Legiones Astartes – Maloghurst The Twisted
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HQ

A veteran Legionary who had served in the Luna Wolves and the Sons of Horus throughout numerous campaigns of the Great Crusade, Maloghurst earned himself the title ‘Twisted’ by way of his formidable mind, devoting his every effort to the role of equerry to his Primarch Horus Lupercal. The title found cruel double meaning after Maloghurst was wounded almost unto death when his transport was shot down during the pacification of Sixty- Three Nineteen. Though Maloghurst survived, his body was left crippled, forcing him to abandon the role of the warrior but allowing him to devote himself fully to his master’s service. In serving the Warmaster with such diligence, Maloghurst would share his fall from grace. By the time of the Isstvan III betrayal, Maloghurst was one of the Warmaster’s closest counsellors as well as the bearer of his iron-bound icon of the eye.

  • Maloghurst The Twisted 140 pts
Cadre-captain of the Sons of Horus, Bearer of the Eye, The Shadowed Hand, Equerry of the Warmaster
M WS BS S T W I A Ld Sv Base
Maloghurst the Twisted (base: 40mm)
Maloghurst the Twisted 6 5 5 4 4 2 5 3 10 2+ 40mm
Unit Composition
  • 1 Maloghurst the Twisted
Wargear
  • Banestrike bolter
  • Bolt pistol
  • Power sword
  • Frag grenades
  • Krak grenades
  • Refractor field
  • Legion standard
  • Artificer armour
Unit Type
Special Rules
  • Legiones Astartes (Sons Of Horus)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Adamantium Will (4+)
  • It Will Not Die (5+)
  • Broken in Body
  • Traitor
  • Warlord: Bearer of the Eye

Broken in Body

Once one of the finest warriors in his Legion, Maloghurst’s body was shattered by terrible injuries which have left him a shadow of his former glory.

Maloghurst the Twisted and any unit he joins may not Run or make Sweeping Advances.

Warlord: Bearer of the Eye

If chosen as the army’s Warlord, Maloghurst the Twisted automatically has Bearer of the Eye as his Warlord Trait and may not select any other.

Bearer of the Eye – All models in a unit joined by Maloghurst the Twisted gain the Line Sub-type and counts as a Scoring unit, and when Maloghurst the Twisted or any unit he has joined controls an objective, that control may not be cancelled or contested by enemy Denial units – only an enemy Scoring unit can contest an objective held by Maloghurst the Twisted and any unit he has joined. In addition, an army with Maloghurst the Twisted as its Warlord may make an additional Reaction during the opposing player’s Shooting phase as long as Maloghurst the Twisted has not been removed as a casualty.
Rapid Fire Weapons

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.

If a unit attacking with Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range make two attacks, while those further away make one attack.

Models that attack with Rapid Fire weapons in the Shooting phase cannot Charge in the ensuing Assault phase.

RangeSAPType
Bolter24"45Rapid Fire
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.
Banestrike bolter

Range
Str
AP
Banestrike bolter
18"
5
4
Rapid Fire, Breaching (6+)

Deflagrate

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).
Pistol Weapons

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.

RangeSAPType
Volkite serpenta10"55Pistol 2, Deflagrate
Bolt pistol

Range
Str
AP
Bolt pistol
12"
4
5
Pistol 1

Melee Type
Weapons with the Melee type can only be used in close combat.
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.
Power sword

Range
Str
AP
Power sword
-
User
3
Melee, Rending (6+)

Frag Grenades

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.
Krak Grenades

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).
Cyber-familiar

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.
Refractor Fields & Iron Halos

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.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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.
Legion Standard

Each Space Marine Legion maintains the ancient military tradition of the battle standard being a rallying point and spur to glory. These icons vary greatly from Legion to Legion depending on their particular martial culture. Be they a tattered flag that has weathered the shot and shell of a hundred battlefields, a burning steel standard, or a trophy rack bedecked with the heads of slain xenos, it is in the shadow of such banners and icons that battles are won or lost.

All of the controlling player’s units with the Legiones Astartes (X) special rule within 6" of a friendly model with a Legion standard are considered to have a Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a casualty.
Artificer Armour

Forged by the master craftsmen of the Mechanicum, these superior variations of power armour are often highly embellished with ciphers of strength and durability, while some of wildly differing designs are far older than the present age and owe their origins to the forgotten zenith of human technological might.

Artificer armour confers a 2+ Armour Save.
Dark Emissary
A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legiones Astartes (Sons of Horus) special rule and the Traitor Allegiance may be upgraded to a Dark Emissary:
Legiones Astartes (Sons Of Horus)
All models with this special rule are subject to the following provisions:

MERCILESS FIGHTERS
During a turn in which a unit made up entirely of models with the Legiones Astartes (Sons of Horus) special rule successfully Charges, or are successfully Charged, the Strength of all Melee attacks made against any model in that unit that does not have the Vehicle Unit Type suffers a modifier of -1. Models with the Vehicle Unit Type and this special rule instead inflict an additional 3 Hits (for a total of 1D6+3 Hits, or 2D6+3 if the Vehicle has the Super-heavy Sub-type) on units composed of models that do not have the Vehicle Unit Type when conducting a Ramming attack.

The Warmaster’s Armoury
Models with this special rule gain access to unique Wargear options (see The Armoury of the Sons of Horus).

Dark Emissary
A Sons of Horus Allied Detachment may use the Dark Emissary Legiones Consularis upgrade as detailed in The Armoury of the Sons of Horus section.

The Warmaster’s Own
A Warlord with this special rule may select a Warlord Trait from the Sons of Horus Warlord Trait list.
Master of the Legion

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:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Independent Character

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.
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.
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+).
It Will Not Die (X)

In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.

At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
Broken in Body

Once one of the finest warriors in his Legion, Maloghurst’s body was shattered by terrible injuries which have left him a shadow of his former glory.

Maloghurst the Twisted and any unit he joins may not Run or make Sweeping Advances.
Traitor

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.
Warlord: Bearer of the Eye
If chosen as the army’s Warlord, Maloghurst the Twisted automatically has Bearer of the Eye as his Warlord Trait and may not select any other.

Bearer of the Eye – All models in a unit joined by Maloghurst the Twisted gain the Line Sub-type and counts as a Scoring unit, and when Maloghurst the Twisted or any unit he has joined controls an objective, that control may not be cancelled or contested by enemy Denial units – only an enemy Scoring unit can contest an objective held by Maloghurst the Twisted and any unit he has joined. In addition, an army with Maloghurst the Twisted as its Warlord may make an additional Reaction during the opposing player’s Shooting phase as long as Maloghurst the Twisted has not been removed as a casualty.
Running
In order to maximise their potential movement, models can forego the chance to make a Shooting Attack in the turn’s Shooting phase in order to increase their maximum Movement distance. This can represent infantry sprinting ahead as well as combat bikes going at maximum speed or a Dreadnought breaking into a long-legged lope. Any unit may choose to Run during the Movement phase (except those units whose Type does not allow them to do so, such as Vehicles and Artillery – see Unit Types), but this must be declared before any models in the unit are moved. If the Active player chooses to Run with any of their units, that unit increases their movement by the value of the lowest Initiative Characteristic in the unit for the duration of the Movement phase.

However, a unit that Runs may not make Shooting Attacks of any kind during the following Shooting phase, or declare Charges during the Assault phase of the same player turn. If any models in a unit Run, then all models in that unit are counted as having Run, regardless of the distance moved by any individual model.

Units making a Reaction during their opponent’s turn may never choose to Run as part of that Reaction.
Sweeping Advances
When a unit Falls Back from combat, the victors can make a Sweeping Advance, attempting to cut down the enemy as they flee.

When a Sweeping Advance is performed, both the unit Falling Back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative Characteristics, use the highest Characteristic. The units then compare their totals.

If the winner’s total (Initiative + dice roll) is greater than their opponents’, the Falling Back unit is caught by the Sweeping Advance and destroyed. All models in the destroyed unit are immediately removed as casualties. Unless otherwise specified, no Save or other special rule can prevent the unit from being destroyed.

If the Falling Back unit’s total is higher, or the final result is a tie, they break off from the combat successfully. Make a Falls Back move for the losing unit. The winners can then Consolidate.
Scoring Units
Any unit with the Line sub-type, and other units whose Army List entries specifically note it, are a Scoring unit, unless:
Denial Units
Any other units in the game are considered Denial units, unless:
Owning Player, Opposing Player and Controlling Player
Sometimes a rule will ask the owning, opposing or controlling player to make an action or decision of some kind. The owning player is always the player who ‘owns’ the model in question – the one who has the model in their army. The opposing player is always their opponent. The controlling player is always the player in current command of that model – there are some special rules which can force models to switch sides during the course of the game.
Army List
Datasheets collated

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