HQ A figure whose repute was known well beyond his Legion during the time of the Great Crusade, for Amon often served both as his Primarch’s equerry and as emissary to both other Space Marine Legions and the Imperium’s circles of power, he remained a solitary and mysterious figure, even to his brothers. It was said of Amon that he had served as Magnus’ tutor once, before the coming of the Emperor to Prospero, though the student soon far outstripped the master. If true then it is likely that he survived the conversion process to Legiones Astartes as an adult, perhaps aided by the Crimson King’s direct intervention, and emerged both as a potent warrior and powerful psyker. Most of his career beyond his public duties remained in shadow and it is believed that he was in fact master of his Legion’s intelligence gathering organisation, known as the ‘Hidden Ones’ and also ranked high within the chambers of the Legion’s Order of Blindness. Amon’s fate was to see him survive the Battle of Prospero an embittered and wounded figure, who became increasingly isolated from his one-time peers and master. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Magistus Amon (base: 32mm) | |||||||||||
Magistus Amon | 7 | 6 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | 2+ | 32mm |
Magister of DustMagistus Amon gains the Divination and Telepathy Disciplines from the Core Psychic Discipline list at no additional points cost and may not select any other Minor Arcana or Psychic Disciplines.Warlord: Lord of Hidden PathsIf chosen as the army’s Warlord, Magistus Amon automatically has Lord of Hidden Paths as his Warlord Trait and may not select any other.Lord of Hidden Paths – If an army’s Warlord has this Trait, then all units in the same army with the Infiltrate and Scout special rules gain the Shrouded (5+) special rules for the duration of the first two Game Turns. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase. The Reliquary of DustKept within the concealed chambers of a short rod bound in power fields and psychic circuitry, Amon carries the dustlike remains of slain Psychneuein mind-parasites. These warp-born predators afflicted thankfully few worlds, but of these Prospero was one. The hungering psychic essence of these creatures was bound like a murderous echo to their dust, and it was in Amon’s power to invoke it with lethal results. The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons.
The Reliquary of Dust may also be used to make a Shooting Attack once per battle, and instead of attacking normally, using the following profile:
The Armour of ShadesWoven into the fabric of this suit of artificer power armour are layer upon layer of psychically charged glyphs and wave forms designed to augment Amon’s own abilities to pass unseen, or even to appear as another when he wishes. The Armour of Shades provides a 2+ Armour Save, and on any turn in which Magistus Amon has moved or is within the bounds of a zone of Area Terrain, it grants him the Shrouded (4+) special rule. | ||||||||||||||||||||
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.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 rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.
A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.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.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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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 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.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).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 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).Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.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.Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force.
After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike.
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first,then alternate deploying these units.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: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).This datasheet has HQ Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.
A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.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.The source of the darkness around these warriors matters not – only a lucky shot has any chance of piercing the shroud that hides them from view.
When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that ‘no Saves of any kind are allowed’). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models (excluding models with the Primarch Unit Type) with the Fearless special rule.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.Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency.
Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.Inlaid with psy-conductive circuitry and forged of the rarest alloys, these weapons resemble more commonplace melee weapons, but are far from common. They are designed to allow those able to control the powers of the Warp to channel their psychic powers through the weapon and inflict grievous wounds upon the enemy, sending arcing tendrils of warp-lightning crawling along the length of these fearsome implements. In the latter days of the Horus Heresy, they would be noted for their efficacy in combat against the daemonic forces that sometimes fought at the behest of the Traitors.
All weapons listed here are counted as ‘Force’ weapons for those rules that affect such weapons. A model that is eligible to select a force weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Force sword | - | User | 3 | Melee, Rending (6+), Force |
Force axe | - | +1 | 2 | Melee, Unwieldy, Force |
Force maul | - | +2 | 3 | Melee, Force |
Force staff | - | +1 | 3 | Melee, Reach (1), Force |
Kept within the concealed chambers of a short rod bound in power fields and psychic circuitry, Amon carries the dustlike remains of slain Psychneuein mind-parasites. These warp-born predators afflicted thankfully few worlds, but of these Prospero was one. The hungering psychic essence of these creatures was bound like a murderous echo to their dust, and it was in Amon’s power to invoke it with lethal results.
The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons.Range | Str | AP | ||
The Reliquary of Dust | - | User | 2 | Melee, Poisoned (4+), Reaping Blow (1), Master-crafted |
Range | Str | AP | ||
The Reliquary of Dust | 6" | 1 | - | Assault 2D6, Poisoned (4+), Concussive (3), Rending (6+) |
Woven into the fabric of this suit of artificer power armour are layer upon layer of psychically charged glyphs and wave forms designed to augment Amon’s own abilities to pass unseen, or even to appear as another when he wishes.
The Armour of Shades provides a 2+ Armour Save, and on any turn in which Magistus Amon has moved or is within the bounds of a zone of Area Terrain, it grants him the Shrouded (4+) special rule.