Legiones Astartes – Inner Circle Knights Cenobium
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ELITES

The Dark Angels Legion plays host to a multitude of ciphered Orders, Chambers Militant concealed within the panoply of the Legion and dedicated to the preservation and perfection of a singular doctrine of war. Within each of these Orders, the most dedicated warrior-adepts are charged with the station of cenobite and granted the right to bear the cipher and charge of the Order, to fight in the forefront of those battles that require the hard-won skills harboured within each of these secretive cells.

  • Inner Circle Knights Cenobium 275 pts
M WS BS S T W I A Ld Sv Base
Order Cenobite (base: 40mm)
Order Cenobite 6 5 4 4 4 2 4 2 9 2+ 40mm
Order Preceptor (base: 40mm)
Order Preceptor 6 6 4 4 4 2 4 3 9 2+ 40mm
Unit Composition
  • 4 Order Cenobite
  • 1 Order Preceptor
Wargear
  • Terranic greatsword
  • Plasma-caster
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (Dark Angels)
  • Relentless
  • Bulky (2)
  • Stubborn
  • Adamantium Will (3+)
  • Order Exemplars
Dedicated Transport
Options
  • The Inner Circle Knights Cenobium may take:
  • - Up to 5 additional Order Cenobites
    +50 points each
  • One Order Cenobite may take:
  • - Legion vexilla
    +10 points
  • Any model in the unit may exchange its Terranic greatsword for a:
  • - Thunder hammer
    Free
  • The Order Preceptor may take the following:
  • - Grenade harness
    +5 points

Order Exemplars

Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody.

When an Inner Circle Knights Cenobium is selected as part of a Detachment, during army selection, a single option from the Orders of the Hekatonystika presented below must be selected for the unit. All models in that Inner Circle Knights Cenobium gain the chosen option for no additional points cost:

Orders of the Hekatonystika

Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults.

  • Augurs of Weakness: When making an Armour Penetration roll against a target with Armour 11 or more on the facing targeted, a model with this special rule may add +1 to the Strength of the weapon used to make the attack.
  • Icons of Resolve: This model gains +1 Leadership (to a maximum of 10) on any turn in which it, or a unit it is part of, is Charged by one or more enemy units.
  • Slayers of Kings: This model may re-roll failed To Hit rolls of ‘1’ when Engaged in combat with any model with a Weapon Skill of 5 or higher or in a Challenge with any model with a Weapon Skill of 5 or higher.
  • Hunters of Beasts: This model may re-roll failed To Wound rolls of ‘1’ when any enemy unit it is Engaged in combat with includes one or more models with a Toughness of 5, or any failed To Wound roll if the target’s Toughness is 6 or higher.
  • Reapers of Hosts: This model gains +1 Attack in any Fight sub-phase which they begin in base contact with more than one enemy model.
  • Breakers of Witches: This model may re-roll all To Hit and To Wound rolls in close combat when attacking an enemy unit that includes one or more models with the Daemon Unit Type or the Psyker or Corrupted Sub-type.

Plasma-caster

Similar in design to the rare digital weapons of the lost Dark Age of Technology, these weapons are miniature versions of larger ordnance, fitted to the vambraces of Inner Circle Knights so they may fight freely in melee.

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
Plasma-caster
Template
4
4
Assault 1, Breaching (6+)
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.
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.
Bulky (X)

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.

For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit (see, for example, Rampage (X)).
Legion Vexilla

The humble vexilla displays the heraldry of a particular squad, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.

A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.
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
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.
Thunder hammer

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

Grenade Harness

An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation bombs at the foe as the Terminator charges.

A unit that includes at least one model with a grenade harness 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.
Army List
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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.
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.
The Legiones Astartes (X) Special Rule
The various Legions are differentiated by means of the Legiones Astartes (X) special rule. When assembling a Legiones Astartes army, a single variation of the Legiones Astartes (X) special rule is chosen and no unit in the Primary Detachment may include any models with a different variation of this special rule. All special rules, Wargear options and Rites of War that apply to that version of the Legiones Astartes (X) special rule may be used by the army where appropriate, as defined by those rules and options.

Other Detachments in the army, such as Allied Detachments or Lords of War Detachments, may have a different version of the Legiones Astartes (X) special rule. In which case no models in the same Detachment may have a different version of the Legiones Astartes (X) special rule to the one chosen for that Detachment. Models within a non-Primary Detachment are affected by all the special rules for the version of the Legiones Astartes (X) special rule chosen for them, as well as access to any Wargear options and special units.
Re-roll
In some situations, the rules allow you to re-roll a dice. This is exactly what it sounds like – pick up the dice you wish to re-roll and roll it again. The second roll counts even if it means a worse result than the first, and no single dice can be re-rolled more than once, regardless of the source of the re-roll.

If you re-roll a 2D6 or 3D6 roll, you must re-roll all of the dice, not just some of them, unless the rules specify otherwise. Any modifiers that applied to the first roll also apply to the re-roll.

If two or more special rules combine to the effect that all failed and all successful dice results would have to be re-rolled, do not re-roll any dice; simply use the original result(s) instead.
Roll To Hit (Close combat)
Once it has been determined which models must make attacks in a given Initiative step, the controlling player makes To Hit rolls for those models.

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

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

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

Legiones Astartes (Dark Angels)
All models with this special rule are subject to the following provisions:

THE HEXAGRAMMATON
All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selection process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrammaton rules that follow for details.

* Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed.

Arsenal of the First Legion
Models with this special rule gain access to unique Wargear options (see The Armoury of the Dark Angels).

Scions of the Hekatonystika
Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with this special rule may select the Paladin of the Hekatonystika Consul upgrade.

The First Legion
A Warlord with this special rule may select a Warlord Trait from the Dark Angels Warlord Trait list.
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+).
Murderous Strike (X)

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

Attacks with this special rule cause Instant Death on a To Wound roll equal to or greater than the number listed in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
Terranic greatsword

Range
Str
AP
Terranic greatsword
-
+2
3
Melee, Two-handed, Rending (5+), Murderous Strike (5+)

Plasma-caster

Similar in design to the rare digital weapons of the lost Dark Age of Technology, these weapons are miniature versions of larger ordnance, fitted to the vambraces of Inner Circle Knights so they may fight freely in melee.

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
Plasma-caster
Template
4
4
Assault 1, Breaching (6+)
Legion Cataphractii Terminator Armour

One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy.

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.

A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere.
Order Exemplars

Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody.

When an Inner Circle Knights Cenobium is selected as part of a Detachment, during army selection, a single option from the Orders of the Hekatonystika presented below must be selected for the unit. All models in that Inner Circle Knights Cenobium gain the chosen option for no additional points cost:

Orders of the Hekatonystika

Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults.

  • Augurs of Weakness: When making an Armour Penetration roll against a target with Armour 11 or more on the facing targeted, a model with this special rule may add +1 to the Strength of the weapon used to make the attack.
  • Icons of Resolve: This model gains +1 Leadership (to a maximum of 10) on any turn in which it, or a unit it is part of, is Charged by one or more enemy units.
  • Slayers of Kings: This model may re-roll failed To Hit rolls of ‘1’ when Engaged in combat with any model with a Weapon Skill of 5 or higher or in a Challenge with any model with a Weapon Skill of 5 or higher.
  • Hunters of Beasts: This model may re-roll failed To Wound rolls of ‘1’ when any enemy unit it is Engaged in combat with includes one or more models with a Toughness of 5, or any failed To Wound roll if the target’s Toughness is 6 or higher.
  • Reapers of Hosts: This model gains +1 Attack in any Fight sub-phase which they begin in base contact with more than one enemy model.
  • Breakers of Witches: This model may re-roll all To Hit and To Wound rolls in close combat when attacking an enemy unit that includes one or more models with the Daemon Unit Type or the Psyker or Corrupted Sub-type.
Armour Penetration Rolls
Once a hit has been scored on a Vehicle, roll a D6 and add the weapon’s Strength, comparing this total with the Armour Value of the appropriate facing of the Vehicle.
  • If the total is less than the Vehicle’s Armour Value, the attack has no effect.
  • If the total is equal to the Vehicle’s Armour Value, the attack inflicts a Glancing Hit.
  • If the total is greater than the Vehicle’s Armour Value, the attack inflicts a Penetrating Hit.
Vehicle Facing and Armour Values
Not all vehicles are equally armoured. Countless layers of adamantium and ceramite plates protect some tanks, while lighter vehicles rely more on their speed to avoid incoming fire.

As such, Vehicles have different Armour Values, representing the thickness of their armour. Armour Values for individual Vehicles often vary between its Front, Side and Rear Facings. Attacks are resolved against the Facing of the Vehicle that the attack comes from. To see what Facing an attack is coming from, draw two imaginary lines through the corners of the Vehicle (see diagram below). If a unit has firing models in two or more different Facings of a target Vehicle (some models in the Front and some in the Side, for example), attacks are resolved separately for each Facing. Each individual model may only direct its attacks at a Facing it can draw line of sight to and, in situations where a model can draw line of sight to more than one Facing, the controlling player may choose which Facing will be the target of any attacks.

This may require attacks targeting a Vehicle to be divided into separate pools, each resolved against the appropriate Facing and the Armour Value attached to that Facing. In any situation where a model is hit by a weapon or attack which fires Indirectly or does not otherwise require line of sight to its target, Hits are always resolved against the Side Armour Value. The direction a turret is facing has no bearing on what arc of a Vehicle you are firing at.

Weapon Skill (WS)
This Characteristic defines the close combat skill a warrior possesses. The higher the Characteristic, the more likely the model is to hit an opponent in close combat. A Mechanicum Tech-Priest has Weapon Skill 3, whilst a genetically engineered Space Marine Legionary might have Weapon Skill 4 or higher.
Roll To Wound (Close combat)
Once all To Hit rolls have been made in a given Initiative Step, the controlling player must roll a D6 for each successful hit to see if the attack causes a Wound.

Consult the chart below, cross-referencing the attacker’s Strength Characteristic with the defender’s Toughness Characteristic. The chart indicates the minimum result on a D6 roll required to inflict a Wound, and is the same chart as is used during the Shooting phase. A ‘-’ indicates that the target cannot be wounded by the attack. In most cases, when rolling To Wound in close combat, you use the Strength on the attacker’s profile regardless of what weapon they are using. However, there are some Melee weapons that give the attacker a Strength bonus, and this is explained previously in the Weapons section.

MULTIPLE TOUGHNESS VALUES
Rarely, a unit will contain models that have different Toughness Characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged unit. If two or more Toughness values are tied for majority, use the highest of those tied values.

© Vyacheslav Maltsev 2013-2024