Legiones Astartes – Armillus Dynat
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  • Armillus Dynat 185 pts
Harrowmaster of the Alpha Legion, Griefbringer, Instar-nine
UNIT COMPOSITION: 1 ARMILLUS DYNAT

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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Armillus Dynat (⌀32mm) 10 - - -
Armillus Dynat (⌀32mm) 7 6 5 4 4 3 5 4 10 - - - 2+ -
WARGEAR
  • Bolt pistol
  • The Prince
  • The Prophet
  • One venom sphere
  • One phosphex bomb
  • Artificer armour
  • Iron halo
  • Frag grenades
  • Krak grenades
TRAITS
  • Alpha Legion
SPECIAL RULES
  • Legiones Astartes (Alpha Legion)
  • Master of the Legion
  • Independent Character
  • Relentless
  • Precision Strikes (4+)
  • Weapon Master
  • Warlord: The Harrowing
TYPE
WARGEAR

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.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Prince
The Prince
-
User
3
Melee, Rending (6+)
-
The Prophet
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.
SPECIAL RULES

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.
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
-
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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Bolt pistol

R
FP
RS
AP
D
Special Rules
Traits
12
1
4
5
Pistol
Assault, Bolt

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).
Phosphex bomb

R
FP
RS
AP
D
Special Rules
Traits
6"
5
2
Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death

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.
Cyber-familiar

Utilised by Techmarines and the Adepts of the Mechanicum, cyber-familiar is a term that encompasses a variety of semiautonomous devices such as servo-skulls, mek-spiders and other smaller drone units and lesser haemonculites tied into the direct neural control of their operator. These miniondrones are an extension of their master’s will and provide them with a host of additional senses and capabilities.

A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
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.
Refractor Fields & Iron Halos

These devices are defensive field generators designed for personal protection. They encompass the wearer in an energy field or force barrier which serves to refract or deflect impacts and energy discharges. Although powerful, these fields are limited by the need for the wearer to move and the prodigious power consumption of the generator, which leaves vulnerabilities a canny opponent can exploit. Devices of this nature are relatively rare, even among the Space Marine Legions, and are the province of commanding officers and honoured champions, where they are often incorporated into armour or amulets and gifted as a mark of favour and rank.

A model with a refractor field gains a 5+ Invulnerable Save, and a model with an iron halo gains a 4+ Invulnerable Save.

Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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.
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:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Venom spheres
Venom spheres
8"
1
-
Assault 6, Poisoned (3+), One Shot
-

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.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
The Prince
The Prince
-
User
3
Melee, Rending (6+)
-
The Prophet
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.
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.
© Vyacheslav Maltsev 2013-2026