Legiones Astartes – Captain Saul Tarvitz
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Saul Tarvitz was a company captain within the Emperor’s Children, respected by those who followed him and with a considerable number of victories to his name. Tarvitz, however, was content to be a line officer and serve his Legion and Emperor in the field, and lacked the relentless ambition to succeed to the higher echelons of his Legion present in many of his contemporaries. This factor seems to have brought him disregard by the likes of Lord Commander Eidolon as a mediocrity, but history was to prove otherwise. Upon discovering the scale and scope of the treachery that was about to unfold on Isstvan III, Tarvitz took it upon himself to act. He seized a Thunderhawk and flew down to the doomed world to warn the Loyalists trapped there of the impending slaughter. In this he was instrumental in the survival of the Loyalists through the virus bomb attack and in mounting a cohesive defence against the Traitor attack, and in this perhaps also ultimately contributed directly to the outcome of the wider war.

  • Captain Saul Tarvitz 155 pts
M WS BS S T W I A Ld Sv Base
Captain Saul Tarvitz (base: 32mm)
Captain Saul Tarvitz 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Captain Saul Tarvitz
Wargear
  • Bolt pistol
  • Charnabal broadsword
  • Master-crafted Nemesis bolter
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Preferred Enemy (Emperor’s Children)
  • A Brother Betrayed
  • Loyalist
  • Warlord: Defiant unto Death

A Brother Betrayed

In the final hours of the battle that would immortalise Saul Tarvitz, he suffered his most grievous wound. This was not the cut of a blade or the bite of a bolt, but the betrayal of one he had long counted as a true brother in arms. In the ruins of Isstvan, while the Warmaster focused all his bitter ire upon Tarvitz and the brave few that stood for the Imperium, Lucius would turn upon his brother in an act of betrayal that Tarvitz would brood on for the last few hours of his life.

Captain Saul Tarvitz gains +1 Weapon Skill, +1 Strength and +1 Toughness while locked in combat with any enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules or any unit that such a model has joined. If an enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules is removed as a casualty whilst locked in combat with Captain Saul Tarvitz or any unit he has joined then Captain Saul Tarvitz’s controlling player gains +1 bonus Victory point in addition to any others that might be gained from this; this bonus is increased to +2 bonus Victory points if Captain Lucius is removed as a casualty while Engaged in a Challenge with Captain Saul Tarvitz.

Warlord: Defiant unto Death

If chosen as the army’s Warlord, Captain Saul Tarvitz automatically has Defiant unto Death as his Warlord Trait and may not select any other.

Defiant unto Death – If an army’s Warlord has this trait, then check at the start of each of the controlling player’s turns to see if any of the following is true:
  • The army that includes Captain Saul Tarvitz has accrued fewer Victory points than any enemy army.
  • The army including Captain Saul Tarvitz has fewer units on the battlefield than all enemy armies combined.
  • Captain Saul Tarvitz is within 6" of an objective.
  • Captain Saul Tarvitz and any unit he has joined is locked in combat with more than one enemy unit, or a single enemy unit that outnumbers Captain Saul Tarvitz’s unit.

If any of these are true then Captain Saul Tarvitz and any friendly units with at least one model within 12" of Captain Saul Tarvitz gain the Fearless special rule. In addition, as long as Captain Saul Tarvitz has not been removed as a casualty, the army gains an additional Reaction in the opposing player’s Shooting phase.

Charnabal broadsword

A much heavier version of a traditional Terran duelling blade, Tarvitz has mastered this weapon and made it his own.

The weapon listed here is counted as a ‘Charnabal’ weapon for those rules that affect such weapons.
Range
Str
AP
Charnabal broadsword
-
+2
-
Melee, Rending (4+), Duellist’s Edge (2), Two-handed, Master-crafted
Twin-linked

These weapons are grafted to the same targeting system for greater accuracy.

When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
Melee Type
Weapons with the Melee type can only be used in close combat.
Rending (X)

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.

Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.

In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.

For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their 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.
Heavy Weapons

These are heavy, man-portable weapons that typically require reloading between each shot or bracing to counter their recoil.

When making a Shooting Attack, a model with a Heavy weapon attacks the number of times indicated. If a model equipped with a Heavy weapon moved in the preceding Movement phase, they can only make Snap Shots with that Heavy weapon during the Shooting phase. Note that weapons with the Blast special rule cannot fire Snap Shots. Models that make Shooting Attacks with Heavy weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Reaper autocannon36"74Heavy 2, Rending (6+), Twin-linked
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.
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
Sniper

Sniper weapons are precision instruments, used to pick out a target’s weak points.

If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
Pinning

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.

If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered to automatically pass them:
  • The unit is locked in combat.
  • The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
  • The unit is composed entirely of Vehicle models.
  • The unit is Embarked on a Transport Vehicle.
  • The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain, even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
Army List
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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

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).
Duellist’s Edge (X)

Some weapons have such a fine balance that they leap and spin in their wielder’s hands like living things, eager to spill the blood of the foe.

When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
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.
Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this Profile.
Range
Str
AP
Type
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed
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-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.
Nemesis bolter

Range
Str
AP
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning

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.
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.
Warlord Traits
Your Warlord is a potent force upon the battlefield. Not only are they a mighty hero, with all the skills and renown you might expect from the leader of a great army, but over the course of a long career they will also have picked up specialised abilities, which we refer to as ‘Warlord Traits’. Each Warlord has one Warlord Trait, chosen during army selection, from the list of Core Warlord Traits (or another list of Traits made available as part of that model’s Allegiance or Faction) and noted on the player’s Army List or roster. Some special rules attached to certain Factions or models may allow a Warlord to select Warlord Traits other than those presented in the Core list – such rules will specifically note which other Traits may be selected.
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.
Preferred Enemy (X)

Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.

This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.

If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
Victory Points
Most of the Horus Heresy – Age of Darkness missions published in this and other supplements use Victory points. Such games are referred to as ‘Victory Point games’. Victory points are acquired by securing Primary and Secondary Objectives, and the winner is the army with the most Victory points at the end of the game. If the winner has twice the number of Victory points as their opponent, it can be considered a crushing victory! If both armies have the same number of Victory points, the game is a tactical draw.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
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.
Objective Markers
Some Horus Heresy – Age of Darkness missions require the use of Objective markers. An Objective marker is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using specially modelled markers, coins or counters around 1"-2" in diameter.
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.

Charnabal broadsword

A much heavier version of a traditional Terran duelling blade, Tarvitz has mastered this weapon and made it his own.

The weapon listed here is counted as a ‘Charnabal’ weapon for those rules that affect such weapons.
Range
Str
AP
Charnabal broadsword
-
+2
-
Melee, Rending (4+), Duellist’s Edge (2), Two-handed, Master-crafted
A Brother Betrayed

In the final hours of the battle that would immortalise Saul Tarvitz, he suffered his most grievous wound. This was not the cut of a blade or the bite of a bolt, but the betrayal of one he had long counted as a true brother in arms. In the ruins of Isstvan, while the Warmaster focused all his bitter ire upon Tarvitz and the brave few that stood for the Imperium, Lucius would turn upon his brother in an act of betrayal that Tarvitz would brood on for the last few hours of his life.

Captain Saul Tarvitz gains +1 Weapon Skill, +1 Strength and +1 Toughness while locked in combat with any enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules or any unit that such a model has joined. If an enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules is removed as a casualty whilst locked in combat with Captain Saul Tarvitz or any unit he has joined then Captain Saul Tarvitz’s controlling player gains +1 bonus Victory point in addition to any others that might be gained from this; this bonus is increased to +2 bonus Victory points if Captain Lucius is removed as a casualty while Engaged in a Challenge with Captain Saul Tarvitz.
Warlord: Defiant unto Death
If chosen as the army’s Warlord, Captain Saul Tarvitz automatically has Defiant unto Death as his Warlord Trait and may not select any other.

Defiant unto Death – If an army’s Warlord has this trait, then check at the start of each of the controlling player’s turns to see if any of the following is true:
  • The army that includes Captain Saul Tarvitz has accrued fewer Victory points than any enemy army.
  • The army including Captain Saul Tarvitz has fewer units on the battlefield than all enemy armies combined.
  • Captain Saul Tarvitz is within 6" of an objective.
  • Captain Saul Tarvitz and any unit he has joined is locked in combat with more than one enemy unit, or a single enemy unit that outnumbers Captain Saul Tarvitz’s unit.

If any of these are true then Captain Saul Tarvitz and any friendly units with at least one model within 12" of Captain Saul Tarvitz gain the Fearless special rule. In addition, as long as Captain Saul Tarvitz has not been removed as a casualty, the army gains an additional Reaction in the opposing player’s Shooting phase.
© Vyacheslav Maltsev 2013-2024