Legiones Astartes – Chapter Master Raldoron
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  • Chapter Master Raldoron 180 pts
First Captain of the Blood Angels, The Archein of Wisdom, The Tranquil Angel
UNIT COMPOSITION: 1 CHAPTER MASTER RALDORON

First among the captains of the Blood Angels’ Three Hundred Companies, Raldoron was respected throughout the Legion for his tactical and strategic insight, superb martial skills and faultless discipline. Of all his captains and aides, it is said that Sanguinius relied on Raldoron’s even temper and keen intelligence more than any other. Even among the other Legions of the Emperor’s Space Marines, his reputation and record were spoken of with respect and admiration. Rogal Dorn himself is known to have referred to Raldoron as an ‘Exemplar of the martial spirit of the Great Crusade’ at the end of the Malignax campaign. In battle he is known to have favoured tried and tested weapons and tactics, those that brought the greatest chance for victory at the lowest cost to his Legion. His own wargear followed the same pattern, trusting more to the war-worn armour he had borne throughout the Great Crusade than any ornate ceremonial suit and wielding a simple, if artfully wrought, power blade.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chapter Master Raldoron (⌀32mm) 10 - - -
Chapter Master Raldoron (⌀32mm) 7 7 5 4 4 3 5 4 10 - - - 2+ -
WARGEAR
  • Artificer armour
  • The Encarmine Warblade
  • Combi-flamer
  • Bolt pistol
  • Iron halo
  • Frag grenades
  • Krak grenades
TRAITS
  • Blood Angels
SPECIAL RULES
  • Legiones Astartes (Blood Angels)
  • Independent Character
  • Relentless
  • Master of the Legion
  • Furious Charge (2)
  • Warlord: Archein of Wisdom
  • Loyalist
TYPE
WARGEAR

The Encarmine Warblade

A masterpiece of the smith’s craft, made for Raldoron at the request of Sanguinius himself and borne into combat on hundreds of battlefields.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
+1
2
Melee, Master-crafted, Shred, Murderous Strike (5+)
SPECIAL RULES

Warlord: Archein of Wisdom

Raldoron is renowned within his Legion for his stoic and measured composure, approaching war in a practical manner much unlike the impassioned nature of his fellows. To Raldoron, war is a puzzle to be dissected and conquered, and he has studied all the strategic texts he can to arm himself fully, including the treatise of all the other Legions.

If Chapter Master Raldoron is selected as the army’s Warlord then his Warlord Trait may be selected from the Core Warlord Traits or from any Legion specific Warlord Trait from any of the following Legions (counting as though Raldoron and all other models with the Legiones Astartes (Blood Angels) special rule in the same Detachment possesses the appropriate variant of the Legiones Astartes special rule, this does not grant them any of that variant’s rules or effects but only allows them to benefit from the effects of the selected Warlord Trait): White Scars, Imperial Fists, Space Wolves, Ultramarines, Iron Hands, Raven Guard and Salamanders. This does not include any Warlord Traits available only to specific named characters, or a Warlord Trait that requires the Traitor Allegiance may not be selected.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
Pistol
Assault, Bolt
Bolter
Bolter
24"
4
5
Rapid Fire
-
Combi-bolter
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
-
Kraken bolter
Kraken bolter
30"
4
4
Rapid Fire
-
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
-
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
-
Nemesis bolter
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
-
Heavy bolter
Heavy bolter
36"
5
4
Heavy 4
-
Gravis bolt cannon
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
-
Gravis heavy bolter battery
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
-
Avenger bolt cannon
Avenger bolt cannon
36"
6
3
Heavy 7
-
Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24"
4
5
Rapid Fire
-
Flamer (Secondary)
Flamer (Secondary)
Template
4
5
Assault 1
-
Meltagun (Secondary)
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
-
Plasma gun (Secondary)
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
-
Volkite charger (Secondary)
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
-
Grenade launcher (Secondary)
- Frag
24"
3
6
Assault 1, Blast (3"), Pinning
-
- Krak
24"
5
4
Assault 1
-
Disintegrator* (Secondary)
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot
-

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.
Army List
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Bolt pistol

R
FP
RS
AP
D
Special Rules
Traits
12
1
4
5
Pistol
Assault, Bolt

Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Loyalist

Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.

A model with this special rule may only be included in an army that has the Loyalist Allegiance.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Independent Character

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Legiones Astartes (Blood Angels)
All models with this special rule are subject to the following provisions:

ENCARMINE FURY
All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.

Panoply of the Angels
Units with this special rule gain access to unique Wargear options (see Armoury of the Blood Angels).

Children of Baal
A Warlord with this special rule may select a Warlord Trait from the Blood Angels Warlord Trait list.

The Encarmine Warblade

A masterpiece of the smith’s craft, made for Raldoron at the request of Sanguinius himself and borne into combat on hundreds of battlefields.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
R
FP
RS
AP
D
Special Rules
Traits
-
+1
2
Melee, Master-crafted, Shred, Murderous Strike (5+)
Warlord: Archein of Wisdom

Raldoron is renowned within his Legion for his stoic and measured composure, approaching war in a practical manner much unlike the impassioned nature of his fellows. To Raldoron, war is a puzzle to be dissected and conquered, and he has studied all the strategic texts he can to arm himself fully, including the treatise of all the other Legions.

If Chapter Master Raldoron is selected as the army’s Warlord then his Warlord Trait may be selected from the Core Warlord Traits or from any Legion specific Warlord Trait from any of the following Legions (counting as though Raldoron and all other models with the Legiones Astartes (Blood Angels) special rule in the same Detachment possesses the appropriate variant of the Legiones Astartes special rule, this does not grant them any of that variant’s rules or effects but only allows them to benefit from the effects of the selected Warlord Trait): White Scars, Imperial Fists, Space Wolves, Ultramarines, Iron Hands, Raven Guard and Salamanders. This does not include any Warlord Traits available only to specific named characters, or a Warlord Trait that requires the Traitor Allegiance may not be selected.
© Vyacheslav Maltsev 2013-2026