Legiones Astartes – Alpharius
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  • Alpharius 465 pts
Primarch of the Alpha Legion, the Aleph Null, the Hydra, the Threefold Serpent, The Final Configuration
UNIT COMPOSITION: 1 ALPHARIUS

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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Alpharius (⌀40mm) 10 - - -
Alpharius (⌀40mm) 8 7 7 6 6 6 6 6 10 - - - 2+ -
WARGEAR
  • The Pythian Scales
  • The Pale Spear
  • The Hydra’s Spite
  • Three venom spheres
  • Frag grenades
TRAITS
  • Alpha Legion
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
TYPE
WARGEAR

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.
R
FP
RS
AP
D
Special Rules
Traits
-
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.
R
FP
RS
AP
D
Special Rules
Traits
18"
8
3
Assault 2, Rending (4+), Master-crafted
SPECIAL RULES

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.
Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Army List
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Frag Grenades

This class of grenade contains only a small explosive charge, and is intended primarily to disorientate and distract the foe while closing on a fixed position.

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
Plasma Burn

Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.

If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.

This datasheet has Primarch Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:

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.
Crusader

Bolstered by their ultimate faith in their goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends.

A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
-
Plasma gun
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
-
Plasma cannon
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
Gravis plasma cannon
Gravis plasma cannon
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
Plasma blaster
Plasma blaster
18"
7
4
Assault 2, Breaching (4+), Gets Hot
-
Executioner plasma destroyer
Executioner plasma destroyer
60"
7
4
Heavy 1, Large Blast (5"), Rending (4+)
-
Hellfire plasma cannonade
- (Sustained fire)
36"
7
4
Heavy 6, Breaching (4+)
-
- (Maximal fire)
36"
8
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
Omega plasma array
- (Sustained fire)
36"
7
4
Heavy 8, Breaching (4+), Twin-linked
-
- (Maximal fire)
36"
9
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-

The 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.
R
FP
RS
AP
D
Special Rules
Traits
-
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.
R
FP
RS
AP
D
Special Rules
Traits
18"
8
3
Assault 2, Rending (4+), Master-crafted
Legiones Astartes (Alpha Legion)
All models with this special rule are subject to the following provisions:

LIES AND OBFUSCATION
A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reaction declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting, or Wargear).

A Subtle Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the Alpha Legion).

Saboteurs
A Legion Centurion may choose to select the Saboteur upgrade as an option for the Legiones Consularis special rule, as detailed in The Armoury of the Alpha Legion section.
Sons Of The Hydra
A Warlord with this special rule may select a Warlord Trait from the Alpha Legion Warlord Trait list.
Venom spheres

An exotic variant of the more commonplace grenades employed by the Space Marines. These advanced weapons contain toxinimpregnated crystalline splinters that have been darkly claimed to be based on xenos technology.

Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take one venom sphere for +10 points per model. Venom spheres are a weapon with the following profile:
R
FP
RS
AP
D
Special Rules
Traits
8"
1
-
Assault 6, Poisoned (3+), One Shot

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.
© Vyacheslav Maltsev 2013-2026