
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.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Deathwing Companion (⌀32mm) | 8 | - | - | - | ||||||||||
| Deathwing Companion (⌀32mm) | 7 | 5 | 4 | 4 | 4 | 2 | 4 | 2 | 8 | - | - | - | 2+ | - |
| Deathwing Oathbearer (⌀32mm) | 9 | - | - | - | ||||||||||
| Deathwing Oathbearer (⌀32mm) | 7 | 5 | 4 | 4 | 4 | 2 | 4 | 3 | 9 | - | - | - | 2+ | - |
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."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
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.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.The humble vexilla displays the heraldry of a particular squad, proclaiming not only its designation in the Legion but also its proud legacy in the annals of the Great Crusade.
A unit that includes at least one model with a Legion vexilla adds +1 to the Wounds score used to determine if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with a Legion vexilla may, before any dice are rolled to determine Fall Back distance, choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit), and if forced to move off the edge of the battlefield will instead stop moving, with any model that would have moved off of the battlefield ending its Fall Back move prematurely when it reaches 1" from the edge of the battlefield.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.A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.
All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolt pistol | |||||||
| Bolt pistol | 12 | 1 | 4 | 5 | Pistol | Assault, Bolt | |
| Bolter | |||||||
| Bolter | 24" | 4 | 5 | Rapid Fire | - | ||
| Combi-bolter | |||||||
| Combi-bolter | 24" | 4 | 5 | Rapid Fire, Twin-linked | - | ||
| Kraken bolter | |||||||
| Kraken bolter | 30" | 4 | 4 | Rapid Fire | - | ||
| - Tempest rounds | 18" | 3 | 6 | Assault 3, Ignores Cover | - | ||
| - Scorpius rounds | 24" | 5 | 4 | Assault 1, Breaching (4+) | - | ||
| Nemesis bolter | |||||||
| Nemesis bolter | 72" | 5 | 5 | Heavy 1, Rending (5+), Sniper, Pinning | - | ||
| Heavy bolter | |||||||
| Heavy bolter | 36" | 5 | 4 | Heavy 4 | - | ||
| Gravis bolt cannon | |||||||
| Gravis bolt cannon | 48" | 5 | 4 | Heavy 6, Twin-linked | - | ||
| Gravis heavy bolter battery | |||||||
| Gravis heavy bolter battery | 48" | 5 | 4 | Heavy 8, Twin-linked | - | ||
| Avenger bolt cannon | |||||||
| Avenger bolt cannon | 36" | 6 | 3 | Heavy 7 | - | ||
An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.
Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Bolter (Primary) | |||||||
| Bolter (Primary) | 24" | 4 | 5 | Rapid Fire | - | ||
| Flamer (Secondary) | |||||||
| Flamer (Secondary) | Template | 4 | 5 | Assault 1 | - | ||
| Meltagun (Secondary) | |||||||
| Meltagun (Secondary) | 12" | 8 | 1 | Assault 1, Armourbane (Melta), One Shot | - | ||
| Plasma gun (Secondary) | |||||||
| Plasma gun (Secondary) | 24" | 7 | 4 | Rapid Fire, Breaching (4+), Gets Hot, One Shot | - | ||
| Volkite charger (Secondary) | |||||||
| Volkite charger (Secondary) | 15" | 5 | 5 | Assault 2, Deflagrate | - | ||
| Grenade launcher (Secondary) | |||||||
| - Frag | 24" | 3 | 6 | Assault 1, Blast (3"), Pinning | - | ||
| - Krak | 24" | 5 | 4 | Assault 1 | - | ||
| Disintegrator* (Secondary) | |||||||
| Disintegrator* (Secondary) | 24" | 5 | 2 | Rapid Fire, Instant Death, Gets Hot, One Shot | - | ||
R | FP | RS | AP | D | Special Rules | Traits |
- | x2 | 2 | Melee, Unwieldy, Specialist Weapon |
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.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).The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.
At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.A carefully placed explosive charge can easily doom even the most heavily armoured vehicle, but are difficult to attach accurately in the heat of combat.
A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.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.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.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:R | FP | RS | AP | D | Special Rules | Traits |
- | +2 | 3 | Melee, Two-handed, Rending (5+), Murderous Strike (5+) |
This datasheet has HQ Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
R | FP | RS | AP | D | Special Rules | Traits |
- | +1 | 3 | Melee, Rending (6+) |
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."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
Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.
A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.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.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.