PRIMARCH Of all of the Primarchs of the Legiones Astartes, few were as legend-shrouded or as little understood as Leman Russ, master of the Space Wolves and lord of the icy death world of Fenris. To some, he was no more than a savage and bestial chieftain gifted the power of a god; one of the Emperor’s ‘monsters’ as terrifying and inhuman in his own way as the horror-obsessed Night Haunter or the blood-bedecked berserker Angron. To others he was an incomparable warlord, ferocious beyond measure, but also faultlessly loyal, as unwavering in battle as adamant, and as coldhearted to his foes as the killing frost that shrouded his world’s winters. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Leman Russ (base: 40mm) | |||||||||||
Leman Russ | 8 | 8 | 6 | 7 | 6 | 6 | 7 | 7 | 10 | 2+ | 40mm |
Howl of the Death WolfOnce per battle, Leman Russ’ controlling player may declare the use of this special rule at the start of their turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 to their Movement Characteristic and any enemy units that include one or more models with the Legiones Astartes (Space Wolves) special rule must take an immediate Pinning test.Warlord: Sire of the Space WolvesFirst and foremost, Leman Russ was a warlord; like some barbarian king of ancient myth he strode into battle at the head of his army, proving to all who followed him that he feared nothing, be it man or xenos, warp-spawned horror or self-proclaimed god. He was then to his Legion a paragon of what they should strive to be, just as much as he was their commander and their liege lord. He was a being they would have rather died for than disappoint or be shamed before. If chosen as the army’s Warlord, Leman Russ automatically has the Sire of the Space Wolves Warlord Trait and may not select any other Warlord Trait.Sire of the Space Wolves – All models with the Legiones Astartes (Space Wolves) special rule in the same army as Leman Russ gain a bonus of +1 to their Strength for the duration of any turn in which such a unit successfully Charges an enemy unit. In addition, an army with Leman Russ as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Leman Russ has not been removed as a casualty. The Armour ElavagarThe warplate of Russ is a suit of unique artificer power armour whose origins can be traced back to the mysterious period of bitter warfare which shrouds much of the Legion’s history in the decades after the Primarch took over the VIth, and is accounted for now within the Legion’s chronicles by obscure metaphor and strange and macabre allegories impenetrable to outsiders. Within its shell are strange exothermic field generators, otherwise unknown of in the Imperium’s arsenal of technology, which bleed energy, specifically heat and kinetic potential, from their surroundings when triggered, with the effect of creating an aura of murderous chill around the Primarch at will. It is this effect which gives the armour its name to the Fenrisians —‘Elavagar’— a wave of killing frost. The Armour Elavagar confers a 2+ Armour Save and a 4+ Invulnerable Save (which is increased to 3+ against Flame, Melta and Plasma type weapons of any kind). In addition, enemy models in base contact with Leman Russ suffer a penalty of -1 To Hit him in an assault (to a maximum of 6+) on any turn in which Leman Russ makes a successful Charge.The Axe of HelwinterRuss’ favoured axe, though less strange and potent than his darkly-fabled blade, was no less a weapon of great beauty and lethality. It was a frost axe, a prince among its kind, its edge made with the kraken teeth of the mighty beast, which gave the axe its name; a legendary menace slain by Russ himself before the coming of the Emperor to Fenris. Its murderous edge was further amplified by a disruption field generator which was a masterwork in its own right, so that a well-placed blow could split the armour plate of a battle tank.
The Sword of BalenightA weapon of truly ancient mystery, the sword of Russ has gone by many names. To the Remembrancers of the Great Crusade, it is called ‘Balenight’ —a name itself a commonplace derivation of the High Terran ‘Maledica Nocterum’— a dark legend carried during the Age of Strife where it passed through the hands of warlords and tyrants one after the other. But, to the Wolves of Fenris, it has always been ‘Mjalnar’ —the fang of the Wolf King— taken in battle as a blood-bought prize of victory. Ultimately, the Sword of Balenight is a weapon of unknown origin, a thing of terror and blood against which no armour can stand, as the sword’s silver-white blade inexplicably darkens as it kills, first to the deep red of heart’sblood, and then to a fathomless, glittering black.
Fearsome Ruin: Any unit which suffers one or more casualties from a weapon with this special rule and makes a Morale check during the Assault phase must roll an additional D6 for that Check and keep the two highest dice to determine the result. ScornspitterOnce simply a Legion bolter, Scornspitter had been re-worked by no lesser hand than the Primarch Vulkan to form an outsized but perfectly balanced pistol suitable for the hand of the Wolf King. Though Russ and his Legion often stood apart from their fellows during the Great Crusade, this gift was one of honour, given after the two Primarchs’ Legions fought the bitter campaign at San Katos together, and Russ held it and its giver in high regard. The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
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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.
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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.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.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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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.
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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.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).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.
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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.Sniper weapons are precision instruments, used to pick out a target’s weak points.
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.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.A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Bolt pistol | 12" | 4 | 5 | Pistol 1 |
Bolter | 24" | 4 | 5 | Rapid Fire |
Combi-bolter | 24" | 4 | 5 | Rapid Fire, Twin-linked |
Kraken bolter | 30" | 4 | 4 | Rapid Fire |
- Tempest rounds | 18" | 3 | 6 | Assault 3, Ignores Cover |
- Scorpius rounds | 24" | 5 | 4 | Assault 1, Breaching (4+) |
Nemesis bolter | 72" | 5 | 5 | Heavy 1, Rending (5+), Sniper, Pinning |
Heavy bolter | 36" | 5 | 4 | Heavy 4 |
Gravis bolt cannon | 48" | 5 | 4 | Heavy 6, Twin-linked |
Gravis heavy bolter battery | 48" | 5 | 4 | Heavy 8, Twin-linked |
Avenger bolt cannon | 36" | 6 | 3 | Heavy 7 |
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.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.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.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.Some weapons are lovingly maintained artefacts, crafted with skills now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.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.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.This weapon fires massive gouts of flame, gas or lethal fluids across the battlefield.
A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.
If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.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 pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.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).Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.
All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Hand flamer | Template | 3 | - | Pistol 1 |
Flamer | Template | 4 | 5 | Assault 1 |
Toxiferran flamer | Template | 4 | 5 | Assault 1, Poisoned (3+), Rending (6+) |
Heavy flamer | Template | 5 | 4 | Assault 1 |
Flamestorm cannon | Template | 6 | 4 | Heavy 1, Torrent (18") |
Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this venerable and fearsome weapon.
All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Meltagun | 12" | 8 | 1 | Assault 1, Armourbane (Melta) |
Multi-melta | 24" | 8 | 1 | Heavy 1, Armourbane (Melta), Twin-linked |
Gravis melta cannon | 24" | 8 | 1 | Heavy 2, Armourbane (Melta), Twin-linked |
Magna-melta cannon | 36" | 8 | 1 | Heavy 3, Armourbane (Melta), Twin-linked |
Cyclonic melta lance | 18" | 8 | 1 | Heavy 4, Armourbane (Melta) |
Siege melta array | 12" | 8 | 1 | Heavy 5, Armourbane (Melta), Twin-linked |
Melta cutters | 6" | 8 | 1 | Heavy 3, Armourbane (Melta) |
Melta blast-gun | 36" | 8 | 1 | Heavy 4, Armourbane (Melta) |
Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.
All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.Range | Str | AP | Type | |
Plasma pistol | 12" | 7 | 4 | Pistol 1, Breaching (4+), Gets Hot |
Plasma gun | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot |
Plasma cannon | 36" | 7 | 4 | Heavy 1, Blast (3"), Breaching (4+), Gets Hot |
Gravis plasma cannon | 36" | 7 | 4 | Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot |
Plasma blaster | 18" | 7 | 4 | Assault 2, Breaching (4+), Gets Hot |
Executioner plasma destroyer | 60" | 7 | 4 | Heavy 1, Large Blast (5"), Rending (4+) |
Hellfire plasma cannonade | ||||
- (Sustained fire) | 36" | 7 | 4 | Heavy 6, Breaching (4+) |
- (Maximal fire) | 36" | 8 | 4 | Heavy 1, Rending (4+), Gets Hot, Large Blast (5") |
Omega plasma array | ||||
- (Sustained fire) | 36" | 7 | 4 | Heavy 8, Breaching (4+), Twin-linked |
- (Maximal fire) | 36" | 9 | 4 | Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked |
The warplate of Russ is a suit of unique artificer power armour whose origins can be traced back to the mysterious period of bitter warfare which shrouds much of the Legion’s history in the decades after the Primarch took over the VIth, and is accounted for now within the Legion’s chronicles by obscure metaphor and strange and macabre allegories impenetrable to outsiders. Within its shell are strange exothermic field generators, otherwise unknown of in the Imperium’s arsenal of technology, which bleed energy, specifically heat and kinetic potential, from their surroundings when triggered, with the effect of creating an aura of murderous chill around the Primarch at will. It is this effect which gives the armour its name to the Fenrisians —‘Elavagar’— a wave of killing frost.
The Armour Elavagar confers a 2+ Armour Save and a 4+ Invulnerable Save (which is increased to 3+ against Flame, Melta and Plasma type weapons of any kind). In addition, enemy models in base contact with Leman Russ suffer a penalty of -1 To Hit him in an assault (to a maximum of 6+) on any turn in which Leman Russ makes a successful Charge.Russ’ favoured axe, though less strange and potent than his darkly-fabled blade, was no less a weapon of great beauty and lethality. It was a frost axe, a prince among its kind, its edge made with the kraken teeth of the mighty beast, which gave the axe its name; a legendary menace slain by Russ himself before the coming of the Emperor to Fenris. Its murderous edge was further amplified by a disruption field generator which was a masterwork in its own right, so that a well-placed blow could split the armour plate of a battle tank.
Range | Str | AP | ||
The Axe of Helwinter | - | +2 | 2 | Melee, Sunder, Reaping Blow (1), Master-crafted |
A weapon of truly ancient mystery, the sword of Russ has gone by many names. To the Remembrancers of the Great Crusade, it is called ‘Balenight’ —a name itself a commonplace derivation of the High Terran ‘Maledica Nocterum’— a dark legend carried during the Age of Strife where it passed through the hands of warlords and tyrants one after the other. But, to the Wolves of Fenris, it has always been ‘Mjalnar’ —the fang of the Wolf King— taken in battle as a blood-bought prize of victory. Ultimately, the Sword of Balenight is a weapon of unknown origin, a thing of terror and blood against which no armour can stand, as the sword’s silver-white blade inexplicably darkens as it kills, first to the deep red of heart’sblood, and then to a fathomless, glittering black.
Range | Str | AP | ||
The Sword of Balenight | - | +1 | 2 | Melee, Murderous Strike (4+), Brutal (2), Fearsome Ruin, Master-crafted |
Once simply a Legion bolter, Scornspitter had been re-worked by no lesser hand than the Primarch Vulkan to form an outsized but perfectly balanced pistol suitable for the hand of the Wolf King. Though Russ and his Legion often stood apart from their fellows during the Great Crusade, this gift was one of honour, given after the two Primarchs’ Legions fought the bitter campaign at San Katos together, and Russ held it and its giver in high regard.
The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.Range | Str | AP | ||
Scornspitter | 12" | 4 | 3 | Assault 3, Rending (6+) |
First and foremost, Leman Russ was a warlord; like some barbarian king of ancient myth he strode into battle at the head of his army, proving to all who followed him that he feared nothing, be it man or xenos, warp-spawned horror or self-proclaimed god. He was then to his Legion a paragon of what they should strive to be, just as much as he was their commander and their liege lord. He was a being they would have rather died for than disappoint or be shamed before.
If chosen as the army’s Warlord, Leman Russ automatically has the Sire of the Space Wolves Warlord Trait and may not select any other Warlord Trait.