Legiones Astartes – Deathsworn Pack
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ELITES

The Deathsworn were the dark heart of the VIth Legion. Theirs was a curse that was eventually to find its vent in the transfiguration of the flesh, the descent into the depths of the beast, whose predatory taint was found within the minds of those born of the Space Wolves gene-seed.

In every Legion, it was said there were those for whom all the bloody deeds they had done in the name of the Great Crusade mutilated their souls and damaged their minds to such an extent that they were no longer Space Marines, but something hollow and murderous beyond reason. In some Legions, such things might go all but unnoticed, even perhaps mark one for advancement, while in others, the gift of final peace was offered, or perhaps outcast status as one of the so-called ‘Moritats’ or a place in the Destroyer units. But within the Space Wolves, such an all-consuming impulse to kill and kill again was better understood, and the ways of Fenris held the answer to such dark souls in the shape of the Cult of Morkai and its ministers. The warriors who gave themselves over became the Deathsworn; marked by their wolf-skull helms, they were the embodiment of the hunger of death in the heart of the Legion.

  • Deathsworn Pack 175 pts
M WS BS S T W I A Ld Sv Base
Deathsworn (base: 32mm)
Deathsworn 7 4 4 4 4 2 4 2 8 2+ 32mm
Unit Composition
  • 5 Deathsworn
Wargear
  • Bolt pistol
  • Power axe
  • Frag grenades
  • Krak grenades
  • Ymira class stasis bombs
  • Artificer armour
Unit Type
Special Rules
  • Legiones Astartes (Space Wolves)
  • Cult of Morkai
  • The Dreams of the Death Wolf
  • Counter-attack (1)
  • Stubborn
Dedicated Transport
Options
  • The Deathsworn Pack may include:
  • - Up to 5 additional Deathsworn
    +30 points each
  • Any model in the unit may exchange its power axe for a:
  • - Power fist
    +15 points each
  • For every five models in the unit, one model may exchange its power axe for one of the following:
  • - Great frost blade
    +10 points each
  • - Thunder hammer
    +20 points each
  • The entire unit may take one of the following options:
  • - Melta bombs
    +20 points per unit
  • - Rad grenades
    +20 points per unit

Cult of Morkai

The Deathsworn serve not only as able combatants, but also as an important part of the ritual Cult of Morkai. They are often found in the company of the dour Speakers of the Dead or the enigmatic Rune Casters when those warriors serve as harbingers of Fenris’ wrath.

Deathsworn Packs may not be joined by models with the Independent Character special rule other than models with the Speaker of the Dead or Caster of Runes Consul upgrade. In addition, a Deathsworn Pack may be selected as a Retinue Squad in a Detachment that includes at least one model with the Speaker of the Dead or Caster of Runes Consul upgrade, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with the Speaker of the Dead or Caster of Runes Consul upgrade from the same Detachment selected by the controlling player as the Deathsworn Pack’s Leader for the purposes of this special rule. A Deathsworn Pack selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Deathsworn Pack selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.

The Dreams of the Death Wolf

The dreams of the Death Wolf have consumed the minds of the Deathsworn so that only in killing do they themselves feel anything but the chill of death closing about them. In that moment, they care nothing for their own lives or safety, so long as their enemies are strewn about them broken and lifeless.

If a Deathsworn model loses its last Wound during the Assault phase before having made any attacks, place that model to one side instead of removing it from play as a casualty. In Initiative Step 1, all models placed to the side in this fashion may make a single Attack before being removed as a casualty (models removed as casualties in this fashion are still counted for resolving which side has won a combat).

Ymira class stasis bombs

Relics of a campaign of purgation and slaughter so dreadful that none but the Wolf King and his innermost circle of priests have been allowed to remember it, save in the lingering echoes of nightmare, these arcane weapons actively breach and damage the flow of time around them when they detonate. Merely being in proximity to the blast radius of these terrifying weapons is as perilous as any rad grenade, as a sudden time distortion freezes the target, but far from consistently, an effect that can leave its victim frozen out of phase with existence, a trapped echo lost in the void, or shattered like a statue of ice. It can just as easily result in withered flesh and failing organs for the wielder, as their own lifeforce is drained away in years and decades from a failing stasis field. Such a fate for the Deathsworn, however, seems of little concern.

Any unit which successfully Charges a unit that includes one or more models with Ymira class stasis bombs must make a Disordered Charge. In addition, the controlling player of a unit that includes any models with Ymira class stasis bombs may choose to activate the Ymira class stasis bombs when declaring a Charge for that unit, before any dice are rolled to determine Charge Distance. The Ymira class stasis bombs remain activated until the start of the controlling player’s next turn, and may be activated again if another Charge is later declared for that unit. Whilst activated, all models with Ymira class stasis bombs must add both the Fleshbane and Gets Hot special rules to all attacks made during the Fight sub-phase. All Wounds inflicted by the Gets Hot special rule on a model with an activated Ymira class stasis bomb are resolved using the AP value of the weapon the model with Ymira stasis bombs is using to attack.
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.
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.
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.
Power fist

Range
Str
AP
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon

Thunder hammer

Range
Str
AP
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Army List
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Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Rad Grenades

These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
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).
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Counter-attack (X)

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.

If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counter-attack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.

If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counter-attack special rule has no effect.
Detonation

A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.

A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
Melta bomb

Range
Str
AP
Melta bomb
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Fleshbane

Many are the weapons and creatures whose merest caress is fatal.

If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.

In either case, this special rule has no effect against Vehicles or Buildings.
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.
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.
Power axe

Range
Str
AP
Power axe
-
+1
2
Melee, Unwieldy

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.
Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
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.
Retinue

Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.

A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.
Legiones Astartes (Space Wolves)
All models with this special rule are subject to the following provisions:

BESTIAL SAVAGERY
A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.

Vaults of Morkai
Models with this special rule gain access to unique Wargear options (see Armoury of the Space Wolves).

Lords of Winter
Any Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul upgrades. Instead, these models gain access to the Pack Thegn, Speaker of the Dead and Caster of the Runes upgrades.

Wolves of Fenris
A Warlord with this special rule may select a Warlord Trait from the Space Wolves Warlord Trait list.
Disordered Charge
In certain situations, a Charge may be deemed to be Disordered. The most common occurrence of this is when a Charging unit contacts more than one enemy unit, or when a special rule or item of Wargear dictates that a Charge is Disordered. A unit making a Disordered Charge does not gain the +1 Charge Bonus to its number of Attacks usually gained from a Charge, or any other bonus granted by special rules that require the unit or model to have successfully Charged an enemy unit.

Ymira class stasis bombs

Relics of a campaign of purgation and slaughter so dreadful that none but the Wolf King and his innermost circle of priests have been allowed to remember it, save in the lingering echoes of nightmare, these arcane weapons actively breach and damage the flow of time around them when they detonate. Merely being in proximity to the blast radius of these terrifying weapons is as perilous as any rad grenade, as a sudden time distortion freezes the target, but far from consistently, an effect that can leave its victim frozen out of phase with existence, a trapped echo lost in the void, or shattered like a statue of ice. It can just as easily result in withered flesh and failing organs for the wielder, as their own lifeforce is drained away in years and decades from a failing stasis field. Such a fate for the Deathsworn, however, seems of little concern.

Any unit which successfully Charges a unit that includes one or more models with Ymira class stasis bombs must make a Disordered Charge. In addition, the controlling player of a unit that includes any models with Ymira class stasis bombs may choose to activate the Ymira class stasis bombs when declaring a Charge for that unit, before any dice are rolled to determine Charge Distance. The Ymira class stasis bombs remain activated until the start of the controlling player’s next turn, and may be activated again if another Charge is later declared for that unit. Whilst activated, all models with Ymira class stasis bombs must add both the Fleshbane and Gets Hot special rules to all attacks made during the Fight sub-phase. All Wounds inflicted by the Gets Hot special rule on a model with an activated Ymira class stasis bomb are resolved using the AP value of the weapon the model with Ymira stasis bombs is using to attack.
Cult of Morkai

The Deathsworn serve not only as able combatants, but also as an important part of the ritual Cult of Morkai. They are often found in the company of the dour Speakers of the Dead or the enigmatic Rune Casters when those warriors serve as harbingers of Fenris’ wrath.

Deathsworn Packs may not be joined by models with the Independent Character special rule other than models with the Speaker of the Dead or Caster of Runes Consul upgrade. In addition, a Deathsworn Pack may be selected as a Retinue Squad in a Detachment that includes at least one model with the Speaker of the Dead or Caster of Runes Consul upgrade, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with the Speaker of the Dead or Caster of Runes Consul upgrade from the same Detachment selected by the controlling player as the Deathsworn Pack’s Leader for the purposes of this special rule. A Deathsworn Pack selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Deathsworn Pack selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
The Dreams of the Death Wolf

The dreams of the Death Wolf have consumed the minds of the Deathsworn so that only in killing do they themselves feel anything but the chill of death closing about them. In that moment, they care nothing for their own lives or safety, so long as their enemies are strewn about them broken and lifeless.

If a Deathsworn model loses its last Wound during the Assault phase before having made any attacks, place that model to one side instead of removing it from play as a casualty. In Initiative Step 1, all models placed to the side in this fashion may make a single Attack before being removed as a casualty (models removed as casualties in this fashion are still counted for resolving which side has won a combat).

Great frost blade

Range
Str
AP
Great frost blade
+2
2
Melee, Reaping Blow (1), Two-handed
Elites
Elites units are, as the name suggests, the best soldiers an army has to offer, but there are rarely ever as many of them as a commander would like. In some cases, they will be specialists, while, at other times, they will be more experienced versions of regular soldiers.
© Vyacheslav Maltsev 2013-2024