PRIMARCH The shadowed and sinister Mortarion was Primarch and Commander of the Death Guard Legion. Raised upon a nightmare world of fell secrets and necromantic horror where humans were hunted like animals, the darkness that surrounded him seeped into his soul and would never leave him. Fiercely driven and relentless, the reaper-Primarch led his Legion to become wrathful liberators, spectres of death and judgment to whom no battlefield was insurmountable and no foe too terrible to face. | ||
M | WS | BS | S | T | W | I | A | Ld | Sv | Base | |
Mortarion (base: 40mm) | |||||||||||
Mortarion | 7 | 7 | 6 | 7 | 7 | 7 | 5 | 6 | 10 | 2+ | 40mm |
Shadow of the ReaperMortarion is a terrifying, almost spectral figure, who despite his size and bearing is able to go unseen almost at will and attack from an unexpected quarter. So long as Mortarion is not Embarked on any model, in Reserves, locked in combat or part of a unit with the Retinue or Deathshroud Retinue special rules, in the player’s Shooting phase in lieu of making a Shooting Attack, Mortarion may be redeployed by his controlling player, this counts as an alternative form of Movement and cancels the benefits of the Legiones Astartes (Death Guard) special rule when used.If this option is used then Mortarion is removed from the battlefield, leaving any unit that he was part of. The controlling player must then redeploy Mortarion to any point on the battlefield that is within 10" of his original position, as long as there is space for his model and the chosen position is not within 3" of an enemy model. He may not be placed within Impassable Terrain or inside a Vehicle or Building. This is not counted as a move as such, and the intervening terrain does not affect him in any way. Mortarion may Charge normally in a turn that he is redeployed in this way, but counts as making a Disordered Charge if doing so. Preternatural ResilienceMortarion’s resilience and stamina are legend, and it has been said that of all the Primarchs none were more able to shrug off injury and torment as he, and of all none had endured more in their lives before the Emperor had reclaimed them. Any Hits allocated to Mortarion with the Poisoned (X), Rending (X) or Fleshbane special rules only affect Mortarion on a D6 roll of a 6 instead of their usual effect. While Mortarion has joined a unit, this special rule has no effectWarlord: Sire of the Death GuardMortarion was renowned amongst the Primarchs for the implacable advance of his Legion, a slow and steady encroachment that could not be stopped or turned aside by dangerous ground or enemy action. The foe was left with the choice of cowering in their boltholes until the Death Guard arrived at their doorstep or sallying forth to die upon the guns of Mortarion’s warriors. If chosen as the army’s Warlord, Mortarion automatically has the Sire of the Death Guard Warlord Trait and may not select any other Warlord Trait.Sire of the Death Guard – All friendly units composed entirely of models with the Legiones Astartes (Death Guard) in the same army as Mortarion, including Mortarion himself, ignore all penalties to their Leadership caused by the Fear and Shell Shock (X) special rules and when locked in combat suffer no penalty to their Leadership Characteristics due to casualties suffered during an assault. In addition, an army with Mortarion as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Mortarion has not been removed as a casualty. The Barbaran PlateMortarion’s war panoply is of his own design, fusing power armour technology with his own lore. It is designed not only to protect him in battle but augment his own singular physiology and environmental needs, synthesising trace elements of the poisonous vapours of his home world to mix with the air he breathes. The Barbaran Plate provides a 2+ Armour Save and a 4+ Invulnerable Save.SilenceA massive two-handed battle scythe with a blade span as long as most human warriors are tall, ‘Silence’ —to give it the macabre nickname favoured by its wielder— is accounted as one of the most fearsome blades wielded by any Primarch. Since Mortarion’s finding, there have been dark whispers that the blade is of xenos-tainted origin, and some familiar with the legend of the Death Guard Primarch’s early life believe it to be none other than the weapon of the terrible creature that once named himself Mortarion’s ‘father’. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
The LanternA drum-barrelled energy blaster of unknown origin, the ‘Lantern’, is Mortarion’s preferred sidearm. The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such 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.
|
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.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.The mightiest weapons only reach their full potential when wielded in pairs, as they require an entirely different battle stance from that of more commonplace weapons.
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.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 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 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.These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.
All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.Range | Str | AP | Type | |
Power sword | - | User | 3 | Melee, Rending (6+) |
Power axe | - | +1 | 2 | Melee, Unwieldy |
Power maul | - | +2 | 3 | Melee |
Power lance | - | +1 | 3 | Melee, Reach (1) |
Range | Str | AP | Type | |
Power fist | - | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
Gravis power fist | - | 9 | 2 | Melee, Brutal (3) |
Thunder hammer | - | x2 | 2 | Melee, Unwieldy, Brutal (2), Specialist Weapon |
Lightning claw | - | User | 3 | Melee, Shred, Rending (6+), Specialist Weapon |
This creature is so massive, it takes up an inordinate amount of space in any vehicle or building it enters.
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.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.
|
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.
|
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.
|
Certain items can only be used once, so a general must choose wisely when to do so.
A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.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.Many are the weapons and creatures whose merest caress is fatal.
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.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.This weapon is particularly heavy and requires both hands to wield.
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.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.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.Some blows can slay an enemy outright, no matter how hardy they may be.
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.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 produce such a weight of fire that any target pummelled by their attack is left dazed and stunned.
Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.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: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+).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).Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.
A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.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.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 |
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 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.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.In the far future, hatred is a powerful ally.
This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit.Mortarion’s war panoply is of his own design, fusing power armour technology with his own lore. It is designed not only to protect him in battle but augment his own singular physiology and environmental needs, synthesising trace elements of the poisonous vapours of his home world to mix with the air he breathes.
The Barbaran Plate provides a 2+ Armour Save and a 4+ Invulnerable Save.A massive two-handed battle scythe with a blade span as long as most human warriors are tall, ‘Silence’ —to give it the macabre nickname favoured by its wielder— is accounted as one of the most fearsome blades wielded by any Primarch. Since Mortarion’s finding, there have been dark whispers that the blade is of xenos-tainted origin, and some familiar with the legend of the Death Guard Primarch’s early life believe it to be none other than the weapon of the terrible creature that once named himself Mortarion’s ‘father’.
The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.Range | Str | AP | ||
Silence | - | +1 | 2 | Melee, Instant Death, Sunder, Two-handed, Reaping Blow (2) |
A drum-barrelled energy blaster of unknown origin, the ‘Lantern’, is Mortarion’s preferred sidearm.
The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.Range | Str | AP | ||
The Lantern | 18" | 8 | 2 | Assault 1, Sunder |
These unique power weapons are used to great effect by the Death Guard, wielded in great sweeping arcs lopping off limbs and slicing apart the foe with ease. Many among the grim Legion of Mortarion favoured them as much for the fear inspired by their form as for the carnage they inflicted upon the foe.
Any model with both the Character Sub-type and the Legiones Astartes (Death Guard) special rule may exchange a power weapon for a power scythe for no additional cost.Range | Str | AP | Type | |
Power scythe | - | +2 | 3 | Melee, Rending (6+), Two-handed, Reaping Blow (1) |
Mortarion is a terrifying, almost spectral figure, who despite his size and bearing is able to go unseen almost at will and attack from an unexpected quarter.
So long as Mortarion is not Embarked on any model, in Reserves, locked in combat or part of a unit with the Retinue or Deathshroud Retinue special rules, in the player’s Shooting phase in lieu of making a Shooting Attack, Mortarion may be redeployed by his controlling player, this counts as an alternative form of Movement and cancels the benefits of the Legiones Astartes (Death Guard) special rule when used.Mortarion’s resilience and stamina are legend, and it has been said that of all the Primarchs none were more able to shrug off injury and torment as he, and of all none had endured more in their lives before the Emperor had reclaimed them.
Any Hits allocated to Mortarion with the Poisoned (X), Rending (X) or Fleshbane special rules only affect Mortarion on a D6 roll of a 6 instead of their usual effect. While Mortarion has joined a unit, this special rule has no effectMortarion was renowned amongst the Primarchs for the implacable advance of his Legion, a slow and steady encroachment that could not be stopped or turned aside by dangerous ground or enemy action. The foe was left with the choice of cowering in their boltholes until the Death Guard arrived at their doorstep or sallying forth to die upon the guns of Mortarion’s warriors.
If chosen as the army’s Warlord, Mortarion automatically has the Sire of the Death Guard Warlord Trait and may not select any other Warlord Trait.