Legiones Astartes – Angron
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PRIMARCH

Angron, most bloodyhanded and savage of the Primarchs, was the master of the World Eaters Legion. In his youth cast upon a world of brutal oppression he was enslaved and surgically mutilated to become a gladiator in the games of death, where he became the undefeated lord of the red sands, a killer without peer. After leading a doomed slave revolt the Emperor saved him from dying with his rebellion and placed him at the head of his Legion, but Angron never forgave the Emperor for the death of his followers, nor was any love lost between him and his fellow Primarchs. When Horus began his rebellion, Angron was quick to join in his treachery, but his only true master was the rage and bloodlust within him.

  • Angron 450 pts
Master of the World Eaters, The Red Angel, Slaughterer of Nations,the Undefeated
M WS BS S T W I A Ld Sv Base
Angron (base: 40mm)
Angron 8 8 5 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Angron
Wargear
  • The Armour of Mars
  • The Spite Furnace
  • The Butcher’s Nails
  • Gorefather
  • Gorechild
  • Frag grenades
Unit Type
  • Primarch (Unique)
Special Rules
  • Legiones Astartes (World Eaters)
  • Master of the Legion
  • Red Sands
  • Hatred (Everything)
  • Rampage (2)
  • Furious Charge (2)
  • Traitor
  • Warlord: Sire of the World Eaters

Red Sands

Trained to fight and die in single combat, Angron was at his best when pitted against the foe’s mightiest warriors blade to blade.

In any given turn Angron may make as many Challenges as there are enemy models with the Character Sub-type or Primarch Unit Type locked in combat with him, up to his current number of Attacks. Pull out all the challengers and fight them in an order decided by Angron’s controlling player during the Challenge part of the Fight sub-phase, save that any enemy model with the Primarch Unit Type must be fought first. Angron must divide his attacks between them and must assign at least one attack to each Challenge he fights in. All models challenged by Angron, and Angron himself, count as being in a Challenge and follow all the rules for Challenges and any models that are not removed as casualties remain in a Challenge with Angron until either all the challengers are removed as casualties, Angron is removed as a casualty or the Challenge is ended by the effects of another rule.

Warlord: Sire of the World Eaters

Forced to abandon those who had trusted him and fought for him by the Emperor, Angron would never be the inspirational leader that many of his kin became. He treated his own Legion with a brutal disdain, and yet those bloody warriors would not abandon the one whose genes had forged them, seeking ever to please and impress their progenitor. Only the most reckless feats of bloody-handed slaughter would receive even the smallest gesture of respect from Angron, and the World Eaters would face any peril to secure such a mark of honour.

If chosen as the army’s Warlord, Angron automatically has the Sire of the World Eaters Warlord Trait and may not select any other Warlord Trait.

Sire of the World Eaters – All models with the Legiones Astartes (World Eaters) special rule in the same army as Angron, including Angron himself, gain the Feel No Pain (6+) and Adamantium Will (3+) special rules. In addition, an army with Angron as its Warlord increases its Reaction Allotment to 3 in the opposing player’s Movement phase as long as Angron has not been removed as a casualty (this does not allow more than three Reactions to be made in that Phase, and may not be further modified by any other rule or effect), but may only make Advance Reactions.

The Armour of Mars

The warplate of Angron is the rebuilt skeleton of his ancient gladiator armour, reinforced and enhanced by the technology of Mars at the behest of the Emperor. Though once a gleaming golden token of the Emperor’s esteem for his new champion, Angron has shown little interest in its condition, allowing the gore of each victory to dull its lustre and refusing to allow any but the most basic maintenance.

The Armour of Mars gives its wearer a 2+ Armour Save and a 4+ Invulnerable Save.

The Spite Furnace

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
The Spite Furnace
12"
7
2
Pistol 2, Gets Hot, Master-crafted

The Butcher’s Nails

The cyber-neural implants buried deep into Angron’s nervous system drive him to heights of rage that cannot be readily understood by any other than the Red Angel himself. This device feeds on and amplifies Angron’s own rage, and in battle each kill sees his rage mount and grow until the Primarch becomes little more than a gore-spattered threshing machine, cutting down lives in a frenzy of violence unequalled by any of his brethren.

At the start of each of the controlling player’s turns after the first, Angron gains +1 to his Attack characteristic for the rest of the battle to a maximum of 10 Attacks at the start of the controlling player’s fifth turn (if the battle lasts that long). If Angron is in Reserves at the start of the controlling player’s turn then this rule has no effect and his Attacks do not increase that turn. Additionally, any To Hit rolls made in any Assault phase targeting a unit that includes Angron, always counts the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit.

Gorefather

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorefather
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred

Gorechild

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorechild
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred
Melee Type
Weapons with the Melee type can only be used in close combat.
Unwieldy

This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve.

A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
Specialist Weapon

The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.

A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Shred

Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.

If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
Gets Hot

Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of their wielder.

When firing a weapon that Gets Hot, roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
Deflagrate

The ancient volkite weaponry employed by the armies of Terra in the earliest years of the Great Crusade fired arcing blasts of energy rather than solid projectiles.

After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
Pistol Weapons

Pistols are light enough to be carried and fired one-handed.

A model attacking with a Pistol weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying a Pistol weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase. A Pistol weapon also counts as a close combat weapon in the Assault phase. In addition, all models with two Pistol type weapons can attack with both in the same Shooting phase. This follows the normal rules for shooting.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Armourbane (X)

This weapon has been crafted with one aim in mind – to pierce the hides of armoured vehicles.

If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.

Some instances of the Armourbane special rule may include a qualifier after the rule in brackets, for example Armourbane (Melta) or Armourbane (Melee). These variant rules are described below:

Armourbane (Melta): A model or weapon with this Armourbane special rule only gains the benefits of the Armourbane special rule when at half range or less. If the attack is more than half its Maximum Range away, it gains no benefit from the Armourbane special rule. If a weapon with this version of Armourbane also has the Blast special rule, measure the distance to the centre of the Blast marker after it has scattered. If this is half the weapon’s range or less, then all Hits are counted as having the Armourbane special rule, otherwise the Hits are resolved as if they did not have the Armourbane special rule.

Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.

Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
Army List
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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.
Two-handed

This weapon is particularly heavy and requires both hands to wield.

A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
Invulnerable Saves
Some warriors are protected by more than physical armour. They may be shielded by force fields or have a constitution that can shrug off hits that would destroy a tank. Models with Wargear or abilities like these are allowed an Invulnerable Saving Throw.

Invulnerable Saves are different to Armour Saves in that they may always be taken whenever the model suffers a Wound, or, in the case of Vehicles, suffers a Penetrating Hit or Glancing Hit – the Armour Piercing value of attacking weapons has no effect on an Invulnerable Save. Even if a Wound, Penetrating Hit or Glancing Hit ignores all Armour Saves, an Invulnerable Saving Throw can still be taken.
Master-crafted

Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.

Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Murderous Strike (X)

Some weapons are so cruel of form or powerful in aspect that a well-placed strike can slay even the toughest opponent.

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Reaction Allotments
The Reactive player may attempt a set number of Reactions in each Phase of the Active player’s turn. This set number is referred to as the Reaction Allotment, and always begins at a base value of one. A player must expend one point of their Reaction Allotment in order to have a unit under their control make a Reaction and once the Reaction Allotment for that Phase is reduced to 0, sometimes referred to as being exhausted, then no more Reactions may be made.

Any player, unless a special rule or other effect specifies otherwise, may make one Reaction in each Phase of their opponent’s turn.

The Reaction Allotment of any player may be modified by special rules or other effects, granting that player additional Reactions either in every Phase (an increase of the Reaction Allotment) or in specific Phases. This may either increase the base Reaction Allotment, that is the number of Reactions allowed in every Phase, or only grant a bonus to the Reaction Allotment in specific Phases.

For example, a player might have a special rule that states ‘This special rule increases the Reaction Allotment to two’, which would indicate that the player could make two Reactions in every Phase of their opponent’s turn. However, a special rule that states ‘This special rule increases the number of Reactions that may be made during the Assault phase by +1’ would allow a player with a Reaction Allotment of one to make a single Reaction in the Shooting and Movement phases, but two in the Assault phase.

Regardless of any special rules or other effects, no player may ever increase their base Reaction Allotment above three, nor may any player ever make more than three Reactions in a given Phase unless a special rule specifically allows for a number of Reactions above the normal limit of three.

A Reaction may be made with any unit controlled by the Reactive player, though in a number of situations a special rule or condition may deny a unit the opportunity to react. The most common such conditions where a unit may not make a Reaction are:

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

Armour Saves
If a model has an Armour Save Characteristic of 6+ or better on its profile, then a further dice roll may be made to see if the armour prevents the Wound. This is called an Armour Saving throw, or Armour Save.

To take an Armour Save, roll a D6 and compare the result to the Armour Save Characteristic of the model that has been allocated the Wound. If the dice result is equal to or higher than the model’s Armour Save Characteristic, the Wound is negated. If the result is lower than the Armour Save Characteristic, the model suffers a Wound. This means that, unlike most Characteristics, an Armour Save is better if it is a lower number.
Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

To make a To Hit roll, roll a D6 for each attack a model gets to make and compare the WS of the attacking model to the WS of the target unit. Then, consult the To Hit chart below to find the minimum result needed on a D6 To Hit.

As the chart below shows, if the target’s WS is half or less than that of the attacker’s, they are hit on a 2+; lower than the attacker’s but more than half, they are hit on 3+; if the target’s WS is equal to the attacker’s, they are hit on 4+; if it is higher but not twice the attacker’s, they are hit on 5+; and if it is twice or more than the attacker’s, then they are hit only on a 6+.

UNITS WITH MULTIPLE WEAPON SKILLS
Some units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.

Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
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.
Psychic Focus
Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
Adamantium Will (X)

So strong of mind is this warrior that the powers of the Warp have little grasp upon them.

Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
Furious Charge (X)

Some warriors use the impetus of the charge to fuel their own fury.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model’s Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.

A model that has made a Disordered Charge that turn receives no benefit from Furious Charge.
Feel No Pain (X)

Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.

When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).

Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.

For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.

This is a Damage Mitigation roll – any model may make only a single Damage Mitigation roll of any type for any given Wound.
Rampage (X)

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.

At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. If the value in brackets is randomly determined by rolling dice, then roll once for each such variant of the Rampage special rule present in the unit to determine the number of Attacks that may be made, applying the result to all models with that variant for the current phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.

A model that has made a Disordered Charge that turn receives no benefit from Rampage.
Locked in Combat
If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat. The unit is considered to be locked in combat as soon as an enemy model is moved into base contact with any model in that unit and remains locked in combat until there are no enemy models remaining in base contact with any model that is part of that unit. Units that are locked in combat must attack and be attacked in the next Fight sub-phase, resolving the combat as per the standard rules. Units are no longer locked in combat if, at the end of any Phase, they no longer have any models in base contact with an enemy model.

Units that are locked in combat cannot move in any other Phase or make Shooting Attacks for any reason. Similarly, models cannot choose to target units locked in combat with Shooting Attacks for any reason. Blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, but they may end up there after scattering and will then cause Hits on any units or models they contact as normal.

Units that are locked in combat do not take Morale checks or Pinning tests caused by Shooting Attacks, and cannot be Pinned.
Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Range
Str
AP
Type
Chainsword
-
User
-
Melee, Shred
Heavy chainsword
-
+2
-
Melee, Shred, Two-handed
Chainaxe
-
+1
-
Melee, Shred
Chainfist
-
x2
2
Melee, Armourbane (Melee), Unwieldy
Gravis chainfist
-
10
2
Melee, Armourbane (Melee), Murderous Strike (5+)
Chain bayonet
-
+1
-
Melee, Two-handed, Shred
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.

The Armour of Mars

The warplate of Angron is the rebuilt skeleton of his ancient gladiator armour, reinforced and enhanced by the technology of Mars at the behest of the Emperor. Though once a gleaming golden token of the Emperor’s esteem for his new champion, Angron has shown little interest in its condition, allowing the gore of each victory to dull its lustre and refusing to allow any but the most basic maintenance.

The Armour of Mars gives its wearer a 2+ Armour Save and a 4+ Invulnerable Save.

The Spite Furnace

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
The Spite Furnace
12"
7
2
Pistol 2, Gets Hot, Master-crafted

The Butcher’s Nails

The cyber-neural implants buried deep into Angron’s nervous system drive him to heights of rage that cannot be readily understood by any other than the Red Angel himself. This device feeds on and amplifies Angron’s own rage, and in battle each kill sees his rage mount and grow until the Primarch becomes little more than a gore-spattered threshing machine, cutting down lives in a frenzy of violence unequalled by any of his brethren.

At the start of each of the controlling player’s turns after the first, Angron gains +1 to his Attack characteristic for the rest of the battle to a maximum of 10 Attacks at the start of the controlling player’s fifth turn (if the battle lasts that long). If Angron is in Reserves at the start of the controlling player’s turn then this rule has no effect and his Attacks do not increase that turn. Additionally, any To Hit rolls made in any Assault phase targeting a unit that includes Angron, always counts the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit.

Gorefather

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorefather
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred

Gorechild

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorechild
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred
Legiones Astartes (World Eaters)
All models with this special rule are subject to the following provisions:

VIOLENCE INCARNATE
On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.

The Butcher’s Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the World Eaters).

World Eaters Berserkers
A model with the Legiones Astartes (World Eaters) special rule gains access to the World Eaters Berserkers upgrade, as detailed in The Armoury of the World Eaters.

Hounds Of War
A Warlord with this special rule may select a Warlord Trait from the World Eaters Warlord Trait list.
Red Sands

Trained to fight and die in single combat, Angron was at his best when pitted against the foe’s mightiest warriors blade to blade.

In any given turn Angron may make as many Challenges as there are enemy models with the Character Sub-type or Primarch Unit Type locked in combat with him, up to his current number of Attacks. Pull out all the challengers and fight them in an order decided by Angron’s controlling player during the Challenge part of the Fight sub-phase, save that any enemy model with the Primarch Unit Type must be fought first. Angron must divide his attacks between them and must assign at least one attack to each Challenge he fights in. All models challenged by Angron, and Angron himself, count as being in a Challenge and follow all the rules for Challenges and any models that are not removed as casualties remain in a Challenge with Angron until either all the challengers are removed as casualties, Angron is removed as a casualty or the Challenge is ended by the effects of another rule.
Hatred (X)

In the far future, hatred is a powerful ally.

This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.

For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.

The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
Warlord: Sire of the World Eaters

Forced to abandon those who had trusted him and fought for him by the Emperor, Angron would never be the inspirational leader that many of his kin became. He treated his own Legion with a brutal disdain, and yet those bloody warriors would not abandon the one whose genes had forged them, seeking ever to please and impress their progenitor. Only the most reckless feats of bloody-handed slaughter would receive even the smallest gesture of respect from Angron, and the World Eaters would face any peril to secure such a mark of honour.

If chosen as the army’s Warlord, Angron automatically has the Sire of the World Eaters Warlord Trait and may not select any other Warlord Trait.

Sire of the World Eaters – All models with the Legiones Astartes (World Eaters) special rule in the same army as Angron, including Angron himself, gain the Feel No Pain (6+) and Adamantium Will (3+) special rules. In addition, an army with Angron as its Warlord increases its Reaction Allotment to 3 in the opposing player’s Movement phase as long as Angron has not been removed as a casualty (this does not allow more than three Reactions to be made in that Phase, and may not be further modified by any other rule or effect), but may only make Advance Reactions.
© Vyacheslav Maltsev 2013-2024