LEGIONES ASTARTES 8th Ed. COMPILATION The following document provides an initial look at the Legiones Astartes and attempts to bring them into line with the 8th Edition of the Warhammer 40,000 rules.
VERSION 1.0 - JUNE 2017 1
CONTENTS Foreword & Disclaimer ....................................................................... 3 Legiones Astartes Army List .............................................................. 4 Rites of War ............................................................................................. 6
Point Cost Lists ....................................................................................... 9 Wargear Lists ........................................................................................ 12
Hq Legion Praetor ...................................................................................... 13 Legion Command Squad ................................................................... 14 Legion Centurion ................................................................................ 15
Legion Consuls .................................................................................... 16 Damocles Command Rhino ............................................................. 18
Elites Legion Terminator Squad .................................................................. 19 Legion Veteran Tactical Squad ......................................................... 20 Legion Techmarine Covenant ......................................................... 21
Contemptor Dreadnought Talon .................................................... 25 Contemptor-Mortis Dreadnought ................................................. 26 Contemptor-Cortus Dreadnought Talon ...................................... 27
Legion Servo-automata ...................................................................... 22 Legion Dreadnought Talon ............................................................... 23 Legion Mortis Dreadnought ............................................................ 24
Legion Rapier Weapons Battery ..................................................... 28 Legion Destroyer Squad .................................................................... 29 Apothecarion Detachment ............................................................... 30
Troops Legion Tactical Squad ......................................................................... 31 Legion Assault Squad ......................................................................... 32 Legion Breacher Siege Squad ........................................................... 33
Legion Tactical Support Squad ........................................................ 34 Legion Reconnaissance Squad ........................................................ 35
Fast Attack Legion Seeker Squad .......................................................................... 36 Legion Outrider Squad ...................................................................... 37 Legion Attack Bike Squadron .......................................................... 38 Legion Jetbike Sky Hunter Squadron ........................................... 39
Legion Land Speeder Squadron ...................................................... 40 Legion Javelin Attack Speeder Squadron ..................................... 41 Legion Tarantula Sentry Gun Battery ............................................ 42 Anvillus Pattern Dreadclaw Drop Pod .......................................... 43
Heavy Support Legion Deathstorm Drop Pod .......................................................... 44 Legion Heavy Support Squad .......................................................... 45 Legion Predator Strike Squadron ................................................... 46 Legion Land Raider Battle Squadron ............................................. 47
Sicaran Venator Tank Destroyer ...................................................... 52 Legion Sicaran Battle Tank ............................................................... 53 Leviathan Pattern Siege Dreadnought Talon .............................. 54 Deredeo Pattern Dreadnought ........................................................ 55
Achilles-Alpha Land Raider .............................................. 48 Legion ArtilleryPattern Tank Squadron ..................................................... 49 Legion Vindicator Siege Tank Squadron ...................................... 50 Legion Spartan Assault Tank ............................................................ 51
Legion Scorpius ............................................................ 56 Legion Whirlwind Malcador Assault Tank ........................................................ 57 Legion Jetbike Sky Slayer Support Squadron ............................. 58 Legion Kharybdis Assault Claw ...................................................... 59
Dedicated Transport Legion Rhino Armoured Carrier .................................................... 60 Legion Drop Pod .................................................................................. 61
Legion Dreadnought Drop Pod ....................................................... 62
Flyer Primaris-Lightning Strike Fighter ................................................. 63 Legion Storm Eagle Assault Gunship ........................................... 64 Xiphon Pattern Interceptor .............................................................. 65
Legion Fire Raptor Gunship ............................................................ 66 Legion Caestus Assault Ram ............................................................ 67
Lords of War Legion Cerberus Heavy Tank Destroyer ....................................... 68 Legion Typhon Heavy Siege Tank .................................................. 69 Legion Falchion Super-heavy Tank ................................................ 70 Legion Stormblade Super-heavy Tank .......................................... 71 Legion Fellblade Super-heavy Tank ............................................... 72
Legion Glaive Super-heavy Special Weapons Tank ................... 73 Legion Thunderhawk Transporter ................................................. 74 Legion Thunderhawk Gunship ....................................................... 75 Legion Mastodon Heavy Assault Transport ................................ 76 Sokar Pattern Stormbird .................................................................... 77
Fortifications
Imperial Primus Redoubt ................................................................. 78
Imperial Castellum Stronghold ...................................................... 79
Mechanicum Units Castellax Battle-automata Maniple ................................................ 80 Vorax Battle-automata Maniple ...................................................... 81
Thallax Cohort ..................................................................................... 82 Domitar Battle-automata Maniple ................................................. 83
Weapon Profiles Summary ............................................................... 84
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FOREWORD & DISCLAIMER Welcome to this compilation of rules, intended to allow people to use their Horus Heresy armies with the 40k 8th Edition ruleset. We’ve tried to keep the structure and arrangement of units and armies the same as they have been in previous versions of 30k, but using the new rules system. If rules for a unit exist in 8ed, we’ve used them unchanged. When porting over rules from 7ed, we’ve tried to use equivalent 8ed rules wherever possible, and only write completely new material where necessary. No copyright infringement is intended to any of the many, many GW trademarks we’ve liberally used in this document. We’re all huge fans of Warhammer 40k and 30k and the setting GW has created, and this is our attempt to help out the player base and provide a common structure for Heresy players who want to play 8ed, at least until an official supplement is released. We make no claim to ownership over anything included in this document. Lastly, this won’t work without people testing out the rules are reporting back on what does and doesn’t work via the forums. We’ll attempt to keep this document evolving based on what people say. To start, there were some difficult questions we’re not sure we’ve ‘solved’ in the correct way, and we’d appreciate feedback on the following:
•
•
• •
•
•
•
What should nuncio-voxes do? Both of their old rules were invalidated with the removal of Deep Strike scattering and Barrage. At the moment we’ve used a version of the Master of Ordnance rules from Astra Militarum. We’re aware that this might be too effective or too restrictive. 7ed Army Building or new Army Building? We’ve stuck with 7ed 30k army-building for the time being, only really editing the Battlefield Roles and certain syntax to make them compatible with 8ed - we figured that forcing people to rebuild their armies too much would be unpopular. An army is still required to be either L oyalist or Traitor, and each Detachment is still required to come from a single source. We’d love to know if this is the best solution, or if people would rather we used the 8ed system unedited. Do we need an allies chart? We haven’t bothered at the moment. What should Shattered Legions be? It would be quite easy to write the basic Shattered Legions rules by removing the requirement for detachments to be comprised of units with the same
and changing this to some sort of Character requirement. What should the disadvantages of this be? Stratagems? It’s a bit early to tell what GW intend the Stratagem system to become - we’ve seen people suggesting that we could give each Legion a few special stratagems, or we could use Stratagems to represent Rites of War (at the moment we’ve kept Rites of War pretty much the same as they used to be), or that certain units could grant the army more Stratagems. In some way we’d like to wait until Codexes start coming out to see what GW are planning with them, but if anyone has any preferences, let us know. ‘Experimental’ Datasheets: A number of the datasheets in this document have been noted as being This is to note those units which have less supporting information from the GW and FW Indexes. Some, most notably the Dreadclaw and Kharybdis, have been altered from the published datasheets in such a way as to make their points/power values less accurate. Others, including the Mechanicum units, have been written mostly from scratch in order to bring more esoteric units into 8ed. We believe that these units will fall within the realms of being balanced within the game, but not having access to vast playtesting resources we cannot guarantee this. As such they should be used at your own discretion and any feedback you have will be gratefully received. Rites of War:While we’ve done our best to bring the Rites system into 8ed in a form as close to what we had before we haven’t had a chance to test the balance of interactions between the new and old systems. Any feedback you have in this area will help us refine the system. This also ties into one of our earlier questions on army building. If 30K gaming is to move to the 8ed approach to army building what does this mean for Rites of War? Would they become unique detachments? Expansions to specific detachments that fit best with the style of that Rite? Would they simply be a selection of Stratagems that people can use for their legion to show preferred tactics? These are just some of the possibilities we considered before deciding that a direct port would be easiest in the short term, but community discussion on this and all the points above is what is really needed to move forward.
Compiled by Grifftofer and ArbitorIan with additional material by Mounty_Chris on the Heresy30k forums. With thanks to the HATE Club for suggestions and testing.
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KEYWORDS
Augury Scanner
In games set in the Age of Darkness, your army will either fight on the side of the loyalists or the traitors. When you build your army, pick which you wish it to be. If you pick loyalist, then all units with the keyword have this keyword changed to LOYALIST. If you pick traitor, then all units with the keyword have this keyword changed to TRAITOR.
Enemy units opting to deploy using abilities during the battle which allow them to deploy outside their normal deployment zone (such as via teleportation, grav-shute insertion etc.) may not do so within 10” of this model. Cognis-signum
At the start of the Shooting phase, you can choose one unit which is within 3” of a model with the cognis-signum. You can add 1 to hit rolls made for your chosen unit ’s weapons this phase.
All units in your army must have the same allegiance. Some unique characters or specific units can already have TRAITOR or LOYALIST printed on their datasheet, in which case they can only be taken in Cortex Controller This model gains the Cortex Controller keyword. Friendly Cybernetica armies with the matching allegiance. Cortex units within 6” do not need to target the nearest visible enemy unit in the Shooting or Charge phases. Blackshield Allegiance If your army represents a force of blackshields, change all keywords to BLACKSHIELD. In this case, the Additionally for each model with this item one Thallax Cohort, Castellax Battle-automata or Vorax Battle-automata unit can be taken keyword is also changed to BLACKSHIELD. as a Heavy Support choice. All Space Marines are drawn from one of the Legions. Some datasheets Nuncio-vox specify what Legion the unit is drawn from (e.g. Ezekyle Abaddon has You may re-roll any hit rolls of 1 made for friendly Basilisks, the SONS OF HORUS keyword, so is drawn from the Sons of Horus Medusas, Whirlwinds or Rapiers with Quad Launchers when they Legion). If a Legiones Astartes datasheet does not specify which target enemy units at least 36” away in the Shooting phase, if the Legion it is drawn from, it will have the keyword. When enemy unit is within sight of this model. you include such a unit in your army, you must nominate which Legion that unit is from. You then simply replace the Power of the Machne Spirit keyword in every instance on that unit’s datasheet with the name of This model does not suffer the penalty to hit rolls for moving and your chosen Legion. firing Heavy weapons. For example, if you were to include a Praetor in your army, and you Vexilla decided he was from the Iron Hands Legion, his Faction Add 1 to the Leadership of models in a unit with a vexilla. keyword is changed to IRON HANDS and his Rites of Battle ability would then say ‘You can re-roll hit rolls of 1 made for friendly IRON H ANDS units within 6” of this model.’ LIBRARIUS DISCIPLINE All units in your army must be from the same Legion. Unique characters or specific units already have their Legion printed on their datasheet, in which case they can only be taken in armies of that Legion.
Before the battle, generate the psychic powers for Psykers that can use powers from the Librarius discipline using the table below. You can either roll a D3 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
MASTER OF THE LEGION Only one unit with this keyword may be taken per 1,000 points. Having a unit with this keyword in a detachment allows the detachment to take a Rites of War.
LIBRARIUS DISCIPLINE D3 Roll Power Veil of Time
SUPPORT A unit with this keyword cannot be taken as a compulsory choice for the category of the Force Organisation chart that it is in.
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ABILITIES & WARGEAR Legiones Astartes
You can re-roll failed Morale tests for this unit. Units will also have additional special rules and abilities specific to their Legion.
Warp Charge 6 If manifested, select a LEGIONES ASTARTESunit within 18” of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the fight phase, even if they didn’t charge. If the enemy also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Might of Heroes Warp Charge 6
Artificer Armour
2
This model has a 2+ armour save.
A NOTE ON CHAINSWORDS This document makes exclusive reference to chainsword(s) throughout. However if a model is physically armed with a combat blade and its entry states it has a chainsword then it should be considered to have a chainsword for all purposes. This is because chainswords and combat blades function identically in the 8th edition rules and the terms are used interchangeably in the Horus Heresy books. I have simply omitted writing chainsword/combat blade every time in order to save space (and my sanity).
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4
If manifested, select a LEGIONES ASTARTESmodel within 12” of the psyker. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics. Null Zone Warp charge 8 If manifested, then until the start of your next Psychic phase, while they are within 6” of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.
ARMY SELECTION (Age of Darkness rules) Scoring units As per the 8th Edition Warhammer 40,000 rulebook. Force Orgs/Detachments An army in the Age of Darkness can be made of up to four detachments:
PRIMARY DETACHMENT
HQ Troops Elites Fast Attack Heavy Support Flyer Dedicated Transport
1-3 2-6 0-4 0-3 0-3 0-2 0-1 for each other choice
Your Army must include a Primary Detachment. +3 Command Points.
ALLIED DETACHMENT
HQ Troops Elites Fast Attack Heavy Support Flyer Dedicated Transport
1 1-2 0-1 0-1 0-1 0-1 0-1 for each other choice
Your Army may include one Allied Detachment. +1 Command Point.
ADDITIONAL LORDS OF WAR
LORD OF WAR DETACHMENT
The following vehicles may be taken as a Lord of Choice in a Legion Army: • Baneblade, Banehammer, Stormlord, Shadowsword, Stormsword • Macharius and variants
Pick one of the following options • War Machine Detachment : 1-2 LoW All choices in this detachment must use the same datasheet. No choice in this detachment may have more than 25 wounds, or more than 27 if it is a Knight. All choices must have all the same Faction keywords as your Primary Detachment, or be taken from the ‘Additional Lords of War’ list. • Sub-orbital Strike Wing : 1-3 Flyers All choices in this detachment must use the same datasheet, which may either be the Thunderbolt Heavy Fighter or the Crusade Avenger Strike Fighter. • Engine of Destruction : 1 LoW This LoW choice must have all the same Faction keywords as your Primary Detachment, or be taken from
(representing indigenous war machines)
•
Crassus and variants (representing indigenous war machines)
•
Marauder Bomber, Marauder Destroyer
When used in conjunction with this army list, these vehicles can be further modified by the following upgrades: • Space Marine Crew: This upgrade increases the vehicles Ballistic Skill
•
characteristic to 3+. the ‘Additional Lords of War’ list. Battle Servitor Control: A model Your Army may include one Lord of • The Primarch : 1 LoW This LoW choice must be the Primarch of the Legion with Battle Servitor Control War Detachment. taken as your Primary detachment. increases by one the Strength of -1 Command Point. any weapons that target a VEHICLE FORTIFICATION DETACHMENT unit. Your Army may include one Fortification Detachment.
Change the Faction Keywords on the unit’s datasheet to , LEGIONESASTARTES, .
+1 Command Point
5
RITES OF WAR If a detachment has access to Rites of War, then a single Rite of War may be chosen which changes the way the detachment is organised and grants special abilities.
ORBITAL ASSAULT • TERMINATORunits gain the Teleport Assault ability • Teleport Assault: During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can perform a teleport assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. • Legion Drop Pods and Legion Dreadnought Drop Pods can be taken as Dedicated Transport. • All units must be able to begin the game in reinforcements. If the unit cannot do this, or cannot be transported in a VEHICLE that can do this, they may not be included in the army. • Units in a detachment that takes this rite always deploys after all other deployment is finished. Half of the units in the army must stay as reinforcements at the start of the game. The other half are deployed to the tabletop, but using their normal reinforcements rules (usually anywhere on the board more than 9” away from the enemy). The half deployed to the tabletop may not charge in the first battle round. • You cannot take a Fortification detachment. ARMOURED SPEARHEAD • Land Raiders can be taken as Dedicated Transport (PHOBOS and PROTEUSvariants only). • VEHICLESget +1 to hit in the Fight phase. • You cannot take a Fortification detachment. • If at the end of the game all of your VEHICLE models have been slain; your opponent gains +D3 victory points. • All I NFANTRYmust be capable of being transported by a VEHICLE and must begin t he game embarked within a VEHICLE. ANGEL’S WRATH • Storm Eagles can be taken as Dedicated Transports. • Legion Assault Squads must be taken as compulsory Troops. • Flyers can re-roll 1s to hit when targeting units that don’t have the FLY keyword. • All units must have the FLY keyword, or be capable of being transported in a Vehicle with the FLY keyword. • You cannot take a Fortification detachment. • Hit & Run: Use this Stratagem at the beginning of the Movement phase. Any JUMP P ACK units that Fall Back this turn can Charge later in the turn. (3 CP) PRIDE OF THE LEGION • Legion Veteran Tactical Squads or Legion Terminator Squads can be taken as Troops. • Legion Veteran Tactical Squads or Legion Terminator Squads must be taken as compulsory Troops. • If at the end of the game all of your Legion Veteran Tactical Squads and Legion Terminator Squad have been slain; your opponent gains +D3 victory points. • You cannot take an Allied detachment. ARMOURED BREAKTHROUGH • Legion Predator Strike Squadrons can be taken as Troops choices and must be taken as compulsory Troops choices. Legion Predator Strike Squadrons taken as Troops may not replace their Predator Cannon. • The Master of Armour datasheet can be taken (see page 8). • Legion Sicarans can be taken as Elites. • All non- CHARACTER, INFANTRYunits must take a Dedicated Transport. Characters must be capable of fitting aboard a Transport. • You cannot take a Fortification detachment. • Must have more non-FLYing Vehicles than Vehicles with FLY. • Cannot take any models with the Immobile ability. • Lightning Charge: Use this Stratagem at the beginning of the Movement phase of your first turn. Any VEHICLES count their mounted weapons with the Heavy Type as having the Assault Type until the end of the turn. (2 CP) PRIMARCH’S CHOSEN • Legion Veteran Tactical Squads or Legion Terminator Squads must be taken as compulsory Troops. • The ’s PRIMARCHcan be taken as a HQ. • You cannot take a Lord of War detachment. BRETHREN OF IRON • Any TECHMARINEor FORGE LORD can take a Cortex Controller. (Must take at least 1 per 3 Battle-automata units) • Take Castellax Battle-automata as Troops; Vorax Battle-automata as Fast Attack and Domitar Battle-automata as Elites. • Detachment cannot have more C YBERNETICACORTEXunits than ASTARTESunits. • A FORGE LORD (or IRON FATHER/ WARSMITH) must be taken. • Only FORGE LORD and PRAEVIANCONSULScan be taken.
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FURY OF THE ANCIENTS • This detachment must include unit(s) with the FORGE LORD and PRIMARISMEDICAEkeywords. • Legion Dreadnought Talons and Contemptor Dreadnought Talons can be taken as Troops and must be taken as compulsory Troops. • You cannot take an Allied detachment or Fortification detachment. • Cannot attempt to Seize the Initiative. • If at the end of the game all of your DREADNOUGHTmodels have been slain; your opponent gains +D3 victory points. OUTCAST SONS •
• • •
CHARACTERSre-roll hit and wound rolls of 1 against LOYALIST LEGIONESASTARTES. Cannot take more Elites than Troops choices. Against a LOYALIST enemy before the first turn; 3 units can make a move as if it were the Movement phase. All models in this detachment must have the TRAITOR.
SKY HUNTER PHALANX • Legion Sky Hunter Squadrons can be taken as Troops and must be taken as compulsory Troops. • Legion Sky Hunter Squadrons can move off of the battlefield in the movement phase if all its models can reach a table edge. When this happens, the unit is placed in reinforcements and replaces it’s Sky Hunters ability with the Flanking Manoeuvres ability. A unit cannot use it’s Flanking Manoeuvres ability in the same turn that it moved off the board. • Flanking Manoeuvres: At the end of any of your Movement phases the unit can join the battle - set it up so that all models in the unit are within 7” of a battlefield edge of your choice and more than 9” from enemy models. • You cannot take an Allied detachment or Fortification detachment. • Any VEHICLE in this detachment must have the FLY keyword. • Any unit in this detachment without the JETBIKE keyword must be transported in a VEHICLE. ORPHANS OF BETRAYAL • CHARACTERSroll a D6 for each wound caused by TRAITORLEGIONES ASTARTES; on a 5+ the wound is ignored. • Cannot take more Heavy Support than Troops. • Against a TRAITOR enemy re-roll failed hit rolls during the first round of each close combat. • All models in this detachment must have the LOYALIST . DROP ASSAULT VANGUARD • Legion Assault Squads must be taken as compulsory Troops. • You cannot take an Allied detachment or Fortification detachment. • At least half of the Legion Assault Squads must be set up as reinforcements and use their Jump Pack Assault ability to deploy at the end of your first Movement phase. Enemy units shooting at these squads suffer -2 to hit the turn after they were deployed. LEGION RECON COMPANY • Legion Recon Squads lose the SUPPORTkeyword and must be taken as compulsory Troops. • An enemy unit who targets a Legion Recon Squad deployed in cover during the Shooting phase of their first turn suffer -1 to their hit rolls. • If the mission allows a player to Seize the Initiative to take the first turn, this army may seize the initiative on a 4+ rather than just a 6. SACRIFICIAL OFFERING • You must include an Allied detachment with the MILITIA faction keyword. All models in the Allied detachment must be set up on the battlefield at the start of the game. • All models in the Primary detachment gain the Flanking Manoeuvres ability and must start the game as reinforcements. • Flanking Manoeuvres: During deployment, you can set up this unit moving around the flanks instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that all models in the unit are within 7” of a battlefield edge of your choice and more than 9” from enemy models. • All models in the Allied detachment may re-roll Morale tests while in their own deployment zone.
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MASTER OF ARMOUR NAME
M
WS
14” 10” 8” 12” 6” 3”
Master of Armour (Legion Sicaran) Master of Armour (Legion Predator)
BS
S
*
POWER
T
2+ 3+ 4+ 2+ 3+ 4+
5+
5+
W
A L d
6
7
6
7
**
POINT S
Sv
7-14 3-6 1-22 7-12 3-6D 1-21
4 3
8
3+
3 3
8
3+
A Master of Armour is single model in either a Legion Sicaran or a Legion Predator. • A Master of Armour (Legion Sicaran) is armed with a heavy bolter and a twin accelerator autocannon. (15 Power rating, 175 Points) • A Master of Armour (Legion Predator) is armed with a predator autocannon. (12 Power Rating, 122 Points)
WEAPON
RANGE TYPE
C-beamcannon
72”
Executioner plasma cannon Flamestormcannon Heavy bolter
8” 36”
36”
Heavy1
S 6
Heavy 2D3 HeavyD6 Heavy 3
AP -3
D
7
-3
2
-2 -1
2 1
24”
HeavyD3
10
-4
D6
Predatorautocannon
48”
Heavy2D3
7
-1
3
Assault 8
7
-1
2
WARGEAR OPTIONS
ABILITIES
48”
This weapon automatically hits its target.
-
Magna-meltacannon Twin accelerator autocannon
moved. In addition, for each 24” between the bearer a nd the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
D3
6 5
ABILITIES This weapon may not be fired on any turn in which the model carrying it has
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Attacks made with this weapon suffer no penalty to its hit roll w hen targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
•
This model can replace its predator autocannon with a flamestorm cannon, executioner plasma cannon, C-beam cannon or magna-melta cannon. • This model can take items from the Vehicle Upgradeslist. • This model can take an item from each of the Pintle Weaponsand Sponson Weaponslists. Once per game, instead of shooting any weapons in the Shooting phase, this model can use Smoke its smokeLaunchers: launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes (Legion Sicaran): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds. Explodes (Legion Predator): If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, SICARAN BATTLETANK, TANK, MASTEROF THE LEGION
(Legion Sicaran)
KEYWORDS
VEHICLE, PREDATOR, RHINO, TANK, MASTEROF THE LEGION
(Legion Predator)
8
TROOPS
HQ MODELS PER UNIT
UNIT
POINTS PER MODEL*
Legion Tactical Squad
10-20
13
Legion Praetor
Legion Assault Squad
10-20
16
Legion Praetor on Bike
LegionBreacherSiegeSquad
10-20
13
LegionCenturiononJetbike
LegionTacticalSupportSquad
5-10
13
LegionPraetorwithJumpPack
LegionReconnaissanceSquad
5-10
13
DEDICATED TRANSPORT UNIT LegionRhinoArmouredCarrier Legion Drop Pod
PER
MODELS UNIT
POINTS PER MODEL*
1
70
1
LegionDreadnoughtDropPod
FAST ATTACK MODELS UNIT
UNIT
PER
POINTS PER MODEL *
Legion Seeker Squad
5-10
15
Legion Outrider Squad
3-10
31
LegionAttackBikeSquadron
1-3
45
LegionSkyHunterSquadron
3-10
40
1-5
80
LegionLandSpeederSquadron LegionJavelinAttackSpeederSquadron
1-3
1
126
LegionPraetorinTerminatorArmour
1
126
10
1-3
50
1
200
83 66
LegionCenturioninTerminatorArmour
1
LegionCenturioninCataphractiiArmour
1
105
LegionCenturioninTerminatorArmour Champion Consul
1 n/a
105 +11
Chaplain Consul
n/a
+10
Librarian Consul
n/a
+47
Vigilator Consul
n/a
+20
1
LegionHeavySupportSquad
5-10
13
1-3
102
LegionPredatorStrikeSquadron
160
Legion Land Raider Squadron - Proteus
239
LegionLandRaiderSquadron-Phobos
1-3
LegionLandRaiderSquadron-Achilles 1 1-3
90
LegionVindicatorSiegeTankSquadron
1-3
120
LegionSpartanAssault Tank
1
Legion Sicaran Battle Tank
1-3
DeredeoPatternDreadnought
1
135
Legion Whirlwind Scorpius
1
175
1
175
3-5
LegionKharybdisAssaultClaw
1
+10 +18
n/a
OF
40 300
MODELS UNIT
LegionCerberusHeavyTankDestroyer LegionTyphonHeavySiegeTank LegionFalchionSuper-heavyTank
1
3-5
49
LegionCommandSquadwithJumpPacks
3-5
25
LegionCommandSquadinTerminatorArmour
3-5
LegionCommandSquadinCataphractiiArmour
3-5
44
Damocles Command Rhino
1
120
MODELS UNIT
POINTS PER MODEL*
PER
5-10 5-10
31
LegionVeteranTacticalSquad
5-10
18
LegionTechmarineCovenant
1-3
2
LegionDreadnought Talon
1-3
70
Legion Mortis Dreadnought
1
75
ContemptorDreadnoughtTalon
1-3
98
1
106
1-3
88
1-3
20
**
13
Legion Destroyer Squad
5-10
14
LegionDestroyerSquadwithJumpPacks
5-10
17
1-3
45 70
LegionApothecarywithJumpPack
1-3
68
1
420 540 640
MECHANICUM UNITS
LegionThunderhawkTransporter
1
420
LegionThunderhawkGunship
1
650
UNIT
LegionMastodonHeavyAssaultTransport
1
734
CastellaxBattle-automataManiple
1
50
4
1-3
1
Sokar Pattern Stormbird
30
LegionTartarosTerminatorSquad
LegionApothecary onBike
LegionFellbladeSuper-heavyTank
1
26
5-10
640
LegionStormbladeSuper-heavyTank LegionGlaiveSuper-heavyTank
44
3-5
Legion Apothecary
520 1
42
LegionCommandSquadinTartarosArmour
Space Marine Crew
POINTS PER MODEL * 480
1
45
LegionCommandSquadonJetbikes
LegionRapierWeaponsBatteryCarrier
PER
21
3-5
Contemptor-MortisDreadnought
WAR
UNIT
+13
3-5
Contemptor-CortusDreadnoughtTalon
LORDS
+10
n/a
Legion Servo-automata
220
LegionJetbikeSkySlayerSupportSquadron
n/a
LegionCataphractiiTerminatorSquad
155
LeviathanPatternSiegeDreadnoughtTalon
LegionMalcadorAssaultTank
+15 +0
n/a
Legion TerminatorSquad
245
1
n/a n/a
Herald Consul
UNIT
320
1
+20 +10
ELITES
290
LegionArtillerySquadron
SicaranVenatorTankDestroyer
n/a n/a
239 270
Achilles-Alpha Pattern Land Raider
100
Praevian Consul Forge Lord Consul
POINTS PER MODEL *
LegionDeathstormDropPod
68
1
LegionCommandSquadonBikes
MODELS UNIT
45
LegionCenturionwithJumpPack
Legion Command Squad
PER
1 1 1
Primus Medicae Consul
HEAVY SUPPORT
122
LegionCenturiononJetbike
Master of Signals Consul
1-3
108 93
Delegatus Consul
Air defence Tarantula
UNIT
98
1 1
Siege Breaker Consul
Tarantula Sentry Gun
74
1
LegionPraetorinCataphractiiArmour
Moritat Consul
103
Anvillus Dreadclaw Drop Pod
1 1
LegionPraetorinTerminatorArmour
Legion Centurion on Bike
120
POINTS PER MODEL*
PER
Legion Centurion
103 1
MODELS UNIT
UNIT
651
Thallax Cohort
* Does not include wargear ** Each Rapier Weapons Battery Carrier must be accompanied by 2 Space Marine Crew
9
MODELS UNIT
PER
1-5
POINTS PER MODEL * 60
3-9
35
VoraxBattle-automataManiple
1-6
45
DomitarBattle-automataManiple
1-5
115
FLYER UNIT
MODELS PER UNIT
Primaris-LightningStrikeFighter LegionStormEagleAssaultGunship
95 210 80 250 220
1 1
Xiphon Pattern Interceptor
1
LegionFireRaptorGunship
1
LegionCaestusAssaultRam
1
POINTS PER WEAPON
WEAPON
POINTS PER MODEL*
Grav-flux bombard
50
Graviton cannon
50
Graviton gun
15
Graviton hammer
0
Grenade harness
8
flamer Hand
8
Havoc launcher
11
Heavy bolter
FORTIFICATION UNIT Imperial Primus Redoubt ImperialCastellanStronghold
Heavy chainsword
POINTS PER MODEL *
Heavy neutron laser battery
0
1
300
Heavy plasma cannon
30
1
550
POINTS PER WEAPON
WEAPON
60
Hellstrike launcher
48
Hunter-killer missile Hyperiosair-defencelauncher
6 30
Icarus lascannon
25
30
Icarus quad lascannon
Air-defence missiles
10
Irad-cleanser
Anvillus pattern autocannon battery
50
Kharybdis storm launcher
Arachnus heavy lascannon battery
75
Kheres assault cannon
Archaeotech Pistol
6
Krak grenades
Autocannon
20
Kraken Penetrator
Battle-automatapowerblades
35
Battlecannon
50
0 20
20 25
Lascutter
10 60
Laser volley cannon
63
Leviathan siege claw
55
Leviathan siege drill
65 50 9/13
30
Lightning gun
12
Magna-melta cannon
0 18
Chainfist Chainsword
22 0
-AdditionalChainsword(LegionTacticalSquadonly)
Medusa siege gun
2
Melta cutters
Combi-flamer
11
Meltagun
Combi-melta
19
Combi-plasma
15
Combi-volkite
5 0 17
Missilelauncher(frag&krakmissiles)
9
25
-Ignis-fragmissiles(replacefragmissiles) Rad missiles -
+5 +10
Multi-laser
8
Crushing tracks
45 45
bombs Melta
2
Combi-bolter Combi-grenade launcher
3 13
Medusa phosphex cannon
1
Charnabal sabre
70
Master-crafted boltgun Mauler bolt cannon
15
Multi-melta
0
27
Needle pistol
75
Darkfire cannon
30
Neutron beam laser
Deathstorm frag launcher
0
Paragon blade
Deathstorm krak launcher
0
Phased plasma-fusil
Demolisher cannon
40
Phosphex bomb
blade Dozer
0
Lascannon
Lightning claw
Castellumair-defencemissiles
Cyclonic melta lance
25
3
0
Breaching charge Caestus ram
17 0
Leviathan storm cannon
Bombardment C-beam cannon
80
Laser destroyer
0 0
Boltgun Bomb cluster
17
Hellstrike battery
Aiolos missile launcher
Blade struts
2
MODELS UNIT
Heavy flamer
PER
WEAPONS
pistol Bolt
10
2 0 21 16 8
Phosphex discharger
5
Dreadhammer siege cannon
0
Dreadnought chainfist
46
20
Photon thruster
23
Plasma blaster
17
Dreadnoughtclosecombatweapon
40
Plasma blastgun
0
Dual turbo-laser destructor
0
Plasma cannon
21
Earthshaker cannon Executioner plasma cannon
40 52
Plasma gun Plasma hellfire carronade
Fellblade accelerator cannon
0
Flamer
9
Flamestorm cannon axe Force Force lance
30
axe Power fist Power maul Power
14 14
Power sword
Force sword
12
Predator autocannon
0
gun Quad Quad heavy bolter
10
40
7 5 20
Power lance
16
maul Force grenades Frag
13
Plasma pistol
4 4 4 49 30 36
Quad lascannon
Incendiary shells Splinter - shells Phosphex canister shot
40
Artificer armour
+5
Battle servitor control
+25
Boarding shield
1
Reaper autocannon Reaper autocannon battery
2
Combat shield
4
42
Company banner
14
Cortex controller
10
11
Cognis-signum
40
15
Cyber-familiar
12
10
Digital lasers
Shock chargers Siege melta array Siege wrecker
2
18
Scorpius multi-launcher arm Servo
15 15
Cameleoline
6
Rotorcannon(bio-corrosiverounds)
35
Augury scanner
+5
Rotor cannon
10
Atomantic pavaise
+5
grenades Rad
POINTS PER ITEM
WARGEAR
80
Quad launcher (frag shells) Shatter - shells
OTHER WARGEAR
POINTS PER WEAPON
WEAPON
15
20
Enhanced targeting array
48
Explorator web Frag assault launchers
25 10
Ground tracking auguries
10
0
Skyreaper battery
42
20
Sniper rifle
4
Hardened armour
1
Space marine shotgun
0
Hyperios command platform
10
Special issue boltgun
3
Sunfury missile
Nuncio-vox 15
Thermal jet array Thermal jets
0
Power of the machine spirit
0
Ramjet-diffraction grid
Thunder hammer (CHARACTERS)
25
Refractor field
Thunder hammer (other models)
20
Shroud bombs
Thunderhawk cannon
0
Space marine crew
Turbo-laser destructor
0
Suspensor web
Twin accelerator autocannon
75
Vexilla
Twin autocannon
33
Twin avenger bolt cannon
0
Twin boltgun
2
Twin flamer
15
Twin heavy bolter
17
Twin heavy flamer
37
Twin lascannon
50
Twin magna-melta
120
Twin meltagun
34
Twin missile launcher (frag & krak missiles) Rad missiles -
50 +10
Twin multi-laser
29
Twin multi-melta
54
Twin plasma gun
20
Twin rotor cannon
10
Twin volcano cannon
0
Twin volkite caliver
10
Twin volkite culverin
32
Vengeance launcher Volkite caliver Volkite carronade
25 6 0
Volkite charger
6
Volkite culverin
18
Volkite serpenta
4
Whirlwindcastellanlauncher
25
Whirlwindvengeancelauncher
34
Xiphon rotary missile launcher
15
Power capacitator
30
11
0 20 15 4 2 20 5 10
WARGEAR LISTS Combi-weapons Combi-melta Combi-flamer Combi-plasma Combi-grenade launcher Combi-volkite Pistols Plasma pistol Hand flamer Volkite serpenta Archaeotech Pistol*
Ranged Weapons Boltgun Volkite charger C Sponson Weapons Two heavy bolters Two lascannons Protective Wargear Refractor field Combat shield Boarding shield
Melee Weapons
Charnabal sabre P W Power fist Lightning claw Thunder hammer Chainfist Paragon blade* Power Weapons Power sword Power axe Power maul Power lance
Dreadnought Secondary Weapons Twin boltgun Meltagun Plasma blaster Graviton gun Heavy flamer Veteran Weapons Flamer Heavy chainsword Lightning claw Volkite charger Meltagun Plasma gun
Vehicle Upgrades Hunter-killer missile Power of the machine spirit Dozer blade
Heavy flamer Heavy bolter with suspensor web Missile launcher (frag & krak missiles) with suspensor web
Techmarine Equipment Nuncio-vox Augury scanner Master-crafted boltgun Volkite charger Graviton gun Plasma pistol C -W
Thallax Weapons Multi-laser Phased plasma-fusil Irad-cleanser Multi-melta Photon thruster
12
*
Praetors only
LEGION PRAETOR NAME
M
Legion Praetor Legion Praetor
6”
on Bike
Legion Praetor in Terminator Armour
• • •
WS
5
POWER
BS
2+
S
2+
T
W
4
A L d
4
5
74
POINT S
Sv 4
9
2+
14”
2+
2+
4
5
6
4
9
2+
5”
2+
2+
4
4
6
4
9
2+
A Legion Praetor is a single model armed with a chainsword, bolt pistol, master-crafted boltgun, frag grenades, krak grenades and an iron halo. A Legion Praetor on Bike is a single model armed with a chainsword, bolt pistol, frag grenades, krak grenades and an iron halo. His Legion Space Marine Bike is equipped with a twin boltgun. A Legion Praetor in Terminator Armour is a single model armed with a power weapon, combi-bolter and an iron halo.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade Master-crafted boltgun
12” Pistol 1 Melee Melee 6” Grenade D6 6” Grenade1 24”
Rapid Fire 1
4
S
0
AP
User
1
0
D
ABILITIES
-
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
3 6
0 -1
1 D3
-
4
-1
2
-
UNIT OPTIONS
A Legion Praetor can take one of the following upgrades: • A Legion Praetor can be upgraded to a Legion Praetor on Bike (+2 Power Rating). If it does, it replaces its I NFANTRYkeyword with BIKER. • A Legion Praetor on Bike can replace its legion space marine bike with a legion scimitar jetbike (heavy bolter) (+1 Power Rating). If it does, its Move characteristic is increased to 16”, and it gains the FLY keyword. • A Legion Praetor can be upgraded to a Legion Praetor in Terminator Armour (+3 Power Rating). If it does, it gains the TERMINATORkeyword. • A Legion Praetor in Terminator Armour can take Cataphractii Armour. If it does, its Move characteristic is reduced to 4”. • A Legion Praetor in Terminator Armour can take Tartaros Armour. If it does, its Move characteristic is increased to 6”. • A Legion Praetor can take a jump pack (+1 Power Rating). If it does, its Move characteristic is increased to 12”,
WARGEAR OPTIONS
• • • • • • •
J P and gains can the F andits Thisitmodel replace bolt pistolkeywords. or chainsword with an item from the Pistols or Melee Weapons lists. This model can replace its master-crafted boltgun with an item from the Ranged Weapons* list. This model can take an item from the Protective Wargearlist. This model can replace its combi-bolter and/or power weapon with items from the Melee Weapons list. This model can replace its combi-bolter with items from the Ranged Weaponslist. This model can take digital lasers. This model can take melta bombs*.
*
Not available to a Praetor in Terminator Armour.
LY
ABILITIES
UMP
ACK
Legiones Astartes Iron Halo: This model has a 4+ invulnerable save. Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice. Cataphractii Armour: A model equipped with Cataphractii Armour has a 3+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances. Digital Lasers: A model equipped with digital lasers increases its Attacks characteristic by 1.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, CHARACTER, PRAETOR, MASTEROF THE LEGION, ASTARTES
13
LEGION COMMAND SQUAD NAME
M
Legion Space Marine Chosen Legion Space Marine Chosen on Bike Legion Space Marine Chosen
WS
BS
S
T
3
POWER
W
A L d
21
POINT S
Sv
6”
3+
3+
4
4
2
2
8
2+
14”
3+
3+
4
5
3
2
8
2+
5”
3+
3+
4
4
3
2
8
2+
in Terminator Armour
This unit consists of 3 Legion Space Marine Chosen. It can include up to 2 additional Legion Space Marines Chosen (Power Rating +2). • Each Legion Space Marine Chosen is armed with a boltgun, bolt pistol, frag grenades and krak grenades. • One Legion Space Marine Chosen carries a Company Banner.
WEAPON
RANGE TYPE
Boltgun Bolt pistol Chainsword Frag grenade Krakgrenade
UNIT OPTIONS
24” Rapid Fire 1 12” Pistol 1 Melee Melee 6” Grenade D6 6” Grenade1
4 4
S
0 0
User 3 6
AP
1 1
D
0 0 -1
-
1 1 D3
ABILITIES Each time the bearer fights, it can make 1 additional attack with this weapon.
-
If the M ASTEROF THE LEGIONhas taken a character option then the Legion Command Squad can take the corresponding option: • The unit can be upgraded to ride Bikes (+2 Power Rating). If it does, it replaces its I NFANTRYkeyword with BIKER. • A Legion Command Squad on Bikes can replace its legion space marine bikes with a legion scimitar jetbikes (heavy bolter) (+1 Power Rating). If it does, its Move characteristic is increased to 16”, and it gains the FLY keyword. • The unit can be upgraded to have Terminator Armour (+3 Power Rating). If it does, it gains the TERMINATOR keyword. • A Legion Command Squad in Terminator Armour can take Cataphractii Armour. If it does, its Move characteristic is reduced to 4”. • A Legion Command Squad in Terminator Armour can take Tartaros Armour. If it does, its Move characteristic is increased to 6”. •
WARGEAR OPTIONS ABILITIES
The unit can take a jump pack (+1 Power Rating). If it does, its Move characteristic is increased to 12”, and it gains the FLY and JUMP PACK keywords. • Any model can replace its bolt pistol with an item from the Pistols or Melee Weapons lists. • Any model can replace its chainsword with an item from the Melee Weapons list. • Any model can replace its boltgun with an item from the Ranged Weaponslist. Legiones Astartes
Honour Guard: This unit can only be taken if the army contains a unit with the M ASTEROF THE LEGIONkeyword. The number of Legion Command Squads taken cannot exceed the number of units with M ASTER OF THE L EGION. Roll a D6 each time a friendly CHARACTERloses a wound whilst they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit - the CHARACTERdoes not lose a wound, but this unit suffers a mortal wound. Company Banner: units within 6” of any friendly company banner add 1 to their Leadership. Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice. Terminator Armour:A model equipped with Terminator Armour has a 5+ invulnerable save. A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must Cataphractii halve the result ofArmour: the dice rolled when determining how far this model Advances.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, COMMANDSQUAD, ASTARTES
14
LEGION CENTURION NAME
M
Legion Centurion Legion Centurion
6”
on Bike
Legion Centurion in Terminator Armour
• • •
WS
BS
3+
3
POWER
S
T
3+
W
4
A L d
4
4
45
POINT S
Sv 3
8
3+
14”
3+
3+
4
5
5
3
8
3+
5”
3+
3+
4
4
5
3
8
2+
A Legion Centurion is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades. A Legion Centurion on Bike is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades. His Legion Space Marine Bike is equipped with a twin boltgun. A Legion Centurion in Terminator Armour is a single model armed with a power weapon and combi-bolter.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade
UNIT OPTIONS
WARGEAR OPTIONS
ABILITIES
S
12” Pistol 1 Melee Melee 6” Grenade D6 6” Grenade1
4
User
3 6
AP 0
0
D 1
0 -1
1 D3
1
ABILITIES
-
Each time the bearer fights, it can make 1 additional attack with this weapon.
-
A Legion Centurion can take one of the following upgrades: • A Legion Centurion can be upgraded to a Legion Centurion on Bike (+2 Power Rating). If it does, it replaces its I NFANTRYkeyword with BIKER. • A Legion Centurion on Bike can replace its legion space marine bike with a legion scimitar jetbike (heavy bolter) ( +1 Power Rating). If it does, its Move characteristic is increased to 16”, its Save characteristic is improved to 2+, and it gains the FLY keyword. • A Legion Centurion can be upgraded to a Legion Centurion in Terminator Armour (+3 Power Rating). If it does, it gains the TERMINATORkeyword. • A Legion Centurion in Terminator Armour can take Cataphractii Armour. If it does, its Move characteristic is reduced to 4”. • A Legion Centurion in Terminator Armour can take Tartaros Armour. If it does, its Move characteristic is increased to 6”. • A Legion Centurion can take a jump pack (+1 Power Rating). If it does, its Move characteristic is increased to 12”, and it gains the FLY and JUMP PACK keywords. • This model can replace its bolt pistol or chainsword with an item from the Pistols or Melee Weapons lists. •• • • • •
Protective Wargear This model can take an its item from each of the Ranged and the This model can replace combi-bolter and/or powerWeapons weapon*,with items from the Melee lists. Weapons list. This model can replace its combi-bolter with items from the Ranged Weaponslist. This model can take artificer armour*. This model can take melta bombs*. This model can take a single Consul option form the Consul list on the page opposite. If it does, it replaces the CENTURIONkeyword with CONSUL.
*
Not available to a Centurion in Terminator Armour.
Legiones Astartes Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice. Terminator Armour:A model equipped with Terminator Armour has a 5+ invulnerable save. Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances.
FACTION KEYWORDS
, LEGIONES ASTARTES,
KEYWORDS
I
NFANTRY
HARACTER
,C
ENTURION
,C
STARTES
,A
15
LEGION CONSULS LIST CHAMPION CONSUL
+1
• •
+11
P P Change its Weapon Skill characteristic to 2+. One of this model’s Melee weapons increases it’s Damage characteristic by 1. Honour or Death: This model must make a Heroic Intervention if it is able to do so. In addition, you can re-roll ADDITIONAL any failed hit rolls for this model in the Fight phase. ABILITIES OWER
ADDITIONAL KEYWORDS
OINT S
CHAMPION
CHAPLAIN CONSUL
+1
+10
P P Replace this model’s chainsword with a power weapon. Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly units within 6” of this ADDITIONAL model. ABILITIES
•
OWER
ADDITIONAL
OINT S
CHAPLAIN
KEYWORDS LIBRARIAN CONSUL
+3
+47
P P Replace this model’s chainsword with a force weapon. This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one PSYKER psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Legiones Astartes discipline.
•
OWER
ADDITIONAL KEYWORDS
LIBRARIAN, PSYKER, SUPPORT
VIGILATOR CONSUL • •
Change its Ballistic Skill characteristic to 2+. This model is also armed with a special issue boltgun. From the Shadows: Friendly INFANTRYunits within 3” count as being in cover. ADDITIONAL
ABILITIES ADDITIONAL KEYWORDS
+1
POWER
+20 POINT S
Sabotage!: Once both sides have deployed but before the first player takes their turn, this unit can inflict D3 mortal wounds to any one unit that is deployed on the board. CHARACTERunits cannot be targeted by this ability. VIGILATOR
MORITAT CONSUL •
OINT S
+1
POWER
This model is also armed with a bolt pistol and rad grenades.
WEAPON
RANGE TYPE
Rad grenade
6”
Grenade 1
S 0
AP 0
D
+20 POINT S
ABILITIES A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
0
ADDITIONAL ABILITIES
Ill Omened: Friendly DESTROYERunits within 3” add 1 to the Shots characteristic of any of their Pistol weapons.
ADDITIONAL KEYWORDS
MORITAT, SUPPORT
Chain Fire: This model can add D6 to the Shots characteristic its Pistol weapons (roll separately for each weapon). If it does, this model cannot Charge this turn or make any ranged attacks during the next turn.
SIEGE BREAKER CONSUL •
+1
POWER
This model can take up to 3 phosphex bombs or breaching charges.
WEAPON
RANGE TYPE
Breachingcharge
Melee
Phosphexbomb
ADDITIONAL ABILITIES ADDITIONAL KEYWORDS
Grenade1
S 8
AP -4
D D6
POINT S
ABILITIES When targeting a BUILDINGthis weapon has damage 6 and you can re-roll failed wound rolls. This weapon can only be used once per game.
Grenade You can re-roll failed wound rolls against INFANTRY and BIKER units. This 5 -3 1 weapon can only be used once per battle. D3+1 Art of Destruction: Friendly INFANTRYunits within 3” can re-roll failed wound rolls made with 6”
heavy and grenade weapons. Additionally they can re-roll damage rolls for heavy and grenade weapons with variable damage characteristics. SIEGE BREAKER
DELEGATUS CONSUL •
One of this model’s Melee weapons increases it’s Damage characteristic by 1. Rites of Battle: You can re-roll hit rolls of 1 made for friendly units within 6”. ADDITIONAL
ABILITIES ADDITIONAL KEYWORDS
+10
DELEGATUS, MASTEROF THE LEGION
16
+1
POWER
+15 POINT S
MASTER OF SIGNALS CONSUL •
This model is also armed with a cognis-signum, nuncio-vox and has a bombardment.
WEAPON
RANGE TYPE
Bombardment
ADDITIONAL ABILITIES ADDITIONAL KEYWORDS
100”
S
HeavyD6
8
AP
D
-2
D3
+0
POINT S
This weapon can only be fired once per battle, and cannot be used if the bearer moved. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one Bombardment per turn, regardless of how many Masters of Signals you have in your army.
Cognis-signum: At the start of the Shooting phase, you can choose one unit which is within 3” of a model with the cognis-signum. You can add 1 to hit rolls made for your chosen unit’s weapons this phase. M ASTEROF SIGNALS, SUPPORT
+1
This model is also armed with a narthecium and a needle pistol.
WEAPON
POWER
ABILITIES
PRIMUS MEDICAE CONSUL •
+1
RANGE TYPE
S
POWER
AP
D
+10 POINT S
ABILITIES
Needle pistol
A needle pistol always wounds on a 2+, unless the target model is aVEHICLE. 12” Pistol 1 1 0 1 Narthecium: At the end of any of your Movement phases, the Primus Medicae can attempt to heal or revive a single model. Select a friendly I NFANTRYor BIKER unit within 3” of the Primus Medicae. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen units contains no wounded models, but one or more of its models have been slain during the battle, roll a D6. On a 3+ a single slain model is returned to the unit with 1 wound remaining. If the If the Primus Medicae fails to revive a model he can do nothing for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
ADDITIONAL KEYWORDS
PRIMUS MEDICAE, SUPPORT
ADDITIONAL ABILITIES
PRAEVIAN CONSUL
+1
•
+10
P P This model is also armed with a cortex controller and cortex designator. Cortex Designator: You can re-roll wound rolls of 1 made in the Shooting phase, for friendly C YBERNETICA ADDITIONAL CORTEXunits within 6”. ABILITIES OWER
OINT S
Master of Cybernetica: A single unit of Castellax or Vorax Battle-automata must be selected along with the Praevian Consul. This unit does not use up an additional Force Organisation choice and gains the Saviour Protocols ability. Saviour Protocols: Roll a D6 each time a friendly PRAEVIANloses a wound whilst they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit - the PRAEVIAN does not lose a wound, but this unit suffers a mortal wound.
ADDITIONAL KEYWORDS
PRAEVIAN, SUPPORT, CORTEX CONTROLLER
HERALD CONSUL
+1
•
+18
P P This model is also armed with a Legion Banner. Legion Banner: units within 6” of any friendly HERALD units add 1 to their Leadership. In ADDITIONAL addition, roll a D6 each time a INFANTRYmodel is destroyed within 6” of a friendly HERALD, ABILITIES before removing the model as a casualty. On a 4+ that model musters one last surge of strength before succumbing to its wounds; it can either shoot with one of its weapons as though it were the Shooting phase, or make a single attacks if it were the Fight phase. OWER
ADDITIONAL KEYWORDS
HERALD, MASTEROF THE LEGION
FORGE LORD CONSUL • • •
OINT S
+1
Change its Save characteristic to 2+. This model is also armed with a servo arm. This model can take items from the Techmarine Equipment list.
RANGE TYPE Melee
ADDITIONAL ABILITIES ADDITIONAL KEYWORDS
Battlesmith: At the end of your Movement phase this model can repair a single VEHICLE within 1”. That model regains D3 wounds. A model can only be repaired once per turn.
-2
D
POINT S
Servo arm
x2
AP
+13
WEAPON
Melee
S
POWER
3
FORGE LORD
17
ABILITIES Each servo arm can only be used to make one attack each time this model fights. When a model attacks with this weapon s ubtract 1 from the hit roll.
DAMOCLES COMMAND RHINO NAME
M
WS
12” 6” 3”
Damocles Command Rhino
BS 6+
S 3+ 4+ 5+
T
7
POWER
W
6
A L d
Sv
6-10 3-5D 1-21
3 3
7
8
120 POINT S
3+
A Damocles Command Rhino is a single model equipped with a twin boltgun.
WEAPON
RANGE TYPE
Twin boltgun
WARGEAR OPTIONS ABILITIES
24” •
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
This model can take items from the Vehicle Upgradeslist.
Self-repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Orbital Strike Augur: Once per battle in the Shooting phase, the controlling player may make a special Orbital Strike attack. To do so, nominate a point on the board and roll a D6 for every unit within 6” of that point. Subtract 1 from the result if the unit being targeted is a CHARACTER. On a 4+, the unit being targeted suffers D3 mortal wounds.
TRANSPORT FACTION KEYWORDS KEYWORDS
Command Interface Unit: Roll 2D6 at the end of each of your turns if your Warlord is embarked within a Damocles Command Rhino. If the total rolled is less than your Warlord’s Leadership characteristic, you gain one Command point. This model can transport 1 INFANTRYmodel with the CHARACTERkeyword. It cannot transport JUMP P ACK, TERMINATORor PRIMARCHmodels. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, RHINO, DAMOCLESCOMMANDRHINO, TANK
18
LEGION TERMINATOR SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
5” 5”
3+ 3+
BS
S
3+ 3+
T
13
POWER
W
4
A L d
4 4
2 4
130 POINT S
Sv
2 2
7 3
8
2+ 2+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating +13). • Each model is armed with a combi-bolter and power weapon.
WEAPON
RANGE TYPE
Combi-bolter Chainfist Grenadeharness
24” Melee 12”
Heavy flamer Lightningclaw Plasma blaster Standard -
8” Melee
S
RapidFire2 Melee AssaultD6
4
Heavy D6 Melee
5 User
AP 0
x2 4
D 1
-4
2
-1 -1
-2
ABILITIES -
1 1
This weapon automatically hits its target. You can re -roll failed wounds with this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
1
When attacking with this weapon, choose one of the profiles below.
18”
Assault 2
18”
Assault2
8
-3
2
Power axe Power fist Power lance Power maul Powersword Reaperautocannon Thunder hammer
Melee Melee Melee Melee Melee 36” Melee
Melee Melee Melee Melee Melee Heavy4 Melee
1 x2 2 2 User 7 x2
-2 -3 -1 -1 -3 -1 -3
1 D3 1 1 1 1 3
UNIT OPTIONS
•
WARGEAR OPTIONS
• • •
Supercharge -
7
-3
1
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved. When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
A Legion Terminator Squad can take Cataphractii Armour. If it does its Move characteristic is reduced to 4”. OR A Legion Terminator Squad can take Tartaros Armour. If it does its Move characteristic is increased to 6”. Any model can replace its combi-bolter with a Volkite charger or an item from the Combi-Weapons list. Any model can replace its power weapon with a power fist, chainfist, thunder hammer or lightning claw.
••
ABILITIES
Any modelfive canmodels replaceinitsthe power andcan combi-bolter two lightning For every unit, weapon one model replace its with combi-bolter with aclaws. heavy flamer, reaper autocannon or plasma blaster. • The Legion Sergeant can take a grenade harness. Legiones Astartes
Terminator Armour:This unit has a 5+ invu lnerable save. Cataphractii Armour: A model equipped with Cataphractii Armour has a 4+ invulnerable save, but you must halve the result of the dice rolled when determining how far this model Advances.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, TERMINATOR, ASTARTES
19
LEGION VETERAN TACTICAL SQUAD NAME
M
Legion Veteran Marine Legion Veteran Sergeant
WS
BS
S
T
W
6
POWER
A L d
90
POINT S
Sv
6”
3+
3+
4
4
1
2
7
3+
6”
3+
3+
4
4
1
2
8
3+
This unit consists of 1 Legion Veteran Sergeant and 4 Legion Veteran Marines. It can include up to 5 additional Legion Veteran Marines (+6 Power rating). •
Each model is armed with a chainsword, boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol
12”
Boltgun Chainsword Frag grenade Krakgrenade
Pistol 1
24” Rapid Fire 1 Melee Melee 6” Grenade D6 6” Grenade1
S 4 4
User
3 6
Lightningclaw
Melee
Melee
User
Melta bomb Volkiteserpenta
4” 10”
Grenade 1 Pistol1
8 5
UNIT OPTIONS WARGEAR OPTIONS
0
D 1
0
0 -1
1
1
1 D3 -2
-4 0
ABILITIES
Each time the bearer fights, it can make 1 additional attack with this weapon.
You can re -roll failed wounds with this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
1 D6 2
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
-
•
The entire unit can take melta bombs.
• • • •
Any model in the unit can replace its chainsword with an item from the Power Weapons list. Any model in the unit can replace its boltgun with an item from the Combi-Weapons list. Any model in the unit can replace its bolt pistol with a volkite serpenta. For every five models in the unit, one model can replace its boltgun with an item from the Veteran Weapons list. Alternatively, the model can replace both its boltgun and chainsword with a pair of lightning claws. One Legion Veteran Marine can take a nuncio-vox. One Legion Veteran Marine can take a legion vexilla. The Legion Sergeant can replace his chainsword with an item from the Melee Weapons list. The Legion Sergeant can replace his boltgun with an item from the Pistols list. The Legion Sergeant can take artificer armour.
• • • • •
ABILITIES
AP 0
Legiones Astartes Suspensor Web:A weapon with a suspensor web does not suffer the penalty for moving and firing Heavy weapons. However, if it does move and fire in the same turn, half the weapon’s maximum range. Veteran Tactics: Before the game begins select one of the following options. This unit gains the benefit of that ability for the duration of the game. • Machine Killers: This unit adds 1 to the Damage value of any of its weapons if the target is a VEHICLE unit. • Marksmen: Any hit rolls of a 6+ that this unit make with ranged weapons improve their AP value by 2 (e.g. an AP-1 weapon becomes AP -3). • Resolve: This unit suffers half the number of casualties (rounded up) as indicated by the dice for a failed Morale check during the Morale phase. • Weapon Masters: Change this unit’s Weapons Skill characteristic to 2+. • Xenobane: This unit can re-roll failed to wound rolls against MONSTERunits.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, VETERAN TACTICALSQUAD, ASTARTES
20
LEGION TECHMARINE COVENANT NAME
M
WS
Legion Techmarine
6”
3+
BS
S 3+
T
W
4
4
POWER
A L d
4
3
50
POINT S
Sv 2
7
2+
This unit consists of 1 Legion Techmarine. It can include up to 2 additional Legion Techmarines (+4 Power rating per model) . • Each model is armed with a servo arm, power axe, bolt pistol, frag grenades and krak grenades.
WEAPON Bolt pistol
C-beamcannon
RANGE TYPE 12”
72”
Frag grenade Krakgrenade Melta bomb Power axe
6” 6” 4” Melee
Rad grenade
6”
Servo arm Thunder hammer
WARGEAR OPTIONS
ABILITIES
Melee Melee
Pistol 1
S 4
AP 0
D 1
Heavy1
6
-3
D3
Grenade D6 Grenade1 Grenade 1 Melee
3 6 8 1
0 -1 -4 -2
1 D3 D6 1
Grenade 1
0
0
0
Melee Melee
x2 x2
-2
ABILITIES
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24” between the bearer and the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round. Each servo arm can only be used to make one attack each time this model fights. When a model attacks with this weapon subtract 1 from the hit roll.
3 -3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
• Any model can take melta bombs. • Any model can take rad grenades. • Any model can replace its power axe with a thunder hammer. • Any model can replace its servo arm with a C-beam cannon. • Any model can take an item from the Techmarine Equipment list. • Any model can take a cyber-familiar. Legiones Astartes
Battlesmith: At the end of your Movement phase this model can repair a single VEHICLE within 1”. That model regains D3 wounds. A model can only be repaired once per turn. Covenant: During deployment, all models in this unit must be set up at the same time, they do not need to be in unit coherency. From that point on, each Legion Techmarine is treated as a separate unit. Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, CHARACTER, TECHMARINE, ASTARTES
21
LEGION SERVO-AUTOMATA NAME
M
Servo-automata
WS
5”
BS 5+
S
T
5+
3
POWER
W
3
A L d 3
8
POINT S
Sv
1
1
6
4+
This unit consists of 4 Servo-automata. • Each model is armed with a chainsword and boltgun.
WEAPON
RANGE TYPE
Boltgun Chainsword Flamer Heavy bolter
24” Rapid Fire 1 Melee Melee 8” Assault D6 36” Heavy 3
Lascutter Missile launcher Frag - missile Krak - missile Rad - missile
Melee
5
D 1
9
ABILITIES
-
0
1
0 -1
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
This weapon automatically hits its target.
1
-
-3
D6
48” 48”
Heavy D6 Heavy1
4 8
0 -2
1 D6
48”
HeavyD3
4
-2
1
Heavy 1
Power fist Rotorcannon
Melee 30”
Melee RapidFire3
FACTION KEYWORDS KEYWORDS
User 4
Melee
24”
ABILITIES
AP 0
When attacking with this weapon, you must subtract 1 from the hit roll. Each lascutter can only be used to make one attack each time this model fights.
When attacking with this weapon, choose one of the profiles below.
Multi-melta
WARGEAR OPTIONS
S 4
8
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
-4
x2 3
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-3 0
-
D3 1
•
When attacking with this weapon, you must subtract 1 from the hit roll.
-
Any model can replace its boltgun with a lascutter, power fist, flamer, rotor cannon, heavy bolter, multi-melta or missile launcher (frag & krak missiles). • Any model with a missile launcher can replace its frag & krak missiles with rad missiles. Mindlock: If there is a friendly TECHMARINEor FORGE LORD model within 6”, this unit‘s Weapon Skill and Ballistic Skill increase to 4+ and their Leadership increases to 9. , LEGIONES ASTARTES, I NFANTRY, SERVO-AUTOMATA
22
LEGION DREADNOUGHT TALON NAME
M
WS
Legion Dreadnought
6”
3+
BS
S 3+
T
W
6
7
POWER
A L d
7
70
POINT S
Sv
8
4
8
3+
This unit consists of 1 Legion Dreadnought. It can include up to 2 additional Legion Dreadnoughts (+7 Power rating per model) . • Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
WEAPON
RANGE TYPE
Dreadnought chainfist Dreadnought close combat weapon Flamestormcannon Havoc launcher Heavy plasma cannon Standard -
Melee Melee
Melee Melee
8”
HeavyD6
48”
HeavyD6
ABILITIES
4
-
3
-
-3 -2
5
0
2
This weapon automatically hits its target.
1
-
When attacking with this weapon, choose one of the profiles below.
Heavy D3
36”
HeavyD3
Hunter-killermissile
48”
Heavy1
8
Heavy 1 Melee Heavy 4 Heavy 6 Heavy 2
Multi-melta
OPTIONS
D
-4
x2
36”
WARGEAR
AP
6
Supercharge -
Siegewrecker Twin autocannon Twin heavy bolter Twin lascannon Twin missile launcher Frag - missile Krak - missile Volkiteculverin
S x2
24” Melee 48” 36” 48”
7
-3
1
-
2
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
x2 7 5 9
-4 -1 -1 -3
5 2
8
-3
When attacking with this weapon, you must subtract 1 from the hit roll.
-
1 D6
-
When attacking with this weapon, choose one of the profiles below.
48” 48” 45” •
Heavy2D6 Heavy2 Heavy4
4 8
0 -2 6
0
1 D6 2
-
Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, twin missile launcher (frag &
krak missiles), heavy plasma cannon, flamestorm cannon, twin lascannon, volkite culverin or dreadnought close combat weapon. Any model can replace its dreadnought close combat weapon with a twin heavy bolter, twin autocannon, volkite culverin, twin missile launcher (frag & krak missiles), dreadnought chainfist or siege wrecker. • Each model must take an item from the Dreadnought Secondary Weaponslist for each dreadnought close combat weapon, dreadnought chainfist or siege wrecker. • Any model can take either a havoc launcher or up to two hunter-killer missiles. • Any model can take frag assault launchers. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. •
ABILITIES
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From that point on, each Legion Dreadnought is treated as a separate unit. Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. , LEGIONES ASTARTES,
FACTION KEYWORDS KEYWORDS
VEHICLE, DREADNOUGHT
23
LEGION MORTIS DREADNOUGHT NAME
M
Legion Mortis Dreadnought
WS
6”
BS 3+
S
T
3+
W
6
8
POWER
A L d 7
75
POINT S
Sv
8
4
8
3+
A Legion Mortis Dreadnought is a single model equipped with two twin heavy bolters.
WEAPON
RANGE TYPE
Havoclauncher Hunter-killermissile
48” 48”
Multi-melta
24”
Heavy 1
Twin autocannon Twin heavy bolter Twin lascannon Twin missile launcher Frag - missile Krak - missile
48” 36” 48”
Heavy 4 Heavy 6 Heavy 2
WARGEAR OPTIONS ABILITIES
S
HeavyD6 Heavy1
AP
5 8
0 -2
8
-4
7
D
A model can only fire each of its hunter-killer missiles once per battle. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-1 5 9
ABILITIES
1 D6
2 -1 -3
1 D6
-
When attacking with this weapon, choose one of the profiles below.
48” 48”
Heavy2D6 Heavy2
4 8
0 -2
1 D6
-
•
This model can replace its two twin heavy bolters with two multi-meltas, two twin autocannons, two twin missile launchers (frag & krak missiles) or two twin lascannons. • This model can take either a havoc launcher or up to two hunter-killer missiles. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 3” suffers D3 mortal wounds.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, MORTIS
24
CONTEMPTOR DREADNOUGHT TALON NAME
M
WS
9” 6” 4”
Contemptor Dreadnought
BS 2+ 3+ 4+
S
T
2+ 3+ 4+
W
7
8
POWER
A L d
POINT S
Sv
6-10 3-5 1-2
7
98
4
8
3+
This unit consists of 1 Contemptor Dreadnought. It can include up to 2 additional Contemptor Dreadnoughts (+8 Power rating per model). • Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
WEAPON
RANGE TYPE
C-beamcannon
72”
Heavy1
S 6
AP -3
D
ABILITIES This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24” between the bearer and the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play
D3
as a casualty due wounds6,caused by this weapon, theThese targetadditional unit suffers additional hits at to Strength AP 0, causing 1 Damage. hits2D6 do not trigger further hits themselves.
Dreadnought chainfist Dreadnought close combat weapon Havoclauncher Heavy plasma cannon Standard -
Melee Melee 48”
Melee
x2
Melee HeavyD6
-4
x2 5
4
-3 0
3
36”
Heavy D3
36”
HeavyD3
8
-3
2
24”
Heavy 6
7
-1
1
Multi-melta
24”
Heavy 1
Twin autocannon Twin heavy bolter Twin lascannon
48” 36” 48”
Heavy 4 Heavy 6 Heavy 2
Kheres assault cannon
WARGEAR OPTIONS
ABILITIES
-
1
-
When attacking with this weapon, choose one of the profiles below.
Supercharge -
Twin volkite culverin
-
7
-3
8
1
-4
7
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-1 5 9
-
2 -1 -3
1 D6
-
45” Heavy 8 6 0 2 Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, heavy plasma cannon, twin lascannon, twin volkite culverin, kheres assault cannon, C-beam cannon or dreadnought close combat weapon. • Any model can replace its dreadnought close combat weapon with a multi-melta, twin heavy bolter, twin autocannon, twin volkite culverin, heavy plasma cannon, kheres assault cannon, twin lascannon or dreadnought chainfist. • Each model must take an item from the Dreadnought Secondary Weaponslist for each dreadnought close combat weapon or dreadnought chainfist. • Any model can take a havoc launcher. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. •
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Atomantic Shielding: This model has a 5+ invulnerable save. Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From that point on, each Contemptor Dreadnought is treated as a separate unit.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, CONTEMPTOR
25
CONTEMPTOR-MORTIS DREADNOUGHT NAME
M
WS
9” 6” 3”
Contemptor-Mortis Dreadnought
BS 2+ 3+ 4+
S 2+ 3+ 4+
T
W
7
A L d
106 POINT S
Sv
6-10 3-5 1-2
7
9
POWER
4
8
3+
A Contemptor-Mortis Dreadnought is a single model equipped with two twin heavy bolters.
WEAPON
RANGE TYPE
Havoclauncher Kheres assault cannon
48”
HeavyD6
24”
Heavy 6
Multi-melta
24”
Heavy 1
Twin autocannon Twin heavy bolter Twin lascannon
48” 36” 48”
Heavy 4 Heavy 6 Heavy 2
WARGEAR OPTIONS ABILITIES
S 5
AP 0
7
-1
8
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-1 5 9
ABILITIES -
1
-4
7
D 1
2 -1 -3
1 D6
-
•
This model can replace its two twin heavy bolters with two multi-meltas, two twin autocannons, two kheres assault cannons or two twin lascannons. • This model can take a havoc launcher. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Atomantic Shielding: This model has a 5+ invulnerable save.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, CONTEMPTOR, MORTIS
26
CONTEMPTOR-CORTUS DREADNOUGHT TALON NAME
M
WS
9” 6” 4”
Contemptor-Cortus Dreadnought
BS 3+ 4+ 5+
S
T
3+ 4+ 5+
W
7
A L d
88
POINT S
Sv
6-9 3-5 1-2
7
7
POWER
4
7
3+
This unit consists of 1 Contemptor-Cortus Dreadnought. It can include up to 2 additional Contemptor- Cortus Dreadnoughts (+7 Power rating per model). • Each model is armed with a dreadnought close combat weapon and twin heavy bolter.
WEAPON
RANGE TYPE
C-beamcannon
72”
Heavy1
S 6
AP -3
D
ABILITIES This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24” between the bearer and the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play
D3
as a casualty due wounds6,caused by this weapon, theThese targetadditional unit suffers additional hits at to Strength AP 0, causing 1 Damage. hits2D6 do not trigger further hits themselves.
Dreadnought chainfist Dreadnought close combat weapon Havoclauncher Heavy plasma cannon Standard -
Melee Melee 48”
Melee
x2
Melee HeavyD6
-4
x2 5
4
-3 0
3
36”
Heavy D3
36”
HeavyD3
8
-3
2
24”
Heavy 6
7
-1
1
Multi-melta
24”
Heavy 1
Twin autocannon Twin heavy bolter Twin lascannon
48” 36” 48”
Heavy 4 Heavy 6 Heavy 2
Kheres assault cannon
WARGEAR OPTIONS
ABILITIES
-
1
-
When attacking with this weapon, choose one of the profiles below.
Supercharge -
Twin volkite culverin
-
7
-3
8
1
-4
7
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-1 5 9
-
2 -1 -3
1 D6
-
45” Heavy 8 6 0 2 Any model can replace its twin heavy bolter with a multi-melta, twin autocannon, heavy plasma cannon, twin lascannon, twin volkite culverin, kheres assault cannon, C-beam cannon, dreadnought close combat weapon or dreadnought chainfist. • Any model can replace its dreadnought close combat weapon with a multi-melta, twin autocannon, heavy plasma cannon, twin lascannon, twin volkite culverin, kheres assault cannon or dreadnought chainfist. • Each model must take an item from the Dreadnought Secondary Weaponslist for each dreadnought close combat weapon or dreadnought chainfist. • Any model can take a havoc launcher. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. •
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 7” suffers D3 mortal wounds. Atomantic Deflector: This model has a 6+ invulnerable save. Talon: During deployment, all models in this unit must be set up at the same time, within 6” of one another. From that point on, each Contemptor-Cortus Dreadnought is treated as a separate unit. Atomantic Overcharge: At the beginning of the controlling player’s turn, they may declare that a ContemptorCortus is overcharging. If it does, it suffers one mortal wound and gains one of the following benefits until the end of the turn: • A 5+ invulnerable save. • +1 Attack when charging • +1” Move
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, CONTEMPTOR, CORTUS
27
LEGION RAPIER WEAPONS BATTERY NAME
M
Rapier Weapons Carrier Legion Space Marine Crew
WS
BS
S
T
W
4
POWER
A L d
46
POINT S
Sv
3”
6+
3+
3
5
4
1
7
3+
6”
3+
3+
4
4
1
1
7
3+
This unit consists of 1 Rapier Weapons Carrier and 2 Space Marine Crew. It can include up to 2 additional Rapier Weapons Carriers (each with 2 Space Marine Crew) (+4 Power rating pe r Rapier Weapons Carrier). • Each Rapier Weapons Carrier is equipped with a quad heavy bolter. • Each Space Marine Crew is armed with a bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol Frag grenade Krakgrenade
12” 6” 6”
Pistol 1 Grenade D6 Grenade1
S
AP
D
4 3 6
0 0 -1
1 1 D3
ABILITIES
-
Gravitoncannon
36"
HeavyD3
7
-4
2
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3. For every five models in the target units, add D3 to the number of attacks made by this weapon.
Laserdestroyer
36”
Heavy1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s damage is increased to 3D6.
Quadheavybolter Quad launcher Frag - shells Shatter shells
36”
Heavy12
5
-1
1
-
When attacking with this weapon, choose one of the profiles below.
60” 24”
Heavy4D3 Heavy4
5 8
0 -2
1 3
This weapon can target units that are not visible to the bearer.
-
Incendiary shells
60”
Heavy4D3
4
0
1
Splinter shells
36”
Heavy4D3
2
0
1
- Phosphex canister shot
36”
UNIT OPTIONS
•
WARGEAR OPTIONS ABILITIES
•
Heavy 2D6+2
5
-3
This weapon can target units that are not visible to the bearer. Units targeted by this weapon do not gain any bonus to their saving throw for being in cover. This weapon can target units that are not visible to the bearer. On a wound roll of 6+; change the AP of that hit to -3.
1
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can target units that are not visible to the bearer.
The entire unit can replace its quad heavy bolters with quad launchers (frag shells). • The entire unit can take shatter shells, incendiary shells or splinter shells. If a SIEGE BREAKER unit is in the army; the entire unit can take phosphex canister shot (+1 Power rating per Rapier Weapons Carrier). Any model can replace its quad heavy bolter with a laser destroyer or graviton cannon. •
Legiones Astartes Artillery: A Rapier Weapons Carrier can only fire its ranged weapon if a friendly CREW is within 3”. A single CREW model cannot operate multiple Rapier Weapons Carriers in this way in a single turn. If at any point, there are no CREW within 6” of a Rapier Weapons Carrier, it is immediately removed from play. Space Marine Crew: A Rapier Carrier and its Space Marine Crew must be deployed as a single group within 3” of one another, and must remain within this distance throughout the battle. The Space Marine Crew can only be chosen as a target in the Shooting phase if they are the closest visible enemy model to the model that is shooting.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, ARTILLERY, RAPIER CARRIER
(Rapier Weapons Carrier)
KEYWORDS
I NFANTRY, CREW, ASTARTES
(Legion Space Marine Crew)
28
LEGION DESTROYER SQUAD NAME
M
Legion Destroyer Marine Legion Destroyer Sergeant
WS
BS
S
T
6
POWER
W
A L d
70
POINT S
Sv
6”
3+
3+
4
4
1
1
8
3+
6”
3+
3+
4
4
1
2
8
3+
This unit consists of 1 Legion Destroyer Sergeant and 4 Legion Destroyer Marines. It can include up to 5 additional Legion Destroyer Marines (+6 Power rating). •
Each model is armed with a chainsword or combat blade, two bolt pistols, frag grenades, krak grenades and rad grenades.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade Missile launcher Rad - missile
12”
ABILITIES
3 6
AP 0
User
0 -1
D 1
0
1 D3
ABILITIES
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
-
When attacking with this weapon, choose one of the profiles below.
48” 6”
Rad grenade
WARGEAR OPTIONS
S 4
Melee Melee 6” Grenade D6 6” Grenade1
Phosphexbomb
UNIT OPTIONS
Pistol 1
6”
HeavyD3
4
-2
Grenade D3+1 Grenade 1
5 0
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
1 -3
0
1 0
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can only be used once per b attle. A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
The entire unit can be equipped with jump packs, gaining the JUMP PACK and FLY keywords (+1 Power rating per 5 models). • The entire unit can take melta bombs (+2 Power rating). • For every five models in the unit, one model can replace one of it’s bolt pistols with an item from the Pistols list or a missile launcher (rad missiles) with suspensor web. • If the unit hasn’t taken melta bombs, the Legion Sergeant can take melta bombs. • The Legion Sergeant can replace his chainsword with an item from the Melee Weapons list. • The Legion Sergeant can take artificer armour. • The Legion Sergeant can take up to three phosphex bombs. Legiones Astartes •
Suspensor Web:A weapon with a suspensor web does not suffer the penalty for moving and firing Heavy weapons. However, if it does move and fire in the same turn, half the weapon’s maximum range.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, DESTROYER, ASTARTES
29
LEGION APOTHECARION DETACHMENT NAME
M
WS
Legion Apothecary Legion Apothecary
6”
3+
on Bike
14”
BS 3+
S 3+
T
W
4
A L d
4
3+
4
3 5
3
POWER
45
POINT S
Sv 2
4
7 2
3+ 7
3+
This unit consists of 1 Legion Apothecary. It can include up to 2 additional Legion Apothecaries (+3 Power rating per model). • A Legion Apothecary is armed with a narthecium, chainsword, bolt pistol, frag grenades and krak grenades. • A Legion Apothecary on Bike is armed with a narthecium, chainsword, bolt pistol, frag grenades and krak grenades. His Legion Space Marine Bike is equipped with a twin boltgun.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade Powersword
12” Pistol 1 Melee Melee 6” Grenade D6 6” Grenade1 Melee Melee
UNIT OPTIONS
WARGEAR OPTIONS ABILITIES
S 4
AP 0
User 0 3 0 6 -1 User -3
D 1
ABILITIES
-
1 1 D3 1
Each time the bearer fights, it can make 1 additional attack with this weapon.
-
A Legion Apothecary can take one of the following upgrades: • A Legion Apothecary can be upgraded to a Legion Apothecary on Bike (+2 Power Rating). If it does, it replaces its I NFANTRYkeyword with BIKER. • A Legion Apothecary can take a jump pack (+1 Power Rating). If it does, its Move characteristic is increased to 12”, and it gains the FLY and JUMP PACK keywords. • A Legion Apothecary can take artificer armour. • A Legion Apothecary can replace its chainsword with a power sword. • A Legion Apothecary can take either a volkite charger, an augury scanner, or an item from the Combi-Weaponslist.
Legiones Astartes Narthecium: At the end of any of your Movement phases, the Primus Medicae can attempt to heal or revive a single model. Select a friendly I NFANTRYor BIKER unit within 3” of the Primus Medicae. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen units contains no wounded models, but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the If the Primus Medicae fails to revive a model he can do nothing for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
Turbo-boost: A model on a legion space marine bike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, CHARACTER, APOTHECARY, ASTARTES
30
LEGION TACTICAL SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
6” 6”
3+ 3+
BS
S
3+ 3+
9
POWER
T
W
4
A L d
4 4
1 4
130 POINT S
Sv
1
7
1
2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating +4) or up to 10 Legion Space Marines (Power Rating +8). • Each model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol Boltgun Chainsword
12” Pistol 1 24” Rapid Fire 1 Melee Melee
Frag grenade Krakgrenade Melta bomb
UNIT OPTIONS WARGEAR OPTIONS
ABILITIES
6” 6” 4”
Grenade D6 Grenade1 Grenade 1
S 4 4
AP 0 0
User 3 6 8
D 1 1
0 0 -1 -4
ABILITIES
1
1 D3 D6
Each time the bearer fights, it can make 1 additional attack with this weapon.
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
•
The entire unit can replace their boltguns with chainswords OR • The entire unit can take chainswords (Power Rating +1). • One Legion Space Marine can take a legion vexilla. • One Legion Space Marine can take a nuncio-vox. • The Legion Sergeant can replace his chainsword and/or bolt pistol with items from the Pistols or Melee Weapons lists. • The Legion Sergeant can replace his boltgun with an item from the Ranged Weaponsor Melee Weaponslists. • The Legion Sergeant can take melta bombs. • The Legion Sergeant can take artificer armour. Legiones Astartes
Fury of the Legion: As long as the unit contains 5 or more models, each model can fire their boltgun or bolt pistol twice. The unit can only do this if it has remained stationary this turn, and cannot use the weapon in the following battle round.
FACTION
, LEGIONES ASTARTES,
KEYWORDS KEYWORDS
I NFANTRY, TACTICALSQUAD, ASTARTES
31
LEGION ASSAULT SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
12” 12”
3+ 3+
BS
S
3+ 3+
11
POWER
T
W
4
A L d
4 4
1 4
POINT S
Sv
1 1
160
7 2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating +5) or up to 10 Legion Space Marines (Power Rating +10). • Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
AP
4 3
0
1
-
Hand flamer Krakgrenade Melta bomb Plasma pistol Standard Supercharge -
6” 6” 4”
3 6 8
0 -1 -4
1 D3 D6
-
UNIT OPTIONS WARGEAR OPTIONS
ABILITIES
User
1
ABILITIES
12” Pistol 1 Melee Melee 6” Grenade D6 Pistol D3 Grenade1 Grenade 1
0
D
Bolt pistol Chainsword Frag grenade
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
When attacking with this weapon, choose one of the profiles below.
12” 12”
Pistol 1 Pistol1
7 8
-3 -3
1 2
On a hit roll of 1, the bearer is slain.
• • •
The entire unit can take melta bombs. The entire unit can take combat shields. For every five models in the unit, one model can replace his chainsword with an item from the Power Weapons list, or replace his bolt pistol with a plasma pistol, or hand flamer. • The Legion Sergeant can replace his chainsword and/or bolt pistol with items from the Melee Weapons list. • The Legion Sergeant can replace his bolt pistol with an item from the Pistols list. • If the unit hasn’t taken combat shields, the Legion Sergeant can take a combat shield. • If the unit hasn’t taken melta bombs, the Legion Sergeant can take melta bombs. • The Legion Sergeant can take artificer armour. Legiones Astartes
Jump Pack Assault: During deployment you can set the unit up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy models.
Combat shield: A model with a combat shield has a 5+ invulnerable save.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, ASSAULTSQUAD, JUMP PACK, FLY, ASTARTES
32
LEGION BREACHER SIEGE SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
5” 5”
3+ 3+
BS
S
3+ 3+
T
W
4
POWER
A L d
4 4
10
1 4
130 POINT S
Sv
1
7
1
2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 9 Legion Space Marines. It can include up to 5 additional Legion Breacher Space Marines (Power Rating +5) or up to 10 Legion Breacher Space Marines (Power Rating +10). • Each model is armed with a boltgun, bolt pistol, boarding shield, hardened armour, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
Pistol 1 Rapid Fire 1
Breachingcharge
Melee
Grenade1
8
Flamer Frag grenade
8” 6”
Assault D6 Grenade D6
4 3
0 0
1 1
Gravitongun
18”
Assault2
5
-3
1
Krakgrenade Lascutter Melta bomb
6” Grenade1 Melee Melee 4” Grenade 1 12”
Volkitecharger
UNIT OPTIONS WARGEAR OPTIONS
15”
-4
6 8
5
When targeting a BUILDINGthis weapon has damage 6 and you can re-roll failed wound rolls. This weapon can only be used once per game. This weapon automatically hits its target.
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
D3 -3
-4 8
ABILITIES
D6
-1 9
Assault 1 Assault2
1 1
-4 0
D3
When attacking with this weapon, a model may only ever make a single attack
D6
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6 2
-
•
The entire unit can take melta bombs.
•
For every five models in the unit, one model can replace its boltgun with either a volkite charger, graviton gun, meltagun, lascutter or flamer. One Legion Space Marine can take a legion vexilla. One Legion Space Marine can take a nuncio-vox. The Legion Space Marine Sergeant can replace his boltgun and/or bolt pistol with items from the Ranged Weapons list. The Legion Sergeant can take artificer armour. The Legion Sergeant can take a single breaching charge.
• • • • •
ABILITIES
0 0
D
12” 24”
Meltagun
4 4
AP
Bolt pistol Boltgun
OR • If the Legion Breacher Siege Squad hasn’t taken melta bombs, the Legion Sergeant can take melta bombs. Legiones Astartes
Hardened Armour: If a unit entirely equipped with hardened armour is targeted by a weapon which does a random number of shots, reduce the number rolled by 1 to a minimum of 1. Boarding Shields: Add 1 to the Saving Throws for models equipped with boarding shields if the attack has a Damage characteristic of 1.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, BREACHERSQUAD, VOID HARDENED, ASTARTES
33
LEGION TACTICAL SUPPORT SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
6” 6”
3+ 3+
BS
S
3+ 3+
T
W
4
A L d
4 4
6
POWER
1 4
POINT S
Sv
1 1
65
7 2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating +5). • Each model is armed with a flamer, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Bolt pistol Flamer Frag grenade
12” 8” 6”
Pistol 1 Assault D6 Grenade D6
Krakgrenade Melta bomb
6” 4”
Grenade1 Grenade 1
Meltagun Plasma gun Standard -
12”
Rapid Fire 1
24”
RapidFire1
Rotorcannon Volkite caliver Volkitecharger
30” 30” 15”
RapidFire3 Heavy 2 Assault2
ABILITIES
D 1
0 0
1 1
6 8
-1 -4
D3 D6
8
-4
ABILITIES
This weapon automatically hits its target.
-
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
When attacking with this weapon, choose one of the profiles below.
24”
WARGEAR OPTIONS
AP 0
4 3
Assault 1
Supercharge -
UNIT OPTIONS
S 4
7
-3 8
3
1
-3 0
6 5
-
1 0 0
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2 2 2
-
•
The entire unit can replace their flamers with rotor cannons, volkite chargers, volkite calivers, plasma guns or meltaguns. • One Legion Space Marine can take a legion vexilla. • One Legion Space Marine can take a nuncio-vox. • The Legion Sergeant can replace his bolt pistol with items from the Melee Weapons, Ranged Weaponsor Pistols lists. • The Legion Sergeant can take melta bombs. • The Legion Marine Sergeant can take artificer armour. Legiones Astartes , LEGIONES ASTARTES,
FACTION KEYWORDS KEYWORDS
I NFANTRY, TACTICALSUPPORTSQUAD, SUPPORT, ASTARTES
34
LEGION RECONNAISSANCE SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
6” 6”
3+ 3+
BS
S
3+ 3+
T
W
4
A L d
4 4
6
POWER
1 4
65
POINT S
Sv
1
7
1
2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Tactical Space Marines (Power Rating +4). • Each model is armed with a boltgun, bolt pistol, shroud bombs, frag grenades and krak grenades.
WEAPON Bolt pistol Boltgun Chainsword Frag grenade Krakgrenade Melta bomb Sniper rifle Space marine shotgun
UNIT OPTIONS WARGEAR OPTIONS ABILITIES
RANGE TYPE 12” Pistol 1 24” Rapid Fire 1 Melee Melee 6” 6” 4” 36” 12”
S 4 4
AP 0 0
D 1 1
User
0
1
Grenade D6 Grenade1 Grenade 1
3 6 8
0 -1 -4
1 D3 D6
Heavy 1
4
0
1
Assault 2
4
ABILITIES
-
0
Each time the bearer fights, it can make 1 additional attack with this weapon.
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. This weapon can target a Character even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
1
If the target is within half range, add 1 to this weapon’s Strength.
• The entire unit can take cameleoline. • The entire unit can take melta bombs. • The entire unit can take recon armour • Any model can replace his boltgun with a sniper rifle, space marine shotgun, or chainsword. • The Legion Sergeant can replace his bolt pistol with items from the Melee Weapons, Ranged Weaponsor Pistols lists. • If the Legion Reconnaissance Squad hasn’t taken melta bombs, the Legion Sergeant can take melta bombs. • The Legion Sergeant can take artificer armour. Legiones Astartes
Cameleoline: Add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1. Shroud bombs: When a unit declares a charge against this unit roll reduce the charge roll by 2. DEAMON, VEHICLE or PSYKER units ignore this effect. Recon Armour: A model with recon armour changes it’s Save to 4+. When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9” from an enemy deployment zone.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, RECON SQUAD, SUPPORT, ASTARTES
35
LEGION SEEKER SQUAD NAME
M
WS
BS
S
Legion Seeker Space 6” 3+ 2+ Marine Legion Strike Leader 6” 3+ 2+
7
POWER
T
W
4
A L d 4
4
1
1
POINT S
Sv
1
4
75
2
7 8
3+ 3+
This unit consists of 1 Legion Strike Leader and 4 Legion Seeker Space Marines. It can include up to 5 additional Legion Seeker Space Marines (Power Rating +7). • Each model is armed with a special issue boltgun, bolt pistol, frag grenades and krak grenades.
WEAPON Bolt pistol Frag grenade Krak grenade Special issue boltgun Standard rounds -Krakenboltshells -Tempest bolt shells -Scorpiusboltshells
WARGEAR OPTIONS
ABILITIES
RANGE TYPE 12” 6”
Pistol 1 Grenade D6
S 4 3
AP 0 0
D 1 1
ABILITIES
-
6” attackingGrenade D3 below. When with this1 weapon,6choose one-1 of the profiles 24” 30” 18” 24”
RapidFire1 4 RapidFire1 4 Rapid Fire D3 Heavy1 5
0 -1 3
1 1
-
0 -3
1 2
You can re-roll failed wounds with this weapon.
• Any model can replace his boltgun with items from the Combi-weapon List. • One Legion Seeker Space Marine can take a nuncio-vox. • The Legion Strike Leader can replace his boltgun an item from the Pistols list. • The Legion Strike Leader can take an item from the Melee Weapons list. • The Legion Strike Leader can take melta bombs. • The Legion Strike Leader can take artificer armour. Legiones Astartes
Marked for Death: This unit can re-roll hit and wound rolls of 1, against CHARACTERunits.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, SEEKER SQUAD, ASTARTES
36
LEGION OUTRIDER SQUAD NAME
M
Legion Space Marine Outrider Legion Outrider Sergeant
WS
BS
S
T
7
POWER
W
A L d
93
POINT S
Sv
14”
3+
3+
4
5
2
1
7
3+
14”
3+
3+
4
5
2
2
8
3+
This unit consists of 3 Legion Space Marine Outriders. It can include up to 3 additional Legion Space Marine Outriders (Power Rating +7) or up to 7 Legion Space Marine Outriders (Power Rating +15). • Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Bikes is equipped with a twin boltgun.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade Melta bomb Twin boltgun Twin flamer Twin meltagun Twin plasma gun Standard -
12”
Assault 2
AP 0
D 1
0 0 -1 -4
8
ABILITIES
1
1 D3 D6
Each time the bearer fights, it can make 1 additional attack with this weapon.
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
0 0
1 1
-4
D6
This weapon automatically hits it’s target. If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
When attacking with this weapon, choose one of the profiles below.
Supercharge -
UNIT OPTIONS
•
WARGEAR OPTIONS
•
ABILITIES
S
12” Pistol 1 4 Melee Melee User 6” Grenade D6 3 6” Grenade1 6 4” Grenade 1 8 24” Rapid Fire 2 4 8” Assault 2D6 4
• • •
24”
Rapid Fire 2
24”
RapidFire2
7
-3 8
-3
1
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
The entire unit can replace the twin boltguns on their Legion Space Marine Bikes with twin plasma guns, twin meltaguns, or twin flamers. For every three models in the unit, one can replace his chainsword with a power weapon, or replace his bolt pistol with a plasma pistol, or hand flamer. One Legion Space Marine Outrider can be upgraded to a Legion Outrider Sergeant. The Legion Outrider Sergeant can replace his chainsword with an item from the Melee Weapons list. The Legion Outrider Sergeant can replace his bolt pistol with an item from the Pistols list.
• The Legion Outrider Sergeant can take melta bombs. • The Legion Outrider Sergeant can take artificer armour. Legiones Astartes
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, BIKER, OUTRIDERSQUAD, ASTARTES
37
LEGION ATTACK BIKE SQUADRON NAME Legion Attack Bike
M
WS
14”
3+
BS
S
3+
T
W
4
3
POWER
A L d
5
4
45
POINT S
Sv
2
7
3+
This unit consists of 1 Legion Attack Bike. It can include up to 4 additional Legion Attack Bikes (Power Rating +3 per model). • Each model is armed with a twin boltgun and a heavy bolter, and is crewed by two Space Marines armed with bolt pistols, frag grenades and krak grenades.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
7
-1
2
-
Autocannon Bolt pistol Frag grenade Heavy bolter
48” 12” 6” 36”
Heavy 2 Pistol 1 Grenade D6 Heavy 3
4 3 5
0 0 -1
1 1 1
Krakgrenade Melta bomb
6” 4”
Grenade1 Grenade 1
6 8
-1 -4
D3 D6
Multi-melta
24”
Twin boltgun Volkiteculverin
UNIT OPTIONS WARGEAR OPTIONS ABILITIES
24” 45”
Heavy 1
8
Rapid Fire 2 4 Heavy4 6
-4
-
0 0
1 2
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
-
•
The entire unit can take melta bombs.
•
Any model can replace its heavy bolter with a multi-melta, volkite culverin, or autocannon.
Legiones Astartes Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, BIKER, ATTACKBIKE SQUADRON, ASTARTES
38
LEGION SKY HUNTER SQUADRON NAME
M
Legion Space Marine Sky Hunter Legion Sky Hunter Sergeant
WS
BS
S
T
W
8
POWER
A L d
120 POINT S
Sv
16”
3+
3+
4
5
2
1
7
2+
16”
3+
3+
4
5
2
2
8
2+
This unit consists of 3 Legion Space Marine Sky Hunters. It can include up to 3 additional Legion Space Marine Sky Hunters (Power Rating +8) or up to 7 Legion Space Marine Sky Hunters (Power Rating +17). • Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Scimitar Bikes is equipped with a heavy bolter.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Heavy bolter Krakgrenade Melta bomb
12” Melee 6” 36” 6” 4”
Pistol 1 Melee Grenade D6 Heavy 3 Grenade1 Grenade 1
Multi-melta
24”
Heavy 1
Plasma cannon Standard -
S 4
AP 0
User 3 5 6 8
D 1
0 0 -1 -1 -4
8
1 1 1 D3 D6
-4
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
36”
HeavyD3
8
-3
2
Volkiteculverin
45”
Heavy4
6
0
2
ABILITIES
Each time the bearer fights, it can make 1 additional attack with this weapon.
-
D6
Supercharge -
UNIT OPTIONS WARGEAR OPTIONS
ABILITIES
-
•
7
-3
1
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
-
The entire unit can take melta bombs.
•
For every three models in the unit, one can replace the heavy bolter on his Legion Space Marine Scimitar Jetbike with a multi-melta, volkite culverin, or plasma cannon. • One Legion Space Marine Sky Hunter can be upgraded to a Legion Sky Hunter Sergeant. • The Legion Sky Hunter Sergeant can replace his chainsword with an item from the Melee Weapons list. • The Legion Sky Hunter Sergeant can take melta bombs. Legiones Astartes
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice. Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy models.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, BIKER, SKY HUNTER SQUADRON, FLY, ASTARTES
39
LEGION LAND SPEEDER SQUADRON NAME Legion Land Speeder
M
WS
16”
3+
BS 3+
S
T
W
4
6
POWER
A L d
5
6
80
POINT S
Sv
2
7
3+
This unit consists of 1 Legion Land Speeder. It can include up to 4 additional Legion Land Speeders (Power Rating +6 per model). • Each model is equipped with a heavy bolter.
WEAPON
RANGE TYPE
S
AP
D
Gravitongun
18”
Assault2
5
-3
1
Havoclauncher Heavy bolter Heavy flamer Heavy plasma cannon Standard -
48” 36” 8”
HeavyD6 Heavy 3 Heavy D6
5 5 5
0 -1 -1
1 1 1
36”
Heavy D3
36”
HeavyD3
Hunter-killermissile
48”
Heavy1
8
Heavy 1
8
Volkiteculverin
WARGEAR OPTIONS ABILITIES
If the target has a Sa ve characteristic of 3+ or better, this weapon increases its Damage to D3.
This weapon automatically hits its target.
When attacking with this weapon, choose one of the profiles below.
Supercharge -
Multi-melta
ABILITIES
24” 45”
Heavy4
7
-3
8
1
6
-
2
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
-3
0
2
-
• Any model can replace its heavy bolter with a heavy flamer, multi-melta, or volkite culverin. • Any model can take a havoc launcher, heavy bolter, plasma cannon, or graviton gun. • Any model can take up to two hunter-killer missiles. Legiones Astartes
Anti-grav Upwash: Models in this unit have a Move characteristic of 20”, instead of 16” whilst the unit contains 3 or more models. Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3” suffers a mortal wound.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, FLY, LAND SPEEDER
40
LEGION JAVELIN ATTACK SPEEDER SQUADRON NAME Javelin Attack Speeder
M
WS
15”
BS 3+
S
T
3+
W
4
A L d 6
9
9
POWER
103 POINT S
Sv 3
8
3+
This unit consists of 1 Legion Land Speeder. It can include up to 2 additional Legion Land Speeders (Power Rating +9 per model). • Each model is equipped with a heavy bolter and a twin missile launcher.
WEAPON Heavy bolter Heavy flamer Hunter-killermissile
RANGE TYPE 36” 8” 48”
Multi-melta Twin lascannon Twin missile launcher Frag - missile Krak - missile
WARGEAR OPTIONS ABILITIES
S
Heavy 3 Heavy D6 Heavy1
24”
Heavy 1
48”
Heavy 2
5 5
AP
8
-1 -1 -2
8
-4 9
D 1 1 D6
This weapon automatically hits its target. A model can only fire each of its hunter-killer missiles once per battle. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6 -3
ABILITIES
D6
-
When attacking with this weapon, choose one of the profiles below.
48” 48”
Heavy2D6 Heavy2
4 8
0 -2
1 D6
-
• Any model can replace its heavy bolter with a heavy flamer, or multi-melta. • Any model can replace its twin missile launcher with a twin lascannon. • Any model can take up to two hunter-killer missiles. Legiones Astartes
Gravitic Augur Haze: Your opponent must subtract 1 from all hit rolls made for models that target this unit at ranges greater than 8”. Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6” suffers a mortal wound.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, FLY, JAVELINATTACKSPEEDER
41
LEGION TARANTULA SENTRY GUN BATTERY NAME
M
Tarantula Sentry Gun Air defence Tarantula
WS
0” 0”
BS -
S 4+ 4+
T
W
4 4
A L d 5 5
4 4
3
POWER
10
POINT S
Sv -
10 10
3+ 3+
This unit consists of 1 Tarantula Sentry Gun. It can include up to 2 additional Tarantula Sentry Guns (Power Rating +3 per model). • Each model equipped with a twin heavy bolter.
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
8
-2
D3
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
Air-defence missiles
48”
Heavy D3
Multi-melta
24”
Heavy 1
Twin heavy bolter
36”
Heavy 6
5
-1
1
Twin heavy flamer Twin lascannon Twin rotor cannon
8” 48” 30”
Heavy 2D6 Heavy 2 Rapid Fire 6
5 9 3
-1 -3 0
1 D6 1
UNIT OPTIONS
WARGEAR OPTIONS ABILITIES
•
• •
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. This weapon automatically hits its target.
-
The entire unit can be upgraded to Air defence Tarantulas. Air defence Tarantulas replace their twin heavy bolters with air-defence missiles. • One model can replace its air-defence missiles with a hyperios command platform. The entire unit can take concealment. Any model can replace its twin heavy bolters with twin heavy flamers, two twin rotor cannons, twin lascannon or multi-melta.
Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However,this model can still shoot if there are enemy models within 1” of it, and friendly units can still target enemy models that are within 1” of this model. Automated Weapons: If this model has a twin heavy bolter, twin heavy flamer or twin rotor cannon; it will automatically target the nearest enemy I NFANTRYunit in the Shooting phase within range. If this model has a multimelta or twin lascannon; it will automatically target the nearest non- I NFANTRYmodel in the Shooting phase within range. If this model has air-defence missiles; it will automatically target the nearest visible enemy unit that can FLY and is within range. If there are none of the specified types of unit types of unit in range then the closest enemy unit of any kind must be targeted, however in all cases this model may only shoot at an enemy CHARACTERif it is the closest model of any type.
Hyperios Command Platform: A model equipped with a hyperios command platform gives a +1 to hit rolls for air-defence missiles within 3”. Concealment: Enemy units targeting this unit suffer a -1 to hit rolls with ranged attacks, until this unit shoots.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, ARTILLERY, TARANTULASENTRY GUN
42
ANVILLUS PATTERN DREADCLAW DROP POD NAME Dreadclaw
M
WS
15”
BS
S 4+ 5+ 6+
4+
T
W
5
A L d 8-10 4-7 1-3
7
10
POWER
200 POINT S
Sv 4 3 D3
8
3+
A Dreadclaw is a single model equipped with blade struts and thermal jets.
WEAPON
RANGE TYPE
Bladestruts
Melee
Thermal jets
ABILITIES
TRANSPORT FACTION KEYWORDS KEYWORDS
6”
Melee Pistol D6
S User 6
AP -2
D 2
-1
ABILITIES -
1
When fired, this weapon automatically targets all units within range (friend or foe). This weapon can only be fired if more enemy units will be affected than friendly ones. This weapon automatically hits.
Orbital Assault: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform an orbital assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Any models embarked inside can then disembark, but they must be set up more than 9” away from any enemy models. Any models that cannot be set up because there is not enough room are slain. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. This model can transport 10 INFANTRY, or 1 DREADNOUGHT model(s) (each JUMP PACK, TERMINATORor PRIMARCHmodel takes up the space of two other I NFANTRYmodels). , LEGIONES ASTARTES, VEHICLE, TRANSPORT, FLY, DROP POD, DREADCLAW
43
LEGION DEATHSTORM DROP POD NAME
M
Deathstorm Drop Pod
WS
0”
BS -
S 4+
T
W
6
8
POWER
A L d 6
8
160 POINT S
Sv 0
8
3+
A Deathstorm Drop Pod is a single model equipped with a deathstorm frag launcher.
WEAPON
RANGE TYPE
S
AP
D
Deathstorm frag launcher
12”
Heavy 6
6
-1
1
Deathstorm krak launcher
18”
Heavy 2
8
-2
D3
ABILITIES When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared. When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
WARGEAR OPTIONS ABILITIES
•
The Deathstorm Drop Pod can replace its deathstorm frag launcher with a deathstorm krak launcher.
Drop Pod Assault: During deployment, you can set up this model in orbit instead of placing it on the battlefield. At the end of any of your movement phases this model can perform a Drop Pod Assault - Set it up anywhere on the battlefield that is more than 6” away from enemy models. Immobile: After this model has been set up on the battlefield it cannot move for any reason.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DROP POD, DEATHSTORM
44
LEGION HEAVY SUPPORT SQUAD NAME Legion Space Marine Legion Sergeant
M
WS
6” 6”
3+ 3+
BS
S
2+ 2+
T
W
4
A L d
4 4
7
POWER
1 4
65
POINT S
Sv
1
7
1
2
8
3+ 3+
This unit consists of 1 Legion Sergeant and 4 Legion Space Marines. It can include up to 5 additional Legion Space Marines (Power Rating +7). • Each model is armed with a heavy bolter, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE TYPE
Autocannon Bolt pistol Frag grenade
48” 12” 6”
Heavy 2 Pistol 1 Grenade D6
Heavy bolter Heavy flamer Krakgrenade Lascannon Missile Launcher Frag - missile Krak - missile
36” 8” 6” 48”
Heavy 3 Heavy D6 Grenade1 Heavy 1
AP
D
ABILITIES
7
-1
2
-
4 3
0 0
1 1
5 5 6
-1 -1 -1 -3
1 1 D3 D6 -
9
This weapon automatically hits its target.
When attacking with this weapon, choose one of the profiles below.
48” 48”
Multi-melta Plasma cannon Standard -
S
Heavy D6 Heavy1 24”
4 8
0 -2
Heavy 1
1 D6
8
-4
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
Supercharged -
36”
HeavyD3
8
-3
2
Volkiteculverin
45”
Heavy4
6
0
2
UNIT OPTIONS
•
WARGEAR OPTIONS
• • •
7
-3
1
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
-
The entire unit can replace their heavy bolters with heavy flamers, autocannons, multi-meltas, missile launchers, plasma cannons, volkite culverins, or lascannons. The entire unit can take hardened armour One Legion Space Marine can take a legion vexilla. One Legion Space Marine can take a nuncio-vox.
•
ABILITIES
The can replace his heavy bolter withfrom a chainsword andlists a nuncio-vox. If they do this, Legion they canSergeant then replace his bolt pistol with an item the Pistolsororcombat Rangedblade Weapons and his chainsword with an item from the Melee Weapons list. • The Legion Sergeant can take melta bombs. • The Legion Sergeant can take artificer armour. Legiones Astartes
Hardened Armour: A unit Ranged attacks that gen erate a random number of shots reduce the number generated by 1 (to a minimum of 1). Reduce the number rolled for Advance and Charge by 1 (to a minimum of 1).
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, HEAVY SUPPORTSQUAD, ASTARTES
45
LEGION PREDATOR STRIKE SQUADRON NAME
M
WS
12” 6” 3”
Legion Predator
BS
S 3+ 4+ 5+
6+
T
W
6
11
POWER
A L d
Sv
7-12 3-6D 1-21
3 3
7
8
102 POINT S
3+
This unit consists of 1 Legion Predator. It can include up to 2 additional Legion Predators (+11 Power rating per model). • Each model is equipped with a predator autocannon.
WEAPON
RANGE TYPE
C-beamcannon
72”
Heavy1
S 6
AP -3
D
ABILITIES This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24” between the bearer a nd the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
D3
Executioner plasma cannon Flamestormcannon
7
-3
2
8”
HeavyD6
6
-2
2
This weapon automatically hits its target.
Magna-meltacannon
24”
HeavyD3
10
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
48”
Heavy2D3
7
-1
3
36”
Predatorautocannon
WARGEAR OPTIONS ABILITIES
Heavy 2D3
-
-
•
Any model can replace its predator autocannon with a flamestorm cannon, executioner plasma cannon, C-beam cannon or magna-melta cannon. • Any model can take items from the Vehicle Upgradeslist. • Any model can take an item from each of the Pintle Weaponsand Sponson Weaponslists. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
FACTION KEYWORDS
, LEGIONES ASTARTES,
KEYWORDS
VEHICLE, RHINO, PREDATOR, TANK
46
LEGION LAND RAIDER BATTLE SQUADRON NAME
M
WS
10” 5” 3” 10” 5” 3”
Phobos/Proteus Land Raider
Achilles Land Raider
BS 6+
6+
S
T
3+ 4+ 5+ 3+ 4+ 5+
W
8
8
8
8
19
POWER
A L d
Sv
9-16 5-8D 1-41 10-19 5-9D 1-41
6 6
9
2+
6 6
9
2+
239 POINT S
This unit consists of 1 Phobos Land Raider. It can include up to 2 additional Proteus Land Raiders (+19 Power rating per model). • Each model is equipped with two twin lascannons and a twin heavy bolter.
WEAPON Quad launcher Frag - shells Shatter shells
RANGE TYPE
S
AP
D
60” 24”
Heavy4D3 Heavy4
5 8
0 -1
1 3
This weapon can target units that are not visible to the bearer.
-
Incendiary shells
60”
Heavy4D3
4
0
1
Splinter shells
36”
Heavy4D3
2
0
1
- Phosphex canister shot Twin heavy bolter Twin heavy flamer Twin lascannon
36” 8” 48”
Heavy 2D6+2 Heavy 6 Heavy 2D6 Heavy 2
24”
Heavy 2
36”
Twin multi-melta
UNIT OPTIONS
ABILITIES
When attacking with this weapon, choose one of the profiles below.
This weapon can target units that are not visible to the bea rer. Units targeted by this weapon do not gain any bonus to their saving throw for being in cover. This weapon can target units that are not visible to the bearer. On a wound roll of 6+; change the AP of that hit to -3. You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can target units that are not visible to the bearer.
5
-3
1
5 5 9
-1 -1 -3
1 1 D6
-
8
-4
D6
If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
This weapon automatically hits its target.
-
Each model can be upgraded to either: • A Land Raider Proteus (+1 Power rating). Replace the PHOBOSkeyword with PROTEUS. • Any Land Raider Proteus may take a twin lascannon, twin heavy bolter or twin heavy flamer. • Any Land Raider Proteus may take an explorator web. If this option is taken then the number of models that Proteus can transport is reduced to 6. OR •
WARGEAR OPTIONS ABILITIES
A Land Raider Achilles (+2 Power rating). Replace the two twin lascannons with two twin multi-meltas. This model is also equipped with a quad launcher (frag & shatter shells). The number of models an Achilles can transport is reduced to 6. Replace the PROTEUSkeyword with ACHILLES. • Any Land Raider Achilles can take incendiary shells or splinter shells. • If a SIEGE BREAKERunit is in the army; any Land Raider Achilles can take phosphex canister shot (+1 Power rating). • Any model can take items from the Vehicle Upgradeslist. • Any model can take an item from the Pintle Weaponslist. • Any Land Raider Phobos can take frag assault launchers. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Ferromantic Invulnerability: A Land Raider Achilles has a 4+ invulnerable save. Explorator Web: Enemy units opting to deploy using abilities during the battle which allow them to deploy outside their normal deployment zone (such as via teleportation, grav-shute insertion etc.) may not do so within 12” of this model.
TRANSPORT FACTION KEYWORDS KEYWORDS
Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on a 4+ that unit suffers D3 mortal wounds. Up to 10 INFANTRY. Each JUMP PACK, TERMINATORor PRIMARCHmodel takes the space of two other models. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, LAND RAIDER, PHOBOS, TANK
47
ACHILLES-ALPHA PATTERN LAND RAIDER NAME
M
WS
10” 5” 3”
Achilles-Alpha Land Raider
BS 6+
S
T
3+ 4+ 5+
W
8
A L d
Sv
10-19 5-9D 1-41
6 6
8
22
POWER
9
290 POINT S
2+
An Achilles-Alpha Land Raider is a single model. It is equipped with a quad launcher (frag & shatter shells) and two twin volkite culverins.
WEAPON Quad launcher Frag - shells Shatter shells
RANGE TYPE
S
AP
D
60” 24”
Heavy4D3 Heavy4
5 8
0 -1
1 3
This weapon can target units that are not visible to the bearer.
-
Incendiary shells
60”
Heavy4D3
4
0
1
Splinter shells
36”
Heavy4D3
2
0
1
- Phosphex canister shot Twin volkite culverin
WARGEAR OPTIONS ABILITIES
ABILITIES
When attacking with this weapon, choose one of the profiles below.
36” 45” • •
Heavy 2D6+2 Heavy 8
This weapon can target units that are not visible to the bea rer. Units targeted by this weapon do not gain any bonus to their saving throw for being in cover. This weapon can target units that are not visible to the bearer. On a wound roll of 6+; change the AP of that hit to -3.
5
-3
1
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can target units that are not visible to the bearer.
6
0
2
-
This model can take incendiary shells or splinter shells. If a SIEGE BREAKER unit is in the army; this model can take phosphex canister shot (+1 Power rating).
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Enhanced Ferromantic Rites: Reduce the damage of each hit against the Achilles-Alpha Land Raider by 1 (to a minimum of 1). This model has a 4+ invulnerable save.
TRANSPORT FACTION KEYWORDS KEYWORDS
Up to 6 INFANTRY. Each JUMP PACK, TERMINATORor PRIMARCHmodel takes the space of two other models. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, LAND RAIDER, ACHILLES-ALPHA, TANK
48
LEGION ARTILLERY TANK SQUADRON NAME
M
WS
12” 6” 3”
Legion Basilisk/ Legion Medusa/ Legion Whirlwind
BS 6+
S
T
3+ 4+ 5+
W
6
6
POWER
A L d
Sv
6-11 3-5D 1-21
3 3
7
8
90
POINT S
3+
This unit consists of 1 Legion Basilisk, Legion Medusa or Legion Whirlwind. It can include up to 2 additional Legion Basilisks, Legion Medusas or Legion Whirlwinds (+6 Power rating per model). • A Legion Basilisk is equipped with a heavy bolter and earthshaker cannon. • A Legion Medusa is equipped with a heavy bolter and medusa siege gun. • A Legion Whirlwind is equipped with a twin boltgun and whirlwind castellan launcher.
WEAPON
RANGE TYPE
Earthshakercannon Heavy bolter
240” 36”
Hyperios air-defence launcher Medusa phosphex cannon Medusasiegegun Twin boltgun Whirlwind castellan launcher Whirlwind vengeance launcher
WARGEAR OPTIONS
• • •
ABILITIES
AP
9 5
D
-2
D3 1 -
-1
ABILITIES Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
72”
Heavy2D3
8
-2
D3
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units. This weapon can target units that are not visible to the bearer.
36”
HeavyD6+1
5
-3
1
Re-roll failed wound rolls against INFANTRYand BIKER units. This weapon can target units that are not visible to the be arer.
36” 24”
•
HeavyD6 Heavy 3
S
HeavyD6 10 Rapid Fire 2 4
-3
D3 0
This weapon can target units that are not visible to the bearer.
1
-
72”
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
72”
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
Any Legion Whirlwind can replace its whirlwind castellan launcher with a whirlwind vengeance launcher or hyperios air-defence launcher. If a SIEGE BREAKER unit is in the army; any Medusa can replace its medusa siege gun with a medusa phosphex cannon. Any model can take items from the Vehicle Upgradeslist. Any model can take an item from the Pintle Weaponslist.
Once pernext game, instead phase of shooting any weapons in the Shooting phase, thisrolls model use Smoke its smokeLaunchers: launchers; until your Shooting your opponent must subtract 1 from all hit for can ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, ARTILLERY, ARTILLERYTANK SQUADRON, RHINO (Legion Whirlwind only), TANK
49
LEGION VINDICATOR SIEGE TANK SQUADRON NAME Legion Vindicator
M
WS
10” 5” 3”
BS
S
T
3+ 4+ 5+
6+
W
6
A L d
Sv
6-11 3-5D 1-21
3 3
8
8
10
POWER
120 POINT S
3+
This unit consists of 1 Legion Vindicator. It can include up to 2 additional Legion Vindicators (+10 Power rating per model). • Each model is equipped with a twin boltgun and demolisher cannon.
WEAPON Demolishercannon Laser volley cannon Overcharge fire Volley - fire Twin boltgun
WARGEAR OPTIONS ABILITIES
RANGE TYPE 24”
S
HeavyD3
AP
10
D
-3
ABILITIES When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
D6
When firing this weapon, choose one of the following profiles:
36”
Heavy2
9
-3
3
36”
Heavy 2
10
-5
6
24”
Rapid Fire 2
4
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing model suffers 3 mortal wounds.
0
1
-
• Any model can replace its demolisher cannon with a laser volley cannon and power capacitator. • Any model can take items from the Vehicle Upgradeslist. • Any model can take an item from the Pintle Weaponslist. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Power Capcacitator: On any turn in which a Vindicator does not move in the Movement phase, it may fire twice with it’s laser volley cannon, but may only use volley fire if it does so.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, RHINO, VINDICATOR, TANK
50
LEGION SPARTAN ASSAULT TANK NAME Legion Spartan
M
WS
10” 5” 3”
BS
S 3+ 4+ 5+
5+
T
W
8
23
POWER
A L d
Sv
12-20 6-11D 1-5D
8 6 3
8
9
320 POINT S
2+
A Legion Spartan is a single model. It is equipped with a twin heavy bolter, two quad lascannon and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks
Melee
Melee
User
Laserdestroyer
36”
Heavy1
12
Quadlascannon
48”
Heavy4
9
Twin heavy bolter
WARGEAR OPTIONS ABILITIES
36”
Heavy 6
S
AP -4
ABILITIES
D3
If this weapon successfully inflicts damage, roll an additional D6. On a result of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s damage is increased to 3D6.
D6
-3 5
D
-2
D6 -1
1
-
• This model can replace its two quad lascannon with two laser destroyer. • This model can take items from the Vehicle Upgradeslist. • This model can take an item from the Pintle Weaponslist. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
TRANSPORT FACTION KEYWORDS KEYWORDS
Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. This model can transport 25 INFANTRYmodels (each JUMP P ACK, TERMINATORor PRIMARCHmodel takes up the space of two other models). , LEGIONES ASTARTES, TITANIC, VEHICLE, TRANSPORT, SPARTAN, TANK
51
SICARAN VENATOR TANK DESTROYER NAME
M
WS
14” 10” 8”
Sicaran Venator
BS 6+
S
T
3+ 4+ 5+
W
6
15
POWER
A L d
POINT S
Sv
7-14 3-6 1-22
7
245
4 3
8
3+
A Sicaran Venator is a single model. It is equipped with a heavy bolter and neutron beam laser.
WEAPON
RANGE TYPE
S
AP
D
Heavy bolter
36”
Heavy 3
5
-1
1
Neutronbeamlaser
48”
Heavy3
12
-4
D6
WARGEAR OPTIONS ABILITIES
• •
ABILITIES Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
This model can take items from the Vehicle Upgradeslist. This model can take an item from each of the Pintle Weaponsand Sponson Weaponslists.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds. Gyro-stabilised Mounting: This model does not suffer the penalty to hit rolls from moving and firing Heavy weapons.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, SICARAN, VENATORTANK DESTROYER, TANK
52
LEGION SICARAN BATTLE TANK NAME
M
WS
14” 10” 8”
Legion Sicaran
BS
S
T
3+ 4+ 5+
6+
W
6
14
POWER
A L d
POINT S
Sv
7-14 3-6 1-22
7
155
4 3
8
3+
A Legion Sicaran is a single model. It is equipped with a heavy bolter and a twin accelerator autocannon.
WEAPON
RANGE TYPE
Heavy bolter
36”
Twin accelerator autocannon
WARGEAR OPTIONS ABILITIES
48” • •
Heavy 3 Assault 8
S 5
AP -1
7
D 1
-1
ABILITIES -
2
Attacks made with this weapon suffer no penalty to its hit roll w hen targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
This model can take items from the Vehicle Upgradeslist. This model can take an item from each of the Pintle Weaponsand Sponson Weaponslists.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D6 mortal wounds.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, SICARAN BATTLETANK, TANK
53
LEVIATHAN PATTERN SIEGE DREADNOUGHT TALON NAME
M
WS
8” 5” 3”
Leviathan Siege Dreadnought
BS 2+ 3+ 4+
S 2+ 3+ 4+
T
W
8
A L d
POWER
175 POINT S
Sv
8-14 4-7 1-3
8
16
4
8
2+
This unit consists of 1 Leviathan Siege Dreadnought. It can include up to 2 additional Leviathan Siege Dreadnoughts (+16 Power rating per model). • Each model is equipped with two leviathan siege claws, two meltaguns and two heavy flamers.
WEAPON
RANGE TYPE
S
AP
D
Cyclonicmeltalance
18”
Heavy2D3
9
-4
D6
Grav-fluxbombard
18”
HeavyD3
9
-5
2
5 x2 x2
-1 -3 -4
ABILITIES If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. If the target model is a MONSTER, TITANICor VEHICLEthen the amount of Damage
Heavy flamer Leviathansiegeclaw Leviathansiegedrill Leviathan storm cannon
8” Melee Melee
Heavy D6 Melee Melee
suffered from successful attacks becomes 5 per hit. For every five models in the target units, add D3 to the number of attacks made by this weapon.
1
This weapon automatically hits its target.
3 4
-
Re-roll failed wounds rolls againstINFANTRY.
24”
Heavy 10
7
-2
2
Meltagun
12”
Assault 1
8
-4
D6
Phosphexdischarger
18”
Twin volkite caliver
WARGEAR OPTIONS
ABILITIES
30”
Heavy 2D3+2 Heavy 4
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
-3
1
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can only be used once per b attle.
6
0
2
-
• • •
Any model can replace one or both siege claws with siege drills. Any model can replace one or both heavy flamers with twin volkite calivers. Any model can replace one siege claw and meltagun or both siege claws and meltaguns with a leviathan storm cannon, cyclonic melta lance or grav-flux bombard. • Any model can take a phosphex discharger. Reinforced Atomantic Shielding: This model has a 4+ invulnerable save.
Containment Breach: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a roll of 5+ it explodes; each unit within 9” suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, LEVIATHANDREADNOUGHT
54
DEREDEO PATTERN DREADNOUGHT NAME
M
WS
7” 5” 3”
Deredeo Pattern Dreadnought
BS 4+ 5+ 6+
S 2+ 3+ 4+
T
W
7
14
POWER
A L d
POINT S
Sv
10-14 5-9 1-4
7
135
2
8
3+
A Deredeo Pattern Dreadnought is a single model. It is equipped with a twin heavy bolter and an anvillus pattern autocannon battery.
WEAPON
RANGE TYPE
Aiolos missile launcher Anvillus pattern autocannon battery Arachnus heavy lascannon battery Plasma hellfire carronade Twin heavy bolter Twin heavy flamer
WARGEAR OPTIONS ABILITIES
S
AP
D
ABILITIES
60”
Heavy 2D3
6
-1
1
-
36”
Heavy 8
8
-1
2
-
48”
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining damage inflicted is a natural ‘6’ then a mortal wounds is inflicted on the target in addition to all other damage
24”
Heavy 5
8
-3
3
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
36” 8”
Heavy 6 Heavy 2D6
5 5
-1 -1
1 1
This weapon automatically hits its target.
•
This model can replace its anvillus pattern autocannon battery with a plasma hellfire carronade or an arachnus heavy lascannon battery. • This model can replace its twin heavy bolter with a twin heavy flamer. • This model can take an aiolos missile launcher or atomantic pavaise. Helical Targeting Array:At the beginning of any turn, the controlling player may declare that its helical targeting array is active. While it is active, this model may not move and adds +1 to hit rolls against models with the FLY keyword.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 5+ it explodes, and each unit within 6” suffers D3 mortal wounds.
Layered Atomantic Barriers: A unit with this ability has a 5+ invulnerable save against Shooting or Overwatch attacks, and a 4+ invulnerable save against Melee attacks in the Fight phase. Atomantic Pavaise: If equipped with an atomantic pavaise, all friendly units within 6” of this model gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, DREADNOUGHT, DEREDEO
55
LEGION WHIRLWIND SCORPIUS NAME
M
WS
12” 6” 3”
Legion Whirlwind Scorpius
BS 6+
S 3+ 4+ 5+
T
W
6
12
POWER
A L d
Sv
6-11 3-5D 1-21
3 3
7
8
175 POINT S
3+
A Legion Whirlwind Scorpius is a single model. It is equipped with a twin boltgun and scorpius missile launcher.
WEAPON
RANGE TYPE
Scorpius multilauncher Twin boltgun
WARGEAR OPTIONS ABILITIES
•
48”
Heavy 3D3
24”
Rapid Fire 2
S 8
AP -2
4
D 1
0
ABILITIES This weapon can target units that are not visible to the bearer.
1
-
This model can take items from the Vehicle Upgradeslist.
• This model can take an item from the Pintle Weaponslist. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 5+ it explodes, and each unit within 6” suffers D3 mortal wounds. Missile Barrage: On any turn in which the Scorpius does not move during the Movement phase, it may fire its scorpius multi-launcher twice in the following Shooting phase.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, RHINO, WHIRLWINDSCORPIUS, TANK
56
LEGION MALCADOR ASSAULT TANK NAME Legion Malcador
M
WS
10” 7” 5”
BS 6+
S 3+ 4+ 5+
T
W
7
16
POWER
A L d
Sv
10-18 5-9D 1-41
3 3
8
8
220 POINT S
3+
This unit consists of 1 Legion Malcador. It can include up to 2 additional Legion Malcadors (+16 Power rating per model). • Each model is equipped with a battle cannon and three heavy bolters.
WEAPON Autocannon Battlecannon Demolishercannon Heavy bolter Heavy flamer Lascannon Twin lascannon
WARGEAR OPTIONS
ABILITIES
RANGE TYPE 48” 72”
Heavy 2 HeavyD6
24”
HeavyD3
36” 8” 48” 48”
Heavy 3 Heavy D6 Heavy 1 Heavy 2
S
AP
D
7
-1
2
8
-2
10
D3
-3
5 5
D6
-1 -1 -3
9 9
-3
ABILITIES When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
1 This weapon automatically hits its target. 1 D6 D6 -
• Any model can replace its battle cannon with a twin lascannon. • Any model can replace one heavy bolter with a heavy flamer, autocannon, lascannon or demolisher cannon. • Any model can replace two heavy bolters with two heavy flamers, two autocannons or two lascannons. • Any model can take items from the Vehicle Upgradeslist. • Any model can take an item from the Pintle Weaponslist. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6+ it explodes and each unit within 2D6” suffers D3 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Grinding Advance: This model does not suffer the penalty to its turret weapon hit rolls for shooting a Heavy weapon on a turn in which it has moved. The following weapons are turret weapons: battle cannon twin lascannon.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, MALCADOR, TANK
57
LEGION JETBIKE SKY SLAYER SUPPORT SQUADRON NAME
M
Legion Space Marine Sky Slayer Legion Sky Slayer Sergeant
WS
BS
S
T
W
A L d
9
POWER
120 POINT S
Sv
16”
3+
3+
4
5
2
1
7
2+
16”
3+
3+
4
5
2
2
8
2+
This unit consists of 3 Legion Space Marine Sky Slayers. It can include up to 2 additional Legion Space Marine Sky Slayers (Power Rating +6). • Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades. Each of their Legion Space Marine Scimitar Jetbikes is equipped with a multi-melta.
WEAPON
RANGE TYPE
Bolt pistol Chainsword Frag grenade Krakgrenade Melta bomb
12” Pistol 1 Melee Melee 6” Grenade D6 6” Grenade1 4” Grenade 1
Multi-melta Plasma cannon Standard -
24”
Volkiteculverin
WARGEAR OPTIONS ABILITIES
AP 0
User 3 6 8
Heavy 1
D 1
0 0 -1 -4
8
ABILITIES
1
1 D3 D6
-4
Each time the bearer fights, it can make 1 additional attack with this weapon.
You can re-roll failed wound rolls for this weapon if the target is aVEHICLE. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
When attacking with this weapon, choose one of the profiles below.
Supercharge -
UNIT OPTIONS
S 4
36”
Heavy D3
36”
HeavyD3
7 8
-3 -3
1 2
45”
Heavy4
6
0
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
-
•
The entire unit can replace the multi-meltas on their Legion Space Marine Scimitar Jetbikes with volkite culverins, or plasma cannnons • One Legion Space Marine Sky Slayer can be upgraded to a Legion Sky Slayer Sergeant. • The Legion Sky Slayer Sergeant can replace his chainsword with an item from the Melee Weapons list. • The Legion Sky Slayer Sergeant can take melta bombs. Legiones Astartes
Turbo-boost: A model on a legion space marine bike or legion scimitar jetbike adds 6” to it’s move characteristic for that Movement phase, when it Advances, instead of rolling a dice.
Sky Hunters: During deployment you can set the unit up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases this unit can assault from above - set them up anywhere on the battlefield that is more than 9” away from any enemy models.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, BIKER, FLY, SKY SLAYER SQUADRON
58
LEGION KHARYBDIS ASSAULT CLAW NAME Kharybdis Assault Claw
M
WS
15”
BS
S 3+ 4+ 5+
4+
T
W
7
15
POWER
A L d
POINT S
Sv
11-16 5-9 1-4
8
300
8 6 D6
8
3+
A Kharybdis Assault Claw is a single model equipped with five kharybdis storm launchers, blade struts, melta cutters and a thermal jet array.
WEAPON
RANGE TYPE
Thermal jet array
6”
Pistol D6
Kharybdis storm launcher
24”
Heavy 3
S
AP
D
ABILITIES
8
-1
D3
When fired, this weapon automatically targets all units within range (friend or foe). This weapon can only be fired if more enemy units will be affected than friendly ones. This weapon automatically hits.
6
-1
1
Bladestruts
Melee
Melee
User
-2
2
Meltacutters
Melee
Melee
16
-5
2D6
ABILITIES
TRANSPORT FACTION KEYWORDS KEYWORDS
Normal attacks may not be made using this profile, instead if the Kharybdis Assault Claw successfully charges a model with the VEHICLE, MONSTER or TITANICkeywords, the controlling player may choose to forfeit all of its standard attacks to make a single a ttack with this profile that hits its target on a 2+.
Orbital Assault: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform an orbital assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Any models embarked inside can then disembark, but they must be set up more than 9” away from any enemy models. Any models that cannot be set up because there is not enough room are slain. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. This model can transport 20 INFANTRY, or 1 DREADNOUGHT model(s) (each JUMP PACK, TERMINATORor PRIMARCHmodel takes up the space of two other I NFANTRYmodels). , LEGIONES ASTARTES, VEHICLE, TRANSPORT, FLY, KHARYBDIS
59
LEGION RHINO ARMOURED CARRIER NAME
M
WS
12” 6” 3”
Legion Rhino
BS 6+
S 3+ 4+ 5+
T
W
6
4
POWER
A L d
Sv
6-10 3-5D 1-21
3 3
7
8
70
POINT S
3+
A Legion Rhino is a single model equipped with a twin boltgun.
WEAPON
RANGE TYPE
Twin boltgun
WARGEAR OPTIONS ABILITIES
24” • •
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
This model can take items from the Vehicle Upgradeslist. This model can take an item from the Pintle Weaponslist.
Self -repair: Roll a D6 at the start of each of your turns; on a 6, this model regains 1 lost wound. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
TRANSPORT FACTION KEYWORDS KEYWORDS
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. This model can transport 10 INFANTRYmodels. It cannot transport JUMP PACK, TERMINATORor PRIMARCH models. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, RHINO, TANK
60
LEGION DROP POD NAME Legion Drop Pod
M 0”
WS
BS
-
3+
5
POWER
S
T 6
W 6
A L d 8
103 POINT S
Sv
0
8
3+
A Legion Drop Pod is a single model equipped with a twin boltgun.
WEAPON Twin boltgun
ABILITIES
TRANSPORT FACTION KEYWORDS KEYWORDS
RANGE TYPE 24”
Rapid Fire 2
S
AP
D
ABILITIES
4
0
1
-
Drop Pod Assault: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9” away from any enemy models. Any models that cannot be set up because there is not enough room are slain. Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it. This model can transport 10 INFANTRYmodels. It cannot transport JUMP PACK, TERMINATORor PRIMARCH models. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, DROP POD
Specialised Wargear Legion Drop Pods are only utilised by the Legiones Astartes under certain specific conditions. As such, a Legion Drop Pod cannot be taken as a Dedicated Transport unless a Rite of War or unit Ability specifically allows them.
61
LEGION DREADNOUGHT DROP POD NAME Dreadnought Drop Pod
M 0”
WS
BS -
S 3+
T 6
W
A L d 7
8
6
POWER
120 POINT S
Sv 0
8
3+
A Dreadnought Drop Pod is a single model.
ABILITIES
Drop Pod Assault: During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9” away from any enemy models. Any models that cannot be set up because there is not enough room are slain. Immobile: After this model has been set up on the battlefield it cannot move for any reason, and no units can
TRANSPORT FACTION KEYWORDS KEYWORDS
embark upon it. This model can transport 1 DREADNOUGHTmodel. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, DROP POD, DREADNOUGHTDROP POD
Specialised Wargear Legion Dreadnought Drop Pods are only utilised by the Legiones Astartes under certain specific conditions. As such, a Legion Dreadnought Drop Pod cannot be taken as a Dedicated Transport unless a Rite of War or unit Ability specifically allows them.
62
PRIMARIS-LIGHTNING STRIKE FIGHTER NAME
M
Primaris-Lightning
20-45” 20-30” 20”
WS
BS 6+
S
T
3+ 4+ 5+
W
7
A L d
POWER
95
POINT S
Sv
7-14 4-6 1-3
7
14
3
8
3+
A Primaris-Lightning is a single model equipped with a twin lascannon.
WEAPON Twin lascannon Twin autocannon Twin multi-laser Twin missile
RANGE TYPE 48” 48” 36”
Heavy 2 Heavy 4 Heavy 6
S
AP
D
ABILITIES
9 7 6
-3 -1 0
D6 2 1
-
When attacking with this weapon, choose one of the profiles below.
launcher Frag - missile Krak - missile
48” 48”
Heavy2D6 Heavy2
4 8
0 -2
1 D6
Rad - missile
48”
Heavy2D3
4
-2
1
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
SunfuryMissile
72”
Heavy2D6
4
0
1
KrakenPenetrator
72”
Heavy1
8
-2
D6
-
Bomb cluster
---------------------- See Bomb cluster below ----------------------
UNIT OPTIONS
•
WARGEAR OPTIONS ABILITIES
Roll two dice when inflicting damage with this weapon and discard the lowest result. Each Bomb cluster can only be used once per battle.
This model can take a Bomb cluster. OR • This model can take up to three twin autocannons, twin multi-lasers, twin missile launchers (frag & krak missiles), two sunfury missiles, two kraken penetrators. • Any twin missile launcher can take rad missiles. • This model can take battle servitor control. • This model can take ground-tracking auguries. • This model can take a ramjet diffraction grid. Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked by units that can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Bomb cluster: Once per game a Primaris-Lig htning with a Bomb cluster can drop it as it flies over enemy units in its Movement phase. After the Primaris-Lightning has moved, pick one enemy unit that it flew over. Then roll a D6 for each model in the unit, up to a maximum of 10 dice (roll two dice for each VEHICLE or MONSTERin the unit). For each roll of a 5+, the unit being bombed suffers a mortal wound. Battle servitor control: A model with Battle Servitor Control increases by one the Strength of any weapons that target a VEHICLE unit. Ground-tracking auguries: A model with ground-tracking auguries can re-roll hit rolls of a ‘1’ when targeting a unit that does not have the FLY keyword.
FACTION KEYWORDS KEYWORDS
Ramjet diffraction grid: This model has a 5+ invulnerable save against ranged weapons. , LEGIONES ASTARTES, VEHICLE, FLY, PRIMARIS-LIGHTNING
63
LEGION STORM EAGLE ASSAULT GUNSHIP NAME
M
Storm Eagle
20-45” 20-30” 20”
WS
BS 6+
S
T
3+ 4+ 5+
W
8
A L d
POWER
210 POINT S
Sv
9-16 5-8 1-4
7
18
3 D3 1
9
3+
A Storm Eagle is a single model equipped with a twin heavy bolter, vengeance launcher and two hellstrike launchers.
WEAPON Hellstrikelauncher Twin heavy bolter Twin lascannon Twin missile launcher Frag - missile Krak - missile
RANGE TYPE 72” 36” 48”
48” 48”
Heavy2D6 Heavy2 24”
Vengeancelauncher
ABILITIES
AP
8
D
-3 5 9
3 -1 -3
ABILITIES -
1 D6
-
When attacking with this weapon, choose one of the profiles below.
Twin multi-melta
WARGEAR OPTIONS
S
Heavy2 Heavy 6 Heavy 2
48”
4 8
0 -2
Heavy 2 Heavy2D6
1 D6
8 5
-
-4 -1
If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6 1
-
• •
This model can replace its two hellstrike launchers with two twin lascannons. This model can replace its twin heavy bolter with a twin multi-melta or twin missile launcher (frag & krak missiles). Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked by units that can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Hover Jet:Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the beginning of your next Movement phase.
TRANSPORT FACTION KEYWORDS KEYWORDS
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. This model can transport 20 INFANTRYmodels (each JUMP P ACK, TERMINATORor PRIMARCHmodel takes up the space of two other models). , LEGIONES ASTARTES, VEHICLE, TRANSPORT, FLY, STORM EAGLE
64
XIPHON PATTERN INTERCEPTOR NAME
M
Xiphon Interceptor
20-50” 20-30” 20”
WS
BS 6+
S 3+ 4+ 5+
T
W
6
11
POWER
A L d
POINT S
Sv
8-11 4-7 1-3
7
80
2
8
3+
A Xiphon Interceptor is a single model equipped with two twin lascannons and a xiphon rotary missile launcher.
WEAPON Twin lascannon Xiphon rotary missile launcher
ABILITIES
RANGE TYPE 48”
Heavy 2
60”
Heavy 3
6
S
AP
D
9
-3
D6
-2
3
ABILITIES -
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked by units that can FLY.
Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Interceptor: You can add 1 to hit rolls for this model when targeting an enemy in the Shooting phase that can FLY. Terminal Targeting:This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, FLY, XIPHON INTERCEPTOR
65
LEGION FIRE RAPTOR ASSAULT GUNSHIP NAME
M
Fire Raptor
20-45” 20-30” 20”
WS
BS 6+
S
T
3+ 4+ 5+
W
8
A L d
POWER
250 POINT S
Sv
8-16 4-7 1-3
7
19
3 D3 1
9
3+
A Fire Raptor is a single model equipped with a twin avenger bolt cannon, two quad heavy bolters and two hellstrike launchers.
WEAPON
RANGE TYPE
Hellstrikelauncher Quadheavybolter Reaper autocannon battery
72” 36”
Twin avenger bolt cannon Twin lascannon
WARGEAR OPTIONS ABILITIES
• •
Heavy2 Heavy12
S
AP
8
-3 -1 -1
5
36”
Heavy 6
7
36”
Heavy 10
6
48”
Heavy 2
ABILITIES -
1
1
-2 9
D 3
-
2 -3
D6
-
This model can replace its two quad heavy bolters with two reaper autocannon batteries. This model can replace its two twin hellstrike launchers with two twin lascannons.
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked by units that can FLY. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Hover Jet:Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the beginning of your next Movement phase. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, FLY, FIRE RAPTORASSAULTGUNSHIP
66
LEGION CAESTUS ASSAULT RAM NAME
M
Caestus Assault Ram
20-50” 20-30” 20”
WS
BS
S
T
3+ 4+ 5+
5+
W
8
16
POWER
A L d
POINT S
Sv
8-14 4-7 1-3
7
220
4 2 1
9
2+
A Caestus Assault Ram is a single model equipped with a twin magna-melta and two havoc launchers.
WEAPON
RANGE TYPE
Caestusram
Melee
Melee
User
48”
HeavyD6
5
Havoclauncher Missile launcher Frag - missile Krak - missile
AP
D
-3 0
ABILITIES Add 3 to hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
D6 1
-
When attacking with this weapon, choose one of the profiles below.
48” 48”
Twin magna-melta
WARGEAR OPTIONS ABILITIES
S
Heavy D6 Heavy1 24”
• •
Heavy 2D3
4 8
0 -2 10
1 D6 -4
D6
If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
This model can replace its two havoc launchers with two missile launchers. This model can take frag assault launchers.
Airborne Ram: This model can only declare charges in the Charge phase against units that can FLY, and can only attack or be attacked by units that can FLY. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes, and each unit within 6” suffers D3 mortal wounds. Supersonic: Each time this model moves first pivot it on the spot up to 90° (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Hard to Hit:Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase and it loses the Airborne, Supersonic and Hard to Hit abilities until the beginning of your next Movement phase.
Frag Assault Launchers: Roll a D6 each time this model finishes a charge move within 1” of an enemy unit; on a 4+ that unit suffers D3 mortal wounds.
TRANSPORT FACTION KEYWORDS KEYWORDS
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. This model can transport 10 I NFANTRYmodels (each PRIMARCH model takes up the space of two other I NFANTRYmodels). It cannot transport JUMP PACK models. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, FLY, CAESTUSASSAULTRAM, TANK
67
LEGION CERBERUS HEAVY TANK DESTROYER NAME Legion Cerberus
M
WS
10” 5” 3”
BS
S 3+ 4+ 5+
5+
T
W
8
A L d
Sv
17-22 6-16 1-5D
8 6 3
9
9
26
POWER
480 POINT S
2+
A Legion Cerberus is a single model equipped with a Heavy neutron laser battery and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks
Melee
Heavy neutron laser battery Hunter-killermissile
WARGEAR OPTIONS ABILITIES
72” 48”
Melee Heavy3 Heavy1
S
AP
D
User
-2
D3
14
-4
3+D6
8
-2
D6
ABILITIES Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn. A model can only fire each of its hunter-killer missiles once per battle.
• This model can take a hunter-killer missile. • This model can take an item from the Sponson Weapons list. • This model can take an item from the Pintle Weaponslist. Unstable Reactor: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it explodes and each unit within 2D6” suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its heavy neutron laser battery which must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION KEYWORDS
, LEGIONES ASTARTES,
KEYWORDS
VEHICLE, TITANIC, CERBERUS, TANK
68
LEGION TYPHON HEAVY SIEGE TANK NAME Legion Typhon
M
WS
10” 5” 3”
BS
S 3+ 4+ 5+
5+
T
W
8
27
POWER
A L d
Sv
17-22 6-16 1-5D
8 6 3
9
9
520 POINT S
2+
A Legion Typhon is a single model equipped with a Dreadhammer siege cannon and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks Dreadhammer siege cannon Hunter-killermissile
Melee
WARGEAR OPTIONS ABILITIES
24” 48”
Melee Heavy2D6 Heavy1
S
AP
D
User
-2
D3
10
-5
3
8
-2
D6
ABILITIES If the model carrying this weapon does not move in the Movement phase, then the range of this weapon is increased to 48” for the duration of the current turn. A model can only fire each of its hunter-killer missiles once per battle.
• This model can take a hunter-killer missile. • This model can take an item from the Sponson Weapons list. • This model can take an item from the Pintle Weaponslist. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its dreadhammer siege cannon which must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, TITANIC, TYPHON, TANK
69
LEGION FALCHION SUPER-HEAVY TANK NAME
M
WS
10” 7” 4”
Legion Falchion
BS 5+
S 3+ 4+ 5+
T
W
9
A L d 14-26 7-13 1-63
9
40
POWER
640 POINT S
Sv 9 6
9
2+
A Legion Falchion is a single model equipped with a twin heavy bolter, twin volcano cannon, two quad lascannons and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks Quadlascannon Twin heavy bolter
Melee 48” 36”
Twin volcano cannon
WARGEAR OPTIONS ABILITIES
120” • •
Melee Heavy4 Heavy 6 Heavy 2D6
S User 9 5 16
AP -2
D
ABILITIES
-1
D3 D6 1 -
-5
2D6
-3
You can re-roll failed wound rolls when targetingTITANICunits with this weapon.
This model can take a hunter-killer missile. This model can take an item from the Pintle Weaponslist.
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its twin volcano cannon which must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
FACTION KEYWORDS
, LEGIONES ASTARTES,
KEYWORDS
VEHICLE, TITANIC, FALCHION, TANK
70
LEGION STORMBLADE SUPER-HEAVY TANK NAME
M
WS
10” 7” 4”
Legion Stormblade
BS 5+
S 3+ 4+ 5+
T
W
9
A L d
POWER
420 POINT S
Sv
14-26 7-13 1-63
8
29
9 6
9
3+
A Legion Stormblade is a single model equipped with a plasma blastgun, heavy bolter and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks Heavy bolter Lascannon Plasma blastgun
Melee 36” 48” 72” 96”
Twin heavy bolter Twin heavy flamer
ABILITIES
S User 5 9
AP -2 -1
D
ABILITIES
D3
-
1 D6 -
-3
When attacking with this weapon, choose one of the profiles below.
Standard Supercharge -
WARGEAR OPTIONS
Melee Heavy 3 Heavy 1
36” 8”
Heavy 2D6 Heavy2D6 Heavy 6 Heavy 2D6
8 9
-3 -3 5 5
2 3 -1 -1
1 1
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
This weapon automatically hits its target.
•
This model can take up to two pairs of sponsons (each sponson consists of a twin heavy bolter and lascannon). • Any twin heavy bolter can be replaced with a twin heavy flamer. • This model can take a hunter-killer missile. • This model can take an item from the Pintle Weaponslist. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its heavy bolters or heavy flamers may target unit within 1”of it - its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, TITANIC, STORMBLADE, TANK
71
LEGION FELLBLADE SUPER-HEAVY TANK NAME Legion Fellblade
M
WS
10” 7” 4”
BS 5+
S
T
3+ 4+ 5+
W
9
A L d
POWER
540 POINT S
Sv
14-26 7-13 1-63
9
35
9 6
9
2+
A Legion Fellblade is a single model equipped with a fellblade accelerator cannon, demolisher cannon, twin heavy bolter, two quad lascannons and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks
Melee
Demolishercannon
24”
S
Melee
User
HeavyD3
10
AP
D
-2
D3
-3
ABILITIES -
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
Fellblade accelerator cannon
When attacking with this weapon, choose one of the profiles below.
HE - shell
100”
AE -shell Quadlascannon Twin heavy bolter
100” Heavy 2 14 -4 6 48” Heavy4 9 -3 D6 36” Heavy 6 5 -1 1
WARGEAR OPTIONS
• This model can replace its two quad lascannons with two laser destroyers. • This model can replace its twin heavy bolter with a twin heavy flamer. • This model can take a hunter-killer missile. • This model can take an item from the Pintle Weaponslist. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
ABILITIES
Heavy 2D6
8
-3
When attacking units with 5 or more models, the dice rolled to determine the number of shots fired may be re -rolled.
2
-
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (except for its fellblade accelerator cannon and demolisher cannon which must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, TITANIC, FELLBLADE, TANK
72
LEGION GLAIVE SUPER-HEAVY SPECIAL WEAPONS TANK NAME Legion Glaive
M
WS
10” 7” 4”
BS 5+
S 3+ 4+ 5+
T
W
9
A L d 14-26 7-13 1-63
9
38
POWER
640 POINT S
Sv 9 6
9
2+
A Legion Glaive is a single model equipped with a volkite carronade, twin heavy bolter, two quad lascannons and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks Quadlascannon Twin heavy bolter
Melee 48” 36”
Volkitecarronade
WARGEAR OPTIONS ABILITIES
48”
S
AP
Melee Heavy4 Heavy 6
User 9 5
-2 -3
Heavy1
8
-3
-1
D
ABILITIES
D3 D6 1 2
Draw a line 48” long from this model; each unit (friend or enemy) that gets passed over/through by the line suffers D6 shots. If the line passes through/over a TITANIC unit it is terminated at that unit. The TITANIC unit suffers D3 mortal wounds in addition to the D6 shots.
• This model can replace its two quad lascannons with two laser destroyers. • This model can replace its twin heavy bolter with a twin heavy flamer. • This model can take a hunter-killer missile. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it. In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
FACTION
, LEGIONES ASTARTES,
KEYWORDS KEYWORDS
VEHICLE, TITANIC, GLAIVE, TANK
73
LEGION THUNDERHAWK TRANSPORTER NAME
M
Thunderhawk Transporter
20-50” 20-40” 20-30” 20”
WS
BS 6+
S 2+ 3+ 4+ 5+
T
W
10
A L d
POWER
420 POINT S
Sv
20-26 14-19 6-13 1-5
9
27
6 4 3 2
9
3+
A Thunderhawk Transporter is a single model equipped with four twin heavy bolters and a hellstrike battery.
WEAPON Hellstrikebattery Twin heavy bolter
ABILITIES
RANGE TYPE 72” 36”
Heavy4 Heavy 6
S 8
AP -3
5
D 3
-1
ABILITIES -
1
-
Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Colossal Flyer: When targeting this unit with shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase. Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Void-hardened Hull: The Thunderhawk Transporter has a 5+ invulnerable save. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6” suffers 2D6 mortal wounds. Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase.
TRANSPORT
Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. The Thunderhawk Transporter can transport 15 INFANTRYmodels. Each JUMP PACK, TERMINATORor PRIMARCHmodel takes up the space of two other I NFANTRYmodels. It may also transport BIKER models who take up the space of three I NFANTRYmodels each. In addition it may transport vehicles in one of the two following configurations: • One model with the LAND RAIDER or SPARTANkeywords. • Up to two models with the RHINO keyword. Note that transported vehicles may also transport additional units where able.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, TRANSPORT, TITANIC, FLY, THUNDERHAWKTRANSPORTER
74
LEGION THUNDERHAWK GUNSHIP NAME
M
Thunderhawk Gunship
20-50” 20-40” 20-30” 20”
WS
BS 6+
S 2+ 3+ 4+ 5+
T
W
10
42
POWER
A L d
POINT S
Sv
24-30 15-23 8-14 1-7
9
650
8 4 3 2
9
3+
A Thunderhawk gunship is a single model equipped with a thunderhawk cannon, four twin heavy bolters and two lascannons.
WEAPON
RANGE TYPE
Hellstrikebattery Lascannon Thunderhawk
72” 48”
cannon Turbo-laser destructor Twin heavy bolter
WARGEAR OPTIONS ABILITIES
Heavy4 Heavy 1
S
AP
D
8 9
-3 -3
3 D6
-
48”
Heavy 2D6
8
-2
D6
96”
HeavyD3
16
-4
2D6
36”
Heavy 6
5
-1
ABILITIES -
1
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
-
• •
This model can replace its thunderhawk cannon with a turbo-laser destructor. This model can take a hellstrike missile battery. If this option is chosen then the Thunderhawk Gunship loses the Thunderhawk Cluster Bombs ability. Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Colossal Flyer: When targeting th is unit with shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase. Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Void-hardened Hull: The Thunderhawk Gunship has a 5+ invulnerable save. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6” suffers 2D6 mortal wounds. Hover Jet:Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
TRANSPORT FACTION KEYWORDS KEYWORDS
Thunderhawk Cluster Bombs: Once per battle, a Thunderhawk Gunship with th is ability can make a bombing run against a single enemy unit it has moved over during one of its Movement phases. After the Thunderhawk Gunship has moved, pick an enemy unit that it flew over. Roll 3D6 for every VEHICLE or MONSTER, or a D6 for every other model, up to a maximum of 12D6. For each roll of a 5+, the unit suffers a mortal wound. Units consisting only of CHARACTERSmay not be targeted by this ability. The Thunderhawk Gunship can transport 30 INFANTRY models. Each JUMP PACK, TERMINATOR or PRIMARCHmodel takes the space of two other I NFANTRYmodels. It may also transport BIKER models who take up the place of three I NFANTRYmodels each. , LEGIONES ASTARTES, VEHICLE, TRANSPORT, TITANIC, FLY, THUNDERHAWKGUNSHIP
75
LEGION MASTODON HEAVY ASSAULT TRANSPORT NAME
M W S
BS
S
T
W
A
Ld
Sv
44
POWER
734 POINT S
Void Shield
10” 7” 4”
Legion Mastodon
5+
3+ 4+ 5+
9
16-30 8-15 1-7
9
8 6 D6
9
2+
5+ 6+ 7+
A Legion Mastodon is a single model equipped with a siege melta array, two heavy flamers, two lascannons, a skyreaper battery and crushing tracks.
WEAPON
RANGE TYPE
Crushingtracks Heavy flamer
Melee 8”
Melee Heavy D6
User 5
48” 48”
Heavy1 Heavy 1
8 9
Hunter-killermissile Lascannon Siegemeltaarray
12”
Skyreaperbattery
WARGEAR OPTIONS ABILITIES
48” •
Heavy4D3 Heavy8
S
9 7
AP
D
-2 -1 -2 -3 -4 -1
ABILITIES
D3
-
1 D6 D6 D6 5
This weapon automatically hits its target.
-
A model can only fire each of its hunter-killer missiles once per battle. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
This model can take up to four hunter-killer missiles.
Explodes: If this model is reduced to 0 wounds, roll 2D6 before removing it from the battlefield and before any models disembark; on a 6 it explodes and each unit within 2D6” suffers 2D6 mortal wounds. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Steel Behemoth: This model can Fall Back in the Movement phase and still shoot and/or charge during the controlling player’s turn. It can fire its weapons if enemy units are within 1” of it (but only its heavy flamers and lascannons can target units withinn1” of it - its other guns must target other units). In addition, this model only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
Reinforced Structure: A model with an armoured cockpit rolls a dice each time it loses a wound. On a 6 it does not lose that wound.
TRANSPORT FACTION KEYWORDS KEYWORDS
Void Shields: The Legion Mastodon is protected by specialised void shield generators. In game terms, these void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves, they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the unit, with the mortal wound being ignored if the save roll is passed. Void shields must be continuously reenergised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see above). This model can transport 40 INFANTRY or DREADNOUGHTmodels (each JUMP PACK, TERMINATOR or PRIMARCH model takes up the space of two other I NFANTRYmodels, DREADNOUGHTmodels take up the space of 10 other I NFANTRYmodels). , LEGIONES ASTARTES, VEHICLE, TRANSPORT, TITANIC, MASTODON, TANK
76
SOKAR PATTERN STORMBIRD NAME
M
WS
Sokar Pattern Stormbird
20-50” 20-40” 20-30” 20”
BS
S
T
50
POWER
W
A
Ld
9
30-40 20-29 10-19 1-9
Sv
651 POINT S
Void Shield
6+
2+ 3+ 4+ 5+
10
6 4 3 2
9
3+
4+ 5+ 6+ 7+
A Sokar Pattern Stormbird is a single model equipped with four twin lascannons, three twin heavy bolters and a hellstrike battery.
WEAPON Hellstrikebattery Twin heavy bolter Twin lascannon
ABILITIES
RANGE TYPE 72” 36”
Heavy4 Heavy 6
S 8
AP -3
5
D 3
-1
ABILITIES -
1
-
48” Heavy 2 9 -3 D6 Airborne: This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Colossal Flyer: When targeting th is unit with shooting attacks and psychic powers, always measure to the model’s hull where it would be at tabletop level, even if it is on a flying base. In addition, unless the attacking unit has the Fly keyword, add 12” to the measured distance to determine the range when making shooting attacks against the Sokar Pattern Stormbird. Note that his means that many short-ranged shooting weapons will not be able to hit this model. Your opponent must also subtract 1 from hit rolls for attacks against this model during the Shooting phase. Supersonic: Each time this model moves, first pivot it on the spot up to 90° (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20” until the end of the phase - do not roll a dice. Void-hardened Hull: The Sokar Pattern Stormbird has a 5+ invulnerable save. Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield and before any embarked models disembark; on a 6 it crashes and explodes and each unit within 6” suffers 2D6 mortal wounds. Hover Jet:Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20” until the end of the phase, and it loses the Airborne, Colossal Flyer and Supersonic abilities until the beginning of your next Movement phase. Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. Projected Void Shields: The Sokar Pattern Stormbird is protected by specialised void sh ield generators. In game terms, these void shields are represented by a unique kind of saving throw which the controlling player can opt to use instead of their normal save or invulnerable save against any form of attack except from weapons with the Melee type. Like invulnerable saves, void shield saves are unaffected by the AP of an attack, but unlike invulnerable saves, they may also be used to negate mortal wounds. In this case however, roll one dice for each mortal wound that has been inflicted on the unit, with the mortal wound being ignored if the save roll is passed. Void shields must be continuously re-energised and renewed in combat operations and so as the unit is damaged, the defensive potential of its void shields is reduced (see above). Shield Projection: As long as the Sokar Pattern Stormbird’s controlling player has chosen to make it hover (as described previously) and does not move at all during the turn, you may declare that the Sokar Pattern Stormbird is projecting its void shields beyond its hull at the start of the Movement phase. If this is the case, the void shields’ save is extended to all models and BUILDINGSwithin 8” of the Sokar Pattern Stormbird’s hull and wings.
TRANSPORT
The Sokar Pattern Stormbird can transport 50 INFANTRY models. Each JUMP PACK, TERMINATOR or PRIMARCHmodel takes the space of two other I NFANTRYmodels. It may also transport BIKER models who take up the place of three I NFANTRYmodels each. The Sokar Pattern Stormbird may also transport a single RHINO, including its own transported models, occupying 25 models’ worth of space. When disembarking, the Rhino may only exit via the rear of the Sokar Pattern Stormbird.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, VEHICLE, TRANSPORT, TITANIC, FLY, SOKAR PATTERNSTORMBIRD
77
IMPERIAL PRIMUS REDOUBT NAME
M
Primus Redoubt
-
WS
BS
-
S
4+
T -
20
POWER
W
A L d
8
20
300 POINT S
Sv -
-
3+
A Primus Redoubt is a single model equipped with a dual turbo-laser destructor and force dome.
WEAPON
RANGE TYPE
Air-defence missiles Dual turbo-laser destructor Heavy bolter Heavy flamer Lascannon
48”
Heavy D3
96”
Macro2D3
S
AP
D
ABILITIES
8
-2
D3
This weapon gets +1 to hit against units with the Fly keyword. However it gets -1 to hit all other units.
16
8
-4
Multi-melta
24”
Heavy 1
Twin heavy bolter Twin lascannon Whirlwind castellan launcher Whirlwind vengeance launcher
36” 48”
Heavy 6 Heavy 2
72”
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
72”
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
5 9
1 1 D6 -
Any wound roll of a 6 made with this attack automatically inflict an additional D3 mortal wounds to the target.
Heavy 3 Heavy D6 Heavy 1
ABILITIES
9
-1 -1 -3
2D6
36” 8” 48”
WARGEAR OPTIONS
5 5
-3
D6 -1 -3
1 D6
This weapon automatically hits its target.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
-
•
This model can take either a twin heavy bolter, twin lascannon, air-defence missiles or whirlwind castellan launcher. • This model can replace its whirlwind castellan launcher with a whirlwind vengeance launcher. • This model can take up to two heavy bolters, heavy flamers, multi-meltas or lascannons. Reactor Explosion: If this model is reduced to 0 wounds, before removing it from the battlefield and before any embarked models disembark, roll a D6. On a 6, it explodes and each unit within 2D6” suffers D6 mortal wounds.
Battle Crew: You may add 1 to this model’s hit rolls when making shooting attacks against models with the TITANIC keyword. Force Dome: This model has a 5+ invulnerable save.
TRANSPORT FACTION KEYWORDS KEYWORDS
Immobile: This model cannot move for any reason, not can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase - do not make hit rolls. However, this model can still shoot if there are enemy models within 1” of it, and friendly units can still target enemy units that are within 1” of this model. This model can transport any number of I NFANTRYCHARACTERSand one other I NFANTRYunit, up to a total of 20 models. U NALIGNED BUILDING, VEHICLE, TRANSPORT, PRIMUS REDOUBT
78
IMPERIAL CASTELLUM STRONGHOLD NAME
M
Tacticus Bunker
BunkerAnnex
WS
0”
BS -
0”
S
T
3+ 4+ 5+ 3+ 4+ 5+
-
W
40
POWER
A L d
-
9
-
9
550 POINT S
Sv
16-20 6-15 1-5 8-12 4-7 1-3
-
9
3+
-
9
3+
A Castellum Stronghold is a single Realm of Battle tile which is composed of four linked Buildings that are treated separately during the game. These comprise a single large Tacticus Bunker and three Bunker Annexes bordering an open dock area.
WEAPON
RANGE TYPE
Battlecannon Castellum airdefence missiles Icaruslascannon
S
AP
D
72”
HeavyD6
8
-2
D3
48”
Heavy D3
8
-2
D3
96”
Heavy1
9
-3
D6
ABILITIES -
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units. This weapon can target units that are not visible to the firing model. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
Icarus quad lascannon
96”
Heavy 4
9
-3
D6
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
Multi-melta
24”
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Quad gun
48”
Twin heavy bolter Twin heavy flamer Twin lascannon Whirlwind castellan launcher
WARGEAR OPTIONS
ABILITIES
Heavy 8
36” 8” 48”
Heavy 6 Heavy 2D6 Heavy 2
72”
Heavy 2D6
7
-4
6
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
2
5 5 9
-1 -1 -3 0
1 1 D6 1
This weapon automatically hits its target.
This weapon can target units that are not visible to the firing model.
•
Each bunker annex can take a twin heavy bolter, twin heavy flamer, twin lascannon, multi-melta, castellum airdefence missiles, whirlwind castellan launcher, icarus lascannon or quad gun. The tacticus bunker can take up to two twin heavy bolters, twin heavy flamers, twin lascannons, multi-melta, castellum air-defence missiles, whirlwind castellan launchers, icarus lascannons, quad guns, command relays, battlecannons or icarus quad lascannons. Immobile (Tacticus Bunker & Bunker Annex): This model cannot move for any reason, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase. However, this model can still shoot if there are models within 1” of it, and friendly models can still target enemy models that are within 1” of this model. •
Automated Weapons (Tacticus Bunker & Bunker Annex): Unless a friendly unit is embarked inside this model, each of its weapons can only target the nearest visible enemy model. If two units are equally close, you choose which is targeted. Magazine Explosion (Tacticus Bunker & Bunker Annex): If this model is reduced to 0 wounds, roll a D6 before any embarked models disembark, on a 6 it explodes and each unit within 2D6” suffers D6 mortal wounds. Firing Ports: Up to 15 models in the Tacticus Bunker can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Tacticus Bunker. Up to 1 models in each Bunker Annex can shoot in the Shooting phase, measuring and drawing line of sight from any part of the Bunker Annex in which they are embarked. In both cases, embarked models may shoot even if enemy models are within 1” of their Bunker. Battlements: Infantry models on the Castellum Stronghold receive the benefit of cover against attacks from units not on the Castellum Stronghold tile. Shield Gate Barriers: Unless the Tacticus Bunker has been destroyed, all Infantry, Dreadnought or Biker units on the Castellum Stronghold tile have a 4+ invulnerable save against Shooting attacks.
TRANSPORT
FACTION KEYWORDS KEYWORDS
Command Relay: While your army’s Warlord is embarked within this model, one Stratagem played in a turn by the controlling player costs one fewer Command point than normal (to a minimum of 1). The Tacticus Bunker can transport any number of I NFANTRYCHARACTERSand one other I NFANTRYunit, up to a total of 30 models. Each Bunker Annex can transport any number of I NFANTRYCHARACTERSand one other I NFANTRYunit, up to a total of 12 models. In both cases, each JUMP PACK, TERMINATORor PRIMARCHmodel takes up the space of two other models. , LEGIONES ASTARTES, BUILDING, VEHICLE, TRANSPORT, TITANIC, CASTELLUMSTRONGHOLD
79
CASTELLAX BATTLE-AUTOMATA MANIPLE NAME
M
Castellax
WS
7”
BS 4+
S
T
3+
W
6
A L d 7
6
POWER
60
POINT S
Sv
6
2
6
3+
A Castellax Battle-automata Maniple consists of 1 Castellax. It can include up to 2 additional Castellax (Power Rating +12) or up to 4 Castellax (Power Rating +24). • Each model is armed with a mauler pattern bolt cannon, two boltguns and shock chargers.
WEAPON
RANGE TYPE
Battle-automata power blades Boltgun
Melee 24”
Darkfirecannon
60”
Flamer Maulerboltcannon
8” 24”
Multi-melta
24”
Siegewrecker Shockchargers
UNIT OPTIONS WARGEAR OPTIONS ABILITIES
Melee Melee •
Melee Rapid Fire 1
Heavy 1 Melee Melee
AP
D
ABILITIES
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
4
Heavy2 Assault D6 Heavy3
S User 0 7
-4
4 6
1
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
D3
0 -2
-
1 1
This weapon automatically hits its target.
-
8
-4
D6
x2 User
-4 -3
5 1
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. When attacking with this weapon, you must subtract 1 from the hit roll.
-
The entire unit can take enhanced targeting arrays.
• Any model can replace its mauler bolt cannon with a multi-melta or darkfire cannon. • Any model can replace one or both of its boltgun(s) with a flamer(s). • Any model can replace its shock chargers with battle-automata power blades. • Any model can replace its shock chargers and one boltgun with a siege wrecker. Cybernetica Cortex: This model automatically passes Morale tests. Additionally, unless a friendly CORTEX CONTROLLERunit is within 6”; this model can only target the nearest visible enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit.
Atomantic Shielding: This model has a 5+ invulnerable save. Reactor Blast: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Enhanced Targeting Array: Enemy units targeted by a model with an enhanced targeting array do not gain any bonus to their saving throw for being in cover. Additionally, this model’s Ballistic Skill characteristic increases to 2+.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, MONSTER, CASTELLAX, CYBERNETICACORTEX, SUPPORT
80
VORAX BATTLE-AUTOMATA MANIPLE NAME
M
Vorax
WS
9”
BS 3+
S
T
3+
W
6
4
POWER
A L d 6
4
45
POINT S
Sv 2
6
4+
A Vorax Battle-automata Maniple consists of 1 Vorax. It can include up to 2 additional Vorax (Power Rating +8) or up to 5 Vorax(Power Rating +20). • Each model is armed with a lightning gun, two rotor cannons and battle-automata power blades.
WEAPON
RANGE TYPE
Battle-automata power blades
Melee
Irad-cleanser
8”
Lightning gun Rotorcannon Rotor cannon (biocorrosive rounds)
UNIT OPTIONS WARGEAR OPTIONS ABILITIES
18” 30” 16” • • •
S
AP
D
ABILITIES
Melee
User
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
AssaultD6
*
Heavy 1 RapidFire3 RapidFire3
0
7 3
0 0
1
1 1
0
This weapon automatically hits its target. This weapon always wounds on a 2+, unless the target model is a VEHICLE. A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
1
You canthis re-roll failedAP wound rollsDamage with this change weapon’s to -3 and to 2.weapon. On a wound roll of 6+;
1
This weapon always wounds on a 4+, unless the target model is aVEHICLE.
The entire unit can take enhanced targeting arrays. The entire unit can take bio-corrosive rounds for their rotor cannons. Any model can replace it’s lightning gun with an irad-cleanser.
Cybernetica Cortex: This model automatically passes Morale tests. Additionally, unless a friendly CORTEX CONTROLLERunit is within 6”; this model can only target the nearest visible enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit. Fleet: Roll two dice and take the highest when making an Advance move with this unit. Vanguard: Once both sides have deployed but before the first player takes their turn, this unit can move as if it were their Movement phase. If both players have units that can do this, the player who is taking the first turn move their units first. Enhanced Targeting Array: Enemy units targeted by a model with an enhanced targeting array do not gain any bonus to their saving throw for being in cover. Additionally, this model’s Ballistic Skill characteristic increases to 2+.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, MONSTER, VORAX, CYBERNETICACORTEX, SUPPORT
81
THALLAX COHORT NAME
M
Thallax
WS
8”
BS 4+
6
POWER
S 3+
T
W
5
A L d 5
35
POINT S
Sv
3
2
7
4+
A Thallax Cohort consists of 3 Thallax. It can include up to 3 additional Thallax (Power Rating +6) or up to 6 Thallax (Power Rating +12). • Each model is armed with a lightning gun and frag grenades.
WEAPON
RANGE TYPE
S
AP
D
Frag grenade
6”
Grenade D6
3
0
1
Lightning gun
18”
Heavy 1
7
0
1
UNIT OPTIONS WARGEAR OPTIONS ABILITIES
ABILITIES You can re-roll failed wound rolls with this weapon. On a wound roll of 6+; change this weapon’s AP to -3 and Damage to 2.
• • •
The entire unit can take melta bombs. The unit can take one of the Icarian, Ferrox, Destructor or Empyrite upgrades. For every three models in the unit, one model can replace its lightning gun with an item from the Thallax Weapons list. • Any model can take a heavy chainsword. Djinn-sight: Enemy units targeted by this unit do not gain any bonus to their saving throw for being in cover. Additionally, units that use an ability to deploy during deployment cannot be set up within 18” of this unit.
Lorica Thallax: Roll a D6 each time this unit loses a wound, on a 6 it does not lose that wound. Icarian: At the beginning of the Move phase this unit may activate this ability. If it does, it cannot move or Advance during the Move phase, add 1 to all hit rolls made for this model against targets that can FLY and subtract 1 from the hit rolls made for this model against all other targets. These effects last until the end of the turn. Ferrox: This unit gets +1 Attack when ch arging; cannot replace its lightning guns and gains the following ability on its melee attacks during the Fight phase- “On a wound roll of 6+ change this weapons AP to -3.” Destructor: This unit increases the Strength of its attacks against VEHICLE units by 1. Empyrite: During deployment, you can set up this unit in the teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this unit can perform a teleport assault - set it up anywhere on the battlefield that is more than 9” away from any enemy models. Additionally this unit gains the VOID H ARDENED keyword.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, I NFANTRY, JUMP PACK, FLY, THALLAX, SUPPORT
82
DOMITAR BATTLE-AUTOMATA MANIPLE NAME Domitar
M
WS
7”
BS 3+
S
T
4+
W
7
A L d 7
7
7
POWER
115 POINT S
Sv 3
6
3+
A Domitar Battle-automata Maniple consists of 1 Domitar. It can include up to 2 additional Domitar (Power Rating +14) or up to 4 Domitar (Power Rating +28). • Each model is armed with a missile launcher (ignis-frag & krak missiles) and two graviton hammers.
WEAPON
RANGE TYPE
Gravitonhammer Missile launcher
Melee
Ignis-frag missile Krak - missile
ABILITIES
S
Melee
AP
x2
D
-3
4
ABILITIES When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, choose one of the profiles below.
48” 48”
HeavyD6 Heavy1
5 8
0 -2
Units targeted by this weapon do not gain any bonus to their saving throw for being in cover.
1 D6
-
Cybernetica Cortex: This model automatically passes Morale tests. Additionally, unless a friendly CORTEX CONTROLLERunit is within 6”; this model can only target the nearest visible enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit. Atomantic Shielding: This model has a 5+ invulnerable save. Reactor Blast: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6” suffers D3 mortal wounds. Brutal charge: When a domitar finishes a charge move, roll a dice; on a 4+ one enemy unit within 1” suffers a mortal wound.
FACTION KEYWORDS KEYWORDS
, LEGIONES ASTARTES, MONSTER, DOMITAR, CYBERNETICACORTEX, SUPPORT
83
WEAPON PROFILES SUMMARY WEAPON RANGE TYPE
S
AP
D
ABILITIES
Aiolos missile launcher
60”
Heavy 2D3
Air-defence missiles
48”
Heavy D3
Anvillus pattern autocannon battery
36”
Heavy 8
8
-1
2
Arachnus heavy lascannon battery
48”
Heavy 2
10
-4
D6
12” 48”
Pistol 1 Heavy 2
Archaeotech Pistol Autocannon Battle-automata power blades Battlecannon Bladestruts Bolt pistol Boltgun
Melee
6
-1 8
Melee
1 -2
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
D3 -
When attacking with this weapon, if at least one dice roll when determining damage inflicted is a natural ‘6’ then a mortal wounds is inflicted on the target in addition to all other damage
6 7
-2 -1
2 2
-
User
-3
2
Each time the bearer fights, it can make 1 additional attack with this weapon.
72” Melee 12” 24”
HeavyD6 Melee Pistol 1 Rapid Fire 1
100”
HeavyD6
8
-2
D3
Breachingcharge
Melee
Grenade1
8
-4
D6
Caestusram
Melee
Melee
User
-3
D6
Add 3 to hit rolls made with this weapon when targetingBUILDINGSif the Caestus Assault Ram charged this turn.
8
-2
D3
This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units. This weapon can target units that are not visible to the firing model.
Bombardment
Castellum airdefence missiles
48”
C-beamcannon
72”
Chainfist Chainsword
Melee Melee
Charnabalsabre Combi-bolter Combi-flamer Boltgun Flamer Combi-grenade launcher Boltgun - Grenade launcher Frag - grenade Krak - grenade Combi-melta Boltgun Meltagun Combi-plasma Boltgun - Plasma gun Standard Supercharge Combi-volkite Boltgun Volkite charger Crushingtracks
Melee 24”
8 User 4 4
Heavy D3
Heavy1
-2 -2 0 0
6
Melee Melee
-3
This weapon can only be fired once per battle, and cannot be used if the bearer moved. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one Bombardment per turn, regardless of how many Masters of Signals you have in your army. When targeting a BUILDING this weapon has damage 6 and you can re-roll failed wound rolls. This weapon can only be used once per game.
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24” between the bearer and the target, increase the strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These a dditional hits do not trigger further hits themselves.
D3
-4 0
User 4
-
1 1
x2 User
Melee RapidFire2
D3 2
2 1
-2
Each time the bearer fights, it can make 1 additional attack with this weapon.
1
0
-
1
-
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24” 8”
Rapid Fire 1 Assault D6
4
0 4
1 0
1
This weapon automatically hits its target.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
Rapid Fire 1
4
0
1
-
When attacking with this weapon, choose one of the profiles below.
24” 24”
AssaultD6 Assault1
3 6
0 -1
1 D3
-
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
Rapid Fire 1
12”
Assault1
4
0 8
1 -4
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
D6
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24”
Rapid Fire 1
4
0
1
-
When attacking with this weapon, choose one of the profiles below.
24” 24”
RapidFire1 RapidFire1
7
8
-3 -3
1
-
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
24” Rapid Fire 1 15” Assault2 Melee Melee
4
0 5
1 0
User
2
-2
D3
-
Cyclonicmeltalance
18”
Heavy2D3
9
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Darkfirecannon
60”
Heavy2
7
-4
D3
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
84
WEAPON
RANGE TYPE
S
AP
D
ABILITIES
Deathstorm frag launcher
12”
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, exceptCHARACTERS. A unit consisting entirely of CHARACTERSmay only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
Deathstorm krak launcher
18”
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, exceptCHARACTERS. A unit consisting entirely of CHARACTERSmay only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
HeavyD3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
Melee
User
0
1
Attacks with this weapon get +1 Strength if the b earer successfully charged this turn. Each time the bearer fights with this weapon, it can make 1 additional attack.
10
-5
3
If the model carrying this weapon does not move in the Movement phase, then the range of this weapon is increased to 48” for the duration of the current turn.
Demolishercannon Dozerblade Dreadhammer siege cannon Dreadnought chainfist
24” Melee 24”
Heavy2D6
Melee
Melee
x2
-4
4
-
Dreadnought close combat weapon Dual turbo-laser destructor
Melee
Melee
x2
-3
3
-
Earthshakercannon
240”
Executioner plasma cannon Fellblade accelerator cannon
96”
36”
16
-3
2D6
Any wound roll of a 6 made with this attack automatically inflict an additional D3 mortal wounds to the target.
9
-2
D3
Roll two dice for the number of attacks when firing this wea pon and discard the lowest result. This weapon can target units that are not visible to the bearer.
7
-3
2
Macro2D3 HeavyD6 Heavy 2D3
-
When attacking with this weapon, choose one of the profiles below.
HE - shell
100”
Heavy2D6
AE -shell Flamer Flamestormcannon Force axe Forcelance Force maul Forcesword Frag grenade
100”
Heavy 2 14 -4 Assault D6 4 0 HeavyD6 6 -2 Melee +1 -2 Melee +2 -1 Melee +2 -1 Melee User -3 Grenade D6 3 0
8” 8” Melee Melee Melee Melee 6”
8
-3
When attacking units with 5 or more models, the dice rolled to determine the number of shots fired may be re -rolled.
2 6
1 2 D3 D3 D3 D3 1 -
This weapon automatically hits its target. This weapon automatically hits its target.
-
Grav-fluxbombard
18”
HeavyD3
9
-5
2
If the target model is a MONSTER, TITANICor VEHICLEthen the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target units, add D3 to the number of attacks made by this weapon.
Gravitoncannon
36"
HeavyD3
7
-4
2
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to 3. For every five models in the target units, add D3 to the number of attacks made by this weapon.
Gravitongun
18”
Assault2
5
-3
1
Melee AssaultD6 Pistol D3 HeavyD6 Heavy 3 Melee Heavy D6
x2 4
-3 -1 0 0 -1 0 -1
Gravitonhammer Grenadeharness Hand flamer Havoclauncher Heavy bolter Heavychainsword Heavy flamer Heavy neutron laser battery Heavy plasma cannon
Melee 12” 6” 48” 36” Melee 8” 72”
Heavy3
36” 36”
Heavy D3 HeavyD3
Hellstrikebattery Hellstrikelauncher Hunter-killermissile
72” 72” 48”
Heavy4 Heavy2 Heavy1
Icaruslascannon Icarus quad lascannon
+2 5 14
-4
4
When attacking with this weapon, you must subtract 1 from the hit roll.
1
-
1 1 1
-
This weapon automatically hits its target.
1
-
1
This weapon automatically hits its target.
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
When attacking with this weapon, choose one of the profiles below.
Standard Supercharge -
Hyperios air-defence launcher
3 5 5
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
72” 96” 96”
Heavy2D3 Heavy1 Heavy 4
7 8
-3 -3
1 2
8 8 8
-3 -3 -2
3 3 D6
8
-2
D3
9
-3
D6
9
-3
D6
85
-
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
A model can only fire each of its hunter-killer missiles once per battle. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units. This weapon can target units that are not visible to the bearer. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
WEAPON
RANGE TYPE
Irad-cleanser
6
-1
1
-
24”
Heavy 6
7
-1
1
-
Grenade1 Heavy1
Lascannon Lascutter
48” Melee
Laserdestroyer
36”
0
6
Heavy 1 Melee
-4
36”
Heavy 2
36”
Heavy2
Melee Melee
Melee Melee
24”
9 10
When attacking with this weapon, a model may only ever make a single attack
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of 3-5, the weapon’s damage is increased to 2D6. On a result of a 6, the weapon’s
3 4
-
7
-2
2
-
Heavy 10
7
24” 24” 36” 36” 4” Melee
Meltagun
12”
HeavyD3
-2
4
-1
2
Melee Assault 1
-
-3
10 8
-3 -4
Re-roll failed wound rolls against INFANTRY and BIKER units. This weapon can target units that are not visible to the bea rer.
1 D3 D6
This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon if the target is aVEHICLE.
16
-5
2D6
Normal attacks may not be made using this profile, instead if the Kharybdis Assault Claw successfully charges a model with the VEHICLE, MONSTER or TITANICkeywords, the controlling player may choose to forfeit all of its standard attacks to make a single attack with this profile that hits its target on a 2+.
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
When attacking with this weapon, choose one of the profiles below.
48”
Heavy D6
48”
4
0
HeavyD6
1
5
-
0
Units targeted by this weapon do not gain any bonus to their saving throw for being in cover.
1
Krak - missile
48”
Heavy1
8
-2
D6
Rad - missile
48”
HeavyD3
4
-2
1
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
Multi-laser
36”
Heavy 3
6
0
1
Multi-melta
24”
Heavy 1
8
-4
D6
Needle pistol
12”
Pistol 1
1
0
1
Neutronbeamlaser
48”
Heavy3
12
-4
D6
Melee 24”
Phosphexbomb
6”
Phosphex discharger
18”
Photonthruster Plasma blaster Standard Supercharge -
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
1
5
HeavyD6 Grenade 1
You can re-roll failed wound rolls with this weapon. On a wound roll of 6+; change that hit’s AP to -3 and Damage to 2.
D6
-2
HeavyD6+1
You can re -roll failed wounds with this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
1 -4
6
Re-roll failed wounds rolls againstINFANTRY.
1
0 10
RapidFire1 Heavy3
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing model suffers 3 mortal wounds.
6 -3 -4
Heavy 1
24”
-
x2 x2
18”
Paragonblade Phasedplasma-fusil
damage is increased to 3D6.
3
-5
Lightning gun
Ignis-frag missile
D6 D3
-3
User
Missile launcher Frag - missile
A model can only fire each of its kraken penetrators once per battle. Against VEHICLE units roll 2D6, and discard the lowest, to determine the number of wounds caused by this weapon.
When firing this weapon, choose one of the following profiles:
Melee
Meltacutters
-3
12
-
D6
-3 9
Melee
Master-crafted boltgun Maulerboltcannon Medusa phosphex cannon Medusasiegegun Melta bomb
D3
-4
9
Heavy1
1
-1
8
Lightningclaw
Magna-meltacannon
This weapon automatically hits its target. This weapon always w ounds on a 2+, unless the target model is a VEHICLE. A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
Heavy 3
6”
1
ABILITIES
24”
36”
Leviathansiegeclaw Leviathansiegedrill Leviathan storm cannon
D
AssaultD6
KrakenPenetrator
Overcharge fire
AP
8”
Kharybdis storm launcher Kheres assault cannon Krakgrenade
Laser volley cannon - Volley fire
S
48”
Melee RapidFire2 Grenade D3+1 Heavy 2D3+2
+2 6
Heavy2
6
-3 -2
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. A needle pistol always wounds on a 2+, unless the target model is aVEHICLE. Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
D3 1 -
5
-3
1
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can only be used once per ba ttle.
5
-3
1
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can only be used once per ba ttle.
-4
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
D3
When attacking with this weapon, choose one of the profiles below.
18”
Assault 2
18”
Assault2
7 8
-3 -3
1 2
86
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
WEAPON
Plasma blastgun Standard Supercharge Plasma cannon Standard Supercharge Plasma gun Standard Supercharge -
RANGE TYPE 72”
Heavy 2D6
96”
Heavy2D6
AP
D
ABILITIES
8
-3
9
2
-3
For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s shots have been resolved.
3
When attacking with this weapon, choose one of the profiles below.
36”
Heavy D3
36”
HeavyD3
7
-3
8
1
-3
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2
When attacking with this weapon, choose one of the profiles below.
24”
RapidFire 1
24”
RapidFire1
Plasma hellfire carronade Plasma pistol - Standard Supercharge Power axe Power fist Power lance Power maul Powersword Predatorautocannon
S
When attacking with this weapon, choose one of the profiles below.
24”
7
-3 8
1
-3
Heavy 5
8
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2
-3
When attacking with this weapon, choose one of the profiles below.
12” 12” Melee Melee Melee Melee Melee 48”
Pistol 1 Pistol1 Melee Melee Melee Melee Melee Heavy2D3
7 8 +1 x2 +2 +2 User 7
-3 -3 -2 -3 -1 -1 -3 -1
1 2 1 D3 1 1 1 3
48”
Heavy 8
7
-4
2
Quadheavybolter Quadlascannon Quad launcher Frag - shells Shatter shells
36” 48”
Heavy12 Heavy4
5 9
-1 -3
1 D6
60” 24”
Heavy4D3 Heavy4
5 8
0 -2
1 3
4
0
1
Splinter shells
36”
Heavy4D3
2
0
1
- Phosphex canister shot
36”
Heavy 2D6+2
Rad grenade
6”
Grenade 1
Reaperautocannon Reaper autocannon battery Rotorcannon Rotor cannon (biocorrosive rounds) Scorpius multilauncher
36”
Heavy4
-
36” 30” 16” 48”
5 0
Heavy 6 RapidFire3 RapidFire3
This weapon can target units that are not visible to the bearer. Units targeted by this weapon do not gain any bonus to their saving throw for being in cover. This weapon can target units that are not visible to the bearer. On a wound roll of 6+; change this weapon’s AP to -3.
-3 0
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
0
7
-1
1
7
-1
1
3
0 1
-
1 0
1
This weapon always wounds on a 4+, unless the target model is a Vehicle.
8
-2
1
Melee
Melee
x2
-2
3
Shockchargers
Melee
Melee
User
-3
1
Siegemeltaarray
12”
Siegewrecker
Melee
Melee
x2
48”
Heavy8
7
36” 12”
Heavy 3D3
Heavy4D3
Heavy 1
9
-4
Assault 2
-4
Each servo arm can only be used to make one attack each time this model fights. When a model attacks with this weapon subtract 1 from the hit roll.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
5
When attacking with this weapon, you must subtract 1 from the hit roll. This weapon gets +1 to hit against units with theFLY keyword. However it gets -1 to hit all other units.
5
0 4
This weapon can target units that are not visible to the bearer.
D6
-1
4
You can re-roll failed wound rolls againstINFANTRYand BIKER units. This weapon can target units that are not visible to the bearer.
1
Servo arm
-Scorpiusboltshells
-
This weapon can target units that are not visible to the bearer.
Heavy4D3
-Tempestboltshells
When attacking with this weapon, you must subtract 1 from the hit roll.
-
-
60”
Space marine shotgun Special issue boltgun Standard Rounds -Krakenboltshells
On a hit roll of 1, the bearer is slain.
-
When attacking with this weapon, choose one of the profiles below.
Incendiary shells
Sniper rifle
-
This weapon gets +1 to hit against units with the Fly keyword. However it gets -1 to hit all other units.
Quad gun
Skyreaperbattery
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
3
This weapon can target a CHARACTER even if it is not the closest enemy unit. If you roll a wound roll of 6+ for this wea pon, it inflicts a mortal wound in addition to its normal damage.
1 0
1
If the target is within half range, add 1 to this weapon’s Strength.
When attacking with this weapon, choose one of the profiles below.
24” 30” 18” 24”
RapidFire1 4 RapidFire1 4 Rapid Fire D3 Heavy1 5
0 -1 3
1 1 0
-3
1
2
87
You can re-roll failed wounds with this weapon.
WEAPON
RANGE TYPE
SunfuryMissile
36”
S
HeavyD6
AP 6
D
ABILITIES
-2
1
A model can only fire each of its sunfury missiles once per battle. When fired, this weapon automatically targets all units within range (friend or foe). This weapon can only be fired if more enemy units will be affected than friendly ones. This weapon automatically hits.
Thermal jet array
6”
Pistol D6
8
-1
D3
Thermal jets
6”
Pistol D6
6
-1
1
When fired, this weapon automatically targets all units within range ( friend or foe). This weapon can only be fired if more enemy units will be affected than friendly ones. This weapon automatically hits.
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Thunder hammer Thunderhawk cannon Turbo-laser destructor
Melee 48”
Heavy 2D6
8
-2
D6
96”
HeavyD3
16
-4
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
48”
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
Twin Twin autocannon avenger bolt cannon Twin boltgun Twin flamer Twin heavy bolter Twin heavy flamer Twin lascannon
48” 36”
Heavy 4 Heavy 10
7 6
-1 -2
2 2
24” 8” 36” 8” 48”
Rapid Fire 2 Assault 2D6 Heavy 6 Heavy 2D6 Heavy 2
4 4 5 5 9
0 0 -1 -1 -3
1 1 1 1 D6
-
Twin magna-melta
24”
Heavy 2D3
10
-4
D6
If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Twin meltagun
12”
Assault 2
8
-4
D6
If target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Twin accelerator autocannon
Twin missile launcher Frag - missile Krak - missile Rad - missile
-
-
48” 48”
Heavy2D6 Heavy2
4 8
0 -2
1 D6
48”
Heavy2D3
4
-2
1
-
A unit hit by one or more Rad weapons counts its Toughness as 1 less for the rest of the battle round.
36”
Heavy 6
6
0
1
24”
Heavy 2
8
-4
D6
If target is within half range of this weapon, roll two dice when inflicting damage
When attacking with this weapon, choose one of the profiles below.
24”
Rapid Fire 2
24”
RapidFire2
Twin rotor cannon Twin volcano cannon Twin volkite caliver Twin volkite culverin Vengeancelauncher Volkite caliver
30” 120” 30” 45” 48” 30”
Rapid Fire 6 3 Heavy 2D6 16 Heavy 4 6 Heavy 8 6 Heavy2D6 5 Heavy 2 6
-1 0
Volkitecarronade
48”
Heavy1
8
-3
2
Volkitecharger Volkiteculverin Volkiteserpenta Whirlwind castellan launcher
15” 45” 10”
Assault2 Heavy4 Pistol1
5 6 5
0 0 0
2 2 2
Whirlwind vengeance launcher Xiphon rotary missile launcher
This weapon automatically hits its target.
-
Twin multi-melta
Supercharge -
-
When attacking with this weapon, choose one of the profiles below.
Twin multi-laser
Twin plasma gun Standard -
This weapon automatically hits it’s target.
7
-3 8
1
-3
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2 0 -5 0 0
with it and discard the lowest result.
-
1 2D6 You can re-roll failed wound rolls when targetingTITANICunits with this weapon. 2 2 1 2 Draw a line 48” long from this model; each unit (friend or enemy) that gets passed over/through by the line suffers D6 shots. If the line passes through/over a TITANIC unit it is terminated at that unit. The TITANIC unit suffers D3 mortal wounds in addition to the D6 shots.
-
72”
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
72”
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
60”
Heavy 3
6
-2
3
88
-