Legiones Astartes – Medusan Immortals Squad
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  • Medusan Immortals Squad 205 pts
UNIT COMPOSITION: 9 Immortals, 1 IMMORTAL SERGEANT

For Iron Hands Legionaries who had failed their father’s rigid standards and bleak code in battle, whether tasting defeat by the fickle whims of fate or laid low by wounds too terrible to bear, there remained one course of action if their own fame or record did not afford them the licence to carry on without the scorn of their brothers: the ranks of the Medusan Immortals. The Immortals were the Legion’s Forlorn Hope, a final chance at glory and redemption where the battle was at its fiercest and the risk of survival, even for a Legiones Astartes, at its dimmest. Armed and armoured principally as breacher units and featuring a high level of cybernetic rebuild among them, the Immortals wore no symbols of their clan or Legion, save its numeration and the black-on-white death’s head symbol which proclaimed their mortal intent. It was their lot and their pride to fight and die with steadfast, cold fury, never breaking ranks, marching relentlessly into the jaws of hell.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Immortal (⌀32mm) 10 - - -
Immortal (⌀32mm) 7 4 4 4 4 1 4 2 10 - - - 3+ -
Immortal Sergeant (⌀32mm) 10 - - -
Immortal Sergeant (⌀32mm) 7 4 4 4 4 1 4 3 10 - - - 3+ -
WARGEAR
  • Power armour
  • Boarding shield
  • Bolter
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Breacher charges
TRAITS
  • Iron Hands
SPECIAL RULES
  • Legiones Astartes (Iron Hands)
  • Feel No Pain (5+)
  • Bitter Duty
  • Stubborn
TYPE
  • Immortal: Immortals: Infantry (Heavy)
  • Immortal Sergeant: Infantry (Character, Heavy)
OPTIONS
  • A Medusan Immortals Squad may take:
  • - Up to 10 additional Immortals
    +18 points each
  • Any model in a Medusan Immortals Squad may exchange its bolter for a:
  • - Volkite charger
    +2 points each
  • - Chainsword
    Free
  • For every five models in the unit, one Immortal may exchange his bolter for one of the following options:
  • - Flamer
    +5 points each
  • - Meltagun
    +15 points each
  • - Graviton gun
    +15 points each
  • - Lascutter
    +20 points each
  • The Immortal Sergeant may exchange a bolt pistol and/or chainsword for one of the following options (no single option may be selected more than once):
  • - Plasma pistol
    +10 points
  • - Volkite serpenta
    +5 points
  • - Power weapon
    +10 points
  • - Power fist
    +15 points
  • - Thunder hammer
    +20 points
  • The Immortal Sergeant may take any of the following:
  • - Melta bombs
    +10 points
  • The Immortal Sergeant may exchange his power armour for artificer armour
    +10 points
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.
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

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

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.
Stubborn

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.
Bitter Duty

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).
Detonation

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.
Melta bomb

R
FP
RS
AP
D
Special Rules
Traits
-
8
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death

Volkite serpenta

R
FP
RS
AP
D
Special Rules
Traits
10"
5
5
Pistol 2, Deflagrate

Plasma pistol

R
FP
RS
AP
D
Special Rules
Traits
12"
7
4
Pistol 1, Breaching (4+), Gets Hot

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.
Graviton gun

R
FP
RS
AP
D
Special Rules
Traits
18"
4
Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire

Bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire

Flamer

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

Meltagun

R
FP
RS
AP
D
Special Rules
Traits
12"
8
1
Assault 1, Armourbane (Melta)

Combat Shields & Boarding Shields

A combat shield is a wrist mounted shield or buckler containing a small field generator that enables it to withstand great amounts of damage, while boarding shields are larger, bulkier versions of the same.

Combat shields confer a 6+ Invulnerable Save, boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.

Invulnerable Saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Breacher Charge

A more sophisticated variant of the krak grenade, utilising cleverly designed shaped charges or simply larger payloads, to breach the fortified walls of bunkers.

The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10, AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges 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).
Lascutter
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Lascutter (Melee)
Lascutter (Melee)
-
7
1
Melee, Unwieldy, Cumbersome
-
Lascutter (Ranged)
Lascutter (Ranged)
8"
10
1
Assault 1, Armourbane (Ranged)
-
Legiones Astartes (Iron Hands)
All models with this special rule are subject to the following provisions:

THE MEDUSA’S SCALES
All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die (X) special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule).

The Keys of Hel
Units with this special rule gain access to unique Wargear options (see Armoury of the Iron Hands).

Iron-Fathers
Legion Praetors, Legion Cataphractii Praetors and Legion Tartaros Praetors with this special rule may be upgraded to Iron-Fathers as detailed in the Armoury of the Iron Hands.

Sons of Medusa
A Warlord with this special rule may select a Warlord Trait from the Iron Hands Warlord Trait List.
© Vyacheslav Maltsev 2013-2026