
Dominion Zephon was both a warrior and an artist of great renown whose exemplary record was abruptly cut short when his body was maimed by a xenos blade during the Great Crusade. The bionics replacing his lost limbs refused to integrate with his body, taking away his ability to fight and create art and so Zephon solemnly accepted the duty and dubious honour of representing the Blood Angels Legion as part of the Crusader Host on Terra. When the Horus Heresy broke out, Zephon was recruited by the Legio Custodes to fight in the Webway War where he earned the respect and friendship of Technoarcheologist Arkhan Land. Land took it upon himself to repair Zephon’s broken body and the Bringer of Sorrow was born again just as word of the Blood Angels’ return reached Terra. He eagerly rejoined the ranks of his Legion who embraced him even though he was a haunting reminder of a glorious past forever lost.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Dominion Zephon (⌀32mm) | 10 | - | - | - | ||||||||||
| Dominion Zephon (⌀32mm) | 7 | 6 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | - | - | - | 2+ | - |
A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra.
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 |
- | +1 | 2 | Melee, Two-handed, Reaping Blow (1), Master-crafted |
A pair of artificer-made Volkite serpenta pistols, Lament and Grief fire powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.
Lament and Grief are two separate weapons, both counting as ‘Volkite’ weapons and with identical profiles.R | FP | RS | AP | D | Special Rules | Traits |
10 | 5 | 5 | Pistol 3, Deflagrate, Blind |
Installed in Zephon’s body by the apocryphal techo-ministrations of Arkhan Land, these intricate bionic enhancements can heal even the most grievous wounds over time and prevent their host-body from slipping into death’s embrace.
The Paragon of Restoration gives Dominion Zephon the Feel No Pain (5+) special rule. In addition, the first time in any battle that Dominion Zephon loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of 4+, he remains in play with a single Wound remaining instead of being removed or destroyed.A fraternity of the IXth Legion sometimes known as the Archae or the Principatii, the High Host was one of the lesser Orders of the First Sphere made up of those warriors who bore the sorrowful duty of delivering Sanguinius’ ultimate sanction to the Emperor’s enemies. Unlike their brothers in the Angel’s Tears, the High Host did not shrink away from showing their true faces as they deployed weapons born of humanity’s darkest nightmares that left a trail of murdered worlds in their wake.
If chosen as the army’s Warlord, Dominion Zephon automatically has the Exarch of the High Host Warlord Trait and may not select any other Warlord Trait.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.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.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) | - | ||
| 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 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.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.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.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.Some warriors are marked by the dire weaponry they bear or the grim tactics in which they are trained. These dour cohorts are shunned by their brethren, whether out of respect for their burden or from fear of their rage.
A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).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.Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.
When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.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:Whether pledged to the Emperor himself as the rightful leader of Mankind or to the dream of the Imperium that he intended to create, some warriors swore to fight and die for the Loyalist cause and no other.
A model with this special rule may only be included in an army that has the Loyalist Allegiance.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).This datasheet has HQ Battlefield Role. Full list of Legiones Astartes units sharing same Battlefield Role follows:
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.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.A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra.
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 |
- | +1 | 2 | Melee, Two-handed, Reaping Blow (1), Master-crafted |
‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.
All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.| Ranged Weapon | |||||||
Ranged Weapon | R | FP | RS | AP | D | Special Rules | Traits |
| Volkite serpenta | |||||||
| Volkite serpenta | 10" | 5 | 5 | Pistol 2, Deflagrate | - | ||
| Volkite charger | |||||||
| Volkite charger | 15" | 5 | 5 | Assault 2, Deflagrate | - | ||
| Volkite caliver | |||||||
| Volkite caliver | 30" | 6 | 5 | Heavy 3, Deflagrate | - | ||
| Volkite culverin | |||||||
| Volkite culverin | 45" | 6 | 5 | Heavy 5, Deflagrate | - | ||
| Volkite dual-culverin | |||||||
| Volkite dual-culverin | 45" | 6 | 5 | Heavy 6, Deflagrate, Twin-linked | - | ||
| Volkite falconet | |||||||
| Volkite falconet | 45" | 7 | 5 | Heavy 8, Deflagrate, Twin-linked, Pinning | - | ||
| Volkite saker | |||||||
| Volkite saker | 25" | 6 | 5 | Heavy 6, Deflagrate | - | ||
| Volkite macro-saker | |||||||
| Volkite macro-saker | 45" | 6 | 5 | Heavy 8, Deflagrate | - | ||
| Volkite carronade | |||||||
| Volkite carronade | 45" | 8 | 3 | Heavy 1, Heavy Beam, Deflagrate | - | ||
| Volkite cardanelle | |||||||
| Volkite cardanelle | 45" | 7 | 5 | Heavy 12, Deflagrate, Pinning | - | ||
A pair of artificer-made Volkite serpenta pistols, Lament and Grief fire powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets.
Lament and Grief are two separate weapons, both counting as ‘Volkite’ weapons and with identical profiles.R | FP | RS | AP | D | Special Rules | Traits |
10 | 5 | 5 | Pistol 3, Deflagrate, Blind |
Installed in Zephon’s body by the apocryphal techo-ministrations of Arkhan Land, these intricate bionic enhancements can heal even the most grievous wounds over time and prevent their host-body from slipping into death’s embrace.
The Paragon of Restoration gives Dominion Zephon the Feel No Pain (5+) special rule. In addition, the first time in any battle that Dominion Zephon loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of 4+, he remains in play with a single Wound remaining instead of being removed or destroyed.A fraternity of the IXth Legion sometimes known as the Archae or the Principatii, the High Host was one of the lesser Orders of the First Sphere made up of those warriors who bore the sorrowful duty of delivering Sanguinius’ ultimate sanction to the Emperor’s enemies. Unlike their brothers in the Angel’s Tears, the High Host did not shrink away from showing their true faces as they deployed weapons born of humanity’s darkest nightmares that left a trail of murdered worlds in their wake.
If chosen as the army’s Warlord, Dominion Zephon automatically has the Exarch of the High Host Warlord Trait and may not select any other Warlord Trait.