Legiones Astartes – Contemptor-Osiron Dreadnought Talon
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ELITES

For many decades, the arts by which the powers of a psyker could be maintained medically into the halflife of Dreadnought sarcophagus internment eluded the Thousand Sons, just as it had many others of the Legiones Astartes who attempted the task. Instead lingering death, swift madness and worse yet, the potential for malign psychic phenomena resulted from every attempt to solve the problem. It was not until the mind of Magnus itself was focused on the issue, which he saw as part of the wider Librarius Project to establish firmly the place of the psyker within the Legiones Astartes, that a solution, albeit a difficult one, was created. The use of a crowning psychometric barrier lattice for the living brain of the mortally wounded psyker was his answer, a device he named the ‘osiron’. Difficult to construct and using principles few even among the Imperium’s foremost psi-arcanists understood, the Thousand Sons immediately began fitting it to the highly adaptable Contemptor Dreadnought chassis in their possession with startlingly powerful results. Records indicate that not long before the Council of Nikaea, Magnus gave the schematics to create such Dreadnoughts freely to the other Legions, though it is likely most spurned this gift entirely.

  • Contemptor-Osiron Dreadnought Talon 200 pts
M WS BS S T W I A Ld Sv Base
Contemptor-Osiron Dreadnought (base: 60mm)
Contemptor-Osiron Dreadnought 8 5 5 7 7 6 4 3 9 2+ 60mm
Unit Composition
  • 1 Contemptor-Osiron Dreadnought
Wargear
  • Gravis bolt cannon
  • Gravis force blade
  • Atomantic deflector
Unit Type
Special Rules
  • Legiones Astartes (Thousand Sons)
  • Dreadnought Talon
  • Adamantium Will (4+)
Dedicated Transport
  • A Contemptor-Osiron Dreadnought Talon of no more than one model may select a Dreadnought Drop Pod as a Dedicated Transport. As a Dedicated Transport, this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army.
Options
  • The unit may include:
  • - Up to 2 additional Contemptor-Osiron Dreadnoughts
    +200 points per model
  • Any Contemptor-Osiron Dreadnought in the unit may replace its Gravis bolt cannon with one of the following:
  • - Gravis melta cannon
    +5 points
  • - Gravis autocannon
    +10 points
  • - Æther-fire magna-cannon
    +10 points
  • - Conversion beam cannon
    +20 points
  • - Volkite dual-culverin
    +15 points
  • - Kheres assault cannon
    +15 points
  • - Gravis lascannon
    +20 points
  • - Gravis force blade with in-built combi-bolter
    Free
  • Any Contemptor-Osiron Dreadnought may replace an in-built combi-bolter on a Gravis force blade with one of the following:
  • - Heavy flamer
    +5 points each
  • - Æther-fire blaster
    +10 points each
  • - Graviton gun
    +10 points each
  • - Meltagun
    +15 points each
  • Any Contemptor-Osiron Dreadnought may take one of the following:
  • - Havoc launcher
    +10 points per model
  • Any Contemptor-Osiron Dreadnought may select a single Minor Arcana
    +15 points each
  • A Contemptor-Osiron Dreadnought Talon composed of a single model may be upgraded to an Osiron Magus Dreadnought, and select a single Psychic Discipline from the Core Psychic Discipline list.
    +50 points

Gravis force blade

Akin to the smaller force-blades wielded by the librarians of the Legiones Astartes, these monstrous weapons took the form of slabs of sharpened metal whose surface was laced with an intricate web of psycho-reactive receptors. These receptors allow the wielder to sheathe the blade in a field of psychic energy that amplifies its already terrifying destructive force.

The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons.

Range
Str
AP
Gravis force blade
-
9
2
Melee, Brutal (2), Achean Force

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule. If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Rapid Fire Weapons

Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired as effectively when a squad is advancing as when taking single, long-ranged shots.

A model armed with a Rapid Fire weapon can make two attacks at a target up to half the weapon’s Maximum Range away. Alternatively, it can instead make one attack at a target over half the weapon’s range away, up to the weapon’s Maximum Range.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
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.
Combi-bolter

Range
Str
AP
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked

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.
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.
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.
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.
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.
Assault Weapons

Assault weapons either fire so rapidly or indiscriminately that they can be fired while a warrior is moving.

A model attacking with an Assault weapon makes the number of Attacks indicated on its profile regardless of whether the bearer has moved or not. A model carrying an Assault weapon can make a Shooting Attack with it in the Shooting phase and still Charge in the Assault phase.

RangeSAPType
Plasma blaster18"74Assault 2, Rending (4+), Gets Hot
Heavy flamer

Range
Str
AP
Heavy flamer
Template
5
4
Assault 1

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
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).
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.
Blast Markers and Templates
Some weapons are so powerful that they don’t just target a single model or unit, but have an ‘area effect’ which might encompass several different models or units. To better represent these circumstances, Horus Heresy – Age of Darkness games use a series of different Blast markers and templates:
  • A ‘Small’ Blast marker (3" in diameter).
  • A ‘Large’ Blast marker (5" in diameter).
  • A ‘Template’ (a teardrop-shaped template roughly 8" long).
A number of weapons are even more powerful, able to obliterate entire squads in a single shot. These apocalyptic weapons use even bigger markers and templates, which include:
  • A ‘Massive’ Blast marker (7" in diameter).
  • An ‘Apocalyptic’ Blast marker (10" in diameter).
  • An ‘Apocalyptic Barrage’ marker (a clover-shaped set of five overlapping markers, each 5" in diameter).
  • A ‘Hellstorm’ (a teardrop-shaped template roughly 16" long).
All of these templates and Blast markers can be purchased separately.

The templates and Blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or a blast radius. When an attack uses a template or Blast marker, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed further later in this section). To work out the number of Hits, you normally need to hold the template or Blast marker with its central hole over an enemy model or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models lie partially or completely underneath. Various special rules and weapon effects will provide additional details on the specific use of templates when making attacks with those special rules or weapons.

A unit takes a Hit for each model that is fully, or even partially, underneath the template or Blast marker. Remember that a model’s base is counted as being part of the model itself, so all a template or Blast marker has to do to cause a Hit is to cover any part of the target’s base.
Army List
Datasheets collated

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Concussive (X)

Some weapons are designed to leave any foe that manages to survive their strike disoriented and easy to slay.

A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).

No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
Graviton Pulse

Some weapons crush their targets, cracking bones and rupturing organs.

Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the start of the next turn of the player that made the attack.
Resolving Damage
A Hit on a Vehicle can have a variety of results. Its armour could be completely pierced, yet result only in shocking the crew, or it could detonate the ammunition cases or fuel tanks.

Glancing Hits – If a Glancing Hit was scored, the Vehicle loses 1 Hull Point.

Penetrating Hits – If a Penetrating Hit was scored, the Vehicle not only loses 1 Hull Point, but also suffers additional damage.

After deducting any Hull Points, roll a D6 for each Penetrating Hit and look up the result using the Vehicle Damage table, applying any appropriate modifiers. All modifiers on the Vehicle Damage table are cumulative. If you inflict a Penetrating Hit, you must roll on the Vehicle Damage table even if the Vehicle loses sufficient Hull Points to be Wrecked, as there is still a chance it might suffer an Explodes result on the Vehicle Damage table.
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.
Damage Mitigation Rolls (Shooting)
Some models may also have a special rule that grants a Damage Mitigation roll, such as Feel No Pain or Shrouded. These rolls may be made even if a model has already failed a save of any kind, or was unable to make a save due to the AP value of an attack or the effect of another special rule. If a save is failed, a model with a Damage Mitigation roll may attempt to use that roll to negate an unsaved Wound. However, no model may attempt more than a single Damage Mitigation roll against any given unsaved Wound inflicted on it. In cases where a model has more than one Damage Mitigation roll available, the controlling player selects one to use whenever called upon to make a Damage Mitigation roll.
Haywire

Haywire weapons send out powerful electromagnetic pulses.

For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:

D6Result
1No Effect.
2-5A model with the Vehicle Unit Type that is part of the target unit suffers 1 Glancing Hit. Any other model suffers 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Glancing Hits or Wounds inflicted by this result.
6A model with the Vehicle Unit Type that is part of the target unit suffers 1 Penetrating Hit. Any other model suffers 1 Wound. No Saves or Damage Mitigation rolls may be taken against Penetrating Hits or Wounds inflicted by this result.
Graviton gun

Range
Str
AP
Graviton gun
18"
4
Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire

Meltagun

Range
Str
AP
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)

Gravis bolt cannon

Range
Str
AP
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked

Atomantic Deflector

Powered by the vast glut of energy from its atomantic heart, many of the more advanced Legiones Astartes war machines entered the field of battle veiled in a protective shroud of energy that could deflect or disperse las bolts and kinetic munitions. Yet, such was the power channelled through this little-understood device that, in death, these engines of war would erupt in fiery ruin, a danger to both friend and foe.

A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.
Dreadnought Talon

The towering Dreadnoughts of the Legiones Astartes were often organised into informal warbands, waiting only for the start of battle to advance and bring death to the foe.

When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.
Gravis melta cannon

Range
Str
AP
Gravis melta cannon
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked

Gravis autocannon

Range
Str
AP
Gravis autocannon
48"
7
4
Heavy 3, Rending (6+), Twin-linked

Large Blast
Large Blast weapons use the 5" Blast marker, but otherwise obey all the rules for Blast weapons.
Blind

This attack looses a brilliant flare of light, searing the sight of the victim and forcing them to fight blind for a few moments.

Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
Conversion beam cannon

Range
Str
AP
Conversion beam cannon
Up to 18"
7
-
Heavy 1, Blast (3"), Blind
More than 18"-42"
9
4
Heavy 1, Blast (3"), Blind
More than 42"-72"
12
1
Heavy 1, Blast (3"), Blind

Volkite dual-culverin

Range
Str
AP
Volkite dual-culverin
45"
6
5
Heavy 6, Deflagrate, Twin-linked

Kheres assault cannon

Range
Str
AP
Kheres assault cannon
24"
6
4
Heavy 6, Rending (6+)

Sunder

Some weapons strike with enough force to make a mockery of anything except the most reinforced of armoured shells.

Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
Gravis lascannon

Range
Str
AP
Gravis lascannon
48"
9
2
Heavy 2, Sunder

Havoc launcher

Range
Str
AP
Havoc launcher
48"
5
5
Heavy 1, Blast (3"), Twin-linked

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.
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+).
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.
Modifiers
Certain pieces of Wargear or special rules can modify a model’s Characteristics positively or negatively by adding to it (+1, +2, etc), subtracting from it (-1, -2, etc) or even setting its value (1, 8, etc). A model’s Initiative cannot be modified below 1, and no other Characteristic can be modified below 0.
Force

Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency.

Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.
Force Weapons

Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.

All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.
Range
Str
AP
Type
Force sword
-
User
3
Melee, Rending (6+), Force
Force axe
-
+1
2
Melee, Unwieldy, Force
Force maul
-
+2
3
Melee, Force
Force staff
-
+1
3
Melee, Reach (1), Force
Legiones Astartes (Thousand Sons)
All models with this special rule are subject to the following provisions:

CULT ARCANA
All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Disciplines a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option (see the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the Independent Character and Legiones Astartes (Thousand Sons) special rules that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list.

Prosperine Arsenal
Models with this special rule gain access to unique Wargear options (see The Armoury of the Thousand Sons).

Gravis force blade

Akin to the smaller force-blades wielded by the librarians of the Legiones Astartes, these monstrous weapons took the form of slabs of sharpened metal whose surface was laced with an intricate web of psycho-reactive receptors. These receptors allow the wielder to sheathe the blade in a field of psychic energy that amplifies its already terrifying destructive force.

The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons.

Range
Str
AP
Gravis force blade
-
9
2
Melee, Brutal (2), Achean Force

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule. If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Æther-fire magna-cannon

A later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule (unless the unit is entirely composed of models with the Independent Character special rule, in which case the controlling player can select which of those model’s Leadership Characteristics is used). If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Range
Str
AP
Æther-fire magna-cannon
36"
6
4
Heavy 1, Large Blast (5"), Rending (6+), Achean Force

Æther-fire blaster

A later development of the Pyrae Cult Techmarine artificers, these modified plasma weapons utilised both occult lore and the
unique techno-arcana of the Forge World of Zhao-Arkhad in their construction.

Achean Force: The controlling player of any unit that includes one or more models with the Psyker Unit Sub-type and a weapon or ability with this special rule, may choose to activate this special rule before making any attacks with that weapon or resolving the ability. To activate this special rule, the controlling player must make a single Psychic check using the Leadership Characteristic of any model in the unit that does not have the Independent Character special rule (unless the unit is entirely composed of models with the Independent Character special rule, in which case the controlling player can select which of those model’s Leadership Characteristics is used). If the Check is successful, then the Strength value of all attacks made with weapons or abilities with this special rule is increased by +2 (in addition to any modifiers the attack or weapon may already possess), this benefit is applied only in the Phase in which these attacks are made and ends immediately after that Phase is resolved. If the Check is failed then no benefit is gained, but the models in that unit may attack as normal.
Range
Str
AP
Æther-fire blaster
18"
6
4
Assault 2, Rending (6+), Achean Force

© Vyacheslav Maltsev 2013-2024