Legiones Astartes – Legion Leviathan Dreadnought Talon

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Developed in the highest secrecy not on Mars, but on Terra, the Leviathan is an alternative development of the highly successful Contemptor; the resources required to produce one being immense, equal perhaps even to an Imperial Knight.

Made available to the Legions only in limited quantities before the outbreak of the Horus Heresy, they were highly valued and recognised as savagely powerful siege and hunter-killer units. They placed an onerous and ultimately lethal strain upon their occupants, the Leviathan’s incumbent burning brightly but briefly in their second life. Many in the Mechanicum were deeply uneasy over the design, seeing it as purpose-designed to match and indeed destroy the Mechanicum’s own battleautomata in some future, unforeseen crisis or dispute.

During the Horus Heresy, Loyalists with access to Terra were able to obtain new Leviathan Dreadnoughts, although never many, while Traitors and isolated forces were reduced to marshalling their few Leviathans carefully or hunting down the relics of the dead from battlefields to be recommissioned.

  • Legion Leviathan Dreadnought Talon 270 pts
M WS BS S T W I A Ld Sv Base
Leviathan Dreadnought (base: 80mm)
Leviathan Dreadnought 6 5 5 8 8 7 4 5 9 2+ 80mm
Unit Composition
  • 1 Legion Leviathan Dreadnought
  • Two Leviathan siege claws with in-built meltagun
  • Two heavy flamers
  • Atomantic deflector
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Dreadnought Talon
  • Hammer of Wrath (3)
  • Move Through Cover
Dedicated Transport
  • The unit may include:
  • - Up to 2 additional Legion Leviathan Dreadnoughts
    +270 points per model
  • Any Legion Leviathan Dreadnought in the unit may replace either of its Leviathan siege claws and in-built meltagun* with one of the following:
  • - Leviathan siege drill and in-built meltagun
    +5 points each
  • - Leviathan storm cannon
    +10 points each
  • - Cyclonic melta lance
    +20 points each
  • - Grav-flux bombard
    +5 points each
*If any Leviathan siege claw is replaced with a Leviathan storm cannon, cyclonic melta lance or grav-flux bombard then the model reduces its Attacks Characteristic to 4 (this is only applied once regardless of how many weapons are replaced).
  • Any Legion Leviathan Dreadnought may take one:
  • - Phosphex discharger
    +20 points each
  • Any Legion Leviathan Dreadnought may exchange both of its heavy flamers for:
  • - Two twin-linked volkite calivers
    +15 points per model

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

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

The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters.

Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment and in conjunction with the Allies in the Age of Darkness chart.
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.

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

Heavy flamer
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.

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

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).
Ignores Cover

This weapon fires ammunition that cheats an enemy of their shelter.

Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
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
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Poisoned (X)

There are many virulent and lethal poisons in the Age of Darkness. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat blades or bullets, or are secreted by alien monstrosities – all are lethal.

If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
Crawling Fire

Phosphex, sometimes known as the ‘crawling fire’, seeks out and extinguishes life with a terrifying hunger.

After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.
Lingering Death

Many of the terrible weapons unleashed during the Horus Heresy tainted the very worlds they were used to conquer, poisoning the soil and burning the sky, leaving only calamity in their wake.

When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value.
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.

Assault 1, Armourbane (Melta)

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

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.

Barrage weapons lob shells high into the air, landing them in the midst of the foe.

All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:

Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.

Note that any Hits inflicted upon Vehicles by an Attack using the Barrage special rule are always resolved against the Vehicle’s Side Armour Value.
Volkite caliver

Volkite caliver
Heavy 3, Deflagrate

Move Through Cover

Some warriors are skilled at moving over broken and tangled terrain.

A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
Hammer of Wrath (X)

Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.

If a model with this special rule ends its Charge Move in base contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the model’s unmodified Strength with AP-. These attacks do not benefit from any of the model’s special rules (such as Furious Charge, Rending, etc.). These attacks are resolved during the Fight sub-phase at Initiative step 10, but do not grant the model an additional Pile-in Move.

If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
Leviathan siege claw

Leviathan siege claw
Melee, Brutal (3)

Leviathan siege drill

Leviathan siege drill
Melee, Armourbane (Melee)

Leviathan storm cannon

Leviathan storm cannon
Heavy 6, Rending (5+), Sunder

Cyclonic melta lance

Cyclonic melta lance
Heavy 4, Armourbane (Melta)

Graviton Collapse

These weapons emit an unstable stream of gravitons that causes a catastrophic implosion at the target point. Such is the power of these weapons that even the strongest of targets is dragged in and torn apart by the forces unleashed, the sheer mass of their armour serving only to increase the power of the detonation.

Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for Armour Penetration instead.
Torsion Crusher

Driven by technology little understood, even by the initiates of the Mechanicum, these weapons are the bane of the complex war machines of the Horus Heresy. Once such weapons have cut through the target’s armour, their exotic energies and sheer destructive power wreak havoc on the delicate internal machinery of the target.

When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.
Grav-flux bombard

Grav-flux bombard
Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1)

Phosphex discharger

Phosphex discharger
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

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