Legiones Astartes – Lord Commander Eidolon
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  • Lord Commander Eidolon 215 pts
UNIT COMPOSITION: 1 LORD COMMANDER EIDOLON

At one time, Lord Commander Eidolon was hailed as the exemplar of all that the Emperor’s Children aspired to. He was elevated to company captain by Fulgrim himself, achieving such perfection that he went on to become the Legion’s pre-eminent lord commander. If Eidolon had any imperfection, it was overconfidence, a characteristic that bore rotten fruit as it was twisted into overweening arrogance. In striving towards the perfection embodied by his Primarch, Lord Commander Eidolon submitted himself to the attentions of Chief Apothecary Fabius, receiving biological augmentations that allowed him to project a psychosonic dirge as formidable as any weapon. The lord commander’s native skill and his augmented powers were given full rein upon the bloody sands of Isstvan V, where he unleashed a cacophonous storm upon the Loyalists even as his perfect bladework cut them to crimson ribbons.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Lord Commander Eidolon (⌀32mm) 10 - - -
Lord Commander Eidolon (⌀32mm) 7 6 5 4 4 3 5 4 10 - - - 2+ -
WARGEAR
  • Archaeotech pistol
  • Glory Aeterna
  • Sonic shriekers
  • Legion Warhawk jump pack
  • Death Scream
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
TRAITS
  • Emperor’s Children
SPECIAL RULES
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Traitor
  • Warlord: Prideful Onslaught
TYPE
WARGEAR

Glory Aeterna

Lord Commander Eidolon’s preferred weapon was the masterwork hammer known as Glory Aeterna, a trophy presented to the Lord Commander upon his rise to that rank by Fulgrim himself. The weapon is as much a work of art and badge of office as it is a brutally efficient weapon of war, and in Eidolon’s skilled hands it is a fearsome weapon of war indeed.

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
-
x2
2
Melee, Brutal (2), Unwieldy, Thunderous Charge*, Master-crafted

*Thunderous Charge: On any turn in which Lord Commander Eidolon makes a successful Charge, the model’s attacks ignore the Unwieldy special rule on Glory Aeterna.

Death Scream

Eidolon has been the recipient of xenos-technological implants, and experimentation by his Legion’s Techmarines and the ministrations of Chief Apothecary Fabius. His implanted sonic shrieker is capable of discharging a destructive howl able to break bones and rupture flesh.

This counts as a weapon with the following profile:
R
FP
RS
AP
D
Special Rules
Traits
Template
2
-
Assault 1, Rending (6+), Pinning
SPECIAL RULES

Warlord: Prideful Onslaught

If chosen as the army’s Warlord, Lord Commander Eidolon automatically has Prideful Onslaught as his Warlord Trait and may not select any other.

Prideful Onslaught – If Lord Commander Eidolon is the army’s Warlord, then at the beginning of the battle, once all of the opposing player’s models have been deployed, but before the first turn has begun, Lord Commander Eidolon’s controlling player must select one enemy HQ or Primarch choice as Lord Commander Eidolon’s ‘Rival’. Lord Commander Eidolon and any unit he has joined gain a bonus of +1 to all To Hit rolls made against the ‘Rival’ unit – and if the ‘Rival’ unit is part of any enemy Shooting Attack or Combat that results in a friendly unit being entirely removed as casualties or Falling Back, then Lord Commander Eidolon and any unit he has joined also gains a bonus of +1 to all To Wound rolls made against the ‘Rival’ unit for the remainder of the battle after that Shooting Attack or Combat has been fully resolved. In addition, Lord Commander Eidolon and any unit he has joined may only declare Reactions against the Rival unit, but the first such Reaction each turn is free and does not reduce the player’s Reaction Allotment for that Phase.
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.
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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).
Legion Warhawk Jump Pack

The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.
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.
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.
Archaeotech pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
6
4
Pistol 1, Rending (3+), Master-crafted

Legiones Astartes (Emperor’s Children)
All models with this special rule are subject to the following provisions:

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.
Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any model with the Traitor Allegiance and both the Legiones Astartes (Emperor’s Children) special rule and the Character Unit Sub-type but not the Unique Sub-type may select a single Surgical Augment from the list below for a cost of +20 points:

- Sonic Shriekers – During a turn in which a unit with at least one model equipped with sonic shriekers successfully Charges, or is themselves successfully Charged, all models in any enemy unit(s) locked in combat with them suffer a -1 penalty to all To Hit rolls. Models which are immune to the effects of the Fear (X) special rule are not affected by this modifier.
- Sub-sonic Pulser – A model equipped with this upgrade, and any unit it joins, ignores the penalties to Leadership and Ballistic Skill imposed by the Night Fighting special rules.
- Sonic Lance – A model equipped with this upgrade gains the sonic lance weapon:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sonic lance
Sonic lance
Template
2
-
Assault 1, Breaching (6+), Pinning
-

Glory Aeterna

Lord Commander Eidolon’s preferred weapon was the masterwork hammer known as Glory Aeterna, a trophy presented to the Lord Commander upon his rise to that rank by Fulgrim himself. The weapon is as much a work of art and badge of office as it is a brutally efficient weapon of war, and in Eidolon’s skilled hands it is a fearsome weapon of war indeed.

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
-
x2
2
Melee, Brutal (2), Unwieldy, Thunderous Charge*, Master-crafted

*Thunderous Charge: On any turn in which Lord Commander Eidolon makes a successful Charge, the model’s attacks ignore the Unwieldy special rule on Glory Aeterna.

Death Scream

Eidolon has been the recipient of xenos-technological implants, and experimentation by his Legion’s Techmarines and the ministrations of Chief Apothecary Fabius. His implanted sonic shrieker is capable of discharging a destructive howl able to break bones and rupture flesh.

This counts as a weapon with the following profile:
R
FP
RS
AP
D
Special Rules
Traits
Template
2
-
Assault 1, Rending (6+), Pinning
Warlord: Prideful Onslaught
If chosen as the army’s Warlord, Lord Commander Eidolon automatically has Prideful Onslaught as his Warlord Trait and may not select any other.

Prideful Onslaught – If Lord Commander Eidolon is the army’s Warlord, then at the beginning of the battle, once all of the opposing player’s models have been deployed, but before the first turn has begun, Lord Commander Eidolon’s controlling player must select one enemy HQ or Primarch choice as Lord Commander Eidolon’s ‘Rival’. Lord Commander Eidolon and any unit he has joined gain a bonus of +1 to all To Hit rolls made against the ‘Rival’ unit – and if the ‘Rival’ unit is part of any enemy Shooting Attack or Combat that results in a friendly unit being entirely removed as casualties or Falling Back, then Lord Commander Eidolon and any unit he has joined also gains a bonus of +1 to all To Wound rolls made against the ‘Rival’ unit for the remainder of the battle after that Shooting Attack or Combat has been fully resolved. In addition, Lord Commander Eidolon and any unit he has joined may only declare Reactions against the Rival unit, but the first such Reaction each turn is free and does not reduce the player’s Reaction Allotment for that Phase.
© Vyacheslav Maltsev 2013-2026