
The commander of the Fourth Great Company of the Space Wolves, Hvarl Red-Blade had a reputation as a dourly humorous and often choleric-tempered warrior, whose greatest joy was to be found in the din of war and whose battle-cunning was something of a legend. Master of his Great Company for more than five decades at the time of the Razing of Prospero, he was a veteran warlord as renowned for his scourging tactics as he was for encouraging the taking of heads from the enemy fallen as a form of competition among his warriors. Each gory trophy was to be accompanied by a tale of how it was taken around the Great Company’s fires after battle and, without a grand tale, the head-taking was held of little account and the warrior scorned, and so were his Space Wolves pushed towards greater reaches of valour.
| LD | CL | WP | IN | |||||||||||
| M | WS | BS | S | T | W | I | A | LD | CL | WP | IN | SAV | INV | |
| Hvarl Red-Blade (⌀40mm) | 10 | - | - | - | ||||||||||
| Hvarl Red-Blade (⌀40mm) | 7 | 6 | 5 | 4 | 4 | 4 | 5 | 4 | 10 | - | - | - | 2+ | - |
Hvarl Red-Blade’s famed axe was not of Fenris but a stone-grey power blade re-forged by the Iron Priests from a battlefield trophy taken from a huge machine-warrior made in the shape of a long-dead king he battled on the edge of the Maelstrom. This battle, fought on the dead world of Koltok, saw him elevated to Thegn and first earned him the name of ‘Headsman’. In a thousand battles since, it has never failed him.
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, Armourbane (Melee) |
Hvarl knew only one way to fight the foe, to close with them as quickly as possible, break their lines and crush their heart. Yet, he was no fool and knew well the value of sending forth warriors to distract and mislead the foe before mounting his main onslaught.
Up to three units composed entirely of models with the Infantry Unit Type in the same Detachment as Hvarl Red-Blade may be given the Scout special rule.Hvarl gloried in only one thing in battle, the death of the foe. He cared little for grand strategy or subtle tricks of deployment or manoeuvre and instead craved simply to close with the foe and see their blood spilled on the broken soil of the battlefield.
If chosen as the army’s Warlord, Hvarl Red-Blade automatically has Head-taker as his Warlord Trait and may not select any other.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 | - | ||
This was an advanced pattern of Terminator armour developed late on during the Great Crusade in parallel with the Maximus pattern power armour, and was considered a technological masterwork. Tartaros armour is more streamlined and power efficient than its predecessors, making it more agile and providing short bursts of extra speed when needed, but was also more difficult and resource intensive to manufacture. Regardless of this, it had become one of the most widely-circulated patterns issued in the decades before the outbreak of the Horus Heresy.
Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.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.Whether due to intense training, indomitable armour or blind madness, some warriors will keep advancing no matter the firepower directed at them.
A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test – except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.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.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: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.Hvarl Red-Blade’s famed axe was not of Fenris but a stone-grey power blade re-forged by the Iron Priests from a battlefield trophy taken from a huge machine-warrior made in the shape of a long-dead king he battled on the edge of the Maelstrom. This battle, fought on the dead world of Koltok, saw him elevated to Thegn and first earned him the name of ‘Headsman’. In a thousand battles since, it has never failed him.
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, Armourbane (Melee) |
Hvarl knew only one way to fight the foe, to close with them as quickly as possible, break their lines and crush their heart. Yet, he was no fool and knew well the value of sending forth warriors to distract and mislead the foe before mounting his main onslaught.
Up to three units composed entirely of models with the Infantry Unit Type in the same Detachment as Hvarl Red-Blade may be given the Scout special rule.Hvarl gloried in only one thing in battle, the death of the foe. He cared little for grand strategy or subtle tricks of deployment or manoeuvre and instead craved simply to close with the foe and see their blood spilled on the broken soil of the battlefield.
If chosen as the army’s Warlord, Hvarl Red-Blade automatically has Head-taker as his Warlord Trait and may not select any other.