Legiones Astartes – Datasheets
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Primarch


PRIMARCH

Lion El’Jonson was regarded as the most pragmatic and ruthlessly efficient commander of the Great Crusade. His was the task of rooting out those threats which the Imperium most feared, and he undertook it with peerless valour. Perhaps this quality was moulded into the Lion in his formative years, where he grew and learned to survive alone in the trackless, monster-haunted forests of Caliban. There the young Primarch faced a constant struggle against nigh-insurmountable odds which taught him that to hesitate once committed led only to death, while stoic determination brought victory. This philosophy, learned in the forests of Caliban, marks his grim command of the First Legion – action without delay and relentlessness without reservation. During the Great Crusade, under his command, the remorseless Dark Angels acted not for glory and honours but only for victory, to vanquish their foes and to leave the enemies of Mankind in quiet and forgotten ruin. Untouched by the dark plots of Horus, the Lion would return from his long exile beyond the edge of empire with the same brutal determination and vengeful fervour, turned now against those he had once named brother.

  • Lion El’Jonson 460 pts
The First Primarch, The Lion, The Son of the Forest, Primarch of the Dark Angels
M WS BS S T W I A Ld Sv Base
Lion El’Jonson (base: 40mm)
Lion El’Jonson 8 8 6 7 6 6 7 7 10 2+ 40mm
Unit Composition
  • 1 Lion El’Jonson
Wargear
  • The Leonine Panoply
  • The Lion Sword
  • The Fusil Actinaeus
  • Stasis Grenades
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Dark Angels*)
  • Master of the Legion
  • Adamantium Will (3+)
  • The Lion’s Choler
  • The Point of the Blade
  • Loyalist
  • Warlord: Sire of the Dark Angels
*Lion El’Jonson does not pick one Hexagrammaton Unit Sub-type at the start of the battle, instead at the start of each of the controlling player’s turns one of the Hexagrammaton Unit Sub-types may be selected for him – Lion El’Jonson gains this Hexagrammaton Sub-type until the start of the controlling player’s next turn, at which point a new Sub-type may be chosen (or the one currently in use retained).
Options
  • Lion El’Jonson may exchange the Lion Sword for the Wolf Blade
    Free

The Lion’s Choler

The Lord of the First Legion had faced terrors unimaginable by mortal man and triumphed, had vanquished foes that threatened the utter extinction of life as it is known and slain creatures more vast than even the greatest war engines. When he went into battle there were few foes worthy of death at the Lion’s hand, and only those that could prove by bloody defiance that they were worthy of his enmity would witness the true choler of the Lion.

While Lion El’Jonson has 4 Wounds or less, he gains +1 Attack. While Lion El’Jonson has 2 Wounds or less, he gains an additional +1 Attack.

The Point of the Blade

When the Lion went forth to battle he had but one goal – the destruction of the foe by the most efficient means possible. He beset his enemy as swiftly as he was able and from every avenue of assault, holding back no scrap of his resolve. No tactical ploy or show of strength could stay his judgement nor slow his onslaught once battle was joined, for it could end only on the point of a blade.

After declaring a Charge for Lion El’Jonson and any unit he has joined, the controlling player may choose not to make a Charge roll to determine their Charge Distance and instead make a Charge move of 8" for Lion El’Jonson and any unit he has joined, ignoring the effects of Difficult Terrain and Dangerous Terrain and adding no bonuses to the distance moved for the unit’s Movement Characteristic or Wargear.

Warlord: Sire of the Dark Angels

On the battlefield Lion El’Jonson is a figure of quiet and terrifying focus, a storm whose true force is caged within a will of iron. Those who fight by his side draw strength from his restraint, from the knowledge that should the tide of battle tip against them, the Lion will loose his rage and let nothing keep him from victory.

If chosen as the army’s Warlord, Lion El’Jonson automatically has the Sire of the Dark Angels Warlord Trait and may not select any other Warlord Trait.

Sire of the Dark Angels – All models with the Legiones Astartes (Dark Angels) special rule in the same army as Lion El’Jonson gain the Crusader special rule, and any friendly models with the Legiones Astartes (Dark Angels) special rule that can draw line of sight to Lion El’Jonson may add +1 to their Leadership (To a maximum of Ld 10). In addition, an army with Lion El’Jonson as its Warlord may make an additional Reaction in the opposing player’s Shooting phase as long as Lion El’Jonson has not been removed as a casualty.

The Leonine Panoply

The Leonine Panoply provides a 2+ Armour Save and a 4+ Invulnerable Save. The first failed Invulnerable Save made for Lion El’Jonson each player turn may be re-rolled.

The Lion Sword

Range
Str
AP
The Lion Sword
-
User
1
Melee, Armourbane (Melee), Fleshbane, Master-crafted, Instant Death, Two-handed

†Both the Lion Sword and the Wolf Blade benefit from the +1 To Hit from the Deathwing Unit Sub-type during any turn where Lion El’Jonson is using that Unit Sub-type.

The Wolf Blade

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.

Range
Str
AP
The Wolf Blade
-
+2
3
Melee, Two-handed, Shred, Breaching (4+), Reaping Blow (2), Master-crafted, Fearsome Ruin

Fearsome Ruin: The controlling player of any unit which suffers one or more casualties from this weapon 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 of that Morale check.

†Both the Lion Sword and the Wolf Blade benefit from the +1 To Hit from the Deathwing Unit Sub-type during any turn where Lion El’Jonson is using that Unit Sub-type.

The Fusil Actinaeus

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.

Range
Str
AP
The Fusil Actinaeus
18"
7
3
Assault 2, Twinlinked, Blind, Rending (3+)

*This weapon benefits from the +1 To Hit from the Stormwing Unit Sub-type during any turn where Lion El’Jonson is using that Unit Sub-type.

Stasis Grenades

Once per battle, Lion El’Jonson’s controlling player may choose to use stasis grenades when a Charge is declared for Lion El’Jonson and any unit he has joined. If the Charge for which the stasis grenades are used is successful then the target enemy unit or units must take an Initiative test (using the majority Initiative value of the unit(s)). If the Initiative test is passed then there is no further effect. If any of the target units fail the Test, then all enemy models in that unit must reduce their Initiative by -1 for the duration of the Assault phase in which the Charge was made.


PRIMARCH

Jaghatai Khan was the unexpected storm, a sudden and devastating gale that came and went as it pleased. Of all his brothers, he had found the Great Crusade most to his liking, an endless hunt in the dark places of the galaxy. As the Great Crusade raged across the galaxy, he had sat at its heart, always fighting and always on the move, laughing as he killed. Yet the Great Khan was no simple berserker, for in even the simplest task, he sought perfection through discipline. His was the quiet competence of a master, seeking no acclaim from others, but only the satisfaction to be found in a perfect stroke of the sword or a wellplaced word.

Among the Emperor’s Primarchs, the Khan was among the most reclusive, bound to the hunt and the glory of the chase rather than parade ground or strategium hall, and was oft overlooked by the eyes of history. He managed no great empire, nor wrote any great treatise of war, yet his actions guided the course of the Great Crusade with the quiet skill that was the hallmark of his Legion.

  • Jaghatai Khan 440 pts
Khagan of the White Scars, The Warhawk, Master of the Ice-blue Heavens, Primarch of the White Scars
M WS BS S T W I A Ld Sv Base
The Khan Afoot (base: 40mm)
The Khan Afoot 9* 7 6 6 6 6 8 6 10 2+ 40mm
The Khan Mounted (base: No official base size)
The Khan Mounted 18* 7 6 6 6 7 8 6 10 2+ No official base size
*The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unless upgraded to have a Sojutsu pattern voidbike, the Khan Afoot profile is used for this model.
Unit Composition
  • 1 Jaghatai Khan
Wargear
  • The Wildfire Panoply
  • The White Tiger Dao
  • Storm’s Voice
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (White Scars)
  • Master of the Legion
  • Hit & Run
  • Crusader
  • Pathfinder
  • Move Through Cover
  • Lightning From Blue Skies
  • Loyalist
  • Warlord: Sire of the White Scars
Options
  • Jaghatai Khan may take a Sojutsu pattern voidbike
    +25 points
†If this option is chosen, use the ‘Khan Mounted’ profile, and the Khan’s Unit Type is changed to Primarch (Unique, Antigrav).

Lightning From Blue Skies

When held in Reserve, do not roll for Jaghatai Khan or any unit he is considered to be part of while in Reserve. Instead, at the beginning of any of the controlling player’s turns except the first, Jaghatai Khan and any unit he has joined may be brought into play from Reserves without making a Reserves roll. If Jaghatai Khan is part of a Flanking Assault then this rule applies to all units that are part of that Flanking Assault – but does not apply to a Deep Strike Assault, Drop Pod Assault or Subterranean Assault that includes Jaghatai Khan.

Warlord: Sire of the White Scars

Jaghatai Khan was often underestimated by his foes, dismissed as an uncultured and ill-educated barbarian. Yet, he showed a grasp of mobile tactics, the ways of the nomadic tribes he had adopted as his own, that far exceeded any of his kin. Under his command the White Scars were a wild storm unleashed with a precision that allowed them to overcome any opponent.

If chosen as the army’s Warlord, Jaghatai Khan automatically has the Sire of the White Scars Warlord Trait and may not select any other Warlord Trait.

Sire of the White Scars – All Infantry and Cavalry models with the Legiones Astartes (White Scars) special rule in the same army as Jaghatai Khan, including Jaghatai Khan, gain the Furious Charge (1) special rule on any turn in which they have moved. In addition, an army with Jaghatai Khan as its Warlord may make an additional Reaction in the opposing player’s Movement phase as long as Jaghatai Khan has not been removed as a casualty.

Sojutsu Pattern Voidbike

The Sojutsu pattern voidbike is an early prototype jetbike that predates the more common Scimitar jetbike in use with the Legiones Astartes. During initial trials, its thrusters were capable of providing sufficient thrust to grant the bike limited periods of true flight, and even some manoeuvrability in deep space, and it was classed by the Logisticae Imperialis as an ultralight fighter craft instead of a jetbike. Jaghatai Khan retains a specially engineered version of this prototype vehicle for his own use, its enhanced thrusters capable of carrying the Primarch into battle with a swiftness that was the envy of the other warriors of his Legion.

If upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan must use the Khan Mounted profile and gains the following benefits:
  • Two master-crafted heavy bolters.
  • The Hammer of Wrath (2) and Firing Protocols (3) special rules.
  • The Antigrav Sub-type.
  • When upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan Falls Back 3D6" instead of 2D6".
  • When upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan may join units that include models with the Cavalry Unit Type despite the usual restrictions, and any rules that target the Cavalry Unit Type are considered to affect Jaghatai Khan as if he had that Unit Type.

The Wildfire Panoply

Fashioned to be as aesthetically pleasing as it was impregnable, the Khagan’s armour perfectly complemented his fast and uncompromising style of warfare, and bore a number of unique systems to improve his already unmatched reflexes.

The Wildfire Panoply provides a 2+ Armour Save, a 4+ Invulnerable Save during the Shooting phase and a 3+ Invulnerable Save during both the Movement phase and the Assault phase.

The White Tiger Dao

This elegant weapon is styled in the manner of the weapons of the Chogorian hill tribes, yet its primitive exterior hides a plethora of technological marvels that allow the blade to part ceramite and plasteel with ease.

Range
Str
AP
The White Tiger Dao
-
+1
2
Melee, Duellist’s Edge (1), Furious Charge (2), Murderous Strike (5+), Master-crafted

Storm’s Voice

An artisan pistol from the Dark Age of Technology gifted to the Khagan by the Emperor, Storm’s Voice stayed at Jaghatai’s side throughout the long years of the Great Crusade. Many a xenos tyrant or wayward human despot deemed unworthy of the Khan’s blade met their end engulfed by the searing lightning of Storm’s Voice, an end that many Traitors would eventually share during the wars of the Horus Heresy.

Range
Str
AP
Storm’s Voice
12"
6
4
Pistol 2, Rending (5+), Deflagrate, Concussive (1), Master-crafted


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.

Both opinions, perhaps, were true to some measure, but neither told the full tale. For though as undoubtedly as savage as Leman Russ was, and no matter how much the beast marked him as it did not his brothers, he was also wise beyond his Legion’s barbaric appearances and self-aware to a degree few guessed at, which made him doubly dangerous.

  • Leman Russ 450 pts
The Wolf King of Fenris, The Lord of Winter and Ruin, Primarch of the Space Wolves
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
Unit Composition
  • 1 Leman Russ
Wargear
  • The Armour Elavagar
  • The Axe of Helwinter
  • The Sword of Balenight
  • Scornspitter
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Space Wolves)
  • Master of the Legion
  • Howl of the Death Wolf
  • Counter-attack (2)
  • Loyalist
  • Warlord: Sire of the Space Wolves

Howl of the Death Wolf

Once 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 Wolves

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.

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 Elavagar

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.

The Axe of Helwinter

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

The Sword of Balenight

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

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.

Scornspitter

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+)


PRIMARCH

A being of thunderous zeal and stone made manifest is how many described the Primarch of the VIIth Legion. The zeal was the fire of a son who believed in his father’s dream for the Imperium without reservation and without question. To Rogal Dorn, there was no higher purpose to the existence of the Legiones Astartes than the unification of Mankind, and the illumination of the Imperium’s ideals. This idealism drove Dorn and his Legion ever onwards, never compromising, never stinting in any aspect of duty. The stone in his soul was his ability to bear whatever his father needed of him, an unyielding nature, which made him both a master of defence in war, and an indomitable fighter on the attack.

If the Primarchs were the Emperor’s nature split like white light through a prism, as many scholars of the Imperial Court suggested, then, from such a point of view, Rogal Dorn was the Emperor’s implacable disciple in the pursuit of the cause given flesh; a being without compromise and in who loyalty and duty were as integral as blood and breath.

  • Rogal Dorn 435 pts
Primarch of the Imperial Fists, the Vigilant, the Blade of the Emperor, Praetorian of Terra, the Unyielding One
M WS BS S T W I A Ld Sv Base
Rogal Dorn (base: 40mm)
Rogal Dorn 8 8 6 6 6 7 6 6 10 2+ 40mm
Unit Composition
  • 1 Rogal Dorn
Wargear
  • The Auric Armour
  • Storm’s Teeth
  • The Voice of Terra
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Imperial Fists)
  • Master of the Legion
  • Bulwark of the Imperium
  • Crusader
  • Furious Charge (2)
  • Deep Strike
  • Loyalist
  • Warlord: Sire of the Imperial Fists

Bulwark of the Imperium

Of all the Primarchs, Dorn was ever the most tenacious, never willing to admit defeat no matter the odds arrayed against him. Those who followed him drew strength from his determination, and pride from his ability to turn the tide of any conflict where the enemy was foolish enough to test his wrath.

Any successful Charge that targets Rogal Dorn or a unit he has joined is always counted as a Disordered Charge.

Warlord: Sire of the Imperial Fists

During the darkness of the Horus Heresy, Rogal Dorn was given the mantle of Warmaster in all but name, becoming the ultimate commander of Loyalist forces in the Segmentum Solar. He did not baulk at this duty but accepted it with characteristic resilience, and enacted it with brilliant competence.

If chosen as the army’s Warlord, Rogal Dorn automatically has the Sire of the Imperial Fists Warlord Trait and may not select any other Warlord Trait.

Sire of the Imperial Fists – All models with both the Legiones Astartes (Imperial Fists) special rule and the Character Sub-type in the same army as Rogal Dorn may use his Leadership Characteristic instead of their own, and any unit they are part of may add +1 to the total number of successful Wounds caused for the purposes of resolving which side has won a combat (this does not stack with any other rules that increase the Assault result). In addition, the controlling player of an army with Rogal Dorn as its Warlord may select one Phase at the start of the battle, before any models are deployed onto the battlefield. During the chosen Phase of their opponent’s turn, an army that includes Rogal Dorn gains an additional Reaction as long as Rogal Dorn has not been removed as a casualty.

The Auric Armour

Rogal Dorn wore armour fashioned, it is said, from the same auric-adamantium alloy as the Emperor’s own warplate.

The Auric Armour provides Rogal Dorn with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, no attack may wound Rogal Dorn on better than a 4+ regardless of its Strength or special rules.

Storm’s Teeth

This colossal chainblade, too weighty for any but a Primarch to wield, is said to have been crafted by the weaponsmiths of Inwit before the coming of the Emperor. Its razored teeth can shred metal, stone and flesh with ease and, while the Primarch of the Imperial Fists Legion has many arms at his disposal, some relics of far greater power, it is this blade which has served him faithfully for so long he favours most.

The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Storm’s Teeth
-
+2
2
Melee, Two-handed, Murderous Strike (6+), Shred, Reaping Blow (2)

The Voice of Terra

Presented to Rogal Dorn by the Custodian Guard to honour the Primarch’s appointment as Praetorian of Terra, this tactical bolter follows the pattern of the Legio Custodes’ own weaponry, albeit redesigned for the hand and might of a Primarch to wield.

The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
The Voice of Terra
24"
5
3
Assault 3, Rending (5+)


PRIMARCH

Often considered to be the greatest of his kin, Sanguinius is a peerless warrior, masterful strategist and beloved hero of the Imperium. Among the Primarchs, there were few who would speak ill of him, with even grim figures such as Perturabo and Ferrus Manus offering grudging praise of their winged brother.

Many among that legendary brotherhood were surprised to find that the Emperor named Horus as the first among them, rather than choosing Sanguinius, and those who survived the Age of Darkness have been known to speculate that this was their father’s great mistake. For even as the wars of the Horus Heresy tore the Imperium apart and set even the noblest of his brothers on dark paths, Sanguinius remained untarnished and resolute, a beacon of hope that outshone even the darkness of that age.

  • Sanguinius 485 pts
The Great Angel, The Brightest One, Master of Hosts, Primarch of the Blood Angels
M WS BS S T W I A Ld Sv Base
Sanguinius (base: 40mm)
Sanguinius 8 8 6 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Sanguinius
Wargear
  • The Regalia Resplendent
  • The Blade Encarmine
  • Infernus
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Blood Angels)
  • Master of the Legion
  • Bulky (6)
  • Angelic Presence
  • Great Wings
  • Deep Strike
  • Loyalist
  • Warlord: Sire of the Blood Angels
Options
  • Sanguinius may exchange the Blade Encarmine for the Spear of Telesto and the Moonsilver Blade
    Free

Angelic Presence

Sanguinius inspired love in all who beheld him; such devotion drove his sons and allies to feats of heroism beyond all expectation.

Any friendly units that are locked in combat and have at least one model within 6" of Sanguinius, as well as Sanguinius and any unit he has joined, may add +1 to the total number of successful Wounds caused for the purposes of resolving which side has won a combat (this does not stack with any other rules that increase the Assault result).

Great Wings

Alone amongst the Primarchs, the Emperor saw fit to bless Sanguinius with the aspect of a true angel of myth. Able to fly freely on these wings, they grant him great speed and power.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Sanguinius’ Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Sanguinius to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, Sanguinius may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty while using this special rule, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Sanguinius is not part of. If Sanguinius ends or begins his movement or a Charge in Dangerous Terrain he must take a Dangerous Terrain test when employing this special rule, and treats all Difficult Terrain as Dangerous Terrain.

Sanguinius may still Run on a turn when his wings have been activated. When making a Run move after having activated his wings, add Sanguinius’ Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with activated wings as noted above, but he may not make Shooting Attacks or declare a Charge in the same turn in which Sanguinius has Run as per the normal rules for Running. Sanguinius’ wings may not be activated to gain any bonus to Sanguinius’ Movement Characteristic during a Reaction.

Warlord: Sire of the Blood Angels

Sanguinius stood as the icon of the Great Crusade, a hero at once idolised by millions for his grandeur and poise in parade and battle and trusted by each of his brothers. In war, he was a storm of fury and martial power, while in peace, he was a statesman and artist. Among his brethren, many were surprised when the Emperor chose Horus as his Warmaster instead of Sanguinius, but the Great Angel himself merely smiled and gave earnest and true congratulations to Horus, ever the noble warrior.

If chosen as the army’s Warlord, Sanguinius automatically has the Sire of the Blood Angels Warlord Trait and may not select any other Warlord Trait.

Sire of the Blood Angels – All friendly models with the Legiones Astartes (Blood Angels) special rule in the same army as Sanguinius that either deploys as part of a Deep Strike Assault (or any other deployment method that requires the Deep Strike special rule) or has a Legion Warhawk jump pack gain +1 Weapon Skill on any turn in which they make a successful Charge. In addition, an army with Sanguinius as its Warlord gains an additional Reaction in the opposing player’s Movement phase as long as Sanguinius has not been removed as a casualty.

The Regalia Resplendent

The Regalia Resplendent provides a 2+ Armour Save and a 4+ Invulnerable Save, and allows any failed Invulnerable Saves made on a turn in which Sanguinius Charges to be re-rolled.

The Blade Encarmine

Range
Str
AP
The Blade Encarmine
-
+1
2
Melee, Rage (2), Rampage (2), Murderous Strike (5+), Shred, Master-crafted

Infernus

Infernus is counted as a ‘Melta’ weapon for those rules that affect such weapons.
Range
Str
AP
Infernus
18"
8
1
Assault 2, Armourbane (Melta), One Shot

The Spear of Telesto and Moonsilver Blade

Range
Str
AP
The Spear of Telesto and Moonsilver Blade
 - Spear of Telesto
-
10
1
Melee, Two-handed, Master-crafted, Lance, Exoshock (4+)
 - Moonsilver blade
-
User
2
Melee, Master-crafted, Blind, Duellist’s Edge (1), Moonsilver

Moonsilver: Any unsaved Wound caused against a model with the Daemon Unit Type or Psyker Sub-type is instead counted as two Wounds. Wounds caused in excess of the model’s remaining Wounds do not spill over to other models.

Once per battle, in the Shooting phase, in lieu of making any other Shooting Attacks, Sanguinius may make a Shooting Attack using the Spear of Telesto, using the profile below. Should he choose to do this, he may not make either Shooting Attacks or Melee Attacks with the Spear of Telesto for the remainder of the battle:

Range
Str
AP
Spear of Telesto (Shooting)
12"
10
1
Assault 1, Exoshock (4+), Instant Death, Lance


PRIMARCH

The Primarch of the Iron Hands Legion was a figure of legend amongst the peoples of his home world of Medusa, named by them ‘the Gorgon’ after the most ancient of mythic creatures. Ferrus was amongst the strongest of the Primarchs, within him burning the heat of the furnace, its fury tempered by an exterior as cold and unyielding as iron. The Gorgon was known for his uncompromising demeanour, refusing to show favour to his closest followers or even his brother Primarchs. He insisted upon strength in all things, such that he refused the people of Medusa many of the easements of civilisation in order to ensure they produced the toughest of offspring from whom the Legion could recruit. The demand for physical excellence extended beyond the body and mind to include the tools of war and so the Gorgon was a master of the forge, his skills matched only by Vulkan, the Primarch of the Salamanders Legion. It was said of Ferrus Manus that he was only truly at peace toiling at the anvil, creating some marvel of the smith’s art beyond even the lords of Mars. Ferrus Manus was blessed with a physiology remarkable even amongst the Primarchs.

  • Ferrus Manus 465 pts
Master of the Iron Hands, The Gorgon, Wyrmslayer, The Great Iron Father
M WS BS S T W I A Ld Sv Base
Ferrus Manus (base: 40mm)
Ferrus Manus 8 7 6 7 7 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Ferrus Manus
Wargear
  • The Medusan Carapace
  • Servo-arm
  • Forgebreaker
  • Master-crafted plasma blaster
  • Master-crafted graviton shredder
  • Heavy flamer
  • Grenade harness
Unit Type
Special Rules
  • Legiones Astartes (Iron Hands)
  • Master of the Legion
  • Battlesmith (2+)
  • Firing Protocols (3)
  • Loyalist
  • Warlord: Sire of the Iron Hands

Warlord: Sire of the Iron Hands

One of the most physically powerful Primarchs, whose skills as an architect of arms and armour were every bit as potent as his martial prowess, Ferrus Manus despised weakness and, by his presence on the battlefield, the Primarch drove his men to acts of superhuman endurance and remorseless fervour.

If chosen as the army’s Warlord, Ferrus Manus automatically has the Sire of the Iron Hands Warlord Trait and may not select any other Warlord Trait.

Sire of the Iron Hands – All models with both the Infantry Unit Type and the Legiones Astartes (Iron Hands) special rule in the same army as Ferrus Manus gain the Feel No Pain (6+) special rule (this does not stack with other versions of the same special rule, and models that already have a better version of the special rule may use either one at the choice of the controlling player) and all models with both the Vehicle Unit Type and the Legiones Astartes (Iron Hands) special rule gain the It Will Not Die (5+) special rule. In addition, an army with Ferrus Manus gains an additional Reaction in the opposing player’s Assault phase as long as Ferrus Manus has not been removed as a casualty.

The Medusan Carapace

Ferrus Manus operated a wide variety of arms and armour, almost all of which were the products of his craft and genius. Never fully satisfied with his work, he was always looking to improve upon it and test new prototype designs, the fruits of his labour later forming the basis of many Legiones Astartes designs such as Cataphractii pattern Terminator armour.

The Medusan Carapace grants a 2+ Armour Save and a 3+ Invulnerable Save.

Forgebreaker

Fashioned by his close comrade, and later hated enemy, the Primarch Fulgrim, this exquisitely fashioned thunder hammer would prove to have a dark infamy of its own and serve the hands of many masters before the Horus Heresy ended.

Range
Str
AP
Forgebreaker
-
12
1
Melee, Master-crafted, Exoshock (3+), Brutal (3)


PRIMARCH

Held by some as a paragon among the Emperor’s sons, Roboute Guilliman was as much a patrician statesman as he was an indefatigable warrior. A being of preternatural intelligence, cold reason and indomitable will, Guilliman forged his Legion into a vast force of conquest and control, a weapon by which he made himself the master of a domain which spanned five hundred worlds. Guilliman was a charismatic and gifted leader, beloved of his people and singularly capable of compartmentalising incredible quantities of information. He was an organiser, a logistician, one capable of turning the wildest theories into practical reality and rendering order from chaos. Under his leadership the Ultramarines Legion became the largest and arguably the most tactically balanced of the Legiones Astartes, an elegantly structured but elaborate and highly meritocratic force that waged war with exceptional efficiency through the application of analysis and reason.

  • Roboute Guilliman 465 pts
Primarch of the Ultramarines, The Victorious, The Master of Ultramar, Ruler of Hosts, The Blade of Unity
M WS BS S T W I A Ld Sv Base
Roboute Guilliman (base: 40mm)
Roboute Guilliman 8 7 6 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Roboute Guilliman
Wargear
  • The Armour of Reason
  • The Gladius Incandor and the Hand of Dominion
  • The Arbitrator
  • Cognis-signum
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Ultramarines)
  • Master of the Legion
  • Adamantium Will (3+)
  • Preternatural Strategy
  • Calculating Swordsman
  • Loyalist
  • Warlord: Sire of the Ultramarines

Preternatural Strategy

At the start of each of the controlling player’s turns as the Active player in which Roboute Guilliman is on the battlefield (including when Embarked on a model with the Transport Unit Sub-type or Building), the controlling player may select one of the following options, but may not select the same option twice in a row (however, each option may be selected more than once in a single battle as long as it is not in successive turns). The effects of this option are applied to all models in the army with the Legiones Astartes (Ultramarines) special rule (including Roboute Guilliman, but not any models with the Vehicle Unit Type) and last until the start of the controlling player’s next turn as the Active player:

  • The Fleet (2) special rule
  • The Counter-attack (1) special rule
  • The Furious Charge (1) special rule
  • The Stubborn special rule

Calculating Swordsman

Though Guilliman had not garnered the renown of some of his brothers as a red-handed lord of war, he was still one of the finest swordsmen in the Imperium. As a warrior he relied not on brute strength or raw speed, but on intelligence. When he fought, he studied his opponent, and learned and exploited the flaws he discovered.

When fighting in a Challenge, Roboute Guilliman may re-roll all failed To Hit rolls of ‘1’ on the second and all subsequent rounds of the Challenge.

Warlord: Sire of the Ultramarines

Guilliman was the paragon of controlled wisdom among his brothers, a general of supreme cunning and a visionary strategist. He valued a calm appraisal of any situation, no matter how dire and looked with little favour on overwrought grandstanding or those that allowed emotion to control their actions.

If chosen as the army’s Warlord, Roboute Guilliman automatically has the Sire of the Ultramarines Warlord Trait and may not select any other Warlord Trait.

Sire of the Ultramarines – All models with the Legiones Astartes (Ultramarines) special rule in the same army as Roboute Guilliman gain +1 to their Leadership Characteristic (to a maximum of 10) while he is on the battlefield and is not in Reserve or removed as a casualty. In addition, at the start of the battle, before any models are deployed onto the battlefield, an army with Roboute Guilliman as its Warlord must select one of the following Phases: Movement, Shooting or Assault. For the duration of the battle, an army with Roboute Guilliman as its Warlord gains an additional Reaction in the chosen Phase of the opposing player’s turn as long as Roboute Guilliman has not been removed as a casualty.

The Armour of Reason

The Armour of Reason provides a 2+ Armour Save and a 4+ Invulnerable Save and, in addition, the first Invulnerable Save failed by Roboute Guilliman in each separate Phase of the battle may be re-rolled.

The Gladius Incandor and the Hand of Dominion

Roboute Guilliman’s controlling player must choose which of these two weapons to use in any particular Assault phase, and all of the model’s attacks are made with the chosen profile, but in either case, Roboute Guilliman gains +1 Attack for using two specialist weapons in combat.
Range
Str
AP
The Gladius Incandor and the Hand of Dominion
 - Gladius Incandor
-
+1
2
Melee, Shred, Murderous Strike (5+), Master-crafted, Specialist Weapon
 - Hand of Dominion
-
10
1
Melee, Unwieldy, Brutal (2), Master-crafted, Specialist Weapon

The Arbitrator

The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
The Arbitrator
18"
6
3
Assault 2, Rending (5+), Master-crafted


PRIMARCH

An indomitable warrior whose strength in battle was tempered by the depth of his wisdom, Vulkan was sire to the Salamanders Legion and its paragon. In war, his fury was a match for any of his brothers, and yet was ever mastered by a keen understanding for the destruction he caused and the power and dread responsibility he and his Legion carried as Angels of Death. In all his undertakings, Vulkan ever sought to limit needless and wanton destruction, seeing in that a path to ruin and desolation of the soul, shouldering whatever hardship this might bring him or his sons without complaint and absorbing the wisdom such suffering brought, allowing it to forge him into an ever better protector for the growing Imperium. But, like the fires of the deep earth, that wellspring of savage power slept but was never extinguished, to be called on when needed, as implacable and devastating as the fires of the turbulent world he called home. During his brief youth, Vulkan led the people of Nocturne from a fear-ridden existence as the playthings of xenos raiders to freedom, enduring on a world that tested Mankind to its very limits each day, and acting as a champion for the embattled people that had adopted him. Where other Primarchs swiftly rose to rule their adopted homes, Vulkan was content to serve simply as a teacher and protector on Nocturne, leaving only when the Emperor arrived to summon him to war as part of the Great Crusade.

  • Vulkan 465 pts
The Primarch of the Salamanders, the Promethean Fire, the Hammer of Salvation, Regent of Nocturne
M WS BS S T W I A Ld Sv Base
Vulkan (base: 40mm)
Vulkan 7 7 6 7 7 6 5 6 10 2+ 40mm
Unit Composition
  • 1 Vulkan
Wargear
  • The Draken Scale
  • Dawnbringer
  • The Furnace’s Heart
  • Dragon’s Breath heavy flamer
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Salamanders)
  • Master of the Legion
  • It Will Not Die (4+)
  • Loyalist
  • Warlord: Sire of the Salamanders

Warlord: Sire of the Salamanders

A paragon of wisdom as well as martial prowess to his Legion, Vulkan embodies the stoicism and honour that has become the hallmark of his Legion, and those who stand with him have an unshakable conviction in their cause.

If chosen as the army’s Warlord, Vulkan automatically has the Sire of the Salamanders Warlord Trait and may not select any other Warlord Trait.

Sire of the Salamanders – All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) special rule in the same army as Vulkan gain the Stubborn special rule. In addition, an army with Vulkan as its Warlord gains an additional Reaction in the opposing player’s Shooting phase as long as Vulkan has not been removed as a casualty.

The Draken Scale

Vulkan’s armour was a marvel of the Imperium and a famed relic in its own right, and its crowning glory was the skull of the great Firedrake Kesare mounted upon the Primarch’s shoulder, upon whose image the Legion’s symbol was based.

The Draken Scale grants a 2+ Armour Save and a 3+ Invulnerable Save. In addition, Vulkan may re-roll any failed Armour saves for Wounds inflicted by Flame or Volkite weapons.

Dawnbringer

A warhammer of prodigious size and reputedly indestructible material construction, Dawnbringer was too great a weight for any but a Primarch to lift. Wielded by Vulkan, Dawnbringer was capable of sundering any defence set against it, from stone to the densest armour plate, and brutally crushed countless foes.

Range
Str
AP
Dawnbringer
-
10
1
Melee, Master-crafted, Two-handed, Armourbane (Melee), Instant Death

The Furnace’s Heart

A baroquely styled energy weapon gifted to Vulkan by Ferrus Manus, the Furnace’s Heart utilised individual charged shells to produce powerful laser-like blasts capable of cutting swathes through even heavily armoured foes. The weapon, however, was not truly favoured by Vulkan, for reasons that remained the subject of dark rumour, but the Salamanders’ Primarch carried the weapon into battle at Isstvan V regardless to honour his brother for the gift.

Range
Str
AP
The Furnace’s Heart
18"
7
2
Pistol 1, Lance, Shock Pulse, Burst (D6)

Burst (X): If this weapon inflicts a Hit then instead of one Hit it inflicts a number of Hits equal to the number in brackets included as part of the rule.


PRIMARCH

Lord Corax presents a striking countenance, at least when he wishes to be seen. His skin is alabaster white and his shoulder length hair as black as the feathers of his namesake, the raven. Most remarkable and unsettling are his eyes, which are entirely black shards of solid shadow. His sable armour is edged with fine, golden filigree and upon his back is mounted a jet pack formed into a pair of articulated pinions that he wields as a murderous, bloody-edged cutting weapon. Like most of the Primarchs, Corax is blessed with an extensive armoury of artificerwrought weapons but those he most often bears to war are a pair of metrelong lightning claws and a coiled whip at his belt. The latter is carried as a reminder of the cruelty enacted upon the people of Lycaeus by the tyrannical guilds of Kiavahr and with it countless enemies of Unity have been laid low. Though few even amongst his sons know of it, Corax is blessed with the ability to pass unnoticed should he will it; this preternatural ability allowing him to slip from the perception of his enemies even when standing in plain view. In battle, the Raven Lord wields his Legion as he did his rebel cells before the Emperor came to Kiavahr.

  • Corvus Corax 440 pts
Master of the Raven Guard, The Liberator, Chooser of the Slain, The Shadowed Lord
M WS BS S T W I A Ld Sv Base
Corvus Corax (base: 40mm)
Corvus Corax 8 7 6 6 6 6 7 7 10 2+ 40mm
Unit Composition
  • 1 Corvus Corax
Wargear
  • The Sable Armour
  • The Panoply of the Raven Lord
  • The Korvidine Pinions
  • Wrath & Justice
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Raven Guard)
  • Master of the Legion
  • Hit & Run
  • Deep Strike
  • The Shadowed Lord
  • Loyalist
  • Warlord: Sire of the Raven Guard

The Shadowed Lord

If Corvus Corax chooses to use the Hit & Run special rule, the controlling player rolls an additional dice when determining the distance moved and discards any one dice of that player’s choice before determining the final result. In addition, the controlling player may re-roll all failed Shrouded rolls of a ‘1’ made for Corvus Corax and all models in any unit he has joined after using the Hit & Run special rule to remove Corvus Corax from an ongoing combat – this effect continues until the start of the controlling player’s next turn.

Warlord: Sire of the Raven Guard

The grim and brooding Raven Lord was a hard master to his Legion, but one whose noble goals inspired true devotion from those that followed him into battle. His sons would learn to master the Raven Lord’s evasive style of combat, seeking always to bleed and tire the foe rather than overcome them with brute force.

If chosen as the army’s Warlord, Corvus Corax automatically has the Sire of the Raven Guard Warlord Trait and may not select any other Warlord Trait.

Sire of the Raven Guard – All models with the Legiones Astartes (Raven Guard) special rule and either the Infantry or Cavalry Unit Types in the same army as Corvus Corax gain the Scout and Crusader special rules. In addition, an army with Corvus Corax gains an additional Reaction in the opposing player’s Movement phase as long as Corvus Corax has not been removed as a casualty.

The Sable Armour

The Sable Armour provides a 2+ Armour Save, a 4+ Invulnerable Save and grants the Shrouded (4+) special rule.

The Panoply of the Raven Lord

In combat, this is counted as a single weapon with the following profile:

Range
Str
AP
The Panoply of the Raven Lord
-
User
2
Melee, Shred, Blind, Fighting Style, Two-handed

Fighting Style: At the beginning of each Assault phase, Corvus Corax’s controlling player may choose one of the following special rules to apply to his attacks, based upon the weapons and fighting style he is employing: Murderous Strike (4+), Rage (4) or Sudden Strike (3).

The Korvidine Pinions

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Corvus Corax’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Corvus Corax to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge Distance). In addition, Corvus Corax may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty on any turn in which the Korvidine Pinions have been activated, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Corvus Corax is not part of. If Corvus Corax ends or begins his movement or a Charge in Dangerous Terrain during any turn in which the Korvidine Pinions have been activated, he automatically passes any Dangerous Terrain tests he is called upon to make.

Corvus Corax may still Run on a turn when the Korvidine Pinions have been activated. When making a Run move after having activated the Korvidine Pinions, add Corvus Corax’s Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with the Korvidine Pinions activated as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which Corvus Corax has Run as per the normal rules for Running. The Korvidine Pinions may not be activated to gain any bonus to Corvus Corax’s Movement Characteristic during a Reaction.

Wrath & Justice

Wrath and Justice are two separate weapons, both counting as both an ‘Auto’ and ‘Volkite’ weapon and with identical profiles.
Range
Str
AP
Wrath & Justice
12"
6
4
Pistol 1, Rending (3+), Deflagrate, Master-crafted


PRIMARCH

The mercurial and prideful Fulgrim was the Primarch of the Emperor’s Children Legion. Fulgrim strove to be a paragon in all things: generalship, martial skill, governance, reason and endeavour, and passed on his values to the Legion where they became enshrined as a remorseless dedication to perfection in war. The Emperor’s Children under his rule rose from the ashes of near-extinction to become shining exemplars of the Emperor’s vision for the Legiones Astartes. Fulgrim maintained clear and rigid lines of authority within his Legion; his personal beliefs, opinions and inclinations in all matters filtered down through the ranks as ironclad doctrine that was not to be questioned. His sons modelled their lives around him, adoring him and striving to reach the ever-rising heights of his ambitions.

  • Fulgrim 425 pts
The Phoenician, The Prefector of Chemos, High Lord of the Emperor’s Children
M WS BS S T W I A Ld Sv Base
Fulgrim (base: 40mm)
Fulgrim 8 8 6 6 6 6 8 6 10 2+ 40mm
Unit Composition
  • 1 Fulgrim
Wargear
  • The Gilded Panoply
  • The Blade of the Laer
  • Firebrand
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Bulky (6)
  • Sudden Strike (1)
  • Crusader
  • Tactical Excellence
  • Sublime Swordsman
  • Traitor
  • Warlord: Sire of the Emperor’s Children
Options
  • Fulgrim may exchange the Blade of the Laer for Fireblade for no additional points cost

Tactical Excellence

Fulgrim’s art of war focused around the perfect execution of pre-planned strategies and tactics, enabling him to adapt to the battlefield and foe he and his Legion must encounter and leaving little opportunity for that foe to disrupt his plans.

Once per battle, at the start of any Phase, Fulgrim’s controlling player may declare the use of this special rule. For the duration of that Phase any enemy units that attempt to declare a Reaction against a Move, Shooting Attack or Charge made by Fulgrim or a unit that he has joined, must first pass a Leadership test (using the highest Leadership Characteristic in the unit attempting to make a Reaction), unless the unit that is making the Reaction includes at least one model with the Primarch Unit Type, in which case the unit may declare Reactions as normal.

Sublime Swordsman

Fulgrim’s skill as a duellist and swordsman is beyond that of any mortal warrior or even one of the enhanced Space Marines of the Emperor’s Legions.

When Fulgrim makes Melee Attacks as part of a Challenge, he gains a number of additional Attacks equal to the amount which his Initiative Characteristic is greater than that of his opponent. For example, if Fulgrim attacks an enemy model with an Initiative Characteristic of 5 as part of a Challenge, Fulgrim’s Initiative of 8 grants him 3 extra Attacks.

Warlord: Sire of the Emperor’s Children

In his glory days, Fulgrim was an exemplar of what all the Emperor’s Primarchs could be – a brilliant tactician, superlative warrior and a hero to those that followed him into battle. It was, perhaps, the great praise he garnered for his success that led to his slow corruption. Rightful pride in his accomplishments turned to self-obsession and hubris would soon see him fall into the service of Horus and the heresy he would unleash upon the galaxy.

If chosen as the army’s Warlord, Fulgrim automatically has the Sire of the Emperor’s Children Warlord Trait and may not select any other Warlord Trait.

Sire of the Emperor’s Children – All friendly models with the Legiones Astartes (Emperor’s Children) special rule that can draw a line of sight to Fulgrim may use Fulgrim’s Leadership Characteristic for all Morale checks and Pinning tests they are required to take and all friendly units composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule on the battlefield while Fulgrim is also on the battlefield gain +1 to the Wound value used to calculate if the unit has won a close combat. In addition, the first Reaction made in each Game Turn by Fulgrim and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.

The Gilded Panoply

Fulgrim was known to enter battle wearing an ornate suit of artificer armour designed to give free rein to his phenomenal speed and agility.

The Gilded Panoply provides Fulgrim with a 2+ Armour Save, a 3+ Invulnerable Save against Melee Attacks and a 4+ Invulnerable Save against all other Wounds inflicted upon him.

The Blade of the Laer

Fulgrim’s weapon of choice was a slender, two-handed sword presented to him by the Warmaster himself. The sword’s quicksilver blade, able to slice stone and steel without mar, was by common repute reforged from the masterwork weapons of the xenos Laer, but in truth may have had darker origins yet.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Master-crafted, Specialist Weapon

Firebrand

One of a number of arms Fulgrim carried as his mood took him, Firebrand is a masterpiece of the gunsmith’s craft, as much a work of art as it was a fearsome weapon of war.

Range
Str
AP
Firebrand
15"
6
4
Pistol 2, Deflagrate, Shred, Master-crafted

Fireblade

During the Great Crusade Fulgrim wielded Fireblade, wrought for him by the hand of Ferrus Manus. This heavy bladed longsword was a rare gift from the Gorgon, a sign of his unlikely friendship with the Phoenician and a deadly tool of war.

Range
Str
AP
Fireblade
-
+1
2
Melee, Murderous Strike (5+), Master-crafted, Specialist Weapon


PRIMARCH

Weaned on war and intrigue in the strife-ridden courts of Olympia, Perturabo was a grim warrior and a master of technological arcana who wielded logic and the mathematics of warfare as keenly as he did a blade. To his brothers, the Lord of Iron was taciturn to the point of insult, preferring to harbour his thoughts against need and ever wary of treachery, even amongst his kin. Few would call him friend, but none could fault his ability to deconstruct any campaign and plot the most direct course to victory regardless of the cost and despite the strain put upon his loyalty during the long years of the Great Crusade. His conquests were numerous, and the Iron Warriors brought many worlds into the Imperium of Mankind, but he left behind shattered realms, brought to the brink of extinction by his brutal, if effective, strategies. In the wake of the Dropsite Massacre, Perturabo abandoned his oaths to the Imperium, carrying his fallen brother’s hammer from the battlefield of Isstvan V as a token of his new allegiance to the traitor Horus.

  • Perturabo 425 pts
Master of the Iron Warriors, The Lord of Iron, The Breaker, The Hammer of Olympia
M WS BS S T W I A Ld Sv Base
Perturabo (base: 40mm)
Perturabo 7 7 7 6 7 6 5 6 10 2+ 40mm
Unit Composition
  • 1 Perturabo
Wargear
  • The Logos
  • The Logos Array
  • Frag grenades
  • Cortex controller
Unit Type
Special Rules
  • Legiones Astartes (Iron Warriors)
  • Master of the Legion
  • Battlesmith (2+)
  • Master of Automata
  • Traitor
  • Warlord: Sire of the Iron Warriors
Options
  • Perturabo may be given Forgebreaker Desecrated for
    +35 points

Warlord: Sire of the Iron Warriors

Perturabo had long established himself as a Warlord and strategist on his home world and was considered amongst the finest of artificers among the ranks of the Primarchs. In battle, however, it was his ruthless sense of discipline that most influenced his Legion, for all those warriors that fought at his side were well aware of the price of failure or cowardice in the eyes of the Lord of Iron.

If chosen as the army’s Warlord, Perturabo automatically has the Sire of the Iron Warriors Warlord Trait and may not select any other Warlord Trait.

Sire of the Iron Warriors – All models with the Legiones Astartes (Iron Warriors) special rule and the Infantry Unit Type in the same army as Perturabo roll an additional dice when making Morale checks or Pinning tests caused by Shooting Attacks and discard the dice with the highest result before determining the result of the Check. In addition, an army with Perturabo as its Warlord gains an additional Reaction during the Shooting phase only as long as Perturabo has not been removed as a casualty.

The Logos

Perturabo’s panoply of war was a unique and highly customised suit of Terminator armour of his own design known as the ‘Logos’. As well as providing a phenomenal level of defence against outside attack, the armour contained sophisticated command and control systems which linked him cybernetically to every facet of the forces under his disposal and a shifting array of weapons and secondary systems created by his own vast intellect.

The Logos provides a 2+ Armour Save and 3+ Invulnerable Save, and allows Perturabo to ignore all the effects of Night Fighting, and when Perturabo or any unit he has joined makes the Interceptor Advanced Reaction, the Reaction does not cost the controlling player a point from their Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given turn.

The Logos Array

Built into the arm systems of the Logos armour are two small batteries of custom-built bolt weapons, prime examples of Olympia’s shrapnel bolt technology and improved by the genius of Perturabo himself. These weapons unleash a storm of shot that few enemies can withstand.

This weapon is considered a ‘Bolt’ weapon for those rules that affect such weapons. The Logos array has two profiles, one for use as a ranged weapon and one for use in melee.
Range
Str
AP
The Logos Array
- Ranged
30"
6
3
Assault 6, Twin-linked, Shred, Pinning, Shell Shock (1)
- Melee
-
+1
2
Melee, Two-handed

Forgebreaker Desecrated

Once wielded by the Primarch Ferrus Manus, this weapon was taken from his body as a trophy by his killer and presented to Perturabo by the Traitor Warmaster. In the hands of the grim master of the Iron Warriors, it has become a horrific icon of the darkness that had corrupted many of the Mankind’s greatest champions.

Range
Str
AP
Forgebreaker Desecrated
-
12
1
Melee, Unwieldy, Master-crafted, Exoshock (3+), Brutal (2)


PRIMARCH

Called the ‘Night Haunter’ by the people of his home world of Nostramo, Konrad Curze was from his earliest days a figure of dark renown. Growing to maturity upon benighted city streets ruled by criminals while corrupt overlords enjoyed lives of luxury, Curze took it upon himself to exert his own bloody brand of justice. Instituting a reign of terror that cowed criminal and tyrant alike, the Night Haunter brought order, of a kind, to Nostramo. When at last the Emperor came, Curze had foreseen his life, his role as Primarch and his ultimate end, his sanity ever stretched taut by grim visions of the horrors soon to overwhelm the galaxy. Having been granted command of the VIIIth Legion, which the Primarch named the Night Lords, Curze set about imposing his particular notions of order and justice upon the wider galaxy. World after world fell to the Night Haunter’s bloody campaigns of conquest, the Primarch becoming so feared that the mere word of his approach was often sufficient to suppress rebellion and cow disobedience. At the urging of his brother, the Warmaster, Curze would throw in his lot with the Traitors, his cruel ire now directed against his own brothers and their Legions.

  • Konrad Curze 450 pts
The Primarch of the Night Lords, The Night Haunter, The Last Judge, The King of Terrors
M WS BS S T W I A Ld Sv Base
Konrad Curze (base: 40mm)
Konrad Curze 8 8 7 6 6 6 7 7 10 2+ 40mm
Unit Composition
  • 1 Konrad Curze
Wargear
  • The Nightmare Mantle
  • Mercy & Forgiveness
  • The Widowmakers
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Night Lords)
  • Master of the Legion
  • Hit & Run
  • Fear (3)
  • The King of Terrors
  • Bloody Murder
  • Night Vision
  • A Death Long Foreseen
  • Traitor
  • Warlord: Sire of the Night Lords

The King of Terrors

Such is Curze’s aura of preternatural malice and sinister intent, that even the most valorous warriors buckle before his onslaught, all thoughts of standing against this spectre of doom washed away by an unnatural despair.

When Konrad Curze and any unit he has joined ends a combat by removing all enemy models as casualties or destroying an enemy unit due to a Sweeping Advance, all enemy units that are not locked in combat and can draw a line of sight to Konrad Curze must immediately take a Pinning test.

A Death Long Foreseen

Konrad Curze was cursed with one tiny sliver of his father’s psychic talent – he could foresee snatches of the future with limited clarity. Only one vision he ever accepted with unswerving certainty, that of his own death. Curze could conjure up this vision with a moment of focus, reaffirming his belief in its truth and thus entering the fray with a suicidal fury.

Konrad Curze gains access to the Glimpse of Death Psychic Power only and gains no other Disciplines.

Glimpse of Death (Psychic Power)

An empire in flames, a throne in a palace of nightmares and a shadowy figure wreathed in righteous anger. It all ends in horror and a short, undignified stroke of a blade. What terror can the battlefields of the present hold compared to the empty futility of the future?

At the start of any Assault phase, a Psychic check may be made for Konrad Curze by the controlling player, this Psychic check must be made against a Leadership of 7. If this Check is passed, Konrad Curze gains the Feel No Pain (4+) special rule and +1 Attacks for the duration of that Assault phase. If the Check is failed, Konrad Curze suffers Perils of the Warp.

Warlord: Sire of the Night Lords

A dark and haunted figure, obsessed by death and judgement, and unshakable in his belief in the fundamental fallibility of Mankind and the agency of fear as the only true means of controlling humanity’s failings, Konrad Curze and his Legion were shaped by the terror and darkness of Nostramo just as much as they were by the genecraft of the Emperor.

If chosen as the army’s Warlord, Konrad Curze automatically has the Sire of the Night Lords Warlord Trait and may not select any other Warlord Trait.

Sire of the Night Lords – All models with the Infantry, Dreadnought or Cavalry Unit Type and the Legiones Astartes (Night Lords) special rule in the same army as Konrad Curze gain the Night Vision and Bloody Murder special rules and are immune to the effects of the Fear (X) special rule. In addition, an army with Konrad Curze as its Warlord gains an additional Reaction in the Movement phase as long as Konrad Curze has not been removed as a casualty.

The Nightmare Mantle

Curze’s raiment of war was a customised artificer suit, bedecked in grisly trophies of judgement and the flayed skins of those whose sins he saw as particularly egregious or noteworthy.

The Nightmare Mantle provides a 2+ Armour Save and a 4+ Invulnerable Save. In addition, the Nightmare Mantle allows Konrad Curze to ignore all modifiers to his Movement from any source, automatically pass all Dangerous Terrain Tests and when choosing to Run adds 12 to his Movement Characteristic instead of his Initiative Characteristic.

Mercy & Forgiveness

This pair of murderous artificer lightning claws, unknown in origin, which Curze favoured as his personal weapons were given the doleful names ‘Mercy’ and ‘Forgiveness’ by the Night Lords; though what their wielder named them, if anything, remains as with so much about their master, unknown.

Mercy & Forgiveness are two separate weapons, and Konrad Curze gains the +1 Attack bonus for having two weapons when using them – this is not included as part of his profile.
Range
Str
AP
- Mercy
-
User
2
Melee, Shred, Murderous Strike (4+)
- Forgiveness
-
User
2
Melee, Shred, Murderous Strike (4+)

The Widowmakers

Based on the micro-serrated throwing blades utilised for signature-kills by certain Nostraman assassin-cults, Curze favoured the use of these vicious, yet highly precise weapons over more conventional firearms in battle, using them to disable and maim as he willed.

Range
Str
AP
The Widowmakers
12"
4
5
Assault 3, Rending (4+)


PRIMARCH

Angron, most bloodyhanded and savage of the Primarchs, was the master of the World Eaters Legion. In his youth cast upon a world of brutal oppression he was enslaved and surgically mutilated to become a gladiator in the games of death, where he became the undefeated lord of the red sands, a killer without peer. After leading a doomed slave revolt the Emperor saved him from dying with his rebellion and placed him at the head of his Legion, but Angron never forgave the Emperor for the death of his followers, nor was any love lost between him and his fellow Primarchs. When Horus began his rebellion, Angron was quick to join in his treachery, but his only true master was the rage and bloodlust within him.

  • Angron 450 pts
Master of the World Eaters, The Red Angel, Slaughterer of Nations,the Undefeated
M WS BS S T W I A Ld Sv Base
Angron (base: 40mm)
Angron 8 8 5 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Angron
Wargear
  • The Armour of Mars
  • The Spite Furnace
  • The Butcher’s Nails
  • Gorefather
  • Gorechild
  • Frag grenades
Unit Type
  • Primarch (Unique)
Special Rules
  • Legiones Astartes (World Eaters)
  • Master of the Legion
  • Red Sands
  • Hatred (Everything)
  • Rampage (2)
  • Furious Charge (2)
  • Traitor
  • Warlord: Sire of the World Eaters

Red Sands

Trained to fight and die in single combat, Angron was at his best when pitted against the foe’s mightiest warriors blade to blade.

In any given turn Angron may make as many Challenges as there are enemy models with the Character Sub-type or Primarch Unit Type locked in combat with him, up to his current number of Attacks. Pull out all the challengers and fight them in an order decided by Angron’s controlling player during the Challenge part of the Fight sub-phase, save that any enemy model with the Primarch Unit Type must be fought first. Angron must divide his attacks between them and must assign at least one attack to each Challenge he fights in. All models challenged by Angron, and Angron himself, count as being in a Challenge and follow all the rules for Challenges and any models that are not removed as casualties remain in a Challenge with Angron until either all the challengers are removed as casualties, Angron is removed as a casualty or the Challenge is ended by the effects of another rule.

Warlord: Sire of the World Eaters

Forced to abandon those who had trusted him and fought for him by the Emperor, Angron would never be the inspirational leader that many of his kin became. He treated his own Legion with a brutal disdain, and yet those bloody warriors would not abandon the one whose genes had forged them, seeking ever to please and impress their progenitor. Only the most reckless feats of bloody-handed slaughter would receive even the smallest gesture of respect from Angron, and the World Eaters would face any peril to secure such a mark of honour.

If chosen as the army’s Warlord, Angron automatically has the Sire of the World Eaters Warlord Trait and may not select any other Warlord Trait.

Sire of the World Eaters – All models with the Legiones Astartes (World Eaters) special rule in the same army as Angron, including Angron himself, gain the Feel No Pain (6+) and Adamantium Will (3+) special rules. In addition, an army with Angron as its Warlord increases its Reaction Allotment to 3 in the opposing player’s Movement phase as long as Angron has not been removed as a casualty (this does not allow more than three Reactions to be made in that Phase, and may not be further modified by any other rule or effect), but may only make Advance Reactions.

The Armour of Mars

The warplate of Angron is the rebuilt skeleton of his ancient gladiator armour, reinforced and enhanced by the technology of Mars at the behest of the Emperor. Though once a gleaming golden token of the Emperor’s esteem for his new champion, Angron has shown little interest in its condition, allowing the gore of each victory to dull its lustre and refusing to allow any but the most basic maintenance.

The Armour of Mars gives its wearer a 2+ Armour Save and a 4+ Invulnerable Save.

The Spite Furnace

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
The Spite Furnace
12"
7
2
Pistol 2, Gets Hot, Master-crafted

The Butcher’s Nails

The cyber-neural implants buried deep into Angron’s nervous system drive him to heights of rage that cannot be readily understood by any other than the Red Angel himself. This device feeds on and amplifies Angron’s own rage, and in battle each kill sees his rage mount and grow until the Primarch becomes little more than a gore-spattered threshing machine, cutting down lives in a frenzy of violence unequalled by any of his brethren.

At the start of each of the controlling player’s turns after the first, Angron gains +1 to his Attack characteristic for the rest of the battle to a maximum of 10 Attacks at the start of the controlling player’s fifth turn (if the battle lasts that long). If Angron is in Reserves at the start of the controlling player’s turn then this rule has no effect and his Attacks do not increase that turn. Additionally, any To Hit rolls made in any Assault phase targeting a unit that includes Angron, always counts the majority Weapon Skill of the target unit as 3, regardless of the actual Weapon Skill of the models in that unit.

Gorefather

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorefather
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred

Gorechild

These archaic matched chainaxes are among the most potent weapons known among the relics of the Primarchs, and are made all the more deadly by Angron’s consummate skill as a fighter.

Weapon listed here is counted as ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Gorechild
-
+1
2
Melee, Specialist Weapon, Armourbane (Melee), Murderous Strike (3+), Shred


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.
With lies and half-truths did Horus sway Mortarion to his cause, and the price that he and his Legion would pay for their role in the Horus Heresy would be nightmarish beyond imagining.

  • Mortarion 425 pts
The Pale King, Master of the Death Guard, the Traveller, Dread Liberator of Barbarus
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
Unit Composition
  • 1 Mortarion
Wargear
  • The Barbaran Plate
  • Silence
  • The Lantern
  • 7 phosphex bombs
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Death Guard)
  • Master of the Legion
  • Bulky (6)
  • It Will Not Die (4+)
  • Fear (2)
  • Adamantium Will (3+)
  • Hatred (Psykers)
  • Shadow of the Reaper
  • Preternatural Resilience
  • Traitor
  • Warlord: Sire of the Death Guard

Shadow of the Reaper

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.

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 Resilience

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 effect

Warlord: Sire of the Death Guard

Mortarion 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 Plate

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.

Silence

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)

The Lantern

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


PRIMARCH

Magnus the Red was unique among the Primarchs, a psyker of prodigious power whose very essence boiled with psychic potential. Such was his power that it is said that alone amongst his Primarchs, Magnus met the Emperor in the Realm Beyond long before they met in the flesh. In battle, Magnus the Red fought like a mythical god; fire wreathed him and followed in his wake like a burning cloak, and solid matter was unmade with a gesture. Armies of mere mortals, powerless before him, would fall to their knees, weeping as their nightmares danced before their eyes. But destruction and war was only a means to an end for Magnus, for possessed of a supreme intelligence and a hunger for knowledge, he saw himself and his Legion as creators of the future rather than simple conquerors. Others might think of themselves as working for the betterment of Mankind, even of being bearers of the Imperium’s ideals, however Magnus saw another path. To him, the Great Crusade was a path from the darkness of ignorance into the light of reason. It was this obsession which drove him to achieve all that he did, and also that which would chain him and his Legion to a future of damnation.

  • Magnus The Red 520 pts
Primarch of the Thousand Sons, The Sorcerer of Prospero, The Crimson King, The Logos Maxima, The Cyclopean Giant
M WS BS S T W I A Ld Sv Base
Magnus the Red (base: 40mm)
Magnus the Red 8 7 6 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Magnus the Red
Wargear
  • The Horned Raiment
  • The Blade of Ahn-nunurta
  • Psyfire serpenta
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Thousand Sons)
  • Master of the Legion
  • Arch-Sorcerer
  • Deep Strike
  • Adamantium Will (3+)
  • Shrouded (5+)
  • The Eye of the Crimson King
  • Traitor
  • Warlord: Sire of the Thousand Sons

Arch-Sorcerer

Magnus the Red was the undisputed master of the arcane among the brotherhood of Primarchs. His knowledge of the mysterious realm of the psyker was equalled only by the Emperor himself, and many have claimed that some secrets held by Magnus were unknown even to his father.

Magnus the Red has access to all of the Core Psychic Disciplines as presented in the Core Psychic Discipline list. When making a Shooting Attack or attacking during an assault, Magnus may choose to use any one Psychic Weapon available from any Discipline regardless of which Psychic Powers he has used in a given turn. In addition to any other Psychic Power he has used, in each turn Magnus may use any one of the Minor Arcana provided by the Prosperine Arcana special rule, and may use a different Minor Arcana each turn. When using a Minor Arcana power, Magnus automatically passes any Psychic checks required without any dice being rolled (this applies only to Minor Arcana powers).

The Eye of the Crimson King

Magnus’ single baleful eye seemed to some a grotesque defect, but to Magnus it was an invaluable tool for the arcane arts he practised. His eye saw further and deeper than any mere mortal organ and allowed him to maintain an edge that no other warrior could match.

When selecting targets for his psychic powers, all models within range are assumed to be in line of sight (except those Embarked upon models with the Transport Sub-type or Buildings).

Warlord: Sire of the Thousand Sons

As the pre-eminent sorcerer of his age, Magnus the Red trained his sons to wield the ephemeral arts with superb skill. On the field of battle it would be these eldritch powers that the Thousand Sons employed as their chief weapon, favouring them over the blade or the bolt.

If chosen as the army’s Warlord, Magnus the Red automatically has the Sire of the Thousand Sons Warlord Trait and may not select any other Warlord Trait.

Sire of the Thousand Sons – All models with the Infantry Unit Type in the same army as Magnus the Red with the Psyker Sub-type gain the Adamantium Will (6+) special rule (if a model already has a version of this special rule then the value of that special rule is increased by one step, for example from (5+) to (4+)) and any model with the Legiones Astartes (Thousand Sons) special rule (including Magnus the Red) that suffers Perils of the Warp reduces the number of Wounds inflicted by 1 (to a minimum of 1 Wound). In addition, an army with Magnus the Red as its Warlord gains an additional Reaction in the opposing player’s Assault phase, unless Magnus the Red has been removed as a casualty.

The Horned Raiment

Magnus’ armour was believed to be as much a thing of tangible psychic force and Empyreal energy as it was a physical construction, shifting form and appearance as he willed, and the means by which it protected him was proof against the most savage weapons despite its often primitive appearance.

The Horned Raiment provides Magnus the Red with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, if he is struck by a weapon with the Destroyer type, the amount of Wounds it inflicts is reduced by 1, to a minimum of 1.

The Blade of Ahn-nunurta

Taking the distinctive shape of the weapon of the Prosperine war god of ancient myth, this force blade combined ancient lore with Imperial weapons technology and was lethal to living creatures and battle engines alike.

The weapon listed here is counted as ‘Power’ and ‘Force’ weapon for those rules that affect such weapons.
Range
Str
AP
The Blade of Ahn-nunurta
-
6
1
Melee, Force, Two-handed

Psyfire serpenta

A handgun of prodigious size seemingly conjured to his grasp at need, there was always some debate even among Magnus’ Legion whether this powerful plasma-type weapon was truly a device or simply a manifestation of his psychic powers in physical form.

The weapon listed here is counted as ‘Plasma’ and ‘Force’ weapon for those rules that affect such weapons.
Range
Str
AP
Psyfire serpenta
15"
3
2
Assault 3, Deflagrate, Force


PRIMARCH

Horus was the Primarch of the Luna Wolves Legion and greatest of his superhuman kind. A tactical genius and charismatic battle leader, Horus proved himself over the course of the Great Crusade as a warlord second only to the Emperor whom he served and called father. So it was that when the Emperor stood apart from the burden of the command of the Great Crusade, it was Horus that he named Warmaster to act in his stead. But ambition and pride festered within the Warmaster’s heart and at Davin he fell, and the lies and corruption of the Warp infected his soul. From then on he plotted with dark forces to usurp the Emperor’s throne and become the master of Mankind, throwing the galaxy into bloody civil war.

  • Horus Lupercal 600 pts
Warmaster of the Imperium, the Breaker of Tyrants, the Favoured Son, the Eye of Terra
M WS BS S T W I A Ld Sv Base
Horus (base: 40mm)
Horus 8 8 6 7 7 7 6 6 10 2+ 40mm
Horus Ascended (base: 50mm)
Horus Ascended 8 8 6 8 8 8 6 6 10 2+ 50mm
Unit Composition
  • 1 Horus
Wargear
  • The Serpent’s Scales
  • The Warmaster’s Talon
  • Worldbreaker
  • Cognis-signum
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Sons Of Horus)
  • Master of the Legion
  • Master of War
  • Master of Weapons
  • Deep Strike
  • Traitor
  • Warlord: Sire of the Sons of Horus
Options

Master of War

Horus wields a genius-level strategic intellect combined with a gutter-fighter’s savagery, honed together over centuries of constant warfare and martial experience, and it was not for nothing he was considered by many as foremost among his superhuman kind.

Once per battle, at the start of any turn where Horus Lupercal’s controlling player is the Reactive player, this special rule may be activated. For the duration of the turn on which this special rule is activated, the Reaction Allotment of the army that includes Horus is increased by +1 in every Phase.

Master of Weapons

Among his brothers Horus was known as a master of weapons, combining the practised skills of a Terran duelling master with the low cunning of a Cthonian gutter-brawler. In combat he would use whatever means were required to gain the upper hand and crush his opponent, and was easily a match for almost any of his kin.

During the Assault phase Horus Lupercal can never be hit by a Melee Attack on a score of better than 4+, regardless of the Weapon Skill of his opponent. In addition, during the Assault phase Horus Lupercal may choose to split his Attacks between any of the weapons he is equipped with, declaring which attacks will be used with which weapon profiles before any of his attacks are rolled.

Warlord: Sire of the Sons of Horus

As the Warmaster of the Imperium and first amongst the Primarchs, Horus demanded the best from those that served him. When he took to the battlefield in person, every warrior would strive to gain his favour with acts of bravery that would ensure a position in the inner circle of the Warmaster.

If chosen as the army’s Warlord, Horus automatically has the Sire of the Sons of Horus Warlord Trait and may not select any other Warlord Trait.

Sire of the Sons of Horus – All models of the Infantry Unit Type in the same army as Horus Lupercal, regardless of Faction, gain +1 Leadership and the Stubborn special rule.

The Serpent’s Scales

Horus’ unique suit of Terminator armour is one of the first prototypes of its kind, fashioned and continuously improved by the hand of Kelbor-Hal and the greatest artificers of the Imperium, and it is proof against attacks of both brute and esoteric origin.

The Serpent’s Scales provides a 2+ Armour Save and a 3+ Invulnerable Save.

The Warmaster’s Talon

A unique lightning claw which incorporates a baroquely styled twin-bolter, the Talon has long been Horus’ favoured weapon. Some apocryphal sources claim it is an antediluvian relic that was found deep within the planet Clthon, and was a product of Mankind’s Dark Age of Technology.

The Talon has two profiles listed, one for Shooting Attacks and one for attacks in the Assault phase. When used to attack as part of a Shooting Attack, this weapon counts as a ‘Bolt’ weapon for those rules that affect such weapons.
Range
Str
AP
The Warmaster’s Talon
 - (Melee)
-
User
2
Melee, Shred, Deflagrate
 - (Shooting)
24"
5
3
Assault 3, Twin-linked

Worldbreaker

This is a power maul of prodigious size and might, which as well as being a weapon capable of shattering armoured ceramite, is also a signifier of Horus’ rank of Warmaster, and is said to have been created by the hand of the Emperor himself as a gift to his favoured son.

Range
Str
AP
Worldbreaker
-
10
2
Melee, Master-crafted, Brutal (2), Sunder, Unwieldy


PRIMARCH

Lorgar Aurelian, the Golden Son, who alone amongst his brothers wielded the raw power of devotion as his preferred weapon, was the lord of the Word Bearers Legion. He swayed worlds with his powerful oratory and the sheer force of his charisma, leading them to the veneration of the Emperor, who he saw as the divine saviour of Mankind. At the head of his Word Bearers, Lorgar conquered, not simply through stratagem, overmatching power or simple brute violence, but by the subtle craft of exaltation, by inspiring his sons to feats of arms in the name of the Imperial Truth and swaying whole planetary populations through his statecraft and vision. His Legion did not simply batter a world into submission, but applied force of arms only as needed to raise them up and render them to freedom. But in his literal interpretation of the meaning of the Great Crusade, he and his Legion strayed from the path that had been set out for them. For his failings, Lorgar received only censure from his siblings and father. With his beliefs shattered, anger and resentment set Lorgar to secretly accept new, darker truths. Both betrayer and betrayed, it was Lorgar and his Legion who would set the stage for the nightmare of the Horus Heresy, seeking to spread his new creed across the galaxy.

  • Lorgar 415 pts
M WS BS S T W I A Ld Sv Base
Lorgar (base: 40mm)
Lorgar 8 6 6 6 6 6 6 5 10 2+ 40mm
Unit Composition
  • 1 Lorgar
Wargear
  • The Armour of the Word
  • Illuminarum
  • Devotion
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Word Bearers)
  • Master of the Legion
  • It Will Not Die (4+)
  • Crusader
  • The Fortress of the Word
  • The Power of the Word
  • Traitor
  • Warlord: Sire of the Word Bearers
Options
  • Lorgar may take the Lorgar Transfigured special rule
    +25 points

The Fortress of the Word

Though less skilled with weapons than his brethren, Lorgar had long worked to flex other muscles and bring other weapons to bear on the battlefield. Among his brothers he was one of the few to master the power of the æthereal to any degree, and though his skill was dwarfed by that of Magnus he could still work feats that surpassed most mortal scholars.

Lorgar gains the Psychic Disciplines Thaumaturgy and Divination from the Core Psychic Disciplines list and may not select any other Psychic Discipline.

The Power of the Word

Lorgar, ever the least physically imposing of the Primarchs, relied on his skills as an orator and statesman more than his skill as a strategist or warrior. When forced to take to the front lines, he allowed his warriors and bodyguard to see to his safety while he focussed on the morale and fervour of his warriors.

Any Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad selected as a Retinue Squad with Lorgar as its Leader gains the Fearless and Feel No Pain (4+) special rules. In addition, once per battle, one friendly unit composed entirely of models with the Infantry or Cavalry Unit Type with at least one model within 18" of Lorgar (but not a unit that includes Lorgar himself) may be selected at the start of any Game Turn. The chosen unit gains the Fearless and Feel No Pain (4+) special rules for the duration of that Game Turn.

Warlord: Sire of the Word Bearers

Lorgar, though mightier than any mortal combatant, was often seen as the least martial of his brethren. More of a statesman than a swordsman, Lorgar was a master beyond compare with rhetoric and oratory, and wielded these tools with a deft touch. While he could not stand in a duel against any of his brothers, there was none he could not stir with his words.

If chosen as the army’s Warlord, Lorgar automatically has the Sire of the Word Bearers Warlord Trait and may not select any other Warlord Trait.

Sire of the Word Bearers – All units composed entirely of models which have the Legiones Astartes (Word Bearers) special rule and which can draw line of sight to Lorgar add +1 to the result of Charge Distance rolls made for them, and may use Lorgar’s Leadership in all Leadership tests, Morale checks and Pinning tests made for them. In addition, an army with Lorgar as its Warlord gains an extra Reaction in the opposing player’s Assault phase, as long as Lorgar has not been removed as a casualty.

Lorgar Transfigured

When Lorgar came to embrace what he saw as the Primordial Truth of Chaos, he used it and its sorcerous lore to finally unlock his full psychic potential.

If Lorgar is upgraded with this special rule, he gains the Corrupted Unit Sub-type and replaces the Thaumaturgy and Divination Psychic Disciplines with the Anathemata and Diabolism Psychic Discipline. In addition, an army that includes Lorgar Transfigured may fill any non-Compulsory slots in its Force Organisation chart with units from the Ruinstorm Daemon army list – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil (Psychic Power).

The Armour of the Word

Lorgar’s battle plate is a customised suit of artificer armour based upon the Maximus pattern, incorporating a defensive field generator and graven with ancient Colchisian sigils of protection and Lorgar’s own words of anathema.

The Armour of the Word provides a 2+ Armour Save and a 4+ Invulnerable Save. This Invulnerable Save increases to a 3+ against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp.

Illuminarum

This ornate sceptre-maul was fashioned for Lorgar by the master weaponsmith Ferrus Manus in a rare display of filial support. Perfectly balanced for Lorgar’s strength and size, it is a formidable weapon and apocryphally seen as the pattern on which the Chaplains’ crozius was later based.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Illuminarum
-
+2
2
Melee, Master-crafted, Armourbane (Melee), Brutal (2)

Devotion

An archaic weapon whose origin lies in the lost Dark Age of Technology, the pistol known to Lorgar as Devotion did not fire any projectile or beam, but instead warped the local gravitic field. The device enabled Lorgar to vastly intensify local gravity and crush any foolish enough to defy the Primarch.

The weapon listed here is counted as a ‘Graviton’ weapon for those rules that affect such weapons.
Range
Str
AP
Devotion
12"
8
2
Pistol 1, Concussive (2), Graviton Pulse, Haywire, Master-crafted


PRIMARCH

Of all the Primarchs of the Legiones Astartes, Alpharius is without doubt the most steeped in mystery, legend, contradiction and deliberate falsification. Some even claim that the Alpha Legion has more than one Primarch, though it is entirely possible that this belief is itself but a part of an elaborate misdirection on the part of Alpharius, intended to further his Legion’s goals. The Primarch of the Alpha Legion shrouds himself in mystery, often moving unseen even amongst the ranks of his own Legion. However, when the time comes to cast off the cloak of misdirection, Alpharius is as awe-inspiring a being as any of the Primarchs of the Legiones Astartes. Clad in armour forged in the manner of some terrifying beast of Ancient Terran myth and armed with a fearsome panoply of weapons of unknown provenance, Alpharius bestrides the battlefield like a figure from legend. Like the hydra he and his Legion take as their symbol, in battle Alpharius fights by repeated attacks from multiple and unexpected quarters. None can predict where or how the Primarch will strike, what weapons he will bring to bear or which of his many different forces will fight at his side.

  • Alpharius 465 pts
Primarch of the Alpha Legion, the Aleph Null, the Hydra, the Threefold Serpent, The Final Configuration
M WS BS S T W I A Ld Sv Base
Alpharius (base: 40mm)
Alpharius 8 7 7 6 6 6 6 6 10 2+ 40mm
Unit Composition
  • 1 Alpharius
Wargear
  • The Pythian Scales
  • The Pale Spear
  • The Hydra’s Spite
  • Three venom spheres
  • Frag grenades
Unit Type
Special Rules
  • Legiones Astartes (Alpha Legion)
  • Master of the Legion
  • Adamantium Will (3+)
  • Crusader
  • Insidious Mastermind
  • Everywhere and Nowhere
  • Warlord: Sire of the Alpha Legion

Insidious Mastermind

Alpharius is perhaps the most devious commander in the Imperium, with a labyrinthine mind able to both predict the actions of others with uncanny precision and manipulate his foes into unwittingly doing as he wishes, often sealing their own doom in the process.

At the start of any turn in which Alpharius’ controlling player is the Active player and Alpharius is on the battlefield (including when Embarked on a model with the Transport Sub-type or Building), the controlling player may grant one of the listed special rules to all models in the army with the Legiones Astartes (Alpha Legion) special rule (including Alpharius) that do not also have the Vehicle Unit Type, until the start of the controlling player’s next turn as the Active player. Each of the listed special rules may only be selected once per battle:
  • The Fleet (2) special rule
  • The Preferred Enemy (Everything) special rule
  • The Sudden Strike (1) special rule

Everywhere and Nowhere

Of all the Primarchs there was none as unpredictable as Alpharius, for he could appear at almost any location and arrive by almost any means without warning. Those that studied his methods would find no pattern to help predict his actions or scheme by which his preferences could be defined, and in many cases would swear that the Primarch could not be a single entity, given his ability to appear at any location with such ease.

At the start of the battle before any models are deployed, Alpharius may be given any one of the following special rules: Infiltrate, Scout or Deep Strike. Alpharius’ controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule to receive the same special rule granted to Alpharius by Everywhere and Nowhere.

Warlord: Sire of the Alpha Legion

Few among his brothers truly knew Alpharius, the last of all the Emperor’s Primarchs to rejoin the Imperium. Tall tales, rumours and outright lies spoke of a variety of flaws and gifts possessed by the last Primarch and none knew what to expect from him. When the war began, his enemies would spend much time attempting to sort truth from the lies, finding out only too late that Alpharius was no less a master of war than any of his brothers.

If chosen as the army’s Warlord, Alpharius automatically has the Sire of the Alpha Legion Warlord Trait and may not select any other Warlord Trait.

Sire of the Alpha Legion – At the start of the battle, after all models from all armies have been deployed, including units deployed using the Infiltrator special rule and after any Scout moves have been made, Alpharius’ controlling player may select up to three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. The selected units may be redeployed to any position in the controlling player’s Deployment Zone or placed into Reserves. In addition, an army with Alpharius as its Warlord may declare a single Phase at the start of any turn in which Alpharius’ controlling player is the Reactive player, gaining an additional Reaction in the chosen Phase as long as Alpharius has not been removed as a casualty.

The Pythian Scales

Although frequently recorded as entering battle in the semblance of a regular member of his Legion, Alpharius —or perhaps an individual carrying that name— is also known to have led his Legion to war armoured in sinister and baroque reptilian-styled armour whose stature left no doubt in the mind of onlookers that a bloody-handed Primarch had entered the fray. This armour, faceless and fashioned after the shadowed mythic age of Ancient Terra was known as the Pythian Scales, and could turn aside blade, energy blast and alchemical attack with equal ease.

The Pythian Scales provide Alpharius with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, if Alpharius is the only model in his unit when declared as the target of an attack, Hits caused by that attack with a weapon with the Fleshbane or Poisoned (X) special rules gain no benefit when rolling To Wound and are resolved using the standard rules (if an attack with the Poisoned (X) or Fleshbane special rules that targets Alpharius has no Strength Characteristic, then treat it as Strength 1)

The Pale Spear

This was one of a number of strange and esoteric weapons associated with the Primarch and rumoured to be a xenos artefact whose forging predated even the rise of the Eldar. This double-bladed spear flickered seemingly out of phase with the material universe when wielded, emitting an eerie and otherworldly howling, and was able to pierce any physical defence it encountered without impediment, ripping them apart at the molecular level. Against living matter, it inflicted hideously gaping, bloodless wounds as the flesh where it struck dissolved into oily smoke.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
The Pale Spear
-
User
1
Melee, Armourbane, Instant Death, Two-handed

The Hydra’s Spite

A weapon recorded as in use by several highly ranked members of the Alpha Legion – whether this was one weapon or a series of similar prototypes is unknown, but its efficacy in battle is undeniable. A high powered plasma weapon, the Hydra’s Spite did not suffer from many of the shortcomings common to Imperial plasma technology and may well have incorporated xenos components.

The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons.
Range
Str
AP
The Hydra’s Spite
18"
8
3
Assault 2, Rending (4+), Master-crafted

HQ


HQ

When facing heavy resistance, many centurions will march to war clad in Cataphractii Terminator armour, leading their subordinates into the thickest fighting. Line centurions lead massed ranks of Space Marines in the field of battle, the superior durability and protection afforded by Cataphractii suits greatly increasing the survivability of such a perilous duty. Certain specialists among the Legiones Consularis show particular preference for Cataphractii pattern Terminator armour, such as the Legion siege breakers that are expected to storm a breach in enemy fortifications, primus medicae officers ensuring that the gene-seed of their fallen brothers is safely collected from the battlefield or the Legion forge lords, masters of artifice who are often found in the heart of battle repairing damaged vehicles and incanting words of supplication to beleaguered machine spirits.

  • Legion Cataphractii Centurion 85 pts
M WS BS S T W I A Ld Sv Base
Legion Cataphractii Centurion (base: 40mm)
Legion Cataphractii Centurion 6 5 5 4 4 3 5 3 9 2+ 40mm
Unit Composition
  • 1 Legion Cataphractii Centurion
Wargear
  • Combi-bolter
  • Power weapon
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Independent Character
  • Legiones Consularis
  • Relentless
  • Inexorable
  • Bulky (2)
Options
  • A Legion Cataphractii Centurion may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • A Legion Cataphractii Centurion may exchange his power weapon for one of the following:
  • - Power fist
    +10 points
  • - Lightning claw
    Free
  • - Chainfist
    +15 points
  • - Thunder hammer
    +15 points
  • A Legion Cataphractii Centurion may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +15 points
  • A Legion Cataphractii Centurion may take a:
  • - Grenade harness
    +5 points

Legiones Consularis

Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and the demise of the foe.

Any Legion Cataphractii Centurion may select a single Consul upgrade; no model may take more than one such upgrade. The various Consul types are listed here, but full rules for them can be found in the Appendix: Legiones Consularis:


HQ

Many command squads go to war clad in Cataphractii Terminator armour, using its sheer bulk and durability to protect the life of their commander. Able to withstand even the most vicious blows and bearing the finest weaponry in the Legion’s armoury, these exemplary warriors embody the finest qualities of the Legiones Astartes, valiantly spearheading assaults into the most hazardous of war zones holding the Legion’s banners high. Cataphractii armour is amongst the earliest marks of Terminator armour to be issued to the Legions and, as such, the most experienced veteran Legionaries often choose it over more recent marks, preferring its proven superior protection to serve them in the duty of safeguarding their commander in battle.

  • Legion Cataphractii Command Squad 125 pts
M WS BS S T W I A Ld Sv Base
Legion Cataphractii Chosen (base: 40mm)
Legion Cataphractii Chosen 6 5 4 4 4 2 4 2 8 2+ 40mm
Legion Cataphractii Standard Bearer (base: 40mm)
Legion Cataphractii Standard Bearer 6 5 4 4 4 2 4 2 8 2+ 40mm
Unit Composition
  • 2 Legion Cataphractii Chosen
  • 1 Legion Cataphractii Standard Bearer
Wargear
  • Legion standard (Legion Cataphractii Standard Bearer only)
  • Combi-bolter (Legion Cataphractii Chosen only)
  • Power weapon
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Chosen Warriors
  • Relentless
  • Inexorable
  • Retinue
  • Bulky (2)
Dedicated Transport
Options
  • A Legion Cataphractii Command Squad may include:
  • - Up to 2 additional Legion Cataphractii Chosen
    +35 points per model
  • Any Legion Cataphractii Chosen may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Volkite charger
    +2 points each
  • A Legion Cataphractii Standard Bearer may exchange his power weapon for one of the following:
  • - Combi-bolter
    Free
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Volkite charger
    +2 points each
  • Any model in a Legion Cataphractii Command Squad may exchange his power weapon for one of the following:
  • - Power fist
    +10 points each
  • - Lightning claw
    +5 points each
  • - Chainfist
    +15 points each
  • - Thunder hammer
    +15 points each
  • Any Legion Cataphractii Chosen may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +10 points each
  • A Legion Cataphractii Standard Bearer may take a:
  • - Grenade harness
    +5 points


HQ

Amongst the greatest commanders of their Legions, seasoned by years of war and masters of front-line combat, praetors that choose to march to battle clad in Cataphractii Terminator armour place great value in its enhanced resilience, capable as it is of stoically weathering even the heaviest of incoming fire. Massively armoured and bearing its own powerful armaments, Cataphractii Terminator plate is favoured by those warlords that are often engaged in the thickest fighting, leading their warriors as they advance upon enemy lines or teleporting into the most perilous war zones as part of precise and overwhelming attacks against strategically vital targets. Many venerable lords of the Space Marine Legions trust in the superior protection Cataphractii plate provides even though more technologically advanced patterns of Terminator armour have been introduced, its distinct hulking form having become synonymous with the ferocious conquest of hundreds of battlefields.

  • Legion Cataphractii Praetor 135 pts
M WS BS S T W I A Ld Sv Base
Legion Cataphractii Praetor (base: 40mm)
Legion Cataphractii Praetor 6 6 5 4 4 4 5 4 10 2+ 40mm
Unit Composition
  • 1 Legion Cataphractii Praetor
Wargear
  • Combi-bolter
  • Power weapon
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Inexorable
  • Bulky (2)
Options
  • A Legion Cataphractii Praetor may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • A Legion Cataphractii Praetor may exchange his power weapon for one of the following:
  • - Power fist
    +10 points
  • - Lightning claw
    Free
  • - Chainfist
    +15 points
  • - Thunder hammer
    +15 points
  • - Paragon blade
    +15 points
  • A Legion Cataphractii Praetor may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +10 points
  • A Legion Cataphractii Praetor may take a:
  • - Grenade harness
    +5 points


HQ

The ranks of each Space Marine Legion stand a hundred thousand strong or more, and as such require a substantial core of battle commanders and officers to control and co-ordinate, as well as more specialised ranks and roles which help give a Legion its operational depth and strategic flexibility. The centurion represents such leaders, champions and line officers, and whether a company captain in command of a thousand or more Legionaries on-campaign, or a shieldlieutenant given charge of a boarding party in a savage space battle, to have risen in the ranks means they have already demonstrated their worth in the bloody fires of conflict.

  • Legion Centurion 60 pts
M WS BS S T W I A Ld Sv Base
Legion Centurion (base: 32mm)
Legion Centurion 7 5 5 4 4 2 5 3 9 2+ 32mm
Unit Composition
  • 1 Legion Centurion
Wargear
  • Bolt pistol
  • Chainsword
  • Artificer armour
  • Refractor field
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Independent Character
  • Legiones Consularis
  • Relentless
Options
  • A Legion Centurion may take one of the following:
  • - Bolter
    +2 points
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • - Astartes shotgun
    +2 points
  • - Nemesis bolter
    +10 points
  • A Legion Centurion may exchange either his bolt pistol and/or chainsword for one of the following:
  • - Volkite serpenta
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +10 points
  • - Chainaxe
    +5 points
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +15 points
  • - Power fist
    +25 points
  • - Lightning claw
    +15 points
  • - Thunder hammer
    +30 points
  • - Boarding shield
    Free*
*A Legion Centurion that selects a boarding shield also gains the Heavy Sub-type. This option may not be selected for any model that has been upgraded to have a Legion Spatha combat bike, Legion Scimitar jetbike or a Legion Warhawk jump pack.
  • A Legion Centurion may exchange both his bolt pistol and chainsword for:
  • - Two lightning claws
    +15 points*
*May not be selected for any model that has been upgraded to have a Legion Spatha combat bike or Legion Scimitar jetbike.
  • A Legion Centurion may take one of the following:
  • - Combat shield
    Free
  • - Melta bombs
    +10 points
  • A Legion Centurion may take one of the following:
  • - Legion Warhawk jump pack
    +20 points
  • - Legion Spatha combat bike
    +20 points
  • - Legion Scimitar jetbike
    +30 points

Legiones Consularis

Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and the demise of the foe.

Any Legion Centurion may select a single Consul upgrade; no model may take more than one such upgrade. The various Consul types are listed here, but full rules for them can be found in the Appendix: Legiones Consularis:


HQ

It is common for Space Marine commanders and champions to be accompanied in battle by a squad of highly disciplined and worthy warriors. They serve both as a bodyguard for their commander and are entrusted to carry one of the Legion’s great standards, making them a rallying point on the battlefield for the Legion’s troops. These chosen Space Marines have access to the finest wargear available to the Legion’s rank and file, and embody the Legion’s honour in war.

  • Legion Command Squad 85 pts
M WS BS S T W I A Ld Sv Base
Legion Chosen (base: 32mm)
Legion Chosen 7 5 4 4 4 2 4 2 8 2+ 32mm
Legion Standard Bearer (base: 32mm)
Legion Standard Bearer 7 5 4 4 4 2 4 2 8 2+ 32mm
Unit Composition
  • 2 Legion Chosen
  • 1 Legion Standard Bearer
Wargear
  • Bolter (Legion Chosen only)
  • Legion standard (Legion Standard Bearer only)
  • Bolt pistol
  • Chainsword
  • Artificer armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Chosen Warriors
  • Relentless
  • Retinue
Dedicated Transport
Options
  • A Legion Command Squad may include:
  • - Up to 6 additional Legion Chosen
    +18 points per model
  • Any model with a bolter may take:
  • - Bayonet
    +1 point each
  • - Chain bayonet
    +2 points each
  • Any model may exchange its bolter for one of the following:
  • - Combi-bolter
    +5 points each
  • - Volkite charger
    +2 points each
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • Any model may exchange its chainsword and/or bolt pistol for one of the following:
  • - Charnabal weapon
    +5 points each
  • - Power weapon
    +5 points each
  • - Power fist
    +15 points each
  • - Lightning claw
    +5 points each
  • - Plasma pistol
    +10 points each
  • - Boarding shield
    +5 points each*
*A model that selects a boarding shield also gains the Heavy Sub-type. This option may not be selected for any model that has been upgraded to have a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.
  • Any Legion Chosen may exchange both his bolt pistol and chainsword for:
  • - Two lightning claws
    +10 points each*
*May not be selected for any model that has been upgraded to have a Legion Spatha combat bike or Legion Scimitar jetbike.
  • Any model in the unit may select:
  • - Nuncio-vox
    +5 points each
  • - Combat shield
    +2 points each
  • If the model for which the Command Squad has been selected as part of the Retinue special rule has a Legion Warhawk jump pack, Legion Spatha combat bike or Legion Scimitar jetbike then the Command Squad must select the same upgrade, paying the cost listed below:
  • - Legion Warhawk jump pack
    +10 points each
  • - Legion Spatha combat bike
    +10 points each
  • - Legion Scimitar jetbike
    +30 points each


HQ

Equipped with advanced communication, cognisanalysis and tracking equipment, including a powerful orbital-interface secure vox-transceiver, the Damocles is designed principally as a command and control vehicle to serve as a direct and all but unbreakable link between a Space Marine Legion formation in the field and its brethren elsewhere within the war zone and in high orbit above during planetary operations. Using these systems, skilled Techmarine crew are able to read the ebb and flow of battle, call in reinforcements, and ward off enemy forces through signal interference and interdiction targeting. Designed to meet the requirements of the everexpanding Ultramarines Legion, the Damocles was both easier to manufacture and deploy than the venerable Proteus Explorator Land Raider variants, which commonly fulfilled this role during the Great Crusade’s early years. Despite this, the Damocles was just as capable in its task but, unfortunately, far less durable than its counterparts, being based on various patterns of the ubiquitous Rhino chassis.

  • Legion Damocles Command Rhino 150 pts
Armour Transport Capacity
M BS Front Side Rear HP Base
Legion Damocles Command Rhino (base: Use model)
Legion Damocles Command Rhino 14 4 11 11 11 3 6 Use model
Unit Composition
  • 1 Legion Damocles Command Rhino
Wargear
  • Pintle Mounted twin-linked bolter
  • Geo-locator beacon
  • Command vox relay
  • Smoke launchers
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Support Squad
  • Infantry Transport
Access Points
  • The Legion Damocles Command Rhino has one Access Point on each side and one at the rear.
Options
  • A Legion Damocles Command Rhino may take one of the following:
  • - Pintle Mounted twin-linked bolter
    +5 points
  • - Pintle Mounted combi-weapon (any type)
    +10 points
  • - Pintle Mounted havoc launcher
    +15 points
  • - Pintle Mounted heavy bolter
    +10 points
  • - Pintle Mounted heavy flamer
    +5 points
  • - Pintle Mounted multi-melta
    +30 points
  • A Legion Damocles Command Rhino may take any of the following options:
  • - One Hull (Front) Mounted hunter-killer missile
    +5 points
  • - Searchlights
    +5 points
  • - Dozer blade
    +5 points
  • - Vox disruptor array
    +25 points


HQ

Praetors are the mightiest warriors and battle-leaders of the Space Marine Legions, second only to the god-like Primarchs in martial skill and generalship. These lords of the Imperium hold the power of life and death over whole worlds, with the direct control of entire war fleets and armies in their hands. Each is a vastly experienced warrior and warlord, unique in character, who has writ a legend in blood for themselves, and carries into battle the finest wargear and weapons known to humanity. In their ranks can be found chapter masters and lord commanders, first captains, khans and tribunes as the traditions of their Legions dictate. They are the masters of war and have commanded the hosts of the Great Crusade that have conquered worlds unnumbered.

  • Legion Praetor 120 pts
M WS BS S T W I A Ld Sv Base
Legion Praetor (base: 32mm)
Legion Praetor 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Legion Praetor
Wargear
  • Bolt pistol
  • Chainsword
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Master of the Legion
  • Independent Character
  • Relentless
Options
  • A Legion Praetor may take one of the following:
  • - Bolter
    +2 points
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • - Astartes shotgun
    +2 points
  • - Nemesis bolter
    +10 points
  • A Legion Praetor may exchange either his bolt pistol and/or chainsword for one of the following:
  • - Volkite serpenta
    +2 points
  • - Hand flamer
    +2 points
  • - Plasma pistol
    +10 points
  • - Archaeotech pistol
    +15 points
  • - Disintegrator pistol
    +20 points
  • - Chainaxe
    +5 points
  • - Charnabal weapon
    +10 points
  • - Power weapon
    +15 points
  • - Power fist
    +25 points
  • - Lightning claw
    +10 points
  • - Thunder hammer
    +30 points
  • - Paragon blade
    +30 points
  • - Boarding shield
    Free*
*A Legion Praetor that selects a boarding shield also gains the Heavy Sub-type. This option may not be selected for any model that has been upgraded to have a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.
  • A Legion Praetor may exchange both his bolt pistol and chainsword for the following:
  • - Two lightning claws
    +20 points*
*May not be selected for any model that has been upgraded to have a Legion Spatha combat bike or Legion Scimitar jetbike.
  • A Legion Praetor may take one of the following:
  • - Combat shield
    Free
  • - Melta bombs
    +10 points
  • A Legion Praetor may upgrade any one weapon to have the Master-crafted special rule
    +10 points
  • A Legion Praetor may take one of the following:
  • - Legion Warhawk jump pack
    +20 points
  • - Legion Spatha combat bike
    +20 points
  • - Legion Scimitar jetbike
    +30 points

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.


HQ

Tartaros Terminator armour allows a centurion to retain the manoeuvrability of their power-armoured subordinates while lending them increased protection and resilience. In war zones designated as Zone Mortalis, such as the contested decks of a void warship or the nightmarish labyrinthine complexes of hive cities, where mobility and speed are important factors to achieve strategic objectives, centurions clad in Tartaros suits storm enemy positions at the head of their troops to crush even the toughest enemy resistance. Legion champions, especially those among the ranks of the Sons of Horus and Blood Angels Legions, often place their trust in the speed and protection offered by Tartaros Terminator armour to quickly close the distance with their foes, while Legion Mortificators rely on it to keep pace with the indomitable advance of their Dreadnought brethren on the battlefield.

  • Legion Tartaros Centurion 75 pts
M WS BS S T W I A Ld Sv Base
Legion Tartaros Centurion (base: 40mm)
Legion Tartaros Centurion 7 5 5 4 4 3 5 3 9 2+ 40mm
Unit Composition
  • 1 Legion Tartaros Centurion
Wargear
  • Combi-bolter
  • Power weapon
  • Legion Tartaros Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Independent Character
  • Legiones Consularis
  • Relentless
  • Inexorable
  • Bulky (2)
Options
  • A Legion Tartaros Centurion may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • A Legion Tartaros Centurion may exchange his power weapon for one of the following:
  • - Power fist
    +10 points
  • - Lightning claw
    Free
  • - Chainfist
    +15 points
  • - Thunder hammer
    +15 points
  • A Legion Tartaros Centurion may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +15 points
  • A Legion Tartaros Centurion may take a:
  • - Grenade harness
    +5 points

Legiones Consularis

Among the many officers of the Legiones Astartes, there are those with unique talents and hard-won skills that are honoured with the title and rank of consul. These warriors lead the Legion into battle and conduct the most arduous of missions, called upon by their lords when the specialised knowledge they guard is required in the struggle for victory and the demise of the foe.

Any Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade. The various Consul types are listed here, but full rules for them can be found in the Appendix: Legiones Consularis:


HQ

When both speed and survivability are required, a command squad will march to war clad in Tartaros Terminator armour, often forming the point of the Legion’s spear. More technologically advanced than the Terminator armour marks it was developed alongside, Tartaros plate was initially a rarity compared to the more widely-available Cataphractii pattern armour. As such, Legion commanders equip their most worthy warriors with it and deploy them at the very forefront of battle. These paragons of their Legion’s ideals accompany their commander into the maelstrom of war, where the speed and protection afforded by their Tartaros Terminator armour assures a swift and decisive blow can be dealt to secure victory.

  • Legion Tartaros Command Squad 110 pts
M WS BS S T W I A Ld Sv Base
Legion Tartaros Chosen (base: 40mm)
Legion Tartaros Chosen 7 5 4 4 4 2 4 2 8 2+ 40mm
Legion Tartaros Standard Bearer (base: 40mm)
Legion Tartaros Standard Bearer 7 5 4 4 4 2 4 2 8 2+ 40mm
Unit Composition
  • 2 Legion Tartaros Chosen
  • 1 Legion Tartaros Standard Bearer
Wargear
  • Legion standard (Legion Tartaros Standard Bearer only)
  • Combi-bolter (Legion Tartaros Chosen only)
  • Power weapon
  • Legion Tartaros Terminator armour
Unit Type
  • Infantry
Special Rules
  • Legiones Astartes (X)
  • Chosen Warriors
  • Relentless
  • Inexorable
  • Retinue
  • Bulky (2)
Dedicated Transport
Options
  • A Legion Tartaros Command Squad may include:
  • - Up to 2 additional Legion Tartaros Chosen
    +30 points per model
  • Any Legion Tartaros Chosen may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Volkite charger
    +2 points each
  • A Legion Tartaros Standard Bearer may exchange his power weapon for one of the following:
  • - Combi-bolter
    Free
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Volkite charger
    +2 points each
  • Any model in a Legion Tartaros Command Squad may exchange his power weapon for one of the following:
  • - Power fist
    +10 points each
  • - Lightning claw
    +5 points each
  • - Chainfist
    +15 points each
  • - Thunder hammer
    +15 points each
  • Any Legion Tartaros Chosen may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +10 points each
  • A Legion Tartaros Standard Bearer may take a:
  • - Grenade harness
    +5 points


HQ

Developed in the closing years of the Great Crusade, and widely believed to be the most advanced pattern of Terminator armour available to the Legiones Astartes, many among the lauded praetors of the Space Marine Legions quickly embraced the comparatively superior range of movement the Tartaros suits offered the wearer without sacrificing any of the protection for which Tactical Dreadnought Armour is renowned. Tartaros pattern Terminator plate is particularly favoured by those lords of the Legions who prefer a fluid, lightning-fast approach to warfare, such as the sublime lord commanders of the Emperor’s Children or the fierce khans of the White Scars, its enhanced sensory systems and neurofibre uplinks ensuring the superior manoeuvrability needed for them to spearhead assaults on enemy positions.

  • Legion Tartaros Praetor 110 pts
M WS BS S T W I A Ld Sv Base
Legion Tartaros Praetor (base: 40mm)
Legion Tartaros Praetor 7 6 5 4 4 4 5 4 10 2+ 40mm
Unit Composition
  • 1 Legion Tartaros Praetor
Wargear
  • Combi-bolter
  • Power weapon
  • Legion Tartaros Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (X)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Inexorable
  • Bulky (2)
Options
  • A Legion Tartaros Praetor may exchange his combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points
  • - Minor combi-weapon
    +5 points
  • - Volkite charger
    +2 points
  • A Legion Tartaros Praetor may exchange his power weapon for one of the following:
  • - Power fist
    +10 points
  • - Lightning claw
    Free
  • - Chainfist
    +15 points
  • - Thunder hammer
    +15 points
  • - Paragon blade
    +15 points
  • A Legion Tartaros Praetor may exchange both his combi-bolter and power weapon for the following:
  • - Two lightning claws
    +10 points
  • A Legion Tartaros Praetor may take a:
  • - Grenade harness
    +5 points


HQ

Champion of the Dark Angels, Corswain’s name is one which will echo down through the ages. Exemplifying the qualities of stalwart determination and mastery of the blade, Corswain was the rising star amongst his brothers in the annals of the Great Crusade. His was the righteous path of the paladin, and being born of Caliban but not an ingrained scion of the Order, Corswain was uniquely placed to bridge the divisions within the Legion in its formative years under the Primarch; a position recognised and put to good use by Lion El’Jonson. Under the Lion, Corswain would be groomed to serve not any one Host or Order within the Legion, but to command the respect and knowledge of all. Even as the dust of the Age of Darkness settled, Corswain was remembered in such hallowed company as Raldoron, Chapter Master of the Blood Angels, for his level-headed and disciplined authority as a commander, and alongside Sigismund of the Imperial Fists for his relentlessness in the heat of battle.

  • Corswain 200 pts
Paladin of the Ninth Order, Champion of the Dark Angels Legion
M WS BS S T W I A Ld Sv Base
Corswain (base: 32mm)
Corswain 7 7 5 4 4 4 5 4 10 2+ 32mm
Unit Composition
  • 1 Corswain
Wargear
  • Bolt pistol
  • Bolter
  • The Blade
  • Armour of the Forest and the Mantle of the Champion
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Dark Angels)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Precision Strikes (4+)
  • Loyalist
  • Warlord: Marshal of the Crown (Deathwing)

Warlord: Marshal of the Crown (Deathwing)

Corswain was renowned amongst the ranks of the First Legion and beyond not only for his grasp of the tactics employed by his own brethren, but also by the other Legions. When confronted in battle, the foe could not predict the strategy that would be deployed against them by such a warrior, and would have to fight both uncertainty and the warriors of the Dark Angels.

If chosen as the army’s Warlord, Corswain automatically has the Marshal of the Crown (Deathwing) Warlord Trait and may not select any other Warlord Trait.

The Blade

A masterwork Terranic greatsword granted to Corswain by his mentor, Alajos, it is said that The Blade was once raised aloft at Advex-mors by Legion Master Urian Vendraig to incite the first Rangdan Xenocide, and was wielded in the violence of every campaign against that foul xenos breed by a champion of the First Legion.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.

Range
Str
AP
The Blade
-
+2
1
Melee, Two-handed, Master-crafted, Duellist’s Edge (2), Murderous Strike (4+)

*The Blade gains the +1 To Hit bonus provided by the Deathwing Unit Sub-type.

Armour of the Forest and the Mantle of the Champion

A masterfully wrought suit of artificer armour struck from Terran steel in the heart of the forests of Caliban by the Lion’s own hand, the Armour of the Forest embodies the pragmatism of the Legion in its simple, utilitarian functionality and doughty endurance. Corswain’s only adjustment to this peerless suit of armour is to enshroud himself in a ritual mantle of the Dark Angels, obscuring the symbols of his Order and Host so that he might serve the entire Legion with purity of purpose as their champion.

The Armour of the Forest and the Mantle of the Champion grant Corswain a 2+ Armour Save and a 4+ Invulnerable Save, improved to 3+ against close combat attacks.


HQ

The finest warriors and longest-serving veterans among the Deathwing form the ranks of the Companions, each such detachment sworn by the most stringent oaths to ensure the survival of those officers placed under their charge. Most famous among the Companions are those that have taken a death-blow meant for their ward and survived. Such warriors are granted the right to wear bone-white armour in recognition of their selfless devotion to the Legion.

  • Deathwing Companion Detachment 150 pts
M WS BS S T W I A Ld Sv Base
Deathwing Companion (base: 32mm)
Deathwing Companion 7 5 4 4 4 2 4 2 8 2+ 32mm
Deathwing Oathbearer (base: 32mm)
Deathwing Oathbearer 7 5 4 4 4 2 4 3 9 2+ 32mm
Unit Composition
  • 4 Deathwing Companions
  • 1 Deathwing Oathbearer
Wargear
  • Calibanite warblade
  • Bolter
  • Bolt pistol
  • Artificer armour
  • Frag grenades
  • Krak grenades
  • Refractor field (Deathwing Oathbearer only)
Unit Type
Special Rules
  • Legiones Astartes (Dark Angels)
  • Death-sworn Companions
  • Chosen Warriors
  • Relentless
  • Deathwing Retinue
Dedicated Transport
Options
  • The Deathwing Companion Detachment may take:
  • - Up to 5 additional Deathwing Companions
    +25 points each
  • Any model with a bolter may take:
  • - Bayonet
    +1 point each
  • - Chain bayonet
    +2 points each
  • All models in the Deathwing Companion Detachment may take:
  • - Melta bombs
    +25 points per unit
  • Any model in the unit may exchange its Calibanite warblade for one of the following:
  • - Power fist
    +5 points each
  • - Terranic greatsword
    +5 points each
  • Any model in the unit may exchange its bolter for one of the following:
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Plasma pistol
    +10 points each
  • - Cytheron pattern aegis
    +10 points each
  • One Deathwing Companion may take a:
  • - Legion vexilla
    +10 points
  • If the model for which the Deathwing Companion Detachment has been selected as part of the Deathwing Retinue special rule has a Legion Warhawk jump pack then the Deathwing Companion Detachment must select the same upgrade, paying the cost listed below:
  • - Legion Warhawk jump pack
    +10 points each

Death-sworn Companions

"I stand among the honoured dead,
Beyond the reach of doubt and uncertainty,
Beyond the frailties of flesh and honour,
Where only duty remains."
Opening stanza of The Last Oath, from the initiatory rites of the Deathwing Companions

Any unit that includes at least one model with this special rule ignores the effects of the Precision Strikes (X), Precision Shots (X) and Sniper special rules, and casualties from Shooting Attacks and Melee Attacks are always allocated to a model of the controlling player’s choice.

Deathwing Retinue

Many of the most honoured commanders of the First Legion went into battle under the protection of the Deathwing Companions – warriors sworn to see their charge survive no matter the cost.

A Deathwing Companion Detachment may only be selected as part of a Detachment that includes at least one model with both the Master of the Legion and the Legiones Astartes (Dark Angels) special rules. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with both the Master of the Legion and Legiones Astartes (Dark Angels) special rules is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one eligible Leader 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 Deathwing Companion Detachment may not be selected as part of an army without a Leader.

Cytheron Pattern Aegis

A creation of the long lost city of Cytheron on Mercury, these devices are based upon the power fields that once held at bay the ferocity of Sol itself.

The Cytheron pattern aegis can be used in one of two ways: it can either provide the bearer with a 4+ Invulnerable Save against Shooting Attacks and a 5+ Invulnerable Save against Melee Attacks, or it can be deployed. The controlling player may choose to deploy the Cytheron pattern aegis at the end of any of their own Movement phases (the unit must be deployed on the battlefield and not Embarked upon any model) as long as at least two models in the unit are equipped with Cytheron pattern aegis – all models in the unit that have a Cytheron pattern aegis must deploy them to gain any benefit. While deployed, the entire unit gains a 4+ Invulnerable Save against Shooting Attacks and a 5+ Invulnerable Save against Melee Attacks, and any enemy models Engaged with a model from this unit in an assault have their Initiative reduced by -1. However, while deployed, the models equipped with Cytheron pattern aegis may not make attacks in any Phase or as part of any Reaction. The controlling player may choose to end the deployment at the start of any of their own Movement phases, or if the number of Cytheron pattern aegis-equipped models in the unit drops below two, the effect immediately ends.


HQ

A veteran of the earliest battles of the Terran Wars of Unification, Marduk has served the Emperor in battle for more than two-and-a-half centuries, longer than almost any other living Space Marine. He has seen battle on worlds without number and alongside heroes, Primarchs and the Emperor himself. Indeed, there are few foes or battlefields that Marduk Sedras has not beheld and mastered, and the tales he tells of long-forgotten campaigns and fallen empires serve to inspire and educate both the newly recruited and initiated warriors and veterans of the Legion alike.

His long record of service within the First Legion began in the ranks of the now-defunct Host of Stone, where he was acknowledged as the preeminent siege master of the First Legion, and he would later enter the ranks of the Dreadwing. Rather than join the Council of Masters on Gramarye, Sedras opted to accept the lesser rank of master that he might remain in the field as the Great Crusade entered its second century.

  • Marduk Sedras 220 pts
Lord of the Twenty-third Order, Eskaton of the Dreadwing, Preceptor of the Shattered Sceptre
M WS BS S T W I A Ld Sv Base
Marduk Sedras (base: 40mm)
Marduk Sedras 6 6 5 4 4 4 5 4 10 2+ 40mm
Unit Composition
  • 1 Marduk Sedras
Wargear
  • Plasma burner
  • Three phosphex bombs
  • Grenade harness
  • Regalia of the Shattered Sceptre
  • The Death of Worlds
Unit Type
Special Rules
  • Legiones Astartes (Dark Angels)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Ancient of War
  • Loyalist
  • Warlord: Preceptor of the Shattered Sceptre

Ancient of War

Marduk Sedras has served his Legion for more than two centuries, one of the longest serving Space Marines on record in the Divisio Militaris archives. Over the long years of the Great Crusade he has fought beside each of the Primarchs, and observed each of their Legions at war in warzones beyond count. There is no battle or enemy that does not remind him of past glories, and in his tales others find the wisdom to overcome the challenges that face them.

At the start of the battle, after deployment but before the first turn has begun, the controlling player may select a single Faction from the Allies in the Age of Darkness table, including either the Agents of the Emperor/Warmaster, that is represented in the enemy army. Marduk Sedras, and any friendly units with the Legiones Astartes (Dark Angels) special rule that have at least one model within 6" of Marduk Sedras or a model with the Transport Sub-type on which he is Embarked when all models have been deployed, but before the first Game Turn, gain the Preferred Enemy (Chosen Faction) special rule for all models in that unit for the duration of the battle. If Marduk Sedras is in Reserves, this special rule has no effect.

Warlord: Preceptor of the Shattered Sceptre

Marduk Sedras, as so many of his brethren in the First Legion did, wore many titles. He was Lord of the Twenty-third Order, an Eskaton of the Dreadwing and also Preceptor of the Shattered Sceptre. The Shattered Sceptre are one of many Orders of the Hekatonystika, dedicated to the fall of false kings and the dismemberment of empires. When he took to the field, this dour veteran often did so at the head of a phalanx of his Order’s finest warriors.

If chosen as the army’s Warlord, Marduk Sedras automatically has the Preceptor of the Shattered Sceptre Warlord Trait and may not select any other Warlord Trait.

Preceptor of the Shattered Sceptre – If Marduk Sedras is the army’s Warlord then a unit of Inner Circle Knights Cenobium may be selected as part of the same HQ choice. A unit selected in this manner is considered a ‘Retinue Squad’. The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Marduk Sedras. The Retinue Squad must be deployed with Marduk Sedras deployed as part of the unit and Marduk Sedras may not voluntarily leave the Retinue Squad during play. However, if this option is selected then no other unit may be selected for Marduk Sedras using the Retinue or Deathwing Retinue special rules. In addition, an army with Marduk Sedras as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Marduk Sedras has not been removed as a casualty.

Regalia of the Shattered Sceptre

Crafted in the forge-fanes of Xana after the end of the second Rangdan Xenocide and gifted to the first Preceptor of the Shattered Sceptre, this armour has served the Order since that day. Forged so that its bearer might take battle to the worst of death worlds, this ornate Cataphractii plate hides an array of field projectors designed to nullify dangerous irad and phage contaminants.

The Regalia of the Shattered Sceptre confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, the Regalia of the Shattered Sceptre also allows its bearer to automatically pass any Dangerous Terrain tests that model is called upon to take.

The Death of Worlds

A relic of the First Legion, the blade known as the Death of Worlds was pattern-welded from fragments of adamantium collected from the hive cities of the first world to fall under the Eskaton, the edict of utter destruction. With each world its wielder presides over the death of, new fragments are added to its length and, by the end of the Great Crusade, the Death of Worlds had grown to such length that only the strongest warriors in the Legion could bear it into combat. The shards patternwelded to its edge carry the curse of a thousand dead worlds, the ragged blade tearing apart its victims with a vicious spite.

Range
Str
AP
The Death of Worlds
-
+5
2
Melee, Unwieldy, Two-handed, Curse of Dead Worlds


Curse of Dead Worlds: Invulnerable Saves taken against hits inflicted by this weapon are reduced by -1, to a minimum of 6+ (for example, a model with a 4+ Invulnerable Save struck by the Death of Worlds takes an Invulnerable Save of only 5+ against the attack).


HQ

An exceptional warrior even before he became a White Scar, Qin Xa fought alongside Jaghatai Khan during their youth on Chogoris. Qin Xa was frequently described by his Primarch as one of the most formidable warriors of the Legion, having mastered the art of the hunt at a young age and bringing such skills to bear by the Primarch’s side during the Great Crusade and the Horus Heresy that was to follow. Though few outside of the Legion have spoken of Qin Xa’s prowess, it is often described within the records of the Legion that he took to the battlefield as a force of nature, with a fury and strength behind his aggression that, while apparently barbaric, was tempered by a keen intelligence and an innate sense for the ebb and flow of battle.

Though loyal to his master, Qin Xa was known to question the decisions of the Khagan on occasion and actively encourage those within the Keshig to question him too, to ensure that they never became followers blind in faith. Though Terminator armour was often eschewed within the White Scars, cumbersome as it was, he was one of the few who actively preferred its bulk. Despite the weight of this armour, his skill as a deft warrior was not dulled in any way, wielding the Tails of the Dragon with consummate skill.

  • Qin Xa 220 pts
Master of the Keshig, Chosen of the Khagan
M WS BS S T W I A Ld Sv Base
Qin Xa (base: 40mm)
Qin Xa 8* 6 4 4 4 4 6 5 10 2+ 40mm
*The additional Movement granted by the Legiones Astartes (White Scars) special rule is included.
Unit Composition
  • 1 Qin Xa
Wargear
  • Legion Tartaros Terminator armour
  • Iron halo
  • Grenade harness
  • The Tails of the Dragon
Unit Type
Special Rules
  • Legiones Astartes (White Scars)
  • Independent Character
  • Master of the Legion
  • Counter-attack (2)
  • Furious Charge (1)
  • Bulky (2)
  • Relentless
  • Stubborn
  • Master of the Keshig
  • Warlord: Chosen of the Khagan
  • Loyalist

Master of the Keshig

A Keshig denoted an elite formation of warriors within the White Scars, including such renowned groups as the Ebon Keshig and the Golden Keshig. However, only one Keshig needed no other title, for it served as the bodyguard of the Primarch himself. The Keshig was a cadre of the most formidable warriors in the White Scars and was commanded in the field by Qin Xa, the most trusted of the Primarch’s warlords.

If Qin Xa is selected as the Leader of a Legion Tartaros Command Squad, any model in that Tartaros Command Squad may replace its power weapon with a power glaive for +5 points each.

Warlord: Chosen of the Khagan

Qin Xa, often overlooked by allies and enemies, was a constant presence at the side of the Khan – a vital advisor to the subtle-minded lord of Chogoris and a skilled warrior and commander in battle. During the dark years of the Horus Heresy he would rise to become one of the Khagan’s most trusted companions and a notable leader among the warriors of the Legion.

If chosen as the army’s Warlord, Qin Xa automatically has the Chosen of the Khagan Warlord Trait and may not select any other Warlord Trait.

Chosen of the Khagan – If Qin Xa is the army’s Warlord, once per battle the controlling player may choose to either bring a single eligible friendly unit or group of friendly units assigned to a Deep Strike Assault or Flanking Assault into play from Reserve automatically instead of rolling or have it remain in Reserve for that turn (this may not be used to bring a unit or units into play on a turn when a Reserves roll could not normally be made for them). In addition, an army whose Warlord has this trait may make an additional Reaction during the Assault phase as long as the Warlord has not been removed as a casualty.

The Tails of the Dragon

As the legend is told amongst the horse tribes of Chogoris, the Tails of the Dragon were twin blades gifted by the Khan to one among their tribe loyal without question not only to them, but to the protection of the tribe and to the pursuit of ever greater martial glory. While the original blades, if they ever existed, have been lost to time, the Tails of the Dragon blades gifted to Qin Xa by the Khagan were crafted in their image and legacy in a form more befitting a renowned warrior of the White Scars Legion.

The Tails of the Dragon are two separate but identical weapons, and the bonus for wielding two melee weapons has already been included in Qin Xa’s profile. The weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. When attacking with the Tails of the Dragon in close combat, select one of the profiles to use from those shown below for both weapons at the start of each of the controlling player’s Assault phases, before any attacks are made:
Range
Str
AP
The Tails of the Dragon
 - Split the Mountain
-
+3
2
Melee, Unwieldy, Master-crafted
 - Part the Horse’s Mane
-
+1
2
Melee, Precision Strikes (3+), Master-crafted


HQ

A prideful and impetuous Thegn known for his fury and desire to meet his foes head-on, Geigor’s otherwise notably valiant record as a warrior was marred by a history which had suffered several reversals on the field of battle as a commander. The worst of these had been the loss of his entire war pack while fighting alongside the Thousand Sons during the Great Crusade, a battle in which he believed that his Space Wolves and he had been betrayed by their erstwhile allies.

It was a wound which festered in Geigor’s soul and, when the orders came for the Censure of Prospero, his voice was one of the loudest in the Legion’s council baying for the Thousand Sons’ slaughter. Given command of one of his Great Company’s Bloodied Claw assault formations, he treated the attack on Prospero as a sacred mission he would rather see through himself and his packs slain to a man rather than fail, pursuing his foes relentlessly through fire, sorcery and death.

  • Geigor Fell-hand 135 pts
Thegn of the Space Wolves, Commander of the Broken Claw, The Fell-hand
M WS BS S T W I A Ld Sv Base
Geigor Fell-Hand (base: 32mm)
Geigor Fell-Hand 7 5 5 4 4 3 5 3 9 2+ 32mm
Unit Composition
  • 1 Geigor Fell-Hand
Wargear
  • Bolt pistol
  • Bolter
  • The Fell-Hand
  • Frag grenades
  • Krak grenades
  • Refractor field
  • Artificer armour
Unit Type
Special Rules
  • Legiones Astartes (Space Wolves)
  • Independent Character
  • Relentless
  • Counter-attack (1)
  • Master of the Legion
  • Warlord: Crown Breaker

Warlord: Crown Breaker

Geigor’s wrath was most often directed at the enemy’s commanders, those warriors that led the vanguard and directed the attack. Yet this was no display of tactics, no attempt to cut the head from the snake, but instead a bitter and abiding need to prove himself better than those ranged against him.

If chosen as the army’s Warlord, Geigor Fell-Hand automatically has Crown Breaker as his Warlord Trait and may not select any other.

Crown Breaker - Geigor Fell-Hand and all models in any friendly unit he has joined gain the Preferred Enemy (Independent Characters) special rule. They also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army with Geigor Fell-Hand as its Warlord may make an additional Reaction during the opposing player’s Movement phase as long as Geigor Fell-Hand has not been removed as a casualty.

The Fell-Hand

Geigor is in possession of a particularly potent frost claw of exquisite workmanship and power, gained and forged after many trials and bellicose deeds worthy of a saga in themselves. Claw and master together gained the war-name of ‘Fell-Hand’ for the death they have reaved on the battlefield.

Range
Str
AP
The Fell-Hand
-
+1
3
Melee, Master-crafted, Rending (5+), Shred, Reaping Blow (1)


HQ

The commander of the Fourth Great Company of the Space Wolves, Hvarl Red-Blade had a reputation as a dourly humorous and often choleric-tempered warrior, whose greatest joy was to be found in the din of war and whose battle-cunning was something of a legend. Master of his Great Company for more than five decades at the time of the Razing of Prospero, he was a veteran warlord as renowned for his scourging tactics as he was for encouraging the taking of heads from the enemy fallen as a form of competition among his warriors. Each gory trophy was to be accompanied by a tale of how it was taken around the Great Company’s fires after battle and, without a grand tale, the head-taking was held of little account and the warrior scorned, and so were his Space Wolves pushed towards greater reaches of valour.

  • Hvarl Red-Blade 210 pts
Jarl of the Fourth Great Company, The Ravager, The Headsman of Koltok
M WS BS S T W I A Ld Sv Base
Hvarl Red-Blade (base: 40mm)
Hvarl Red-Blade 7 6 5 4 4 4 5 4 10 2+ 40mm
Unit Composition
  • 1 Hvarl Red-Blade
Wargear
  • Hearth-splitter
  • Heavy bolter
  • Grenade harness
  • Iron halo
  • Legion Tartaros Terminator armour
Unit Type
Special Rules
  • Independent Character
  • Battle Cunning
  • Legiones Astartes (Space Wolves)
  • Master of the Legion
  • Relentless
  • Inexorable
  • Counter-attack (1)
  • Fear (1)
  • Bulky (2)
  • Warlord: Head-taker

Battle Cunning

Hvarl knew only one way to fight the foe, to close with them as quickly as possible, break their lines and crush their heart. Yet, he was no fool and knew well the value of sending forth warriors to distract and mislead the foe before mounting his main onslaught.

Up to three units composed entirely of models with the Infantry Unit Type in the same Detachment as Hvarl Red-Blade may be given the Scout special rule.

Warlord: Head-taker

Hvarl gloried in only one thing in battle, the death of the foe. He cared little for grand strategy or subtle tricks of deployment or manoeuvre and instead craved simply to close with the foe and see their blood spilled on the broken soil of the battlefield.

If chosen as the army’s Warlord, Hvarl Red-Blade automatically has Head-taker as his Warlord Trait and may not select any other.

Head-taker – Hvarl Red-Blade and all models in any friendly unit he joins gain the Preferred Enemy (Infantry) special rule. In addition, an army with Hvarl Red-Blade as its Warlord may make an additional Reaction during their opponent’s Assault phase as long as Hvarl has not been removed as a casualty.

Hearth-splitter

Hvarl Red-Blade’s famed axe was not of Fenris but a stone-grey power blade re-forged by the Iron Priests from a battlefield trophy taken from a huge machine-warrior made in the shape of a long-dead king he battled on the edge of the Maelstrom. This battle, fought on the dead world of Koltok, saw him elevated to Thegn and first earned him the name of ‘Headsman’. In a thousand battles since, it has never failed him.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Hearth-splitter
-
+2
2
Melee, Armourbane (Melee)


HQ

Said to be companions of the Wolf King from his earliest days as a foundling upon the bleak desolation of Fenris, these two creatures are beasts of prodigious size, formidable intelligence, and a physical power that beggars belief in purely ‘natural’ creatures of their type. The guardians of the Wolf King’s hearth, from time to time, when he calls, they follow alongside him into battle as they may, and to the Space Wolves Legion, they have come to symbolise, not only their own bestial natures, but their spiritual connection to cold Fenris itself. Both have long-served their bellicose master on countless battlefields as friends and protectors, loyal bodyguards, and keen-sensed watchers, and have proven themselves more than capable of ripping the most inhumanly powerful foes limb from limb alongside the Legion of which their master is overlord.

  • The Wolf-kin of Russ 100 pts
Freki the Swift and Geri the Cunning, the Hearth Wolves of the King
M WS BS S T W I A Ld Sv Base
Freki (base: 90 x 52mm)
Freki 10 5 - 5 5 4 5 4 8 5+ 90 x 52mm
Geri (base: 60 x 35mm)
Geri 10 7 - 5 5 4 5 3 8 5+ 60 x 35mm
Unit Composition
  • 1 Freki
  • 1 Geri
Wargear
  • Tooth & Claw
Unit Type
Special Rules
  • Wolf-kin of Russ
  • Fearless
  • Fear (1)
  • Rampage (2)
  • Hammer of Wrath (1)
  • Feel No Pain (5+)
  • Bulky (4)

Wolf-kin of Russ

In battle Leman Russ would sometimes be accompanied by a pair of immense wolves. Legend claims that these were kin to the Primarch, bound to him in the days when he wandered the bleak wastes of Fenris unburdened by the yoke of civilisation.

The Wolf-kin of Russ may only be taken in a Detachment if Leman Russ is in the same Detachment. If they are chosen as part of a Detachment, they are treated as a HQ choice so far as any special rule, objective or mission is concerned, but do not take up slots on the Force Organisation chart. This unit cannot be joined by any other model, except Leman Russ.

Tooth & Claw

Freki and Geri are preternaturally powerful beasts whose fangs and claws can tear through body armour and rend flesh and bone like paper.

Range
Str
AP
Tooth & Claw
-
User
4
Melee, Breaching (6+)


HQ

Captain of the 405th Company of the Imperial Fists Legion, Polux was a warrior of unique promise both elevated to greatness and condemned to bear great sorrow by the events of the Horus Heresy. A tactical genius with a talent for void warfare, he was the protégée of the Legion’s greatest fleet masters, although before the dark betrayal of the Warmaster yet to reach his full potential. Inwit born, he was a physical giant even among his brothers of the Legion, and of a character as if cast in stone, emotionless and unyielding, whose reputation before the Battle of Phall rested as much on his strength in the bloody melee of close quarters combat as in command.

When Rogal Dorn sent his Retribution fleet to Isstvan, Polux would likely still have had many years of proving ahead of him before he attained high command, but cruel chance and the death of his mentors saw such command thrust upon him, and with it the fate of much of his Legion lay in his hands.

  • Alexis Polux 185 pts
Captain of the 405th Company of the Imperial Fists, Master of the Retribution Fleet, The Crimson Fist
M WS BS S T W I A Ld Sv Base
Alexis Polux (base: 32mm)
Alexis Polux 7 6 4 5 4 3 5 3 10 2+ 32mm
Unit Composition
  • 1 Alexis Polux
Wargear
  • Artificer armour
  • Iron halo
  • Solarite power gauntlet
  • Vigil storm shield
  • Combi-melta
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Imperial Fists)
  • Independent Character
  • Master of the Legion
  • Void Commander
  • Deep Strike
  • Hammer Blow
  • Warlord: Master Tactician
  • Loyalist

Void Commander

Alexis Polux was a highly skilled commander and a formidable tactician, particularly in the fields of void-borne combat and Zone Mortalis operations.

The controlling player may opt to automatically pass or fail any Pinning test made for Alexis Polux and any unit he has joined. In addition, all models in a unit that Alexis Polux joins while in Reserves (see the Combined Reserve Units rule) gain the Deep Strike special rule.

Hammer Blow

Such was Polux’s strength and focus of will, even for one of the Legiones Astartes, he was able to deliver a single crushing blow with his power fist as easily as one of his brothers might have swung a sword.

During any Fight sub-phase, Alexis Polux’s controlling player may choose to have Alexis Polux make a single attack with the profile below instead of attacking normally (while using this option Alexis Polux may not gain bonus attacks for Charging, additional weapons or from any other special rule):
Range
Str
AP
Type
Hammer blow
-
10
1
Melee, Armourbane (Melee), Fleshbane, Exoshock (6+)

Warlord: Master Tactician

Polux was possessed of a keen tactical mind, well capable of adapting his plans to suit any situation. This tactical flexibility was a deadly weapon, and one that Polux wielded with more skill than any other in his arsenal.

If chosen as the army’s Warlord, Alexis Polux automatically has Master Tactician as his Warlord Trait and may not select any other.

Master Tactician – After all models are deployed but before any rolls to Seize the Initiative are made, the controlling player of Alexis Polux may redeploy one friendly unit within the limitations of the mission being played. This may place a unit that had been deployed normally into Reserves, or bring a unit out of Reserves – but may not add or remove units that have been assigned to a Deep Strike Assault, Drop Pod Assault, Flanking Assault or Subterranean Assault. In addition, an army with Alexis Polux as its Warlord may make an additional Reaction during the opponent’s Assault phase as long as Alexis Polux has not been removed as a casualty.


HQ

The sons of Dorn are well known to be loyal, disciplined and methodical, and in Fafnir Rann those qualities were coupled with a bellicose and aggressive nature more akin to one of Russ’ Space Wolves. Born of the unforgiving world of Inwit, he is recorded to have been one of Rogal Dorn’s most ruthless commanders. Rann rose to the esteemed rank of Lord Seneschal and captain of the Imperial Fists First Assault Cadre, and led his battle brothers upon hundreds of battlefields of the Great Crusade and the Horus Heresy. His combat prowess was not measured in the Legion’s duelling floors and practice cages but was proven in the grim tally of corpses left behind on the field of war by the passage of his twin power axes. Fafnir Rann was a superlative tactician and it was often his brilliant understanding of the flow of battle both on the ground and in the void that spelled doom for the forces of the Traitors and victory for the VIIth Legion. He could always be found at the speartip of Imperial Fists assault phalanxes, fighting with a stubborn determination and absolute faith in the righteousness of the Emperor’s dominion, rightfully earning the moniker ‘Dorn’s Executioner’.

  • Fafnir Rann 175 pts
Lord Seneschal, Commander of the Persephone, Captain of the First Assault Cadre
M WS BS S T W I A Ld Sv Base
Fafnir Rann (base: 32mm)
Fafnir Rann 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Fafnir Rann
Wargear
  • Artificer armour
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Iron halo
  • The Headsman and The Hunter
  • Boarding shield
Unit Type
Special Rules
  • Legiones Astartes (Imperial Fists)
  • Independent Character
  • Master of the Legion
  • Shield Master
  • Executioner’s Tax
  • Hammer of Wrath (1)
  • Warlord: The Unbroken Wall
  • Loyalist

Shield Master

Famed for his unconventional ability to use a combination of axes and shield, Rann’s talents with this combination of weapons are unsurpassed and his ability to make the most of his shield’s defensive capabilities was unrivalled.

When Fafnir Rann is locked in combat and his controlling player has chosen to use the Single Axe profile for The Headsman and The Hunter in that Phase, all Hits inflicted by enemy models and allocated to Fafnir Rann must reduce their Strength by -1 (to a minimum of 1). When using the Twinned Axe profile for The Headsman and The Hunter, this special rule grants no benefit, Fafnir Rann is not counted as having a boarding shield for any rules that would grant him benefits for having a boarding shield and Fafnir Rann may ignore the usual restriction for using a weapon with the Two-handed special rule while also having a boarding shield until the end of that Assault phase.

Executioner’s Tax

As unstoppable on the attack as he is unyielding in his defence, Rann is an uncharacteristically bellicose and aggressive member of the VIIth Legion. Even on the defensive, the foe is not spared the wrath of his onslaught.

When an enemy unit makes a successful Charge that places one or more enemy models in base contact with Fafnir Rann, or any model in a unit Fafnir Rann has joined, that enemy unit suffers D3+3 Str 5 AP- Hits. These attacks hit automatically and are resolved during the Fight sub-phase at Initiative Step 10, but grant no model a Pile-in move and do not benefit from any special rules that Fafnir Rann or any other model in the same unit may have. Hits inflicted by this special rule are allocated as normal for attacks made in an assault.

Warlord: The Unbroken Wall

As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack.

If chosen as the army’s Warlord, Fafnir Rann automatically has The Unbroken Wall Warlord Trait and may not select any other Warlord Trait.

The Unbroken Wall – Fafnir Rann, and all models in any Legion Breacher Squads or Phalanx Warder Squads in the same Detachment, gain a bonus of +1 to their Weapon Skill for the duration of any Assault phase in which they successfully Charge an enemy unit. In addition, an army with Fafnir Rann as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Fafnir Rann has not been removed as a casualty.

The Headsman and The Hunter

These twinned axes were Fafnir Rann’s constant companions, and that warrior had mastered a unique style of combat, switching between his axes and shield to meet any combat situation. Few foes could stand against this potent combination of ferocious attack and indomitable defence.

Fafnir Rann’s power axes, The Headsman and The Hunter, are considered a single weapon with two profiles – one representing Fafnir Rann using a single axe in concert with his shield and one representing Fafnir Rann using both axes at once. In each Fight sub-phase Fafnir Rann’s controlling player must choose one of these two profiles to use for all of Fafnir Rann’s attacks. (Note that the Shield Master special rule allows Fafnir Rann make use of a weapon with the Two-handed special rule despite having a boarding shield).

Both weapons are counted as ‘Power’ weapons for those rules that affect such weapons.

Range
Str
AP
The Headsman and The Hunter
 - Single axe
-
+2
2
Melee, Shield Master*, Specialist Weapon, Master-crafted
 - Twinned axe
-
+1
2
Melee, Rampage (2), Specialist Weapon, Two-handed, Master-crafted

*All Hits inflicted by enemy models and allocated to Fafnir Rann must reduce their Strength by -1 (to a minimum of 1) – see the Shield Master special rule for more details.


HQ

Sigismund was a name that echoed through the Great Crusade even before the darkness of the Horus Heresy made him the stuff of legends. Born on Terra and raised to the Legiones Astartes as the Great Crusade was at its height, he ascended in rank and renown thanks to a simple fact: he was a warrior of unparalleled lethality and ability. Beneath the Primarchs, there has, perhaps, never been a more skilled warrior in combat.

Across the battlefields of hundreds of worlds and the duelling floors of every Legion, he was never defeated. The fire of the crusader always burned brightly in him, and if one warrior could embody the Great Crusade’s spirit of noble conquest it was Sigismund. Those who faced him in the circle of blades, or stood beside him in battle, speak of a fury shackled by an iron will and an inherent genius for dealing death that bordered on the supernatural. It was this skill and fire that brought Sigismund to command the Templars of the First Company, and the most exalted position in the Imperial Fists beneath Rogal Dorn himself.

  • Sigismund 230 pts
1st Captain of the Imperial Fists, Martial Champion of Rogal Dorn, Kingsbane, The Master of the Templars
M WS BS S T W I A Ld Sv Base
Sigismund (base: 32mm)
Sigismund 7 7 4 4 4 4 5 4 10 2+ 32mm
Unit Composition
  • 1 Sigismund
Wargear
  • Artificer armour
  • Iron halo
  • The Black Sword
  • Master-crafted bolt pistol
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Imperial Fists)
  • Independent Character
  • Master of the Legion
  • Fearless
  • Eternal Warrior
  • Adamantium Will (3+)
  • Dolorous Fighter
  • Death’s Champion
  • Precision Strikes (3+)
  • Warlord: Slayer of Kings
  • Loyalist

Dolorous Fighter

Sigismund’s skill is legendary, even among the trans-human warriors of the Legiones Astartes, and none can match his instinctive talent for dealing death and finding the merest chink in his enemy’s guard to exploit to their undoing.

When a Challenge is issued in any combat that includes Sigismund, Sigismund’s controlling player must always accept that Challenge with Sigismund – if the opposing player does not issue a Challenge then Sigismund’s controlling player must do so and must nominate Sigismund to fight in that Challenge. Additionally, when fighting in a Challenge, successful Invulnerable Saves taken against Sigismund’s attacks must be re-rolled.

Death’s Champion

A sombre and deadly warrior, both indefatigable and remorseless in the fray, Sigismund is to onlookers less a mortal warrior but rather some unstoppable agency of the dark fates. This led none other than the Primarch Sanguinius to remark of him that he seemed “…less my brother Dorn’s champion, and more Death’s himself…"

Sigismund and any unit he joins gains a bonus of +2 to all Charge Distances and Sweeping Advance rolls made for the unit. In addition, if Sigismund is present in any Detachment then that Detachment may take Templar Brethren squads as Troops choices.

Warlord: Slayer of Kings

Sigismund was known throughout all the Legions of the Legiones Astartes as a swordsman of surpassing skill and strength, few other than the Primarchs themselves could stand against him in single combat. In battle his brethren looked upon his skills as a source of pride, each of Sigismund’s victories bolstering the courage of his men.

If chosen as the army’s Warlord, Sigismund automatically has Slayer of Kings as his Warlord Trait and may not select any other.

Slayer of Kings – If Sigismund is the army’s Warlord and slays the enemy Warlord in a Challenge, Sigismund’s controlling player gains +1 Victory point (in addition to any gained by Mission Objectives) and all units in the same army as Sigismund that include at least one model with the Legiones Astartes (Imperial Fists) special rule may add +1 to the total number of Wounds caused in each combat for the purposes of determining Assault results for the rest of the battle (this does not stack with any other rules that increase the Assault result). In addition, an army with Sigismund as its Warlord may make an additional Reaction during the opponent’s Movement phase as long as Sigismund has not been removed as a casualty.

The Black Sword

A paragon blade of unknown provenance which takes the shape of an ancient two-handed sword of lustreless black metal, it is able to cut through stone and metal without effort or mar to the edge. In the hands of a warrior such as Sigismund, the Black Sword is deadly beyond belief, and alien warlords and mighty warriors without number have fallen before it.

Range
Str
AP
The Black Sword
-
+2
2
Melee, Two-handed, Instant Death, Master-crafted


HQ

First among the captains of the Blood Angels’ Three Hundred Companies, Raldoron was respected throughout the Legion for his tactical and strategic insight, superb martial skills and faultless discipline. Of all his captains and aides, it is said that Sanguinius relied on Raldoron’s even temper and keen intelligence more than any other. Even among the other Legions of the Emperor’s Space Marines, his reputation and record were spoken of with respect and admiration. Rogal Dorn himself is known to have referred to Raldoron as an ‘Exemplar of the martial spirit of the Great Crusade’ at the end of the Malignax campaign.

In battle he is known to have favoured tried and tested weapons and tactics, those that brought the greatest chance for victory at the lowest cost to his Legion. His own wargear followed the same pattern, trusting more to the war-worn armour he had borne throughout the Great Crusade than any ornate ceremonial suit and wielding a simple, if artfully wrought, power blade.

  • Chapter Master Raldoron 180 pts
First Captain of the Blood Angels, The Archein of Wisdom, The Tranquil Angel
M WS BS S T W I A Ld Sv Base
Chapter Master Raldoron (base: 32mm)
Chapter Master Raldoron 7 7 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Chapter Master Raldoron
Wargear
  • Artificer armour
  • The Encarmine Warblade
  • Combi-flamer
  • Bolt pistol
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Blood Angels)
  • Independent Character
  • Relentless
  • Master of the Legion
  • Furious Charge (2)
  • Warlord: Archein of Wisdom
  • Loyalist

Warlord: Archein of Wisdom

Raldoron is renowned within his Legion for his stoic and measured composure, approaching war in a practical manner much unlike the impassioned nature of his fellows. To Raldoron, war is a puzzle to be dissected and conquered, and he has studied all the strategic texts he can to arm himself fully, including the treatise of all the other Legions.

If Chapter Master Raldoron is selected as the army’s Warlord then his Warlord Trait may be selected from the Core Warlord Traits or from any Legion specific Warlord Trait from any of the following Legions (counting as though Raldoron and all other models with the Legiones Astartes (Blood Angels) special rule in the same Detachment possesses the appropriate variant of the Legiones Astartes special rule, this does not grant them any of that variant’s rules or effects but only allows them to benefit from the effects of the selected Warlord Trait): White Scars, Imperial Fists, Space Wolves, Ultramarines, Iron Hands, Raven Guard and Salamanders. This does not include any Warlord Traits available only to specific named characters, or a Warlord Trait that requires the Traitor Allegiance may not be selected.

The Encarmine Warblade

A masterpiece of the smith’s craft, made for Raldoron at the request of Sanguinius himself and borne into combat on hundreds of battlefields.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
The Encarmine Warblade
-
+1
2
Melee, Master-crafted, Shred, Murderous Strike (5+)


HQ

Dominion Zephon was both a warrior and an artist of great renown whose exemplary record was abruptly cut short when his body was maimed by a xenos blade during the Great Crusade. The bionics replacing his lost limbs refused to integrate with his body, taking away his ability to fight and create art and so Zephon solemnly accepted the duty and dubious honour of representing the Blood Angels Legion as part of the Crusader Host on Terra.

When the Horus Heresy broke out, Zephon was recruited by the Legio Custodes to fight in the Webway War where he earned the respect and friendship of Technoarcheologist Arkhan Land. Land took it upon himself to repair Zephon’s broken body and the Bringer of Sorrow was born again just as word of the Blood Angels’ return reached Terra. He eagerly rejoined the ranks of his Legion who embraced him even though he was a haunting reminder of a glorious past forever lost.

  • Dominion Zephon 185 pts
The Bringer of Sorrow, The Exile, The Twice-born, Exarch of the High Host
M WS BS S T W I A Ld Sv Base
Dominion Zephon (base: 32mm)
Dominion Zephon 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Dominion Zephon
Wargear
  • Artificer armour
  • The Spiritum Sanguis
  • Lament and Grief
  • Iron halo
  • Frag grenades
  • Krak grenades
  • Rad grenades
  • Melta bombs
  • Legion Warhawk jump pack
Unit Type
Special Rules
  • Legiones Astartes (Blood Angels)
  • Independent Character
  • Relentless
  • Master of the Legion
  • Furious Charge (1)
  • Bitter Duty
  • Stubborn
  • Paragon of Restoration
  • Warlord: Exarch of the High Host
  • Loyalist

Paragon of Restoration

Installed in Zephon’s body by the apocryphal techo-ministrations of Arkhan Land, these intricate bionic enhancements can heal even the most grievous wounds over time and prevent their host-body from slipping into death’s embrace.

The Paragon of Restoration gives Dominion Zephon the Feel No Pain (5+) special rule. In addition, the first time in any battle that Dominion Zephon loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of 4+, he remains in play with a single Wound remaining instead of being removed or destroyed.

Warlord: Exarch of the High Host

A fraternity of the IXth Legion sometimes known as the Archae or the Principatii, the High Host was one of the lesser Orders of the First Sphere made up of those warriors who bore the sorrowful duty of delivering Sanguinius’ ultimate sanction to the Emperor’s enemies. Unlike their brothers in the Angel’s Tears, the High Host did not shrink away from showing their true faces as they deployed weapons born of humanity’s darkest nightmares that left a trail of murdered worlds in their wake.

If chosen as the army’s Warlord, Dominion Zephon automatically has the Exarch of the High Host Warlord Trait and may not select any other Warlord Trait.

Exarch of the High Host – If Dominion Zephon is the army’s Warlord then a Legion Destroyer Assault Squad may be selected as part of the same HQ choice. A unit selected in this manner is considered a ‘Retinue Squad’. The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Dominion Zephon. The Retinue Squad must be deployed with Dominion Zephon deployed as part of the unit and Dominion Zephon may not voluntarily leave the Retinue Squad during play. All models in a Legion Destroyer Assault Squad chosen using this Warlord Trait gain the Chosen Warriors special rule. If this option is selected then no other unit may be selected for Dominion Zephon using the Retinue special rule. In addition, an army with Dominion Zephon as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Dominion Zephon has not been removed as a casualty.

The Spiritum Sanguis

A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
The Spiritum Sanguis
-
+1
2
Melee, Two-handed, Reaping Blow (1), Master-crafted

Lament and Grief

A pair of artificer-made Volkite serpenta pistols, Lament and Grief fire powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.

Lament and Grief are two separate weapons, both counting as ‘Volkite’ weapons and with identical profiles.
Range
Str
AP
Lament and Grief
10"
5
5
Pistol 3, Deflagrate, Blind


HQ

Remus Ventanus was central to the Legion’s fight-back on the surface of Calth. At the moment of the destruction of the Calth Veridian Anchor, Ventanus was inspecting loading operations at Numinus Port and, in the anarchic hours that followed, he rallied the remnants of the 4th and warriors from other shattered formations into a force able to mount a fierce resistance against the Traitors. It was during this early phase that Ventanus linked up with Magos Analyticae Tawren, the most senior surviving Mechanicum adept and the only Tech-Priest able to perceive a means of regaining control of the Calth defence grid. Thanks to Ventanus’ leadership and courage, the magos completed her crucial task.

The captain’s duties did not end with his victories at Leptius Numinus and the Lanshear Guildhall, for he fought on even as the bulk of the Ultramarines forces on the surface were evacuated at the order of his Primarch. He led the counter-attack against the disordered Word Bearers and, as the extent of the wounds to the Veridia star became evident, Ventanus led his forces and as many civilians as he could contact into the subterranean arcologies.

  • Remus Ventanus 175 pts
Commander of the 4th Company of the 1st Chapter of the Ultramarines Legion, The Saviour of Calth
M WS BS S T W I A Ld Sv Base
Remus Ventanus (base: 32mm)
Remus Ventanus 7 5 5 4 4 4 5 3 10 2+ 32mm
Unit Composition
  • 1 Remus Ventanus
Wargear
  • Iron halo
  • Phaethon
  • Bolt pistol
  • Nuncio-vox
  • Melta bombs
  • Frag grenades
  • Krak grenades
  • Legion standard
  • Artificer armour
Unit Type
Special Rules
  • Legiones Astartes (Ultramarines)
  • Master of the Legion
  • Independent Character
  • Adamantium Will (3+)
  • Warlord: Resolute Planning
  • Loyalist

Warlord: Resolute Planning

Remus Ventanus, in the years before Calth, had been nothing more than a dutiful line officer, unremarkable in his ability. At Calth it was his grim determination to formulate a plan amidst the chaos of that encounter and then follow through with that plan regardless of the obstacles or consequences, that would bring him both victory and renown.

If chosen as the army’s Warlord, Remus Ventanus automatically has the Resolute Planning Warlord Trait and may not select any other Warlord Trait.

Resolute Planning – Both Remus Ventanus and any units composed entirely of models with the Legiones Astartes (Ultramarines) special rule in an army with Remus Ventanus as its Warlord automatically pass any Leadership tests or Morale checks made while they have at least one model within 3" of an objective. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as Remus Ventanus has not been removed as a casualty.

Phaethon

Forged by the master artisans of Veridia Forge, this masterwork power sword was presented to Remus Ventanus by First Master Marius Gage upon his ascension to the rank of captain of the 4th Company. Named after an Ancient Terran hero of the Grekans, the lethal corona of its disruptive energy field could easily part even the toughest forms of armour.

This weapon counts as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Phaethon
-
User
3
Melee, Rending (5+), Master-crafted


HQ

In the latter years of the Great Crusade, Lucius’ renown grew among the Legions as that of an exemplary swordsman, hailed as the best blade of the IIIrd Legion. His pursuit of perfection in the art of personal combat was undeniable, although his single-minded and often self-serving approach to warfare brought discord between him and the officers of his Legion. Evidently, Lucius fought in the Great Crusade primarily for himself and to prove his superiority over the rest of the galaxy. The seeds of arrogance and vainglory sown in those times would later bear the bitter fruit of jealousy and hubris that would ultimately lead to blackest treachery. Ambition would turn into obsession and the canker that was festering in Lucius’ soul would be revealed, clear for everyone to witness in the form of the myriad self-inflicted scars that marred his once-perfect features. For Lucius, the cataclysmic tragedy of the civil war that engulfed humanity was simply the stage of a cosmic theatre, a grand opportunity for him to carve his legend in blood, and he joyfully joined the slaughter in a state of exhilaration as sharp as the edge of his murderous blades.

  • Captain Lucius 215 pts
The Faultless Blade, Captain of the 13th Company
M WS BS S T W I A Ld Sv Base
Captain Lucius (base: 32mm)
Captain Lucius 7 7 5 4 4 3 6 4 10 2+ 32mm
Unit Composition
  • 1 Captain Lucius
Wargear
  • Bolt pistol
  • Nineteen
  • The Blade of the Laer
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Preferred Enemy (Independent Character)
  • Precision Strikes (3+)
  • Stubborn
  • Supreme Duellist
  • Traitor
  • Warlord: The Blade Alone
Options
  • Captain Lucius may take sonic shriekers
    +10 points
  • Captain Lucius may exchange the Blade of the Laer for a close combat weapon, reducing his points cost to 175 points*
*Note that unless this option is chosen, Captain Lucius may not be taken in the same army as Fulgrim.

Supreme Duellist

While fighting in a Challenge, if Captain Lucius’ Initiative Characteristic is higher than his opponent’s then he gains +1 to his Attacks Characteristic.

Warlord: The Blade Alone

If chosen as the army’s Warlord, Captain Lucius automatically has The Blade Alone as his Warlord Trait and may not select any other.

The Blade Alone – If an army’s Warlord has this Trait, then no other models or units may use his Leadership regardless of any other rules or Wargear that a unit may have, however, whenever Captain Lucius is Engaged in a Challenge, all friendly models in the same combat gain the Fearless special rule. In addition, the first Reaction made in each Game Turn by Captain Lucius and any unit he has joined does not use up a point of the controlling player’s Reaction Allotment.

Nineteen

Lucius, famed for his overweening egotism, had little interest in the tools he used and wanted no simple blade to gain a fame that approached his own. Despite the casual disinterest of its wielder, the blade referred to as Nineteen by Lucius was a masterwork of the smith’s art and most likely taken as a trophy from some slain and forgotten opponent. Its slender edge belied its strength and, in Lucius’ hands, it could block almost any attack aimed at the cocksure warrior.

Range
Str
AP
Nineteen
-
User
-
Melee, Rending (3+), Duellist’s Aegis (1), Murderous Strike (6+), Master-crafted

Duellist’s Aegis (X): A model with this special rule gains a bonus to their Weapon Skill equal to the value in brackets listed as part of the special rule whenever it is Engaged in a Challenge with an enemy model.

The Blade of the Laer

Following the cataclysmic events of Isstvan V, the Phoenician gifted Lucius with the masterwork blade that he recovered from an alien temple on the planet Laeran and often carried into battle himself. The dark power lying dormant within the blade that ended the life of one of the Emperor’s sons seemingly recognised in Lucius the unfathomable darkness of its own kind and slowly reawakened to its full potential.

Range
Str
AP
The Blade of the Laer
-
User
2
Melee, Duellist’s Edge (1), Fleshbane, Specialist Weapon, Master-crafted


HQ

Saul Tarvitz was a company captain within the Emperor’s Children, respected by those who followed him and with a considerable number of victories to his name. Tarvitz, however, was content to be a line officer and serve his Legion and Emperor in the field, and lacked the relentless ambition to succeed to the higher echelons of his Legion present in many of his contemporaries. This factor seems to have brought him disregard by the likes of Lord Commander Eidolon as a mediocrity, but history was to prove otherwise. Upon discovering the scale and scope of the treachery that was about to unfold on Isstvan III, Tarvitz took it upon himself to act. He seized a Thunderhawk and flew down to the doomed world to warn the Loyalists trapped there of the impending slaughter. In this he was instrumental in the survival of the Loyalists through the virus bomb attack and in mounting a cohesive defence against the Traitor attack, and in this perhaps also ultimately contributed directly to the outcome of the wider war.

  • Captain Saul Tarvitz 155 pts
M WS BS S T W I A Ld Sv Base
Captain Saul Tarvitz (base: 32mm)
Captain Saul Tarvitz 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Captain Saul Tarvitz
Wargear
  • Bolt pistol
  • Charnabal broadsword
  • Master-crafted Nemesis bolter
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Preferred Enemy (Emperor’s Children)
  • A Brother Betrayed
  • Loyalist
  • Warlord: Defiant unto Death

A Brother Betrayed

In the final hours of the battle that would immortalise Saul Tarvitz, he suffered his most grievous wound. This was not the cut of a blade or the bite of a bolt, but the betrayal of one he had long counted as a true brother in arms. In the ruins of Isstvan, while the Warmaster focused all his bitter ire upon Tarvitz and the brave few that stood for the Imperium, Lucius would turn upon his brother in an act of betrayal that Tarvitz would brood on for the last few hours of his life.

Captain Saul Tarvitz gains +1 Weapon Skill, +1 Strength and +1 Toughness while locked in combat with any enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules or any unit that such a model has joined. If an enemy model that has both the Independent Character and Legiones Astartes (Emperor’s Children) special rules is removed as a casualty whilst locked in combat with Captain Saul Tarvitz or any unit he has joined then Captain Saul Tarvitz’s controlling player gains +1 bonus Victory point in addition to any others that might be gained from this; this bonus is increased to +2 bonus Victory points if Captain Lucius is removed as a casualty while Engaged in a Challenge with Captain Saul Tarvitz.

Warlord: Defiant unto Death

If chosen as the army’s Warlord, Captain Saul Tarvitz automatically has Defiant unto Death as his Warlord Trait and may not select any other.

Defiant unto Death – If an army’s Warlord has this trait, then check at the start of each of the controlling player’s turns to see if any of the following is true:
  • The army that includes Captain Saul Tarvitz has accrued fewer Victory points than any enemy army.
  • The army including Captain Saul Tarvitz has fewer units on the battlefield than all enemy armies combined.
  • Captain Saul Tarvitz is within 6" of an objective.
  • Captain Saul Tarvitz and any unit he has joined is locked in combat with more than one enemy unit, or a single enemy unit that outnumbers Captain Saul Tarvitz’s unit.

If any of these are true then Captain Saul Tarvitz and any friendly units with at least one model within 12" of Captain Saul Tarvitz gain the Fearless special rule. In addition, as long as Captain Saul Tarvitz has not been removed as a casualty, the army gains an additional Reaction in the opposing player’s Shooting phase.

Charnabal broadsword

A much heavier version of a traditional Terran duelling blade, Tarvitz has mastered this weapon and made it his own.

The weapon listed here is counted as a ‘Charnabal’ weapon for those rules that affect such weapons.
Range
Str
AP
Charnabal broadsword
-
+2
-
Melee, Rending (4+), Duellist’s Edge (2), Two-handed, Master-crafted


HQ

At one time, Lord Commander Eidolon was hailed as the exemplar of all that the Emperor’s Children aspired to. He was elevated to company captain by Fulgrim himself, achieving such perfection that he went on to become the Legion’s pre-eminent lord commander. If Eidolon had any imperfection, it was overconfidence, a characteristic that bore rotten fruit as it was twisted into overweening arrogance. In striving towards the perfection embodied by his Primarch, Lord Commander Eidolon submitted himself to the attentions of Chief Apothecary Fabius, receiving biological augmentations that allowed him to project a psychosonic dirge as formidable as any weapon. The lord commander’s native skill and his augmented powers were given full rein upon the bloody sands of Isstvan V, where he unleashed a cacophonous storm upon the Loyalists even as his perfect bladework cut them to crimson ribbons.

  • Lord Commander Eidolon 215 pts
M WS BS S T W I A Ld Sv Base
Lord Commander Eidolon (base: 32mm)
Lord Commander Eidolon 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Lord Commander Eidolon
Wargear
  • Archaeotech pistol
  • Glory Aeterna
  • Sonic shriekers
  • Legion Warhawk jump pack
  • Death Scream
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Emperor’s Children)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Traitor
  • Warlord: Prideful Onslaught

Warlord: Prideful Onslaught

If chosen as the army’s Warlord, Lord Commander Eidolon automatically has Prideful Onslaught as his Warlord Trait and may not select any other.

Prideful Onslaught – If Lord Commander Eidolon is the army’s Warlord, then at the beginning of the battle, once all of the opposing player’s models have been deployed, but before the first turn has begun, Lord Commander Eidolon’s controlling player must select one enemy HQ or Primarch choice as Lord Commander Eidolon’s ‘Rival’. Lord Commander Eidolon and any unit he has joined gain a bonus of +1 to all To Hit rolls made against the ‘Rival’ unit – and if the ‘Rival’ unit is part of any enemy Shooting Attack or Combat that results in a friendly unit being entirely removed as casualties or Falling Back, then Lord Commander Eidolon and any unit he has joined also gains a bonus of +1 to all To Wound rolls made against the ‘Rival’ unit for the remainder of the battle after that Shooting Attack or Combat has been fully resolved. In addition, Lord Commander Eidolon and any unit he has joined may only declare Reactions against the Rival unit, but the first such Reaction each turn is free and does not reduce the player’s Reaction Allotment for that Phase.

Glory Aeterna

Lord Commander Eidolon’s preferred weapon was the masterwork hammer known as Glory Aeterna, a trophy presented to the Lord Commander upon his rise to that rank by Fulgrim himself. The weapon is as much a work of art and badge of office as it is a brutally efficient weapon of war, and in Eidolon’s skilled hands it is a fearsome weapon of war indeed.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.

Range
Str
AP
Glory Aeterna
-
x2
2
Melee, Brutal (2), Unwieldy, Thunderous Charge*, Master-crafted

*Thunderous Charge: On any turn in which Lord Commander Eidolon makes a successful Charge, the model’s attacks ignore the Unwieldy special rule on Glory Aeterna.

Death Scream

Eidolon has been the recipient of xenos-technological implants, and experimentation by his Legion’s Techmarines and the ministrations of Chief Apothecary Fabius. His implanted sonic shrieker is capable of discharging a destructive howl able to break bones and rupture flesh.

This counts as a weapon with the following profile:
Range
Str
AP
Death Scream
Template
2
-
Assault 1, Rending (6+), Pinning


HQ

Jago Sevatarion is said to hold the dark honour of being the first Traitor to utter the words “Death to the false Emperor", although in truth this was but one in a long line of crimes and blasphemies committed by the First Captain of the Night Lords over many years. Sevatar is known as one of the most lethal warriors of the entire Legiones Astartes, his name and skill as well known as those of Abaddon of the Sons of Horus, Corswain of the Dark Angels, Raldaron of the Blood Angels or Eidolon of the Emperor’s Children. As arrogant as he is gifted, Sevatar is a supremely ruthless, even dishonourable, combatant. This demeanour is carried through to his appearance, which is contrived to inspire fear in all who look upon him. His midnight blue power armour is wreathed in flayed flesh and his helm is wrought in the form of a leering skull. Beneath that deathly visage lies not just the soul of a murderer, but one gifted with latent, if repressed, psychic powers which, although unwelcome, serve to increase Sevatar’s already fearsome capabilities to preternatural levels.

  • Sevatar 220 pts
The Prince of Crows, First Captain of the Night Lords and Master of the Atramentar
M WS BS S T W I A Ld Sv Base
Sevatar (base: 32mm)
Sevatar 7 7 5 4 4 3 6 4 10 2+ 32mm
Unit Composition
  • 1 Sevatar
Wargear
  • Bolt pistol
  • Night’s Whisper
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Night Lords)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Fear (2)
  • Precision Strikes (4+)
  • Dirty Fighter
  • Bloody Murder
  • Dark Dreams
  • Traitor
  • Warlord: Master of the Atramentar

Dirty Fighter

Sevatar is one of the most dangerous hand-to-hand combatants in his or any other Legion. When engaged with a worthy foe, there is no trick or ploy he will not stoop to in order to claim victory.

When Engaged in a Challenge with a model whose Weapon Skill is 5 or more, Sevatar gains the Instant Death special rule on all attacks made during that Challenge.

Dark Dreams

Sevatar, like his Primarch, harboured a limited psychic talent – the ability to perceive discordant shards of the future in his dreams. This proved as much a hindrance as a benefit, tormenting Sevatar with half-remembered glimpses of tragedies yet to come.

Sevatar gains access to the Shadows of Past and Future Psychic Power only and gains no other Disciplines, Psychic Powers or Psychic Weapons.

Shadows of Past and Future (Psychic Power)

On rare occasions, Sevatar could focus his talent for foresight just enough to glimpse the immediate future, granting him an edge in combat, though any lapse in concentration left him wracked by doubts and weakened in the face of his foes.

At the start of any Assault phase, a Psychic check may be made for Sevatar by the controlling player: this Psychic check must be made against a Leadership of 7. If this Check is passed, Sevatar gains +1 WS and Attacks for the duration of that Assault phase. If the Check is failed, Sevatar suffers Perils of the Warp.

Warlord: Master of the Atramentar

If chosen as the army’s Warlord, Sevatar automatically has the Master of the Atramentar as his Warlord Trait and may not select any other.

Master of the Atramentar – Any units of Legion Cataphractii Terminators and Legion Tartaros Terminators included in the same Detachment as Sevatar gain the Deep Strike special rule (Sevatar himself does not). When any units of Legion Cataphractii Terminators, Legion Tartaros Terminators or Contekar Terminators that are part of the same Detachment as Sevatar are included as part of a Deep Strike Assault that does not include Sevatar, they gain the Preferred Enemy (Everything) special rules for the duration of the turn in which they are deployed. In addition, an army whose Warlord is Sevatar may make an additional Reaction in the opposing player’s Movement phase, as long as Sevatar has not been removed as a casualty.

Night’s Whisper

One of several weapons the Night Haunter had long since discarded in his gore-spattered sanctum, Sevatar appropriated the Night’s Whisper for his own use. In form it was an elegant chainglaive of archaic make, its archaeotech motor tuned to a sibilant purr rather than the discordant roar of more commonplace weapons.

The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
Night’s Whisper
-
+2
2
Melee, Two-handed, Duellist’s Edge (1), Murderous Strike (6+), Master-crafted


HQ

Although a skilled warrior and duellist, Khârn was but a line captain at the time of Angron’s rediscovery by the Imperium, yet soon rose to become his Primarch’s equerry and one of the few individuals whose counsel he ever heeded. While the crude cybernetic implants, known as the Butcher’s Nails, drove Angron ever further into bloodlust and rebellion, it was Khârn who acted as the voice of reason, often managing to bring his master back from the brink of insanity and curbing the worst of his bloody excesses. But Khârn was by no means immune to the cancerous rage which afflicted his Legion, and it was upon the ravaged surface of Isstvan III, as the World Eaters turned on their brothers, that he first surrendered himself fully to the bloodshed and slaughter. At the height of the battle, Khârn fell during a confrontation with Garviel Loken of the Sons of Horus, impaled upon the ram of a Land Raider and left for dead by his own comrades, but somehow he survived. His eventual return to the front line was seen by many of the World Eaters as nothing short of miraculous and further enhanced his legend within his Legion, and seemed to many a sure sign that he still had some dark destiny yet to achieve in the bloody days to come.

  • KhÂrn The Bloody 175 pts
Captain of the World Eaters 8th Assault Company, The Twice Un-slain, The Ender
M WS BS S T W I A Ld Sv Base
Khârn the Bloody (base: 32mm)
Khârn the Bloody 7 7 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Khârn the Bloody
Wargear
  • The Cutter
  • Plasma pistol
  • Frag grenades
  • Krak grenades
  • Artificer armour
  • Iron halo
Unit Type
Special Rules
  • Legiones Astartes (World Eaters)
  • Relentless
  • Independent Character
  • Master of the Legion
  • Rampage(3)
  • Precision Strikes (4+)
  • Traitor
  • Warlord: Savage Assault
Options
  • If Angron is not part of the army, Khârn the Bloody may exchange The Cutter for Gorechild for +35 points

Warlord: Savage Assault

If chosen as the army’s Warlord, Khârn the Bloody automatically has Savage Assault as his Warlord Trait and may not select any other.

Savage Assault – No enemy unit may declare a Reaction against a Charge made by a unit that includes Khârn the Bloody, unless the unit targeted by that Charge includes a model with the Primarch Unit Type. In addition, an army with Khârn the Bloody as its Warlord may make an additional Advance Reaction during the opposing player’s Movement phase as long as Khârn the Bloody has not been removed as a casualty.

The Cutter

Khârn was the master of many weapons, from the baleful and crude instruments of the arena to crackling power sabres, but favoured most modified chainaxes and ripper blades. One such he simply called ‘The Cutter’ he carried into battle against many foes during the Great Crusade and later turned on his former brothers.

The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons.
Range
Str
AP
The Cutter
-
+1
3
Melee, Shred, Rending (4+), Murderous Strike (6+)


HQ

The First Captain of the Death Guard Legion once pursued the role of Epistolary in the Legion’s Librarius, but with the Primarch Mortarion harbouring a deep-rooted distrust of those who wielded the powers of the psyker, Typhon suppressed his gift and strove instead to serve as a war leader. His strength, skill and demeanour led him to high rank indeed, culminating in his command of the potent and unique war ship Terminus Est and the deadly alchemical payload held within its arsenal. Though he served no more as battle-psyker, the influence of the Warp lingered within Typhon still, for he was amongst the first of his Legion to heed the influence of the beyond. In the aftermath of the Legion’s treachery, Typhon was revealed as the master of chemical death and the reaper of men, cutting down his foes with his deadly power scythe and with blasphemous chem-munitions.

  • Calas Typhon 200 pts
First Captain of the Death Guard, The Left Hand of Mortarion, Master of the Terminus Est
M WS BS S T W I A Ld Sv Base
Calas Typhon (base: 40mm)
Calas Typhon 6 6 5 4 4 4 5 4 10 2+ 40mm
Unit Composition
  • 1 Calas Typhon
Wargear
  • Alchem pistol
  • Lakrimae
  • Grenade harness
  • Death Cloud projector
  • Rad grenades
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (Death Guard)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Stubborn
  • Bulky (2)
  • Witchblood
  • Shrouded in Death
  • Firing Protocols (2)
  • Shrouded (6+)
  • Traitor
  • Warlord: Comes the Reaper

Witchblood

Thought by some to have been ‘tainted’ by the blood of the nightmarish alien warlords who once held sway on ill-fated Barbarus, Calas Typhon was a psyker. However, given the hatred of ‘witchery’ professed by his Primarch, he has long held his abilities in abeyance before the whispers of Chaos came to him in the guise of Erebus.

Calas Typhon has the Witchsense (Psychic Power) and Toxin Cloud (Psychic Weapon), and does not gain access to any other Disciplines. When included as part of an army that includes Mortarion, or if Mortarion is present in a battle as part of another friendly army, then Calas Typhon may not make use of any of his Psychic Powers or Psychic Weapons.

Shrouded in Death

The Death Cloud projector served not only as a weapon, but also as a shield against the foe – the thick cloud of toxic gas it produced obscured the Grave Wardens on the battlefield and thwarted those that attempted to drive the Death Guard from the battlefield by force of arms.

When an enemy unit successfully Charges a unit that includes one or more models with this special rule, the Charge is always considered to be Disordered.

Warlord: Comes the Reaper

If chosen as the army’s Warlord, Calas Typhon automatically has Comes the Reaper as his Warlord Trait and may not select any other.

Comes the Reaper – When making attacks as part of a Shooting Attack or during the Assault phase with any weapon that has the Poisoned (X) special rule, Calas Typhon and any unit with the Legiones Astartes (Death Guard) and at least one model within 6" of Calas Typhon, increase the value of the Poisoned (X) special rule by 1 (e.g., from 3+ to 2+) and may re-roll failed To Wound rolls for weapons with the Fleshbane special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the Movement phase as long as Calas Typhon has not been removed as a casualty.

Witchsense (Psychic Power)

Calas Typhon, despite having long suppressed his psychic ability, can sense the actions of his foe the instant before they occur, granting him a subtle but deadly advantage on the field of battle.

At the start of any Assault phase, Calas Typhon’s controlling player may choose to make a Psychic check for him. If that Check is passed then Calas Typhon’s Weapon Skill Characteristic is increased by +1 and his Attacks Characteristic is increased by D3 for the duration of that Assault phase. If the Check is failed then Calas Typhon suffers Perils of the Warp.

Toxin Cloud (Psychic Weapon)

By means of crude psychic urging, Calas Typhon can gather and concentrate the toxic gasses expelled by his Death Cloud projector, creating short lived but utterly deadly vortexes of caustic miasma.

Range
Str
AP
Type
Toxin Cloud
24"
1
4
Assault 1, Large Blast (5"), Fleshbane, Pinning, Psychic Focus

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.

Lakrimae

Among the many weapons Calas Typhon is known to have carried into battle, that dour warrior showed a particular preference for the heavy bladed scythe he referred to only as ‘Lakrimae’. This weapon was most often coated in a viscous poison of Typhon’s own creation, the toxin dripping from the blade and scarring the ground over which he advanced.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Lakrimae
-
+2
2
Melee, Two-handed, Reaping Blow (1), Fleshbane

Death Cloud projector

The Terminator armour of the Grave Wardens carried in-built alchemical containment and projection units, allowing the unit to direct focused jets of lethally poisonous vapours against their enemies.

Range
Str
AP
Death Cloud projector
Template
1
4
Assault 1, Poisoned (3+)


HQ

Ahriman was the first and last Chief Librarian of the Thousand Sons, and the most gifted of its formidable psykers. Born on Terra in the land of the ancient Aechmenid Empire, he and his twin brother were amongst the first recruits raised into the ranks of the XVth Legion. Possessed of profound psychic strength and a deep intelligence, he rose to prominence during his Legion’s darkest days, and after the reunification of his Legion with their Primarch, he became Magnus the Red’s foremost pupil and his chief lieutenant. The master of the soothsayers and warrior mystics of the Corvidae Cult, he was also a capable fighter and astute field commander, seasoned by over almost two centuries of warfare. In battle, Ahriman was often the linchpin of his Legion, foreseeing the actions of enemies and formulating intricate strategies to create a path to victory even as tumult and chaos reigned around him. But of all his strengths, Ahriman’s greatest was his indefatigable will, a will not only to survive but to overcome no matter the cost. It was a trait that would see him walk strange and terrible paths long after Prospero had burned.

  • Ahzek Ahriman 185 pts
Chief Librarian of the Thousand Sons, Arch-magister of the Corvidae, The Enduring Son
M WS BS S T W I A Ld Sv Base
Ahzek Ahriman (base: 32mm)
Ahzek Ahriman 7 5 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Ahzek Ahriman
Wargear
  • Master-crafted Asphyx bolt pistol
  • The Corvidaean Sceptre
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Thousand Sons)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Adamantium Will (3+)
  • Arch-magister of the Corvidae
  • Traitor
  • Warlord: The Pattern of Fates

Arch-magister of the Corvidae

Ahzek Ahriman gains the Minor Arcana Corvidae and the Divination and Thaumaturgy Disciplines from the Core Psychic Discipline list at no additional points cost and may not select any other Minor Arcana or Psychic Disciplines.

Warlord: The Pattern of Fates

If chosen as the army’s Warlord, Ahzek Ahriman automatically has The Pattern of Fates as his Warlord Trait and may not select any other.

The Pattern of Fates – If an army’s Warlord has this Trait, then once all models have been deployed onto the battlefield (including any Infiltrating units and after any units have been redeployed using the Scout special rule), but before the first turn is begun, the controlling player may select up to three friendly units and either redeploy them to any other position within the controlling player’s Deployment Zone or remove them from the battlefield and place them in Reserves. In addition, an army that includes Ahzek Ahriman may make an additional Reaction in any one Phase once per turn, as long as Ahzek Ahriman has not been removed as a casualty (the Phase in which the additional Reaction is made does not need to be declared in advance).

The Corvidaean Sceptre

Serving as both a mark of his station as master of the Cult of the Corvidae and a powerful weapon in its own right, the Corvidaean Sceptre was a long stave inlaid with intricate force conductive circuitry. The records of the Thousand Sons claim that this artefact was one of several early devices created by Magnus himself in an attempt to aid his sons in controlling their power.

The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons:
Range
Str
AP
The Corvidaean Sceptre
-
+1
2
Melee, Reach (1), Force, Master-crafted


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.

  • Magistus Amon 185 pts
The Hidden One, Captain of the Ninth Fellowship, Tutor of Magnus, Keeper of the Keys
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
Unit Composition
  • 1 Magistus Amon
Wargear
  • Archaeotech pistol
  • The Reliquary of Dust
  • The Armour of Shades
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Thousand Sons)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Magister of Dust
  • Infiltrate
  • Traitor
  • Warlord: Lord of Hidden Paths

Magister of Dust

Magistus 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 Paths

If 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 Dust

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

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:
Range
Str
AP
The Reliquary of Dust
6"
1
-
Assault 2D6, Poisoned (4+), Concussive (3), Rending (6+)

The Armour of Shades

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.


HQ

Fanatically loyal to his Warmaster, Ezekyle Abaddon was one of the foremost warriors of his Legion and commander of the elite Justaerin Terminators. A hulking brute of a Space Marine, given his size and appearance there had long been whispered rumours within the Sons of Horus Legion that he was in some part the direct cloneprogeny of the Warmaster himself. Regardless of this he echoed his Primarch in many ways, not least in his savage power as a fighter and skill as a tactician which gave him the greatest tally of victories of any within the Sons of Horus bar his Primarch. Once regarded as a hero of the Imperium, Abaddon was first and foremost devoted to Horus always, and walked willingly into damnation with his master and soon his name became among the most feared and despised of those that turned Traitor. On Isstvan III he took to the field of battle and was personally responsible for destroying many of his former comrades who remained loyal.

  • Ezekyle Abaddon 250 pts
First Captain of the Sons of Horus, High Marshal of the Justaerin, Full-moon of the Mournival, the Breaker of Worlds
M WS BS S T W I A Ld Sv Base
Ezekyle Abaddon (base: 40mm)
Ezekyle Abaddon 6 7 5 4 4 4 5 5 10 2+ 40mm
Unit Composition
  • 1 Ezekyle Abaddon
Wargear
  • Banestrike combi-bolter
  • Paragon blade
  • Cthonian power claw
  • Grenade harness
  • Legion Cataphractii Terminator armour
Unit Type
Special Rules
  • Legiones Astartes (Sons Of Horus)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Bulky (2)
  • Battle-hardened (1)
  • Fearless
  • Deep Strike
  • Precision Strikes (4+)
  • Traitor
  • Warlord: The Vengeful Spirit

Warlord: The Vengeful Spirit

If chosen as the army’s Warlord, Ezekyle Abaddon automatically has The Vengeful Spirit as his Warlord Trait and may not select any other.

The Vengeful Spirit – Ezekyle Abaddon and any unit he joins gain the Feel No Pain (4+) special rule during the Movement and Shooting phases of any turn in which they are deployed as part of a Deep Strike Assault. In addition, an army with Ezekyle Abaddon as its Warlord may make an additional Reaction during the opposing player’s Movement phase as long as Ezekyle Abaddon has not been removed as a casualty.

Cthonian power claw

Modified from more commonplace weapons, Abaddon wields a cruelly barbed power fist that tears and crushes with equal abandon.

The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons.
Range
Str
AP
Cthonian power claw
-
х2
2
Melee, Unwieldy, Specialist Weapon, Shred, Master-crafted


HQ

Garviel Loken was one of the senior captains of the Luna Wolves Legion (later the Sons of Horus) during the latter part of the Great Crusade. Highly regarded as a warrior and commander by both his brethren and his Primarch, admired for his cool head and intelligence as well as his record in battle, he was given the honour of induction into the Mournival, his Legion cadre of close advisors to their Primarch. However, after Horus’ fall on Davin, he was considered too loyal to the old way—the ideals of the Great Crusade and the Emperor, to be inducted into the dark conspiracy that was overtaking his beloved Legion. Assigned to lead the Sons of Horus contingent attack in the first wave, he rose swiftly to the mantle of leadership, he and his command casting aside the identity of the Sons of Horus, and proclaiming themselves Luna Wolves once more, extracting a heavy toll of dead on those they had once called brother.

  • Garviel Loken 175 pts
Captain of the 10th Company, New-moon of the Mournival, The Last Wolf of Luna
M WS BS S T W I A Ld Sv Base
Garviel Loken (base: 32mm)
Garviel Loken 7 6 6 4 4 3 5 5 10 2+ 32mm
Unit Composition
  • 1 Garviel Loken
Wargear
  • Bolt pistol
  • Paragon blade
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Sons Of Horus)
  • Master of the Legion
  • Independent Character
  • Born Survivor
  • Loyalist
  • Warlord: Wolf of Luna

Born Survivor

The first time in any battle when a model with this special rule is reduced to 0 Wounds for any reason or otherwise removed from play as a casualty, the controlling player must immediately make a Leadership test for that model. If the Test is failed then the model is removed as a casualty as normal, but if the Test is passed then the Warlord is not removed as a casualty, remains in play and regains D3 Wounds.

Warlord: Wolf of Luna

If chosen as the army’s Warlord, Garviel Loken automatically has Wolf of Luna as his Warlord Trait and may not select any other.

Wolf of Luna – A Warlord with this Trait may only join a unit composed entirely of models with both the Legiones Astartes (Sons of Horus) special rule and the Loyalist Allegiance. Both the Warlord and any unit it joins gain +1 Attack on any turn in which they successfully Charge, or are successfully Charged by, an enemy unit composed entirely of models with both the Legiones Astartes (X) special rule and the Traitor Allegiance. These increases are in addition to any other bonuses granted by other special rules. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.


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

In his glory days, Fulgrim was an exemplar of what all the Emperor’s Primarchs could be – a brilliant tactician, superlative warrior and a hero to those that followed him into battle. It was, perhaps, the great praise he garnered for his success that led to his slow corruption. Rightful pride in his accomplishments turned to self-obsession and hubris would soon see him fall into the service of Horus and the heresy he would unleash upon the galaxy.

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.


HQ

Argel Tal was among the first to gaze into the madness of the Eye of Terror and in doing so was forever damned when that dark abyss gazed back into him. Held as a prime example of his Primarch’s intentions for the future of humanity, a symbiotic fusion of human soul and daemonic power, he and his brothers in the Gal Vorbak would go on to play an instrumental role in the galactic tragedy that befell humanity. His counsel helped Lorgar solidify his understanding of the effects the powers of the Empyrean could have on the physical form of a Legionary, and he was equally venerated and envied among the ranks of the Word Bearers as one who stood in glorious favour of their malicious newfound gods. One of the first in the XVIIth Legion to don the crimson colour of betrayal, Argel Tal was present at multiple pivotal events in the Horus Heresy, from the black sands of Isstvan V and the Dropsite Massacre to the far reaches of the eastern Segmentum and the Shadow Crusade. The so-called Crimson Lord was a blight upon the Imperium who sent uncounted Loyalist souls screaming into the hellspace of the Warp with unmatched zeal and determination.

  • Argel Tal 240 pts
The Crimson Lord, Commander of the Serrated Sun
M WS BS S T W I A Ld Sv Base
Argel Tal (base: 40mm)
Argel Tal 8 6 5 5 5 5 5 4 10 2+ 40mm
Unit Composition
  • 1 Argel Tal
Wargear
  • Two Daemonic talons
  • Umbral Pinions
  • Artificer armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Word Bearers)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Bulky (3)
  • Feel No Pain (5+)
  • Rage (2)
  • Traitor
  • Warlord: The Crimson Lord

Warlord: The Crimson Lord

If chosen as the army’s Warlord, Argel Tal automatically has The Crimson Lord as his Warlord Trait and may not select any other.

The Crimson Lord – If Argel Tal is the army’s Warlord, then both Argel Tal and any Gal Vorbak unit he joins gain a 5+ Invulnerable Save and the Line Unit Sub-type. In addition, an army with Argel Tal as its Warlord may make an additional Reaction during the opposing player’s Assault phase as long as Argel Tal has not been removed as a casualty.

Daemonic talons

Once Argel Tal carried the weapons of a Space Marine proudly into battle, now he slashes at the foe with twisted protrusions of his own armour fused with unnatural bone and iron-hard flesh.

Range
Str
AP
Daemonic talons
-
User
3
Melee, Murderous Strike (5+), Rending (5+)

Umbral Pinions

Argel Tal takes to the battlefield borne by a pair of wings of twisted ceramite and fused bone, erupting from his armour like some obscene growth. Haloed by these wings of darkness, the Crimson Lord descends into the midst of his foes to tear them apart in an orgy of destruction.

At the start of the controlling player’s Movement phase, Argel Tal’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn. This allows Argel Tal to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, when moving in this fashion, Argel Tal ignores terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending his movement in Dangerous Terrain. On turns when this option is in use, Argel Tal may move over both friendly and enemy models or units without penalty – but must end his movement at least 1" away from any model from another unit.

Argel Tal may still Run while using this special rule, if he would normally be able to Run, moving up to 19" and ignoring terrain and models from other units while doing so. If Argel Tal Runs while using this special rule, he may not make Shooting Attacks or Declare a Charge in the same turn. During a Reaction made in any Phase, a player may not choose to use this special rule to gain any bonus to their Movement Characteristic.


HQ

Erebus was the First Chaplain of the Word Bearers Legion and the primary instrument of his Primarch’s descent into treachery. When the Emperor chastised Lorgar for worshipping him as a god, the Primarch was stricken and it was Erebus who counselled that, if the Emperor was not worthy of Lorgar’s veneration, then there were other, older powers that were. When the scales fell from Lorgar’s eyes and the true power of the Warp was revealed to him, the Primarch would have declared his new-found revelation to the entire galaxy, but it was Erebus again who counselled caution. The opening phase in his scheme complete, Erebus set in motion a chain of events that led to the damnation of Horus himself, engineering the injury that brought him to the serpent priests of Davin. In these and a thousand other blasphemies, Erebus is revealed as both the master and the puppet, the instrument of the ruination of all that the Emperor fought for and the ultimate pawn of the powers of the Warp.

  • High Chaplain Erebus 165 pts
The Dark Apostle, Emissary of the Warmaster, Child of the Primordial Truth
M WS BS S T W I A Ld Sv Base
High Chaplain Erebus (base: 32mm)
High Chaplain Erebus 7 5 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 High Chaplain Erebus
Wargear
  • Plasma pistol
  • Crux Malifica
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Word Bearers)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Hatred (Loyalists)
  • Fearless
  • Harbinger of Chaos
  • Traitor
  • Warlord: Shadow Behind the Throne

Harbinger of Chaos

A Detachment that includes High Chaplain Erebus may select up to three non-Compulsory Elites or HQ choices from the Ruinstorm Daemon Army List – these choices are paid for in points and occupy slots on the Force Organisation chart as normal, but must begin the battle in Reserve and may only enter play by means of the Breach the Veil (Psychic Power).

Psychic Discipline: Harbinger of Chaos

A Psyker with this Discipline gains the Breach the Veil (Psychic Power) and Aetheric Lightning (Psychic Weapon).

Warlord: Shadow Behind the Throne

If chosen as the army’s Warlord, High Chaplain Erebus automatically has the Shadow Behind the Throne as his Warlord Trait and may not select any other.

Shadow Behind the Throne – When High Chaplain Erebus is the army’s Warlord and is part of a unit composed entirely of models with any version of the Legiones Astartes (X) special rule, no Wounds may be allocated to him, regardless of the attacking model’s rules or effects, as long as there is another model in the unit. If High Chaplain Erebus is Engaged in a Challenge then this rule does not apply. However, if High Chaplain Erebus’ controlling player chooses to refuse a Challenge for a unit that includes High Chaplain Erebus then the opposing player loses the option to stop one model from participating in the combat. In addition, an army whose Warlord is High Chaplain Erebus may make an additional Reaction in any one of the opposing player’s Phases, chosen by the controlling player at the start of the battle, as long as High Chaplain Erebus has not been removed as a casualty.

Crux Malifica

This ever-burning staff, decorated with the defaced remnants of Imperial doctrine was Erebus’ symbol of authority – aping the stave borne by Malcador as the Emperor’s chief adviser and a not so subtle threat aimed at that shadowy figure.

Range
Str
AP
Crux Malifica
-
+3
2
Melee, Unwieldy


HQ

Scorned by many in his Legion as a ‘half Astartes’, Kor Phaeron was Lorgar’s surrogate father and served as his tutor in the ancient ways of Colchis before the coming of the Emperor. By the time the XVIIth Legion was united with its Primarch, Kor Phaeron was too old to undergo the full implantation process, but so favoured was he in the eyes of his Primarch that he received the most potent of biological augments it was possible to bestow upon a man short of elevation to the Legiones Astartes, and was declared First Captain of the Word Bearers Legion. Along with Erebus, Kor Phaeron has the ear of his Primarch and, more than any other individual, is responsible for Lorgar’s nature as a seeker after the truth, wherever that truth may lie and whatever terrible secrets it might reveal. Now aging and never having possessed the sheer potency of a full Space Marine, the First Captain nevertheless exerts great influence upon his Primarch and within his Legion, his conviction and zeal unfettered and undiminished.

  • Kor Phaeron 125 pts
First Captain of the Word Bearers, Master of Faith, Priest-king of Colchis
M WS BS S T W I A Ld Sv Base
Kor Phaeron (base: 40mm)
Kor Phaeron 6 5 4 3 3 4 3 3 10 2+ 40mm
Unit Composition
  • 1 Kor Phaeron
Wargear
  • Patriarch’s Claws
  • Digi-flamer
  • Terminus Consolaris
Unit Type
Special Rules
  • Legiones Astartes (Word Bearers)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Bulky (2)
  • Feel No Pain (5+)
  • It Will Not Die (5+)
  • Jealous Command
  • Traitor
  • Warlord: Dark Oratory

Jealous Command

Kor Phaeron was known within the Legion for his unfailing arrogance and vindictive sense of pride. He would tolerate none above him, save his adopted son and Primarch Lorgar. The Primarch was the only man that Kor Phaeron would bend the knee to – though many wondered if he did so out of respect or so that he could manipulate the Primarch from the arm of his throne.

If Kor Phaeron or Lorgar is not chosen as the Warlord of an army that Kor Phaeron is part of, then his Leadership is reduced by -1 and he gains the Hatred (Everything) special rule. When Kor Phaeron is included in the same army as Lorgar, both models gain +1 WS and the Hatred (Everything) special rules while part of the same unit.

Warlord: Dark Oratory

If chosen as the army’s Warlord, Kor Phaeron automatically has Dark Oratory as his Warlord Trait and may not select any other.

Dark Oratory – When Kor Phaeron is the Warlord of the army then the controlling player can choose one of the following two options at the beginning of each of their own turns:
  • Cruel Invective – All enemy units with at least one model within 12" of Kor Phaeron at the start of Kor Phaeron’s controlling player’s turn (before any models are moved) must make an immediate Pinning test, and become Pinned if the Test is failed.
  • Threatening Entreaties – Kor Phaeron and the unit he has joined gain the Fearless special rule until the start of the controlling player’s next turn, but all models other than Kor Phaeron in the unit reduce their WS and BS by -1 until the start of the controlling player’s next turn.
In addition, an army with Kor Phaeron as its Warlord may make an additional Reaction during the opposing player’s Assault phase as long as Kor Phaeron has not been removed as a casualty.

Patriarch’s Claws

Crafted to allow Kor Phaeron to fight among the enhanced ranks of the Space Marines without becoming outmatched and to reflect the twisted cruelty that was his hallmark in combat, the Patriarch’s Claws were a matched pair of Charnabal fighting claws that did not need the strength of a full member of the Legiones Astartes to rend flesh and slice through armour.

Range
Str
AP
Patriarch’s Claws
-
User
2
Melee, Shred

The Patriarch’s Claws are two separate weapons, each with the same profile, and as such Kor Phaeron gains a bonus Attack when using them.

Digi-flamer

Concealed within Kor Phaeron’s regalia of office is a miniaturised flamer weapon.

This weapon counts as a ‘Flame’ weapon for those rules that affect such weapons.
Range
Str
AP
Digi-flamer
Template
4
-
Pistol 1

Terminus Consolaris

Too old for transformation into a full-blooded Space Marine when the Emperor found Lorgar on Colchis, the Primarch nevertheless assured, through the use of genecraft and anti-agathics, that his foster-father would join him on the Great Crusade as his First Captain. Before his later transfiguration by Chaos, Kor Phaeron’s aged physique was augmented in battle by a custom-designed suit of Terminator armour reinforced with additional medicae, exoskeletal and life support systems known as the Consolaris.

The Terminus Consolaris grants a 2+ Armour Save, and an Invulnerable Save of 3+ in the Shooting phase and 5+ in the Movement and Assault phases.


HQ

Zardu Layak’s true name is now lost, but it is recorded in his Legion’s lore that he was once an officer of the Ashen Circle, a Terran by birth, and a devout destroyer of all that pertained to false superstition and errant creed. He oversaw the burning of a hundred temples and countless tomes of lies in the Emperor’s service, until the Word Bearers’ brutal censure by the Emperor. After their punishment on Monarchia, Layak was soulsick, and quickly a fervent convert to Erebus’ and Lorgar’s new teachings. He took the name Zardu Layak, ‘Eater of Wisdom’, but came to be known by his Legion as the Crimson Apostle for his fiery raiment and the scalding blood in which he daily daubed his armour. Suffused in dark powers which he used freely to destroy minds and bodies, Zardu Layak walked his bloody path accompanied by a pair of bodyguards, each unnaturally warped and contorted and possessed of great strength. Wielding the Anakatis blades, gifts bestowed upon them by Layak and weapons of unholy xenos influence and malevolent power, they cut a swathe through their master’s foes in a barely controlled hunger for slaughter.

  • Zardu Layak 300 pts
The Crimson Apostle, The Thrice-Born, The Binder of Souls, The Voice of the Unspeaking
M WS BS S T W I A Ld Sv Base
Zardu Layak (base: 32mm)
Zardu Layak 7 5 5 4 4 4 5 4 10 2+ 32mm
Blade Slaves (base: 40mm)
Blade Slaves 7 5 4 6 5 3 5 3 8 3+ 40mm
Unit Composition
  • 1 Zardu Layak
  • 2 Anakatis Kul Blade Slaves
Wargear (Zardu Layak)
  • Bolt pistol
  • The Azurda Char’is
  • Artificer armour
  • Iron halo
  • The Panoply of Flame
  • Frag grenades
  • Krak grenades
Wargear (Blade Slaves)
  • Plasma pistol
  • Anakatis blade
  • Power armour
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules (Zardu Layak)
  • Legiones Astartes (Word Bearers)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Fearless
  • Hatred (Loyalists)
  • Binder of Souls
  • Traitor
  • Warlord: The Eater of Wisdom
Special Rules (Blade Slaves)
  • Legiones Astartes (Word Bearers)
  • Rage (2)
  • Bulky (2)
  • Feel No Pain (5+)
  • Chosen Warriors
  • Relentless

Binder of Souls

Zardu Layak gains the Psychic Discipline Soul Binding and may not select any other Psychic Discipline:

Warlord: The Eater of Wisdom

If chosen as the army’s Warlord, Zardu Layak automatically has The Eater of Wisdom as his Warlord Trait and may not select any other.

The Eater of Wisdom – If Zardu Layak is the army’s Warlord, then the controlling player may choose up to three friendly units composed entirely of models with the Corrupted Unit Sub-type from the same army as Zardu Layak at the beginning of the battle, before any models are deployed. All models in each of the selected units gains a bonus of +1 to its Strength and Movement Characteristics, but must take a Leadership test at the end of each of the controlling player’s turns. If that Test is failed the unit suffers Perils of the Warp, while if it is not failed there is no effect that turn. In addition, an army with Zardu Layak as its Warlord may make an additional Reaction during the opposing player’s Assault phase as long as Zardu Layak has not been removed as a casualty.

Psychic Discipline: Soul Binding

A Psyker with this Discipline gains all the listed Powers, Weapon and other special rules, as well as the Aetheric Lightning Psychic Weapon

Soul Binding (Psychic Power)

Zardu Layak has long since mastered the art of shackling the will of another, binding it to his own will and turning enemies into slaves.

When an enemy unit declares it will make a Reaction to Zardu Layak or any unit he has joined, the controlling player may choose to have Zardu Layak immediately suffer Perils of the Warp, resolving all Wounds inflicted before any part of the Reaction is resolved. If Zardu Layak is not removed as a Casualty then that Reaction is cancelled (the Reactive player does not expend a point of their Reaction Allotment, and if the Reaction could only be used a limited number of times, it is not considered to have been used in this instance) and the unit that declared the Reaction gains no benefit and takes no action.

Telepathic Chains (Psychic Weapon)

Range
Str
AP
Type
Telepathic Chains
36"
2
-
Assault 4, Pinning, Shell Shock (3), Psychic Focus

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.

The Azurda Char’is

It is unknown how the Crimson Apostle acquired this potent artefact, or by what hidden lore he has modified it to his usage.

The weapon listed here is counted as a ‘Force’ weapon for those rules that affect such weapons.
Range
Str
AP
The Azurda Char’is
-
User
2
Melee, Unwieldy, Force

The Panoply of Flame

The Panoply of Flame serves both as a war banner and as a weapon to turn on Zardu Layak’s enemies, his warp gifts allowing him to mould the unclean flame the Panoply now produces by will alone.

All models with the Legiones Astartes (Word Bearers) special rule within 12" of the Panoply of Flame add a +1 modifier to their score when determining victory in assaults and +1 to their Sweeping Advance rolls.

Anakatis blade

These occult blades reek of unholy, warp-spawned power and their forging may well have pre-dated human life. Dark and coiling entities have been trapped within the blades, entities that whisper promises of untold might and power, but such promises are only bought at a terrifying price to both body and soul.

The weapon listed here is counted as a ‘Power’ and ‘Force’ weapon for those rules that affect such weapons.
Range
Str
AP
Anakatis blade
-
User
3
Melee, Murderous Strike (5+), Brutal (2)


HQ

As with much of his mysterious Legion, little can be said for certain about the origins or character of the Alpha Legion commander known as Armillus Dynat (whose name itself may be an artificial construction using mimetic factors from several different dead Terran dialects meaning approximately ‘The fallen prince/false prophet who destroys with power’). Pictorial reference for this officer is only available thanks to the recordings of Ultramarines–attached Remembrancers present at the Palcine War Council, where Dynat is recorded as having infamously sparred with Marius Gage over the conduct of the war after the Ultramarines’ repulsed attack during the Battle of Asarna Bay. He is known to be a formidable strategist with a penchant for unorthodox and highly intricate attack plans often designed to pull apart and maim enemy formations before a killing blow is delivered, and a master of integrated fast armour and close air support tactics.

  • Armillus Dynat 185 pts
Harrowmaster of the Alpha Legion, Griefbringer, Instar-nine
M WS BS S T W I A Ld Sv Base
Armillus Dynat (base: 32mm)
Armillus Dynat 7 6 5 4 4 3 5 4 10 2+ 32mm
Unit Composition
  • 1 Armillus Dynat
Wargear
  • Bolt pistol
  • The Prince
  • The Prophet
  • One venom sphere
  • One phosphex bomb
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
Unit Type
Special Rules
  • Legiones Astartes (Alpha Legion)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Precision Strikes (4+)
  • Weapon Master
  • Warlord: The Harrowing

Weapon Master

Armillus Dynat is famed for his ability as a warrior, demonstrating multi-tasking abilities that allow him to wield two weapons independently in combat, a feat that few of his peers could ever match. In battle he makes use of this ability to blindside opponents until the delivery of a killing strike his foe had no hope to defend against.

When attacking during the Assault phase, Armillus Dynat may choose to split his attacks between any of the weapons he has, declaring which Attacks will be used with which weapon profiles before any of his Attacks are rolled.

Warlord: The Harrowing

If chosen as the army’s Warlord, Armillus Dynat automatically has The Harrowing as his Warlord Trait and may not select any other.

The Harrowing – At the start of the battle, before any models are deployed by either player, the controlling player of an army whose Warlord is Armillus Dynat may choose to select three friendly units composed entirely of models with the Legiones Astartes (Alpha Legion) special rule and the Infantry Unit, and give all models in those units one of the following rules: Infiltrate, Scout, or Counterattack (1). In addition, an army whose Warlord is Armillus Dynat may make an additional Reaction in the opposing player’s Movement phase, as long as Armillus Dynat has not been removed as a casualty.

The Prince and the Prophet

Among the favoured weapons of the Alpha Legion warrior known as Dynat are a pair of power weapons crafted to be used in unison. The Prince is ostentatious and attracts the eyes of the foe, while the Prophet is the thunder-strike of truth delivered to the unwary.

The weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons.

Range
Str
AP
Type
The Prince
-
User
3
Melee, Rending (6+)
The Prophet
-
9
2
Melee, Unwieldy, Thunderstrike

Thunderstrike: If any enemy model that does not have the Vehicle Unit Type suffers one or more Hits (regardless of whether or not those Hits resulted in Wounds) from The Prince, then Armillus Dynat may make one Attack with The Prophet, in addition to any other attacks he has made with either weapon, in Initiative step 1.


HQ

None can say whether Exodus is a single individual or one of several supremely skilled assassins operating at the behest of the uppermost echelons of the Alpha Legion. Certainly the name, or coded identifier ‘Exodus’, has appeared in multiple vox-chains and order logs in many different war zones, sometimes contemporaneously. This in itself is unlikely to be accidental given the Alpha Legion’s mastery of deception in all its forms.

Whatever the truth, the Space Marine known as Exodus must rank amongst the most skilled killers outside of the Assassin Clades of the Officio Assassinorum. His skill-at-arms is born of the convergence of the will, physiology and conditioning of a Space Marine with the field craft and panoply of arms and wargear of an assassin. So adept is Exodus that he is said to rival even the marksmen of Clade Vindicare in his ability to insinuate himself into position and deliver the killing shot at the pivotal moment in a campaign.