Legiones Astartes – Calas Typhon
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  • Calas Typhon 200 pts
First Captain of the Death Guard, The Left Hand of Mortarion, Master of the Terminus Est
UNIT COMPOSITION: 1 CALAS TYPHON

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.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Calas Typhon (⌀40mm) 10 - - -
Calas Typhon (⌀40mm) 6 6 5 4 4 4 5 4 10 - - - 2+ -
WARGEAR
  • Alchem pistol
  • Lakrimae
  • Grenade harness
  • Death Cloud projector
  • Rad grenades
  • Legion Cataphractii Terminator armour
TRAITS
  • Death Guard
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
TYPE
  • Infantry (Heavy, Character, Unique, Psyker)
WARGEAR

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.
R
FP
RS
AP
D
Special Rules
Traits
-
+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.

R
FP
RS
AP
D
Special Rules
Traits
Template
1
4
Assault 1, Poisoned (3+)
SPECIAL RULES

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.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Toxin Cloud
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.
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.
Grenade Harness

An auxiliary weapon system fitted to Terminator armour, the grenade harness unleashes a barrage of fragmentation bombs at the foe as the Terminator charges.

A unit that includes at least one model with a grenade harness 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.
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Rad Grenades

These weapons are relics of the darkest years of Old Terra’s isolation, designed to poison both the enemy and the land upon which they were detonated. The Emperor himself forbade the use of such weapons, save by the elite of his own legions.

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic, to a minimum of Toughness 1, until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
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.
Reaping Blow (X)

Only when outnumbered in the press of the melee, can these weapons be wielded to the greatest effect.

If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
Legion Cataphractii Terminator Armour

One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy.

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.

A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere.
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 (Death Guard)
All models with this special rule are subject to the following provisions:

REMORSELESS
A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any modifiers or restrictions on moving during the Movement phase (including modifiers imposed by Terrain or restrictions from rules such as Pinning which would normally stop them from moving) as long as the model does not Run or make use of another alternative form of Movement such as ‘activating’ a jump pack, Disembarking or deploying via Deep Strike. Furthermore, as long as the model has not Run or used another alternative form of Movement in the controlling player’s Movement phase, it is counted as Stationary when making Shooting Attacks until the start of the controlling player’s next turn. This special rule does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore the effects of an Immobilised result on the Vehicle Damage table (but does allow a model with the Vehicle Unit Type to move even when under the effect of the Crew Stunned result on the Vehicle Damage table).

The Reaper’s Arsenal
Models with this special rule gain access to unique Wargear options (see The Armoury of the Death Guard).

Sons Of Barbarus
A Warlord with this special rule may select a Warlord Trait from the Death Guard Warlord Trait list.
Alchem pistol

R
FP
RS
AP
D
Special Rules
Traits
Template
3
-
Pistol 1, Fleshbane, Gets Hot

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.

R
FP
RS
AP
D
Special Rules
Traits
Template
1
4
Assault 1, Poisoned (3+)
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.

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.
R
FP
RS
AP
D
Special Rules
Traits
-
+2
2
Melee, Two-handed, Reaping Blow (1), Fleshbane
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.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Toxin Cloud
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.
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.
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.
© Vyacheslav Maltsev 2013-2026