Chapters of the Space Marines v 1.2
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CODEX: ASTARTES
CHAPTERS OF THE SPACE MARINES 0
Chapters of the Space Marines Version 1.1
An Unofficial Supplemental Codex for Warhammer 40,000 By Azathoth DCLXVI
This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the world. All Rights Reserved Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All art, illustrations and concepts used without permission.
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-Table of Contents-__________________________________________________ Dark Angels ……… 5 Playing A Dark Angels Army ……… 5 Dark Angels Psychic Powers ……… 5 Supreme Grand Master Azrael ……… 6 Grand Master Belial ……… 8 Grand Master Sammael ……… 9 Grand Master Ezekiel ……… 10 Interrogator Chaplain Asmodai ……… 10 Deathwing Knights ……… 11 Deathwing Terminator Squad ……… 12 Ravenwing Attack Squad ……… 15 Ravenwing Support Squadron ……… 16 Land Speeder Vengeance ……… 16 Ravenwing Knights Squadron ……… 17 Nephilim Jetfighter ……… 18 Mortis Pattern Dreadnought ……… 19 White Scars ……… 20 Playing A White Scars Army ……… 20 White Scars Psychic Powers ……… 21 Chapter Master Jubal Khan ……… 22 Kor’sarro Khan ……… 23
Imperial Fists ……… 49 Playing An Imperial Fists Army ……… 49 Imperial Fists Psychic Powers ……… 49 Chapter Master Vladimir Pugh ……… 50 Captain Darnath Lysander ……… 50 Blood Angels ……… 52 Playing A Blood Angels Army ……… 52 Blood Angels Psychic Powers ……… 54 Inducted Death Company Squad ……… 55 Commander Dante ……… 56 Chief Librarian Mephiston ……… 58 Lemartes, Guardian of the Lost ……… 60 Death Company Squad ……… 61 Captain Erasmus Tycho ……… 62 Sanguinary Guard Squad ……… 63 Blood Angels Honor Guard ……… 64 Veteran Assault Squad ……… 65 Furioso Dreadnought ……… 66 Sanguinary Priest ……… 67 Brother Corbulo ……… 67 Flamestorm Predator ……… 68 Baal Predator ……… 68
Space Wolves ……… 24 Iron Hands ……… 70 Playing A Space Wolves Army ……… 24 Space Wolves Psychic Powers ……… 26 Sagas ……… 27 Logan Grimnar ……… 28 Njal Stormcaller ……… 30 Ragnar Blackmane ……… 33 Ulrik the Slayer ……… 33 Bjorn the Fell-Handed ……… 34 Wolf Guard Battle Leader ……… 35 Rune Priest ……… 36 Wolf Priest ……… 37 Wolf Guard Pack ……… 38 Arjac Rockfist ……… 39 Iron Priest ……… 39 Wolf Scouts Pack ……… 40 Grey Hunters Pack ……… 41 Blood Claws Pack ……… 42 Lukas the Trickster ……… 43 Fenrisian Wolf Pack ……… 43 Blood Claw Assault Pack ……… 44 Blood Claw Biker Pack ……… 44 Long Fangs Pack ……… 46 Leman Russ Exterminator ……… 47
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Playing An Iron Hands Army ……… 70 Iron Hands Psychic Powers ……… 70 Iron Father ……… 72 Brother-Sergeant Antaro Cronus ……… 73 Ultramarines ……… 75 Playing An Ultramarines Army ……… 75 Chapter Master Marneus Calgar ……… 76 Chief Librarian Varro Tigurius ……… 78 Chaplain Ortan Cassius ……… 79 Scout Sergeant Telion ……… 80 Tyrannic War Veterans ……… 81 Salamanders ……… 82 Playing A Salamanders Army ……… 82 Salamanders Psychic Powers ……… 82 Chapter Master Tu’Shan ……… 84 Chaplain Xavier ……… 84 Forgefather He’stan ……… 85
__________________________________________________-Table of ContentsRaven Guard ……… 86 Playing A Raven Guard Army ……… 86 Raven Guard Psychic Powers ……… 86 Shadow Captain Kayvaan Shrike ……… 87 Black Templars ……… 88 Playing A Black Templars Army ……… 88 Emperor’s Champion ……… 90 Crusader Squad ……… 92 High Marshal Helbrecht ………93 Chaplain Grimaldus ………95
Crimson Fists ……… 96 Playing a Crimson Fists Army ………96 Chapter Master Pedro Kantor ……… 97 At battle's end, speak the Liturgy in a clear voice. Respect the bravery of the living. Give the Rite of Passage to the fallen. Honour the battle gear of the dead. To do all this with reverence, even when exhausted by battle and weary from the field, is the duty of a Chaplain. It is his burden and satisfaction. -Adeptus Astartes, The Book of Faith.
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-Playing A Dark Angels Army-________________________________________ Dark Angels Army Rules and Restrictions: • Unit Selection A Dark Angels army may not include Chapter Masters, Terminator Squads, Space Marine Bike Squads, Attack Bike Squads, Land Speeder Squadrons, Scout Biker Squads, or Land Speeder Storms, but may otherwise select from all units listed in the Space Marine Army List as well as from the Dark Angels Special Characters and units listed below. Company Captains and Chaplains who have not been upgraded to Reclusiarchs may not be given Terminator Armor. Company Captains may not be given Space Marine Bikes • Grim Resolve A model with Grim Resolve has the Stubborn special rule. In addition, a unit which contains one or more models with this special rule can never choose to automatically fail a Morale check. All models in a Dark Angels army with the And They Shall Know No Fear special rule also have the Grim Resolve special rule, unless they are listed as having the Inner Circle special rule. • Inner Circle A model with this special rule has the Fearless and Preferred Enemy (Chaos Space Marines) special rule. The following models possess the Inner Circle special rule; Commanders, Honor Guard Squads, Chaplains upgraded to Reclusiarchs, and Librarians in a Dark Angels army gain this special rule. • Deathwing Dark Angels Characters equipped with Terminator armor gain the Deathwing Assault special rule. • Deathwing Vehicle A Deathwing Vehicle has the Preferred Enemy (Chaos Space Marines) special rule, and if a Deathwing Vehicle suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first. Venerable Dreadnoughts in a Dark Angels army automatically replace their Hard To Kill special rule with the Deathwing Vehicle special rule at no additional cost. Any Land Raider variant in a Dark Angels army may purchase this special rule for +30 pts.
-Dark Angels Psychic Powers-_________________________________________ Dark Angels Librarians may select from the following powers: Quickening, Smite, Emperor’s Fury, Might of Heroes, Veil of Time and Vortex of Doom. They may also select powers from the options below. Hellfire – 5 points – Warp Charge 1 Hellfire is a witchfire power with the following profile: Rng S AP Type Template 2d6-2 D6 Assault 1 If the Strength of the attack is 0, the attack has no effect. Force Barrier – 10 points – Warp Charge 1 This power gives the Librarian a special form of Invulnerable save that is taken by passing a psychic test rather than making a normal Invulnerable save roll. Whenever the Librarian suffers a wound, he may either take a save as normal, or he may use the force barrier power instead (once per turn). If the Librarian chooses to use the power, he must take a psychic test. If he passes it, then the wound is saved (just as if he had made an Invulnerable save.) If the test is failed then the Librarian is wounded as if he had failed an Invulnerable save. Attacks that ignore Invulnerable saves cannot be stopped by a Force Barrier.
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Supreme Grand Master Azrael………………………………………...215 points Azrael is an HQ choice in a Dark Angels army. He counts as a Chapter Master for the purpose of taking a unit of Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Azrael 7 6 4 4 4 5 4 10 2+ In (Ch) Azrael (Unique) Special Rules: Wargear: • Bolter Drill • Protector • Independent Character • Sword of Secrets • Inner Circle • The Lion’s Wrath • Rites of Battle • Bolt Pistol • The Lion Helm Lord of the Unforgiven • Frag and Krak Grenades In a primary detachment that contains Azrael, Ravenwing Attack Squadrons and Deathwing Terminator Squads are Troops choices instead of their usual Force Organization categories. Protector Protector is a set of Artificer Armor that also confers the Feel No Pain (6+) special rule. The Lion Helm The Lion Helm confers a 4+ Invulnerable save to Azrael and any unit he has joined. The Lion’s Wrath The Lion’s Wrath is a combi-weapon with the Master-crafted special rule, with a secondary weapon with the following profile: Rng S AP Type 24” 7 2 Rapid Fire, Blind, Gets Hot, Master-crafted The Sword of Secrets Rng S AP Type +2 3 Melee, Master-crafted
What is your life?
My honour is my life. What is your fate?
My duty is my fate. What is your fear?
My fear is to fail. What is your reward?
My salvation is my reward. What is your craft?
My craft is death. What is your pledge?
My pledge is eternal service -Space Marine Pledge. 6
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Grand Master Belial……………………………………………………175 points Belial is an HQ choice in a Dark Angels army. If he is taken, the army may also include a single unit of Deathwing Knights. WS BS S T W I A Ld Sv Unit Type Unit Composition Belial 6 5 4 4 3 5 3 10 2+ In (Ch) Belial (Unique) Options: Wargear: • May exchange storm bolter and sword of • Terminator Armor silence for a: • Sword of Silence - Pair of lightning claws free • Storm Bolter Thunder hammer and storm shield free • Power Field Generator • Teleport Homer Special Rules: • Bolter Drill • Deathwing Assault • Independent Character • Inner Circle • Rites of Battle • Vengeful Strike
Master of the Deathwing In an army which includes Belial, Deathwing Terminator squads are a Troops choice.
Vengeful Strike When Belial arrives by Deep Strike, he and any models in terminator armor in a unit he has joined treat all of their ranged weapons (not including psychic powers) as having the Twin-linked special rule until the end of the turn. The Sword of Silence Rng S AP Type User 3 Melee, Fleshbane, Master-crafted
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Grand Master Sammael………………………………………………..200 points Sammael is an HQ choice in a Dark Angels army. If he is taken, the army may also include a single unit of Ravenwing Knights. WS BS S T W I A Ld Sv Unit Type Unit Composition Sammael 6 5 4 4(5) 3 5 3 10 3+ Jb (Ch) Sammael (Unique) Options: Wargear: • May replace Corvex with the Grand Master • Power Armor of the Ravenwing's Land Speeder, • Frag and Krak Grenades Sableclaw, at no additional points cost, in • Teleport Homer which case the unit type is changed to • Adamantine Mantle Vehicle (Fast, Skimmer). • Corvex • Power Field Generator • The Raven Sword Master of the Ravenwing In an army which includes Sammael, Ravenwing Special Rules: Attack Squadrons are a Troops choice. • Hit & Run • Independent Character • Inner Circle • Rites of Battle • Scouts • Skilled Rider Corvex Corvex is a Jetbike armed with a plasma cannon and a twin-linked storm bolter. Both weapons may be fired in the same Shooting phase but must target the same unit. The Raven Sword Rng S AP Type User 2 Melee, Master-crafted
Sableclaw Should you choose to field Sammael mounted on his Land Speeder instead of on his jetbike, the following profile is used instead. He counts as having Leadership value of 10 for the purpose of his Rites of Battle special rule. Armor BS Front Side Rear HP Unit Type Unit Composition Sableclaw 5 14 14 10 2 F, S Sableclaw (Unique) Special Rules: Wargear: • Deep Strike • Twin-linked assault cannon • Ride By Attack • Twin-linked heavy bolter • Rites of Battle • Power Field Generator • Teleport Homer Ride By Attack In the Movement phase, Sammael may choose to make a single Ride By Attack. To do so, select one enemy unit that Sammael passed over while moving this turn. That unit takes a single automatic Strength 4 AP 2 hit, allocated as per shooting measured from the point where Sammael began the phase.
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Grand Master Ezekiel…………………………………………………..180 points Grand Master Ezekiel is an HQ choice in a Dark Angels army. Ezekiel counts as a Librarian for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Ezekiel 5 5 4 4 3 5 3 10 2+ In (Ch) Ezekiel (Unique) Special Rules: Wargear: • Bolter Drill • Artificer Armor • Independent Character • Master-crafted Force Sword • Inner Circle • Master-crafted Bolt Pistol • Psyker (Mastery Level 3) • Book of Salvation • Psychic Hood Psychic Powers • Frag and Krak Grenades • Ezekiel always knows the Mind Worm psychic power. He must purchase two additional psychic powers from the Dark Angels Psychic Powers list. Mind Worm – Warp Charge 1 Mind Worm is a focused witchfire power with the following profile: Rng S AP Type 12” 4 2 Assault D3, Ignores Cover For each unsaved Wound a model suffers from Mind Worm, that model's Weapon Skill, Ballistic Skill, Initiative and Leadership are reduced by 3 (to a minimum of 1 ) for the remainder of the game. Book of Salvation All friendly Dark Angels units with a model within 12” of Ezekiel have the Fearless special rule.
Interrogator Chaplain Asmodai……………………………………….140 points Interrogator Chaplain Asmodai is an HQ choice in a Dark Angels army. Asmodai counts as a chaplain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Asmodai 5 5 4 4 3 5 3 10 3+ In (Ch) Asmodai (Unique) Special Rules: Wargear: • Bolter Drill • Power Armor • Fear • The Blades of Reason • Independent Character • Power Maul • Inner Circle • Power Field Generator • Master Interrogator • Frag and Krak Grenades • Zealot Master Interrogator Before forces have been deployed, nominate one enemy Character. If Asmodai or a unit he has joined kills that Character over the course of the battle, the nominated character is worth double the normal Victory Points. The Blades of Reason Rng S AP Type User Melee, Instant Death
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Deathwing Knights……………………………………………………...225 points A Dark Angels army may include one squad of Deathwing Knights if it also includes Belial. This unit counts as an HQ choice, but does not count against the armies HQ allowance. WS BS S T W I A Ld Sv Unit Type Unit Composition Deathwing Knight 5 5 4 4 1 4 3 9 2+ In 5 Deathwing Knights Deathwing Apothecary 5 5 4 4 1 4 3 9 2+ In (Ch) Knight Master 6 5 4 4 1 4 3 9 2+ In (Ch) Wargear: Options: • Terminator Armor • One deathwing knight may be upgraded to a knight master, replacing his storm bolter • Storm Bolter with a flail of the unforgiven +5 pts • Storm Shield - The knight master may exchange his flail and storm shield for a halberd of Special Rules: caliban free • Bolter Drill • One deathwing knight may be upgraded to a • Deathwing Assault deathwing apothecary, replacing his storm • Fortress of Shields shield with a narthecium +20 pts • Hammer of Wrath • One deathwing knight may take the • Inner Circle deathwing company banner +35 pts • Split Fire • One deathwing knight may choose one of the following: Dedicated Transport: - Replace his storm bolter with: • May take a Land Raider or a Drop Pod as a • Heavy flamer +5 pts dedicated transport. A Land Raider must • Plasma cannon +15 pts take the Deathwing Vehicle rule. • Assault cannon +20 pts - Take a cyclone missile launcher with Fortress of Shields frag and krak missiles +25 pts Any model with the Inner Circle special rule that is in • May also take flakk base contact with two or more models with this missiles +10 pts special rule that are armed with Storm Shields has +1 • Any model may replace their storm bolter Toughness. and storm shield with a pair of lightning claws free Deathwing Company Banner All friendly models with the Inner Circle special rule • Any model may replace their storm bolter within 6" of the model bearing this banner gain + 1 with one of the following: Attack. - Mace of Absolution +5 pts per model - Power weapon +5 pts per model - Thunder hammer +8 pts per model Flail of the Unforgiven Rng S AP Type • Any model in the squad may take purity +2 3 Melee, Concussive, Flail* seals +2 pts per model *Flail • The entire unit may be given a single If one or more enemy models are in base to base veteran skill: Counter-attack, Furious contact with a model with a Flail weapon at the Charge or Tank Hunters +3 pts per model beginning of the Fight subphase, those models suffer a -1 penalty to their Weapon Skill (to a minimum of 1) for the duration of that phase. Halberd of Caliban Rng S AP Type +2 2 Melee, Two-handed Mace of Absolution Rng S AP Type Normal +2 4 Melee, Concussive Smite +6 2 Melee, Concussive, One Use Only* *All models in the unit armed with a Mace of Absolution must use their smite ability at the same time.
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Deathwing Terminator Squad…………………………………………210 points Deathwing Terminator squads are an Elites choice in a Dark Angels army. If the army contains only models in Terminator armor, their dedicated transports and Dreadnought and Land Raider variants that have taken the Deathwing Vehicle special rule, Deathwing Terminator squads are instead a Troops choice. WS BS S T W I A Ld Sv Unit Type Unit Composition Terminator 4 4 4 4 1 4 2 9 2+ In 4 Terminators Terminator Sergeant 4 4 4 4 1 4 2 9 2+ In (Ch) 1 Terminator Sergeant Options: Wargear: • Any model may replace its power fist with a • Terminator Armor chainfist +5 pts per model • Storm Bolter • Any model may replace their storm bolter • Power Fist and power fist with one of the following: - Pair of lightning claws free Special Rules: - Thunder hammer and storm • Bolter Drill shield +5 pts per model • Deathwing Assault • Up to two terminators may select one of the • Inner Circle following options: • Split Fire - Replace storm bolter with one of the following: Dedicated Transport: • heavy flamer +5 pts per model • May take a Land Raider or a Drop Pod as a • plasma cannon +15 pts per model dedicated transport. A Land Raider must • assault cannon +20 pts per model take the Deathwing Vehicle rule. - Take a cyclone missile launcher with frag and krak missiles+30 pts per model Deathwing Assault • May also take flakk Units entirely composed of models that have both missiles +10 pts per model this special rule and Terminator armor can choose to • The sergeant may replace his power fist with make a Deathwing Assault. Immediately before a power weapon free deploying, the controlling player must tell their opponent which units are making a Deathwing • The terminator sergeant may replace his Assault, and make a secret note of whether it takes storm bolter with a combi-flamer, -melta or place during their first or second turn. All units -plasma +5 pts making the Deathwing Assault automatically arrive • The terminator sergeant may take an via Deep Strike at the start of the chosen turn - there auspex +8 pts is no need to roll for reserves. • Any model in the squad may take purity seals +2 pts per model • The entire unit may be given a single veteran skill: Counter-attack, Furious Charge or Tank Hunters +3 pts per model
“They'll never get in. Even a chain fist wouldn't wouldn't break down that barricade.”
A pale blue glow appeared in the corner “You'd think they'd try though. I mean, they're not even trying to get in.” The glowing blue mist rapidly coalesced. The crunch of metal echoed from behind them “What was that?” The dark shape, now solid, raised an assault cannon and tore the two men apart in one fluid motion. A communicator cut through the static. “Teleportation complete. Targets terminated. Awaiting further instructions.” 12
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Ravenwing Attack Squadron……………………………………………86 points A Ravenwing Attack Squadron is a Fast Attack choice in a Dark Angels army. If the army contains only models mounted on Space Marine Bikes, Land Speeders, Land Speeder Vengeances and Nephilim Jetfighters, Ravenwing Attack Squadrons are instead a Troops choice. WS BS S T W I A Ld Sv Unit Type Unit Composition Space Marine 4 4 4 4(5) 1 4 1 8 3+ Bk 2 Space Marines Sergeant 4 4 4 4(5) 1 4 1 8 3+ Bk (Ch) 1 Sergeant Veteran Sergeant 4 4 4 4(5) 1 4 2 9 3+ Bk (Ch) Attack Bike 4 4 4 4(5) 2 4 2 8 3+ Bk Options: Wargear: • May include up to three additional space • Power Armor marines +27 pts per model • Bolt Pistol • Any model may replace their bolt pistol with • Twin-linked Boltgun a close combat weapon free • Space Marine Bike • For every three models in the squad, a single • Teleport Homer space marine may take one of the following: Attack Bike - Flamer +5 pts per model • Heavy Bolter - Meltagun +10 pts per model - Plasmagun +15 pts per model Special Rules: • The sergeant may replace his bolt pistol with • And They Shall Know No Fear one of the following: • Bolter Drill - Combi-flamer, -melta, -plasma or • Grim Resolve plasma pistol +10 pts • Hit & Run - Power weapon +15 pts • Ravenwing Combat Squads - Power fist +25 pts • Scouts • The sergeant may take any of the following: - Purity seal +2 pts - Auspex +8 pts Ravenwing Combat Squads - Melta bombs +5 pts The squadron’s Attack Bike and Land Speeder are • The sergeant may be upgraded to a veteran purchased together with the squadron's bikes, but sergeant +10 pts from then on they always operate as completely • Add one heavy bolter armed attack bike to independent units of one model. If a Ravenwing the squadron +45 pts Attack Squadron consists of six Space Marine Bikers • The attack bike may upgrade its heavy (including a Sergeant but excluding an Attack Bike) bolter to one of the following: then it may break down into two Combat Squads of - Heavy flamer +5 pts per model three Space Marine Bikers following the rules for Multi-melta +10 pts per model Combat Squads. - Twin-linked astartes grenade launcher +10 pts per model • If the squadron includes six space marine bikers, (including a sergeant or veteran sergeant) it may include a single land speeder chosen from the ravenwing support squadron entry.
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Ravenwing Support Squadron…………………………………………..50 points A Ravenwing Support Squadron is a Fast Attack Choice in a Dark Angels army. Armor BS Front Side Rear HP Unit Type Unit Composition Land Speeder 4 10 10 10 2 F, S 1 Land Speeder Wargear: Special Rules: • Heavy Bolter • Deep Strike Options: • Take up to four additional Land Speeders, forming a squadron +50 pts per model • Any land speeder may replace its heavy bolter with: - Heavy flamer free - Multi-melta +10 pts per model
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Any land speeder may be upgraded with one of the following: - Heavy bolter +10 pts per model - Heavy flamer +10 pts per model - Multi-melta +20 pts per model - Typhoon missile launcher +25 pts per model - Assault cannon +30 pts per model
Land Speeder Vengeance………………………………………………105 points A Land Speeder Vengeance is a Heavy Support choice in a Dark Angels army. Armor BS Front Side Rear HP Unit Type Unit Composition Land Speeder 4 10 10 10 2 F, S 1 Land Speeder Wargear: Options: • Heavy Bolter • May replace its heavy bolter with: - Heavy flamer free • Plasma Storm Battery - Multi-melta +10 pts per model - Assault cannon +20 pts Special Rules: • Deep Strike Plasma Storm Battery Rng S AP Burst 24” 7 2 Charged 24” 7 2
Type Heavy 3 Heavy 1, Gets Hot, Large Blast
The enemy have been sighted. I am going to engage. In the name of the Emperor: Ravenwing - Attack! Attack! ATTACK!
-Grand Master Gideon of the Dark Angels Ravenwing.
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Ravenwing Knights Squadron…………………………………………100 points A Dark Angels army may include one Ravenwing Knights squadron if it also includes Sammael. This unit counts as an HQ choice, but does not count against the armies HQ allowance. WS BS S T W I A Ld Sv Unit Type Unit Composition Ravenwing Knight 4 4 4 4(5) 1 4 2 9 3+ Bk 3 Ravenwing Knights Ravenwing Apothecary 4 4 4 4(5) 1 4 2 9 3+ Bk (Ch) Huntmaster 5 4 4 4(5) 1 4 3 9 3+ Bk (Ch) Options: Wargear: • May include up to three additional • Power Armor ravenwing knights +33 pts per model • Bolt Pistol • One ravenwing knight may take the • Corvus Hammer ravenwing company banner +20 pts • Frag and Krak Grenades • Any model may replace their bikes twin• Space Marine Bike linked boltguns with either of the following: • Teleport Homer - Plasma talon +10 pts per model - Astartes grenade Special Rules: launcher +10 pts per model • And They Shall Know No Fear • Any model may take any of the following: • Bolter Drill • Purity seals +2 pts per model • Grim Resolve • Melta bombs +5 pts per model • Hit & Run • One ravenwing knight may be upgraded to a • Scouts ravenwing apothecary, replacing their bolt • Skilled Rider pistol with a narthecium +30 pts • One ravenwing knight in the squad may be Ravenwing Company Banner upgraded to a huntmaster, replacing his Any friendly Dark Angels unit mounted on a Space corvus hammer with a blade of Marine Bike within 12" of this banner automatically caliban +10 pts passes its Initiative test when attempting to Hit & Run, and rolls an additional dice when determining the distance of the Hit & Run move. Blade of Caliban Rng S AP Type +1 3 Melee Corvus Hammer Rng S AP Type +1 Melee, Rending Plasma Talon Rng S AP 18” 7 2
Type Rapid Fire, Gets Hot, Twin-linked
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Nephilim Jetfighter……………………………………………………..155 points A Nephilim Jetfighter is a Fast Attack choice in a Dark Angels army. Armor BS Front Side Rear HP Unit Type Unit Composition Nephilim 4 11 11 11 3 Fl, In 1 Nephilim Options: Wargear: • May replace its twin-linked lascannon with • Twin-linked Heavy Bolter an avenger mega bolter free • Twin-linked Lascannon • May replace its six blacksword missiles for • Six Blacksword Missiles six air burst missiles free Special Rules: • Missile Lock • Strafing Run • Unrelenting Hunter Unrelenting Hunter When shooting at enemy vehicles, a Nephilim Jetfighter can choose to treat any Weapon Destroyed results as Immobilized results. Avenger Mega Bolter Rng S AP Type 48” 6 4 Heavy 6 Black Sword Missile Rng S AP Type 72” 8 4 Heavy 1, Missile. One Use Only
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Mortis Pattern Dreadnought…………………………………………...115 points A Mortis Pattern Dreadnought is a Heavy Support choice in a Dark Angels army. WS BS S Front Side Rear I A HP Unit Type Unit Composition Dreadnought 4 5 6 12 12 10 4 2 4 W 1 Dreadnought Venerable Dreadnought 5 6 6 12 12 10 4 2 4 W (Ch) Options: Wargear: • May replace both twin-linked heavy flamers • Smoke Launchers with one of the following: • Two Twin-linked Heavy Flamers - Two twin-linked heavy bolters or two multi-meltas +5 pts Special Rules: Two missile launchers with one of the • Tracking Arrays following: Venerable Dreadnought • Frag and krak missiles +5 pts • Deathwing Vehicle • Frag, krak and flakk missiles +15 pts Dedicated Transport: - Two twin-linked autocannons or two • May select a Drop Pod as a dedicated plasma cannons +15 pts transport. - Two assault cannons +20 pts - Two twin-linked lascannons +45 pts Tracking Arrays • May be given a searchlight +1 pt If a Mortis Dreadnought does not move in the • May take extra armor +10 points Movement phase, then in the following Shooting phase, it may treat its weapons as if they had the • May be upgraded to a Venerable Mortis Skyfire special rule. Dreadnought +40 pts • A venerable dreadnought may be given a single veteran skill: Counter-attack, Furious Charge or Tank Hunters +5 pts
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-Playing A White Scars Army-________________________________________ White Scars Army Rules and Restrictions: • Unit Selection A White Scars army may not include Chapter Masters, Dreadnaughts, Ironclad Pattern Siege Dreadnoughts or Devastator Squads and may not include Holy Relics, but may otherwise select from all units listed in the Space Marine Army List. Predators fielded by a White Scars army may not be taken as squadrons. Land Raiders may be taken in a White Scars army, but may only be taken as Dedicated Transports where the unit options allow. In a White Scars army which includes a Captain mounted on a Space Marine Bike (or Kor’sarro Khan on Moondrakkan), Space Marine Bike Squads are a Troops choice. Space Marine Bike Squads in a White Scars army may include up to 7 additional Space Marines, rather than the normal 5 additional Marines, for a total of 9 Space Marines and 1 Sergeant. If the unit contains more than 7 Space Marine Bikers, it may not include an Attack bike. Any model except Attack Bikes in a Space Marine Bike Squad or Scout Biker Squad may be given a close combat weapon and frag and krak grenades in addition to their bolt pistol at +3 pts per model Veteran Squads in a White Scars army that do not include Heavy weapons and have not selected Jump Packs may be mounted on Space Marine Bikes at +20 pts per model. Every model in the squad must select this option if it is taken. All Honor Guard Squads, Command Squads, Veteran Squads and Tactical Squads that are not mounted on Space Marine Bikes MUST select a Dedicated Transport. Terminator Squads which do not select a Dedicated Transport must enter play through Deep Striking. All non-vehicle models in a White Scars army gain the Born in the Saddle, Hatred (Dark Eldar) and Wild Savagery special rules. • Born in the Saddle All models with this special rule mounted on a Space Marine Bike may re-roll failed Dangerous Terrain tests. All Independent Characters with this special rule mounted on a Space Marine Bike instead count as having the Skilled Rider special rule. All models with this special rule mounted on Space Marine Bikes have the Counter-attack and Hit and Run special rules. When successfully using the Counter-attack special rule, a model with this special rule mounted on a Space Marine Bike and armed with a Power Lance may use the Charging profile for the weapon, even though they are not the model charging. • Wild Savagery If an unengaged unit containing a model with this special rule fails a Morale check for any reason, then at the beginning of the controlling players next turn, they must roll a D6 for each such unit. On a roll of a 1, that unit counts as having failed a Rage check until the end of the turn. • Horse Tail Talisman A single Chaplain or Standard Bearer mounted on a Space Marine Bike in a White Scars army may take a Horse Tail Talisman in addition to their other wargear at +20 pts. When Turbo-boosting, any unit within 12” of a model with a Horse Tail Talisman may add D6” to their Turboboost distance.
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-White Scars Psychic Powers-_________________________________________ White Scars Librarians may select from the following powers: Avenger, Might of the Ancients, Quickening, Smite, Might of Heroes or Veil of Time. They may also select powers from the options below. Stormlance – 8 points – Warp Charge 1 This is a witchfire power that automatically hits a single enemy unit within 18” of the Librarian. That unit immediately suffers D6 Strength 6, AP5 hits and must take a Pinning test. The Gate of Infinity – 10 points – Warp Charge 1 This power is used at the beginning of the Librarian’s Movement phase. The Librarian, and any unit he is with, is removed from the tabletop and immediately placed back together anywhere within 24” using the deep strike rules. If the Librarian travels alone, there is no risk, but if he takes a unit with him, there is a chance something will go wrong. If the deep strike attempt scatters and doubles are rolled, one member of the unit, chosen by the controlling player, is claimed by the Warp and removed as a casualty (the survivors scatter normally).
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Chapter Master Jubal Khan…………………………………………...180 points Chapter Master Jubal Khan is an HQ choice in a White Scars army. He counts as a Chapter Master for the purposes of taking an Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Jubal Khan 7 6 4 4 3 5 4 10 2+ In (Ch) Jubal Khan (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Artificer Armor • Bolter Drill • The White Scar • Born in the Saddle • Bolt Pistol • Combat Tactics • Power Field Generator • Hatred (Dark Eldar) • Frag and Krak Grenades • Independent Character Options: • Mobile Warfare • Great Khan’s Chariot +55 pts • Rites of Battle Mobile Warfare All Outflanking units in a White Scars army which includes Jubal Khan gain the Pathfinder special rule. Additionally, the controlling player may re-roll any Reserve rolls for Outflanking units. The White Scar On a turn in which the wielder Charged, all unsaved wounds inflicted by The White Scar are multiplied into two wounds. Rng S AP Type +1 3 Melee, Master-crafted Great Khan’s Chariot The Great Khan’s Chariot is a Space Marine Bike. Additionally, it grants Jubal Khan +1 Wound and +1 Attack, and he may shoot with both his own bolt pistol and the bike’s twin-linked bolters (resolved at Ballistic Skill 5) in the same Shooting phase. The Great Khan’s Chariot counts as being equipped with a Horse Tail Talisman.
A fortress won't stop the Marines. But it may slow them down.
-Imperial Proverb. 22
Kor’sarro Khan…………………………………………………………145 points Kor’sarro Khan is an HQ choice in a White Scars army. He counts as a Captain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Kor’sarro Khan 6 5 4 4 3 5 3 10 3+ In (Ch) Kor’sarro Khan (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Bolter Drill • Moonfang • Born in the Saddle • Bolt Pistol • Combat Tactics • Power Field Generator • Hatred (Dark Eldar) • Frag and Krak Grenades • Independent Character Options: • Master of the Hunt • Moondrakkan +40 pts • Rites of Battle • Wild Savagery Master of the Hunt If a White Scars army contains Kor’sarro Khan, during deployment, the controlling player may select up to 3 units in their army. These units gain the Outflank special rule. This rule is conferred to any dedicated transport they are deployed in. Additionally, Kor’sarro Khan and any unit he has joined benefit from the Hit & Run and Furious Charge special rules. Moondrakkan Moondrakken is a Space Marine Bike. Additionally, it counts as a being equipped with a Horse Tail Talisman.
Moonfang Rng S AP Type User 3 Melee, Rending If Kor’sarro Khan wishes, he may attempt a special ‘coup de grâce’ attack in place of his normal close combat attacks. If this attack hits, it is resolved with the above profile, but at Strength 6 and it gains the Instant Death special rule.
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-Playing A Space Wolves Army-_______________________________________ Space Wolves Army Rules and Restrictions: • Unit Selection A Space Wolves army may not include Space Marine Commanders, Honor Guard Squads, Command Squads, Chaplains, Librarians, Masters of the Forge, Terminator Squads, Space Marine Veteran Squads, Apothecaries, Techmarines, Tactical Squads, Scout Squads, Assault Squads, Space Marine Bike Squads, Scout Bike Squads, Attack Bike Squads or Devastator Squads. They may otherwise select from the remaining units listed in the Space Marine Army List as well as from the Space Wolves Special Characters and units listed below. A Space Wolves army must have one, and only one, HQ unit for every 750 points in the army, rounding up. This is an exception to the normal maximum of two HQ choices per detachment. A single Venerable Dreadnought in a Space Wolves army may be taken as an HQ choice rather than an Elites choice. It counts as having a Leadership value of 10 for the purpose of picking the army’s Warlord. • True Grit A model with this special rule may use a boltgun in close combat as if it were an additional melee weapon. However, a model with this special rule that is armed with a boltgun never gains a bonus Attack when charging. • Blood Feud All models in a Space Wolves army with the exception of Servitors, Fenrisian Wolves and Cyberwolves have the Hatred special rule against all models that are a part of a Thousand Sons Chaos Space Marine army • Teleportation Ban Models equipped with Terminator armor in a Space Wolves army may not enter play by Deep Strike.
Wargear: Runic Armor Runic Armor grants a 2+ Armor save and a 5+ Invulnerable save against Wounds caused by Psychic powers. Frost Weapons A model that is able to select a Frost Weapon may select either of the following profiles during army creation. Frost Blade Rng S AP +1 3
Type Melee
Frost Axe Rng S AP +2 2
Type Melee, Unwieldy
Fenrisian Wolf/Cyberwolf Cyberwolves follow all the rules for Fenrisian wolves (see the Fenrisian Wolves pack entry, page 43). Fenrisian Wolves and Cyberwolves bought as wargear are separate models with their own profile. If the Character with the wolves is slain, the wolves are removed as well. WS BS S T W I A Ld Sv Unit Type Fenrisian Wolf 4 0 4 4 1 4 2 5 6+ Be Cyberwolf 4 0 4 5 1 4 3 6 4+ Be Wolf Tail Talisman A model equipped with a wolf tail talisman has the Adamantine Will special rule. Wolftooth Necklace A model equipped with a wolftooth necklace counts as having the Preferred Enemy special rule against any enemy models they attack in close combat.
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-Space Wolves Psychic Powers-________________________________________ A Space Wolves Rune Priest may select from the following powers: Might of the Ancients, Smite, Emperor’s Fury, Might of Heroes and Vortex of Doom. They may also select the powers listed below. Living Lightning – 10 points – Warp Charge 1 This is a witchfire power with the following profile: Rng S AP Type Unlimited 7 Assault D6 Spitting Earth – 10 points – Warp Charge 1 This is a witchfire power with the following profile: Rng S AP Type 18” 3 Assault 3D6 A unit hit by this attack counts as being in both Difficult and Dangerous Terrain in their next turn. Storm Caller – 12 points – Warp Charge 1 This is a blessing that affects all friendly units with one or more models within 6” of the Rune Priest. All affected models gain a 5+ Cover save.
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Sagas Any non-Unique Character in a Space Wolves army who does not have a Saga already included in his profile may select a single Saga from the following list at the listed points cost. Each Saga may only be selected once in each army. Sagas included in the Profiles of Unique Characters do not count towards this limit. Additionally, each Saga has an attached Oath, listing certain requirements for that Oath to be met. If the Character who has selected the Oath fails to meet its requirements over the course of the game, he grants the enemy an additional number of Victory Points equal to the points cost of the Saga, in addition to any already forfeited. Saga of the Wolfkin – 10 points Wolf Lord, Wolf Guard Battle Leader or Wolf Priest only Fenrisian Wolves and Cyberwolves in the Characters Aarmy have Initiative 5 and Leadership 7. Oath: At least one Fenrisian Wolf or Cyberwolf must survive the battle for the Character to keep his oath.. Saga of the Bear – 30 points The Character has the Eternal Warrior special rule. Oath: The Character must remove an enemy Character’s last Wound before the end of the game to keep his oath. Saga of Majesty – 10 points Any friendly unit within 6”, including the Character and his unit, may re-roll failed Morale tests. Oath: The Character must not fall back or go to ground to keep his oath. Saga of the Hunter – 10 points Characters in Power Armor not equipped with a Jump Pack or a Space Marine Bike only The Character has the Outflank and Stealth special rules. Oath: The Character must be held in Reserve at the beginning of the game to keep his oath. Saga of the Warrior Born – 30 points During the Assault phase, the Character receives a number of bonus Attacks equal to the number of unsaved Wounds he dealt during the previous Assault phase. Oath: Keep the models killed by this Character to one side – if he kills ten or more models, his oath has been upheld. If the enemy army contains fewer than ten models, this oath is considered upheld if this Character kills at least one model. Saga of the Beastslayer – 10 points The Character may re-roll failed To Hit rolls against Walkers, Monstrous Creatures and models with a Toughness value of 5 or more. Oath: The character must kill a model of one of the specified types listed above before the end of the game to keep his oath. If the enemy army does not contain a model with any of these types, this Oath is ignored. Saga of the Iron Wolf – 10 points (15 points for Iron Priests) If the Character is mounted on a Space Marine Bike, he and any other models mounted on Space Marine Bikes in his unit may move an additional D3” in the Movement phase. While the Character is embarked on a Vehicle, the Vehicle instead gains this movement bonus. Additionally, the Character adds one to any Repair roll he makes. Oath: The Character must end the game within the enemy deployment zone to uphold his oath.
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Logan Grimnar………………………………………………………….275 points Logan Grimnar is an HQ choice in a Space Wolves army. He counts as the army’s Wolf Lord. WS BS S T W I A Ld Sv Unit Type Unit Composition Logan Grimnar 8 5 4 4 4 5 4 10 2+ In (Ch) Logan Grimnar (Unique) Special Rules Wargear: • Counter-attack • Terminator Armor • The High King • The Axe Morkai • Independent Character • Joros Pattern Bolter • Night Vision • Power Field Generator • Stubborn • Wolf Tail Talisman • Living Legend • Wolftooth Necklace • True Grit • Saga of Majesty The Great Wolf In an army that includes Logan Grimnar, Wolf Guard are a Troops choice. The High King At the beginning of each turn, the controlling player may select one of the following special rules: Tank Hunters, Relentless, Preferred Enemy. Logan and any unit he has joined have that rule for the duration of the player turn. Living Legend Once per game, at any time, all friendly models within 18” of Logan gain +1 Attack for the rest of the player turn. The Axe Morkai The Axe Morkai may be used with either of the following profiles. Logan may freely allocate his Attacks as he sees fit between these two modes. Rng S AP Type One Handed +1 3 Melee Two Handed x2 2 Melee, Two-handed, Unwieldy Joros Pattern Bolter This weapon is a storm bolter that counts as a boltgun for the purpose of the True Grit special rule. Logan may even make use of the True Grit special rule with this weapon when wielding a weapon with the Two-handed special rule.
Logan Grimnar, Bloody-Handed Warrior He piles the skulls of his enemies He builds a mound of the fallen His foes weep rivers of blood Logan Grimnar, strong wolf of the pack His Sword hungers for red flesh His guns thirst for battle He laughs amidst the war-din Logan Grimnar, father of wolves His sons haunt his enemies Slay them where they falter And bring their pelts to Fenris. - from The Saga Of The Old Wolf (excerpt). 28
Of all the Chapter Masters, the most belligerent and headstrong is Logan Grimnar of the Space Wolves. Like his predecessors and his fellow Space Wolves, Logan is a fearsome warrior, with an immense martial pride. He tolerates no interference in the running of the Chapter by any outside authorities and is more willing than any other Chapter Master to fight for the Space Wolves independence. Logan’s suspicion of other Imperial organizations, including other Space Marine Chapters, runs deep and, if I may offer my humble opinion, this is with good reason. Ever since the Age of Apostasy, the Space Wolves have been wary of the intentions of others and have had numerous clashes with the Ministorum of Terra. Logan’s leadership, whose saga runs for some seven hundred years, has endured for five centuries. During this time, the Old Wolf (as he is known amongst his battle-brethren) has willingly, some would even say joyfully, led his Great Company and the forces of his fellow Wolf Lords in open battle against the forces of other Imperial organizations whose actions he deemed to threaten the Space Wolves and their thinly scattered domains. This has led to many accusations of heresy and treason being leveled at Logan, along with the usual rumours of genetic deviancy within the Chapter. However, more than any other Chapter, the Space Wolves stand ever ready to fight the foes of the Emperor. Under Logan’s guidance and fuelled by his own renowned thirst for battle (which many of his supporters claim equals that of the legendary Leman Russ himself) the Space Wolves have defeated many threats from without and within the Imperium, and the vast majority of the Imperial commanders with the sectors surrounding Fenris are grateful to be under the Old Wolf’s watchful eye. Personally, if I should make so bold, I find the existence of a Chapter Master such as Logan heartily reassuring, for he is a cunning and resourceful leader of the Space Wolves, and yet has about him a charming demeanour and familiar manner which is at odds with the usual aloofness one associate with a commander of the Adeptus Astartes. - 'Leaders Of The Adeptus Astartes', A Most Secret Report, Compiled For His Most Supreme Excellency The Paternoval Envoy By His Humble Servant Master Maximus Pliny.
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Njal Stormcaller………………………………………………………...250 points Njal Stormcaller is an HQ choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Njal Stormcaller 5 4 4 4 2 4 3 10 2+ In (Ch) Njal Stormcaller (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Runic Armor • Counter-attack • Staff of the Stormcaller • Independent Character • Bolt Pistol • Lord of Tempests • Nightwing • Night Vision • Frag and Krak Grenades • Psyker (Mastery Level 2) • Saga of Majesty Options: • May replace his runic armor, bolt pistol and frag and krak grenades for runic terminator armor +25 pts Psychic Powers: Njal knows the Living Lighting, Spitting Earth and Storm Caller powers. He must then also purchase any two powers from the Space Wolves psychic power list. Lord of Tempests At the beginning of the Njal’s turn, roll a D3 and add the turn number to the result. Refer to the table below for the tempest’s effects that game turn. Only enemy models in Njal’s line of sight can be affected by the tempest’s effects. Result 2 3 4 5 6
7+
Lord of Tempest’s Game Effect The Calm Before the Storm: No in-game effect. Driving Gale: Enemy model within 24” are at -1 BS this turn. Living Hurricane: Non-vehicle enemy models within 24” move as if they were in Difficult terrain. Howling Cyclone: At the end of Njal’s Assault phase, all unengaged enemy units within 18” must take a Morale check. Vengeful Tornado: At the end of Njal’s Shooting phase, a model within 18” takes D3 S9 AP- hits. Vehicles are hit on their side armor. Chain Lightning: A the end of Njal’s Shooting phase, unengaged enemy units within 12” of Njal take D6 S8 AP 5 hits. Vehicles are hit on their side armor.
Nightwing Nightwing follows all the rules for a Chooser of the Slain. In the Assault phase, a single model in base contact with Njal (chosen by Njal’s controlling player) suffers D3 S3 AP- hits at Initiative 5. Runic Terminator Armor This is Terminator armor that provides a 4+ Invulnerable save. Staff of the Stormcaller The Staff of the Stormcaller is a force stave that follows all of the rules for Runic Weapons. Additionally, any enemy psychic powers which target Njal or his unit are nullified on a Deny the Witch roll of 3+.
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Ragnar Blackmane……………………………………………………...190 points Ragnar Blackmane is an HQ choice in a Space Wolves army. He counts as the army’s Wolf Lord. WS BS S T W I A Ld Sv Unit Type Unit Composition Ragnar Blackmane 7 5 4 4 3 5 4 10 3+ In (Ch) Ragnar Blackmane (Unique) Svangir/Ulfgir 4 0 4 4 1 4 2 6 5+ Be Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Counter-attack • Frost Blade • Independent Character • Master-crafted Bolt Pistol • Insane Bravado • Wolf Tail Talisman • Lightning Reflexes • Wolftooth Necklace • Night Vision • Melta Bombs • War Howl • Frag and Krak Grenades • Saga of the Warrior Born Options: • May be accompanied by up to two fenrisian wolves, Svangir or Ulfgir +10 pts per model Insane Bravado Ragnar has the Head-strong special rule, however in the Shooting phase, his shooting attacks are not reduced to Snap Shots because of this rule. Additionally, when charging, Ragnar gains +D3 bonus Attacks rather than the normal +1 Attack. Lightning Reflexes: Ragnar has a 4+ Invulnerable save. War Howl This rule may be used once per game. For the duration of the player turn, all friendly Space Wolves models within 12” of Ragnar gain the Furious Charge special rule.
Ulrik the Slayer…………………………………………………………180 points Ulrik the Slayer is an HQ choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Ulrik the Slayer 7 5 4 4 2 5 3 10 3+ In (Ch) Ulrik the Slayer (Unique) Special Rules: Wargear: • Counter-attack • Power Armor • Fearless • Plasma Pistol • Independent Character • Frost Blade • Mentor • Helm of Russ • Monster Hunter • Power Field Generator • Night Vision • Narthecium • Zealot • Wolftooth Necklace • Frag and Krak Grenades • Saga of the Beast Slayer Mentor In an army that contains Ulrik the Slayer, before deployment, select one friendly, non-Unique model. That model gains +1 Weapon Skill to a maximum or WS 6. Helm of Russ The Helm of Russ grants Ulrik the Fear special rule. Additionally, any enemy Character that attempts to issue Ulrik a Challenge must first pass a Leadership test. If the test is passed, Ulrik may accept or refuse the Challenge normally. If the test is failed, then the Character that issued the Challenge automatically counts as having been issued a Challenge and refused for this turn.
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Bjorn the Fell-Handed………………………………………………….250 points Bjorn the Fell-Handed is an HQ choice in a Space Wolves army. Armor WS BS S Front Side Rear I A HP Unit Type Unit Composition Bjorn 7 6 6(10) 13 12 11 3 4 4 W (Ch) Bjorn (Unique) Special Rules: Wargear: • Ancient Tactician • Assault Cannon • Hard to Kill • Power Fist with built-in heavy flamer • Living Relic • Wolf Tail Talisman • Ward of the Primarch • Smoke Launchers • Saga of Majesty Options: • Replace assault cannon with one of the Ancient Tactician An army that includes Bjorn can re-roll the dice to following: - Plasma cannon free see who picks their deployment zone first. - Twin-linked lascannon +20 pts Living Relic If Bjorn suffers a Wrecked or Explodes damage result, leave the model in place. From that point on, all friendly Space Wolf models gain the Fearless special rule for the rest of the game. At the end of the game, the player which holds Bjorn (in the exact same manner as an objective) gains an additional 250 Victory Points. Ward of the Primarch Bjorn has a 5+ Invulnerable save against any glancing or penetrating hit inflicted upon him.
I was on Prospero, brothers. I was there when we burned their heresy from the galaxy. I saw Leman Russ lay waste to their cherished places. I saw Traitors weep from corrupted eyes as we turned their pyramids of glass into barren wasteland. That will not happen here. They were made weak by the knowledge of their treachery. We are made strong by the knowledge of our fidelity. Where Tizca fell, the Aett will stand. Though it may cost the lives of us all, the Aett will stand. - Bjorn the Fell-Handed, Venerable Dreadnought of the Space Wolves during the Battle of the Fang
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Wolf Guard Battle Leader……………………………………………….70 points A Wolf Guard Battle Leader is an HQ choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Battle Leader 6 5 4 4 2 5 3 9 3+ In (Ch) 1 Battle Leader Wolf Lord 7 5 4 4 3 5 4 10 3+ In (Ch) Options: Wargear: • A single battle leader in the army may be • Power Armor upgraded to a wolf lord +20 pts • Boltgun or Bolt Pistol • Replace boltgun and/or close combat • Close Combat Weapon weapon with: • Frag and Krak Grenades - Storm bolter +3 pts Heavy chainsword +6 pts Special Rules: Combi-flamer, -melta, -plasma or • And They Shall Know No Fear plasma pistol +10 pts • Counter-attack Power weapon +15 pts • Independent Character A single lightning claw +20 pts • Night Vision - A second lightning claw +10 pts • True Grit - Frost weapon, power fist or storm Wolf Lord shield +25 pts • Rites of Battle - Thunder hammer +30 pts • May take runic armor +20 pts • Replace power armor, bolt pistol, close combat weapon, frag and krak grenades with terminator armor with storm bolter and power weapon +40 pts • May then replace storm bolter with: - Combi-flamer, -melta or -plasma +5 pts - Lightning claw +5 pts - Thunder hammer +20 pts • May then replace power weapon with: - Lightning claw +5 pts - Frost weapon, power fist or storm shield +10 pts - Thunder hammer or chainfist +15 pts • If terminator armor is not chosen, may take one of the following: - Jump pack +20 pts - Space marine bike +35 pts • May take any of the following: - Bionics +3 pts - Melta bombs +5 pts - Wolf tail talisman +5 pts - Wolftooth necklace +5 pts - Fire selector and hellfire rounds +10 pts - Up to two fenrisian wolves +10 pts each - Auxiliary grenade launcher +15 pts • May select a single saga points varies • A wolf lord may take a power field generator +25 pts
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Rune Priest………………………………………………………………105 points One Rune Priest may be taken as an HQ choice per detachment in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Rune Priest 5 4 4 4 2 4 2 10 3+ In (Ch) 1 Rune Priest Options: Wargear: • May be upgraded to a master of runes, • Power Armor making him Mastery Level 2 +50 pts • Runic Weapon • Replace boltgun with: • Boltgun or Bolt Pistol - Storm bolter +3 pts • Frag and Krak Grenades - Combi-flamer, -melta or –plasma or plasma pistol +10 pts Special Rules: • May replace power armor with runic • And They Shall Know No Fear armor +20 pts • Counter-attack • May replace power armor, boltgun, frag and • Independent Character krak grenades for terminator armor and: • Night Vision No additional weapons +25 pts • Psyker (Mastery Level 1) Storm bolter +30 pts • True Grit - Combi-flamer, -melta or -plasma +35 pts Psychic Powers: • If terminator armor is not chosen, may have • A Rune Priest must purchase any two one of the following: psychic powers under the Space Wolves - Jump pack +20 pts Psychic Powers list at the listed points cost. - Space marine bike +35 pts • May take any of the following: - Melta bombs +5 pts - Wolf Tail Talisman +5 pts - Chooser of the Slain +10 pts • May select a single saga points varies Chooser of the Slain A chooser of the slain counts as a servo-skull. Additionally, If a Rune Priest targets an enemy model with a shooting attack and the target model can draw line of sight to the Chooser of the Slain marker, the Rune Priest counts as having +1 Ballistic Skill. Runic Weapon A runic weapon is a force weapon and may make use of any one of the force weapon profiles. Furthermore, a runic weapon counts as a psychic hood, but the wielder always counts as being one Mastery Level higher than the enemy psyker when attempting a Deny the Witch roll.
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Wolf Priest………………………………………………………………100 points One Wolf Priest may be taken as an HQ choice per detachment in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Wolf Priest 5 4 4 4 2 4 2 10 3+ In (Ch) 1 Wolf Priest Options: Wargear: • A single wolf priest in the army may take a • Power Armor holy relic +20 pts • Power Maul • Replace boltgun with one of the following: • Boltgun or Bolt Pistol - Storm bolter +3 pts • Narthecium - Combi-flamer, -melta or -plasma or • Power Field Generator plasma pistol +10 pts • Frag and Krak Grenades - Frost weapon or power fist +25 pts • May replace power armor, boltgun, frag and Special Rules: krak grenades for terminator armor and one • Counter-attack of the following: • Fearless - Storm bolter +28 pts • Independent Character - Combi-flamer, -melta or • Night Vision -plasma +30 pts • True Grit - Storm shield +40 pts • Zealot • If terminator armor is not chosen, may have one of the following: - Jump pack +20 pts - Space marine bike +35 pts • May take any of the following: - Bionics +5 pts - Melta bombs +5 pts - Wolf tail talisman +5 pts - Wolftooth necklace +5 pts • May take a single saga points varies
The Wolves aren't animals. No beast is bound by honour, nor does it sacrifice itself for others outside its pack. -Brother Hyperion of the Grey Knights.
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Wolf Guard Pack…………………………………………………………54 points A Wolf Guard pack is an Elites choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Wolf Guard 4 4 4 4 1 4 2 9 3+ In 3 Wolf Guard Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Counter-attack • Boltgun • Night Vision • Close Combat Weapon • Pack Leaders • Frag and Krak Grenades • True Grit Dedicated Transport: • May select a Razorback, Rhino, Land Raider or Drop Pod as a dedicated transport. Options: • May include up to seven additional wolf guard +18 pts per model • Any model may replace his boltgun and/or close combat weapon with one of the following: - Bolt pistol free - Storm bolter, or combi-flamer, -melta or -plasma +5 pts per model - Plasma pistol +10 pts per model - Power weapon +15 pts per model - Storm shield +15 pts - A single lightning claw +20 pts per model - A second lightning claw +10 pts per model - Frost weapon or power fist +25 pts per model - Thunder hammer +30 pts per model • Any model in the unit may replace all of their wargear with terminator armor, a storm bolter and power weapon +15 pts • For every five models in the squad equipped with terminator armor, one such model may choose one of the following: - Replace his storm bolter with a heavy flamer +5 pts per model - Replace his storm bolter with an assault cannon +30 pts per model - Take a cyclone missile launcher with frag and krak missiles in addition to his other weaponry +30 pts per model • Any model with a cyclone missile launcher may take flakk missiles +10 pts per model
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•
•
•
• •
Any number of wolf guard models may replace their terminator armor’s power weapon with one of the following: - Lightning claw +5 pts per model - Frost weapon or power fist +10 pts per model - Thunder hammer, storm shield or chainfist +15 pts per model Any number of wolf guard models may replace their terminator armor’s storm bolter with one of the following: - Combi-flamer, -melta or -plasma +5 pts per model - Lightning claw or power fist+10 pts per model - Thunder hammer, storm shield or chainfist +15 pts per model If it has not taken terminator armor, any model may take one of the following: - Jump pack +15 pts per model - Space marine bike +30 pts per model Any model may take melta bombs +5 pts per model One wolf guard model in the army may be upgraded to arjac rockfist +170 pts
Pack Leaders During deployment, each Wolf Guard has the option of being split off from his pack and assigned to lead a different pack from the following list: Blood Claw Packs, Blood Claw Assault Packs, Blood Claw Biker Packs, Grey Hunter Packs, Wolf Scout Packs, Long Fang Packs. Only one Wolf Guard may join each pack in this manner. Wolf Guard joined to a unit in this way are Characters. Wolf Guard in Terminator armor, with jump packs or mounted on Space Marine Bikes may not join Wolf Scouts packs.
Arjac Rockfist, Grimnar’s Champion……………………………….+165 points WS BS S Arjac Rockfist 6 5 5 Wargear: • Terminator Armor • Foehammer • The Anvil of Fenris • Wolftooth Necklace • Saga of the Bear
T 4
W 2
I 4
A 3
Ld 9
Sv 2+
Unit Type Unit Composition In (Ch) Arjac Rockfist (Unique) Special Rules: • And They Shall Know No Fear • Counter-attack • Grimnar’s Champion • Night Vision • Stubborn
Grimnar’s Champion Arjac may not refuse a challenge and must issue a challenge whenever possible. Additionally, Arjac may re-roll all failed To Hit rolls against enemy Characters or Monstrous Creatures in close combat. Foehammer Foehammer is a thunder hammer that may be used as a ranged weapon with the following profile: Rng S AP Type 12” 10 2 Assault 1 The Anvil of Fenris The Anvil of Fenris is a storm shield that grants an additional +1 Attack on the turn the wielder charges or successfully uses the Counter-attack special rule.
Iron Priest………………………………………………………………...70 points An Iron Priest is an Elites choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Iron Priest 4 4 4 4 1 4 2 8 2+ In (Ch) 1 Iron Priest Cyberwolf 4 0 4 5 1 4 3 6 4+ Be Servitor 3 3 3 3 1 3 1 8 4+ In Wargear: Options: • Servo-arm • Replace boltgun with: Iron Priest - Storm bolter +3 pts • Runic Armor - Combi-flamer, -melta or -plasma or • Boltgun or Bolt Pistol plasma pistol +10 pts • Thunder Hammer • May take any of the following: • Bionics Servo-skull +3 pts • Frag and Krak Grenades - Melta bombs +5 pts - Wolf tail talisman +5 pts Special Rules: Wolftooth necklace +5 pts Iron Priest Auspex +8 pts • And They Shall Know No Fear Digital weapons +10 pts • Blessing of the Omnisiah - Space marine bike +35 pts • Counter-attack • May take a single saga points varies • Damage Control • If a bike is not taken, the techmarine may • Independent Character include any of the following as a retinue: • Night Vision - 1-4 cyberwolves +15 pts per model Servitor - 1-3 servitors +15 pts per model • Mind Lock • Up to two servitors may replace their servoarm with: - Heavy bolter or multi-melta free - Plasma Cannon +10 pts
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Wolf Scouts Pack…………………………………………………………75 points A Wolf Scouts pack is an Elites choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Wolf Scouts 4 4 4 4 1 4 1 8 4+ In 5 Wolf Scouts Options: Wargear: • May include up to five additional wolf • Scout Armor scouts +15 pts per model • Close Combat Weapon • Any model may replace his boltgun with a • Boltgun or Bolt Pistol shotgun or sniper rifle free • Frag and Krak Grenades • One wolf scout may replace his boltgun with one of the following: Special Rules: - Flamer +5 pts • And They Shall Know No Fear Heavy bolter with fire selector and • Behind Enemy Lines hellfire shells +10 pts • Counter-attack Meltagun or missile launcher with frag • Infiltrate and krak missiles +10 pts • Move Through Cover - Plasmagun +15 pts • Night Vision • Up to two wolf scouts may replace their • Scout boltguns with one of the following: • True Grit - Plasma pistol +10 pts - Power weapon +15 pts - Power fist +25 pts Behind Enemy Lines If a unit of Wolf Scouts outflanks, roll a D6 when it enters play. On a roll of 1, the unit enters play from the table edge on the controlling player’s left. On a roll of a 2, from the controlling player’s right. On a roll of 3-6, they enter play from any table edge the controlling player wishes. This may even be the opponent’s table edge.
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Grey Hunters Pack……………………………………………………….70 points A Grey Hunters pack is a Troops choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Grey Hunter 4 4 4 4 1 4 1 8 3+ In 5 Grey Hunters Wargear: Options: • Power Armor • May include up to five additional grey hunters +14 pts per model • Boltgun • For every five models in the pack, one grey • Close Combat Weapon hunter may replace his boltgun with one of the following: Special Rules: - Flamer +5 pts • And They Shall Know No Fear Meltagun +10 pts • Counter-attack Plasmagun +15 pts • Night Vision • Any model in the pack may replace his • True Grit boltgun with a bolt pistol free • One grey hunter may replace his boltgun Dedicated Transport: with a plasma pistol +10 pts • May select a Razorback, Rhino or Drop Pod • The entire squad may be given frag and krak as a dedicated transport. grenades +1 pt per model • One grey hunter may replace his close combat weapon with one of the following: - Power weapon +15 pts - Power fist +25 pts
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Blood Claws Pack………………………………………………………...70 points A Blood Claws pack is a Troops choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Blood Claw 3 3 4 4 1 4 1 8 3+ In 5 Blood Claws Options: Wargear: • May include up to ten additional blood • Power Armor claws +14 pts per model • Bolt Pistol • One blood claw may replace his bolt pistol • Close Combat Weapon with one of the following: - Flamer +5 pts Special Rules: - Meltagun +10 pts • And They Shall Know No Fear - Plasmagun +15 pts • Berserk Charge • If the pack contains fifteen blood claws, a • Counter-attack second model may make a selection from • Head-strong the above list at the listed cost. • Night Vision • One blood claw may replace his boltgun with a plasma pistol +10 pts Dedicated Transport: • The entire squad may be given frag and krak • May select a Razorback, Rhino or Drop Pod grenades +1 pt per model as a dedicated transport. • One blood claw may replace his close combat weapon with one of the following: • A Blood Claws Pack may replace a single - Power weapon +15 pts Blood Claw model with Lukas the - Power fist +25 pts Trickster +140 pts Berserk Charge When a model with this special rule charges, he gains +2 attacks rather than the usual +1. This rule does not apply when using the Counter-attack special rule. Head-strong If a pack of Blood Claws is within 6” of an enemy unit at the beginning of the Shooting phase, that pack may only target one of those units with its shooting attacks. When under the effects of this rule, the Blood Claws shooting attacks count as Snap Shots. The pack must attempt to launch an assault in the ensuing Assault phase if at all possible. If a Wolf Guard or Independent Character accompanies the Blood Claws, the Head-strong rule does not apply.
Only in the Space Marines of the Legiones Astartes are courage and expertise perfectly blended. In other troops they are present in varying degrees and proportions, and many scholars have debated their relative merits. For my own part, I come down on the side of courage. For courage can sometimes make a virtue of inexperience. I myself have commanded Imperial Guard troops whose probitor units have achieved great things, because they were too inexperienced to realise that their goal was impossible. -Leman Russ, Primarch of the Space Wolves – De Natura Belli, Book XIV
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Lukas the Trickster…………………………………………………...+140 points WS BS S T Lukas the Trickster 5 5 4 4 Wargear: • Power Armor • Master-crafted Lightning Claw • Plasma Pistol • Wolf Tail Talisman • Wolftooth Necklace • Pelt of the Doppegangrel
W 2
I 5
A 3
Ld 8
Sv Unit Type Unit Composition 3+ In (Ch) Lukas the Trickster (Unique) Special Rules: • And They Shall Know No Fear • Counter-attack • Night Vision • Strifeson • The Last Laugh
Strifeson Lukas’ Leadership can never be increased by any means and any unit he has joined can only ever have a maximum Leadership of 8. Lukas suffers no penalty for refusing a Challenge. The Last Laugh Should Lukas ever be removed from play, both players roll a D6. If the Space Wolves player rolls equal to or higher than his opponent, all models in base contact with him are also removed from play. Pelt of the Doppegangrel All successful To Hit rolls specifically allocated against Lukas (not against the squad he is with), such as precision shots, must be rerolled.
Fenrisian Wolf Pack……………………………………………………...40 points A Fenrisian Wolf pack is a Fast Attack choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Fenrisian Wolf 4 0 4 4 1 4 2 5 6+ Be 5 Fenrisian Wolves Cyberwolf 4 0 4 5 1 4 3 6 4+ Be Wargear: Special Rules: • Close Combat Weapon • Counter-attack Options: • May include up to 5 additional fenrisian wolves +8 pts per model • Any Fenrisian wolf may be upgraded to a cyberwolf +10 pts per model
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Blood Claw Assault Pack………………………………………………...85 points A Blood Claw Assault pack is a Fast Attack choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Blood Claw 3 3 4 4 1 4 1 8 3+ In, J 5 Blood Claws Options: Wargear: • May include up to five additional blood • Power Armor claws +17 pts per model • Close Combat Weapon • One blood claw may replace his bolt pistol • Bolt Pistol with one of the following: • Frag and Krak Grenades - Flamer +5 pts • Jump Pack - Meltagun or plasma pistol +10 pts - Plasmagun +15 pts Special Rules: • One blood claw may replace his close • And They Shall Know No Fear combat weapon with: • Berserk Charge - Power weapon +15 pts • Counter-attack Power fist +25 pts • Head-strong • Night Vision Dedicated Transport: • The squad may remove its jump packs to count as Infantry. It may then have a Drop Pod or Rhino for free. Note that upgrades for the vehicle must be bought as normal.
Here I am and here shall I die. -Attributed to Leman Russ, Primarch of the Space Wolves at the Battle of Rising Fell.
Blood Claw Biker Pack…………………………………………………..66 points A Blood Claw Biker pack is a Fast Attack choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Blood Claw Biker 3 3 4 4(5) 1 4 1 8 3+ Bk 3 Blood Claw Bikers Blood Claw Attack Bike 3 3 4 4(5) 2 4 2 8 3+ Bk Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Berserk Charge • Close Combat Weapon • Counter-attack • Bolt Pistol • Head-strong • Space Marine Bike • Night Vision Options: • May include up to seven additional blood claw bikers +22 pts per model • The entire pack may be given frag and krak grenades +1 pt per model • The entire pack may take melta bombs +5 pts per model • One blood claw biker may replace his bolt pistol with of the following: - Flamer +5 pts - Meltagun or plasma pistol +10 pts - Plasmagun +15 pts
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•
• •
One blood claw biker may replace his close combat weapon with one of the following: - Power weapon +15 pts - Power fist +25 pts Add one heavy bolter armed blood claw attack bike to the squadron +40 pts The attack bike may upgrade its heavy bolter to a multi-melta +10 pts
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Long Fangs Pack…………………………………………………………70 points A Long Fangs pack is a Heavy Support choice in a Space Wolves army. WS BS S T W I A Ld Sv Unit Type Unit Composition Long Fang 4 4 4 4 1 4 1 9 3+ In 2 Long Fangs Squad Leader 4 4 4 4 1 4 2 9 3+ In 1 Squad Leader Options: Wargear: • May include up to three additional long • Power Armor fangs +19 pts per model Long Fangs • Each long fang may replace his heavy bolter • Heavy Bolter with one of the following: • Bolt Pistol or Close Combat Weapon - Missile Launcher with frag and krak Squad Leader missiles +5 pts per model • Bolt Pistol • May also include flakk • Close Combat Weapon missiles +5 pts per model - Multi-melta +5 pts per model Special Rules: - Plasma cannon +10 pts per model • And They Shall Know No Fear Lascannon +15 pts per model • Counter-attack • The squad leader may take melta • Fire Control bombs +5 pts • Night Vision • The squad leader may replace his close combat weapon and/or bolt pistol with one Dedicated Transport: of the following: • May select a Razorback, Rhino or Drop Pod - Flamer +5 pts as a dedicated transport. - Meltagun or plasma pistol +10 pts - Plasmagun or power weapon +15 pts - Power fist +25 pts Fire Control As long as the Squad Leader is still alive and does not shoot in the Shooting phase the unit has the Split Fire special rule.
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Leman Russ Exterminator……………………………………………..165 points A single Exterminator may be taken per detachment as a Heavy Support choice in a Space Wolves army. Armor BS Front Side Rear HP Unit Type Unit Composition Leman Russ Exterminator 4 14 13 11 4 Tk 1 Leman Russ Exterminator Options: Wargear: • May replace its heavy bolter with one of the • Exterminator Autocannon following: • Heavy Bolter - Heavy flamer free - Lascannon +15 pts Special Rules: • May take a pair of sponsons armed with one • Lumbering Behemoth of the following: - Heavy bolters +20 pts Exterminator Autocannon - Heavy flamers +20 pts Rng S AP Type - Multi-meltas +30 pts 48” 7 4 Heavy 4, Twin-linked - Plasma cannon +40 pts • May take any of the following: Lumbering Behemoth - Searchlight +1 pt A Leman Russ that moved at combat speed or - Dozer blade +5 pts remained stationary and shoots in the following - Smoke launchers +5 pts Shooting phase may fire its turret weapon at full BS - Storm bolter +5 pts in addition to any other weapons it is usually allowed - Extra armor +10 pts to fire at its full BS (even if the turret weapon is - Hunter-killer missile +10 pts ordinance.) However, a Leman Russ travelling at cruising speed only moves up to D6+6”. Roll every time it moves at cruising speed.
Listen closely Brothers, for my life's breath is all but spent. There shall come a time far from now when our chapter itself is dying, even as I am now dying. Then my children, I shall list'n for your call from whatever realms of death hold me, and come I shall no-matter what laws of life and death forbid. At the end I will be there. For the final battle. For the Wolftime. -Leman Russ, Primarch of the Space Wolves before his final departure into the Eye of Terror
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-Playing An Imperial Fists Army-______________________________________ Imperial Fists Army Rules and Restrictions: • Unit Selection An Imperial Fists army may not include Chapter Masters, but may otherwise select from all units listed in the Space Marine Army List as well as from the Imperial Fists Special Characters listed below. An Imperial Fists army is limited to 0-2 Fast Attack choices. Captains in an Imperial Fists army gain the Bolster Defenses special rule. Thunderfire Cannons are not a Fortification in an Imperial Fists army and may instead be taken as Heavy Support choices. All models in an Imperial Fists army with the exception of Servitors gain the Purity Through Pain and Siege Masters special rules. • Death Before Dishonor When playing as an Imperial Fists army, when rolling for Random Game Length the opposing player may force the game to continue one extra turn if the game ends. This may only be done if the dice roll results in the game ending, not if the game continues for another turn. This may be done on either Turn 5 or Turn 6, but once it is used, the game automatically ends at the end of the next turn. • Purity Through Pain Models with this special rule gain the Feel No Pain (6+) special rule against any attacks that are AP4 or worse. • Siege Masters While fully within a Ruin or Fortification, non-vehicle models with this special rule have the Fearless special rule when not engaged in close combat. While locked in close combat, they have the Stubborn special rule. These special rules are lost while not within a Ruin or Fortification. Models with this special rule only set off minefields on a roll of a 6. Non-vehicle models and Walkers with this special rule may re-roll their armor penetration roll when attacking fortifications.
-Imperial Fists Psychic Powers-_______________________________________ An Imperial Fists Librarian selects his powers from the Space Marine Psychic powers list and may also select the power listed below. Force Dome – 10 points – Warp Charge 1 This is a blessing and is used at the start of the Librarian’s Movement phase. The Librarian and any unit he is with receive a 5+ Invulnerable save until the end of the following player turn.
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Chapter Master Vladimir Pugh………………………………………..215 points Vladimir Pugh is an HQ choice in an Imperial Fists army. He counts as a Chapter Master for the purposes of taking an Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Vladimir Pugh 7 6 4 4 3 5 4 10 2+ In (Ch) Vladimir Pugh (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Artificer Armor • Bolster Defenses • The Mauls of Terra • Bolter Drill • Power Field Generator • Combat Tactics • Purity Seals • Feel No Pain • Frag and Krak Grenades • Independent Character • Meticulous Planning • Rites of Battle • Siege Masters • Stubborn The Mauls of Terra The Mauls of Terra are a pair of master-crafted thunder hammers and grant Pugh a Hammer of Wrath attack that strikes at S8 and AP 2. Additionally, The Mauls of Terra count as a Holy Relic. Meticulous Planning After deployment, but before Scout moves are made, an army containing Pugh may redeploy up to 3 units, following all normal rules for deployment. An army containing Pugh may reroll a single Reserve roll per turn.
Captain Darnath Lysander…………………………………………….200 points Lysander is an HQ choice in an Imperial Fists army. Lysander counts as a Captain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Lysander 6 5 4 4 3 5 4 10 2+ In (Ch) Lysander (Unique) Special Rules: Wargear: • Bolster Defenses • Terminator Armor • Bolter Drill • The Fist of Dorn • Combat Tactics • Storm Shield • Independent Character • Power Field Generator • Purity Through Pain • Adamantine Mantle • Rites of Battle • Purity Seals • Siege Masters • Teleport Homer • Stubborn • Synchronized Fire The Fist of Dorn The Fist of Dorn is a Master-crafted thunder hammer that strikes at Strength 10 and adds +1 to any rolls it makes on the Vehicle Damage table. Synchronized Fire Any models in a squad Lysander has joined may reroll failed To-Hit rolls when shooting with heavy bolters, storm bolters, bolters, and bolt pistols.
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During the righteous pacification of the heretical insurgence on Iduno, Lysander (at the time still a sergeant) bravely led his squad in the stubborn defence of the Colonial Bridge. For fourteen hours Lysander and his men held against wave after wave of attacks by the hateful rebels who had forsworn the glorious Emperor of Mankind for the False Glories of the Fallen Gods. Well versed in the Rites of Battle, Lysander guided his men surely and strongly, bringing the vengeance of the Emperor in volleys of controlled, effective bolter fire. When Lysander and the survivors of his squad were relieved, it took several hours to clear the corpses of the shadow-shrouded recreants so the bridge could be crossed.
-Excerpt from the Liber Honorus Imperial Fists Chapter, Legiones Astartes.
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-Playing A Blood Angels Army-_______________________________________ Blood Angels Army Rules and Restrictions: • Unit Selection A Blood Angels army may not include Chapter Masters, Honor Guard Squads, Command Squads, or Space Marine Veteran Squads, but may otherwise select from all units listed in the Space Marine Army List as well as from the Blood Angels Special Characters and units listed below. All Apothecaries in a Blood Angels army cost an additional +5 pts per model and replace their narthecium with an exsanguinator. A model with an exsanguinator and any unit he has joined gain the Furious Charge and Feel No Pain special rules. • Assault Specialists Assault Squads in a Blood Angels army are Scoring units. In a Blood Angels army that contains a Captain equipped with a jump pack, Assault Squads are Troops choices instead of Fast Attack choices. Any model from the Space Marine army list which can take a plasma pistol may replace it with a hand flamer for free, or with an inferno pistol at +5 pts. • Over-charged Engines The Baal Predator and some other Rhino based tanks are fitted with specially modified engines. These overcharged engines allow the vehicle to attempt to go faster, but at the risk of stalling the engines. You may declare that an eligible vehicle is going to use its over charged engines in any Movement phase just before you move it. Roll a D6. On a roll of 1, the engine stalls and chokes. The vehicle may not move faster than Combat speed this turn, though the vehicle’s functionality is otherwise unaffected. On a roll of 2-3, nothing happens and the vehicle moves as normal this turn. In a 4 or higher, the boosters kick in and the vehicle may move as if it possessed the Fast vehicle subtype for this turn. Rhinos come with these engines automatically at no additional cost. Razorbacks, Damocles Command Rhinos, Predators, Vindicators and Whirlwinds may all purchase Over-charged Engines at +5 points per model.
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• Red Thirst Before forces are deployed, the Blood Angels player rolls a D6 for each unit in their army with this special rule. On a roll of a 5+, the cursed gene-seed of Sanguinius has brought out the Red Thirst in them. On a roll of a 5+, a member is lost to the Black Rage. A single model from that unit with the Red Thirst special rule (of the controlling player’s choice) is removed and replaced with a Death Company model, which forms a new Inducted Death Company squad if none has yet been formed, or is joined to the existing squad. On the roll of 6, the unit loses a model to the Black Rage as above, but the entire unit and any upgrade characters attached to it benefit from the Furious Charge and Fearless special rules for the duration of the game, replacing And They Shall Know No Fear. However each such unit must roll a D6 at the start of each of the controlling player’s turns. On a roll of 5+, the unit suffers from the Rage special rule until the end of the turn. No more than ten non-vehicle models in your army may fall to the Black Rage in a single game. Any further rolls of 5 after this have no effect. Further rolls of 6 still grant the unit the above benefits and detriments. When a Dreadnought checks for the Red Thirst, if it rolls a 5+, it falls to the Black Rage and becomes a Death Company Dreadnought, It gains the Rage special rule and it ignores all Shaken and Stunned results on the Vehicle Damage table. Only one Dreadnought may fall to the Black Rage in a single game, any other rolls of 5+ are ignored. Independent characters do not fall to the Black Rage on a 5+, however on a roll of a 6, they gain the Furious Charge and Fearless special rules for the duration of the game, replacing And They Shall Know No Fear. The following units from the Space Marine army list gain the Red Thirst special rule: Commander, Chaplain, Librarian, Master of the Forge, Terminator Squad, Dreadnought, Techmarine (Techmarine only), Apothecary, Tactical Squad, Scout Squad (sergeant only), Assault Squad, Space Marine Bike Squad, Attack Bike Squad, Scout Bike Squad (sergeant only), Devastator Squad, Ironclad Pattern Siege Dreadnought
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-Blood Angels Psychic Powers-________________________________________ Blood Angels Librarians may select from the following powers: Might of the Ancients, Quickening, Smite or Might of Heroes. They may also select powers from the options below. Unleash Rage – 5 points – Warp Charge 1 This is a blessing and is used at the start of either player’s Assault phase. The Librarian and any unit he has joined gain the Preferred Enemy special rule until the end of the phase. Blood Boil – 5 points – Warp Charge 1 This is a focused witchfire power that automatically hits one enemy unit within 12”. One model in that unit suffers a wound with no armor saves allowed. Fear of the Darkness – 10 points – Warp Charge 1 This is a witchfire power that automatically hits an enemy unit within 24”. That unit must immediately take a Morale test with a -2 penalty to their Leadership. All normal modifiers and/or exceptions apply. Wings of Sanguinius – 10 points – Warp Charge 1 This is a blessing. It allows the Librarian to move as if equipped with a jump pack. A Librarian riding a space marine bike that uses this power instead moves as if riding a jet bike. Shackle Soul – 15 points – Warp Charge 1 This is a malediction that targets an enemy unit within 12”. Each time that unit wishes to move, run, shoot or assault it must pass a Leadership test. If the Librarian’s Leadership score is higher than the highest Leadership score in the enemy unit, the enemy unit suffers a negative modifier on this Leadership test equal to the difference between the two. If this test is failed, the action cannot be performed. A unit that fails a test to run cannot instead choose to shoot and vice versa.
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Inducted Death Company Squad An Inducted Death Company squad has no cost and does not take up a spot on the force organization chart but is otherwise treated as an Elites choice. A Blood Angels army cannot have more than one Inducted Death Company squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Death Company Trooper 5 4 4 4 1 4 2 8 3+ In 1-10 Death Company Special Rules: Wargear: • The Black Rage • Power Armor • Fearless • Boltgun or Bolt Pistol • Feel No Pain • Close Combat Weapon • Furious Charge • Frag and Krak Grenades • Relentless Dedicated Transport: • The unit has a Rhino as a dedicated transport. Options: • The squad may choose to not take a dedicated transport and instead equip the entire unit with jump packs free • Additional Troopers may be purchased when building the army, up to the maximum unit size (these also count against the 10 model maximum unit size when rolling for the Red Thirst) +25 pts per model
The Black Rage All attacks made by a model with this special rule in close combat benefit from the Rending special rule. Unless accompanied by a Chaplain (including Lemartes), a model with this special rule counts as having the Rage special rule.
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Commander Dante……………………………………………………...225 points Commander Dante is an HQ choice in a Blood Angels Army. He may be accompanied by a Blood Angels Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Dante 7 6 4 4 4 6 4 10 2+ In, J (Ch) Dante (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Artificer Armor • Combat Tactics • The Axe Mortalis • Descent of Angels • Perdition Pistol • Eternal Warrior • Death Mask of Sanguinius • Independent Character • Power Field Generator • Red Thirst • Jump Pack • Rites of Battle • Frag and Krak Grenades Descent of Angels Dante and any unit he has joined that is equipped with jump packs do not scatter when entering play through Deep Strike. Death Mask of Sanguinius The Death Mask of Sanguinius grants Dante the Fear special rule. In addition, before forces are deployed, select one enemy model with the Independent Character special rule. While Dante still lives, that model must take a Leadership test with a -2 penalty at the beginning of each of its controlling player’s turns. If failed, that model is at Weapon Skill and Ballistic Skill 1 until the start of their next turn. Perdition Pistol Rng S AP Type 12” 8 1 Pistol, Melta The Axe Mortalis The Axe Mortalis may be used with either of the following profiles. Declare which will be used at the beginning of each Fight sub-phase. Rng S AP Type One-handed User 3 Melee, Master-crafted Two-handed +1 2 Melee, Master-crafted, Two-handed, Unwieldy
"For the Emperor and Sanguinius!"
-War cry of the Blood Angels. 56
For eleven hundred years, I have fought and I have seen the darkness in our galaxy. I have seen the vileness of the alien and the heresy of the mutant. I have witnessed the sin of possession. I have seen all the evil that the galaxy harbours, and I have slain all whose presence defiles the Emperor. I have seen what you will see. I have fought what you must fight, and I have slain what you must slay... so fear not and be proud, for we are the sons of Sanguinius, the protectors of Mankind. Aye, we are indeed the Angels of Death. -Dante, Commander of the Blood Angels.
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Chief Librarian Mephiston…………………………………………….230 points Mephiston is an HQ choice in a Blood Angels army. He may be accompanied by a Blood Angels Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Mephiston 7 5 6 5 4 6 4 10 2+ In (Ch) Mephiston (Unique) Special Rules: Wargear: • Bloodgreed • Artificer Armor • Fearless • Master-crafted Force Sword • Furious Charge • Plasma Pistol • Independent Character • Psychic Hood • Psyker (Mastery Level 3) • Frag and Krak Grenades • Transfixing Gaze Psychic Powers: • Might of the Ancients • Might of Heroes • Quickening • Wings of Sanguinius Bloodgreed If Mephiston successfully breaks an enemy unit in close combat, he must take a Leadership test. If passed, he may attempt to run the enemy down as normal. If failed, the enemy automatically falls back while Mephiston sates his bloodlust. If this happens, Mephiston may not consolidate. Transfixing Gaze At the beginning of the Fight sub-phase, Mephiston may select one enemy model in base contact with him. This model must test as if Mephiston had the Fear special rule. Leadership tests made against this special rule suffer a -4 penalty.
I once was Calistarius. He has been dead for many years. I stand in his place, with death in my right hand, darkness in my left, and I would know who this is who bears the name Mephiston.
-Mephiston, Chief Librarian of the Blood Angels.
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Lemartes, Guardian of the Lost………………………………………..155 points Lemartes is an HQ choice in a Blood Angels army. He may be accompanied by a Blood Angels Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Lemartes 6 5 4 4 3 5 4 10 3+ In, J (Ch) Lemartes (Unique) Special Rules: Wargear: • Bolter Drill • Power Armor • Fearless • Master-crafted Power Maul • Independent Character • Bolt Pistol • Liturgies of Blood • Power Field Generator • Precipice of Madness • Death’s Visage • Red Thirst • Jump Pack • Frag and Krak Grenades Redeemer of the Lost In an army that includes Lemartes, Death Company squads may be taken as Troops choices. Additionally, any number of Dreadnoughts may be upgraded to Death Company Dreadnoughts as if they had rolled a 5+ when checking for Red Thirst at +20 points per model. Liturgies of Blood On a turn that Lemartes or a unit he has joined charges, in the following Assault phase, they may re-roll all failed To-Hit and ToWound rolls in close combat until the end of the phase. Precipice of Madness If Lemartes should succumb to the Red Thirst by rolling a 6 before deployment, he begins to slide into the Black Rage, saved only by the strength of his iron will. For the duration of the game, in addition to the effects conveyed by the Red Thirst, Lemartes also gains the Feel No Pain and Rage special rules and gains an additional D3 Attacks when fighting in an Assault. If Lemartes is then attached to a squad of Death Company, he does not remove the Rage special rule from that unit. Death’s Visage Lemartes has the Fear special rule. Additionally, all enemy units with a model within 6” of him suffer a -1 penalty to their Leadership value.
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Death Company Squad…………………………………………………..70 points A Death Company squad counts as a Troops choice in a Blood Angels army that includes Lemartes, Guardian of the Lost. A unit of Death Company never counts as a Scoring unit. WS BS S T W I A Ld Sv Unit Type Unit Composition Death Company 5 4 4 4 1 4 2 8 3+ In 3 Death Company Special Rules: Wargear: • The Black Rage • Power Armor • Fearless • Boltgun or Bolt Pistol • Feel No Pain • Close Combat Weapon • Frag and Krak Grenades • Furious Charge • Relentless Dedicated Transport: • A Death Company squad may take a Rhino Options: as a dedicated transport. • May include up to twelve additional death company +24 pts per model • The entire unit may be given jump packs +8 pts per model
Say what you will: I will not fight alongside these madmen. The past proves nothing, save that the Blood Angels are cursed and but a single step from damnation!
-Anonymous Imperial Commander.
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Captain Erasmus Tycho………………………………………………..165 points Tycho is an HQ choice in a Blood Angels army. He may be accompanied by a Blood Angels Honor Guard, unless he is upgraded to Death Company Tycho. WS BS S T W I A Ld Sv Unit Type Unit Composition Tycho 6 5 4 4 3 5 3 10 2+ In (Ch) Tycho (Unique) Death Company Tycho 7 4 4 4 3 5 4 8 2+ In (Ch) Special Rules (Death Company Tycho): Wargear: • The Black Rage • Artificer Armor • Fearless • Blood Song • Feel No Pain (4+) • Dead Man’s Hand • Furious Charge • Bolt Pistol • Hatred (Orks) • Power Field Generator • Independent Character* • Frag and Krak Grenades • Inspiring Martyrdom Special Rules (Tycho): • Relentless • And They Shall Know No Fear *Death Company Tycho may only ever join Death Company Squads. • Bolter Drill • Hatred (Orks) Options: • Independent Character • May be upgraded to Death Company • Red Thirst Tycho +30 pts • Rites of Battle Inspiring Martyrdom If Death Company Tycho is directly removed as a casualty by an enemy model, then until the end of the controlling player’s next turn, every friendly model with the Red Thirst special rule gains the Furious Charge special rule. Blood Song Blood Song is a master-crafted combi-melta armed with a fire selector and hellfire rounds. Unlike a normal combiweapon, the weapons meltagun may be fired each turn, rather than the usual once per game. Dead Man’s Hand The Dead Man’s Hand counts as a digital weapon and grants its wielder the Smash special rule.
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Sanguinary Guard Squad………………………………………………135 points A single Sanguinary Guard Squad unit may be taken as an HQ choice in a Blood Angels army. It may not be selected as the army’s compulsory HQ choice unless it includes the Sanguinor. WS BS S T W I A Ld Sv Unit Type Unit Composition Sanguinary Guard 5 5 4 4 1 5 2 10 2+ In, J 3 Sanguinary Guard Sanguinor 8 6 4 4 2 6 4 10 2+ In, J (Ch) (Unique) Options: Wargear: • May include up to 3 additional sanguinary • Artificer Armor guard +45 pts per model • Glaive Encarmine • Any number of models may replace their • Death Mask angelus boltguns with an inferno pistol or a • Jump Pack plasma pistol +10 pts per model • Frag and Krak Grenades • Any sanguinary guard may replace his Sanguinary Guard glaive encarmine with a power • Angelus Boltgun fist +5 pts per model • A single sanguinary guard may carry the Special Rules: chapter banner +30 pts • Aura of Fervor • May upgrade a single sanguinary guard to • Avenging Angels the sanguinor +180 pts • Fearless Sanguinor • Eternal Warrior • Furious Charge • Honor or Death • The Sanguinor’s Blessing • Unyielding Will, Unyielding Steel Death Mask A model equipped with a death mask has the Fear special rule. Angelus Boltgun An Angelus Boltgun counts as an additional close combat weapon when used in an assault, even if used with a weapon with the two-handed special rule. Rng S AP Type 12” 4 4 Assault 2 Glaive Encarmine Rng S AP Type +1 2 Melee, Master-crafted, Two-handed Aura of Fervor While participating in an assault that includes one or more Sanguinary Guard or the Sanguinor, all friendly Blood Angels models, excluding models with this special rule, gain +1 Attack. Avenging Angels As soon as a unit containing a model with this special rule is deployed, the controlling player chooses one of their opponents HQ units. All models in the unit with this rule re-roll all failed To-Hit and To-Wound rolls against the chosen unit for the remainder of the battle. The Sanguinor’s Blessing After forces are deployed, but before any Scout moves are made, the controlling player chooses any one Sergeant model in their army. That model has +1 Wound and either +1 Weapon Skill or +1 Ballistic Skill for the remainder of the battle. Unyielding Will, Unyielding Steel The Sanguinor has a 4+ Invulnerable save. In close combat, this is improved to a 3+ Invulnerable save.
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Blood Angels Honor Guard Squad…………………………………….100 points A Blood Angels army may include one Blood Angels Honor Guard Squad for every Captain, Chaplain, or Librarian in the army as well as for any special characters which state that they may be accompanied by an Honor Guard. This unit does not count against the armies HQ allowance. WS BS S T W I A Ld Sv Unit Type Unit Composition Veteran 4 4 4 4 1 4 2 9 3+ In 5 Veterans Guard Champion 5 4 4 4 1 4 2 9 3+ In (Ch) Options: Wargear: • One Veteran may be upgraded to a priest • Power Armor with a narthecium +15 pts • Boltgun or Close Combat Weapon • One Veteran may be upgraded to a tech• Bolt Pistol adept, replacing his power armor and • Frag and Krak Grenades boltgun with artificer armor, a power weapon and an auspex +30 pts Special Rules: • One Veteran may be upgraded to a guard • And They Shall Know No Fear champion replacing his boltgun with a • Bolter Drill power weapon and a combat shield +15 pts • Red Thirst • One Veteran may carry the company Tech-adept standard +15 pts • Blessing of the Omnisiah • Any model in the squad may take any of the following: Dedicated Transport: - Purity seals +2 pts per model • The unit may select a Drop Pod, Rhino or a - Melta bombs +5 pts per model Razorback as a dedicated transport. • Any veteran may replace his boltgun and/or bolt pistol with one of the following: - Storm bolter +3 pts - Flamer +5 pts - Hand flamer, meltagun, combi-flamer, melta or -plasma or plasma pistol +10 pts - Plasmagun, power weapon, inferno pistol or storm shield +15 pts - A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts - Thunder hammer +30 pts • The entire unit may take jump packs +45 pts • The entire unit may be given a single veteran skill: Counter-attack, Furious Charge or Tank Hunters +3 pts per model
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Veteran Assault Squad…………………………………………………140 points A Veteran Assault Squad is an Elites choice in a Blood Angels army. WS BS S T W I A Ld Sv Unit Type Unit Composition Veteran 4 4 4 4 1 4 2 9 3+ In 4 Veterans Veteran Sergeant 4 4 4 4 1 4 2 9 3+ In (Ch) 1 Veteran Sergeant Options: Wargear: • May include up to five additional • Power Armor veterans +28 pts per model • Close Combat Weapon • Up to two veterans may replace their close • Bolt Pistol combat weapons with one of the following: • Frag and Krak Grenades - Flamer +5 pts per model • Jump Pack - Meltagun +10 pts per model - Plasmagun +15 pts per model Special Rules: • Any model may replace his close combat • And They Shall Know No Fear weapon and/or bolt pistol with one of the • Bolter Drill following: • Combat Squads - Hand flamer or plasma • Heroic Intervention pistol +10 pts per model • Red Thirst - Storm shield, inferno pistol or power weapon +15 pts per model Dedicated Transport: - A single lightning • The squad may remove its jump packs to claw +20 pts per model count as infantry. It may then have a Drop - A second lightning Pod or Rhino for free. Note that upgrades claw +10 pts per model must be bought as normal. - Power fist +25 pts per model - Thunder hammer +30 pts per model • Any model may take any of the following: - Purity seals +2 pts per model - Melta bombs +5 pts per model • The entire unit may be given a single veteran skill: Counter-attack, Furious Charge or Tank Hunters +3 pts per model
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Furioso Dreadnought…………………………………………………...125 points A Furioso Dreadnought is an Elites choice in a Blood Angels army. Armor WS BS S Front Side Rear I A HP Unit Type Unit Composition Furioso 5 4 6(10) 13 12 10 4 2 5 W 1 Furioso Venerable Furioso 6 5 6(10) 13 12 10 4 2 5 W (Ch) Options: Wargear: • May replace storm bolter with a heavy • Power Fist (with built-in storm bolter) flamer +10 pts • Power Fist (with built-in meltagun) • May replace both power fists (the built-in • Smoke Launchers weapons are retained) with lightning talons free Special Rules: • May replace a single power fist and the • Red Thirst built-in weapon with a frag cannon free Venerable Furioso • May take any of the following: • Hard to Kill - Searchlight +1 pt - Extra armor +15 pts Dedicated Transport: - Magna-grapple +15 pts • May select a Drop Pod as a dedicated • May select one of the following upgrades: transport. - Chaplain: gains the Litanies of Hate special rule +15 pts - Librarian: gains the Psyker special rule and becomes mastery level 1. May select two psychic powers from the Blood Angel Psychic power list +40 pts • A librarian dreadnought may replace one of its power fists and the built-in weapon with a force sword +10 pts • May be made venerable +40 pts • A venerable dreadnought may be given a single veteran skill: Counter-attack, Furious Charge or Tank Hunters +5 pts Lightning Talons Rng S AP Type User 3 Melee, Shred Any unsaved wounds inflicted by a model armed with lightning talons in close combat each generate one extra attack . These additional attacks cannot generate further attacks. Frag Cannon Rng S AP Template 6 -
Type Assault 2, Rending
Magna-grapple Rng S AP Type 12” 8 2 Heavy 1, Grapple* *If a weapon with this special rule hits a vehicle model and the target is not destroyed by the attack, the controlling player rolls a D6 and adds 8 to the score. If the result is lower than the target’s highest armor value, nothing happens. If the result is equal to or higher than the target’s highest armor value, move the vehicle 2D6” directly towards the firing model. The target does not change facing and will stop if it comes within 1” of difficult terrain, impassable terrain another vehicle, whether friendly or enemy or a unit locked in close combat. Treat any non-vehicle unit the target moves over as having been tank-shocked. Once the drag has been completed, the grapple is released. The target will be able to move normally in its next turn.
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Brother Corbulo………………………………………………………….95 points A single Apothecary model in a Blood Angels army may be replaced by Brother Corbulo at the listed cost. WS BS S T W I A Ld Sv Unit Type Unit Composition Corbulo 5 5 4 4 2 5 3 10 3+ In (Ch) Corbulo (Unique) Special Rules Wargear: • Bolter Drill • Power Armor • Independent Character • And They Shall Know No Fear • The Far Seeing Eye • Heaven’s Teeth • Red Thirst • The Red Grail • Bolt Pistol • Frag and Krak Grenades Heaven’s Teeth Heaven’s Teeth is a Master-crafted chainsword that benefits from the Rending special rule when used in close combat. The Red Grail The Red Grail grants all friendly Blood Angels units with a model within 6” of Corbulo the Furious Charge and Feel No Pain special rules. Additionally, Corbulo passes his Feel No Pain save on a roll of 2+, rather than 5+. The Far Seeing Eye Corbulo allows his controlling player a single re-roll once per game. This can be any roll they have made, such as for an armor save, a Leadership test, a To Hit roll, a scatter roll or even to Seize the Initiative. If Corbulo is slain before this re-roll is used, then it is lost.
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Flamestorm Predator…………………………………………………….85 points A Flamestorm Predator is a Fast Attack choice in a Blood Angels army. Armor BS Front Side Rear HP Unit Type Unit Composition Predator 4 13 11 10 4 Tk 1 Predator Options: Wargear: • May take side sponsons with: • Turret Mounted Flamestorm Cannon - Heavy Flamers +15 pts per model • Smoke Launchers - Heavy bolters +20 pts per model • Overcharged Engines • May take any of the following: - Searchlight +1 pts per model Special Rules: - Storm bolter +5 pts per model • Scout - Hunter-killer missile +10 pts per model - Dozer blade +5 pts per model - Extra armor +10 pts per model
Baal Predator……………………………………………………………..95 points A Baal Predator is a Heavy Support choice in a Blood Angels army. Armor BS Front Side Rear HP Unit Type Unit Composition Predator 4 13 11 10 4 Tk 1 Predator Wargear: Options: • Turret Mounted • May take side sponsons with: Twin-linked Assault Cannon - Heavy Flamers +15 pts per model - Heavy bolters +25 pts per model • Smoke Launchers • May take any of the following: • Overcharged Engines - Searchlight +1 pts per model - Storm bolter +5 pts per model - Hunter-killer missile +10 pts per model - Dozer blade +5 pts per model - Extra armor +10 pts per model
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-Playing An Iron Hands Army-________________________________________ Iron Hands Rules and Restrictions: • Unit Selection: An Iron Hands army may not include Honor Guard Squads, Chaplains, Masters of the Forge, Terminator Squads or Apothecaries. Chapter Masters may take Command Squads as if they were Captains. Dreadnoughts are a 0-1 choice in an Iron Hands army, this encompasses Dreadnoughts and Ironclad Pattern Siege Dreadnoughts. If a dreadnought of any kind is upgraded to a Venerable Dreadnought, it is an HQ choice. Any Veteran Sergeant not equipped with a Jump Pack or a Space Marine Bike may instead replace his power armor and any weapons and grenades he is armed with for Terminator armor, a storm bolter and a power weapon at +30 pts per model. He may then select from the following options: • Replace power weapon with: • Replace storm bolter with: - Lightning claw +5 pts - Combi-flamer, -melta or -plasma +5 pts - Power fist or storm shield +10 pts - Lightning claw +5 pts - Thunder hammer or chainfist +15 pts - Thunder hammer +20 pts • The Flesh is Weak: All Commanders, Command Squads, Librarians, Space Marine Veteran Squads and Veteran Sergeants have Bionics (6+) at no additional cost. All Techmarines in an Iron Hands army have Bionics (5+). All Tactical Squads, Scout Squads, Assault Squads, Space Marine Bike Squads, Scout Bike Squads, Attack Bike Squads and Devastator Squads may purchase Bionics (6+) for every model in the unit at +1 pt per model. All Independent Characters may improve their Bionics by one step (i.e. +6 becomes +5, +5 becomes +4) at the cost of +10 pts. This may be done up to twice per model, to a maximum of Bionics (4+). • Mechanical Reverence When an Iron Hands Dreadnought suffers any Destroyed result, leave the model in place as a wreck marker. While within 12” of a Dreadnought or a Dreadnought wreck marker, all friendly Iron Hands models gain the Fearless special rule. Models using the Blessing of the Omnisiah special rule in an Iron Hands army gain an additional +1 bonus on their repair roll. The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and body. Hail the Machine! -Paulian Blantar, Iron Father of the Kaargul Clan of the Iron Hands.
-Iron Hands Psychic Powers-__________________________________________ An Iron Hands Librarian selects his powers from the Space Marine Psychic powers list and may also select the power listed below. Machine Curse – 5 points – Warp Charge 1 This is a witchfire power with a range of 24” that only affects vehicles. If the Machine Curse hits, the target vehicle automatically suffers a single glancing hit.
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Iron Father………………………………………………………………145 points An Iron Father is an HQ choice in an Iron Hands army. He may be accompanied by a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Iron Father 6 5 4 4 2 4 3 10 2+ In (Ch) 1 Iron Father Servitor 3 3 3 3 1 3 1 8 4+ In Options: Wargear: • Upgrade servo-arm to servo• Servo-arm harness +25 pts Iron Father • Replace servo-arm and boltgun with a • Artificer Armor conversion beamer +30 pts • Power Weapon • Replace boltgun with: • Boltgun or Bolt Pistol - Storm bolter +3 pts • Bionics (5+) Combi-flamer, -melta or –plasma or • Refractor Field plasma pistol +10 pts • Frag and Krak Grenades • May replace his power weapon with a thunder hammer +30 pts Special Rules: • May take any of the following: Iron Father Servo-skull +3 pts • Blessing of the Omnisiah Melta bombs +5 pts • Bolter Drill Auspex +8 pts • Damage Control - Digital weapons +10 pts • Fearless - Space marine bike +35 pts • Independent Character • If a bike is not taken, the master of the forge • Mechanical Ministrations may include up to five servitors as a • Zealot retinue +15 pts per model Servitor • Up to two servitors may replace their servo• Mindlock arm with: - Heavy bolter or multi-melta free - Plasma Cannon +10 pts each Mechanical Ministrations All Feel No Pain saves granted by Bionics in a unit that contains one or more Iron Fathers are improved by 1 (i.e., 6+ becomes 5+, etc.) Refractor Field A Refractor Field confers a 5+ Invulnerable save.
So it was in the beginning; so ever it shall be. -Credo of the Iron Hands.
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Brother-Sergeant Antaro Cronus……………………………………….70 points Cronus counts as a Heavy Support choice in an Iron Hands army, though he does not take up a slot on the Force Organization chart. Cronus must be assigned to one Tank in the army. WS BS S T W I A Ld Sv Unit Type Unit Composition Cronus 4 5 4 4 1 4 2 9 3+ In (Ch) Cronus (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Bolter Drill • Bolt Pistol • Independent Character • Servo Arm • Tank Commander • Bionics (5+) • Frag and Krak Grenades Tank Commander Cronus is always bought as an upgrade and starts the game as commander of an Iron Hands tank. Cronus’ tank ignores any Crew Shaken or Crew Stunned results and can use his Ballistic Skill of 5. If the Tank suffers a Wrecked or Explodes result, roll a D6. On a 1 or 2, Cronus is slain. If the result is 3 or more, Cronus leaps clear at the last second – when the damage has been resolved, place him within 2” of the vehicle’s position. If Cronus’ vehicle has been destroyed he has the above profile, wargear and special rules for the remainder of the game. He may not take command of a different tank.
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-Playing An Ultramarines Army-______________________________________ Ultramarines Army Rules and Restrictions: • Unit Selection An Ultramarines army may not include a Chapter Master, but may otherwise select from all units listed in the Space Marine Army List as well as from the Ultramarines Special Characters and units listed below. If any models in a Terminator unit replace their storm bolters and power fists with lightning claws, then all models in the unit must do so, though they can upgrade the lightning claws normally. Such a squad cannot then take a cyclone missile launcher. • Honor Guard If one or more units of Honor Guard are taken in an Ultramarines army, then one of those units must include a Chapter Ancient and a Chapter Champion. However, if an Ultramarines army does not include any units of Honor Guard, then each Command Squad, Veteran Squad and Tactical Squad in the army may upgrade a single one of its basic troopers to an Honor Guard as detailed in the Honor Guard unit entry at the cost of +15 points (+20 points for Tactical Marines.) Units which include an Honor Guard may not take jump packs or space marine bikes. Honor Guard taken in this way may not purchase any unit options. • Strict Codex Adherence Terminator, Veteran, Scout, Tactical, Assault and Devastator squads must begin the game consisting of either five or ten models only.
Damnation starts with little steps, by arrogantly thinking that you are wiser than our great forbears, by tinkering with truth, by compromising, by departing from the straight and narrow path of the Emperor’s light. -Marneus Calgar, Chapter Master of the Ultramarines.
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Chapter Master Marneus Calgar……………………………………...200 points Marneus Calgar is an HQ choice in an Ultramarines army. If Calgar is taken, he may be accompanied by up to three units of Honor Guard, rather than the normal one allowed for taking a Chapter Maste4. These units do not count against the armies HQ allowance. WS BS S T W I A Ld Sv Unit Type Unit Composition Calgar 7 6 4 4 4 5 4 10 2+ In (Ch) Calgar (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Artificer Armor • Bolter Drill • Gauntlets of Ultramar • Combat Tactics • Adamantine Mantle • Independent Character • Bionics (5+) • Pure of Heart • Power Field Generator • Rites of Battle • Orbital Strike Relay • Strong of Body Options: • May replace his artificer armor with the Armor of Antilochus +10 pts Pure of Heart Calgar and any unit he has joined may choose to pass or fail any Morale check they are called upon to make. Strong of Body Calgar may re-roll all failed To-Wound rolls, whether in shooting or assault. Gauntlets of Ultramar The Gauntlets of Ultramar are a matched pair of power fists. They also contain a pair of integrated bolters, which function as a single storm bolter for all intents and purposes. Armor of Antilochus This is a suit of Terminator armor which includes a teleport homer.
Marneus Augustus Calgar is the renowned master of the Ultramarines, and his countless exploits while defeating the enemies of the Emperor (may his divine light always guide us) have earned him no small measure of fame throughout the Imperium. In particular, his stubborn defence and ultimate crushing defeat of the Tyranids during the 1st Tyrannic War has become the stuff of legend amongst the more vulgar elements of the population on those planets that owe allegiance to the Ultramarines. But fame and glory ever begets jealousy and spite, and these heroic tales, fuelled by Marneus' fierce (some might say intractable) pride, has earned him and his brethren many high-ranking enemies. While I can find no direct evidence, it seems probable that these enemies engineered the now infamous Court of Inquiry into Marneus' actions during the suppression of the uprising on Colony Beta//54, where Marneus was quite rightly exonerated of all charges, if his excellency will allow me to put forward my own, very humble, opinion. Recent reports that Marneus was slain during the defence of Ichar IV appear to be based upon nothing but base rumour and tawdry gossip, and all the reliable evidence I have found indicates the he continues to lead the Ultramarines to this day. - 'Leaders Of The Adeptus Astartes', A Most Secret Report, Compiled For His Most Supreme Excellency The Paternoval Envoy By His Humble Servant Master Maximus Pliny.
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Chief Librarian Varro Tigurius……………………………………….210 points Tigurius is an HQ choice in an Ultramarines army. Tigurius counts as a Librarian for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Tigurius 5 5 4 4 3 5 3 10 3+ In (Ch) Tigurius (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Bolter Drill • Rod of Tigurius • Combat Tactics • Bolt Pistol • Gift of Prescience • Hood of Hellfire • Independent Character • Frag and Krak Grenades • Psyker (Mastery Level 3) Psychic Powers: • Tigurius may select any two psychic powers from the Space Marine Psychic Powers list. These chosen are selected after deployment and have no additional cost. Gift of Prescience After deployment, but before any Scout moves are made, an Ultramarines army that includes Tigurius may redeploy a single unit up to 3D6” from its current position, or may instead redeploy 3 units up to D6” from their current position. These redeployments cannot take a unit out of its deployment zone. Hood of Hellfire The Hood of Hellfire is a psychic hood. In addition, it doubles the range of any psychic powers used by Tigurius. Rod of Tigurius The Rod of Tigurius is a master-crafted force stave.
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Chaplain Ortan Cassius………………………………………………...175 points Chaplain Cassius is an HQ choice in an Ultramarines army. Cassius counts as a Chaplain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Cassius 6 5 4 5 3 5 3 10 3+ In (Ch) Cassius (Unique) Special Rules: Wargear: • Bolter Drill • Power Armor • Combat Tactics • Bolter Drill • Counter-attack • Power Maul • Fearless • Infernus • Independent Character • Bolt Pistol • Litanies of Hate • Power Field Generator • Monster Hunter • Bionics (5+) • Preferred Enemy (Tyranids) • Frag and Krak Grenades
Infernus Infernus is a master-crafted combi-flamer equipped with hellfire rounds.
The blasphemy of the Tyranids is such that only one solution is acceptable. extermination. - Chaplain Ortan Cassius, Ultramarines Master of Sanctity.
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Scout Sergeant Telion……………………………………………………50 points One Scout Squad in an Ultramarines army may replace its Scout Sergeant with Scout Sergeant Telion. WS BS S T W I A Ld Sv Unit Type Telion 4 6 4 4 1 4 2 9 4+ In (Ch) Special Rules: Wargear: • And They Shall Know No Fear • Scout Armor • Bolter Drill • Stalker Pattern Boltgun • Combat Tactics • Bolt Pistol • Eye of Vengeance • Frag and Krak Grenades • Infiltrate • Move Through Cover • Pathfinder • Scout • Stealth • Voice of Experience Eye of Vengeance All Wounds inflicted by Telion are Precision Shots. Voice of Experience If Telion does not make a shooting attack, one friendly model in his squad may use his Ballistic Skill of 6. The controlling player must declare they are using this ability before either Telion or any model in his unit fire any shots. Stalker Pattern Boltgun Rng S AP Type 36” 4 5 Heavy 2, Rending, Pinning
Forget all your preconceptions of war, of battle-lines clashing in the churned ground. Your mission is to attack before the foe even realises that the war has begun, to strike hard at those vital weaknesses that all armies possess, but that no commander will admit to. Under my tutelage you will learn how to seek out such fragilities and smite them with every weapon at your disposal. Master these duties and I will have nothing more to teach, and you will truly be a Space Marine. -Sergeant Torias Telion, Ultramarines 10th Company.
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Tyrannic War Veterans………………………………………………...120 points Tyrannic War Veterans are an Elites choice in an Ultramarines army. WS BS S T W I A Ld Sv Unit Type Unit Composition Veteran 4 4 4 4 1 4 2 9 3+ In 4 Veterans Veteran Sergeant 4 4 4 4 1 4 2 9 3+ In (Ch) 1 Veteran Sergeant Dedicated Transport: Wargear: • The unit may select a Rhino, Razorback • Power Armor or a Drop Pod as a dedicated transport. • Boltgun • Bolt Pistol Options: • Close Combat Weapon • May include up to five additional • Frag and Krak Grenades veterans +24 pts per model Sergeant • For every five models in the squad, a • Auspex single veteran may replace their boltgun with one of the following: Special Rules: - Flamer +5 pts per model • And They Shall Know No Fear Meltagun +10 pts per model • Bolter Drill • A single veteran may replace their • Combat Squads boltgun with a heavy bolter with a fire • Combat Tactics selector and hellfire shells +10 pts • Counter-attack • Every model in the unit armed with a • Monster Hunter boltgun may be given hellfire • Preferred Enemy (Tyranids) rounds +3 pts per model • Any model may take any of the following: - Purity seals +2 pts per model - Melta bombs +5 pts per model • The sergeant may replace his boltgun and/or bolt pistol with one of the following: - Plasma pistol or Combi-flamer, -melta or -plasma +10 pts - Power weapon +15 pts - A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts - Thunder hammer or relic blade +30 pts
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-Playing A Salamanders Army-________________________________________ Salamanders Army Rules and Restrictions: • Unit Selection A Salamanders army may not include a Chapter Master but may otherwise select from all units listed in the Space Marine Army List as well as from the Salamanders Special Characters listed below. All Fast Attack options with the exception of the Storm Talon are 0-1 choices in a Salamanders army. All Walkers and non-Vehicle models in a Salamanders army with the exception of Servitors have the Sons of Vulkan special rule. All Thunder Hammers in a Salamanders army have the Master-crafted special rule. Any Flamer, Heavy Flamer, Combi-flamer, Meltagun, Multi-melta, or Combi-melta in a Salamanders army may be given the Master-crafted special rule at +3 pts per weapon. Any Space Marine Devastator in a Salamanders army may replace their Heavy Bolter with a Flamer at no extra cost or their Multi-melta with a Meltagun or Heavy Flamer at no extra cost. • Never Despair When playing as a Salamanders army, when rolling for Random Game Length the controlling player may force the game to continue one extra turn if the game ends. This may only be done if the dice roll results in the game ending, not if the game continues for another turn. This may be done on either Turn 5 or Turn 6, but once it is used, the game automatically ends at the end of the next turn. • Sons of Vulkan Models with this special rule suffer a -1 penalty to their Initiative score when making a Sweeping Advance, whether on the winning or losing side of the combat. Additionally, when a model with this special rule Runs or Consolidates, instead roll 2D6 and pick the lowest for the distance moved in inches. Any models with the Independent Character special rule may give any of their weapons the Master-crafted special rule at +5 pts per weapon. All other Character models may give any of their weapons the Master-crafted special rule at +3 pts per weapon. Any Independent Character, Command Squad Veteran, Apothecary, Company Champion or Veteran Sergeant, may replace their Power Armor with Artificer Armor at +15 pts per model.
-Salamanders Psychic Powers-________________________________________ Salamanders Librarians may select from the following powers: Avenger, Emperor’s Fury, Might of the Ancients, Smite, Might of Heroes, Veil of Time or Vortex of Doom. They may also select the following power. Fury of the Salamander – 12 points – Warp Charge 1 This is a Beam power with a range of 3D6” with Strength 5 and AP4. After determining the number of models hit by this attack, roll Wounds for each model individually, working outwards from the psyker. Any time that a model is killed by this power, the Strength of the power is reset to Strength 5 if it had been reduced by the effects of the Beam special rule. This happens each time a model is killed. Any units which suffer a hit from this power must immediately take a Morale check after resolving wounds.
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Into the fires of battle! Unto the anvil of war!
-Battle-cry of the Salamanders. 83
Chapter Master Tu’Shan………………………………………………220 points Chapter Master Tu’shan is an HQ choice in a Salamanders army. Tu’Shan counts as a Chapter Master for the purposes of taking a Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Tu’shan 7 6 4 4 3 5 3 10 2+ In (Ch) Tu’shan (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Terminator Armor • Bolter Drill • Deathfire • Combat Tactics • The Regent Sword • Independent Character • Prometheus • Rites of Battle • Master-crafted Bolt Pistol • Sons of Vulkan • Firedrake Mantle • Power Field Generator If Tu’shan is accompanied by an Honor Guard • Frag and Krak Grenades Squad, that unit MUST be equipped with Terminator Armor. One model in the unit may be upgraded to a Character with a Narthecium at +15 points. Deathfire Deathfire is a Master-crafted Thunder Hammer that strikes at Strength 10. The Regent Sword The Regent Sword is a Master-crafted Relic Blade. Prometheus Rng S AP Type Template 6 4 Assault 1, Soulblaze Additionally, it may instead be fired once per game with the profile of a meltagun in the exact same manner as a combi-melta. Firedrake Mantle The Firedrake Mantle is an Adamantine Mantle. In addition, it grants Tu’shan the Feel No Pain special rule against Wounds caused by weapons with the Soulblaze special rule, weapons with the Melta special rule and weapons listed under the Flamer Weapons heading on page 56 of the Warhammer 40,000 rulebook.
Chaplain Xavier………………………………………………………...150 points Chaplain Xavier is an HQ choice in a Salamanders army. Xavier counts as a Chaplain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Xavier 5 5 4 4 2 5 3 10 2+ In (Ch) Xavier (Unique) Special Rules: Wargear: • Bolter Drill • Artificer Armor • Fearless • Bolt Pistol • Independent Character • Master-crafted Power Maul • Sons of Vulkan • Power Field Generator • Zealot • Vulkan’s Sigil • Frag and Krak Grenades Vulkan’s Sigil Vulkan’s Sigil is a Holy Relic, however it has a range of 24” rather than the normal 12”. This does not count as the one Holy Relic that may be carried by a Chaplain in an army.
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Forgefather He’stan…………………………………………………….180 points Forgefather He’stan is an HQ choice in a Salamanders army. He counts as a Captain for the purposes of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition He’stan 6 5 4 4 3 5 3 10 2+ In (Ch) He’stan (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Artificer Armor • Bolter Drill • The Spear of Vulkan • Combat Tactics • Master-crafted Heavy Flamer • Independent Character • Bolt Pistol • Rites of Battle • Digital Weapons • Sons of Vulkan • Kesare’s Mantle • Frag and Krak Grenades The Spear of Vulkan Rng S AP Type +2 3 Melee, Armorbane, Master-crafted, Two-handed Kesare’s Mantle Kesare’s Mantle confers a 3+ Invulnerable save.
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-Playing A Raven Guard Army-_______________________________________ Raven Guard Army Rules and Restrictions: • Unit Selection A Raven Guard army may not include more Heavy Support choices then it does Fast Attack choices. There may be no more than one Predator per squadron in a Raven Guard army. Land Raiders may not be selected as Dedicated Transports in a Raven Guard army. • Strike From the Shadows All non-vehicle models in a Raven Guard army that are not mounted on Space Marine Bikes or armed with Terminator Armor count as having the Stealth special rule on the first game turn. Additionally, any of the above models that can also purchase veteran skills may instead take the Infiltrate special rule on every model in the unit at +3 pts per model. • Surgical Strike All units equipped with jump packs in a Raven Guard army only scatter D6” when entering play through Deep Strike, rather than the normal 2D6”. • Rapid Reaction If a Raven Guard army has one or more units of Scouts on the table at the beginning of their turn, the controlling player may add +1 to any reserve rolls made that turn. • Bitter All models in a Raven Guard army with the exception of servitors have the Hatred special rule against any models that are a part of an Iron Warriors, Emperor’s Children, World Eaters or Death Guard Chaos Space Marine army.
From the darkness we strike, fast and lethal, and by the time our foes can react... darkness there and nothing more. -Kayvaan Shrike, Shadow Captain of the Raven Guard 3rd Company.
-Raven Guard Psychic Powers-________________________________________ Raven Guard Librarians may select from the following powers: The Avenger, Might of the Ancients, Quickening, Might of Heroes, Veil of Time and Vortex of Doom. They may also select from the following powers. Fear of the Darkness – 8 points – Warp Charge 1 This is a witchfire power that hits automatically an enemy unit within 24”. That unit must immediately take a Morale test with a -2 penalty to their Leadership. All normal modifiers and/or exceptions apply (e.g. units that never fall back are immune to this power). Obfuscate – 10 points – Warp Charge 1 This is a Blessing that targets one friendly unit within 12” of the psyker. While in effect, the target unit gains the Shrouded special rule.
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Shadow Captain Kayvaan Shrike……………………………………...175 points Shadow Captain Shrike is an HQ choice in a Raven Guard army. He counts as a Captain for the purpose of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Shrike 6 5 4 4 3 5 3+1 10 3+ In, J (Ch) Shrike (Unique) Special Rules: Wargear: • And They Shall Know No Fear • Power Armor • Combat Tactics • The Raven’s Talons • Independent Character • Power Field Generator • Jump Pack • Infiltrate • Rites of Battle • Frag and Krak Grenades • See, But Remain Unseen • Stealth See, But Remain Unseen On the first turn of the game, Shrike counts as having the Shrouded special rule. During deployment, he may only be attached to units equipped with jump packs, though from that point on he may leave and join squads normally. The Raven’s Talons Rng S AP Type User 3 Melee, Master-crafted, Rending
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-Playing A Black Templars Army-_____________________________________ Black Templars Army Rules and Restrictions: • Unit Selection: A Black Templars army may not include Chapter Masters, Librarians, Tactical Squads, Scout Squads, Scout Bike Squads, Land Speeder Storms or Devastator Squads but may otherwise select from all units listed in the Space Marine Army List as well as from the Black Templars Special Characters and units listed below. All Walkers and all other non-vehicle models in a Black Templars army gain the Righteous Zeal and Vows special rules. All Independent Characters gain Crusader Seals at no extra cost. Any non-vehicle unit may be equipped with Crusader Seals at +2 pts per model. Any Walker may be equipped with Crusader Seals at +5 pts per model. • Abhor the Witch: A Black Templars army may not include models with the Psyker special rule. Any allied units which contain a model with the Psyker special rule are counted as Desperate Allies, regardless of the Ally rating of the rest of the allied detachment, unless the Ally rating would normally be worse. • Kill Them All!: If a non-vehicle Black Templar unit wishes to shoot at an enemy unit that is not the closest enemy unit in their line of sight, they must pass a Leadership test. If the test is passed, they may shoot any target following the normal shooting restrictions. If the test is failed, they must shoot the nearest enemy unit in line of sight. If there are multiple units an equal distance away, the Black Templars’ controlling player may choose which is targeted. If none of the weapons in the squad are capable of damaging the nearest unit, the controlling player may target the next closest enemy unit instead. • Righteous Zeal: If an Infantry unit with this special rule which is not Pinned or Falling Back suffers a casualty from enemy shooting, they must take a Morale test. If the test is passed, the unit must immediately make a consolidation move towards the nearest visible enemy unit. If the test is failed, the unit Falls Back. If any unit with this special rule is called upon to take a Morale test, if the test is passed, the unit must immediately make a consolidation move towards the nearest visible enemy unit. If the test is failed, the unit Falls Back. Units with this special rule that are led by a Chaplain may make these moves towards any enemy unit within line of sight, not just the nearest enemy unit. Units led by a Chaplain may also choose to not move the full distance when making a consolidation move due to this special rule, and may even choose not to move at all. When locked in close combat, a unit with this special rule is Fearless. • Crusader Seals A model with Crusader Seals has the Crusader special rule.
“No Fear! No Pity! NO REMORSE!”
-War Cry of the Black Templars. 88
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Emperor’s Champion…………………………………………………..120 points A Black Templars army of 750 points or more MUST include an Emperor’s Champion. He counts as an HQ unit, but does not take up a Force Organization slot. In armies below 750 points, an Emperor’s Champion may still be taken, but he takes up an HQ slot. WS BS S T W I A Ld Sv Unit Type Unit Composition Emperor’s Champion 6 4 4 4 2 5 3 9 2+ In (Ch) Emperor’s Champion (Unique) Wargear: Special Rules: • The Armor of Faith • And They Shall Know No Fear • The Black Sword • Bolter Drill • Bolt Pistol • Independent Character • Purity Seal • Righteous Zeal • Crusader Seals • Slayer of Champions • Vows • Frag and Krak Grenades Slayer of Champions An Emperor’s Champion must always issue or accept a challenge whenever possible, unless another friendly model in the same combat does so first. The Armor of Faith The Armor of Faith confers a 2+ Armor save and a 4+ Invulnerable save. The Black Sword Rng S AP Type +1 3 Melee, Master-crafted +2 2 Melee, Master-crafted, Two-handed, Unwieldy
Vows: If a Black Templars army includes an Emperor’s Champion, they must select one of the following Vows at no additional cost. All models with the Vows special rule also gain the selected Vow. • Abhor the Witch, Destroy the Witch Models with this Vow gain the Adamantium Will special rule and also have the Preferred Enemy (Psykers) special rule. • Accept Any Challenge, No Matter the Odds Models with this Vow have the Preferred Enemy special rule against all enemy models while in close combat. If the opponent does not issue a Challenge in close combat, a Black Templars unit containing one or more models with this Vow must issue a Challenge if at all possible. All models with this Vow gain the Rending special rule while participating in a Challenge. • Suffer Not the Unclean to Live All models with this Vow gain the Furious Charge special rule. Additionally, models with this Vow must attempt to charge an enemy unit if they are within 6” at the start of the Assault phase. If multiple enemy units are in range, the Black Templars’ controlling player may choose which is charged. • Uphold the Honor of the Emperor Models with this Vow may never benefit from Cover or the Stealth special rule, but gain the Shrouded special rule.
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Crusader Squad…………………………………………………………..70 points A Crusader Squad is a Troops choice in a Black Templars army. WS BS S T W I A Ld Sv Unit Type Unit Composition Initiate 4 4 4 4 1 4 1 8 3+ In 5 Initiates Neophyte 3 3 4 4 1 4 1 7 4+ In Sword Brother 4 4 4 4 1 4 2 9 3+ In (Ch) Options: Wargear: • May include up to five additional • Close Combat Weapon initiates +15 pts per model • Bolt Pistol • May include up ten Initiate and Sword Brother neophytes +12 pts per model* • Power Armor • Any initiate may replace their close combat Neophyte weapon with a boltgun free • Scout Armor • Any neophyte may replace their close combat weapon with a shotgun free Special Rules: • Any neophyte may be given the bolter drill • And They Shall Know No Fear special rule +1 pt per model • Righteous Zeal • One initiate may replace their close combat • Vows weapon with one of the following: Initiate and Sword Brother - Flamer +5 pts • Bolter Drill - Meltagun +10 pts - Plasmagun +15 pts Dedicated Transport: • One initiate may replace their close combat • May select a Razorback, Rhino, Crusader weapon with one of the following: Pattern Land Raider or Drop Pod as a - Heavy bolter or missile launcher with dedicated transport frag and krak missiles +5 pts - Multi-melta or plasma cannon +10 pts - Lascannon +15 pts • May upgrade a single initiate to a sword brother +10 pts • The sword brother may replace his close combat weapon and/or bolt pistol with one of the following: - Plasma pistol +10 pts - Storm shield or power weapon +15 pts - A single lightning claw +20 pts - A second lightning claw +10 pts - Power fist +25 pts - Relic Blade +30 pts • The sword brother may be given any of the following: - Purity seals +2 pts - Melta bombs +5 pts • The entire squad may be given frag and krak grenades +1 pt per model • The entire squad may be given crusader seals +2 pts per model *A Crusader Squad may not contain more Neophytes then it does Initiates and Sword Brothers. Your honour is your life. Let none dispute it. -Captain Navarre of the Black Templars.
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High Marshal Helbrecht………………………………………………..190 points High Marshal Helbrecht is an HQ choice in a Black Templars army. He counts as a Chapter Master for the purpose of taking an Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Helbrecht 7 6 4 4 4 5 4 10 2+ In (Ch) Helbrecht (Unique) Wargear: Special Rules: • Artificer Armor • And They Shall Know No Fear • Sword of the High Marshals • Bolter Drill • Master-crafted Combi-melta • Eternal Crusade • Power Field Generator • Independent Character • Bionics (6+) • Righteous Zeal • Rights of Battle • Crusader Seals • Frag and Krak Grenades • Vows Eternal Crusade Helbrecht has the Fleet special rule. Additionally, in an Assault phase in which Helbrecht declares a charge, all friendly models with the Righteous Zeal special rule within 12” of Helbrecht also benefit from the Fleet special rule. Sword of the High Marshals Rng S AP Type User 3 Melee, Master-crafted The Sword of the High Marshals grants Helbrecht +D3 Attacks when charging, rather than the normal +1 Attack.
The Emperor extends His will to us when we destroy the wicked and impure to reconquer the galaxy in His name. The Emperor leads the galaxy to righteousness, and thus we must petition for His judgement on the wicked... for it is judgement without mercy. -High Marshal Helbrecht of the Black Templars, addressing his warriors prior to the Cleansing of Gemenon Majoris
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Chaplain Grimaldus…………………………………………………….240 points Chaplain Grimaldus is an HQ choice in a Black Templars army. He counts as a Chaplain for the purpose of taking a Command Squad. WS BS S T W I A Ld Sv Unit Type Unit Composition Grimaldus 6 5 4 4 3 5 4 10 3+ In (Ch) Grimaldus (Unique) Cenobyte Servitor 3 3 4 4 1 3 1 8 4+ In 3 Cenobyte Servitors Wargear: Special Rules: Grimaldus Grimaldus • Power Armor • Fearless • Power Maul • Independent Character • Master-crafted Plasma Pistol • It Will Not Die • Power Field Generator • Litanies of Hate • Crusader Seals • Unmatched Zeal • Vows • Frag and Krak Grenades • Zealot Cenobyte Servitor • Blind Followers • Relics of Helsreach Blind Followers Grimaldus and any Cenobyte servitors count as a single model with the Independent Character special rule for the purpose of joining and being joined by friendly units. They otherwise operate as independent models. Relics of Helsreach A model with this special rule counts as being equipped with a Holy Relic. Only one model may make use of this special rule per turn. Unmatched Zeal Grimaldus has the Righteous Zeal special rule. All friendly models with the Righteous Zeal special rule within 6” of Grimaldus count as being joined by a Chaplain for the purpose of the Righteous Zeal special rule and count as having the Zealot special rule.
Let a wave of repugnance for the enemy wash over you. Let hatred fill you. Hate is good, for our goal is a Human galaxy. We are called by the Emperor with a sacred duty to conquer it in His name.
-Chaplain Grimaldus of the Black Templars, Hero of Helsreach, at the Sermon of Harnoth.
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-Playing A Crimson Fists Army-_______________________________________ Crimson Fists Army Rules and Restrictions: • Unit Selection: A Crimson Fists army may not include Chapter Masters but may otherwise select from all units listed in the Space Marine Army List as well as from the Crimson Fists Special Characters listed below. A Crimson Fists army may only include two each of Elites, Fast Attack and Heavy Support choices rather than the normal three of each. Terminator Squads may not purchase additional models. Space Marine Veteran Squads are a Troops choice in a Crimson Fists army. All models in a Crimson Fists army with the exception of servitors gain the Siege Masters special rule. • Hold the Line: All non-vehicle models in a Crimson Fists army that do not already have the Fearless special rule gain the Stubborn special rule. • Abhor the Xenos: All models in a Crimson Fist army have the Preferred enemy (Orks) special rule. • Siege Masters While fully within a Ruin or Fortification, non-vehicle models with this special rule have the Fearless special rule when not engaged in close combat. Models with this special rule only set off minefields on a roll of a 6. Non-vehicle models and Walkers with this special rule may re-roll their armor penetration roll when attacking fortifications.
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Chapter Master Pedro Kantor…………………………………………155 points Pedro Kantor is an HQ choice in a Crimson Fists army. He counts as a Chapter Master for the purpose of taking an Honor Guard. WS BS S T W I A Ld Sv Unit Type Unit Composition Pedro Kantor 6 5 4 4 3 5 3 10 3+ In (Ch) Pedro Kantor (Unique) Wargear: Special Rules: • Power Armor • And They Shall Know No Fear • Power Fist • Bolter Drill • Dorn’s Arrow • Combat Tactics • Power Field Generator • Hatred (Orks) • Independent Character • Frag and Krak Grenades • Inspiring Presence Inspiring Presence • Preferred Enemy (Orks) All friendly Crimson Fists models within 12” of • Rites of Battle Pedro Kantor gain +1 Attack. • Siege Masters • Stubborn Dorn’s Arrow Rng S AP Type 24” 4 4 Assault 4 Dorn’s Arrow counts as a storm bolter for the purpose of the Bolter Drill special rule. The final destination on my Warrior Pilgrimage to Rynn's World was my voyage to the Jadeberry Hill Necropolis. Upon that blasted knoll are to be found hundreds of handcarved headstones, each one a memorial to a fellow battle brother of the Crimson Fists. Each stone is engraved with the battle honours of a hero whose mortal remains will never be recovered, his sacrifice an example to us all. I lingered at that bleak place for a day and a night, meditating upon the foes I had defeated and the terrible battles I had fought to return here and atone for my weakness. Come the morn, I was struck by a revelation. Though many of them had died here, my brethren had prevailed in the face of adversity. I would strive to emulate their example and prove myself worthy of the trust placed in me by my Chapter. -Preface to Chapter V, 'Warrior Pilgrimages of the Angels of Death'.
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