Legiones Astartes – Kakophoni Squad
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  • Kakophoni Squad 150 pts
UNIT COMPOSITION: 4 CHORA, 1 ORCHESTRATOR

Soon after the treachery at Isstvan III, a terrible force took hold of the Emperor’s Children Legion under their master Fulgrim, and for many the fall was swift and terrible to behold. Practices and experiments long secret and carried out with dire caution were unleashed and fused with malign forces from beyond. One of the first malignant tools made manifest were the strange and experimental psychosonic weapons that would come to be known as the Cacophony or ‘Kakophoni’ in the ancient form; savagely powerful but also dangerously unpredictable in their first incarnations. On Isstvan V the first of these weapons were unleashed by members of the Emperor’s Children who had already begun to degenerate and mutilate themselves in response to the canker of warp-taint to which they had been exposed, a progression of gathering madness and physical corruption that would accelerate at a frightening rate thanks to continual exposure to the reality-rending effects of their perverted weaponry.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Chora (⌀32mm) 10 - - -
Chora (⌀32mm) 7 4 4 4 4 1 4 1 10 - - - 3+ -
Orchestrator (⌀32mm) 10 - - -
Orchestrator (⌀32mm) 7 4 4 4 4 1 4 2 10 - - - 3+ -
WARGEAR
  • The Cacophony
  • Bolt pistol
  • Sonic shriekers
  • Frag grenades
  • Krak grenades
  • Power armour
TRAITS
  • Emperor’s Children
SPECIAL RULES
  • Legiones Astartes (Emperor’s Children)
  • Fearless
  • Traitor
TYPE
  • Chora: Infantry (Heavy)
  • Orchestrator: Infantry (Heavy, Character)
OPTIONS
  • A Kakophoni Squad may take:
  • - Up to 5 additional Chora
    +25 points each
  • The Orchestrator may take any of the following:
  • - Artificer armour
    +10 points
  • - Chainsword
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +20 points
WARGEAR

The Cacophony

The Cacophony manifest a variety of experimental and unique psycho-sonic weapons, made from an irrational fusion of Imperial and alien technology wedded with the whispered secrets of nightmare intelligences from beyond. These unstable devices are able to unleash blasts of screaming, discordant energy that can rupture flesh and incinerate metal. Their most terrifying ability, however, is to open up the minds of those they touch to the manifold and fatal horrors of the Warp.

R
FP
RS
AP
D
Special Rules
Traits
36
6
5
Assault 3, Gets Hot, Pinning, Shell Shock (1), Deflagrate
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
-
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.
Power fist

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

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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

Frag Grenades

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.
Krak Grenades

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).
Power Armour

Made from high grade composite armour plating over an augmenting musculature of electro-fibre bundles, power armour features its own energy systems, sensors and environmental seals. Legiones Astartes power armour is the signature wargear of the Space Marine Legions and subject to an on-going evolution in design stretching back to the Thunder Warriors of the Unification Wars of Old Earth, fused with the wisdom of the Mechanicum of Mars and technological relics recovered over the years of the Great Crusade. At the outset of the Horus Heresy, the most common patterns employed by the Legions are the ‘Crusade’ and ‘Maximus’ types, with the ‘Iron’ pattern favoured for siege and close assault work, although there are considerable customised panoplies and many other Legion-specific sub-patterns in service.

Power armour provides a 3+ Armour Save.
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.
Fearless

Fearless troops never give up and seldom make full use of cover – even if it would be wiser to do so.

Units with one or more models with the Fearless special rule automatically pass Pinning tests, Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.

However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. If a unit has become Pinned and then gains the Fearless special rule, all the effects of being Pinned are immediately cancelled.
Legiones Astartes (Emperor’s Children)
All models with this special rule are subject to the following provisions:

FLAWLESS EXECUTION
On a turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones Astartes (Emperor’s Children) special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor’s Children) special rule and the Vehicle Unit Type gain a bonus of +1 to all To Hit rolls made for Defensive weapons when making a Shooting Attack as part of a Reaction.

The Perfect Tools
Models with this special rule gain access to unique Wargear options (see The Armoury of the Emperor’s Children).

The Phoenician’s Own
Any Legion Tartaros Centurion with this special rule may select the Phoenix Warden Consul upgrade.

Exemplars of War
A Warlord with this special rule may select a Warlord Trait from the Emperor’s Children Warlord Trait list.
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.
Surgical Augments

Towards the end of the Great Crusade, the Legion’s armourers and apothecaries had begun to experiment with surgical augments and psycho-sonic weaponry based, in part, on xenos designs. Although their true breakthroughs in these fields would not occur until given unholy impetus and inspiration during the Legion’s fall, some success had already been reached in creating effective combat implants which were finding selective use as the Horus Heresy dawned.

Any model with the Traitor Allegiance and both the Legiones Astartes (Emperor’s Children) special rule and the Character Unit Sub-type but not the Unique Sub-type may select a single Surgical Augment from the list below for a cost of +20 points:

- Sonic Shriekers – During a turn in which a unit with at least one model equipped with sonic shriekers successfully Charges, or is themselves successfully Charged, all models in any enemy unit(s) locked in combat with them suffer a -1 penalty to all To Hit rolls. Models which are immune to the effects of the Fear (X) special rule are not affected by this modifier.
- Sub-sonic Pulser – A model equipped with this upgrade, and any unit it joins, ignores the penalties to Leadership and Ballistic Skill imposed by the Night Fighting special rules.
- Sonic Lance – A model equipped with this upgrade gains the sonic lance weapon:
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Sonic lance
Sonic lance
Template
2
-
Assault 1, Breaching (6+), Pinning
-

The Cacophony

The Cacophony manifest a variety of experimental and unique psycho-sonic weapons, made from an irrational fusion of Imperial and alien technology wedded with the whispered secrets of nightmare intelligences from beyond. These unstable devices are able to unleash blasts of screaming, discordant energy that can rupture flesh and incinerate metal. Their most terrifying ability, however, is to open up the minds of those they touch to the manifold and fatal horrors of the Warp.

R
FP
RS
AP
D
Special Rules
Traits
36
6
5
Assault 3, Gets Hot, Pinning, Shell Shock (1), Deflagrate
© Vyacheslav Maltsev 2013-2026