Legiones Astartes – Legion Terminator Tartaros Squad
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  • Legion Terminator Tartaros Squad 150 pts
UNIT COMPOSITION: 4 LEGION TARTAROS, 1 LEGION TARTAROS SERGEANT

The fruition of the Tactical Dreadnought Armour project, Terminator suits are the ultimate advance in personal armour technology the Imperium has developed. Terminator squads match these formidable developments with the finest veteran forces of the Legions to form devastating frontline assault units, able to withstand the heaviest enemy fire and deliver a hammer blow to crush the foe with ruthless power. Terminator armour-equipped units are particularly valuable in heavy close-quarter fighting, such as battles fought in the deep confines of hive cities or in starship boarding actions. Perhaps the most advanced form of Terminator armour ever designed, Tartaros armour offers greater durability and protection than power armour while sacrificing none of the latter’s mobility.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Legion Tartaros (⌀40mm) 7 - - -
Legion Tartaros (⌀40mm) 7 4 4 4 4 2 4 2 7 - - - 2+ -
Legion Tartaros Sergeant (⌀40mm) 8 - - -
Legion Tartaros Sergeant (⌀40mm) 7 4 4 4 4 2 4 3 8 - - - 2+ -
WARGEAR
  • Combi-bolter
  • Power weapon
  • Legion Tartaros Terminator armour
SPECIAL RULES
  • Legiones Astartes (X)
  • Relentless
  • Inexorable
  • Bulky (2)
TYPE
  • Legion Tartaros: Infantry
  • Legion Tartaros Sergeant: Infantry (Character)
OPTIONS
  • A Legion Terminator Tartaros squad may include:
  • - Up to 5 additional Legion Tartaros
    +25 points per model
  • One Legion Tartaros may take a:
  • - Legion vexilla
    +10 points
  • One Legion Tartaros may take an:
  • - Augury scanner
    +10 points
  • One Legion Tartaros may take a:
  • - Nuncio-vox
    +10 points
  • For every five models in the unit, one Legion Tartaros may exchange his combi-bolter for one of the following:
  • - Heavy flamer
    +5 points each
  • - Reaper autocannon
    +15 points each
  • - Plasma blaster
    +10 points each
  • Any model in the unit may exchange its combi-bolter for one of the following:
  • - Magna combi-weapon
    +10 points each
  • - Minor combi-weapon
    +5 points each
  • - Volkite charger
    +2 points each
  • Any model in the unit may exchange its power weapon for one of the following:
  • - Power fist
    +10 points each
  • - Lightning claw
    +5 points each
  • - Chainfist
    +15 points each
  • - Thunder hammer
    +15 points each
  • Any model in the unit may exchange both its combi-bolter and power weapon for:
  • - Two lightning claws
    +10 points per model
  • The Legion Tartaros Sergeant may take a:
  • - Grenade harness
    +5 points
Combi-bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire, Twin-linked

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
-
Legion Tartaros Terminator Armour

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.
Legiones Astartes (X)

The Space Marines of the Emperor’s Legions are genetically engineered, psycho-indoctrinated warriors with superhuman abilities, and minds and souls tempered for war. Each of the Legions has its own idiosyncrasies and character – the product of their gene-seed and the unique warrior cultures fostered by their masters.

Any unit with this special rule will have a number of additional special rules and abilities specific to their ‘named’ Legion, all of which will be defined in other Horus Heresy – Age of Darkness publications. A Space Marine unit may only have one such ‘named’ rule, e.g., Legiones Astartes (Sons of Horus). Space Marine units from a different Legion may only be included in an army using an Allied Detachment and in conjunction with the Allies in the Age of Darkness chart.
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.
Inexorable

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.
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.
Augury Scanner

This energy scanning device has the effect of alerting the user to the concealed presence or imminent arrival of enemy troops in the vicinity.

A unit that includes at least one model with an augury scanner gains all of the following benefits:
  • Enemy models cannot be deployed using the Infiltrate special rule within 18" of a model with an augury scanner.
  • A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
  • When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
Nuncio-vox

A nuncio-vox is a beacon and communications array that allows constant co-ordination with other elements of an army – be they in a neighbouring region or in orbit high overhead. This allows precision reinforcements to be deployed nearby and strikes to be targeted with deadly accuracy.

While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
Heavy flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
5
4
Assault 1

Reaper autocannon

R
FP
RS
AP
D
Special Rules
Traits
36"
7
4
Heavy 2, Rending (6+), Twin-linked

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.
Plasma blaster

R
FP
RS
AP
D
Special Rules
Traits
18"
7
4
Assault 2, Breaching (4+), Gets Hot

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
-
Combi-weapons

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.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

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
-

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.
Volkite charger

R
FP
RS
AP
D
Special Rules
Traits
15"
5
5
Assault 2, Deflagrate

Power fist

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

Lightning claw

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon

Chainfist

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

Thunder hammer

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

Grenade Harness

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.
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