Legiones Astartes – Argel Tal
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  • Argel Tal 240 pts
The Crimson Lord, Commander of the Serrated Sun
UNIT COMPOSITION: 1 ARGEL TAL

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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Argel Tal (⌀40mm) 10 - - -
Argel Tal (⌀40mm) 8 6 5 5 5 5 5 4 10 - - - 2+ -
WARGEAR
  • Two Daemonic talons
  • Umbral Pinions
  • Artificer armour
  • Frag grenades
  • Krak grenades
TRAITS
  • Word Bearers
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
TYPE
WARGEAR

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.

R
FP
RS
AP
D
Special Rules
Traits
-
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.
SPECIAL RULES

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.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
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.
Krak Grenades

This class of grenade encompasses a variety of shaped charges, plasma detonators and crude bombs, all intended to disable armoured vehicles.

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
Artificer Armour

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

Artificer armour confers a 2+ Armour Save.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

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

Mighty heroes go where they are needed, being at the forefront of the most vital charges and leading their troops to victory.

Independent Characters can join other units. They cannot, however, join units that contain Vehicles, Dreadnoughts, Automata or any model with the Monstrous sub-type (unless the Independent Character also has that Unit Type or sub-type). They can join other Independent Characters though to form a powerful multi-character unit.
Traitor

In the name of the Warmaster Horus, a vast host took up arms against those they had once called brothers – some driven by a lust for power and others by a misguided desire for justice. Regardless of the cause they held dear, there could be no turning back for these warriors, only victory or damnation.

A model with this special rule may only be included in an army that has the Traitor Allegiance.
Legiones Astartes (Word Bearers)
All models with this special rule are subject to the following provisions:

TRUE BELIEVERS
A model with this special rule may never have its Leadership Characteristic modified below a value of 6. Furthermore, if one or more models with this special rule are part of a combat that results in a draw, then a side that includes one or more models at the end of the Fight sub-phase with this special rule is counted as having won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.

The Arms Of Colchis
Models with this special rule gain access to unique Wargear options (see The Armoury of the Word Bearers).

Priests Of Forgotten Gods
Any Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with this special rule may select the Burning Lore upgrade, and any models with both the Legiones Astartes (Word Bearers) and the Legiones Consularis special rules gain access to the Diabolist upgrade – see The Armoury of the Word Bearers for details.
Disciples Of Lorgar
A Warlord with this special rule may select a Warlord Trait from the Word Bearers Warlord Trait list.

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.

R
FP
RS
AP
D
Special Rules
Traits
-
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.
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.
© Vyacheslav Maltsev 2013-2026