PRIMARCH Called the ‘Night Haunter’ by the people of his home world of Nostramo, Konrad Curze was from his earliest days a figure of dark renown. Growing to maturity upon benighted city streets ruled by criminals while corrupt overlords enjoyed lives of luxury, Curze took it upon himself to exert his own bloody brand of justice. Instituting a reign of terror that cowed criminal and tyrant alike, the Night Haunter brought order, of a kind, to Nostramo. When at last the Emperor came, Curze had foreseen his life, his role as Primarch and his ultimate end, his sanity ever stretched taut by grim visions of the horrors soon to overwhelm the galaxy. Having been granted command of the VIIIth Legion, which the Primarch named the Night Lords, Curze set about imposing his particular notions of order and justice upon the wider galaxy. World after world fell to the Night Haunter’s bloody campaigns of conquest, the Primarch becoming so feared that the mere word of his approach was often sufficient to suppress rebellion and cow disobedience. At the urging of his brother, the Warmaster, Curze would throw in his lot with the Traitors, his cruel ire now directed against his own brothers and their Legions. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Konrad Curze (base: 40mm) | |||||||||||
Konrad Curze | 8 | 8 | 7 | 6 | 6 | 6 | 7 | 7 | 10 | 2+ | 40mm |
The King of TerrorsSuch is Curze’s aura of preternatural malice and sinister intent, that even the most valorous warriors buckle before his onslaught, all thoughts of standing against this spectre of doom washed away by an unnatural despair. When Konrad Curze and any unit he has joined ends a combat by removing all enemy models as casualties or destroying an enemy unit due to a Sweeping Advance, all enemy units that are not locked in combat and can draw a line of sight to Konrad Curze must immediately take a Pinning test.A Death Long ForeseenKonrad Curze was cursed with one tiny sliver of his father’s psychic talent – he could foresee snatches of the future with limited clarity. Only one vision he ever accepted with unswerving certainty, that of his own death. Curze could conjure up this vision with a moment of focus, reaffirming his belief in its truth and thus entering the fray with a suicidal fury. Konrad Curze gains access to the Glimpse of Death Psychic Power only and gains no other Disciplines.Glimpse of Death (Psychic Power)An empire in flames, a throne in a palace of nightmares and a shadowy figure wreathed in righteous anger. It all ends in horror and a short, undignified stroke of a blade. What terror can the battlefields of the present hold compared to the empty futility of the future? At the start of any Assault phase, a Psychic check may be made for Konrad Curze by the controlling player, this Psychic check must be made against a Leadership of 7. If this Check is passed, Konrad Curze gains the Feel No Pain (4+) special rule and +1 Attacks for the duration of that Assault phase. If the Check is failed, Konrad Curze suffers Perils of the Warp.Warlord: Sire of the Night LordsA dark and haunted figure, obsessed by death and judgement, and unshakable in his belief in the fundamental fallibility of Mankind and the agency of fear as the only true means of controlling humanity’s failings, Konrad Curze and his Legion were shaped by the terror and darkness of Nostramo just as much as they were by the genecraft of the Emperor. If chosen as the army’s Warlord, Konrad Curze automatically has the Sire of the Night Lords Warlord Trait and may not select any other Warlord Trait.Sire of the Night Lords – All models with the Infantry, Dreadnought or Cavalry Unit Type and the Legiones Astartes (Night Lords) special rule in the same army as Konrad Curze gain the Night Vision and Bloody Murder special rules and are immune to the effects of the Fear (X) special rule. In addition, an army with Konrad Curze as its Warlord gains an additional Reaction in the Movement phase as long as Konrad Curze has not been removed as a casualty. The Nightmare MantleCurze’s raiment of war was a customised artificer suit, bedecked in grisly trophies of judgement and the flayed skins of those whose sins he saw as particularly egregious or noteworthy. The Nightmare Mantle provides a 2+ Armour Save and a 4+ Invulnerable Save. In addition, the Nightmare Mantle allows Konrad Curze to ignore all modifiers to his Movement from any source, automatically pass all Dangerous Terrain Tests and when choosing to Run adds 12 to his Movement Characteristic instead of his Initiative Characteristic.Mercy & ForgivenessThis pair of murderous artificer lightning claws, unknown in origin, which Curze favoured as his personal weapons were given the doleful names ‘Mercy’ and ‘Forgiveness’ by the Night Lords; though what their wielder named them, if anything, remains as with so much about their master, unknown. Mercy & Forgiveness are two separate weapons, and Konrad Curze gains the +1 Attack bonus for having two weapons when using them – this is not included as part of his profile.
The WidowmakersBased on the micro-serrated throwing blades utilised for signature-kills by certain Nostraman assassin-cults, Curze favoured the use of these vicious, yet highly precise weapons over more conventional firearms in battle, using them to disable and maim as he willed.
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Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes.
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.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.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 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.
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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.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.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.Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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:Whether through force of will, bionic augmentation or foul sorcery, this warrior can still fight despite fearsome wounds.
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).Some beings are so monstrous or alien that they can force their foes to recoil in horror.
All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks, Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2.In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.
A model with this special rule may only be included in an army that has the Traitor Allegiance.Curze’s raiment of war was a customised artificer suit, bedecked in grisly trophies of judgement and the flayed skins of those whose sins he saw as particularly egregious or noteworthy.
The Nightmare Mantle provides a 2+ Armour Save and a 4+ Invulnerable Save. In addition, the Nightmare Mantle allows Konrad Curze to ignore all modifiers to his Movement from any source, automatically pass all Dangerous Terrain Tests and when choosing to Run adds 12 to his Movement Characteristic instead of his Initiative Characteristic.This pair of murderous artificer lightning claws, unknown in origin, which Curze favoured as his personal weapons were given the doleful names ‘Mercy’ and ‘Forgiveness’ by the Night Lords; though what their wielder named them, if anything, remains as with so much about their master, unknown.
Mercy & Forgiveness are two separate weapons, and Konrad Curze gains the +1 Attack bonus for having two weapons when using them – this is not included as part of his profile.Range | Str | AP | ||
- Mercy | - | User | 2 | Melee, Shred, Murderous Strike (4+) |
- Forgiveness | - | User | 2 | Melee, Shred, Murderous Strike (4+) |
Based on the micro-serrated throwing blades utilised for signature-kills by certain Nostraman assassin-cults, Curze favoured the use of these vicious, yet highly precise weapons over more conventional firearms in battle, using them to disable and maim as he willed.
Range | Str | AP | ||
The Widowmakers | 12" | 4 | 5 | Assault 3, Rending (4+) |
Such is Curze’s aura of preternatural malice and sinister intent, that even the most valorous warriors buckle before his onslaught, all thoughts of standing against this spectre of doom washed away by an unnatural despair.
When Konrad Curze and any unit he has joined ends a combat by removing all enemy models as casualties or destroying an enemy unit due to a Sweeping Advance, all enemy units that are not locked in combat and can draw a line of sight to Konrad Curze must immediately take a Pinning test.The Night Lords were renowned for their vicious cruelty in battle, they always sought to target their foes at their weakest point and when they found such a weakness, left only twisted and mutilated corpses in their wake.
When a unit composed entirely of models with this special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.Some warriors can see almost as clearly in the darkness as they can in daylight.
A unit that contains at least one model with this special rule ignores the effects of Night Fighting and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.An empire in flames, a throne in a palace of nightmares and a shadowy figure wreathed in righteous anger. It all ends in horror and a short, undignified stroke of a blade. What terror can the battlefields of the present hold compared to the empty futility of the future?
At the start of any Assault phase, a Psychic check may be made for Konrad Curze by the controlling player, this Psychic check must be made against a Leadership of 7. If this Check is passed, Konrad Curze gains the Feel No Pain (4+) special rule and +1 Attacks for the duration of that Assault phase. If the Check is failed, Konrad Curze suffers Perils of the Warp.Konrad Curze was cursed with one tiny sliver of his father’s psychic talent – he could foresee snatches of the future with limited clarity. Only one vision he ever accepted with unswerving certainty, that of his own death. Curze could conjure up this vision with a moment of focus, reaffirming his belief in its truth and thus entering the fray with a suicidal fury.
Konrad Curze gains access to the Glimpse of Death Psychic Power only and gains no other Disciplines.A dark and haunted figure, obsessed by death and judgement, and unshakable in his belief in the fundamental fallibility of Mankind and the agency of fear as the only true means of controlling humanity’s failings, Konrad Curze and his Legion were shaped by the terror and darkness of Nostramo just as much as they were by the genecraft of the Emperor.
If chosen as the army’s Warlord, Konrad Curze automatically has the Sire of the Night Lords Warlord Trait and may not select any other Warlord Trait.