composition:

    -1 Captain

    Unit Type:

    -Infantry

    Wargear:

    -Power armor

    -Bolt pistol

    -Crozius arcanum

    -Flashbang and Krak grenades

    -Rosarius

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Honor of the Chapter

    -Liturgies of Battle

    -Independent Character

    Options:

    Replace bolt pistol with

    -storm bolter..+3 pts

    -combi-plasma, -flamer, or melta+15 pts

    -power fist+15 pts

    -plasma pistol..+15 pts

    Take meltabombs.+5 pts

    Take digital weapons.+10 pts

    May replace power armor, bolt pistol, and

    grenades for terminator armor and:

    -a storm bolter+30 pts

    - combi-plasma, -flamer, or melta+35 pts

    If terminator armor is not chosen, may have a

    jump pack.+15 pts

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    Lieutenant 50 points

    WS BS S T W I A Ld Sv

    Lieutenant 4 5 4 4 2 4 2 9 3+

    Unit composition:

    -1 Lieutenant

    Unit Type:

    -Infantry

    Wargear:

    -Power armor

    -Boltgun

    -Chainsword

    -Flashbang and Krak grenades

    -Iron Halo

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Independent Character

    Options:

    Replace Boltgun and/or chainsword with

    -combi-flamer, -melta, or plasma..+5 pts

    -meltagun or plasma gun.+10 pts

    -storm shield, power sword, lightning claw, or

    plasma pistol..+15 pts

    -Power fist+25 pts

    May take

    -meltabombs..+5 pts

    -Digital Weapons.+10 pts

    -hellfire rounds.+ 10 pts

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    Troops

    Defender 15 pts/model

    WS BS S T W I A Ld Sv

    Defender 4 4 4 4 1 4 1 8 3+

    Unit composition:

    -5-15 Defenders

    Unit Type:

    -Infantry

    Wargear:

    -Power armor

    -Boltgun

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    Dedicated Transport:

    If the squad numbers less than 7 models, may

    select a Razorback. If the squad numbers less

    than 11 models, may select a Rhino.

    Options:

    For every five models in the squad, one

    Defender may take:

    -A flamer, heavy bolter, multi-melta, or missile

    launcher..free

    -A meltagun or plasma cannon.+ 5 pts

    -A plasma gun or Lascannon.+10 pts

    One Defender may take:

    -A power weapon.+15 pts

    -A power fist... +20 pts

    One Defender may take:

    - Meltabombs.+5 pts

    Up to three Defenders may take

    - Dislocation Beacon..+ 5pts

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    Scout 12 pts/model

    WS BS S T W I A Ld Sv

    Scout

    Sergeant

    4 4 4 4 1 4 1 8 4+

    Scout 3 3 4 4 1 4 1 7 4+

    Unit composition:

    - 4-9 scouts

    - 1 Scout Sergeant

    Unit Type:

    -Infantry

    Wargear:-Scout Armor

    -Boltgun

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Infiltrate

    -Scout-Move Through Cover

    Dedicated Transport:

    If the squad numbers less than 7 models, may

    select a Razorback, or may select a rhino.

    Options:

    Any Model may replace his Boltgun with:

    -sniper rifle...free

    One Scout may replace his Boltgun with:

    -heavy bolter or missile launcher..+10 pts

    The Scout Sergeant may replace his Boltgun

    and/or bolt pistol with:

    -Plasma Pistol or Power Weapon..15 pts

    -Power fist..20 pts

    The Scout sergeant may take:

    -Meltabombs...+5 pts

    -Dislocation Beacon.+5 pts

    The entire squad may take have camo cloaks, +3

    pts/model

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    Scout Heavy Weapon Team 25 pts/model

    WS BS S T W I A Ld Sv

    Scout

    Heavyweapon

    team

    3 3 4 4 2 4 2 7 4+

    Unit composition:

    - 1-3 Heavy Weapon Teams

    Unit Type:

    -Infantry

    Wargear:-Scout Armor

    -combat blade

    -Flashbang grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Infiltrate

    -Scout

    Options:

    Each Heavy weapon team must take one:

    -Mortar..free

    -autocannon+5 pts

    -Lascannon.+10 pts

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    Dedicated Transports

    Rhino 35 points

    WS F S R

    Rhino 4 11 11 10

    Unit Composition

    -1 Rhino

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Storm Bolter

    -Searchlight

    -Smoke Launchers

    Special Rules

    -Repair self

    Transport Capacity

    -Ten models

    Options:

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a dozer blade....+5pts

    -extra armor.+15 pts

    Razorback 40 points

    WS F S R

    Rhino 4 11 11 10

    Unit Composition

    -1 Razorback

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Twin-Linked Heavy Bolter

    -Searchlight

    -Smoke Launchers

    Transport Capacity

    -Ten models

    Options:

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a dozer blade....+5pts

    -extra armor.+15 pts

    Replace Twin-Linked Heavy Bolter with:

    -Twin-Linked Heavy Flamer..+25 pts

    -Twin-Linked Assault Cannon..+35 pts

    -Twin-Linked Lascannon..+35 pts

    -Lascannon and twin linked plasma gun..+35 pts

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    Elites

    Terminator 30 pts/model

    WS BS S T W I A Ld Sv

    Terminator 4 4 4 4 1 4 2 9 2+

    Unit composition:

    -5-10 Terminators

    Unit Type:

    -Infantry

    Wargear:

    -Terminator armor

    -Storm bolter

    -Power Sword

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    Dedicated Transport:

    One terminator Squad may select a Land Raider

    of any type as a dedicated transport.

    Options:

    For every five models in the squad, one

    Terminator may :

    -Replace storm bolter with assault cannon

    +20 pts

    -replace storm bolter with heavy flamer..+ 5 pts

    -Take a cyclone missile launcher+30 pts

    Any model may replace his storm bolter with:

    -Lightning Claw..+5 pts

    -Thunder Hammer...+10 pts

    Any model may replace his Power Sword with:

    -Lightning claw.+5 pts

    -Power fist+5 pts

    -Storm Shield..+10 pts

    Any Terminator may take:

    Dislocation Beacon+5 pts

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    Techmarine 50 pts

    WS BS S T W I A Ld Sv

    Techmarine 4 4 4 4 1 4 1 8 2+

    Unit composition:

    -1 Techmarine

    Unit Type:

    -Infantry

    Wargear:

    -Artificer Armor

    -Servo-arm

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    -Bolster Defenses

    -Repair Vehicle

    -Independent Character

    Options:

    -Upgrade Servo-arm to Servo-harness.+25 pts

    -Take a Power Weapon+15 pts

    -Take Thunder Hammer..+25 pts

    For every Techmarine or Master of the Forge in

    your Army, you may take a unit of Servitors.

    Servitor 10 pts/model

    WS BS S T W I A Ld Sv

    Servitor 3 3 3 3 1 3 1 8 4+

    Unit composition:

    -1-5 Servitors

    Unit Type:

    -Infantry

    Wargear:

    -Servo-arm

    Special rules:

    -mindlock

    Options:

    Up to two servitors may replace their servo-arm

    with:-Heavy bolter..+ 20 pts

    -Multi-melta or Plasma cannon.+ 30 pts

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    Lancer Squad 25 pts/model

    WS BS S T W I A Ld Sv

    Lancer 4 5 4 4 1 4 1 9 3+

    Unit composition:

    -5-10 Lancers

    Unit Type:

    -Infantry

    Wargear:

    -Power armor

    -Javelin Pattern Boltgun

    -Hellfire Rounds

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Target Selection

    Dedicated Transport:

    If the squad numbers less than 7 models, may

    select a Razorback, or may select a Rhino.

    Options:

    One Lancer may take:

    -A power weapon.+15 pts

    -A power fist... +20 pts

    One Lancer may take:

    - Meltabombs.+5 pts

    Up to three Lancers may take

    - Dislocation Beacon..+ 5pts

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    Dreadnought 110 points

    WS BS S F S R I A

    Dreadnought 4 4 6 12 12 10 4 2

    Venerable dreadnought 5 5 6 12 12 10 4 2

    Unit Composition

    -1 Dreadnought

    Unit Type

    -Walker

    Wargear

    -Twin-Linked Autocannon-Dreadnough close combat weapon(with built it storm bolter)

    -Searchlight

    -Smoke Launchers

    Special rules:

    Venerable(venerable dreadnoughts only)

    Options:

    Replace storm bolter with heavy flamer+10 pts

    Replace twin-linked autocannon with:

    -Hurricane Bolter..free

    -Plasma cannon or assault cannon..5 pts

    -Twin Linked Lascannons+30 pts

    Replace Close combat weapon with:

    -Twin-Linked autocannon or dreadnought missile launcher.10 pts

    May take extra armor.+15 pts

    Upgrade to venerable dreadnought:50 pts

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    Fast Attack

    Assault Squad 18 pts/model

    WS BS S T W I A Ld Sv

    Defender 4 4 4 4 1 4 1 8 3+

    Unit composition:

    -5-10 Defenders

    Unit Type:

    -Jump Infantry

    Wargear:

    -Power armor

    -Chainsword

    -Bolt pistol

    -Frag and Krak grenades

    -Jump Pack

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Visual Landing

    Dedicated Transport:

    The squad may remove its jump packs to count

    as infantry. It may then take a rhino or

    razorback, subtracting 35 points from the point

    cost.

    Options:

    For every five models in the squad, one

    Defender may take:

    -A flamer+10 pts

    -A meltagun or ..+15 pts

    One Defender may take:

    -A power weapon.+15 pts

    -A power fist... +20 pts

    One Defender may take:

    - Meltabombs.+5 pts

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    Land Speeder 50 points/ model

    WS F S R

    Land Speeder 4 10 10 10

    Unit Composition

    -1-3 Land Speeders

    Unit Type

    -Vehicle(Fast, Skimmer)

    Wargear

    -Heavy Bolter

    Special Rules

    -Deep Strike

    Options:

    Any Land Speeder may replace its heavy bolter

    with:

    -Heavy Flamerfree

    -Multi-melta+10 pts

    Any and Speeder may take one of the following:

    -Typhoon Missile Launcher.+40 pts

    -Heavy Flamer..+10 pts

    -Heavy Bolter.+10 pts-Multi-Melta..+20 pts

    -Assault Cannon..+40 pts

    Land Speeder Tempest 120 points/ model

    WS F S R

    Land Speeder 4 11 10 10

    Unit Composition

    -1-3 Land Speeders

    Unit Type

    -Vehicle(Fast, Skimmer)

    Wargear

    -Assault Cannon

    -Twin-Linked Typhoon Missile Launcher

    Special Rules

    -Deep Strike

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    Heavy Support

    Land Raider 250 points

    WS F S R

    Land

    Raider

    4 14 14 14

    Unit Composition

    - 1 Land Raider

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Twin Linked Heavy Bolter

    -Twin Linked Lascannon Sponsons

    -Frag assault Launcher

    -Searchlight

    -Smoke Launchers

    Special Rules

    -Power of the Machine Spirit

    -Assault Vehicle

    Tansport Capacity

    Twelve Models

    Options:

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a multi-melta..+10pts

    -extra armor.+15 pts

    Land Raider Crusader 250 points

    WS F S RLand

    Raider

    4 14 14 14

    Unit Composition

    - 1 Land Raider

    Unit Type

    -Vehicle(Tank)

    Wargear-Twin Linked Assault Cannon

    -Hurricane Bolter Sponsons

    -Frag assault Launcher

    -Searchlight

    -Smoke Launchers

    Special Rules

    -Power of the Machine Spirit

    -Assault Vehicle

    Tansport Capacity

    Sixteen Models

    Options:

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a multi-melta..+10pts

    -extra armor.+15 pts

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    Whirlwind Battery 85 points/ model

    WS F S R

    Whirlwind 4 11 11 10

    Unit Composition

    - 1-3 Whirlwinds

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Whirlwind Multiple Missile Launcher

    -Searchlight

    -Smoke Launchers

    Options:

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a dozer blade....+5pts

    -extra armor.+15 pts

    Predator 60 points

    WS F S R

    Rhino 4 13 11 10

    Unit Composition

    -1 Predator

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Autocannon

    -Searchlight

    -Smoke Launchers

    Options:

    Replace Autocannon with Twin-Linked

    Lascannon.+45 pts

    May take sponsons with:

    -Heavy Bolters..+25 pts

    -Lascannons+60 pts

    May take any of the following:

    -Storm Bolter+10 pts

    -Hunter-Killer missile..+10 pts

    -a dozer blade....+5pts

    -extra armor.+15 pts

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    Stalwart Predator 160 points

    WS F S R

    Stalwart Predator 4 14 12 11

    Unit Composition

    -1 Stalwart Predator

    Unit Type

    -Vehicle(Tank)

    Wargear

    -Ascension shock cannon

    -2 hunter killer missiles

    -Searchlight

    -Smoke Launchers

    Special rules:

    Lumbering Behemoth

    Power of the Machine Spirit

    Options:

    Replace Ascension Shock cannon with

    Obliterator cannon..free

    May take sponsons with:

    -Hurricane Bolters..+15 pts

    -Plasma cannons.+30 pts

    -Twin Linked Lascannons+60 pts

    May take extra armor..+15 pts

    Thunderfire Cannon 100 points

    Unit composition:

    -1 techmarine

    -1 thunderfire cannon

    Unit Type:

    -Artillery

    Wargear:

    -Artificer armor

    -Servo-Harness

    -Bolt pistol

    -Flashbang and Krak grenades

    Special rules:

    -And They Shall Know No Fear

    -A Line in the Sand

    -Repair Vehicle

    -Bolster Defenses

    WS BS S T W I A Ld

    Techmarine 4 4 4 4 1 4 1 8