HQ Argel Tal was among the first to gaze into the madness of the Eye of Terror and in doing so was forever damned when that dark abyss gazed back into him. Held as a prime example of his Primarch’s intentions for the future of humanity, a symbiotic fusion of human soul and daemonic power, he and his brothers in the Gal Vorbak would go on to play an instrumental role in the galactic tragedy that befell humanity. His counsel helped Lorgar solidify his understanding of the effects the powers of the Empyrean could have on the physical form of a Legionary, and he was equally venerated and envied among the ranks of the Word Bearers as one who stood in glorious favour of their malicious newfound gods. One of the first in the XVIIth Legion to don the crimson colour of betrayal, Argel Tal was present at multiple pivotal events in the Horus Heresy, from the black sands of Isstvan V and the Dropsite Massacre to the far reaches of the eastern Segmentum and the Shadow Crusade. The so-called Crimson Lord was a blight upon the Imperium who sent uncounted Loyalist souls screaming into the hellspace of the Warp with unmatched zeal and determination. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Argel Tal (base: 40mm) | |||||||||||
Argel Tal | 8 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 10 | 2+ | 40mm |
Warlord: The Crimson LordIf chosen as the army’s Warlord, Argel Tal automatically has The Crimson Lord as his Warlord Trait and may not select any other.The Crimson Lord – If Argel Tal is the army’s Warlord, then both Argel Tal and any Gal Vorbak unit he joins gain a 5+ Invulnerable Save and the Line Unit Sub-type. In addition, an army with Argel Tal as its Warlord may make an additional Reaction during the opposing player’s Assault phase as long as Argel Tal has not been removed as a casualty. Daemonic talonsOnce Argel Tal carried the weapons of a Space Marine proudly into battle, now he slashes at the foe with twisted protrusions of his own armour fused with unnatural bone and iron-hard flesh.
Umbral PinionsArgel Tal takes to the battlefield borne by a pair of wings of twisted ceramite and fused bone, erupting from his armour like some obscene growth. Haloed by these wings of darkness, the Crimson Lord descends into the midst of his foes to tear them apart in an orgy of destruction. At the start of the controlling player’s Movement phase, Argel Tal’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn. This allows Argel Tal to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, when moving in this fashion, Argel Tal ignores terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending his movement in Dangerous Terrain. On turns when this option is in use, Argel Tal may move over both friendly and enemy models or units without penalty – but must end his movement at least 1" away from any model from another unit.Argel Tal may still Run while using this special rule, if he would normally be able to Run, moving up to 19" and ignoring terrain and models from other units while doing so. If Argel Tal Runs while using this special rule, he may not make Shooting Attacks or Declare a Charge in the same turn. During a Reaction made in any Phase, a player may not choose to use this special rule to gain any bonus to their Movement Characteristic. | |||||||||||
Some weapons can inflict critical strikes against which no armour can protect.
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve these Wounds at AP 2 instead of the weapon’s normal AP value.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.This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.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.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).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.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.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:This datasheet has HQ Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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.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).Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack their foes apart in a flurry of mindless carnage.
In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage.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.Once Argel Tal carried the weapons of a Space Marine proudly into battle, now he slashes at the foe with twisted protrusions of his own armour fused with unnatural bone and iron-hard flesh.
Range | Str | AP | ||
Daemonic talons | - | User | 3 | Melee, Murderous Strike (5+), Rending (5+) |
Argel Tal takes to the battlefield borne by a pair of wings of twisted ceramite and fused bone, erupting from his armour like some obscene growth. Haloed by these wings of darkness, the Crimson Lord descends into the midst of his foes to tear them apart in an orgy of destruction.
At the start of the controlling player’s Movement phase, Argel Tal’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn. This allows Argel Tal to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, when moving in this fashion, Argel Tal ignores terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending his movement in Dangerous Terrain. On turns when this option is in use, Argel Tal may move over both friendly and enemy models or units without penalty – but must end his movement at least 1" away from any model from another unit.