Legiones Astartes – Rampager Squad
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  • Rampager Squad 135 pts
UNIT COMPOSITION: 4 Rampagers, 1 RAMPAGER CHAMPION

Rampager squads were shock assault units, formed from the most savage and bloodthirsty warriors in a Legion already known for its fury in battle. All possessed the prohibited psycho-surgery that drove them to ever greater heights of rage, some too far gone to be anything but restrained between battles, these are simply known as the Caedere or the ‘Butchers’. Others focused their desire for berserk slaughter through martial discipline, mastering a variety of macabre and savage weapons patterned from those used by Angron’s fellow arena gladiators and found on the feral worlds from which the Legion drew its recruits.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Rampager (⌀32mm) 8 - - -
Rampager (⌀32mm) 7 5 4 4 4 2 4 2 8 - - - 3+ -
Rampager Champion (⌀32mm) 8 - - -
Rampager Champion (⌀32mm) 7 5 4 4 4 2 4 3 8 - - - 3+ -
WARGEAR
  • One Caedere weapon (or two Falax blades)
  • Bolt pistol
  • Frag grenades
  • Krak grenades
  • Power armour
TRAITS
  • World Eaters
SPECIAL RULES
  • Legiones Astartes (World Eaters)
  • Furious Charge (1)
  • Chosen Warriors
  • Stubborn
TYPE
  • Rampager: Infantry
  • Rampager Champion: Infantry (Character)
OPTIONS
  • The squad may include:
  • - Up to an additional 10 Rampagers
    +22 points each
  • The Rampager Champion may exchange his bolt pistol for a:
  • - Plasma pistol
    +10 points
  • The Rampager Champion may exchange his Caedere weapon for one of the following:
  • - Two lightning claws
    +10 points
  • - Power fist
    +15 points
  • The Rampager Champion may exchange his power armour for:
  • - Artificer armour
    +10 points
  • The entire squad may be equipped with:
  • - Legion Warhawk jump packs
    +10 points per model
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.
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

Lightning claw

R
FP
RS
AP
D
Special Rules
Traits
-
User
3
Melee, Shred, Rending (6+), 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.
Legion Warhawk Jump Pack

The Warhawk is the standard pattern of jump pack unit employed by the Space Marine Legions. Its ability to function in almost any atmosphere and its robust systems have proven better than many of the more advanced devices in use by the Mechanicum and xenos forces.

At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, a model with a Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty – but must end its Movement at least 1" away from any model from another unit.

A model with a Legion Warhawk jump pack may still Run if it would normally be able to Run (this does not allow units that include any models with the Heavy Sub-type to Run). When making a Run move for a model with an activated Legion Warhawk jump pack, add the Initiative Characteristic of that model to 12 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Legion Warhawk jump pack as previously noted, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running.

Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hammer of Wrath (1) and Deep Strike special rules – if it already has the Bulky (2) special rule, it gains the Bulky (3) special rule instead.

During a Reaction made in any Phase, a player may not choose to activate a model’s Legion Warhawk jump pack to gain any bonus to its Movement Characteristic. Any models with a Legion Warhawk jump pack deployed as part of a Deep Strike Assault are considered to have activated their jump packs in the turn that they enter play.
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.
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.
Chosen Warriors

Trusted lieutenants or paragons of martial virtue, these warriors let no challenge go unanswered in the heat of battle.

A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
Chain Weapons

These savage weapons have their origins within the blood-red depths of the Terran wars of Unity. These weapons feature heavy grips and a series of razor-edged blades mounted along the edge of the weapon and set into cacophonous motion by the powerful motors at its heart. Able to shred flesh and armour with equal ease in the hands of a skilled wielder (and all but unusable otherwise), there were those, even before the Horus Heresy, who wondered at the development of such a weapon, seemingly designed as much for the displays of fountaining gore it created as its effectiveness in battle.

All weapons listed here are counted as ‘Chain’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Chainsword
Chainsword
-
User
-
Melee, Shred
-
Heavy chainsword
Heavy chainsword
-
+2
-
Melee, Shred, Two-handed
-
Chainaxe
Chainaxe
-
+1
-
Melee, Shred
-
Chainfist
Chainfist
-
x2
2
Melee, Armourbane (Melee), Unwieldy
-
Gravis chainfist
Gravis chainfist
-
10
2
Melee, Armourbane (Melee), Murderous Strike (5+)
-
Chain bayonet
Chain bayonet
-
+1
-
Melee, Two-handed, Shred
-
Legiones Astartes (World Eaters)
All models with this special rule are subject to the following provisions:

VIOLENCE INCARNATE
On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.

The Butcher’s Panoply
Models with this special rule gain access to unique Wargear options (see The Armoury of the World Eaters).

World Eaters Berserkers
A model with the Legiones Astartes (World Eaters) special rule gains access to the World Eaters Berserkers upgrade, as detailed in The Armoury of the World Eaters.

Hounds Of War
A Warlord with this special rule may select a Warlord Trait from the World Eaters Warlord Trait list.
Caedere Weapons

Based upon the ritual weapons of the cyber-augmetic gladiators of the savage world on which their bloody-handed Primarch was once cast, it was Angron himself who revived the use of the Caedere among his Legion’s ranks. Brutal and difficult to master, the weapons of the Caedere remain largely the preserve of the Rampagers – World Eaters who have responded the best to the addition of the cranial berserker implants which are a hallmark of the Legion and its champions.

A model with Caedere weapons may select one of the following weapons when it is selected as part of an army. Additionally, any model with either the Independent Character special rule or Character Sub-type and the Legiones Astartes (World Eaters) special rule may exchange a chainsword for one of the Caedere weapons for +15 points:

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meteor hammer
Meteor hammer
-
+2
4
Melee, Two-handed, Reach (1), Breaching (5+)
-
Excoriator chainaxe
Excoriator chainaxe
-
+2
3
Melee, Two-handed, Shred, Murderous Strike (5+),
Unwieldy
-
Falax blade*
Falax blade*
-
+1
5
Melee, Specialist Weapon, Rending (4+), Duellist’s Edge (1)
-
Barb-hook lash
Barb-hook lash
-
User
5
Melee, Two-handed, Fleshbane, Reach (1), Rending (5+)
-

*A model that upgrades a chainsword to a Falax blade replaces the chainsword with two Falax blades.
Falax blade*

*A model that upgrades a chainsword to a Falax blade replaces the chainsword with two Falax blades.

R
FP
RS
AP
D
Special Rules
Traits
-
+1
5
Melee, Specialist Weapon, Rending (4+), Duellist’s Edge (1)

© Vyacheslav Maltsev 2013-2026