Legiones Astartes – Golden Keshig Squadron
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  • Golden Keshig Squadron 140 pts
UNIT COMPOSITION: 2 Golden Keshig Riders, 1 GOLDEN KESHIG CHAMPION

Among the most prestigious of the White Scars main combat units are their heavy assault jetbike squads – often collectively referred to as the ‘Golden Keshig’. These superlatively skilled riders serve as linebreakers and assault units par excellence, often serving where other Legions would prefer to deploy heavy armour or massed Terminator units. Acting as the speartip of what the Legionaries of Chogoris called a Zao, a piercing attack at the heart of the enemy adapted from the horse-tribes of the Khan’s home world, the Golden Keshig encircle the enemy at apparently random speeds and directions before focusing momentum into a single strike through the centre of an enemy formation. Strikes such as these typically served to disrupt the front line of an enemy’s advance and sow confusion throughout the ranks. The sheer terror caused by the Zao saw the Golden Keshig referred to on various worlds as the ‘storm-ghost’ or the ‘sky-beast tamers’, the latter particularly common on non-Compliant and less-technologically advanced worlds during the Great Crusade.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Golden Keshig Rider (⌀60mm flying base) 8 - - -
Golden Keshig Rider (⌀60mm flying base) 15* 5 4 4 4 2 4 1 8 - - - 2+ -
Golden Keshig Champion (⌀60mm flying base) 9 - - -
Golden Keshig Champion (⌀60mm flying base) 15* 5 4 4 4 2 4 2 9 - - - 2+ -
WARGEAR
  • Legion Shamshir jetbike
  • Artificer armour
  • Chainsword
  • Bolt pistol
  • Kontos Power Lance
TRAITS
  • White Scars
SPECIAL RULES
  • Legiones Astartes (White Scars)
  • Hit & Run
  • Relentless
  • Hammer of Wrath (1)
TYPE
  • Golden Keshig Rider: Cavalry (Antigrav, Heavy)
  • Golden Keshig Champion: Cavalry (Antigrav, Heavy, Character)
OPTIONS
  • A Golden Keshig Squadron may take:
  • - Up to 3 additional Golden Keshig Riders
    +40 points each
  • Any model in the unit may exchange its chainsword for a:
  • - Power weapon
    +10 points each
  • - Charnabal weapon
    +10 points each
  • One Golden Keshig Rider may take a:
  • - Legion vexilla
    +10 points
  • The Golden Keshig Champion may exchange his chainsword for a:
  • - Thunder hammer
    +25 points
WARGEAR

Kontos Power Lance

The Kontos power lance is a prime example of how the Great Khan took the wisdom of Chogoris’ nomadic tribes and married it to the high technology of the Imperium. Where once his followers had wielded lances of wood tipped in steel, now they bore shafts of hardened ceramite, tipped with lightning and thunder. A blow from a Kontos, delivered from the back of a charging jetbike, was enough to sunder the armour of battle tanks and fell even the most terrible of foes.

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
-
10
1
Melee, Ungainly, Lance, Brutal (3), Sudden Strike (4), Two-handed

Ungainly: A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.
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.
Legion Vexilla

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.
Breaching (X)

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.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Bolt Weapons

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
-
Thunder hammer

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Army List
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Bolt pistol

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

Chainsword

R
FP
RS
AP
D
Special Rules
Traits
-
User
-
Melee, Shred

Charnabal Weapons

With their origins tracing back to the ancient duelling societies, assassin cults and bloody vendettas of the Terran Courts during the Age of Strife, these elegant and deadly weapons rely on speed and dexterity rather than brute force for their lethality. The master weaponsmiths of Terra are each said to have their own rituals of forging, impressing a distinct pattern in each bespoke weapon as legible as a signature to those with the wit to read them. As well as the nobles of the Terran Court, certain Space Marine Legion officers favour the Charnabal weapons over more ‘clumsy’ power weapons as they see them as being more responsive to true martial skill, while others think them effete and decadent weapons.

All weapons listed here are counted as ‘Charnabal’ weapons for those rules that affect such weapons. A model that is eligible to select a Charnabal weapon may take any of the weapons included in this Profile.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Charnabal sabre
Charnabal sabre
-
User
-
Melee, Breaching (5+), Duellist’s Edge (1)
-
Charnabal tabar
Charnabal tabar
-
+2
-
Melee, Breaching (6+), Duellist’s Edge (1)
-
Charnabal glaive
Charnabal glaive
-
+1
-
Melee, Breaching (5+), Duellist’s Edge (2), Two-handed
-
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.
Legion Scimitar Jetbike

Rare and deadly machines, whose compact and extremely powerful grav-repellor motors are limited in production to only a handful of sources in the galaxy-spanning Imperium, Space Marine Scimitar jetbikes are a glorious sight in battle, and often the last one an enemy sees.

A Legion Scimitar jetbike has one heavy bolter. In addition, a model with a Legion Scimitar jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

A model with the Infantry Unit Type that selects a Legion Scimitar jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 16 and gains the Firing Protocols (2), Hammer of Wrath (1) and Deep Strike special rules.
Hit & Run

Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.

A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.

If the Test is failed, nothing happens and the models remain locked in the fight.

If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.

A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Legiones Astartes (White Scars)
All models with this special rule are subject to the following provisions:

SWIFT OF ACTION
All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.

Chogorian Panoply
Models with this special rule gain access to unique Wargear options (see Armoury of the White Scars).

The Lords of the Storm
Any Legion Centurions, Legion Tartaros Centurions or Legion Cataphractii Centurions with this special rule may not select the Librarian Consul upgrade, but gain access to the Stormseer Consul upgrade instead.

Sons of Chogoris
A Warlord with this special rule may select a Warlord Trait from the White Scars Warlord Trait list.
Legion Shamshir Jetbike

A rare variant of the Scimitar jetbike employed by the White Scars Legion for its increased speed and manoeuvrability.

Any model with both the Legiones Astartes (White Scars) and Independent Character special rules, but not the Unique Sub-type, may exchange a Legion Scimitar jetbike for a Legion Shamshir jetbike for no additional points cost. A Legion Shamshir jetbike has one scatterbolt launcher. In addition, a model with a Legion Shamshir jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn.

A model with the Infantry Unit Type that selects a Legion Shamshir jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 15*, gains the Firing Protocols (2) and Hammer of Wrath (1) special rules and improves its Armour Save to 2+ if it was worse.

*The additional Movement granted by the Legiones Astartes (White Scars) special rule is included.
Sudden Strike (X)

Some warriors are skilled in the swift and deadly arts of guerilla warfare, relying on ambush and surprise to take their opponents unaware. These warriors are deadly on the attack, but must press this advantage to overcome more heavily equipped foes.

In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.

A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).

Kontos Power Lance

The Kontos power lance is a prime example of how the Great Khan took the wisdom of Chogoris’ nomadic tribes and married it to the high technology of the Imperium. Where once his followers had wielded lances of wood tipped in steel, now they bore shafts of hardened ceramite, tipped with lightning and thunder. A blow from a Kontos, delivered from the back of a charging jetbike, was enough to sunder the armour of battle tanks and fell even the most terrible of foes.

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
-
10
1
Melee, Ungainly, Lance, Brutal (3), Sudden Strike (4), Two-handed

Ungainly: A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.
© Vyacheslav Maltsev 2013-2026