TEXT: 1
  Version 2.20
  
  2
  Contents
  Dark Angels
  Legion Rules ................................................................................................. 4
  Imperial Fists
  Legion Rules ............................................................................................... 36
  Templar Brethren ...................................................................................... 38
  Phalanx Warder Squad ............................................................................. 39
  Sigismund ................................................................................................... 40
  Alexis Polux ................................................................................................ 41
  Rogal Dorn .................................................................................................. 42
  Emperor’s Children
  Legion Rules ................................................................................................. 6
  Phoenix Terminator Squad ....................................................................... 8
  Palatine Blade Squad .................................................................................. 9
  The Kakophoni of the Emperor’s Children ...................................... 10
  Rylanor the Unyielding .......................................................................... 11
  Lord Commander Eidolon ..................................................................... 12
  Captain Saul Tarvitz .................................................................................. 13
  Fulgrim the Illuminator ......................................................................... 14
  Night Lords
  Legion Rules ............................................................................................... 43
  Terror Squad ............................................................................................... 45
  Night Raptor Squad .................................................................................. 46
  Flaymaster Mawdrym Llansahai .......................................................... 47
  ‘Sevatar’ ........................................................................................................ 48
  Kheron Ophion of the Kyroptera ........................................................ 49
  Konrad Curze ............................................................................................. 50
  Iron Warriors
  Legion Rules ............................................................................................... 15
  Tyrant Siege Terminator Squad ............................................................. 17
  Iron Havoc Support Squad ..................................................................... 18
  ‘Iron Circle’ Domitar-Ferrum Class Battle-automata Maniple .... 19
  Erasmus Golg ............................................................................................. 20
  Kyr Valen ..................................................................................................... 21
  Nârik Dreygur ............................................................................................ 22
  The Primarch Peturabo ........................................................................... 23
  Blood Angels
  Legion Rules ............................................................................................... 51
  White Scars
  Legion Rules ............................................................................................... 24
  Iron Hands
  Legion Rules ............................................................................................... 53
  Gorgon Terminator Squad ...................................................................... 55
  Medusan Immortals Squad .................................................................... 56
  Spearhead-Centurion Castrman Orth ................................................ 57
  Iron-Father Autek Mor ........................................................................... 58
  Shadrak Meduson ..................................................................................... 59
  Ferrus Manus ............................................................................................. 60
  Space Wolves
  Legion Rules ............................................................................................... 26
  Deathsworn Pack ...................................................................................... 29
  Varagyr Wolf Guard Terminator Squad .............................................. 30
  Grey Slayer Pack ........................................................................................ 31
  Geigor Fell-Hand ...................................................................................... 32
  Hvarl Red Blade ........................................................................................ 33
  The Wolf-kin of Russ ............................................................................... 34
  The Primarch Leman Russ ..................................................................... 35
  World Eaters
  Legion Rules ............................................................................................... 61
  The Red Butchers ...................................................................................... 63
  Rampager Squad ........................................................................................ 64
  Centurion Shabran Darr ......................................................................... 65
  Khârn the Bloody ...................................................................................... 66
  Endryd Haar ............................................................................................... 67
  Gahlan Surlak ............................................................................................. 68
  The Primarch Angron .............................................................................. 69
  
  3
  Ultramarines
  Legion Rules ............................................................................................... 70
  Invictarus Suzerain Squad ...................................................................... 72
  Locutarus Storm Squad ........................................................................... 73
  Fulmentarus Terminator Strike Squad ............................................... 74
  Honoured Telemechrus .......................................................................... 75
  Captain Remus Ventanus ....................................................................... 76
  Roboute Guilliman ................................................................................... 77
  Word Bearers
  Legion Rules ............................................................................................ 105
  Mhara Gal Tainted Dreadnought ....................................................... 107
  Gal Vorbak Dark Brethren ................................................................... 108
  The Ashen Circle .................................................................................... 109
  High Chaplain Erebus .......................................................................... 110
  Kor Phaeron ............................................................................................. 111
  Hol Beloth ................................................................................................ 112
  Zardu Layak, The Crimson Apostle .................................................. 113
  Anakatis Kul Blade-slaves .................................................................... 114
  Lorgar ......................................................................................................... 115
  Death Guard
  Legion Rules ............................................................................................... 78
  Grave Warden Terminator Squad ......................................................... 80
  Deathshroud Terminator Squad ........................................................... 81
  Section Leader Crysos Morturg ........................................................... 82
  Marshal Durak Rask ................................................................................. 83
  Calas Typhon .............................................................................................. 84
  Mortarion the Reaper .............................................................................. 85
  Salamanders
  Legion Rules ............................................................................................ 116
  Pyroclast Squad ....................................................................................... 118
  Firedrake Terminator Squad ................................................................ 119
  Cassian Dracos ......................................................................................... 120
  Lord Chaplain Nomus Rhy’tan ........................................................... 121
  Xiaphas Jurr .............................................................................................. 122
  Vulkan ........................................................................................................ 123
  Thousand Sons
  Legion Rules ............................................................................................... 86
  Castellax-Achea Battle-automata Maniple ........................................ 89
  Sekhmet Terminator Cabal .................................................................... 90
  Khenetai Occult Blade Cabal ................................................................ 91
  Ammitara Occult Intercession Cabal ................................................. 92
  Ahzek Ahriman ......................................................................................... 93
  Magistus Amon ......................................................................................... 94
  The Primarch Magnus the Red ............................................................. 95
  Raven Guard
  Legion Rules ............................................................................................ 124
  Mor Deythan Strike Squad .................................................................. 126
  Dark Fury Assault Squad ...................................................................... 127
  Darkwing Pattern Storm Eagle Gunship ......................................... 128
  Strike Captain Alvarex Maun ............................................................. 129
  Moritat Prime Kaedes Nex .................................................................. 130
  Corvus Corax ........................................................................................... 131
  Sons of Horus
  Legion Rules ............................................................................................... 96
  Justaerin Terminator Squad ................................................................... 98
  Reaver Attack Squad ................................................................................ 99
  Maloghurst the Twisted ........................................................................ 100
  Ezekyle Abaddon .................................................................................... 101
  Garviel Loken .......................................................................................... 102
  Tybalt Marr ............................................................................................... 103
  Horus the Warmaster ............................................................................ 104
  Alpha Legion
  Legion Rules ............................................................................................ 132
  Headhunter Kill Team ........................................................................... 134
  Lernaean Terminator Squad ................................................................ 135
  Armillus Dynat ........................................................................................ 136
  Exodus ....................................................................................................... 137
  Autilon Skorr ........................................................................................... 138
  Alpharius ................................................................................................... 139
  Blackshields
  Blackshield Rules .................................................................................. 140
  Blackshield Marauder Squad .............................................................. 141
  Blackshield Reaver Lord ...................................................................... 142
  The Nemean Reaver .............................................................................. 143
  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 
  8ed 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. We appreciate any input on what does and doesn’t work, 
  or what could be improved. This is intended to be a living document, updated regularly based on community playtesting.
                      
  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.
                      
  Compiled by Grifftofer and ArbitorIan with contributions by Mounty_Chris, Shas’va, Darog, Chainmachete and Magos_Dominus. With thanks 
  to the members of Heresy 30k, HATE Club and Dakkadakka for suggestions and playtesting.
  
  4
  Legion I - Dark Angels
  The Dark Angels were the first of the Emperor’s Space Marine Legions, and in their earliest incarnation fought as the personal army of the Master of Humanity 
  in the dawning years of the Great Crusade and in the shadowed campaigns that preceded it. As the prototype of what were to become the Legiones Astartes, 
  they served both as the template for the more specialised Legions that were to come after them and a standard by which these successors would be measured. 
  Unyielding, technologically capable, ruthless and insular, the Dark Angels were a powerful and highly independent Legion, used to operating on its own to 
  conduct large scale campaigns and compliance actions.
  Legion Traits
  If your army is Battle-forged, all Dark angels Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Mastery of the Blade: When fighting an enemy in the Fight phase with the same Weapon Skill, and equipped with a sword, a model 
  with this Trait may add 1 to their Hit rolls.
  • Covenant of Death: If at the end of the game, the opposing force has an equal or greater number of units remaining than an army that 
  includes a Dark angels detachment, the opposing force gains +1 VP.
  Legion Wargear
  Dark angels models have access to the following wargear:
  • 
  Any model with access to the Melee Weapons list may choose a Calibanite warblade as their choice from the list.
  • 
  Any CharaCter with access to the Melee Weapons list may choose a Terranic greatsword as their choice from the list.
  • 
  Any astartes unit with access to Plasma guns may replace these with Plasma repeaters. If this is chosen, all such weapons in the unit must 
  be replaced.
  • 
  Any astartes unit with access to Grenade launchers may take Stasis grenades as an additional choice when firing the weapon. If this is 
  chosen, all such weapons in the unit must be upgraded.
  • 
  Any astartes unit with access to Missile launchers may take Stasis missiles as an additional choice when firing the weapon. If this is 
  chosen, all such weapons in the unit must be upgraded.
  • 
  Any astartes or DreaDnought unit with access to Heavy bolters or Twin heavy bolters may take Molecular acid shells as an additional 
  choice when firing the weapon. If this is chosen, all such weapons in the unit must be upgraded.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Calibanite warblade
  Melee
  Melee
  +1
  -3
  1
  -
  Grenade launcher 
  (stasis grenade)
  12”
  Assault D3
  3
  0
  1
  A unit hit by one or more weapons with this rule suffer -1 Weapon Skill and 
  Movement in their next turn.
  Heavy bolter 
  (molecular acid 
  shells)
  36”
  Heavy 3
  *
  -D3
  1
  This weapon wounds on a 2+, unless it is targeting vehICles, in which case it 
  wounds on a 6+.
  Missile launcher 
  (stasis missile)
  48”
  Heavy D3
  4
  0
  1
  A unit hit by one or more weapons with this rule suffer -1 Weapon Skill and 
  Movement in their next turn.
  Plasma repeater
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Assault D3
  6
  -3
  1
  -
  - Supercharge
  12”
  Assault D3
  7
  -3
  2
  On a hit roll of 1, the bearer is slain after all this weapons shots have been 
  resolved
  Terranic greatsword
  Melee
  Melee
  +2
  -2
  1
  If you roll a wound roll of 6+ with this weapon, it inflicts a mortal wound in 
  addition to its normal damage.
  Twin heavy bolter 
  (molecular acid 
  shells)
  36”
  Heavy 6
  *
  -D3
  1
  This weapon wounds on a 2+, unless it is targeting vehICles, in which case it 
  wounds on a 6+.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Wargear/Weapon
  Points per 
  Item
  Calibanite warblade
  6
  Heavy bolter (molecular acid shells)
  16
  Grenade launcher (stasis grenade)
  +5
  Missile launcher (stasis missile)
  +5
  Plasma repeater
  13
  Terranic greatsword
  16
  Twin heavy bolter (molecular acid shells)
  30
  Legion Stratagem
  Legion Warlord Trait
  CALIBANITE HUNTER
  Add 1 to to your Warlord’s Attacks and Strength characteristic each 
  time he slays an enemy CharaCter, monster or tItanIC model.
  WEAPONS OF OLD NIGHT
  Dark Angels Stratagem
  Use this Stratagem when declaring the target of a Dark angels 
  unit during the Shooting or Fight phases. Improve the AP of this 
  unit’s weapons by 1 (AP-2 becomes AP-3 etc.).
  1
  CP
  * 
  Does not include wargear
  
  5
  Legion Rites of War
  Ravenwing Protocol
  This rite may only be taken by an Outrider detachment.
  • 
  Knights Commander: CharaCters in this detachment may re-roll wound rolls in the Fight phase against enemy model with a 
  Toughness characteristic of 5 or more.
  • 
  Search & Destroy: Units with the lanD sPeeDer or BIker and fly keywords in this detachment can move off of the battlefield in 
  the movement phase if the entire unit can reach a table edge. When this happens, the unit is placed in reinforcements and gains the 
  Flanking Manoeuvres ability (this replaces the Sky Hunters ability).
  • 
  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.
  • 
  Hunt them Down: All units in this detachment add 1” to their consolidation moves.
  • 
  Scour the Land: Characters in this detachment can take rad grenades.
  • 
  Iron Knights: Legion Sky Hunter Squadrons and Legion Outrider Squadrons must be taken as the compulsory Fast Attack choices, and 
  gain the Objective Secured ability. CharaCters in this detachment must have the BIker keyword.
  • 
  This detachment may not include any Troops choices.
  • 
  Any unit in this detachment without the BIker or vehICle keyword must be transported in a vehICle.
  • 
  Any Vehicle in this detachment must have the fly keyword.
  • 
  Your army may only include a Super-heavy or Super-heavy Auxiliary detachment if all the units within it have the fly keyword.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the Dark angels keyword.
  Ironwing Protocol
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Interlocking Fire: Any vehICles in this detachment that are selected and deployed as Vehicle Squadrons increase their Ballistic Skill to 
  2+ as long as they remain in coherency with at least one other model in their squadron.
  • 
  Exterminators: Any Infantry units in this detachment may re-roll wound rolls with Pistol or Rapid Fire weapons against enemy units 
  within 12”.
  • 
  The Dust of Untold Worlds: vehICles in this detachment (except Flyers or DreaDnoughts) may re-roll Advance moves.
  • 
  Goliaths of War: DreaDnoughts in this detachment may re-roll wound rolls against vehICles.
   
  • 
  Any Infantry units in this detachment must be transported in a vehICle which does not have the fly keyword.
  • 
  At least half the units in the army must be vehICles which do not have the fly keyword.
  • 
  If all vehICles in this detachment without the fly or DreaDnought keywords are completely destroyed at the end of the battle, your 
  opponent gains an additional victory point.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the Dark angels keyword.
  
  6
  Legion III - Emperor’s Children
  The Emperor’s Children have always striven to be exemplars above all others in the arts of war; paragons of martial virtue and excellence, scorning those who 
  do not meet their own, perhaps unattainable, standards. This led them to seek perfection in war as a fluid, lightning-quick force whose battles were preordained 
  victories brought about by a combination of acute strategic planning and flawless execution.
  Legion Traits
  If your army is Battle-forged, all emPeror’s ChIlDren Infantry, BIker and DreaDnought units in a detachment gain the following Legion 
  Traits. Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion 
  Traits.
  • Flawless Execution: Units with this trait always fight first in the Fight phase even if they didn’t charge. If the enemy has units that have 
  charged, or that have a similar ability, then alternate choosing units to fight, starting with the player whose turn is taking place.
  • Duellist’s Pride: If in base contact with an enemy CharaCter; an emPeror’s ChIlDren CharaCter must direct all of his attacks against 
  the enemy CharaCter.
  • Martial Pride: astartes units with this trait suffer a -1 penalty to Leadership during the Morale phase if an enemy CharaCter killed a 
  friendly emPeror’s ChIlDren CharaCter within 6” during the preceding Fight phase.
  Legion Wargear
  emPeror’s ChIlDren models have access to the following wargear:
  • 
  Any CharaCter can take Sonic shriekers.
  • 
  Any model with access to a Power fist can instead take a Phoenix spear.
  WARGEAR
  DESCRIPTION
  Sonic shrieker
  Enemy models in base contact with a model equipped with Sonic shriekers suffer a -1 penalty to hits rolls during the Fight phase.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Charnabal 
  broadsword
  Melee
  Melee
  +1
  -2
  2
  If you roll a 6+ to wound with this weapon that hit is resolved at AP -3.
  Deathscream
  8”
  Pistol D6
  2
  0
  1
  This weapon automatically hits its target. This weapon may only be used once per 
  battle. If you roll a 6+ to wound with this weapon that hit is resolved at AP -3.
  Fireblade
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Firebrand
  15”
  Pistol 2
  5
  0
  3
  You can re-roll failed wound rolls with this weapon.
  Master-crafted 
  thunder hammer
  Melee
  Melee
  x2
  -3
  4
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Phoenix spear
  Melee
  Melee
  +1
  -2
  1
  During the first Fight phase of each combat this weapon has AP -3.
  Plasma grenades
  6”
  Grenade D6
  4
  -1
  1
  -
  The cacophony
  36”
  Heavy 2
  6
  -1
  1
  Each wound from this weapon is counted as 2 wounds for the purposes of Morale 
  tests.
  The laer blade
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to hit with this weapon, it inflicts a mortal wound in addition to its 
  usual damage.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Phoenix Terminator Squad
  5-10
  34*
  Palatine Blade Squad
  5-10
  19*
  Palatine Blade Squad with Jump Packs
  5-10
  22*
  The Kakophoni of the Emperor’s Children
  5-10
  13*
  Rylanor the Unyielding
  1
  231
  Lord Commander Eidolon
  1
  129
  Lord Commander Eidolon (with Jump Pack)
  1
  148
  Captain Saul Tarvitz
  1
  85
  Fulgrim the Illuminator
  1
  370
  Wargear/Weapon
  Points per 
  Item
  Charnabal broadsword
  0
  Deathscream
  0
  Fireblade
  0
  Firebrand
  0
  Master-crafted thunder hammer
  0
  Phoenix spear
  7
  Plasma grenades
  0
  Sonic shriekers
  5
  The cacophony
  13
  The laer blade
  0
  Legion Stratagem
  Legion Warlord Trait
  LUST FOR GLORY
  Your Warlord can perform a Heroic Intervention if the enemy is 
  within 6” (rather than 3”) and can move up to 6” when doing so.
  EXEMPLARS OF WAR
  Emperor’s Children Stratagem
  All emPeror’s ChIlDren Infanty, BIker and DreaDnought 
  models roll an additional dice for Advance moves and discard 
  the lowest. In addition, they add 1” to it’s Pile In and Consolidate 
  moves until the end of the turn.
  3
  CP
  * 
  Does not include wargear
  
  7
  Legion Rites of War
  The Maru Skara
  This rite may only be taken by a Patrol or Battalion detachment. This detachment generates 1 more Command Point than usual.
  • 
  The Open Blade: Any models who start the first turn deployed on the battlefield may add 1 to their movement, Advance and charge 
  distances.
  • 
  The Hidden Blade: Between 1 and 3 Elites or Fast Attack units in this detachment must be given the Flanking Manoeuvres ability and 
  must be deployed using it. Before the start of the first battle round, write a turn number on a note and place it face down in plain sight. All 
  of the above units must be deployed on the noted turn, at the end of the movement phase.
  • 
  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.
  • 
  This detachment cannot include any artIllery or tItanIC units.
  • 
  This detachment must include a ChamPIon as a compulsory HQ choice.
  • 
  If the mission being played awards victory points for slaying the enemy warlord and you do not achieve this, the enemy player gains 1 
  additional victory point.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  3rd Company Elite
  This rite may only be taken by a Spearhead detachment.
  • 
  Chosen of Vairosean: Kakophoni units in this detachment may ignore the -1 hit penalty for moving and firing heavy weapons.
  • 
  Sonic Assault: Infantry units in this detachment (except Terminators) may take sonic shriekers.
  • 
  All units in this detachment must be traItors.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  
  8
  10
  Power
  Phoenix Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Phoenix Terminator
  6”
  3+
  3+
  4
  4
  2
  2
  7
  2+
  Phoenix Champion
  6”
  3+
  3+
  4
  4
  2
  3
  8
  2+
  This unit consists of 1 Phoenix Champion and 4 Phoenix Terminators. It can include up to 5 additional Phoenix Terminators (Power Rating 
  +10).
  • 
  Each model is armed with a phoenix spear.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Phoenix spear
  Melee
  Melee
  +1
  -2
  1
  During the first Fight phase of each combat this weapon has AP -3.
  UNIT OPTIONS
  • 
  The entire unit can take sonic shriekers.
  WARGEAR 
  OPTIONS
  • 
  The Phoenix Champion can take a grenade harness.
  ABILITIES
  Living Icon: Friendly emPeror’s ChIlDren units within 6” of models with this ability, count as having taken one 
  less casualty when rolling Morale tests.
  Sudden Strike: Models killed by Overwatch can attack as normal when this unit is activated during the following 
  Fight phase.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  Tartaros Terminator Armour: This unit has a 5+ invulnerable save.
  Sonic shriekers: Enemy models in base contact with a model equipped with Sonic shriekers suffer a -1 penalty 
  to hits rolls during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, termInator, PhoenIx termInators, astartes
  
  9
  7
  Power
  Palatine Blade Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Palatine Warrior
  7”
  3+
  3+
  4
  4
  1
  2
  7
  3+
  Palatine Prefector
  7”
  3+
  3+
  4
  4
  1
  2
  8
  2+
  This unit consists of 1 Palatine Prefector and 4 Palatine Warriors. It can include up to 5 additional Palatine Warriors (Power Rating +7).
  • 
  Each model is armed with a charnabal sabre, bolt pistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Charnabal sabre
  Melee
  Melee
  User
  -2
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Phoenix spear
  Melee
  Melee
  +1
  -2
  1
  During the first Fight phase of each combat this weapon has AP -3.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  UNIT OPTIONS
  • 
  The entire unit can take sonic shriekers.
  • 
  The entire unit can be equipped with jump packs, gaining the JumP PaCk and fly keywords (+1 Power 
  rating per 5 models).
  WARGEAR 
  OPTIONS
  • 
  Any model can replace their charnabal sabre with a power sword, power lance or phoenix spear.
  • 
  The Palatine Prefector can replace his bolt pistol with a plasma pistol.
  • 
  The Palatine Prefector can take melta-bombs.
  ABILITIES
  Blademasters: Each hit roll of 6+ against a model with a WS 3+ or worse grants this model a single additional 
  attack with the same weapon (additional attacks do not generate further attacks).
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  Sonic shriekers: Enemy models in base contact with a model equipped with Sonic shriekers suffer a -1 penalty 
  to hits rolls during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, PalatIne BlaDes, astartes
  
  10
  9
  Power
  The Kakophoni of the Emperor’s Children
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Chora
  6”
  3+
  3+
  4
  4
  1
  1
  7
  3+
  Orchestrator
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Orchestrator and 4 Chora. It can include up to 5 additional Chora (Power Rating +9).
  • 
  Each Chora is armed with a bolt pistol, frag grenades, krak grenades, sonic shrieker and the cacophony.
  • 
  The Orchestrator is armed with a bolt pistol, chainsword, frag grenades, krak grenades, sonic shrieker and the cacophony.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  The cacophony
  36”
  Heavy 2
  6
  -1
  1
  Each wound from this weapon is counted as 2 wounds for the purposes of Morale 
  tests.
  WARGEAR 
  OPTIONS
  • 
  The Orchestrator can replace his chainsword with a power weapon or power fist.
  • 
  The Orchestrator can replace his bolt pistol with a plasma pistol.
  • 
  The Orchestrator can take melta bombs.
  ABILITIES
  Sonic shriekers: Enemy models in base contact with a model equipped with Sonic shriekers suffer a -1 penalty 
  to hits rolls during the Fight phase.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, kakoPhonI, astartes
  
  11
  13
  Power
  Rylannor the Unyielding
  Ancient of Rites
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rylannor
  9”
  2+
  2+
  7
  7
  7-12
  4
  8
  2+
  3+
  3+
  3-6
  3
  4+
  4+
  1-2
  D3
  Rylannor is a single model armed with a kheres assault cannon, dreadnought close combat weapon and heavy flamer. Only one of this model 
  may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Dreadnought close 
  combat weapon
  Melee
  Melee
  x2
  -3
  3
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Kheres assault 
  cannon
  24”
  Heavy 6
  7
  -1
  1
  -
  ABILITIES
  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.
  Venerable: Roll a D6 each time this model loses a wound, on a roll of a 6 that wound is ignored.
  Mantle of Glory: Friendly emPeror’s ChIlDren units within 6” of Rylannor add 1 to their Leadership.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  vehICle, DreaDnought, ContemPtor, rylannor
  
  12
  7
  Power
  Lord Commander Eidolon
  Lord Commander Primus of the Emperor’s Children
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Eidolon
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Eidolon is a single model armed with a master-crafted thunder hammer, death scream, archaeotech pistol, sonic shrieker, frag grenades, krak 
  grenades and an iron halo. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Deathscream
  8”
  Pistol D6
  2
  0
  1
  This weapon automatically hits its target. This weapon may only be used once 
  per battle. If you roll a 6+ to wound with this weapon that hit is resolved at AP -3.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted 
  thunder hammer
  Melee
  Melee
  x2
  -3
  4
  When attacking with this weapon, you must subtract 1 from the hit roll.
  UNIT OPTIONS
  • 
  Eidolon 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.
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly emPeror’s ChIlDren units within 6”
  Sonic shrieker: Enemy models in base contact with a model equipped with Sonic shriekers suffer a -1 penalty to 
  hits rolls during the Fight phase.
  Thunderous Charge: Roll a dice each time Eidolon finishes a charge move within 1” of an enemy unit; on a 4+ 
  that unit suffers a mortal wound.
  Warlord’s Pride: Eidolon must always be your army’s Warlord, unless Fulgrim is also included.
  WARLORD 
  TRAIT
  Co-ordinated Assault: You can re-roll failed charge rolls for Eidolon and friendly emPeror’s ChIlDren units 
  that are within 6” of him at the start of the Charge phase.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, eIDolon
  
  13
  5
  Power
  Captain Saul Tarvitz
  Loyal Officer of the Emperor’s Children
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Saul Tarvitaz
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Saul Tarvitz is a single model armed with a charnabal broadsword, sniper rifle, bolt pistol, frag grenades, krak grenades and a refractor field. 
  Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Charnabal 
  broadsword
  Melee
  Melee
  +1
  -2
  2
  If you roll a 6+ to wound with this weapon that hit is resolved at AP -3.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  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.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly emPeror’s ChIlDren units within 6”.
  WARLORD 
  TRAIT
  Steadfast Loyalty: Friendly loyalIst units within 6” of Saul Tarvitz automatically pass Morale tests.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, saul tarvItz
  
  14
  19
  Power
  Fulgrim the Illuminator
  Primarch of the Emperor’s Children
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Fulgrim
  9”
  2+
  2+
  6
  6
  9
  7
  10
  2+
  Fulgrim is a single model armed with the laer blade, firebrand and plasma grenades. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Fireblade
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Firebrand
  15”
  Pistol 2
  5
  0
  3
  You can re-roll failed wound rolls with this weapon.
  Plasma grenades
  6”
  Grenade D6
  4
  -1
  1
  -
  The laer blade
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to hit with this weapon, it inflicts a mortal wound in addition to 
  its usual damage.
  WARGEAR 
  OPTIONS
  • 
  Fulgrim can replace the laer blade with fireblade.
  ABILITIES
  The Gilded Panoply: Fulgrim has a 4+ invulnerable save, which increases to a 3+ invulnerable save during the 
  Fight phase.
  Sire of the III Legion:  You can re-roll any failed hit and wound rolls with friendly emPeror’s ChIlDren units 
  within 6” of Fulgrim. While Fulgrim is on the table, enemy models in combat with emPeror’s ChIlDren units 
  count their Leadership characteristic as one less than normal.
  Sublime Swordsman: Enemy models attacking Fulgrim in the Fight phase must subtract 1 from their hit rolls. 
  In addition, Fulgrim adds 1 to his hit rolls made against CharaCters during the Fight phase.
  Strategic Planning: If your army is Battle-forged, you recieve an additional 1 Command Point if Fulgrim is your 
  Warlord.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, emPeror’s ChIlDren
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, fulgrIm
  
  15
  Legion IV - Iron Warriors
  The Iron Warriors are the grim-faced, cold-hearted masters of the science of war, the exemplars of strength and discipline turned exclusively to the systematic 
  destruction of the enemy. More so than in any other Legion, the life of each warrior is secondary to his duty, as much a resource to be expended in the relentless 
  calculus of war as a bolt shell or a lascannon charge. Guided by such doctrines, the Iron Warriors are amongst the most relentless and dogged siege warriors in 
  the ranks of the Legiones Astartes.
  Legion Traits
  If your army is Battle-forged, all Iron warrIors, Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Ruthless Discipline: Units with this trait ignore casualties from shooting for the purposes of taking Morale tests.
  • Wrack & Ruin: All Grenade type weaponsthrown by models with this trait inflict +1 Damage against BuIlDIngs.
  • The Bitter End: In missions where a dice roll is used to detemine game length the Iron warrIors’ opponent may choose to add 2 to 
  the result of the dice.
  Legion Wargear
  Iron warrIors models have access to the following wargear:
  • 
  A Praetor can be upgraded to a Warsmith, gaining the warsmIth keyword, +1 to its Leadership value and the Shatter Defences ability. A 
  Warsmith may take a servo-arm, in which case it gains the Battlesmith ability.
  • 
  Any warsmIth, teChmarIne or forge lorD may take a cortex controller.
  • 
  Any model with a Heavy bolter or Twin heavy bolter can take shrapnel bolts.
  WARGEAR
  DESCRIPTION
  Warsmith
  • 
  This model gains the warsmIth keyword.
  • 
  Increase this model’s Leadership characteristic by 1.
  • 
  This model can take a servo arm, in which case it gains the Battlesmith ability.
  • 
  Battlesmith: At the end of your Movement phase this model can repair a single Iron warrIors vehICle within 1”. That model 
  regains D3 wounds. A model can only be repaired once per turn.
  • 
  Shatter Defences: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made by Iron 
  warrIors units within 6” of this model.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Forgebreaker
  Melee
  Melee
  x2
  -4
  3
  -
  Graviton maul
  Melee
  Melee
  10
  -2
  2
  If this weapon rolls a 6+ to wound, that hit is resolved as having Damage 3.
  Heavy bolter 
  (shrapnel bolts)
  36”
  Heavy 3
  5
  0
  1
  Units suffering wounds from this weapon have -1 to their Move characteristic 
  and charge rolls until the end of their next turn.
  Master-crafted bolt 
  pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  Olympia bolt cannon
  36”
  Heavy 5
  5
  -1
  1
  Units suffering wounds from this weapon have -1 to their Move characteristic 
  and charge rolls until the end of their next turn.
  Quad heavy bolter 
  (shrapnel bolts)
  36”
  Heavy 12
  5
  0
  1
  Units suffering wounds from this weapon have -1 to their Move characteristic 
  and charge rolls until the end of their next turn.
  The logos
  Melee
  Melee
  User
  -3
  2
  When targeting vehICles or BuIlDIngs this weapon has Damage 3.
  Twin heavy bolter 
  (shrapnel bolts)
  36”
  Heavy 6
  5
  0
  1
  Units suffering wounds from this weapon have -1 to their Move characteristic 
  and charge rolls until the end of their next turn.
  Wrist cannon
  24”
  Assault 6
  6
  -2
  1
  If this weapon rolls a 6+ to wound, that hit is resolved at AP-4. When targeting 
  vehICles or BuIlDIngs this weapon has Damage D3.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Tyrant Siege Terminator Squad
  5-10
  24*
  Iron Havoc Support Squad
  5-10
  18*
  ‘Iron Circle’ Domitar-Ferrum Class Battle-automata 
  Maniple
  1-6
  115*
  Warsmith
  n/a
  +20
  Erasmus Golg
  1
  195
  Kyr Valen
  1
  153
  Nârik Dreygur
  1
  83
  The Primarch Peturabo
  1
  400
   
  Wargear/Weapon
  Points per 
  Item
  Forgebreaker
  30
  Graviton maul
  0
  Heavy bolter (shrapnel bolts)
  10
  Olympia bolt cannon
  18
  Quad heavy bolter (shrapnel bolts)
  36
  The logos
  0
  Twin heavy bolter (shrapnel bolts)
  17
  Wrist cannon
  0
  +1
  Power
  * 
  Does not include wargear
  
  16
  Legion Rites of War
  The Ironfire
  This rite may only be taken by a Patrol or Battalion detachment. 
  • 
  Rolling Bombardment: artIllery units in this detachment which target an enemy unit within 12” of a friendly Iron warrIors unit in 
  the Shooting phase may re-roll to hit. In addition, artIllery units in this detachment which target an enemy unit within 6” of a friendly 
  Iron warrIors unit may re-roll the dice used to generate the number of shots.
  • 
  Ride the Ironfire: Units within 6” of an enemy model may re-roll Morale tests. 
  • 
  In missions which have an Attacker and a Defender, your army must be the Attacker.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  The Hammer of Olympia
  This rite may only be taken by a Patrol or Battalion detachment. This detachment generates 1 more Command Point than normal.
  • 
  Sheathed in Steel: vehICles (except Flyers) in this detachment add 1 to their Wounds characteristic.
  • 
  Siege Engineers: This detachment has one more Heavy Support slot available than normal.
  • 
  Hail of Fire: Your army gains access to the Hail of Fire Stratagem.
  • 
  This detachment must include either a warsmIth or a sIege Breaker as a compulsory HQ choice.
  • 
  This detachment must take an additional compulsory Troops choice.
  • 
  This detachment must take more Heavy Support choices than Fast Attack choices.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Legion Stratagems
  PRELIMINARY BOMBARDMENT
  Iron Warriors Stratagem
  Use this Stratagem after deployment, but before the start of the 
  first game round. Select a visible point on the battlefield and roll 
  a D6 for every unit within D6” of that point. Subtract 1 from the 
  result if the unit being rolled for is a CharaCter. On a 4+, the 
  unit being rolled for suffers D3 mortal wounds.
  3
  CP
  HAIL OF FIRE
  Hammer of Olympia Stratagem
  Use this Stratagem at the start of your turn. This turn, all Iron 
  warrIors astartes units may add 1 to their charge rolls if they a 
  charge a unit they targetted in the Shooting phase.
  2
  CP
  Legion Warlord Trait
  COLD & BITTER
  Friendly Iron warrIors units within 6” of your Warlord 
  automatically pass Morale tests.
  
  17
  22
  Power
  Tyrant Siege Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Tyrant Terminator
  4”
  3+
  3+
  4
  4
  2
  2
  8
  2+
  Tyrant Siege Master
  4”
  3+
  3+
  4
  4
  2
  2
  9
  2+
  This unit consists of 1 Tyrant Siege Master and 4 Tyrant Terminators. It can include up to 5 additional Tyrant Terminators (Power Rating 
  +22).
  • 
  Each model is armed with a twin missile launcher, power fist and combi-bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Twin missile 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy 2D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 2
  8
  -2
  D6
  -
  WARGEAR 
  OPTIONS
  • 
  Any model in the squad can replace its power fist with a chainfist.
  • 
  The Siege Master can replace its combi-bolter with an item from the Combi-Weapons list.
  ABILITIES
  Wrecker: All attacks by this unit cause an additional 1 point of damage against Buildings.
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  Omniscope: Enemy units do not receive the benefit to their saving throws for being in cover against attacks made 
  by a unit that includes a Tyrant Siege Master.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, termInator, astartes, tyrant sIege termInators
  
  18
  9
  Power
  Iron Havoc Support Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Iron Havoc
  6”
  3+
  2+
  4
  4
  1
  1
  7
  3+
  Iron Havoc Sergeant
  6”
  3+
  2+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Iron Havoc Sergeant and 4 Iron Havocs. It can include up to 5 additional Iron Havocs (Power Rating +9).
  • 
  Each model is armed with a heavy bolter (shrapnel bolts), bolt pistol, frag grenades, krak grenades and hardened armour.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Heavy bolter 
  (shrapnel bolts)
  36”
  Heavy 3
  5
  0
  1
  Units suffering wounds from this weapon have -1 to their Ld when taking the 
  Morale test at the end of the turn.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace their heavy bolter (shrapnel bolts) with an autocannon, missile launcher or lascannon.
  • 
  The Iron Havoc Sergeant can replace his heavy bolter (shrapnel bolts) with a power weapon and nuncio-vox or a 
  power fist and nuncio-vox.
  • 
  The Iron Havoc Sergeant can take melta bombs.
  ABILITIES
  Hardened Armour: This unit has a 5+ invulnerable save.
  Tank Hunters: The unit adds 1 to the strength of its weapons when targeting vehICles.
  Deadly aim: Units attacked by this unit in the shooting phase do not get any bonus to their saving throws because 
  of cover.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, astartes, voID harDeneD, Iron havoCs
  
  19
  7
  Power
  ‘Iron Circle’ Domitar-Ferrum Class Battle 
  Automata
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  ‘Iron Circle’
  7”
  3+
  4+
  7
  7
  7
  3
  6
  3+
  An ‘Iron Circle’ Domitar-Ferrum Battle-automata Maniple consists of 1 ‘Iron Circle’. It can include up to 2 additional ‘Iron Circle’ (Power 
  Rating +7) or up to 4 ‘Iron Circle’ (Power Rating +7).
  • 
  Each model is armed with a graviton maul, olympia pattern bolt cannon and karceri battle shield.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Graviton maul
  Melee
  Melee
  10
  -2
  2
  If this weapon rolls a 6+ to wound, that hit is resolved as having Damage 3.
  Olympia bolt cannon
  36”
  Havy 5
  5
  -1
  1
  -
  ABILITIES
  Karceri Battle Shield: Add 1 to the Saving Throws for models equipped with karceri battle shields if the attack 
  has a Damage characteristic of 1.
  Cybernetica Cortex: This model automatically passes Morale tests. Additionally, unless a friendly Cortex 
  Controller unit 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.
  Shield of the Iron Tyrant: Roll a D6 each time PeturaBo loses a wound whilst they are within 3” of this unit; 
  on a 2+ a model from this unit can intercept that hit - PeturaBo does not lose a wound, but this unit suffers a mortal 
  wound.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Iron warrIors
  KEYWORDS
  monster, Iron CIrCle, CyBernetICa Cortex
  
  20
  10
  Power
  Erasmus Golg
  Captain of the 11th Grand Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Erasmus Golg
  4”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  Erasmus Golg is a single model armed with a chainfist, combi-melta and nuncio-vox. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-melta
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12”
  Assault 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.
  ABILITIES
  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.
  Brutal Charge: Roll a dice each time Ersmus Golg finishes a charge move within 1” of an enemy unit; on a 4+ that 
  unit suffers a mortal wound.
  Harsh Taskmaster: Friendly Iron warrIors units within 6” of Erasmus Golg automatically pass Morale tests.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly Iron warrIors units within 6”.
  WARLORD 
  TRAIT
  Bloody Handed: If this model is the warlord, add 1 to its Attacks characteristic.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, erasmus golg
  
  21
  8
  Power
  Kyr Valen
  Warsmith of the 77th Grand Battalion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Kyr Valen
  6”
  2+
  2+
  4
  4
  6
  4
  10
  2+
  Kyr Valen is a single model armed with a paragon blade, volkite charger, servo arm, cortex controller, melta bombs, frag grenades, krak 
  grenades and an iron halo. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Paragon blade
  Melee
  Melee
  +2
  -3
  D3
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  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.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Master of Fortifications: Friendly Iron warrIors units within 6” of Kyr Valen that are receiving the benefit 
  of cover add an additional 1 to their saving throws against attacks with an AP characteristic of -1.
  Battlesmith: At the end of your Movement phase this model can repair a single Iron warrIors vehICle 
  within 1”. That model regains D3 wounds. A model can only be repaired once per turn.
  Shatter Defences: Enemy units do not receive the benefit to their saving throws for being in cover 
  against attacks made by Iron warrIors units within 6” of this model.
  Jealous Command: Kyr Valen must always be your army’s Warlord, unless Peturabo is also included.
  WARLORD 
  TRAIT
  Battle Logistician: Each time you roll a wound roll of 6 or more for a friendly Iron warrIors unit within 6” 
  of Kyr Valen in the Shooting phase, the Armour Penetration characteristic of that attack is increased by 1 (i.e. AP0 
  become AP-1, AP-1 becomes AP-2).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, CharaCter, astartes, warsmIth, Cortex Controller, master of the legIon, kyr valen
  SHATTER ASSAULT
  Kyr Valen Stratagem
  This Stratagem is used right after an enemy unit has charged 
  Kyr Valen. That unit does not count as having charged for the 
  purposes of being activated during the Fight phase.
  2
  CP
  
  22
  5
  Power
  Nârik Dreygur
  Former Consul Praevian to the Iron Warriors
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Nârik Dreygur
  6”
  3+
  3+
  4
  4
  4
  3
  8
  2+
  Nârik Dreygur is a single model armed with a master-crafted bolt pistol, power fist, cortex controller, cortex designator, frag grenades, krak 
  grenades and a refractor field. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted bolt 
  pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Cortex Designator: You can re-roll wound rolls of 1 made in the Shooting phase, for friendly CyBernetICa 
  Cortex units within 6”.
  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 PraevIan loses 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.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, PraevIan, suPPort, Cortex Controller, nârIk Dreygur
  
  23
  20
  Power
  Peturabo
  Primarch of the Iron Warriors
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Peturabo
  6”
  2+
  2+
  7
  6
  9
  6
  10
  2+
  Peturabo is a single model armed with the logos, two wrist cannons, frag grenades, nuncio-vox, cognis signum, cortex controller and a single 
  bombardment. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bombardment
  100”
  Heavy D6
  8
  -2
  D3
  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 models in your army are equipped with it.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Forgebreaker
  Melee
  Melee
  x2
  -4
  3
  -
  The logos
  Melee
  Melee
  User
  -3
  2
  When targeting vehICles or BuIlDIngs this weapon has Damage 3.
  Wrist cannon
  24”
  Assault 3
  6
  -2
  1
  If this weapon rolls a 6+ to wound, that hit is resolved at AP-4. When targeting 
  vehICles or BuIlDIngs this weapon has Damage D3.
  WARGEAR 
  OPTIONS
  • 
  Peturabo can take forgebreaker.
  ABILITIES
  The Logos: Perturabo has a 3+ invulnerable save and is immune to any enemy ability or power that lowers his hit 
  rolls.
  Sire of the IV Legion: You can re-roll any failed hit and wound rolls with friendly Iron warrIors units within 
  6” of Perturabo. While Perturabo is on the table, Iron warrIors units may re-roll failed Morale tests.
  Relentless Strategist: All traItor units in the same army as Perturabo may re-roll charge distances while in 
  the enemy deployment zone.
  Teleport Strike: During deployment, you can set up Perturabo and/or any friendly Iron warrIors termInator 
  unit in a teleportarium chamber instead of deploying it on the battlefield. At the end of any of your Movement phases 
  this/these unit(s) can perform a teleport strike - set it/them up anywhere on the battlefield that is more than 9” away 
  from any enemy models.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, Iron warrIors
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, PerturaBo, Cortex Controller
  
  24
  Legion V - White Scars
  A bolt of lightning in clear skies, a sudden gale from an unexpected quarter - the White Scars are war’s sudden and merciless onslaught. Swift action and joy for 
  the rush of combat and clash of blades are the hallmarks of their battles, tempered by a quiet and hidden wisdom that few took the time to uncover. They were 
  the Great Crusade’s pathfinders, the bleak wind that ran ahead of its serried armies culling the weak and harrying the strong that they might fall more easily 
  to those who followed.
  Legion Traits
  If your army is Battle-forged, all whIte sCars Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Swift Action: If a unit with this trait moves its full movement distance in the Movement phase, it can re-roll wound rolls of 1 in the 
  following Shooting and Fight phases; and gains the benefit of cover, even if not in terrain.
  • To Laugh in Death’s Face: A whIte sCars detachment must take an additional compulsory Fast Attack choice.
  Legion Wargear
  whIte sCars models have access to the following wargear:
  • 
  Any model with access to the Melee Weapons list may take a Power glaive as it’s choice from the list.
  • 
  Any Praetor may take a Cyber-hawk.
  WARGEAR
  DESCRIPTION
  Cyber-hawk
  A cyber-hawk is represented by a small token or model which plays no other role in the game. The cyber-hawk may be placed anywhere on the table and 
  may be moved elsewhere at the beginning of the owner’s turn. Any whIte sCars Infantry unit targeting any enemy unit within 6” of the cyber-hawk 
  in the shooting phase may re-roll hit rolls of 1. Any whIte sCars Infantry unit charging an enemy unit within 6” of the cyber-hawk may re-roll the 
  charge distance.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Power glaive
  When attacking with this weapon, choose one of the profiles below.
  - One handed
  Melee
  Melee
  User
  -2
  1
  -
  - Two handed
  Melee
  Melee
  +1
  -3
  1
  When attacking with this weapon, the wielder must make one less Attack than 
  normal.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Wargear/Weapon
  Points per 
  Item
  Cyber-hawk
  Power glaive
  8
  Legion Stratagem
  Legion Warlord Trait
  DEADLY HUNTER
  Roll a dice each time your Warlord finishes a charge move within 1” 
  of an enemy unit; on a 4+ that unit suffers a mortal wound.
  EYE OF THE STORM
  White Scars Stratagem
  Use this Stratagem before rolling to Seize the Initiative. If 
  the Warlord of your army is a whIte sCars CharaCter you 
  automatically succeed at the roll.
  2
  CP
  * 
  Does not include wargear
  
  25
  Legion Rites of War
  Chogorian Brotherhood
  This rite may only be taken by an Outrider detachment.
  • 
  Ride like the Wind: Legion Sky Hunter Squadrons and Legion Outrider Squadrons gain the Objective Secured ability.
  • 
  Lightning Strike: Any Infantry units in this detachment in which no model carries a Heavy weapon, or any units in this detachment with 
  the BIker keyword, may fall back and charge in the same turn. Any Infantry units in this detachment gain the Flanking Manoeuvres 
  ability.
  • 
  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.
  • 
  This detachment must take Legion Sky Hunter Squadrons or Legion Outrider Squadrons as compulsory Fast Attack choices.
  • 
  This detachment must contain the Warlord, who must have the BIker keyword.
  • 
  Any unit in this detachment without the BIker or vehICle keyword must be transported in a vehICle or deployed using the Flanking 
  Manoeuvres ability.
  • 
  During deployment, any vehICle with more than 10 Wounds must be set up in the Second Wave instead of being placed on the battlefield. 
  At the end of your second Movement phase these units can join the battle - set them up so that all models in the unit are within 7” of your 
  rearmost battlefield edge and more than 9” from enemy models.
  The Sagyar Mazan
  This rite may only be taken by a Patrol or Battalion detachment and may only be taken in a Shattered Legions army.
  • 
  Death Seekers: If the mission being played awards Victory Points for destroying units, roll a dice for each unit in this detachment that is 
  destroyed at the end of the game; on a 4+ it does not yield any victory points.
  • 
  The Serpent’s Eye: astartes units in this detachment ignore morale checks in a turn in which they either charged or were charged by an 
  enemy unit.
   
  • 
  All units in this detachment must be loyalIsts.
  • 
  This detachment cannot contain more vehICles units than Infantry units.
  
  26
  Legion VI - Space Wolves
  Renowned for both their savagery and their obedience to the will of the Emperor, the Space Wolves Legion long stood apart from the other Legiones Astartes. 
  Distant and aloof, they were separated not only by their bellicose demeanour, but by an almost impenetrable web of self-generated myth and allegory which 
  guarded well the Legion’s secrets. The unique gene-seed of the Space Wolves, altered by the inclusion of the Canis Helix, made them more animalistic than their 
  fellow Legiones Astartes - uncommonly talented hunters and ferocious killers. But, to their detractors, it made them more beasts than men.
  Legion Traits
  If your army is Battle-forged, all sPaCe wolves, Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Bestial Savagery: If a model with this trait started the turn more than 1” from any enemy models, and either Charged or were Charged 
  in the Charge phase, it can add 1 to Hit rolls made during the following Fight phase.
  • Hunter’s Gait: Units with this trait may add 1” to their Heroic Intervention, Advance, Pile In and Consolidate moves.
  • The Wolves of Fenris: A detachment containing sPaCe wolves units must include one model with the Praetor or CenturIon keyword 
  for every 1000pts, or part of 1000pts, in the army; and must use Grey Slayers as its compulsory Troops in addition to the requirements of 
  any Rites of War. In addition, a sPaCe wolves detachment may not include models with the ChaPlaIn, lIBrarIan or PrImus meDICae 
  keywords.
  Legion Wargear
  sPaCe wolves models have access to the following wargear:
  • 
  Any CenturIon without a current Consul upgrade can be upgraded to a priest of fenris - either a Speaker of the Dead or a Caster of Runes.
  • 
  Any CharaCter with access to the Melee Weapons list may choose to take a frost weapon as their choice from the list.
  • 
  Any Praetor, sPeaker of the DeaD, Caster of runes, PraevIan, master of sIgnals or forge lorD may take Æther-rune armour.
  • 
  A Frost Weapon is any of the following weapons: frost axe, frost blade, frost claw or great frost blade.
  WARGEAR
  DESCRIPTION
  Æther-rune armour
  This model gains +1 Wound and can attempt to Deny one psychic power in each psychic phase.
  Caster of Runes
  • 
  This model loses the CenturIon keyword and gains the Caster of runes, Psyker and Consul keywords.
  • 
  Change this model’s Weapon Skill characteristic to 2+.
  • 
  Replace this model’s chainsword with a force weapon.
  • 
  Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one psychic power in each 
  enemy Psychic phase. It knows the Smite power and two psychic powers from the Tempestas discipline. 
  • 
  Runic Matrix: The caster of runes may re-roll the dice used when Denying a psychic power. When casting two psychic powers in the same turn, 
  the second power suffers -1 to the psychic test as the caster of runes conserves his power.
  Speaker of the Dead
  • 
  This model loses the CenturIon keyword and gains the sPeaker of the DeaD and Consul keywords.
  • 
  Replace this model’s chainsword with a power maul.
  • 
  This model has a Garm-blood vial.
  • 
  Oath of the Dead: You can re-roll failed hit rolls in the Fight phase for friendly sPaCe wolves units within 6” of this model.
  • 
  Healing Balms: At the end of any of your Movement phases, the Speaker of the Dead can attempt to heal a single model. Select a friendly sPaCe 
  wolves Infantry or BIker unit within 3” of the Speaker of the Dead. If that unit contains a wounded model, it immediately regains D3 lost 
  wounds. A unit can only be the target of the Healing Balms ability once in each turn.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frost axe
  Melee
  Melee
  +2
  -2
  1
  -
  Frost blade
  Melee
  Melee
  +1
  -3
  1
  -
  Frost claw
  Melee
  Melee
  +1
  -2
  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.
  Garm-blood vial
  8”
  Grenade 
  D3+1
  *
  0
  1
  Hits with this weapon always wound on a 4+. Any hit rolls of 6+ are resolved with 
  AP-3.
  Great frost blade
  Melee
  Melee
  +1
  -3
  D3
  The bearer can make 1 additional attack with this weapon on a turn in which it 
  has charged.
  Hearthsplitter
  Melee
  Melee
  +2
  -3
  2
  Hits with this weapon do 3 Damage against Vehicles.
  Iron-hard teeth & 
  claws
  Melee
  Melee
  User
  -1
  1
  If you roll a 6+ to hit with this weapon, that hit is resolved at AP -4.
  Scornspitter
  24”
  Assault 3
  4
  -2
  2
  -
  The axe of helwinter
  Melee
  Melee
  +2
  -4
  3
  -
  The fell-hand
  Melee
  Melee
  +1
  -4
  1
  You can re-roll failed wounds with this weapon.
  The sword of 
  balenight
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Tooth & claw
  Melee
  Melee
  User
  -1
  1
  -
  Yimira stasis bomb
  6”
  Grenade D3
  *
  -3
  1
  This weapon wounds on a 2+, unless it is targeting vehICles, in which case it 
  wounds on a 6+. Units hit by this weapon halve their Move characteteristic during 
  their next turn. On a hit roll of 1, the bearer is slain after all of this weapon’s shots 
  have been resolved.
  
  27
  Legion Rites of War
  The Pale Hunters
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Bleed & Harry: Infantry models in this detachment (except termInators) may Fall Back and charge in the same turn.
  • 
  The Fury of the Pack: If a sPaCe wolves unit from this detachment charges an enemy unit which is already within 1” of a friendly unit, 
  models in the charging unit gain 1 additional Attack in the following Fight phase.
  • 
  This detachment cannot include any artIllery or DroP PoDs.
  • 
  This detachment can only include 1 Heavy Support choice.
  • 
  Your army may not include a Fortification Network detachment.
  The Bloodied Claws
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Oath of the Bloodied Claw: Grey Slayer units and Legion Assault Squads who charge in the Charge phase add 1 to their Strength 
  characteristic in the following Fight phase. Additionally, Grey Slayer units and Legion Assault Squads must always attempt to charge an 
  enemy unit in the Charge phase if possible.
  • 
  Overwhelming Assault: Enemy models in combat with sPaCe wolves units from this detachment count their Leadership characteristic 
  as one less than normal if the combat occurs within the enemy deployment zone.
  • 
  Howl of the Death Wolf: The army has access to the Howl of the Death Wolf Stratagem.
  • 
  This detachment cannot include any artIllery units.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Legion Rites of War
  Tempestas Discipline
  Before the battle, generate the psychic powers for Psykers that can use powers from the Tempestas 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.
  Tempestas Discipline
  D3 Roll
  Power
  1
  Storm Caller
  Warp charge 6
  If manifested, then until the start of your next Psychic phase, the psyker and any friendly sPaCe wolves units within 6” of him 
  gain the benefit of being in cover.
  2
  Tempest’s Wrath
  Warp charge 6
  If manifested, pick an enemy unit within 18” of the psyker. Your opponent must subtract 1 from any hit rolls they make for that 
  unit until the start of your next Psychic phase.
  3
  Jaws of the World Wolf
  Warp charge 7
  If manifested, pick an enemy unit within 18” of the psyker, other than a vehICle. Roll 2D6 and subtract the target’s Move 
  characteristic – the target unit suffers a number of mortal wounds equal to the result.
  Legion Warlord Trait
  HEROIC SAGA
  Add 1 to to your Warlord’s Attacks and Strength characteristic each 
  time he slays an enemy CharaCter, monster or tItanIC model.
  COUNTER ATTACK
  Space Wolves Stratagem
  Use this Stratagem when a sPaCe wolves Infantry unit is 
  succesfully charged by an enemy unit. All models in the unit add 
  1 to their Attacks characteristic until the end of the Fight phase.
  1
  CP
  HOWL OF THE DEATH WOLF
  The Bloodied Claws Stratagem
  Use this Stratagem at the start of your turn. All friendly sPaCe 
  wolves units may re-roll Advance and charge rolls this turn.
  2
  CP
  
  28
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Deathsworn Pack
  5-10
  15*
  Varagyr Wolf Guard Terminator Squad
  5-10
  32*
  Grey Slayer Pack
  10-20
  14*
  Fenrisian Wolf
  1-2
  8*
  Caster of Runes
  n/a
  +30
  Speaker of the Dead
  n/a
  +17
  Geigor Fell-Hand
  1
  98
  Hvarl Red Blade
  1
  150
  The Primarch Leman Russ
  1
  410
  The Wolf-kin of Russ
  2
  40
   
  Wargear/Weapon
  Points per 
  Item
  Æther-rune armour
  15
  Frost axe
  10
  Frost blade
  7
  Frost claw
  9/13
  Garm-blood vial
  3
  Great frost blade
  17
  Hearthsplitter
  0
  Scornspitter
  0
  The axe of helwinter
  0
  The fell-hand
  0
  The sword of balenight
  0
  Tooth & claw
  0
  Yimira stasis bomb
  4
  1
  Power
  Fenrisian Wolf
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Fenrisian Wolf
  10”
  3+
  -
  4
  4
  1
  2
  7
  6+
  This unit consists of 1 Fenrisian Wolf. It can include up to 1 additional Fenrisian Wolf.
  • 
  Each model is armed with tooth & claw.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Tooth & claw
  Melee
  Melee
  User
  -1
  1
  -
  ABILITIES
  Bodyguard: Roll a D6 each time the owning CharaCter loses a wound while they are within 3” of this model. On 
  a 2+ a Fenrisian Wolf can intercept that hit. The CharaCter does not suffer a wound but the fenrisian wolf suffers a 
  mortal wound.
  Pack-bound: Fenrisian Wolf units do not fill any Battlefield Role Slots when choosing an army. Instead, you can 
  take up to one Fenrisian Wolf unit for each sPaCe wolf CharaCter model in the army. Should an effect be related 
  to the unit’s battlefield role, this unit counts as an Elites choice.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sPaCe wolves
  KEYWORDS
  Beast, fenrIsIan wolf
  * 
  Does not include wargear
  
  29
  7
  Power
  Deathsworn Pack
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Deathsworn
  6”
  3+
  3+
  4
  4
  1
  1
  7
  2+
  This unit consists of 5 Deathsworn. It can include up to 5 additional Deathsworn (Power Rating +7).
  • 
  Each model is armed with a power axe, bolt pistol, yimira stasis bombs, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Great frost blade
  Melee
  Melee
  +1
  -3
  2
  When in base contact with two or more enemies the bearer gains +1 Attack.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Rad grenade
  6”
  Grenade D3
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  the Toughness characteristic of any Infantry or Biker units that have suffered 
  any hits from rad grenades or rad missiles until the end of the turn.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Yimira stasis bomb
  6”
  Grenade D3
  *
  -3
  1
  This weapon wounds on a 2+, unless it is targeting vehICles, in which case 
  it wounds on a 6+. Units hit by this weapon halve their Move characteteristic 
  during their next turn. On a hit roll of 1, the bearer is slain after all of this 
  weapon’s shots have been resolved.
  UNIT OPTIONS
  • 
  The entire unit can take rad grenades.
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace his power axe with a power fist, great frost blade or 
  thunder hammer.
  ABILITIES
  Cult of Morkai: Roll a D6 each time a sPeaker of the DeaD loses a wound while they are within 3” of this model. 
  On a 2+ a Deathsworn can intercept that hit. The sPeaker of the DeaD does not suffer a wound but the Deathsworn 
  suffers a mortal wound.
  Dreams of the Death Wolf: This unit automatically passes any Morale tests it is required to make while it is 
  within 1” of an enemy unit. Additionally, models killed before this unit activates in the Fight phase may still make 
  their attacks as normal, so long as at least one member of the unit is still alive.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, astartes, Deathsworn
  
  30
  14
  Power
  Varagyr Wolf Guard Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Varagyr Terminator
  4”
  3+
  3+
  4
  4
  2
  2
  7
  2+
  Varagyr Thegn
  4”
  3+
  3+
  4
  4
  2
  3
  8
  2+
  This unit consists of 1 Varagyr Thegn and 4 Varagyr Terminators. It can include up to 5 additional Varagyr Terminators (Power Rating 
  +14).
  • 
  Each model is armed with a combi-bolter and frost weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Frost axe
  Melee
  Melee
  +1
  -3
  1
  -
  Frost blade
  Melee
  Melee
  +2
  -2
  1
  -
  Frost claw
  Melee
  Melee
  +1
  -2
  1
  -
  Great frost blade
  Melee
  Melee
  +1
  -3
  2
  When in base contact with two or more enemies the bearer gains +1 Attack.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Reaper autocannon
  36”
  Heavy 4
  7
  -1
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model may replace its frost weapon with a power fist, chainfist or thunder hammer.
  • 
  Any model may replace its combi-bolter with a frost weapon, reaper autocannon or heavy flamer, or an item from 
  the Combi-Weapons list.
  ABILITIES
  Crushing Charge: If a model with this ability has charged this turn, it gains +1 to its Strength characteristic until 
  the end of the Fight phase.
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, astartes, termInator, varagyr termInators
  
  31
  11
  Power
  Grey Slayer Pack
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Grey Slayer
  6”
  3+
  3+
  4
  4
  1
  1
  7
  3+
  Huscarl
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Huscarl and 9 Grey Slayers. It can include up to 5 additional Grey Slayers (Power Rating +5) or up to 10 Grey Slayers 
  (Power Rating +10).
  • 
  Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Frost axe
  Melee
  Melee
  +1
  -3
  1
  -
  Frost blade
  Melee
  Melee
  +2
  -2
  1
  -
  Frost claw
  Melee
  Melee
  +1
  -2
  1
  -
  Great frost blade
  Melee
  Melee
  +1
  -3
  2
  When in base contact with two or more enemies the bearer gains +1 Attack.
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Heavy chainsword
  Melee
  Melee
  +2
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace his chainsword with a power fist, or lightning claw; 
  replace his bolt pistol with a plasma pistol, or hand flamer; or take an item from the Combi-Weapons list.
  • 
  Any model can replace its chainsword with a power weapon or heavy chainblade.
  • 
  Any model can take a boltgun or combat shield.
  • 
  One Grey Slayer can take a legion vexilla.
  • 
  One Grey Slayer can take a nuncio-vox.
  • 
  The Huscarl can replace his chainsword and/or bolt pistol with a frost blade, frost axe, frost claw or great frost 
  blade, or items from the Pistols or Melee Weapons lists.
  • 
  The Huscarl can replace his boltgun with or an item from the Ranged Weapons or Melee Weapons lists.
  • 
  The Huscarl can take melta bombs.
  ABILITIES
  Warrior’s Mettle: This unit may charge even if they Advanced in the same turn, but the roll for charge distance 
  suffers a -1 modifier.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, astartes, grey slayers
  
  32
  6
  Power
  Geigor Fell-Hand
  Thegn of the Space Wolves
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Geigor Fell-Hand
  6”
  2+
  2+
  4
  4
  5
  4
  8
  3+
  Geigor Fell-Hand is a single model armed with the fell hand, a bolter, a bolt pistol, frag grenades and krak grenades and equipped with a 
  refractor field. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  The fell-hand
  Melee
  Melee
  +1
  -2
  D3
  You can re-roll failed wounds with this weapon.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly sPaCe wolves units within 6”
  Warrior’s Mettle: This unit may charge even if they Advanced in the same turn, but the roll for charge distance 
  suffers a -1 modifier.
  WARLORD 
  TRAITS
  Crown-breaker: If this model is the warlord, he may re-roll failed Hit rolls when targetting CharaCters in the 
  Fight phase. In addition, if a CharaCter causes a wound on this model in the Fight phase, roll a D6; on a 6, that 
  wound is ignored.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, CharaCter. astartes, Praetor, master of the legIon, geIgor fell-hanD
  
  33
  8
  Power
  Hvarl Red Blade
  Jarl of the Fourth Great Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Hvarl Red Blade
  6”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  Hvarl Red Blade is a single model armed with hearth-splitter, a heavy bolter and a grenade harness and equipped with an iron halo. Only one 
  of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Hearthsplitter
  Melee
  Melee
  +2
  -3
  2
  Hits with this weapon do 3 Damage against Vehicles.
  Heavy Bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  ABILITIES
  Tartaros Terminator Armour & Iron Halo: This unit has a 4+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly sPaCe wolves units within 6”
  Battle-cunning: If you wish, up to three sPaCe wolves Infantry units in the same detachment as Hvarl can  
  take the Scout ability:
  Scout: At the start of the first battle round but before the first turn begins, you can move this unit up to 6”. It 
  cannot end this move within 9” of any enemt models. If both players have units that can do this, the player who 
  is taking the first turn moves their units first.
  WARLORD 
  TRAITS
  Head-takers: If this model is the warlord, sPaCe wolves Infantry units within 3” at the start of the Fight phase 
  increase their Attacks characteristic by 1 on any turn in which they successfully charged an enemy Infantry unit.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, CharaCter, astartes, termInator, Praetor, master of the legIon, hvarl reD-BlaDe
  
  34
  5
  Power
  The Wolf-kin of Russ
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Wolf-kin
  12”
  3+
  0
  5
  5
  5
  4
  8
  5+
  This unit consists of 2 Wolf-kin (Freki and Geri), who attack using their teeth and claws. Only one of this unit may be included in your army, 
  and only if the army includes Leman Russ.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Iron-hard teeth & 
  claws
  Melee
  Melee
  User
  -1
  1
  If you roll a 6+ to hit with this weapon, that hit is resolved at AP -4.
  ABILITIES
  Wolf-kin of Russ: This unit must be deployed within 6” of Leman Russ, but afterwards each of them can move 
  as separate models, independent of one another (they still share the above profile).  
   
  In addition, roll a D6 each time leman russ loses a wound while he is within 3” of one of these models. On a 2+ a 
  Freki or Geri can intercept that hit. leman russ does not suffer a wound but the wolf suffers a mortal wound.
  Pack-bound: This unit does not fill any Battlefield Role Slots when choosing an army. Instead, you can only take 
  this unit if leman russ is present in the army. Should an effect be related to the unit’s battlefield role, this unit 
  counts as a HQ choice.
  Preternatural Senses: Enemy units cannot be set up within 18” of Freki or Geri.
  Really Furry: Each time Freki or Geri suffer an unsaved wound, roll a D6; on a 5+, that unsaved wound is 
  ignored.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, sPaCe wolves
  KEYWORDS
  Beast, CharaCter, wolf-kIn of russ
  
  35
  20
  Power
  Leman Russ
  Primarch of the Space Wolves
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Leman Russ
  9”
  2+
  2+
  6
  6
  9
  7
  10
  2+
  Leman Russ is a single model armed with the axe of helwinter, sword of balenight, scornspitter and frag grenades. Only one of this model 
  may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Scornspitter
  24”
  Assault 3
  4
  -2
  2
  -
  The axe of helwinter
  Melee
  Melee
  +2
  -4
  3
  -
  The sword of 
  balenight
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  ABILITIES
  The Armour Elavagar: Leman Russ has a 4+ invulnerable save, which increases to a 3+ invulnerable save against 
  any weapons with the words flamer, plasma or melta in their names.
  Sire of the VI Legion: You can re-roll any failed hit and wound rolls with friendly sPaCe wolves units within 6” of 
  Leman Russ. While Leman Russ is on the table, friendly sPaCe wolves units add 1 to their Leadership characteristic.
  Units of Varangyr Wolf Guard Terminators and Legion Veteran Tactical Squads gain the Objective Secured ability. 
  In addition, Legion Veteran Tactical Squads gain the Warrior’s Mettle ability.
  Howl of the Death Wolf: An army containing Leman Russ has access to the Howl of the Death Wolf stratagem.
  Lord of Winter & War: Enemy models within 1” of Leman Russ suffer -1 penalty to their hit rolls in the Fight 
  phase, which increases to -2 penalty if they continue to be in range for more than 1 turn.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  Warrior’s Mettle: This unit may charge even if it Advanced in the same turn, but the roll for charge distance 
  suffers a -1 modifier.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, sPaCe wolves
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, leman russ
  
  36
  Legion VII - Imperial Fists
  The legionaries of the VIIth are known as the stoic praetorians of Terra, the embodiment of all that the Great Crusade stands for. They are loyal, disciplined and 
  methodical, and masters of both the attack and the defence. As the Imperium expands ever outwards, so the crusaders of the Imperial Fists are to be found on 
  the very leading edge of Compliance. Then, in the wake of victory, the Imperial Fists construct mighty fortresses that are as much garrisons against recidivism 
  as they are beacons of unification, the noblest of exemplars of the highest ideals and aspirations of humanity.
  Legion Traits
  If your army is Battle-forged, all ImPerIal fIsts Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Unshakeable Defence: Unit with this trait ignore Morale checks while in cover.
  • Disciplined Fire: Models with this trait add 1 to the Strength of their Heavy weapons when targeting enemy vehICles.
  • The Bitter End: In missions where a dice roll is used to detemine game length the ImPerIal fIsts’ opponent may choose to add 2 to the 
  result of the dice.
  Legion Wargear
  ImPerIal fIsts models have access to the following wargear:
  • 
  Any termInator model can replace its combi-bolter with a Vigil-pattern storm shield.
  • 
  Any CharaCter with access to the Melee Weapons list can take a solarite power gauntlet instead. (as a master crafted power fist)
  • 
  Any termInator unit may take Teleport transponders.
  • 
  Any termInator unit can replace a Heavy flamer with an Iliastus assault cannon.
  WARGEAR
  DESCRIPTION
  Teleport 
  transponders
  Teleport transponders grant the unit 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.
  Vigil-pattern storm 
  shield
  This model gains a 3+ invulnerable save.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Iliastus assault 
  cannon
  24”
  Heavy 6
  6
  -1
  1
  -
  Master-crafted bolt 
  pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  Master-crafted 
  power fist
  Melee
  Melee
  x2
  -3
  D3+1
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Solarite power 
  gauntlet
  Melee
  Melee
  x2
  -3
  D3
  -
  Storm’s teeth
  When attacking with this weapon, choose one of the profiles below.
  - Reaping slash
  Melee
  Melee
  User
  -2
  1
  Make 3 hit rolls for each attack with this weapon, instead of 1. Any attacks which 
  roll a 6+ to wound cause +1 Damage.
  - Sundering blow
  Melee
  Melee
  x2
  -3
  3
  Any attacks which roll a 6+ to wound cause +1 Damage.
  The black sword
  Melee
  Melee
  +2
  -3
  D3
  You can re-roll failed wound rolls when attacking with this weapon if the target is 
  a CharaCter or monster.
  The voice of Terra
  24”
  Rapid Fire 3
  5
  -1
  2
  -
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Templar Brethren
  5-10
  20*
  Phalanx Warder Squad
  10-20
  14*
  Sigismund
  1
  126
  Alexis Polux
  1
  146
  Rogal Dorn
  1
  400
   
  Wargear/Weapon
  Points per 
  Item
  Iliastus assault cannon
  21
  Master-crafted bolt pistol
  0
  Master-crafted power fist
  0
  Solarite power gauntlet
  24
  Storm’s teeth
  0
  Teleportation transponder
  2
  The black sword
  0
  The voice of Terra
  0
  Vigil-pattern storm shield (CharaCters)
  15
  Vigil-pattern storm shield (other models)
  5
  * 
  Does not include wargear
  
  37
  Legion Warlord Trait
  TEMPLAR
  You can add 1 to all hit and wound rolls made for this Warlord in the 
  Fight phase when targeting enemy CharaCters.
  BOLTER DRILL
  Imperial Fists Stratagem
  Use this Stratagem just before an ImPerIal fIsts Infantry unit 
  attacks in the Shooting phase. Each time you make a hit roll of 
  6+ for a model firing a ’bolt’ weapon, that model can immediately 
  make another hit roll using the same weapon at the same target 
  (these bonus attacks cannot themselves generate further attacks).
  1
  CP
  Legion Rites of War
  Hammerfall Strike Force
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Landing Force: Phalanx Warders can be taken as Troops choices in this detachment.
  • 
  Teleport Array: Any Imperial Fists Infantry unit in this detachment may take a teleportation transponder and 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.
  • 
  Blinding Luminescence: Any unit from this detachment that deploys via Teleport Assault gains the benefit of cover until their next turn. 
  In addition, enemy units within 12” and line of sight of the unit must re-roll successful hits with ranged weapons against them for the rest 
  of the battle round.
  • 
  During deployment, any vehICle must be set up in the Second Wave instead of being placed on the battlefield. At the end of your second 
  Movement phase these units can join the battle - set them up so that all models in the unit are within 7” of your rearmost battlefield edge 
  and more than 9” from enemy models.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the ImPerIal fIsts keyword.
  The Stone Gauntlet
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Defense Force: Phalanx Warders can be taken as Troops choices in this detachment.
  • 
  Resolve of Stone: Units in this detachment equipped with Storm Shields or Boarding Shields add 1 to their Toughness characteristic, 
  unless they Advanced or charged this turn.
  • 
  Shield Charge: Units in this detachment equipped with Storm Shields or Boarding Shields add 1 to their Attacks characteristic when they 
  charge.
  • 
  Legion Breacher Squads must fill the compulsory Troops slots in this detachment.
  • 
  With the exception of ChamPIons, this detachment may only include one Consul.
  • 
  This detachment cannot include more Elites and Fast Attack choices combined than it has Troops choices.
  Legion Stratagem
  
  38
  7
  Power
  Templar Brethren
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Templar Brethren
  6”
  3+
  3+
  4
  4
  1
  2
  8
  2+
  Chapter Champion
  6”
  3+
  3+
  4
  4
  2
  2
  9
  2+
  This unit consists of 1 Chapter Champion and 4 Templar Brethren. It can include up to 5 additional Templar Brethren (Power Rating +7).
  • 
  Each model is armed with a power sword, bolt pistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Solarite power 
  gauntlet
  Melee
  Melee
  x2
  -3
  D3
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Two Templar Brethren can replace their bolt pistols with plasma pistols.
  • 
  Any model in the unit can take a combat shield.
  • 
  One Templar Brethren can take a nuncio-vox.
  • 
  One Templar Brethren can take a vexilla.
  • 
  The Chapter Champion can replace his power sword with a power maul, power axe, power fist, solarite power 
  gauntlet or thunder hammer.
  • 
  The Chapter Champion can replace his bolt pistol with a plasma pistol or archaeotech pistol.
  ABILITIES
  Furious charge: You can add 1 to this unit’s Attacks characteristic in the Fight phase if it charged in the preceding 
  Charge phase.
  Paragons of Battle: This unit can make Heroic Intervention moves.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, ImPerIal fIsts
  KEYWORDS
  Infantry, astartes, temPlar Brethren
  
  39
  13
  Power
  Phalanx Warder Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Phalanx Warder
  5”
  3+
  3+
  4
  4
  1
  1
  7
  3+
  Veteran Sergeant
  5”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Veteran Sergeant and 9 Phalanx Warders. It can include up to 5 additional Phalanx Wardens (Power Rating +7) or 
  up to 10 additional Phalanx Warders (Power Rating +13)
  • 
  Each model is armed with a boltgun, bolt pistol, boarding shield, hardened armour, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Breaching charge
  Melee
  Grenade 1
  8
  -4
  D6
  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.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Meltagun
  12”
  Assault 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.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace its boltgun with either a thunder hammer, breaching 
  charge, meltagun, plasma gun or flamer, or an item from the Combi-Weapons list.
  • 
  Any model may replace its boltgun with a power axe.
  • 
  One Phalanx Warder can take a legion vexilla.
  • 
  One Phalanx Warder can take a nuncio-vox.
  • 
  The Veteran Sergeant can replace his boltgun or bolt pistol with a thunder hammer, power weapon, power fist or 
  plasma pistol.
  ABILITIES
  Hardened Armour: This unit has a 5+ invulnerable save.
  Boarding Shields: Add 1 to the Saving Throws for models equipped with boarding shields if the attack has a 
  Damage characteristic of 1.
  Shield Wall: If this unit has at least five models remaining, and is not within 1” of an enemy unit at the start of the 
  enemy Charge phase, its Weapon Skill characteristic is increased to 2+ if it is charged.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, ImPerIal fIsts
  KEYWORDS
  Infantry, astartes, voID harDeneD, Phalanx warDer
  
  40
  7
  Power
  Sigismund
  First Captain of the Imperial Fists
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Sigismund
  6”
  2+
  3+
  4
  4
  5
  4
  10
  2+
  Sigismund is a single model armed with the black sword, a master-crafted bolt pistol, frag grenades and krak grenades . Only one of this 
  model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted bolt 
  pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  The black sword
  Melee
  Melee
  +2
  -3
  D3
  You can re-roll failed wound rolls when attacking with this weapon if the target 
  is a CharaCter or monster.
  ABILITIES
  Death’s Champion: This model always fight first in the Fight phase even if he didn’t charge. If the enemy has 
  units that have charged, or that have a similar ability, then alternate choosing units to fight, starting with the player 
  whose turn is taking place. In addition, this model may re-roll failed Charge rolls.
  Dolorous Fighter: In the Fight phase, enemy models who suffer wounds from this model must reduce any 
  invulnerable saves by 1 (so 4+ becomes 5+).
  Iron Halo: This model has a 4+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly ImPerIal fIsts units within 6”
  WARLORD 
  TRAIT
  Slayer of Kings: If Sigismund is the warlord, and the enemy warlord is slain during a Fight phase in which 
  Sigismund inflicted at least one wound on him, you score an additional victory point. In addition, for the rest of the 
  battle, enemy models in combat with ImPerIal fIsts units count their Leadership characteristic as one less than 
  normal.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ImPerIal fIsts
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, sIgIsmunD
  
  41
  7
  Power
  Alexis Polux
  Captain of the 405th Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Alexis Polux
  6”
  2+
  3+
  5
  4
  5
  3
  9
  3+
  Alexis Polux is a single model armed with a master-crafted power fist, a combi-melta , frag grenades, krak grenades and a vigil-pattern storm 
  shield. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-melta
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12”
  Assault 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.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  fist
  Melee
  Melee
  x2
  -3
  D3+1
  When attacking with this weapon, you must subtract 1 from the hit roll.
  ABILITIES
  Hammer Blow: At the start of any Fight phase, you may opt to lower Pollux’s Attacks characteristic by 1. If you do 
  this, then he may attack using his power fist without sufferin the usual -1 to Hit modifier.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly ImPerIal fIsts units within 6”
  Vigil-pattern Storm Shield & Hardened Armour: This model has a 3+ invulnerable save and gains the 
  voID harDeneD keyword.
  Void Commander: Any ImPerIal fIsts Infantry unit within 3” of this model may re-roll Morale tests. In 
  addition. during deployment, you can set up one friendly ImPerIal fIsts Infantry unit in a teleportarium chamber 
  instead of deploying it on the battlefield. At the end of any of your Movement phases this unit can perform a teleport 
  strike - set it up anywhere on the battlefield that is more than 9” away from any enemy models.
  WARLORD 
  TRAIT
  Master Tactician: If this model is the warlord, after both sides have set up, but before the first turn is decided, you 
  can remove from the table and re-set up one friendly ImPerIal fIsts Infantry unit within your deployment zone, 
  but 9” away from enemy units..
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ImPerIal fIsts
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, voID harDeneD, master of the legIon, alexIs Pollux
  
  42
  20
  Power
  Rogal Dorn
  Primarch of the Imperial Fists
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rogal Dorn
  8”
  2+
  2+
  6
  6
  9
  5
  10
  2+
  Rogal Dorn is a single model armed with storm’s teeth, the voice of terra and frag grenades. Only one of this model may be included in your 
  army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Storm’s teeth
  When attacking with this weapon, choose one of the profiles below.
  - Reaping slash
  Melee
  Melee
  User
  -2
  1
  Make 3 hit rolls for each attack with this weapon, instead of 1. Any attacks which 
  roll a 6+ to wound cause +1 Damage.
  - Sundering blow
  Melee
  Melee
  x2
  -3
  3
  Any attacks which roll a 6+ to wound cause +1 Damage.
  The voice of Terra
  24”
  Rapid Fire 3
  5
  -1
  2
  -
  ABILITIES
  The Auric Armour: Rogal Dorn has a 4+ invulnerable save. In addition, he may never be wounded on any roll 
  better than a 3+.
  Sire of the VII Legion: You can re-roll any failed hit and wound rolls with friendly ImPerIal fIsts units within 
  6” of Rogal Dorn. While Rogal Dorn is on the table, enemy models in combat with ImPerIal fIsts units count their 
  Leadership characteristic as one less than normal. Units of Phalanx Warders gain the Objective Secured ability.
  Furious Charge: Rogal Dorn and any ImPerIal fIsts units within 6” of him add 1 to their Attacks characteristic 
  in the Fight phase if they charged in the preceding Charge phase.
  Unshakeable Defence: After deployment, but before the first battle round pick three terrain pieces which would 
  normally provide a +1 save due to cover. These three terrain pieces now provide a +2 save.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ImPerIal fIsts
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, rogal Dorn
  
  43
  Legion VIII - Night Lords
  Even before the dropsite massacre, the Night Lords legion were renegade in all but name, having entirely devoted themselves to that arts of terror and murder. 
  The legion’s Primarch Konrad Curse is the master of the unheralded strike from the least anticipated quarter, an attack delivered with such brutality and 
  wanton cruelty entire planetary populations were brought to their knees in abject surrender. Never given to mercy, few who oppose the Night Lords ever live to 
  tell the tale, unless they are allowed by design to escape in order to sow the seeds of dread still further. Given the dark demeanour of the legion, it takes an equally 
  ruthless leader to rein in its propensity for atrocity, at least until such time as it is called for.
  Legion Traits
  If your army is Battle-forged, all nIght lorDs Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • From the Shadows: In the first battle round of the game, nIght lorDs models may claim  the Benefit of Cover, even when in the open. 
  If they already are in cover, then the benefit of cover is increased to +2.
  • A Talent for Murder: If there are more friendly models with this trait than enemy models in a combat at the start of the Fight phase, 
  friendly models with this trait get can add 1 to their Hit and Wound rolls until the end of the Fight phase. When counting models on either 
  side, models with the JumP PaCk, BIker or termInator keywords counts as two models.
  • Nostraman Blood: If an astartes unit with this trait fails a Morale test, roll a D6; on a 4+, one additional casualty is caused.
  • Seeds of Dissent: If a nIght lorDs Warlord is slain, every astartes model with this trait in the same detachment reduces their 
  Leadership by 1 for the rest of the battle round.
  Legion Wargear
  nIght lorDs models have access to the following wargear:
  • 
  Any termInator unit may take Teleport transponders.
  • 
  Any model with access to the Melee Weapons list can take a Nostraman chainglaive instead.
  • 
  Any CharaCter may take Trophies of judgement. If an enemy unit must take a morale test because of casualties caused by this character, 
  they take that test at -1 Leadership.
  WARGEAR
  DESCRIPTION
  Teleport 
  transponders
  Teleport transponders grant the unit 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.
  Trophies of 
  judgement
  Enemy units within 3” of this unit suffer -1 Leadership. This ability does not stack with itself.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafted 
  nostraman 
  chainglaive
  Melee
  Melee
  +1
  -2
  2
  Wound rolls of 6+ are resolved at AP -3.
  Mercy & forgiveness
  Melee
  Melee
  User
  -3
  2
  You may re-roll failed wound rolls with this weapon. If you roll a 6+ to wound 
  with this weapon, it inflicts a mortal wound in addition to its usual damage.
  Nostraman 
  chainglaive
  Melee
  Melee
  +1
  -2
  1
  Wound rolls of 6+ are resolved at AP -3.
  Red jaqa
  Melee
  Melee
  User -1
  -3
  2
  If you roll a 6 to wound with this weapon, that hit is resolved at Damage D6.
  The widowmakers
  12”
  Assault 3
  4
  0
  1
  This weapon may target a Character even if it is not the closest enemy unit. If you 
  roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition to its 
  usual damage.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Terror Squad
  5-10
  19*
  Night Raptor Squad
  5-15
  18*
  Flaymaster Mawdrym Llansahai
  1
  98
  ‘Sevatar’
  1
  108
  Kheron Ophion of the Kyroptera
  1
  108
  Konrad Curze
  1
  415
  Wargear/Weapon
  Points per 
  Item
  Master-crafted nostraman chainglaive
  0
  Mercy & forgiveness
  0
  Nostraman chainglaive
  6
  Red jaqa
  0
  Teleportation transponders
  5
  The widowmakers
  0
  Trophies of judgement
  2
  Legion Warlord Trait
  TERROR TACTICS
  Enemy units within 6” of this model suffer -1 Leadership.
  * 
  Does not include wargear
  
  44
  Legion Rites of War
  Horror Cult
  This rite may only be taken by a Outrider detachment. This detachment generates 3 Command Points.
  • 
  Raptor Cult: Night Raptor squads must be taken as the compulsory Fast Attack choices in this detachment.
  • 
  Beyond Judgement: Any astartes unit in this detachment may take Trophies of Judgement.
  • 
  Talons of Fear: Legion Kharybdis Assault Claws may be taken as Dedicated Transports in this detachment. 
  • 
  All models in this detachment must have the traItor keyword.
  • astartes models in this detachment must always declare a charge if there are non-vehICle units within 12” of them at the start of their 
  Charge phase.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Terror Assault
  This rite may only be taken by a Vanguard detachment. This detachment generates 3 Command Points.
  • 
  Terror Tactics: Terror Squads must be taken as the compulsory Elites choices in this detachment..
  • 
  Claw Assault: Drop Pods may be taken as a Dedicated Transport.
  • 
  Night Raider: The army gains access to the Night Raider stratagem.
  • 
  This detachment may only include one Consul.
  • 
  This detachment may only include one Heavy Support choice.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Legion Stratagems
  COVER OF DARKNESS
  Night Lords Stratagem
  Use this Stratagem when a nIght lorDs Infantry unit is 
  targeted by a shooting attack. For the rest of the phase, your 
  opponent must subtract 1 from all hit rolls that target that unit.
  1
  CP
  NIGHT RAIDER
  Terror Assault Stratagem
  Use this Stratagem at the start of the second battle round. The 
  effects of the From The Shadows trait are extended until the end 
  of this battle round. You may use this Stratagem again at the start 
  of each battle round after this, but if you ever choose not to, then 
  it may not be used again for the rest of the battle.
  2+
  CP
  
  45
  6
  Power
  Terror Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Executioner
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  Headsman
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Headsman and 4 Executioners. It can inculde up to 5 additional Executioners (+6 Power Rating).
  • 
  Each model is armed with a bolt pistol, chainsword, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Heavy chainsword
  Melee
  Melee
  +2
  0
  1
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Nostraman 
  chainglaive
  Melee
  Melee
  +1
  -2
  1
  Wound rolls of 6+ are resolved at AP -3.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  Any model in the squad can take a boltgun, heavy chainblade, volkite charger.
  • 
  One model in the unit can take a rotor cannon or flamer.
  • 
  The Headsman can replace his chainsword with a power weapon, nostraman chainglaive, power fist or lightning 
  claw.
  • 
  The Headsman can replace his bolt pistol with a hand flamer or plasma pistol.
  • 
  The Headsman can take melta bombs.
  ABILITIES
  Executioners: This unit can re-roll failed hit rolls against Infantry. Enemy units within 3” of one or more terror 
  squaDs reduces its Leadership by 1.
  Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield 
  that is more than 9” from the enemy deployment zone.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, astartes, terror squaD
  
  46
  6
  Power
  Night Raptor Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Night Raptor
  12”
  3+
  3+
  4
  4
  1
  1
  7
  3+
  Huntmaster
  12”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Huntmaster and 4 Night Raptors. It can include up to 5 additional Night Raptors (Power Rating +6) or up to 10 
  additional Night Raptors (Power Rating +12).
  • 
  Each model is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Nostraman 
  chainglaive
  Melee
  Melee
  +1
  -2
  1
  Wound rolls of 6+ are resolved at AP -3.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Volkite serpenta
  10”
  Pistol 1
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one Night Raptor can replace its bolt pistol with a flamer, meltagun, plasma gun, 
  plasma pistol or hand flamer.
  • 
  Any model in the squad can replace their chainsword with a power weapon, nostraman chainglaive or lightning 
  claw.
  • 
  Any model can replace both its chainsword and bolt pistol with two lightning claws.
  • 
  The Huntmaster can replace his bolt pistol with a volkite serpenta, hand flamer or plasma pistol.
  • 
  The Huntmaster can melta bombs.
  ABILITIES
  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.
  Onslaught: This unit gets +D3 Attacks on the charge
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, astartes, JumP PaCk, fly, nIght raPtors
  
  47
  5
  Power
  Flaymaster Mawdrym Llansahai
  Fallen Primus Medicae of the Night Lords
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mawdrym Llansahai
  6”
  3+
  3+
  4
  4
  4
  3
  9
  3+
  Mawdrym Llansahai is a single model armed with the red jaqa, an archaeotech pistol, frag grenades and krak grenades and carrying a 
  narthecium . Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Red jaqa
  Melee
  Melee
  User -1
  -3
  2
  If you roll a 6 to wound with this weapon, that hit is resolved at Damage D6.
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save. 
  The Devil’s Luck: Roll a dice for each wound Llansahai suffers; on a 5+, that wound is ignored.
  Narthecium: At the end of any of your Movement phases, Llansahai can attempt to heal or revive a single model. 
  Select a friendly nIght lorDs Infantry or BIker unit within 3” of Llansahai. 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 Llansahai 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.
  Unfit for Command: This model has the suPPort keyword and may never be chosen as the army’s warlord.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, CharaCter, astartes, PrImus meDICae, Consul, suPPort, mawDrym llansahaI
  
  48
  6
  Power
  ‘Sevatar’
  Jago Sevatarion, First Captain of the Night Lords
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Sevatar
  6”
  2+
  2+
  4
  4
  5
  4
  8
  3+
  Sevetar is a single model armed with a master-crafted nostraman chainglaive, bolt pistol, frag grenades and krak grenades. Only one of this 
  model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted 
  nostraman 
  chainglaive
  Melee
  Melee
  +1
  -2
  2
  Wound rolls of 6+ are resolved at AP -3.
  ABILITIES
  Iron Halo: This unit has a 4+ invulnerable save.
  Dirty Fighter: When targetting a CharaCter in the Fight phase, Sevatar’s weapons inflict +1 Damage.
  Master of the Atremnatar: If this model is on the battlefield at the start of the turn, any nIght lorDs 
  termInator units that are set up from reinforcements witin 3” of this model may arrive 1” closer to the enemy than 
  normal.
  Trophies of Judgement: Enemy units within 3” of this unit suffer -1 Leadership. This ability does not stack with 
  itself.
  WARLORD 
  TRAIT
  Master of Ambush: If this model is the warlord, D3 nIght lorDs Infantry units in the same detachment may 
  be given the Concealed Position ability:
  Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield 
  that is more than 9” from the enemy deployment zone and any enemy models.
  PSYKER
  This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny one psychic 
  power in each enemy Psychic phase. It knows the Natural Precognition power.
  Natural Precognition
  Warp charge 7
  If manifested, until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for this 
  unit and he always fights 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.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, Psyker, master of the legIon, sevatar
  
  49
  6
  Power
  Kheron Ophion of the Khyroptera
  Captain of the 39th Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Kheron Ophion
  6+
  2+
  2+
  4
  4
  5
  4
  9
  3+
  Kheron Ophion is a single model armed with a power axe, melta bombs, volkite serpenta, frag grenades and krak grenades. Only one of this 
  model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Volkite serpenta
  10”
  Pistol 1
  5
  0
  2
  -
  ABILITIES
  Refractor Field & The Bloody Aegis: This model has a 5+ invulnerable save, which improves to 3+ during the 
  Fight phase. In addition, enemy models that target Ophion during the Fight phase subtract 1 from their hit rolls for 
  the duration of that phase.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly nIght lorDs units within 6”
  The Coward: After Ophion has suffered a wound, roll a dice for each additional wound he suffers during the battle; 
  on a 5+, that wound is ignored.
  WARLORD 
  TRAIT
  Aberrant Bravery: If this model is the warlord, keep track of victory points as they are scored. While your enemy 
  has more victory points than you do, nIght lorDs units within 12” of this model can re-roll failed Morale tests. In 
  addition, in games where a dice is rolled to determine if there is an additional turn, you may decide that the dice is 
  re-rolled.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, astartes, CharaCter, Praetor, master of the legIon, kheron oPhIon
  
  50
  21
  Power
  Konrad Curze
  Primarch of the Night Lords
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Konrad Curze
  14”
  2+
  2+
  6
  6
  9
  7
  10
  2+
  Conrad Curze is a single model armed with mercy & forgiveness, the widowmakers and frag grenades. Only one of this model may be 
  included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Mercy & forgiveness
  Melee
  Melee
  User
  -3
  2
  You may re-roll failed wound rolls with this weapon. If you roll a 6+ to wound 
  with this weapon, it inflicts a mortal wound in addition to its usual damage.
  The widowmakers
  12”
  Assault 3
  4
  0
  1
  This weapon may target a Character even if it is not the closest enemy unit. If 
  you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  ABILITIES
  The Nightmare Mantle: Konrad Curze has a 4+ invulnerable save. In addition, if he finishes a charge within 1” 
  of an enemy unit, roll a D6; on a 4+ that unit suffers D3 mortal wounds.
  Sire of the VIII Legion: You can re-roll any failed hit and wound rolls with friendly nIght lorDs units within 
  6” of Konrad Curze. While Konrad Curze is on the table, enemy models within 6” of any friendly nIght lorDs units 
  suffer a -1 penalty to their Leadership characteristic.
  King of Terrors: Enemy units within 6” of Konrad Curze suffer a -2 penalty to their Leadership characteristic. In 
  addition, if Konrad Curze is part of an assault in which all the enemy models are slain, this ability extends to 12” until 
  the end of the turn.
  Shadow Hunter: Your opponent must subtract 1 from hit rolls made by ranged weapons that target Konrad Curze. 
  Curze can Fall Back and charge in the same turn.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, nIght lorDs
  KEYWORDS
  Infantry, JumP PaCk, fly, CharaCter, astartes, master of the legIon, PrImarCh, konraD Curze
  
  51
  Legion IX - Blood Angels
  The Blood Angels, of all the warriors of the LEgiones Astartes, evidenced perhaps the greatest degree of transformation of their flesh from their human origins. 
  The aggressive overwriting of the aspirant’s gene-helix by the blood of their Primarch was capable of transforming the rad-scarred and twisted inhabitant’s 
  of Baal to create ‘perfected’ warriors; living icons of the physical ideal of the Legiones Astartes. In battle, the Blood Angels Legion was the incarnation of the 
  Emperor’s wrath upon those who rejected the gift of Unity, and their coming often nothing less than apocalyptic judgement delivered upon the guilty from on 
  high.
  Legion Traits
  If your army is Battle-forged, all BlooD angels Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Encarmine Fury: astartes units with this trait can add 1 to their Wound rolls in the Fight phase, but still fail to wound on a roll of 1.
  • Host of Angels: A BlooD angels detachment may not have more units in a detachment with the vehICle keyword than those with the 
  astartes keyword. Units from the the Dedicated Transport Battlefield Role are not included for when making this calculation. Additionally 
  models must always consolidate the full 3” directly towards the nearest enemy model.
  Legion Wargear
  BlooD angels models have access to the following wargear:
  • 
  Any model with access to a Volkite serpenta may instead take a Hand flamer.
  • 
  Any model with access to a Plasma pistol may instead take an Inferno pistol.
  • 
  Any CharaCter with access to the Melee Weapons list may take a Blade of perdition.
  • 
  Any model with a Heavy flamer can replace it with an Iliastus assault cannon.
  • 
  Any PreDator can replace its Predator autocannon with a Twin iliastus assault cannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Blade of perdition
  Melee
  Melee
  User
  -3
  2
  You can re-roll one failed to hit roll with this weapon each time the bearer fights.
  Iliastus assault 
  cannon
  24”
  Heavy 6
  6
  -1
  1
  -
  Inferno pistol
  6”
  Pistol 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.
  Twin iliastus assault 
  cannon
  24”
  Heavy 12
  6
  -1
  1
  -
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Wargear/Weapon
  Points per 
  Item
  Blade of perdition
  14
  Iliastus assault cannon
  21
  Inferno pistol
  9
  Twin iliastus assault cannon
  35
  Legion Stratagem
  Legion Warlord Trait
  VISAGE OF SANGUINIUS
  Friendly BlooD angels units within 6” of your Warlord automatically 
  pass Morale tests.
  WITHOUT REMORSE, 
  WITHOUT RELENT
  Blood Angels Stratagem
  Use this Stratagem when a BlooD angels unit with fly 
  Advances. That unit can still shoot and charge this turn.
  1
  CP
  * 
  Does not include wargear
  
  52
  Legion Rites of War
  The Day of Revelation
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Cometh the Host: Any JumP PaCk units in this detachment must arrive on the first turn of the game.
  • 
  With Fire & Thunder: Any units in this detachment that are deployed as reinforcements gain the benefit of cover until their next turn.
  • 
  The Opening of the Seal: Any Infantry units in this detachment that arrive from reinforcements may re-roll hit rolls in the following 
  Shooting phase.
  • 
  Compulsory Troops and HQ choices in this detachment must have the JumP PaCk keyword..
  • 
  This detachment must include one compulsory Fast Attack choice, which must have the fly keyword.
  • 
  This detachment may not include any artIllery units.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include a Super-heavy or Super-heavy Auxilliary detachment unless the choices within it are Sanguinius or models 
  with the fly keyword.
  The Day of Sorrows
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Resolute Defense: All units in this detachment ignore negative modifiers to their Leadership. Additionally, they can re-roll failed Morale 
  tests when in their own deployment zone. 
  • 
  Aura of Wrath: Enemy models in combat with BlooD angels astartes units in this detachment count their Leadership characteristic as 
  one less than normal.
  • 
  By Blood Sworn: If a unit of BlooD angels astartes from this detachment is at 50% or less of its starting size, the models within it may 
  roll a dice for each wound suffered; on a roll of 6, they ignore the wound.  
  • 
  Bloody-Handed: If in base contact with an enemy CharaCter; a BlooD angels CharaCter in this detachment must direct all of his 
  attacks against the enemy CharaCter. 
  • 
  To the Bitter Dregs: If a unit of BlooD angels astartes from this detachment is at 50% or less of its starting size at the end of the game, 
  they count as being destroyed for the purposes of victory points.
  
  53
  Legion X - Iron Hands
  The Iron Hands are masters of the engines of war, wielding weapons and armoured tanks with the skill a master swordsman might a blade. Proud and 
  relentless, the Legion has fought for many years at the forefront of the Great Crusade, and seen victories uncounted, though many have labelled them as callous 
  and as inhuman as they manchines they employ with such devastating skill.
  Legion Traits
  If your army is Battle-forged, all Iron hanDs Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Inviolate Armour: If a model with this trait is attacked by a ranged weapon, reduce the Strength of the attack by 1.
  • Stand and Fight: Units with this trait suffer a -1” penalty to Advance moves.
  • Rigid Tactics: A detachment containing units with this trait cannot have more units with the JumP PaCk and BIker keywords than units 
  with the Infantry keyword (not including units that also have the JumP PaCk keyword).
  Legion Wargear
  Iron hanDs models have access to the following wargear:
  • 
  Any Praetor can be upgraded to a Iron-father.
  • 
  Any vehICle can take Blessed Autosimulacra.
  WARGEAR
  DESCRIPTION
  Blessed 
  Autosimulacra
  At the start of each Movement phase roll a D6, on a 5+ regain 1 lost wound.
  Iron-Father
  • 
  This model gains the Iron-father keyword.
  • 
  This model has a servo arm.
  • 
  Battlesmith: At the end of your Movement phase this model can repair a single Iron hanDs vehICle within 1”. That model regains D3 
  wounds. A model can only be repaired once per turn.
  • 
  Exquisite Bionics: Roll a D6 each time this model suffers a wound, on a 6+ that wound is ignored.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium fists
  Melee
  Melee
  User
  -3
  2
  -
  Albian power gladius
  Melee
  Melee
  +1
  -3
  2
  On a wound roll of 6+, that hit is resolved at AP -4.
  Forgebreaker
  Melee
  Melee
  x2
  -4
  3
  -
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Iron-Father
  n/a
  +20
  Gorgon Terminator Squad
  5-10
  36*
  Medusan Immortals Squad
  5-15
  17*
  Spearhead-Centurion Castrman Orth
  1
  99
  Iron-Father Autek Mor
  1
  174
  Shadrak Meduson
  1
  107
  Ferrus Manus
  1
  420
  Wargear/Weapon
  Points per 
  Item
  Blessed Autosimulacra
  15
  Forgebreaker
  30
  Legion Stratagem
  Legion Warlord Trait
  MURDEROUS ARSENAL
  Each time you roll a hit roll of 6+ for your Warlord, make one extra 
  attack at the same target using the same weapon (these bonus attacks 
  cannot themselves generate any further attacks).
  MACHINE EMPATHY
  Iron Hands Stratagem
  Use this Stratagem just before an Iron hanDs vehICle attacks 
  in the Shooting phase. Until the end of the phase, that vehicle 
  can ignore the penalties for moving and firing a Heavy weapon, 
  or for Advancing and firing an Assault weapon.
  1
  CP
  +1
  Power
  * 
  Does not include wargear
  
  54
  Legion Rites of War
  The Head of the Gorgon
  This rite may only be taken by a Patrol or Battalion detachment. This detachment generates 1 less Command Point than normal (to a minimum 
  of -1).
  • 
  Chosen Ground: Iron hanDs Infantry units in this detachment may re-roll Morale tests while inside their own deployment zone.
  • 
  War-relics: Any model in this detachment which can be armed with a flamer may instead be armed with a graviton gun. In addition, 
  vehICles in this detachment gain the Blessed Autosimulcra ability.
  • 
  Blessed Autosimulcra : At the start of each Movement phase roll a D6, on a 5+ regain 1 lost wound.
  • 
  Iron Scions: This detachment may include units of Castellax or Vorax battle-automata as Elites choices.
  • 
  Armoured Encirclement: vehICles in this detachment (without the fly, DreaDnought or tItanIC keywords) gain the Flanking 
  Manoeuvres ability.
  • 
  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.
  • 
  This detachment may only include one Fast Attack choice.
  • 
  This detachment may only include a single Consul.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Company of Bitter Iron
  This rite may only be taken by a Patrol or Battalion detachment. It may not be taken by Shattered Legions armies.
  • 
  Company of Immortals: Medusan Immortals may be taken as Troops choices in this detachment.
  • 
  Immortal Hatred: All astartes models in this detachment may re-roll hit rolls in the Fight phase against traItors.
  • 
  Bitter Duty: Medusan Immortals may re-roll Morale tests when inside the enemy deployment zone.
  • 
  All models in your army must be loyalIst.
  • 
  Your army may not include Ferrus Manus.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  
  55
  15
  Power
  Gorgon Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Gorgon Terminator
  5”
  3+
  3+
  4
  4
  2
  2
  7
  2+
  Gorgon 
  Hammerbearer
  5”
  3+
  3+
  4
  4
  2
  3
  8
  2+
  This unit consists of 1 Gorgon Hammerbearer and 4 Gorgon Terminators. It can include up to 5 additional Gorgon Terminators (Power 
  Rating +14).
  • 
  Each Gorgon Terminator is armed with a combi-bolter and power axe.
  • 
  The Gorgon Hammerbearer is armed with a combi-bolter and thunder hammer.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Power axe
  Melee
  Melee
  1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Reaper autocannon
  36”
  Heavy 4
  7
  -1
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its combi-bolter with an item from the Combi-Weapons list.
  • 
  Any model can replace its power axe with a power fist, chainfist or lightning claw.
  • 
  Any model can replace its power axe and combi-bolter with two lightning claws.
  • 
  For every five models in the unit, one model can replace its combi-bolter with a heavy flamer, reaper 
  autocannon or graviton gun.
  • 
  The Gorgon Hammerbearer can take a grenade harness.
  • 
  The Gorgon Hammerbearer can take a cyber-familiar.
  ABILITIES
  Gorgon Terminator Armour: This unit has a 5+ invulnerable save and roll a dice for each wound this unit 
  suffers; on a 5+, that wound is ignored.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, astartes, termInator, gorgon termInators
  
  56
  14
  Power
  Medusan Immortals Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Medusan Immortal
  5”
  3+
  3+
  4
  4
  1
  1
  7
  3+
  Veteran Sergeant
  5”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Veteran Sergeant and 9 Medusan Immortals. It can include up to 5 additional Medusan Immortals (Power Rating 
  +7) or up to 10 Medusan Immortals (Power Rating +13).
  • 
  Each model is armed with a boltgun, bolt pistol, boarding shield, hardened armour, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Breaching charge
  Melee
  Grenade 1
  8
  -4
  D6
  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.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascutter
  Melee
  Melee
  9
  -3
  D3
  When attacking with this weapon, a model may only ever make a single attack
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace its boltgun with either a graviton gun, meltagun, lascutter 
  or flamer.
  • 
  Any model can replace its boltgun with a volkite charger
  • 
  One Medusan Immortal can take a legion vexilla.
  • 
  One Medusan Immortal can take a nuncio-vox.
  • 
  The Veteran Sergeant can replace his boltgun and/or bolt pistol with items from the Ranged Weapons list.
  • 
  The Veteran Sergeant can take a single breaching charge or melta bombs.
  ABILITIES
  Hardened Armour: This unit has a 5+ invulnerable save.
  Boarding Shields: Add 1 to the Saving Throws for models equipped with boarding shields if the attack has a 
  Damage characteristic of 1.
  Feel No Pain: Roll a dice for each wound this unit suffers; on a 5+, that wound is ignored.
  Gun Them Down!: If an enemy unit Falls Back from this unit, this unit may immediately make a shooting attack 
  at them after they have completed their move. This shooting attack is carried out exactly like an Overwatch attack 
  would be in the Charge phase. Once this shooting attack is over, the enemy player may resume the turn.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, astartes, voID harDeneD, meDusan Immortals
  
  57
  +2
  Power
  Spearhead-Centurion Castrmen Orth
  Commander of the ‘Subjugator’ Armoured Battalion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Castrmen Orth 
  (Tank Commander)
  --- As Vehicle --
  2+
  -------------------------- As Vehicle --------------------------
  Castrmen Orth 
  (Infantry)
  6”
  3+
  2+
  4
  4
  4
  3
  8
  3+
  A single Iron hanDs tank in your army with at least 11 Wounds can take Castrmen Orth as an upgrade. Only one Castrman Orth may be 
  included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  ABILITIES
  Cyber-familiar: A unit with a cyber-familiar is never slowed by battlefield terrain.
  Refractor Field: This unit has a 5+ invulnerable save.
  Spearhead Commander: Castrmen Orth begins the game commanding a vehicle (see above). Whilst 
  commanding the vehicle, use that vehicle’s normal profile, weapons, abilities, keywords and characteristics, 
  with the exception of it’s Ballistic Skill - use Orth’s Ballistic Skill of 2+ when firing with the vehicle instead.  
   
  If his vehicle is reduced to 0 wounds, set him up within 3” before removing the vehicle from the battlefield. He is 
  treated as a passenger departing from a destroyed transport. Assuming he survives, Castrmen Orth then uses the 
  Infantry profile above and the keywords below. He is equipped with a bolt pistol, frag grenades, krak grenades, a 
  refractor field and a cyber-familiar. 
  WARLORD 
  TRAIT
  Tank Crushers: If this model is the warlord, all Iron hanDs tanks in the same detachment add 1 to their Weapon 
  Skill characteristic.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, CharaCter, astartes, CenturIon, Castrmen orth
  
  58
  9
  Power
  Iron-Father Autek Mor
  Lord of the Morragul Clan
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Autek Mor
  4”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  Autek Mor is a single model armed with a paragon blade and volkite charger and equipped with a cortex controller and servo-arm. Only one 
  of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Paragon blade
  Melee
  Melee
  +2
  -3
  D3
  -
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  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.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  ABILITIES
  Battlesmith: At the end of your Movement phase this model can repair a single Iron hanDs vehICle 
  within 1”. That model regains D3 wounds. A model can only be repaired once per turn.
  Cataphractii Armour: This model has a 4+ invulnerable save, but you must halve the result of the dice 
  rolled when determining how far this model Advances.
  Cortex Controller: This model gains the Cortex Controller keyword. Friendly CyBernetICa Cortex units 
  within 6” do not need to target the nearest visible enemy unit in the Shooting or Charge phases.
  Additionally for each model with this item one Thallax Cohort, Castellax Battle-automata or Vorax Battle-automata 
  unit can be taken as a Heavy Support choice.
  Jealous Command: Autek Mor must always be your army’s Warlord, unless Ferrus Manus is also included.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly Iron hanDs units within 6”
  WARLORD 
  TRAIT
  Murderous Arsenal: If this model is the warlord, each time you roll a hit roll of 6+ for your Warlord, make one 
  extra attack at the same target using the same weapon (these bonus attacks cannot themselves generate any further 
  attacks).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, astartes, CharaCter, termInator, Praetor, Cortex Controller, master of the legIon, autek 
  mor
  
  59
  6
  Power
  Shadrak Meduson
  Master of the Shattered Legions
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Shadrak Meduson
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Shadrak Meduson is a single model armed with an albian power gladius, master-crafted boltgun, frag grenades and krak grenades. Only one 
  of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Albian power gladius
  Melee
  Melee
  +1
  -3
  2
  On a wound roll of 6+, that hit is resolved at AP -4.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted 
  boltgun
  24”
  Rapid Fire 1
  4
  -1
  2
  -
  ABILITIES
  Iron Halo: This unit has a 4+ invulnerable save.
  Master of the Shattered Legions: When selecting a Rite of War for a detachment containing Shakrak Meduson, 
  you may choose rites which are normally only available to Raven Guard or Salamanders detachments. In this case, all 
  astartes in the detachment count as having the requisite version of the <legIon> keyword to match the rite.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly Iron hanDs units within 6”
  WARLORD 
  TRAIT
  Raise the Storm: If this model is your warlord then, once per game at the start of your turn, you may raise the 
  storm. For the duration of that turn, all friendly Iron hanDs Infantry units add 1 to their Charge distances, can 
  make 1 additional attack in the Fight phase if they have charged that turn, and can re-roll failed hit rolls of 1 during 
  the Fight phase.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, CharaCters, astartes, Praetor, master of the legIon, shaDrak meDuson
  
  60
  21
  Power
  Ferrus Manus
  Primarch of the Iron Hands
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ferrus Manus
  6”
  2+
  2+
  7
  7
  9
  6
  10
  2+
  Ferrus Manus is a single model armed with adamantium fists, a heavy flamer, graviton gun, servo arm, plasma blaster, grenade harness and 
  nuncio vox. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Adamantium fists
  Melee
  Melee
  User
  -3
  2
  -
  Forgebreaker
  Melee
  Melee
  x2
  -4
  3
  -
  Graviton gun
  18”
  Assault 2
  5
  -3
  1
  If the target has a Save characteristic of 3+ or better, this weapon increases its 
  Damage to D3.
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Plasma blaster
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  18”
  Assault 2
  7
  -3
  1
  -
  - Supercharge
  18”
  Assault 2
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Servo arm
  Melee
  Melee
  x2
  -2
  3
  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.
  WARGEAR 
  OPTIONS
  • 
  Ferrus Manus can take forgebreaker.
  ABILITIES
  The Medusan Carapace: Ferrus Manus has a 3+ invulnerable save. In addition, if Ferrus Manus is attacked by a 
  ranged weapon, reduce the Strength of the attack by 1.
  Sire of the X Legion: You can re-roll any failed hit and wound rolls with friendly Iron hanDs units within 6” of 
  Ferrus Manus. While Ferrus Manus is on the table, friendly Iron hanDs units have a 6+ invulnerable save.
  Master of Mechanisms: At the start of the Movement phase Iron hanDs vehICles within 6” that have 
  Toughness 7+ regain 1 lost wound.
  Battlesmith: At the end of your Movement phase this model can repair a single Iron hanDs vehICle within 1”. 
  That model regains D3 wounds. A model can only be repaired once per turn.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Iron hanDs
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, ferrus manus
  
  61
  Legion XII - World Eaters
  Of all the Space Marine Legions in the Emperor’s service, the World Eaters were among the most feared.The whisper of their coming was enough to quell 
  rebellion and send armies to flight in terror. Tales of their predations and massacres were numberless, and their reputation was as the Emperor’s war hounds - 
  beasts, butchers and madmen whose fury was fuelled by bloodshed, and was such that no sane warrior would willingly stand against them.
  Legion Traits
  If your army is Battle-forged, all worlD eaters Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Incarnate Violence: When a unit with this trait makes a successful charge, you can make one additional attack with each of is models 
  in the subsequent Fight phase, and can re-roll any Wound rolls of a 1.
  • Bloodlust: Units with this trait must always consolidate the full 3” directly towards the nearest enemy model, and attempt to get within 
  1” if possible.
  Legion Wargear
  worlD eaters models have access to the following wargear:
  • 
  Any CharaCter with access to the Melee Weapons list may take a Barb-hook lash, Excoriator chainaxe, Meteor hammer or Twin falax blades 
  instead.
  • 
  Any model may replace their Chainsword with a Chainaxe.
  • worlD eaters aPotheCarIes and PrImus meDICae may choose to take the Exhortation of Butchery ability. If chosen, all worlD eaters 
  aPotheCarIes and PrImus meDICae must take it.
  WARGEAR
  DESCRIPTION
  Exhortation of 
  Butchery
  One friendly worlD eaters astartes unit within 3” of this model at the start of their Fight phase may choose to increase it’s Attacks characteristic by 
  1 until the end of that phase. However, if this is chosen, roll a D6 for each model in the unit at the end of the phase; on a roll of 1, that model is slain.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Barb-hook lash
  Melee
  Melee
  *
  -1
  1
  This weapon always wounds on a 2+; except against vehICles where it always 
  needs a 6+.
  Chainaxe
  Melee
  Melee
  +1
  -1
  1
  -
  Excoriator chainaxe
  Melee
  Melee
  +1
  -2
  1
  You suffer -1 to hit rolls with this weapon. Re-roll failed wounds with this weapon.
  Gorechild
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Gorefather & 
  gorechild
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Master-crafted 
  chainaxe
  Melee
  Melee
  +1
  -1
  2
  -
  Meteor hammer
  Melee
  Melee
  +2
  0
  2
  You get +1 to hit rolls with this weapon.
  Spite furnace
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  2
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  3
  If this weapon rolls a 1 to hit the bearer suffers a mortal wound.
  The cutter
  Melee
  Melee
  User
  -2
  1
  If you roll a 6+ to wound with this weapon, that hit is resolved at AP -3.
  Twin falax blades
  Melee
  Melee
  User
  -1
  1
  Each time the bearer fights exclusively with this weapon in the Fight phase, it 
  makes 2 extra attacks with this weapon.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  The Red Butchers
  5-10
  39*
  Rampager Squad
  5-10
  17*
  Centurion Shabran Darr
  1
  83
  Khârn the Bloody
  1
  110
  Endryd Haar
  1
  123
  Gahlan Surlak
  1
  118
  The Primarch Angron
  1
  380
  Wargear/Weapon
  Points per 
  Item
  Barb-hook lash
  6
  Chainaxe
  0
  Excoriator chainaxe
  8
  Gorechild
  15
  Gorefather & gorechild
  0
  Master-crafted chainaxe
  0
  Meteor hammer
  7
  Spite furnace
  0
  The cutter
  0
  Twin falax blades
  4
  Legion Stratagem
  Legion Warlord Trait
  SLAUGHTERBORN
  If there are at least 10 enemy models within 6” of your Warlord 
  when he fights in the Fight phase, add D3 to his Attacks 
  characteristic until the end of the phase.
  THE BUTCHER’S NAILS
  World Eaters Stratagem
  Use this Stratagem at the end of the Fight phase. Select a worlD 
  eaters Infantry or BIker unit - that unit can immediately fight 
  an additional time.
  3
  CP
  * 
  Does not include wargear
  
  62
  Legion Rites of War
  Berserker Assault
  This rite may only be taken by a Patrol or Battalion detachment,. If taken by a Battalion detachment, that detachment only generates 2 
  Command Points.
  • 
  Beserk Charge: All worlD eaters models in this detachment may re-roll Hit rolls of 1 in the Fight phase when outside their own 
  deployment zone.
  • 
  Unstoppable Wave: All worlD eaters models in this detachment may re-roll Advance rolls of 1 and may re-roll charge rolls of 1.
  • 
  This detachment must take an additional compulsory Troops choices.
  • 
  This detachment may not include more than one Consul, and may not include any lIBrarIans.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  The Crimson Path
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Forlorn Hope: Infantry models from this detachment who are in the enemy deployment zone may roll a dice each time they suffer a 
  wound; on a 5+, that wound is ignored.
  • 
  Unto Death: CharaCters from this detachment who are in the enemy deployment zone can roll a dice at the start of each of your turns - 
  on a 5+, they regain a lost wound.
  • 
  This detachment may not include any artIllery units or models equipped with Cataphractii Terminator Armour.
  • 
  If the mission being played awards victory points using the Linebreaker or Attrition rules  and you do not achieve these, the enemy player 
  gains 1 additional victory point for each..
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  
  63
  13
  Power
  The Red Butchers
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Butcher Terminator
  4”
  2+
  4+
  4
  4
  3
  2
  7
  2+
  Devoured
  4”
  2+
  4+
  4
  4
  3
  3
  8
  2+
  This unit consists of 1 Devoured and 4 Butcher Terminators. It can include up to 5 additional Butcher Terminators (Power Rating +13).
  • 
  Each model is armed with a combi-bolter and power axe.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its combi-bolter with a power axe.
  • 
  Any model can replace its power axe and combi-bolter with two lightning claws.
  • 
  The Devoured can replace any of its power axes with a power fist, chainfist or thunder hammer.
  • 
  The Devoured can replace its combi-weapon with an item from the Combi-Weapons list.
  ABILITIES
  Ravening Madmen: This unit can never re-roll their failed hit rolls, for any reason. If this unit is within 1” of an 
  enemy unit is automatically passes any Morale tests it is required to take. Enemy units targeting this unit during the 
  Fight phase can never hit on worse than a 3+.
  Dark Fury: If this model is equipped with two melee weapons, it gains +1 Attack.
  Unstoppable Charge: This unit can re-roll failed charge rolls.
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, termInator, astartes, reD ButChers
  
  64
  6
  Power
  Rampager Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Rampager
  6”
  3+
  3+
  4
  4
  1
  2
  7
  3+
  Rampager Champion
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Rampager Champion and 4 Rampagers. It can include up to 5 additional Rampagers (Power Rating +6).
  • 
  Each model is armed with a chainaxe, bolt pistol, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Barb-hook lash
  Melee
  Melee
  *
  -1
  1
  This weapon always wounds on a 2+; except against vehICles where it always 
  needs a 6+.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainaxe
  Melee
  Melee
  +1
  -1
  1
  -
  Excoriator chainaxe
  Melee
  Melee
  +1
  -2
  1
  You suffer -1 to hit rolls with this weapon. Re-roll failed wounds with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Heavy chainsword
  Melee
  Melee
  +2
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Meteor hammer
  Melee
  Melee
  +2
  0
  2
  You get +1 to hit rolls with this weapon.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Twin falax blades
  Melee
  Melee
  User
  -1
  1
  Each time the bearer fights exclusively with this weapon in the Fight phase, it 
  makes 2 extra attacks with this weapon.
  UNIT OPTIONS
  • 
  The entire unit can be equipped with jump packs, gaining the JumP PaCk and fly keywords (+1 Power 
  rating per 5 models).
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its chainaxe with a heavy chainsword, barb-hook lash, excoriator chainaxe, meteor hammer 
  or twin falax blades.
  • 
  The Rampager Champion can replace its bolt pistol with a plasma pistol.
  • 
  The Rampager Champion can replace its chainaxe with a lightning claw, power fist, or an item from the Power 
  Weapons list.
  ABILITIES
  Vanguard: Once both side are 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 moves their 
  units first. If all of the models embarked on a transport vehicle have this ability, then the transport vehicle can make 
  the move instead.
  Feel No Pain: Roll a dice for each wound this unit suffers; on a 6, that wound is ignored.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, astartes, ramPagers
  
  65
  4
  Power
  Centurion Shabran Darr
  Adjutant to the 11th Assault Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Shabran Darr
  6”
  2+
  3+
  4
  4
  4
  3
  8
  3+
  Shabran Darr is a single model armed with a master-crafted chainaxe, bolt pistol, frag grenades and krak grenades. Only one of this model 
  may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted 
  chainaxe
  Melee
  Melee
  +1
  -1
  2
  -
  ABILITIES
  Head-hunter: When targetting enemy CharaCters in the Fight phase, any Wound rolls of 6 are resolved at AP-4.
  Feel No Pain: Roll a dice for each wound this unit suffers; on a 6, that wound is ignored.
  Rage: When this model makes a successful charge, you can make one additional attack in the subsequent Fight 
  phase. This is in addition to the Incarnate Violence trait.
  WARLORD 
  TRAIT
  Bloody-handed: If this model is the warlord, increase his Attacks characteristic by 1.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, CharaCter, astartes, CenturIon, shaBran Darr
  
  66
  6
  Power
  Khârn the Bloody
  Captain of the 8th Assault Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Khârn
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Khârn is a single model armed with the cutter, a plasma pistol, frag grenades and krak grenades and equipped with an iron halo. Only one of 
  this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  The cutter
  Melee
  Melee
  User
  -2
  1
  If you roll a 6+ to wound with this weapon, that wound is resolved at AP-4.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Gorechild
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  UNIT OPTIONS
  • 
  Kharn can replace the cutter with gorechild.
  ABILITIES
  Iron Halo: This unit has a 4+ invulnerable save.
  Rampage: If this model is in base contact with more than 1 enemy model at the start of the Fight phase, he adds 
  D3 to his Attacks characteristic until the end of that phase. If possible, he must always attempt to move into combat 
  with an enemy CharaCter when piling in or consolidating.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly worlD eaters units within 6”.
  Warlord’s Pride: Kharn must always be your army’s Warlord, unless Angron is also included.
  WARLORD 
  TRAITS
  Savage Assault: If this model is the warlord, and the mission being played allows you to sieze the initiative, you 
  may do so on a 4+ rather than on a 6.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, astartes, CharaCter, Praetor, master of the legIon, kharn
  
  67
  6
  Power
  Endryd Haar
  Praetor of the Black Shield
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Endryd Haar
  6”
  2+
  3+
  4
  5
  5
  4
  9
  2+
  Endryd Haar is a single model armed with a master-crafted power fist, archaeotech pistol, frag grenades and krak grenades and equipped 
  with an iron halo. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  fist
  Melee
  Melee
  x2
  -3
  D3+1
  When attacking with this weapon, you must subtract 1 from the hit roll.
  ABILITIES
  Iron Halo: This unit has a 4+ invulnerable save.
  Agent of the Emperor: This model may be included in any legIones astartes detachment, even though he 
  may have a different <legIon> keyword to the rest of the detachment. In addition, this model may embark onto 
  any astartes transport, even if the transport in question might normally only permit models with other Faction 
  keywords to do so.
  Bitter Blood: Any loyalIst unit within 3” of this model can re-roll failed Wound rolls in the Fight phase when 
  targeting traItor models.
  Savage Discipline: This model and any worlD eaters unit within 3” of him ignore the effects of the Bloodlust 
  Legion Trait.
  WARLORD 
  TRAITS
  The Fangs of the Emperor: If this model is the warlord, pick up to three astartes Infantry units in the same 
  detachment. These units gain the Scout ability:
  Scout: At the start of the first battle round but before the first turn begins, you can move this unit up to 9”. It 
  cannot end this move within 9” of any enemy models. If both players have units that can do this, the player who 
  is taking the first turn moves their units first.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, astartes, CharaCter, Praetor, master of the legIon, enDryD harr
  
  68
  6
  Power
  Gahlan Surlak
  Medicae Master of Inductii
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Gahlan Surlak
  6”
  3+
  3+
  4
  4
  4
  3
  8
  3+
  Gahlan Surlak is a single model armed with a master-crafted needle pistol, a power axe, frag grenades and krak grenades and equipped with 
  a refractor field and a narthecium. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted 
  needle pistol
  12”
  Pistol 1
  1
  0
  2
  A needle pistol always wounds on a 2+, unless the target model is a vehICle.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  ABILITIES
  Refractor Field: This unit has a 5+ invulnerable save.
  Exhortation of Butchery: One friendly worlD eaters astartes unit within 3” of this model at the start of 
  their Fight phase may choose to increase it’s Attacks characteristic by 1 until the end of that phase. However, if this is 
  chosen, roll a D6 for each model in the unit at the end of the phase; on a roll of 1, that model is slain.
  Master of Inductii: Any Legion Tactical Squads in a detachment containing this model may be augmented. 
  Augmented squads add 1 to their Strength characteristis but reduce their Ballistic Skill characteristic to 4+. In addition, 
  these models may roll a D6 each time they suffer a wound; on a roll of 6 that wound is ignored. An augmented unit 
  may never hold objectives and, if the mission being played awards victory points for destroying units, sugmented 
  units are never worth any victory points.
  Narthecium: At the end of any of your Movement phases, Surlak can attempt to heal or revive a single model. 
  Select a friendly worlD eaters Infantry or BIker unit within 3” of Surlak. 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 Surlak 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.
  Sacred Trust: If the mission being played awards victory points for destroying units, and this model is within 6” of 
  a friendly Astartes unit when its last model is slain, roll a D6; on a 5+ both you and the enemy player gain the victory 
  points for destroying the unit.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, CharaCter, astartes, PrImus meDICae, Consul, suPPort, gahlan surlak
  
  69
  19
  Power
  Angron
  Primarch of the World Eaters
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Angron
  8”
  2+
  2+
  7
  6
  8
  7
  10
  2+
  Angron is a single model armed with gorefather & gorechild and the spite furnace. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Gorefather & 
  gorechild
  Melee
  Melee
  +1
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Spite furnace
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  2
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  3
  If this weapon rolls a 1 to hit the bearer suffers a mortal wound.
  ABILITIES
  The Armour of Mars: Angron has a 4+ invulnerable save. In addition, roll a dice for each wound Angron suffers; 
  on a 6, that wound is ignored.
  Sire of the XII Legion: You can re-roll any failed hit and wound rolls with friendly worlD eaters units within 
  6” of Angron. Friendly worlD eaters units within 12” of Angron automatically pass Morale tests.
  The Butchers Nails: Enemy models attacking Angron in the Fight phase must subtract 1 from their hit rolls. In 
  addition, if Angron makes a successful charge he gains an additional Attack, and may re-roll Wound rolls of 1.
  The Red Sands: For each CharaCter and/or Infantry or BIker that Angron slays during the Fight phase, add 1 
  to his Attack characteristic for the rest of the game.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worlD eaters
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, angron
  
  70
  Legion XIII - Ultramarines
  The Ultramarines legion prosecutes the Emperor’s wars with reason, discipline and resolve; every warrior striving to match the example of their Primarch. The 
  most numerous of the legions, they have long formed the bulwark of the Emperor’s domains in the galactic east.
  Legion Traits
  If your army is Battle-forged, all ultramarInes Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Certainty and Resolve: astartes units with this trait count as taking one less casualty than normal when taking a Morale test.
  • Interlocking Tactics: When targeting a unit that has already been shot at by an ultramarInes unit a unit with this trait can re-roll hit 
  rolls of 1. When charging a unit that is within 1” of an ultramarInes unit a unit with this trait can re-roll charge distance.
  • Rigid Chain of Command: If all the HQ choices in a detachment containing units with this trait are slain, the opponent gets +1 VP. In 
  addition, every ultramarInes model in the detachment reduces their Leadership by 1 for the rest of the battle round.
  Legion Wargear
  ultramarInes models have access to the following wargear:
  • 
  Any CharaCter with access to the Melee Weapons list may take a Legatine axe instead.
  • 
  In any BreaCher squaD, the entire unit may replace their boltguns with power swords.
  • 
  A DamoCles CommanD rhIno can be taken as a Dedicated Transport for an ultramarInes master of sIgnals.
  • 
  A Praetor can take a Mantle of Ultramar
  WARGEAR
  DESCRIPTION
  Mantle of Ultramar
   Roll a dice for each wound this model suffers; on a 5+, that wound is ignored.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Gladius incandor
  Melee
  Melee
  +1
  -4
  D3
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Hand of dominion
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Legatine axe
  Melee
  Melee
  User
  -3
  1
  Any hit rolls of a 6+ wound automatically.
  The arbitrator
  18”
  Assault 2
  6
  -1
  2
  -
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Invictarus Suzerain Squad
  5-10
  20*
  Locutarus Storm Squad
  5-10
  19*
  Fulmentarus Terminator Strike Squad
  5-10
  36*
  Honoured Telemechrus
  1
  Captain Remus Ventanus
  1
  118
  Roboute Guilliman
  1
  400
  Wargear/Weapon
  Points per 
  Item
  Gladius incandor
  0
  Hand of dominion
  0
  Legatine axe
  6
  Mantle of Ultramar
  20
  The arbitrator
  0
  Legion Warlord Trait
  ADEPT OF WAR
  Whilst your Warlord is alive, roll a dice each time you spend a 
  Command Point to use a Stratagem; on a 5+ that CP is immediately 
  refunded.
  * 
  Does not include wargear
  
  71
  Legion Rites of War
  The Logos Lectora
  This rite may only be taken by a Patrol or Battalion detachment. This detachment generates 2 more Command Points than normal.
  • 
  The Logos: Your army gains access to the Full March, Hold Fast and Retribution Strike Stratagems.
  • 
  This detachment must take an additional compulsory Troops choices.
  • 
  This detachment must take an additional compulsory HQ choice, which must be either a master of sIgnals or a DamoCles CommanD 
  rhIno.
  • 
  This detachment may not include more tank and Flyer units than Infantry units.
  • 
  Units in this detachment may not utilise any abilities that allow them to arrive from reinforcements, or allow them to deploy outside their 
  deployment zone.
  Vigil Opertii Mission
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Vigil Auxilia: All Infantry units in the Vigil Auxilia detachment gain the Objective Secured and Concealed Positions abilities.
  • 
  Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more tha 9” 
  from the enemy deployment zone.
  • 
  Legion Recon Squads in this detachment lose the suPPort keyword.
  • 
  This detachment must include a vIgIlator.
  • 
  Your army must be comprised entirely of loyalIst models.
  • 
  Your army must include a Vigil Auxilia detachment - this is a Patrol detachment with the mIlItIa faction keyword and the Gene-crafted and 
  Warrior Elite provenances. The Patrol detachment may not include Inducted Levy squads.
  Legion Stratagems
  SCIONS OF GUILLIMAN
  Ultramarines Stratagem
  Use this Stratagem when an ultramarInes Infantry or BIker 
  unit is selected to attack in a Shooting or Fight phase. You can re-
  roll all hit rolls of 1 with that unit for the rest of the phase (if the 
  unit is a Legion Tactical Squad or Legion Tactical Support, re-roll 
  all failed hit rolls instead).
  1
  CP
  FULL MARCH
  Logos Lectora Stratagem
  Use this Stratagem at the start of your turn. All ultramarIne 
  units in a detachment using the Logos Lectora can re-roll 
  Advance rolls. This remains in play until another Logos Lectora 
  Stratagem is used.
  1
  CP
  HOLD FAST
  Logos Lectora Stratagem
  Use this Stratagem at the start of your turn. All ultramarIne 
  units in a detachment using the Logos Lectora hit on 5+ when 
  firing Overwatch. This remains in play until another Logos 
  Lectora Stratagem is used.
  1
  CP
  RETRIBUTION STRIKE
  Logos Lectora Stratagem
  Use this Stratagem at the start of your turn. If any ultramarIne 
  units in a detachment using the Logos Lectora are charged in the 
  Charge phase, they may re-roll hit rolls of 1 in the subsequent 
  Fight phase. This remains in play until another Logos Lectora 
  Stratagem is used.
  1
  CP
  
  72
  8
  Power
  Invictarus Suzerain Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Invictus Suzerain
  6”
  3+
  3+
  4
  4
  1
  2
  9
  2+
  This unit consists of 5 Invictus Suzerain. It can include up to 5 additional Invictus Suzerain (Power Rating +8).
  • 
  Each model is armed with a bolt pistol, legatine axe, boarding shield, refractor field, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Legatine axe
  Melee
  Melee
  User
  -3
  1
  Any hit rolls of a 6+ wound automatically.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its bolt pistol with a plasma pistol.
  • 
  Any model can replace its legatine axe with a thunder hammer.
  ABILITIES
  Lords of Ultramar: Any friendly <allegIanCe> unit with either the ultramarInes keyword or no <legIon> 
  keyword within 12” of a model from this unit adds 1 to their Leadership.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, ultramarInes
  KEYWORDS
  Infantry, InvICtarus suzeraIn, astartes
  
  73
  7
  Power
  Locutarus Storm Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Locutarus
  12”
  3+
  3+
  4
  4
  1
  1
  7
  2+
  Locutarus Strike 
  Leader
  12”
  3+
  3+
  4
  4
  1
  2
  8
  2+
  This unit consists of 1 Locutarus Strike Leader and 4 Locutarus. It can include up to 5 additional Locutarus (Power Rating +6).
  • 
  Each model is armed with a bolt pistol, power sword, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  WARGEAR 
  OPTIONS
  • 
  For every five models in this unit, one Locutarus may replace their bolt pistol with a hand flamer or a plasma 
  pistol.
  • 
  The Locutarus Strike Leader can take a combat shield.
  • 
  The Locutarus Strike Leader can take melta bombs.
  • 
  The Locutarus Strike Leader can replace his power sword with a power axe, lightning claw or power fist.
  • 
  The Locutarus Strike Leader can replace his bolt pistol with a plasma pistol or hand flamer.
  ABILITIES
  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 8” away from any enemy models.
  Opening Salvo: When this unit is deployed, they may fire any weapons with the Pistol type twice in the following 
  Shooting phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, ultramarInes
  KEYWORDS
  Infantry, JumP PaCk, fly, loCutarus storm squaD, astartes
  
  74
  17
  Power
  Fulmentarus Terminator Strike Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Fulmentarus 
  Terminator
  4”
  3+
  2+
  4
  4
  2
  2
  7
  2+
  Fulmentarus 
  Decurion
  4”
  3+
  2+
  4
  4
  2
  2
  8
  2+
  This unit consists of 1 Fulmentarus Decurion and 4 Fulmentarus Terminators. It can include up to 5 additional Fulmentarus Terminators 
  (+17 Power rating).
  • 
  Each model is armed with a power maul and combi-bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Combi-melta
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12”
  Assault 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.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Twin missile 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy 2D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 2
  8
  -2
  D6
  -
  UNIT OPTIONS
  • 
  The entire unit can replace its combi-bolters with combi-meltas or reaper autocannons.
  OR
  • 
  The entire unit can take twin missile launchers.
  WARGEAR 
  OPTIONS
  • 
  Any model in the squad can replace its power maul with a power axe, power sword or power fist.
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  Peritarch Targeters: As long as there are at least 5 models remaining in the unit, the whole unit adds 1 to the 
  Strength of its weapons when targeting vehICles. As long as there are at least 8 models remaining in the unit, any 
  enemy targeted by this unit reduces any cover save it has by 1.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, ultramarInes
  KEYWORDS
  Infantry, termInator, fulmentarus termInators, astartes
  
  75
  13
  Power
  Honoured Telemechrus
  Last of the old 92nd
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Telemechrus
  9”
  2+
  2+
  7
  7
  7-12
  4
  8
  2+
  3+
  3+
  3-6
  3
  4+
  4+
  1-2
  D3
  Telemechrus is a single model armed with . Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Dreadnought close 
  combat weapon
  Melee
  Melee
  x2
  -3
  3
  -
  Kheres assault 
  cannon
  24”
  Heavy 6
  7
  -1
  1
  -
  ABILITIES
  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.
  Venerable: Roll a D6 each time this model loses a wound, on a roll of a 6 that wound is ignored.
  Brutal Charge: 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.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ultramarInes
  KEYWORDS
  vehICle, DreaDnought, ContemPtor, telemeChrus
  
  76
  6
  Power
  Captain Remus Ventanus
  Commander of the 4th Company, 1st Chapter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Remus Ventanus
  6”
  3+
  3+
  4
  4
  5
  3
  9
  3+
  Remus Ventanus is a single model armed with a power sword, bolt pistol, melta bombs, legion banner, nuncio vox, frag grenades and krak 
  grenades. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  Frag grenade
  krak grenades
  melta bomb
  power sword
  UNIT OPTIONS
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Legion Banner: ultramarInes units within 6” of any friendly this model add 1 to their Leadership. In 
  addition, roll a D6 each time a ultramarInes Infantry model is destroyed within 6” of this model 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.
  Cunning Strategist: An army containing this model has +1 Command Point.
  Nuncio-vox: You may re-roll any hit rolls of 1 made for friendly ultramarInes Basilisks, Medusas, Whirlwinds 
  or Rapiers with Quad Launchers when they target enemy units at least 36” away in the Shooting phase, if the enemy 
  unit is within sight of this model.
  WARLORD 
  TRAIT
  Resolute Planning: If this model is your warlord, ultramarInes astartes units within 3” of an objective may 
  re-roll failed morale tests.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ultramarInes
  KEYWORDS
  Infantry, CharaChter, astartes, heralD, master of the legIon, remus ventanus
  
  77
  20
  Power
  Roboute Guilliman
  Primarch of the Ultramarines
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Roboute Guilliman
  8”
  2+
  2+
  6
  6
  9
  6
  10
  2+
  Roboute Guilliman is a single model armed with the hand of dominion, gladius incandor, arbitrator, a nuncio-vox and frag grenades. Only 
  one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Gladius incandor
  Melee
  Melee
  +1
  -4
  D3
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Hand of dominion
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  The arbitrator
  18”
  Assault 2
  6
  -1
  2
  -
  ABILITIES
  The Armour of Reason: Roboute Guilliman has a 4+ invulnerable save. In addition, he may re-roll the first failed 
  save of each phase.
  Sire of the XIII Legion: You can re-roll any failed hit and wound rolls with friendly Ultramarines units within 6” 
  of Roboute Guilliman. While Roboute Guilliman is on the table, friendly Ultramarines units add 1 to their Leadership 
  characteristic and units of Invictarus Suzerains gain the Objective Secured ability.
  Master of Battle: Add 1 to advance and charge rolls for Loyalist units within 9”.
  Preturnatural Strategy: If your army is Battle-forged, you recieve an additional 3 Command Points if Roboute 
  Guilliman is your Warlord.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, ultramarInes
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, roBoute guIllIman
  
  78
  Legion XIV - Death Guard
  The Death Guard are stalwart and implacable fighters who have made a speciality of both endurance under the harshest of circumstances and of overcoming 
  the more nightmarish and inhospitable of war zones. Their name is a byword for unflinching determination and victory through bloody, gruelling attrition 
  when all else fails, as well as for expertise in the darker arts of warfare, such as the use of bio-alchem and rad weaponry.
  Legion Traits
  If your army is Battle-forged, all Death guarD Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Remorseless: Units with this trait ignore negative modifiers to their Leadership characteristic.
  • Sons of Barbarus: Units with this trait are never slowed by and never take damage from Battlefield Terrain.
  • 
  Intractable: astartes units with this trait may only move 2” when performing a Heroic Intervention or Consolidate move.
  Legion Wargear
  Death guarD models have access to the following wargear:
  • 
  Any model with access to the Melee Weapons list may take a power scythe as it’s choice from the list.
  • 
  Any unit equipped with flamers, hand flamers or heavy flamers may take Chem-munitions. Make clear which units have chem-munitions.
  WARGEAR
  DESCRIPTION
  Chem-munitions
  This unit may re-roll failed wound rolls with their flamers, hand flamers or heavy flamers. However, if the dice roll to determine the number of shots the 
  weapon makes is a 1, the bearer suffers 1 mortal wound after all the weapon’s shot have been resolved.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Assault grenade 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Krak grenade
  18”
  Assault 2
  6
  -1
  D3
  -
  - Toxin grenade
  18”
  Assault 2D6
  *
  -1
  1
  This weapon always wounds on a 3+; except against vehICles where it always 
  needs a 6+.
  Master-crafted power 
  scythe
  Melee
  Melee
  +3
  -3
  3
  This weapon can re-roll wound rolls of 1.
  Power scythe
  Melee
  Melee
  +3
  -3
  D3
  This weapon can re-roll wound rolls of 1.
  Silence
  When attacking with this weapon, choose one of the profiles below.
  - Reaping scythe
  Melee
  Melee
  User
  -2
  1
  Make 3 hit rolls for each attack with this weapon, instead of 1.
  - Eviscerating blow
  Melee
  Melee
  x2
  -4
  D6
  -
  The lantern
  18”
  Pistol 1
  8
  -3
  3
  If you hit with this weapon, draw a straight line between the closest point of 
  Mortarion’s base and that of the closest model in the target unit. Make a single 
  wound roll against the target unit and each unit the centre of the line passes over.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Grave Warden Terminator Squad
  5-10
  34*
  Deathshroud Terminator Squad
  2-10
  36*
  Section Leader Crysos Morturg
  1
  108
  Marshal Durak Rask
  1
  118
  Calas Typhon
  1
  190
  Mortarion the Reaper
  1
  435
  Wargear/Weapon
  Points per 
  Item
  Assault grenade launcher
  16
  Chem-munitions
  1
  Master-crafted power scythe
  0
  Power scythe
  17
  Silence
  0
  The lantern
  0
  Legion Stratagem
  Legion Warlord Trait
  RESILIENT
  The Warlord adds 1 to his Wounds characteristic. In addition, roll a 
  d6 each time he loses a wound; on a 6+ that wound is not lost.
  ENDURANCE
  Death Guard Stratagem
  Use this Stratagem when a Death guarD unit loses a wound. 
  Roll a D6 for that wound, and for each wound lost by the unit for 
  the rest of the phase; on a 6, that wound is not lost.
  1
  CP
  * 
  Does not include wargear
  
  79
  Legion Rites of War
  The Reaping
  This rite may only be taken by a Battalion detachment.
  • 
  Superior Firepower: Legion Veteran Tactical Squads and Legion Heavy Support Squads can be taken as non-compulsory Troops choices 
  and gain the Objective Secured ability.
  • 
  Dark Arsenal: Models in this detachment with access to melta bombs can also take rad grenades.
  • 
  This detachment cannot include more than one Fast Attack choice.
  • 
  Models in this detachment cannot Advance.
  • 
  Units in this detachment may not arrive from reinforcements.
  Creeping Death
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Mist-clad: Death Guard Infantry in this detachment gain the benefit of cover from any ranged attack originating from more than 12” away.
  • 
  Toxin Weapons: All frag grenades and frag missiles used by models in this detachment add 1 to their Strength.
  • 
  Bio-phage Bombardment: After deployment, but before the first battle round, roll a dice for each piece of terrain on the battlefield. On a 
  4+ that terrain piece no longer grants the benefit of cover. In addition, roll a dice each time a model Advances of charges across the terrain; 
  on a roll of 1, the model’s unit suffers a mortal wound.
  • 
  All units in this detachment must be traItors.
  • 
  This detachment must include a sIege Breaker.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  In missions which have an Attacker and a Defender, your army must be the Attacker.
  • 
  Your army may not include any units without the Death guarD keyword.
  
  80
  16
  Power
  Grave Warden Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Grave Warden 
  Terminator
  4”
  3+
  3+
  4
  4
  2
  2
  7
  2+
  Chem-master
  4”
  3+
  3+
  4
  4
  2
  3
  8
  2+
  This unit consists of 1 Chem-master and 4 Grave Warden Terminators. It can include up to 5 additional Grave Warden Terminators (Power 
  Rating +16).
  • 
  Each model is armed with a power fist and assault grenade launcher.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Assault grenade 
  launcher
  When attacking with this weapon, choose one of the profiles below.
  - Krak grenade
  18”
  Assault 2
  6
  -1
  D3
  -
  - Toxin grenade
  18”
  Assault 2D6
  *
  -1
  1
  This weapon always wounds on a 3+; except against vehICles where it always 
  needs a 6+.
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its power fist with a chainfist.
  • 
  For every five models in this unit, one Grave Warden Terminator can replace its assault grenade launcher with a 
  heavy flamer and chem-munitions.
  • 
  The Chem-master can replace its assault grenade launcher with an item from the Combi-Weapons list.
  ABILITIES
  Death Cloud: Infantry and BIker units charging this unit do not get to strike during the ‘chargers’ portion of 
  the Fight phase. Instead they can be activated in the alternating activation stage along with units that did not charge.
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Death guarD
  KEYWORDS
  Infantry, termInator, grave warDens, astartes
  
  81
  6
  Power
  Deathshroud Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Deathshroud
  5”
  3+
  3+
  4
  4
  3
  2
  9
  2+
  This unit consists of 2 Deathshroud Terminators. It can include up to 4 additional Deathshroud (Power Rating +14) or up to 8 additional 
  Deathshroud (Power Rating +28).
  • 
  Each model is armed with a power scythe, hand flamer and chem-munitions.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Power scythe
  Melee
  Melee
  +3
  -3
  D3
  This weapon can re-roll wound rolls of 1.
  ABILITIES
  Favoured of Mortarion: Roll a D6 each time a friendly Death guarD master of the legIon loses a wound 
  whilst they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit - the Death guarD master 
  of the legIon does not lose a wound, but this unit suffers a mortal wound.
  Terminator Armour: This unit has a 5+ invulnerable save.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, Death guarD
  KEYWORDS
  Infantry, termInator, DeathshrouD, astartes
  
  82
  5
  Power
  Section Leader Crysos Morturg
  Loyalist blackshield, former Librarian of the Death Guard
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Crysos Morturg
  6”
  3+
  3+
  4
  4
  5
  4
  8
  3+
  Crysos Morturg is a single model armed with a combi-flamer, power sword, bolt pistol, frag grenades, krak grenades and rad grenades. Only 
  one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Melee
  4
  0
  1
  -
  Combi-flamer
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Rad grenade
  6”
  Grenade D3
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  the Toughness characteristic of any Infantry or Biker units that have suffered 
  any hits from rad grenades or rad missiles until the end of the turn.
  ABILITIES
  Hardened Armour: This unit has a 5+ invulnerable save and gains the voID harDeneD keyword.
  Concealed Position: When you set up Morturg during deployment, he can be set up anywhere on the battlefield 
  that is more than 9” from the enemy deployment zone and any enemy models.
  WARLORD 
  TRAIT
  Master of Ambush: If this model is the warlord, D3 Death guarD Infantry units in the same detachment may 
  be given the Concealed Position ability (as well as Morturg himself).
  PSYKER
  Crysos Morturg can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny one 
  psychic power in each enemy Psychic phase. He knows the Smite and Endurance powers.
  Endurance
  Warp charge 7
  If manifested, until the start of your next Psychic phase you can roll a dice for each wound this model suffers; 
  on a 4+, that wound is ignored.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, Death guarD
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, lIBrarIan, Psyker, voID harDeneD, Crysos morturg
  
  83
  6
  Power
  Marshal Durak Rask
  Siegemaster of the Death Guard
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Durak Rask
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Durak Rask is a single model armed with a thunder hammer, volkite serpenta, frag grenades, krak grenades and a phosphex bomb, and 
  carrying a nuncio vox. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Phosphex bomb
  12”
  Grenade 
  D3+1
  5
  -3
  1
  You can re-roll failed wound rolls against Infantry and BIker units. This weapon 
  can only be used once per battle.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Volkite serpenta
  10”
  Pistol 1
  5
  0
  2
  -
  ABILITIES
  Art of Destruction: At the start of the Shooting phase, you can choose one Death guarD unit which is within 
  3” of this model. For the duration of that Shooting phase, the chosen unit may add 1 to the Strength of its weapons 
  when targetting vehICles or BuIlDIngs.
  Nuncio-vox: You may re-roll any hit rolls of 1 made for friendly Death guarD Basilisks, Medusas, Whirlwinds or 
  Rapiers with Quad Launchers when they target enemy units at least 36” away in the Shooting phase, if the enemy 
  unit is within sight of this model.
  WARLORD 
  TRAIT
  Target Priority: If this model is the warlord, friendly Death guarD units within 12” may re-roll results of 1 to Hit 
  in the Shooting phase, as long as they are targettting enemy units within 3” of an objective.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, Death guarD
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, sIege Breaker, master of the legIon, Durak rask
  
  84
  10
  Power
  Calas Typhon
  First captain of the Death Guard
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Calas Typhon
  4”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  Calas Typhon is a single model armed with a master-crafted power scythe, a hand flamer with chem-munitions, a grenade harness and rad 
  grenades, and carries a nuncio vox with which he can call in a chem-bombardment. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chem-bombarment
  100”
  Heavy 2D6
  1
  -1
  D3
  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. Units 
  targeted by this weapon do not gain any bonus to their saving throw for being in 
  cover. This weapon always wounds on a 4+, unless the target is a vehICle.
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Master-crafted power 
  scythe
  Melee
  Melee
  +3
  -3
  3
  This weapon can re-roll wound rolls of 1.
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this unit Advances.
  Chem-munitions: This unit may re-roll failed wound rolls with its hand flamer. However, if the dice roll to 
  determine the number of shots the weapon makes is a 1, the bearer suffers 1 mortal wound after all the weapon’s shot 
  have been resolved.
  Nuncio-vox: You may re-roll any hit rolls of 1 made for friendly Death guarD Basilisks, Medusas, Whirlwinds or 
  Rapiers with Quad Launchers when they target enemy units at least 36” away in the Shooting phase, if the enemy 
  unit is within sight of this model.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly Death guarD units within 6”
  Warlord’s Pride: Typhon must always be your army’s warlord, unless Mortarion is also included.
  WARLORD 
  TRAIT
  Comes the Reaper: If this model is the warlord, enemy units within 3” of him cannot hold objectives for any 
  reason.
  PSYKER
  This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny one psychic 
  power in each enemy Psychic phase. It knows the Smite power and one power from the Librarius discipline.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, Death guarD
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, Psyker, master of the legIon, tyPhon
  
  85
  22
  Power
  Mortarion the Reaper
  Primarch of the Death Guard
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mortarion
  7”
  2+
  2+
  6
  7
  9
  5
  10
  2+
  Mortarion is a single model armed with silence, the lantern, frag grenades and phosphex bombs. Only one of this model may be included in 
  your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Phosphex bomb
  12”
  Grenade 
  D3+1
  5
  -3
  1
  You can re-roll failed wound rolls against Infantry and BIker units. This weapon 
  can only be used once per battle.
  Silence
  When attacking with this weapon, choose one of the profiles below.
  - Reaping scythe
  Melee
  Melee
  User
  -2
  1
  Make 3 hit rolls for each attack with this weapon, instead of 1.
  - Eviscerating blow
  Melee
  Melee
  x2
  -4
  D6
  -
  The lantern
  18”
  Pistol 1
  8
  -3
  3
  If you hit with this weapon, draw a straight line between the closest point of 
  Mortarion’s base and that of the closest model in the target unit. Make a single 
  wound roll against the target unit and each unit the centre of the line passes over.
  ABILITIES
  The Barbaran Plate: Mortarion has a 4+ invulnerable save. In addition, weapons that wound on a fixed value 
  require a 6 to wound Mortarion.
  Sire of the XIV Legion: You can re-roll any failed hit and wound rolls with friendly Death Guard units within 6” 
  of Mortarion. While Mortarion is on the table, Death Guard units may re-roll failed Morale tests.
  Preternatural Resilience: Roll a D6 at the start of each friendly turn; on a 4+ Mortarion regains 1 lost wound. 
  In addition, roll a dice for each wound Mortarion suffers; on a 6, that wound is ignored.
  Witch-spite: Mortarion may attempt to Deny one psychic power in each enemy Psychic phase.
  Shadow of the Reaper: Units within 6” of Mortarion suffer a -1 penalty to their Leadership. At the end of any 
  Movement phase in which Mortarion is not engaged, he may be redeployed. Place him anywhere on the board that 
  is more than 9” away from any enemy models.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, Death guarD
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, mortarIon
  
  86
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Castellax-Achea Battle-automata Maniple
  1-5
  62*
  Sekhmet Terminator Cabal
  5-10
  40*
  Khenetai Occult Blade Cabal
  5-10
  23*
  Ammitara Occult Intercession Cabal
  5-10
  20*
  Ahzek Ahriman
  1
  140
  Magistus Amon
  1
  168
  The Primarch Magnus the Red
  1
  450
   
  Wargear/Weapon
  Points per 
  Item
  Ætherfire cannon
  26
  Asphyx shells
  2
  Dreadnought force blade
  40
  Osiron
  70
  Psyker (Praetor)
  40
  Psyker (other CharaCters)
  20
  Psyker (other units)
  20
  Legion XV - Thousand Sons
  The Thousand Sons are a Space Marine Legion bound up with occult lore, mysticism and the otherworldly powers of the psyker. It was these esoteric arts of 
  war that made them one of the most formidable Legions, but also one of the most distrusted, and would eventually see them subject to the Emperor’s judgement 
  against them.
  Legion Traits
  If your army is Battle-forged, all thousanD sons Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Prosperine Lore: The Warlord in any detachment containing units with this trait must take the Psyker upgrade, detailed below in 
  ‘Legion Wargear’.
  • Cult Arcana: Units with this trait gain the <Cult> keyword. Compulsory choices must choose the same <Cult> as the Warlord if 
  possible. The five cults and their respective abilities are listed here:
  • 
  Athanean: Enemy Psykers suffer -1 to attempts to manifest psychic powers within 18” of models from the Athenaean cult.
  • 
  Corvidae: Models from the Corvidae cult can re-roll hit rolls of 1 in Shooting phase, if they were stationary in the Movement phase.
  • 
  Pavoni: Models from the Pavoni cult can re-roll failed charge rolls.
  • 
  Pyrae: Models from the Pyrae cult are equipped with Psychic flames.
  • 
  Raptora: Models from the Raptora cult have a 6+ invulnerable save.
  • Signs & Portents: If any unit with this trait suffers a wound as a result of Perils of the Warp, every unit with the thousanD sons and 
  astartes keywords suffers -1 to its Leadership when taking Morale tests for the rest of the battle round.
  Legion Wargear
  thousanD sons models have access to the following wargear:
  • 
  A CharaCter (without the Psyker keyword), Legion Veteran Tactical Squads and Legion Terminator Squads can take the Psyker upgrade.
  • 
  Any Psyker CharaCter can replace their chainsword with a force sword, force axe or force stave.
  • 
  Any CharaCter, veteran taCtCal squaD, Legion Terminator Squad or taCtICal suPPort squaD can take Asphyx shells.
  • 
  Any ContemPtor DreaDnought can take the Osirion upgrade.
  • 
  Any model can replace it’s Plasma cannon/Heavy plasma cannon with a Ætherfire cannon.
  WARGEAR
  DESCRIPTION
  Asphyx shells
  Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons, mauler pattern bolt cannons and rotor cannons get +1 to wound rolls againt 
  Infantry.
  Osiron
  This model gains the Psyker keyword, knows Smite and two other psychic powers. They may attempt to manifest two psychic power in each friendly 
  Psychic phase and attempt to Deny one one psychic power in each enemy Psychic phase. It replaces it’s Dreadnought close combat weapon with a 
  Dreadnought force blade and has the Psychic Hood ability.
  • 
  Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy Psykers within 12”.
  Psyker (Praetor)
  This model gains the Psyker keyword. They may attempt to manifest two psychic powers in each friendly Psychic phase and attempt to Deny two 
  psychic powers in each enemy Psychic phase. They know the Smite power and two other psychic powers chosen from their Cult Discipline. 
  Psyker (other 
  CharaCters)
  This model gains the Psyker keyword. They may attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny one psychic 
  power in each enemy Psychic phase. They know the Smite power and one other psychic power chosen from their Cult Discipline. 
  Psyker (other units)
  This unit gains the Psyker keyword and knows one psychic power. They may attempt to manifest one psychic power in each friendly Psychic phase.
  When manifesting or Denying a psychic power, first select a model in the unit - measure range, visibility etc from this model. If this unit suffers Perils 
  of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6” will only suffer damage if the Perils of the Warp cause the last 
  model in the manifesting unit to be slain.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Ætherfire cannon
  24”
  Heavy D3
  7
  -3
  D3
  -
  Dreadnought force 
  blade
  Melee
  Melee
  +4
  -4
  3
  -
  Psychic flames
  8”
  Pistol D6
  5
  0
  1
  This weapon automatically hits its target. Only one model in each unit can use 
  this weapon each phase.
  * 
  Does not include wargear
  
  87
  Legion Rites of War
  The Axis of Dissolution
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  The Alembic of Adamant: thousanD sons units in this detachment ignore Morale tests when they are within 6” of an objective.
  • 
  The Caustic of Grace: thousanD sons units in this detachment hit on 5+ when firing overwatch.
  • 
  The Transition of Vitriol: thousanD sons units in this detachment may re-roll failed hit and wound rolls against enemy units which 
  Fell Back in their previous turn.
  • 
  All Troops choices in this detachment must be at the maximum possible unit size.
  • 
  This detachment may not have more units with the vehICle keyword (except DreaDnoughts) than it has with the Infantry keyword.
  The Guard of the Crimson King
  This rite may only be taken by a Vanguard detachment.
  • 
  Wreathed in Lightning, They Rend the Veil: thousanD sons termInator and CharaCter units gain the Teleport Assault ability and, 
  when they are set up on the board, can re-roll failed invulnerable saves of 1 until their next turn.
  • 
  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.
  • 
  The Initiates of the Scarab: Sekhmet Cabals must be the compulsory Elites choices in this detachment.
  • 
  The Bidding of the Crimson King: Magnus the Red may be selected as a HQ choice in this detachment.
  • 
  The Warlord must be in this detachment, and that Warlord must either be Magnus the Red, Ahzek Ahriman or a thousanD sons Praetor. 
  • 
  This detachment may not have more units with the vehICle keyword than it has with the astartes keyword.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the thousanD sons keyword.
  Legion Stratagem
   
  Cult Disciplines
  Before the battle, generate the psychic powers for Psykers that can use powers from the Cult disciplines using the appropriate 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.  thousanD sons Psykers generate their psychic powers from the discipline of their Cult.
  Athanean Discipline
  D3 Roll
  Power
  1
  Mind Control
  Warp charge 6
  If manifested, pick an enemy model within 12” of the psyker and roll 3D6. If the score is less than that model’s Leadership 
  nothing happens, but if it is equal to or greater, that model can immediately shoot another enemy unit of your choice, or make 
  a single close combat attack against it, as if it were part of your army. Models cannot attack themselves, but they can attack other 
  members of their unit.
  2
  Horrify
  Warp charge 6
  Choose an enemy unit within 18” of the psyker – your opponent must subtract 1 from the Leadership of that unit until your next 
  Psychic phase.
  3
  Mass Hypnosis
  Warp charge 7
  If manifested, select a visible enemy unit within 18” of the psyker. Until the start of your next Psychic phase, the target cannot 
  fire Overwatch, fights last in the Fight phase even if it charged, and must subtract 1 from its hit rolls
  Legion Warlord Trait
  PSYCHIC EXEMPLAR
  The Warlord may add 1 to any Psychic tests made to manifest powers 
  from their Cult Discipline. Any rolls of 12+ count as Perils of the 
  Warp. 
  COVENANT OF SORCERERS
  Thousand Sons Stratagem
  Use this Stratagem at the start of a Psychic phase if a thousanD 
  sons Psyker is within 6” of at least 2 other friendly <Cult> units. 
  The psyker can immeidately attempt to manifest one additional 
  psychic power this turn and you can add 2 to the psychic test.
  1
  CP
  
  88
  Corvidae Discipline
  D3 Roll
  Power
  1
  Prescience
  Warp Charge 7
  If manifested, select a thousanD sons unit within 18” of the psyker. You can add 1 to all hit rolls made for that unit until the 
  start of your next Psychic phase.
  2
  Forewarning
  Warp charge 6
  If manifested, select a thousanD sons unit within 18” of the pskyer. Until the start of your next Psychic phase, you can add 1 
  to any invulnerable saves taken for the unit. Models that do not have an invulnerable save instead gain a 5+ invulnerable save.
  3
  Reveal
  Warp charge 6
  If manifested, choose an enemy unit within 18” of the psyker – this unit does not gain any bonus to its saving throws for being 
  in cover until your next Psychic phase.
  Pavoni Discipline
  D3 Roll
  Power
  1
  Blood Boil
  Warp charge 5
  If manifested, select a visible enemy unit within 18” of the psyker and roll three dice. The target suffers a mortal wound for each 
  result that equals or exceeds its Toughness characteristic
  2
  Iron Arm
  Warp charge 5
  If manifested, select a friendly thousanD sons unit within 18” of the psyker. Until the start of your next Psychic phase, each 
  time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
  3
  Renewal
  Warp charge 5
  If manifested, select a friendly non-vehICle thousanD sons unit within 18” of the psyker. That unit recovers D3 wounds lost 
  earlier in the battle.
  Pyrae Discipline
  D3 Roll
  Power
  1
  Inferno
  Warp Charge 5
  If manifested, select a visible enemy unit within 18” of the psyker. Roll one dice for each model in that unit – the unit suffers a 
  mortal wound for each roll of 6.
  2
  Burning Blades
  Warp charge 6
  If manifested, pick a friendly thousanD sons unit within 12” of the psyker. Add 1 to any wound rolls you make for that unit’s 
  Melee weapons until the start of your next Psychic phase.
  3
  Sunburst
  Warp charge 8
  If manifested, a vortex opens above the nearest visible enemy model within 12” of the psyker. That model’s unit, and every other 
  unit within 3” of that model suffers D3 mortal wounds. The number of mortal wounds inflicted is increased to D6 if the power 
  is manifested with a Psychic test of 12+.
  Raptora Discipline
  D3 Roll
  Power
  1
  Levitate
  Warp charge 6
  If manifested, pick a friendly thousanD sons unit within 3” of the psyker. That unit can immediately move as if it were its 
  Movement phase. You cannot use Levitate on a unit more than once in each Psychic phase.
  2
  Psychic Barrier
  Warp charge 6
  If manifested, choose a friendly thousanD sons unit within 12” of the psyker. Until the start of your next Psychic phase, add 
  1 to that unit’s saving throws.
  3
  Nightshroud
  Warp charge 6
  If manifested, choose a friendly thousanD sons unit within 12” of the psyker. Until the start of your next turn, any enemy unit 
  that targets the chosen unit with a ranged weapon suffers a -1 penalty to its hit rolls.
  
  89
  10
  Power
  Castellax-Achea Battle-automata Maniple
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Castellax-Achea
  7”
  4+
  3+
  6
  7
  6
  2
  6
  3+
  A Castellax-Achea Battle-automata Maniple consists of 1 Castellax-Achea. It can include up to 4 additional Castellax-Achea (Power Rating 
  +10 per model).
  • 
  Each model is armed with a mauler bolt cannon, two boltguns, shock chargers and asphyx shells.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Ætherfire cannon
  24”
  Heavy D3
  7
  -3
  D3
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Mauler bolt cannon
  24”
  Heavy 3
  6
  -2
  1
  -
  Shock chargers
  Melee
  Melee
  User
  -3
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any Castellax-Achea can reeplace its mauler pattern bolt cannon with an Ætherfire cannon.
  ABILITIES
  Psi-Control Matrix: This model automatically passes Morale tests. Additionally, unless a friendly thousanD 
  sons Psyker CharaCter unit is within 12”; 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.
  Refractor Field: 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.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, thousanD sons
  KEYWORDS
  monster, Castellax-aChea, suPPort
  
  90
  16
  Power
  Sekhmet Terminator Cabal
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Sekhmet Terminator
  5”
  3+
  3+
  4
  4
  3
  2
  7
  2+
  Sekhmet Inceptor
  5”
  3+
  3+
  4
  4
  3
  3
  8
  2+
  This unit consists of 1 Sekhmet Inceptor and 4 Sekhmet Terminators. It can include up to 5 additional Sekhmet Terminators (Power 
  Rating +16).
  • 
  Each model is armed with a combi-bolter, force weapon and asphyx shells.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Force axe
  Melee
  Melee
  +1
  -2
  D3
  -
  Force lance
  Melee
  Melee
  +2
  -1
  D3
  -
  Force stave
  Melee
  Melee
  +2
  -1
  D3
  -
  Force sword
  Melee
  Melee
  User
  -3
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  UNIT OPTIONS
  • 
  A Sekhmet Terminator Cabal can take Cataphractii Armour. If it does its Move characteristic is reduced to 4”.
  OR
  • 
  A Sekhmet Terminator Cabal can take Tartaros Armour. If it does its Move characteristic is increased to 6”.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its force weapon with a power fist, chainfist or lightning claw.
  • 
  The Sekhmet Inceptor can replace its combi-bolter with an item from the Combi-Weapons list.
  ABILITIES
  Psyker: This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny 
  one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the relevant 
  Cult Discipline.
  When manifesting or Denying a psychic power, first select a model in the unit - measure range, visibility etc from 
  this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units 
  within 6” will only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain.
  Terminator Armour: This unit 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
  <fealty>, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, termInator, sekhmet, astartes, Psyker, <Cult>
  
  91
  9
  Power
  Khenetai Occult Blade Cabal
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Khenetai Blade
  6”
  2+
  3+
  4
  4
  1
  2
  7
  3+
  Khenetai 
  Blademaster
  6”
  2+
  3+
  4
  4
  1
  3
  8
  3+
  This unit consists of 1 Khenetai Blademaster and 4 Khenetai Blades. It can include up to 5 additional Khenetai Blades (Power Rating +9).
  • 
  Each model is armed with a bolt pistol, frag grenades, krak grenades and two force swords.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Force sword
  Melee
  Melee
  User
  -3
  D3
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace its bolt pistol with a plasma pistol or hand flamer.
  • 
  The Khenetai Blademaster can take melta bombs.
  ABILITIES
  Psyker: This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny 
  one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the relevant 
  Cult Discipline.
  When manifesting or Denying a psychic power, first select a model in the unit - measure range, visibility etc from 
  this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units 
  within 6” will only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain.
  Mindsong of Blades: Depending on the number of models in the squad, each model gains a bonus in the Fight 
  phase. If the squad numbers 4-10 models, every model may re-roll hit rolls of 1 in the Fight phase. If the squad 
  numbers 9-10 models, every model adds 1 to its Attacks characteristic.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, khenetaI BlaDes, astartes, Psyker, <Cult>
  
  92
  7
  Power
  Ammitara Occult Intercession Cabal
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ammitara 
  Intercessor
  6”
  3+
  2+
  4
  4
  1
  1
  8
  4+
  Ammitara Fate
  6”
  3+
  2+
  4
  4
  1
  2
  9
  4+
  This unit consists of 1 Ammitara Fate and 4 Ammitara Intercessors. It can include up to 5 additional Ammitara Intercessors (Power Rating 
  +7).
  • 
  Each model is armed with a bolt pistol, chainsword, sniper rifle, frag grenades, krak grenades and shroud bombs.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Shroud bombs
  12”
  Grenade D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  any hit rolls made for Infantry units that have suffered any hits from shroud 
  bombs until the end of the turn.
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  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.
  WARGEAR 
  OPTIONS
  • 
  For every five models in this unit, one Ammitara Intercessor can replace its sniper rifle with a meltagun or 
  plasmagun.
  • 
  The Ammitara Fate may take a nuncio-vox
  • 
  The Ammitara Fate may take melta bombs.
  ABILITIES
  Psyker: This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny 
  one psychic power in each enemy Psychic phase. It knows the Smite and Mind Killer powers.
  When manifesting or Denying a psychic power, first select a model in the unit - measure range, visibility etc from 
  this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units 
  within 6” will only suffer damage if the Perils of the Warp cause the last model in the manifesting unit to be slain.
  Mind Killer
  Warp charge 7
  If manifested, pick a friendly thousanD sons ammItara InterCessors unit within 3” of the psyker. That 
  unit can re-roll failed hit and wound rolls made for shooting attacks until the start of the next Psychic phase. 
  Additionally, until the start of the next Psychic phase units targeted by this unit’s ranged attacks do not gain 
  the benefits of being in cover to their saving throw.
  Recon Armour: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is 
  more than 9” from the enemy deployment zone and any enemy models.
  Vanguard: Once both side are 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 moves their 
  units first. If all of the models embarked on a transport vehicle have this ability, then the transport vehicle can make 
  the move instead.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, ammItara InterCessors, astartes, Psyker, <Cult>
  
  93
  7
  Power
  Ahzek Ahriman
  Chief Librarian of the Thousand Sons
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ahzek Ahriman
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Ahzek Ahriman is a single model armed with a master-crafted force axe, a master-crafted bolt pistol, asphyx shells, frag grenades and krak 
  grenades and equipped with an iron halo. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted bolt 
  pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Master-crafted force 
  axe
  Melee
  Melee
  +1
  -2
  D3+1
  -
  ABILITIES
  Iron Halo: This unit has a 4+ invulnerable save.
  Ahriman’s Cabal: If a Legion Command Squad is taken because of Ahriman’s Master of the Legion rule, the squad 
  must take the Psyker upgrade as listed in Legion Wargear section. Their Cult Arcana is always Corvidae.
  Asphyx Shells: Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons, mauler pattern bolt 
  cannons and rotor cannons get +1 to wound rolls againt Infantry.
  WARLORD 
  TRAIT
  Pattern of Fates: If this model is the warlord, pick up to three thousanD sons astartes units in the same 
  detachment. These units gain the Scout ability:
  Scout: At the start of the first battle round but before the first turn begins, you can move this unit up to 9”. It 
  cannot end this move within 9” of any enemy models. If both players have units that can do this, the player 
  who is taking the first turn moves their units first.
  PSYKER
  Ahriman may attempt to manifest two psychic powers in each friendly Psychic phase and attempt to Deny two 
  psychic powers in each enemy Psychic phase. He knows the Smite power and all three psychic powers in the Corvidae 
  discipline.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, lIBrarIan, Psyker, master of the legIon, ahzek ahrIman, 
  CorvIDae
  
  94
  8
  Power
  Magistus Amon
  Captain of the Ninth Fellowship
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Magistus Amon
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Magistus Amon is a single model armed with a master-crafted force sword, archaeotech pistol, frag grenades and krak grenades and carrying 
  the dust of the devourers. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Dust of the 
  Devourers
  Melee
  Melee
  *
  -2
  1
  When attacking with this weapon, a model may only ever make a single attack, 
  however this attack does D6 automatic hits, or 2D6 automatic hits if the target 
  unit comprises 6 or more models. This weapon always wounds on a 4+, unless 
  the target model is a vehICle. This weapon can only be used once per battle.
  Master-crafted force 
  sword
  Melee
  Melee
  User
  -3
  D3+1
  -
  ABILITIES
  Armour of Shades: This model has a 5+ invulnerable save. In addition, this model may always claim the benefit 
  of cover, even if in the open.
  Hidden Servants & Secret Scryings: If this model is in your army and the mission gives you the option 
  to sieze the initiative, you may re-roll the result. In addition, models arriving from reinforcements may not arrive 
  within 12” of Amon, or 24” if they are using the Flanking Manouevres ability.
  WARLORD 
  TRAIT
  Lord of the Hidden Paths: If this model is the warlord, pick one thousanD sons unit in the same 
  detachment (without the fly or tItanIC keywords). This unit gains the Flanking Manoeuvres ability:
  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.
  PSYKER
  Amon may attempt to manifest two psychic powers in each friendly Psychic phase and attempt to Deny two psychic 
  powers in each enemy Psychic phase. He knows the Smite power and two psychic powers in the Corvidae or Athanean 
  disciplines.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, CharaCter, astartes, Psyker, amon, CorvIDae, athanean
  
  95
  23
  Power
  Magnus the Red
  Primarch of the Thousand Sons
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Magnus
  8”
  2+
  2+
  7
  6
  9
  6
  10
  2+
  Magnus is a single model armed with the blade of ahn-nunurta and the psyfire serpenta. Only one of this model may be included in your 
  army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Blade of ahn-nunurta
  Melee
  Melee
  +2
  -4
  D3+1
  -
  Psyfire serpenta
  15”
  Pistol D3
  8
  -3
  2
  -
  ABILITIES
  The Horned Raiment: Magnus the Red has a 4+ invulnerable save. In addition, all damage suffered by Magnus 
  the Red is halved (rounding up).
  Sire of the XV Legion: You can re-roll any failed hit and wound rolls with friendly Thousand Sons units within 
  6” of Magnus the Red. While Magnus is on the table friendly Thousand Sons units may use his Leadership. Units of 
  Sekhmet Terminators gain the Objective Secured ability.
  Arch Sorceror: Magnus the Red is a member of all of the Cults of Prospero and can thus choose psychic power 
  from any of them, also Troops choices in an army where he is Warlord can be from any of the Cults. Additionally he 
  may roll 3 dice to manifest or Deny psychic powers (and only suffers from Perils of the Warp on a total of 16 or more).
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles).
  PSYKER
  Magnus the Red can attempt to manifest three psychic powers in each Psychic phase, and attempt to Deny three 
  psychic powers in the enemy Psychic phase. Magnus knows the Smite psychic power and three other powers from 
  the Cult or Librarius disciplines.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, thousanD sons
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, Psyker, magnus
  
  96
  Legion XVI - Sons of Horus
  One of the most aggressive Legions, the combat doctrines of the Sons of Horus were those of the application of overwhelming force directed to where the foe was 
  weakest. These shattering blows were used to utterly destroy enemy command cadres, vital strategic support structures and wreak terrible slaughter on the pride 
  of an enemy’s forces, often turning the tide of a conflict with a single, well-placed attack.
  Legion Traits
  If your army is Battle-forged, all sons of horus Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Merciless Fighters: Hit rolls of a 6+ in the Fight phase generate an additional attack (additional attacks do not generate further attacks).
  • Death Dealer: Models with this trait get a +1 bonus to hit rolls when making attacks with Rapid Fire or Assault type weapons within 9” 
  of the target unit. 
  • Bitter Pride: May only benefit from special abilities or psychic powers that are provided by Sons of Horus models. In addition, in 
  missions that award Victory Points for killing the Warlord, a Sons of Horus Warlord is worth one more VP than normal.
  Legion Wargear
  sons of horus models have access to the following wargear:
  • 
  Any CharaCter or seeker squaD can take Banestrike rounds.
  • 
  An Anvillus Pattern Dreadclaw Drop Pod can be taken as a Dedicated Transport for sons of horus units.
  WARGEAR
  DESCRIPTION
  Banestrike rounds
  Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons and heavy bolters have their AP value increased to -2. Special issue boltguns 
  increase the AP value of their standard rounds to -2.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainaxe
  Melee
  Melee
  +1
  -1
  1
  -
  Master-crafed bolt 
  pistol
  12”
  Pistol 1
  4
  0
  2
  -
  Cthonian culling 
  blade
  Melee
  Melee
  User
  -1
  2
  If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition 
  to its normal damage. If targeting CharaCters, you may re-roll failed hit rolls 
  with this weapon.
  The Warmaster’s 
  Talon
  This weapon has both a melee and a ranged profile. The melee profile is used during the Fight phase, the ranged profile is used during the Shooting phase 
  and for Overwatch.
  - Melee
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition to 
  its usual damage. You can re-roll failed wound rolls with this weapon. Any model 
  wounded by this weapon suffers a -1 to hit rolls until the start of the next Fight 
  phase.
  - Ranged
  24”
  Assault 6
  5
  -2
  1
  -
  Worldbreaker
  Melee
  Melee
  10
  -4
  4
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Justaerin Terminator Squad
  5-12
  37*
  Reaver Attack Squad
  5-15
  17*
  Reaver Attack Squad with Jump Packs
  5-15
  20*
  Maloghurst the Twisted
  1
  89
  Ezekyle Abaddon
  1
  170
  Garviel Loken
  1
  105
  Tybalt Marr
  1
  95
  Horus the Warmaster
  1
  470
  Wargear/Weapon
  Points per 
  Item
  Banestrike rounds
  3
  Chainaxe
  1
  Cthonian culling blade
  0
  The Warmaster’s Talon
  0
  Worldbreaker
  0
  Legion Stratagem
  Legion Warlord Trait
  CHOLERIC
  The Merciless Fighters trait generates additional attacks on a 5+, 
  instead of on a 6+ for models in friendly Sons of Horus units that are 
  within 6” of your Warlord.
  SPEARTIP STRIKE
  Sons of Horus Stratagem
  Use this Stratagem when a sons of horus unit arrives from 
  reinforcements. You can set up this unit D3” closer to the enemy.
  2
  * 
  Does not include wargear
  
  97
  Legion Rites of War
  The Black Reaving
  This rite may only be taken by a Patrol or Battalion detachment. 
  • 
  The Eye of the Warmaster: Justaerin Terminator units 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.
  • 
  Reaver Onslaught: Reaver Attack Squads can be taken as Troops choices.
  • 
  Encirclement: sons of horus Infantry units in this detachment that arrive on the board by using the Flanking Manoeuvres ability 
  can re-roll charge rolls in the following Charge phase.
  • 
  Cut them Down: Any unit in this detachment that charge in the Charge phase can re-roll wound rolls of 1 in the following Fight phase.
  • 
  This detachment must take an additional compulsory Troops choices.
  • 
  This detachment must take more Fast Attack choices than Heavy Support choices.
  • 
  This detachment must take a master of sIgnals as a compulsory HQ choice.
  • 
  Your army may not include a Fortification Network detachment.
  The Long March
  This rite may only be taken by a Patrol or Battalion detachment. It may not be taken by Shattered Legions armies.
  • 
  The Warmasters Eyes: Legion Terminator Squads can be taken as non-compulsory Troops choices.
  • 
  Relentless March: sons of horus Infantry in their own deployment zone may ignore the -1 hit modifier for moving and firing heavy 
  weapons. sons of horus Infantry in neither deployment zone may re-roll Advance rolls. sons of horus Infantry in the enemy 
  deployment zone may re-roll Charge rolls. 
  • 
  The Warmaster’s Portion: On the first turn of the game, models in this detachment may re-roll hit rolls of 1.
  • 
  All units in this detachment must be traItors.
  • 
  Any models with Cataphractii Terminator Armour must be deployed inside a transport vehicle or deploy via the Teleport Assault ability 
  (this Rite does not grant the ability).
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the sons of horus keyword.
  
  98
  15
  Power
  Justaerin Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Justaerin Terminator
  4”
  3+
  3+
  4
  4
  3
  2
  9
  2+
  This unit consists of 5 Justaerin Terminators. It can include up to 7 additional Justaerin Terminators (Power Rating +21).
  • 
  Each model is armed with a combi-bolter and power weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  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.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Reaper autocannon
  36”
  Heavy 4
  7
  -1
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its power weapon with a power fist, chainfist or lightning claw.
  • 
  Any model can replace its combi-bolter with an item from the Combi-Weapons list.
  • 
  For every five models in the unit, one model can replace its combi-bolter with a heavy flamer, reaper 
  autocannon or multi-melta.
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this model Advances.
  Favoured of Horus: Roll a D6 each time a friendly sons of horus master of the legIon loses a wound whilst 
  they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit - the sons of horus master of 
  the legIon does not lose a wound, but this unit suffers a mortal wound.
  Furious Charge: This unit adds 1 to their Attacks characteristic in the Fight phase if they charged in the preceding 
  Charge phase.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sons of horus
  KEYWORDS
  Infantry, termInator, JustaerIn, astartes
  
  99
  8
  Power
  Reaver Attack Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Reaver
  6”
  3+
  3+
  4
  4
  1
  2
  7
  3+
  Reaver Chieftian
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Reaver Chieftian and 4 Reavers. It can include up to 5 additional Reavers (Power Rating +8) or up to 10 additional 
  Reavers (Power Rating +16).
  • 
  Each model is armed with a bolt pistol, chainsword, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Chainaxe
  Melee
  Melee
  +1
  -1
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  UNIT OPTIONS
  • 
  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 banestrike rounds.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its chainsword with a chainaxe, power weapon or power fist.
  • 
  Any model can take a boltgun, volkite charger or an item from the Combi-Weapons list.
  • 
  For every five models in the unit, one model can replace its bolter with a flamer, meltagun, plasma gun or plasma 
  pistol.
  • 
  The Reaver Chieftian can take melta bombs.
  • 
  The Reaver Chieftian can take a hand flamer.
  ABILITIES
  Assassins Eye: Enemy CharaCter models within 12” can be targeted even if they are not the nearest visible 
  enemy unit.
  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.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, sons of horus
  KEYWORDS
  Infantry, reavers, astartes
  
  100
  5
  Power
  Maloghurst the Twisted
  Equerry of the Warmaster
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Maloghurst
  5”
  3+
  3+
  4
  4
  4
  3
  9
  3+
  Maloghurst is a single model armed with a power sword, bolter, boltpistol, banestrike shells, frag grenades and krak grenades and equipped 
  with a refractor field and a legion banner. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  ABILITIES
  Refractor Field: This model has a 5+ invulnerable save.
  Banestrike Rounds: Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons and heavy 
  bolters have their AP value increased to -2. Special issue boltguns increase the AP value of their standard rounds to -2.
  Bearer of the Eye: If this model is included in a detachment, you may take Legion Veteran Tactical Squads and 
  Reaver Attack Squads as Troops choices in that detachment.
  Broken in Body: This model may not Advance or make consolidation moves.
  Legion Banner: sons of horus units within 6” of any friendly this model add 1 to their Leadership. In 
  addition, roll a D6 each time a sons of horus Infantry model is destroyed within 6” of this model 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.
  WARLORD 
  TRAIT
  Battle Standard of the Rebellion: If this model is the warlord, he gains the Objective Secured ability.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, sons of horus
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, heralD, master of the legIon, maloghurst
  
  101
  9
  Power
  Ezekyle Abaddon
  First Captain of the Sons of Horus
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Ezekyle Abaddon
  4”
  2+
  2+
  4
  4
  6
  5
  9
  2+
  Ezekyle Abaddon is a single model armed with a master-crafted power fist, a grenade harness and either a combi-bolter or a power sword. 
  Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Master-crafted power 
  fist
  Melee
  Melee
  x2
  -3
  D3+1
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this model Advances.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly sons of horus units within 6”.
  Teleport Assault: This model and one other sons of horus termInator unit in the same detachment 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.
  WARLORD 
  TRAIT
  Intimidating Presence: If this model is the warlord, enemy units within 6” of this model suffer -1 Leadership.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, sons of horus
  KEYWORDS
  Infantry, CharaCter, astartes, Pretor, master of the legIon, aBaDDon
  
  102
  6
  Power
  Garviel Loken
  Last Captain of the Luna Wolves
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Garviel Loken
  6”
  2+
  2+
  4
  4
  5
  4
  9
  3+
  Garviel Loken is a single model armed with a paragon blade, bolt pistol, frag grenades, krak grenades and equipped with an iron halo. Only 
  one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Paragon blade
  Melee
  Melee
  +2
  -3
  D3
  -
  ABILITIES
  Born Survivor: The first time this model is slain, roll a D6; on a result of 2+ the model stays on the battlefield with 
  1 wound remaining.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly sons of horus units within 6”.
  WARLORD 
  TRAIT
  Inspiring Presence: If this model is the warlord, friendly sons of horus units within 12” may use his Leadership 
  characteristic when taking Morale tests.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, sons of horus
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, garvIel loken
  
  103
  5
  Power
  Tybalt Marr
  Captain of the 18th Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Tybalt Marr
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Tybalt Marr is a single model armed with a cthonian culling blade, master-crafted bolt pistol, frag grenades and krak grenades and equipped 
  with an iron halo and banestrike rounds. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafed bolt 
  pistol
  12”
  Pistol 1
  4
  0
  2
  -
  Cthonian culling 
  blade
  Melee
  Melee
  User
  -1
  2
  If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in 
  addition to its normal damage. If targeting CharaCters, you may re-roll failed 
  hit rolls with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Banestrike Rounds: Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons and heavy 
  bolters have their AP value increased to -2. Special issue boltguns increase the AP value of their standard rounds to -2.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly sons of horus units within 6”.
  WARLORD 
  TRAIT
  By the Hunter’s Moon: If this model is the warlord, enemy models within 24” of this model at end of deployment 
  may not Advance on their first turn.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, sons of horus
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, tyBalt marr
  
  104
  23
  Power
  Horus the Warmaster
  Primarch of the Sons of Horus
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Horus Lupercal
  8”
  2+
  2+
  7
  6
  9
  7
  10
  2+
  Horus Lupercal is a single model armed with worldbreaker, the warmaster’s talon, a bombardment, cognis-signum and frag grenades. Only 
  one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bombardment
  100”
  Heavy D6
  8
  -2
  D3
  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.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  The Warmaster’s 
  Talon
  This weapon has both a melee and a ranged profile. The melee profile is used during the Fight phase, the ranged profile is used during the Shooting 
  phase and for Overwatch.
  - Melee
  Melee
  Melee
  User
  -3
  2
  If you roll a 6+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage. You can re-roll failed wound rolls with this weapon. Any 
  model wounded by this weapon suffers a -1 to hit rolls until the start of the next 
  Fight phase.
  - Ranged
  24”
  Assault 6
  5
  -2
  1
  -
  Worldbreaker
  Melee
  Melee
  10
  -4
  4
  When attacking with this weapon, you must subtract 1 from the hit roll.
  ABILITIES
  The Serpent’s Scales: Horus Lupercal has a 3+ invulnerable save, and may ignore the effects of any enemy psychic 
  power targetting him on a 3+.
  Sire of the XVI Legion: You can re-roll any failed hit and wound rolls with friendly sons of horus units within 
  6” of Horus Lupercal. While Horus Lupercal is on the table, friendly sons of horus units add 1 to their Leadership 
  characteristic. Units of Justaerin Terminators and Legion Veteran Tactical Squads gain the Objective Secured ability.
  Weapon Mastery: If all enemy models in combat with Horus Lupercal at the start of  the Fight phase have a worse 
  Weapon Skill characteristic than he does, he gains D3 additional attacks.
  The Point of the Spear: During deployment, you can set up Horus Lupercal and/or one friendly Sons of Horus 
  Terminator unit in a teleportarium chamber instead of deploying it on the battlefield. At the end of any of your 
  Movement phases this/these unit(s) can perform a teleport strike - set it/them up anywhere on the battlefield that is 
  more than 9” away from any enemy models.
  God of Battle: In missions where a player has the option to Sieze the initiative, an army containing Horus Lupercal 
  may seize the initiative on a 4+. In addition, any unit in an army containing Horus may be set up using the  Flanking 
  Manoeuvres ability:
  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.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, sons of horus
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, horus
  
  105
  Legion XVII - Word Bearers
  Where once the XVII legion brought the light of the Emperor to benighted humanity, now the Word Bearers bring the darkness of Old Night. No longer driven 
  by duty and honour, but by the thirst for forbidden lore and undeserved power, they seek to Warp itself and enslave its denizens to their will. When the Word 
  Bearers march to war, the fabric of reality is distorted and dread things from the abyss march at their side.
  Legion Traits
  If your army is Battle-forged, all worD Bearers Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • True Believers: You can re-roll failed Morale tests for units with this trait.
  • Infernal Knowledge: traItor Psykers and DIaBolIsts with this trait can make use of Daemonic Rituals.
  • Charismatic Leadership: If an army contains one or more detachments that use the worD Bearers keyword and allow more than one 
  HQ choice, one of those detachments must take an additional  compulsory HQ choice. This must be a model with either the CenturIon 
  or ChaPlaIn keywords.
  Legion Wargear
  worD Bearers models have access to the following wargear:
  • 
  Any traItor CenturIon without a current Consul upgrade can be upgraded to a Diabolist Consul.
  • 
  Any traItor Praetor, CenturIon, DIaBolIst or ChaPlaIn can take Burning Lore.
  • 
  Any model with access to the Melee Weapons list can take a Tainted weapon as it’s choice from the list.
  • 
  If the detachment includes a DIaBolIst, any taCtICal squaD, assault squaD, BreaCher squaD, veteran taCtICal squaD or Legion 
  Terminator Squad can take Dark Channelling.
  WARGEAR
  DESCRIPTION
  Burning Lore
  This model gains the Psyker keyword, knows Smite and one other psychic power from the Librarius discipline. They may attempt to manifest one 
  psychic power in each friendly Psychic phase and attempt to Deny one psychic power in each enemy Psychic phase.
  Dark Channelling
  At the start of the game, roll D3 on the following table:
  1. 
  The unit may re-roll failed hit rolls in the first round of combat.
  2. 
  The models in the unit have +1 Strength.
  3. 
  The unit has a 5+ invulnerable save.
  Diabolist Consul
  • 
  This model loses the CenturIon keyword and gains the DIaBolIst, Consul and Daemon keywords.
  • 
  Daemonic: This model has a 5+ invulnerable save.
  • 
  Boundless Rage: This model can re-roll failed to hit rolls during the Fight phase when targeting models with the loyalIst keyword.
  • 
  May not take a power fist, chainfist, thunder hammer, Bike, Jetbike or Terminator armour.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Anakatis blade
  Melee
  Melee
  User
  -2
  2
  If you roll a 5+ to wound with this weapon, it inflicts a mortal wound in addition 
  to its usual damage.
  Axe-rake
  Melee
  Melee
  +1
  0
  1
  Roll off if an enemy Infantry unit within 1” wishes to Fall Back, the enemy unit 
  can only Fall Back if the player commanding it wins the roll-off.
  Azurda Char’is
  Melee
  Melee
  +2
  -1
  D3
  -
  Curs’d boltspitter
  24”
  Assault 2
  4
  -1
  1
  -
  Digi flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target. This weapon can only be used once per 
  battle.
  Illuminarum
  Melee
  Melee
  +2
  -3
  D3+1
  -
  Master-crafted power 
  maul
  Melee
  Melee
  +2
  -1
  2
  -
  Tainted powerclaw
  Melee
  Melee
  10
  -3
  3
  Invulnerable saves cannot be made against this weapon.
  Tainted weapon
  Melee
  Melee
  User
  -1
  D6
  -
  Warpfire plasma 
  cannon
  36”
  Heavy D3
  8
  -3
  2
  For each hit roll of 1, the bearer suffers one mortal wound after all this weapon’s 
  shots have been resolved.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Mhara Gal Tainted Dreadnought
  1
  145*
  Gal Vorbak Dark Bretheren
  5-10
  48*
  The Ashen Circle
  5-10
  20*
  Diabolist Consul
  n/a
  +8
  High Chaplain Erebus
  1
  135
  Kor Phaerun
  1
  142
  Hol Beloth
  1
  125
  Zardu Layak
  1
  138
  Anakati Kul Blade-slaves
  2
  68
  Lorgar
  1
  340
  Lorgar Transfigured
  375
   
  Wargear/Weapon
  Points per 
  Item
  Anakatis blade
  0
  Axe rake
  1
  Azurda Char’is
  0
  Burning Lore
  20
  Curs’d boltspitter
  3
  Dark Channeling
  20
  Digi flamer
  0
  Illuminarum
  0
  Master-crafted power maul
  0
  Tainted powerclaw
  45
  Tainted weapon
  8
  Warpfire plasma cannon
  40
  +0
  Power
  * 
  Does not include wargear
  
  106
  Legion Rites of War
  The Dark Brethren
  This rite may only be taken by a Battalion detachment.
  • 
  Arch-Traitors: CharaCters in this detachment can re-roll hit and wound rolls of 1 against loyalIst astartes.
  • 
  Signs & Portents: At the start of the game, select one of the Troops choices from this detachment and roll a dice. On a roll of 1-3, that unit 
  can re-roll hit and wound rolls of 1. On a roll of 4-6, enemy units can re-roll hit and wound rolls of 1 when targeting this unit.
  • 
  Hell follows with Them: Enemy Psykers who suffer Perils of the Warp take one more mortal wound than normal.
  • 
  This detachment must include a DIaBolIst.
  • 
  This detachment cannot include more than one Heavy Support choice.
  • 
  Your army may include a Patrol detachment made up of Warhammer 40,000 units with the Chaos and Daemon keywords (but without the 
  renegaDe astartes or renegaDes anD heretICs keywords).
  • 
  Your army may not include a Fortification detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Last of the Serrated Sun
  This rite may only be taken by a Vanguard detachment.
  • 
  Company of Monsters: Gal Vorbak must be taken as the compulsory Elites choices in this detachment, and gain the Objective Secured 
  ability. They must be deployed inside a Drop Pod or Dreadclaw Drop Pod.
  • 
  Drop Elite: DroP PoDs are available as Dedicated Transports.
  • 
  Burning Sun: Enemy units within 12” of the landing point of a Drop Pod or Dreadclaw Drop Pod count their Leadership as one less than 
  normal until the end of the battle round.
  • Infantry units in this detachment must be deployed inside a Drop Pod or Dreadclaw Drop Pod, deployed via Teleport Assault, or transported 
  inside a Flyer.
  • 
  This detachment cannot include any artIllery units.
  • 
  Your army may not include a Fortification detachment.
  • 
  Your army may not include any units without the worD Bearers keyword.
  Legion Stratagem
  Legion Warlord Trait
  VOICE OF LORGAR
  Increases the range of any aura abilities on your Warlord’s datasheet 
  by 3”.
  CUT THEM DOWN!
  Word Bearers Stratagem
  Use this Stratagem when a worD Bearers Infantry unit wipes 
  out it’s enemy in the Fight phase. It may consolidate 6” instead of 
  3”.
  1
  CP
  
  107
  12
  Power
  Mhara Gal Tainted Dreadnought
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mhara Gal Tainted 
  Dreadnought
  9”
  2+
  2+
  7
  7
  6-12
  4
  8
  3+
  6”
  3+
  3+
  3-5
  4”
  4+
  4+
  1-2
  A Mhara Gal Tainted Dreadnought is a single model equipped with a tainted power claw, curs’d boltspitter and warpfire plasma cannon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Curs’d boltspitter
  24”
  Assault 2
  4
  -1
  1
  -
  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.
  Tainted powerclaw
  Melee
  Melee
  10
  -3
  3
  Invulnerable saves cannot be made against this weapon.
  Twin autocannon
  48”
  Heavy 4
  7
  -1
  2
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  Warpfire plasma 
  cannon
  36”
  Heavy D3
  8
  -3
  2
  -
  WARGEAR 
  OPTIONS
  • 
  This model can replace its warpfire plasma cannnon with a tainted power claw and curs’d boltspitter.
  • 
  This model can replace its tainted power claw and curs’d boltspitter with a multi-melta, twin autocannon, twin 
  lascannon or warpfire plasma cannon.
  ABILITIES
  Dark Fury: If this model is equipped with two melee weapons, it gains +1 Attack.
  Howling Death: If a unit has any models slain by a mhara gal, the unit subtracts 2 from its Leadership for the 
  rest of the turn. This modifier is not cumulative.
  Accursed: Enemy units within 6” of the mhara gal suffer a -1 penalty to their Leadership. At the start of each 
  friendly Psychic phase Psyker and/or Daemon units within 6” of the mhara gal (not including the mhara gal) 
  must roll a D6, on a 4+ they suffer a mortal wound.
  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.
  Shroud of Dark Fire: This model has a 4+ invulnerable save.
  The Earth Recoils: This unit may move through ruins as if it had the Infantry keyword. However, it may still not 
  move above the ground floor.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  vehICle, DreaDnought, mhara gal, Daemon
  
  108
  13
  Power
  Gal Vorbak Dark Brethren
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Dark Brethren
  7”
  3+
  3+
  5
  5
  3
  3
  9
  3+
  Dark Martyr
  7”
  3+
  3+
  5
  5
  4
  4
  9
  3+
  This unit consists of 1 Dark Martyr and 4 Dark Brethren. It can include up to 5 additional Dark Brethren (Power Rating +13).
  • 
  Each model is armed with a boltgun, bolt pistol, chainsword, rending claws, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Rending claws
  Melee
  Melee
  User
  -1
  1
  Every time you make a Wound roll of 6+ with this weapon, that wound is resolved 
  with an AP of -4 instead of -1.
  WARGEAR 
  OPTIONS
  • 
  For every five models in the unit, one model can replace its boltgun with a flamer, meltagun, plasma gun, power 
  sword, power axe or power maul.
  • 
  The Dark Martyr can replace its chainsword with an item from the Melee Weapons list.
  • 
  The Dark Martyr can replace its chainsword and bolt pistol with two lightning claws.
  • 
  The Dark Martyr can take melta bombs.
  ABILITIES
  Daemonic: This unit has a 5+ invulnerable save.
  Warp Strike: During deployment, you may set this unit up in the warp instead of placing it on the battlefield. At 
  the end of any of your Movement phases the unit may use a warp rift to arrive on the battlefield - set it up anywhere 
  on the battlefield that is more than 9” away from enemy models.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, Daemon, gal vorBak
  
  109
  9
  Power
  The Ashen Circle
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Incendiary
  11”
  3+
  3+
  4
  4
  1
  1
  8
  3+
  Iconoclast
  11”
  3+
  3+
  4
  4
  1
  2
  9
  3+
  This unit consists of 1 Iconoclast and 4 Incendiaries. It can include up to 5 additional Incendiaries (Power Rating +9).
  • 
  Each model is armed with a hand flamer, axe-rake, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Axe-rake
  Melee
  Melee
  +1
  0
  1
  Roll off if an enemy Infantry unit within 1” wishes to Fall Back, the enemy 
  unit can only Fall Back if the player commanding it wins the roll-off.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Inferno pistol
  6”
  Pistol 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.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Phosphex bomb
  6”
  Grenade 
  D3+1
  5
  -3
  1
  You can re-roll failed wound rolls against Infantry and BIker units. This weapon 
  can only be used once per battle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its axe-rake with a power axe.
  • 
  The Iconoclast can replace his hand flamer with a plasma pistol or inferno pistol.
  • 
  The Iconoclast can take up to three phosphex bombs.
  • 
  The Iconoclast can take melta bombs.
  ABILITIES
  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.
  Burning Descent: Immediately after deploying this unit via the Jump Pack Assault ability, select 1 unit within 
  12”. That unit suffers 2D6 Strength 3, AP -1, Damage 1 hits.
  Scorched Earth: Roll a D6 for each model that finishes a charge move within 1” of an enemy. On a 6 it takes a 
  mortal wound.
  Hardened Armour: This unit has a 5+ invulnerable save.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, JumP PaCk, fly, ashen CIrCle, astartes, voID harDeneD, Destroyer
  
  110
  7
  Power
  High Chaplain Erebus
  The Dark Apostle
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Erebus
  6”
  2+
  3+
  4
  4
  5
  4
  9
  2+
  Erebus is a single model armed with a master-crafted power maul, plasma pistol, frag grenades and krak grenades. Only one of this model 
  may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  maul
  Melee
  Melee
  +2
  -1
  2
  -
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  ABILITIES
  Burning Lore
  Iron Halo: This model has a 4+ invulnerable save.
  Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly worD Bearers units within 6” of 
  this model.
  WARLORD 
  TRAITS
  Intimidating Presence: If this model is this warlord, enemy units within 12” of this model suffer -1 to their 
  Leadership characteristic. In addition, if this model is the warlord, your army may include a Patrol detachment made 
  up of Warhammer 40,000 units with the Chaos and Daemon keywords (but without the renegaDe astartes or 
  renegaDes anD heretICs keywords).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, ChaPlaIn, DIaBolIst, master of the legIon, ereBus
  
  111
  7
  Power
  Kor Phaeron
  First Captain of the Word Bearers
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Kor Phaeron
  4”
  3+
  3+
  4
  3
  5
  3
  9
  2+
  Kor Phaeron is a single model armed with two lightning claws and a digi-flamer. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Digi-flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  ABILITIES
  Burning Lore
  Jealous Command: Kor Phaeson must always be your army’s Warlord, unless Lorgar is also included.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly worD Bearers units within 6”.
  The Terminus Consolaris: This model has a 4+ invulnerable save. In addition, roll a D6 at the start of each 
  friendly turn; on a 6+ Kor Phaeron regains 1 lost wound.
  WARLORD 
  TRAIT
  Dark Oratory: If this model is the warlord, all worD Bearers astartes units in the same detachment add 1 to 
  their Leadership characteristic. In addition, if this model is the warlord, your army may include a Patrol detachment 
  made up of Warhammer 40,000 units with the Chaos and Daemon keywords (but without the renegaDe astartes 
  or renegaDes anD heretICs keywords).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, DIaBolIst, master of the legIon, kor Phaeron
  
  112
  6
  Power
  Hol Beloth
  Captain of the Graven star
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Hol Beloth
  6”
  2+
  2+
  4
  4
  5
  5
  9
  2+
  Hol Beloth is a single model armed with a master-crafted power fist, a tainted weapon, a plasma pistol, frag grenades and krak grenades. Only 
  one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  fist
  Melee
  Melee
  x2
  -3
  D3+1
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Tainted weapon
  Melee
  Melee
  User
  -1
  D6
  -
  ABILITIES
  Exhortation of Battle: Once per game, at the start of your Fight phase, Hol Beloth may use this ability. For the 
  duration of that Fight phase, all friendly worD Bearers astartes and DreaDnought units may add 1 to their Hit 
  rolls.
  Hexaglyphic Ward: This model ignores the first failed saving throw of the battle.
  Iron Halo: This model has a 4+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly worD Bearers units within 6”.
  WARLORD 
  TRAIT
  Bloody-handed: The benefit of this trait has already been included in Hol Beloth’s profile, above.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, hol Beloth
  
  113
  7
  Power
  Zardu Layak
  The Crimson Apostle
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Zardu Layak
  6”
  3+
  3+
  4
  5
  4
  3
  9
  2+
  Zardu Layak is a single model armed with a bolt pistol, the panoply of flame, the azurda char’is, frag grenades and krak grenades. Only one 
  of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Azurda char’is
  Melee
  Melee
  +2
  -1
  D3
  -
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Panoply of flame
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target. This weapon may only be used once 
  per battle.
  ABILITIES
  Binder of Souls: Units in an army containing this model who roll on the Dark Channelling table may add 1 to 
  their roll. In addition, once per game, this model may re-roll a single Psychic test.
  Daemonic: This model has a 5+ invulnerable save.
  Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly worD Bearers units within 6” of 
  this model.
  Panoply of Flame: Enemy models in combat with worD Bearers units within 6” of this model count their 
  Leadership characteristic as one less than normal.
  WARLORD 
  TRAIT
  Reign of Fire: If this model is the warlord, Ashen Circle units in the same detachment may be takes as Troops 
  choices, but must purchase Dark Channelling. In addition, if this model is the Warlord, your army may include a 
  Patrol detachment made up of Warhammer 40,000 units with the Chaos and Daemon keywords (but without the 
  renegaDe astartes or renegaDes anD heretICs keywords).
  PSYKER
  This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to Deny one 
  psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius 
  discipline.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, CharaCter, astartes, Psyker, Consul, DIaBolIst, Daemon, master of the legIon, zarDu layak
  
  114
  7
  Power
  Anakatis Kul Blade-slaves
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Blade-slave
  7”
  2+
  3+
  6
  5
  4
  4
  8
  3+
  This unit consists of 2 Blade-slaves, each armed with an anakatis blade and a plasma pistol. Only one of this unit may be included in your 
  army, and only if the army includes Zardu Layak.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Anakatis blade
  Melee
  Melee
  User
  -3
  1
  If you roll a 5+ to wound with this weapon, those wounds are resolved as two 
  separate wounds that must be allocated and saved individually.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  ABILITIES
  Bodyguard: This unit does not fill any Battlefield Role Slots when choosing an army. Instead, you can only take 
  this unit if zarDu layak is present in the army. Should an effect be related to the unit’s battlefield role, this unit 
  counts as a HQ choice. 
  In addition, Roll a D6 each time zarDu layak loses a wound while he is within 3” of this unit. On a 2+ a blade slave 
  can intercept that hit. zarDu layak does not suffer a wound but the blade slave suffers a mortal wound.
  Daemonic: This unit has a 5+ invulnerable save.
  Mindless Killers: If Zardu Layak is slain, this unit devolve into midless killers. Unless they are within 1” of a 
  unit at the start of the turn, they will attempt to move towards the closest Infantry or monster unit (friend or foe) 
  and charge it, fighting normally againt wichever unit has the most models in base contact with it. They will always 
  consolidate the full distance towards the closest unit.
  Unnatural Vigour: Roll a D6 at the start of each friendly turn for each blade slave; on a 5+ that model regains 1 
  lost wound.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, astartes, Daemon, BlaDe slaves
  
  115
  17
  Power
  Lorgar Aurelian
  Primarch of the Word Bearers
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Lorgar
  8”
  2+
  2+
  6
  6
  7
  5
  10
  2+
  Lorgar is a single model armed with illuminarum, an archaeotech pistol and frag grenades. Only one of this model may be included in your 
  army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Illuminarum
  Melee
  Melee
  +2
  -3
  D3+1
  -
  UNIT OPTIONS
  Lorgar Transfigured (Power Rating +2): If this upgrade is selected, Lorgar may attempt to manifest or 
  Deny an extra psychic power per Psychic phase, and knows the Smite psychic power and three powers from the 
  Librarius discipline. When attempting to manifest psychic powers, Lorgar reduces the warp charge cost by 1.
  ABILITIES
  The Armour of the Word: Lorgar has a 4+ invulnerable save, and may ignore the effects of any enemy psychic 
  power targetting him on a 3+.
  Sire of the XVII Legion: You can re-roll any failed hit and wound rolls with friendly worD Bearers units 
  within 6” of Lorgar Aurelian. While Lorgar Aurelian is on the table, worD Bearer units may use his Leadership.
  Dark Fortune: Once per game, at the start of any turn, you may choose a single enemy unit. That unit has -1 to its 
  hit and wound rolls against Lorgar for the rest of the battle round.
  Living Icon: All worD Bearers units with a line of sight to Lorgar add 1 to their charge distance and Advance 
  rolls.
  Psyker: This model can attempt to manifest two psychic powers in each Psychic phase, and attempt to Deny one 
  psychic power in each enemy Psychic phase. He may re-roll attempts to Deny psychic powers. Lorgar knows the 
  Smite psychic power and two powers from the Librarius discipline.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, worD Bearers
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, Psyker,  lorgar
  
  116
  Legion XVIII - Salamanders
  The Salamanders are the exemplars of forge-wrought duty, masters of artifice and possessed of a fearsome and uncompromising sense of honour. They stand for 
  toil and sacrifice, bearing arms and armour forged to the highest possible standards and often by the hands of the Legionnaires who bear them in battle. The 
  Legion wields the tools of the smith as a weapon of war, bringing heat, iron and raw strength of arms to those who would deny the Imperial Truth.
  Legion Traits
  If your army is Battle-forged, all salamanDers Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Strength of Will: Units with this trait ignore any negative modifiers to their Leadership characteristic.
  • Promethean Cult: Reduce the Strength of any flamer attack made against a unit with this trait by 1. For the purposes of this trait, a flame 
  weapon is any weapon whose name includes the word ‘flame’ (e.g. flamer, heavy flamer, flamestorm cannon).
  • Nocturne Born: When Advancing or charging, models with this trait reduce the dice roll by 1.
  Legion Wargear
  salamanDers models have access to the following wargear:
  • 
  Any CharaCter can make one of their weapons Master-crafted.
  • 
  Any model can replace its Heavy bolter/Twin heavy bolter with a Heavy flamer/Twin heavy flamer.
  • 
  Any model can replace its Plasma pistol with an Inferno pistol.
  • 
  A Praetor can take a Mantle of the Elder Drake.
  • 
  Any termInator model can replace its combi-bolter with a Dragonscale storm shield.
  WARGEAR
  DESCRIPTION
  Dragonscale storm 
  shield
  A model equipped with a Dragonscale storm shield improves its invulnerable save by 1 (to a maximum of 3+).
  Mantle of the Elder 
  Drake
  All damage suffered by a model with a Mantle of the Elder Drake is reduced by 1 (to a minimum of 1).
  Master-crafted
  A weapon that has been Master-crafted increases its Damage by 1.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Darkstar falling
  Melee
  Melee
  +2
  -3
  2
  -
  Dawnbringer
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  Melee
  Melee
  x2
  -4
  D3+2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  - Earthshatter
  Melee
  Melee
  8
  -2
  2
  Make 2 hit rolls for each attack with this weapon, instead of 1. Units hit with this 
  weapon halve their Move characteristic during their next turn.
  Dreadfire heavy 
  flamer
  When attacking with this weapon, choose one of the profiles below.
  - Flamer
  12”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  - Melta
  12”
  Assault 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.
  Inferno pistol
  6”
  Pistol 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.
  Pyroclast flame 
  projector
  When attacking with this weapon, choose one of the profiles below.
  - Flamer
  8”
  Heavy 1
  5
  -1
  1
  This weapon automatically hits its target.
  - Melta
  8”
  Assault 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.
  The furnace’s heart
  18”
  Heavy 1
  6
  -3
  1
  Draw a line 18” long from this model; each unit (friend or enemy) that gets 
  passed over/through by the line suffers D3 shots. If the line passes through/over 
  a vehICle unit it is terminated at that unit. The vehICle unit suffers a mortal 
  wounds in addition to the D3 shots.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Pyroclast Squad
  5-10
  18*
  Firedrake Terminator Squad
  5-10
  36*
  Cassian Dracos
  1
  239
  Cassian Dracos Reborn
  271
  Lord Chaplain Nomus Rhy’tan
  1
  136
  Xiaphas Jurr
  1
  119
  Vulkan
  1
  410
   
  Wargear/Weapon
  Points per 
  Item
  Darkstar falling
  0
  Dawnbringer
  0
  Dragonscale storm shield
  4
  Dreadfire heavy flamer
  0
  Inferno pistol
  20
  Mantle of the Elder Drake
  10
  Master-crafted
  6
  Pyroclast flame projector
  20
  * 
  Does not include wargear
  
  117
  Legion Rites of War
  The Covenant of Fire
  This rite may only be taken by a Patrol or Battalion detachment. This detachment generates 1 more Command Point than normal.
  • 
  Obsidian Forged: vehICles in this detachment gain a 5+ invulnerable save against weapons with the words melta, flamer, volkite or 
  plasma in their name.
  • 
  Veneration of Wrath: Units in this detachment can re-roll hit rolls of 1 when using meltaguns, multi-meltas, inferno pistols and melta 
  bombs.
  • 
  Units in this detachment cannot use the Teleport Assault ability to arrive from reinforcements.
  • 
  This detachment cannot take more combined Heavy Support and Fast Attack choices than Troops choices.
  • 
  With the exception of ChamPIons, this detachment may only include one Consul.
  • 
  Your army may not include a Fortification Network detachment.
  The Awakening Fire
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Devils from the Dark: Enemy models in combat with salamanDers Infantry units in this detachment count their Leadership 
  characteristic as one less than normal.
  • 
  Unto the Fires: In missions where a dice roll is used to determine game length you may choose to add 2 to the result of the dice.
  • 
  Fury of the Salamander: lIBrarIans in this detachment may choose Fury of the Salamander as one of their chosen psychic powers.
  Fury of the Salamander
  Warp Charge 7
  If manifested, pick an enemy unit within 18” of the psyker. The unit suffers D3 mortal wounds. For the purposes of Morale tests, 
  each of these wounds counts as two wounds.
  • 
  This detachment must include a ChaPlaIn.
  • 
  This detachment may only one unit with each of the following keywords: JumP PaCk, fly.  
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units without the salamanDers keyword.
  Legion Stratagem
  Legion Warlord Trait
  ANVIL OF STRENGTH
  Add 1 to the Strength characteristic of your Warlord.
  PROMETHEAN GIFT
  Salamanders Stratagem
  Use this Stratagem just before a salamanDer unit attacks in 
  the Shooting phase. Add 1 to the wound rolls made for all that 
  unit’s flame weapons. For the purposes of this Stratagem, a flame 
  weapon is any weapon whose name includes the word ’flame’ 
  (e.g. flamer, heavy flamer, flamestorm cannon).
  1
  CP
  
  118
  10
  Power
  Pyroclast Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Pyroclast
  6”
  3+
  3+
  4
  4
  1
  1
  8
  2+
  Pyroclast Warden
  6”
  3+
  3+
  4
  4
  1
  2
  8
  2+
  This unit consists of 1 Pyroclast Warden and 4 Pyroclasts. It can include up to 5 additional Pyroclasts (Power Rating +10).
  • 
  Each model is armed with a pyroclast flame projector, chainsword, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Pyroclast flame 
  projector
  When attacking with this weapon, choose one of the profiles below.
  - Flamer
  8”
  Heavy 1
  5
  -1
  1
  This weapon automatically hits its target.
  - Melta
  8”
  Assault 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.
  WARGEAR 
  OPTIONS
  • 
  The Pyroclast Warden can replace its combat blade with a power weapon or power fist.
  • 
  The Pyroclast Warden can take melta bombs.
  ABILITIES
  Mantle of Ash: This unit has a 5+ invulnerable save.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, salamanDers
  KEYWORDS
  Infantry, PyroClasts, astartes
  
  119
  14
  Power
  Firedrake Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Firedrake
  4”
  3+
  3+
  4
  4
  3
  2
  8
  2+
  Firedrake Master
  4”
  3+
  3+
  4
  4
  3
  3
  8
  2+
  This unit consists of 1 Firedrake Master and 4 Firedrakes. It can include up to 5 additional Firedrakes (Power Rating +14).
  • 
  Each Firedrake is armed with a combi-bolter and power weapon.
  • 
  The Firedrake Master is armed with a combi-bolter and master-crafted power weapon.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Combi-flamer
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Combi-melta
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Meltagun
  12”
  Assault 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.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its power weapon with a power fist, chainfist or thunder hammer.
  • 
  Any model can replace its combi-bolter with a combi-flamer, combi-melta or dragonscale storm shield.
  • 
  One Firedrake can replace its combi-bolter with a heavy flamer.
  • 
  The Firedrake Master can replace its master-crafted power weapon with a master-crafted thunder hammer.
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this model Advances.
  Favoured of Vulkan: Roll a D6 each time a friendly salamanDers master of the legIon loses a wound whilst 
  they are within 3” of this unit; on a 2+ a model from this unit can intercept that hit - the salamanDers master of 
  the legIon does not lose a wound, but this unit suffers a mortal wound.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, salamanDers
  KEYWORDS
  Infantry, termInator, fIreDrakes, astartes
  
  120
  12
  Power
  Cassian Dracos
  First Commander of the XVIII Legion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Cassian Dracos
  6”
  2+
  2+
  6
  8
  9
  4
  9
  3+
  Cassian Dracos is a single model armed with two dreadnought close combat weapons and two dreadfire heavy flamers. Only one Cassian 
  Dracos may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Dreadnought close 
  combat weapon
  Melee
  Melee
  x2
  -3
  3
  -
  Dreadfire heavy 
  flamer
  When attacking with this weapon, choose one of the profiles below. Both dreadfire heavy flamers must use the same option.
  - Heavy flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  - Meltagun
  12”
  Assault 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.
  UNIT OPTIONS
  • 
  Cassian Dracos can be upgraded to Cassian Dracos Reborn, in which case he changes his warlord trait as described 
  below, and gains the Voice of the Machine ability.
  ABILITIES
  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.
  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.
  Nuncio-vox: You may re-roll any hit rolls of 1 made for friendly salamanDers Basilisks, Medusas, Whirlwinds or 
  Rapiers with Quad Launchers when they target enemy units at least 36” away in the Shooting phase, if the enemy 
  unit is within sight of this model.
  The Last Warlord: Though this model is a CharaCter, they may not be selected as the warlord unless they are the 
  only CharaCter in your army.
  Wrought by Vulkan: This model is immune to any melta or flamer weapons (any weapon with the words ‘melta’, 
  ‘flamer’ or ‘inferno’ in the name. In addition, at the start of your turn roll a D6; on a 6, this model regains one previously 
  lost wound.
  Voice of the Machine: <awaiting Cybertheurgy rules>
  WARLORD 
  TRAIT (Standard)
  Fires of Martyrdom:  If this model is the warlord, the enemy may not score any victory points for the Slay the 
  Warlord objective. In addition, salamanDers models within 3” of this model may roll a D6 whenever they suffer a 
  wound; on a 6, that wound is ignored.
  WARLORD 
  TRAIT (Reborn)
  Bloody Handed: If this model is the warlord, increase it’s Attacks characteristic by 1.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, salamanDers
  KEYWORDS
  vehICle, DreaDnought, CharaCter, CassIan DraCos
  
  121
  7
  Power
  Lord Chaplain Nomus Rhy’tan
  Keeper of the Keys of Prometheus
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Nomus Rhy’tan
  6”
  2+
  3+
  4
  4
  5
  4
  9
  2+
  Nomus Rhy’tan is a single model armed with darkstar falling, a combi-flamer, a bolt pistol, frag grenades and krak grenades and wearing a 
  mantle fo the elder drake. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Combi-flamer
  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.
  - Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  - Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Darkstar falling
  Melee
  Melee
  +2
  -3
  2
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Keeper of the Keys: An army containing this model may take a single Contemptor Dreadnought Talon as a HQ 
  choice.
  Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly salamanDers units within 6” of 
  this model.
  Mantle of the Elder Drake: All damage suffered by a model with a Mantle of the Elder Drake is reduced by 1 
  (to a minimum of 1)
  WARLORD 
  TRAIT
  Inspiring Presence: If this model if the warlord, salamanDers units within 12” may use Nomus Rhy’tan’s 
  Leadership characteristic when taking Morale tests.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, salamanDers
  KEYWORDS
  Infantry, astartes, CharaCter, Consul, ChaPlaIn, master of the legIon, nomus rhy’tan
  
  122
  6
  Power
  Xiaphas Jurr
  The Prophet of Fire
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Xiaphas Jurr
  6”
  3+
  3+
  4
  4
  4
  3
  9
  2+
  Xiaphas Jurr is a single model armed with a master-crafted power maul, bolt pistol, frag grenades, krak grenades and carrying a dragonscale 
  storm shield . Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  maul
  Melee
  Melee
  +2
  -1
  2
  -
  ABILITIES
  Burning Halo: This model has a 4+ invulnerable save. In addition, if the bearer makes this invulnerable save in 
  the Fight phase, all models (friend or foe) in base contact with this model suffer a single hit at S4, AP 0, Damage 1
  Dragonscale Storm Shield: A model equipped with a Dragonscale storm shield improves its invulnerable save 
  by 1 (to a maximum of 3+).
  Litanies of Hate: You can re-roll failed hit rolls in the Fight phase for friendly salamanDers units within 6” of 
  this model.
  WARLORD 
  TRAIT
  Beacon of Hope: If this model is the warlord and on the battlefield, you may ignore the first failed Morale test in 
  each Morale phase.
  PSYKER
  This unit can attempt to manifest one psychic power in each friendly Psychic phase and attempt to Deny one psychic 
  power in each enemy Psychic phase. It knows the Precognition and Prescience powers.
  Prescience
  Warp charge 8
  If manifested, select a salamanDers unit within 18” of the psyker. You can add 1 to all hit rolls made for that 
  unit until the start of your next Psychic phase.
  Precognition
  Warp charge 7
  If manifested, select a salamanDers unit within 18” of the pskyer. 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.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, salamanDers
  KEYWORDS
  Infantry, astartes, CharaCter, Consul, ChaPlaIn, Psyker, xIaPhas Jurr
  
  123
  21
  Power
  Vulkan
  Primarch of the Salamanders
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Vulkan
  7”
  2+
  2+
  7
  7
  9
  5
  10
  2+
  Vulkan is a single model armed with dawnbringer, the furnace’s heart and a heavy flamer. Only one of this model may be included in your 
  army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Dawnbringer
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  Melee
  Melee
  x2
  -4
  D3+2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  - Earthshatter
  Melee
  Melee
  8
  -2
  2
  Make 2 hit rolls for each attack with this weapon, instead of 1. Units hit with this 
  weapon halve their Move characteristic during their next turn.
  Heavy flamer
  8”
  Heavy D6
  6
  -1
  1
  This weapon automatically hits its target.
  The furnace’s heart
  18”
  Heavy 1
  6
  -3
  1
  Draw a line 18” long from this model; each unit (friend or enemy) that gets 
  passed over/through by the line suffers D3 shots. If the line passes through/over 
  a vehICle unit it is terminated at that unit. The vehICle unit suffers a mortal 
  wounds in addition to the D3 shots.
  ABILITIES
  The Draken Scale: Vulkan has a 3+ invulnerable save. In addition, weapons with the words flamer, fusion, melta, 
  volkite or plasma in their name half their Strength when targeting Vulkan.
  Sire of the XVIII Legion: You can re-roll any failed hit and wound rolls with friendly salamanDers units within 
  6” of Vulkan. While Vulkan is on the table, friendly salamanDers units add 1 to their Leadership characteristic and 
  may re-roll attempts to Deny psychic powers.
  Blood of Fire: Roll a D6 at the start of each friendly turn; on a 4+ Vulkan regains 1 lost wound.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, salamanDers
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, vulkan
  
  124
  Legion XIX - Raven Guard
  The Raven Guard are equal parts light and dark, quick to exact justice and retribution upon the tyrant and the oppressor by striking from the shadows with 
  lightning speed and shocking strength. Though they master the full spectrum of war, the Raven Guard Legion favours the tactics of patience, guile and subtlety. 
  It is adept at reconnaissance and infiltration, of identifying its foe’s weakest point and then rapidly striking at that point with precisely applied force.
  Legion Traits
  If your army is Battle-forged, all raven guarD Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • By Wing and Talon: Infantry units (except those with the BIker, JumP PaCk and termInator keywords) gain the Concealed Positions 
  ability. 
  • 
  Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9” from the 
  enemy deployment zone and any enemy models.
  • Furious Assault: BIker, JumP PaCk and termInator units get +1 Strength during the Fight phase of the turn they charge.
  • Flesh over Steel: A raven guarD detachment cannot have more units with the tank keyword than units with the astartes keyword.
  Legion Wargear
  raven guarD models have access to the following wargear:
  • 
  Any CharaCter can take Cameleoline.
  • 
  Any model with a Lightning claw/pair of Lightning claws can upgrade them to Ravens Talons.
  WARGEAR
  DESCRIPTION
  Cameleoline
  This unit gets +2 armour save for being in cover, rather than the normal +1.
  Nightfall Pattern 
  Strato-vox
  If Alvarex Maun is on the table at the start of the turn, any raven guarD astartes units that arrive from reinforcements and are deployed within 12” 
  of him add 1 to their Attacks characteristic in the fight  if they are charged by the enemy in the following enemy turn. In addition, you may re-roll any 
  hit rolls of 1 made for friendly raven guarD Basilisks, Medusas, Whirlwinds or Rapiers with Quad Launchers when they target enemy units at least 36” 
  away in the Shooting phase, if the enemy unit is within sight of this model.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Eclipse missiles
  48”
  Heavy 2D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from any 
  hit rolls made for Infantry units that have suffered any hits from shroud bombs, 
  or eclipse missiles, until the end of the turn.
  Fulcrum hand 
  cannon
  18”
  Pistol 1
  4
  -1
  1
  If you roll a 6+ to wound with this weapon, that hit is resolved at AP-3.
  Panoply of the raven 
  lord
  Melee
  Melee
  User
  -3
  2
  You can re-roll failed wounds with this weapon. Any attacks which roll a 6+ to 
  wound cause +1 Damage.
  Raven’s talons
  Melee
  Melee
  User
  -2
  2
  You can re-roll failed wounds with this weapon. If a model is armed with two 
  raven’s talons, each time it fights it can make 1 additional attack with them. If you 
  roll a 6+ to wound with this weapon, that hit is resolved at AP-3.
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Mor Deythan Strike Squad
  1-10
  20*
  Dark Fury Assault Squad
  1-10
  23*
  Darkwing Pattern Storm Eagle Gunship
  1
  Strike Captain Alvarex Maun
  1
  113
  Moritat Prime Kaedes Nex
  1
  141
  Corvus Corax
  1
  420
  Corvus Corax (Deadly Prey)
  385
  Wargear/Weapon
  Points per 
  Item
  Cameleoline
  3
  Eclipse missiles
  25
  Fulcrum hand cannon
  0
  Nightfall Pattern Strato-vox
  0
  Panoply of the raven lord
  0
  Raven’s talons
  15/19
  Legion Warlord Trait
  SILENT STALKER
  Enemy units cannot fire Overwatch at your Warlord.
  * 
  Does not include wargear
  
  125
  Legion Rites of War
  Decapitation Strike
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  For Whom the Bell Tolls: When targeting enemy CharaCters, astartes units in this detachment may re-roll dice rolls of 1 to hit and 
  to wound.
  • 
  Predatory Strike: If the mission involves rolling to Seize the Initiative, this army adds 1 to their roll.
  • 
  Fury from Above: DroP PoDs may be taken as Dedicated Transports. However, they may only carry Legion Tactical Squads, Legion 
  Veteran Tactical Squads, Legion Seeker Squads or Legion Heavy Support Squads. 
  • 
  This detachment may only include a single Consul.
  • 
  This detachment may only include a single Heavy Support choice.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Liberation Force
  This rite may only be taken by a Patrol or Battalion detachment. It may not be taken by Shattered Legions armies.
  • 
  Freedom Fighters: This army has access to the Freedom Fighters stratagem.
  • 
  Slayer of Tyrants: If the mission being played awards a victory point for slaying the enemy Warlord, you will each D3 victory points 
  instead of 1.
  • 
  Lead by Example: Friendly mIltIa models within 6” of a raven guarD astartes model from this detachment may re-roll Morale tests.
   
  • 
  Your army must be entirely composed of loyalIsts.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any artIllery units or models equipped with Cataphractii Terminator Armour.
  Legion Stratagems
  SHADOW STRIKE
  Raven Guard Stratagem
  Use this Stratagem before a raven guarD Infantry unit makes 
  a charge roll in the Charge phase. If the unit is entirely within 
  cover, you may add 1” to the charge roll and ignore any terrain 
  penalties from charging through cover.
  1
  CP
  FREEDOM FIGHTERS
  Liberation Force Stratagem
  Use this Stratagem at the start of your turn. Until your next turn, 
  all models in your army ignore any Morale tests they are called to 
  make and may re-roll hit rolls of 1 in the Fight phase.
  3
  CP
  
  126
  8
  Power
  Mor Deythan Strike Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mor Deythan
  6”
  3+
  2+
  4
  4
  1
  1
  7
  3+
  Mor Deythan Shade
  6”
  3+
  2+
  4
  4
  1
  2
  8
  3+
  This unit consists of  1 Mor Deythan Shade and 4 Mor Deythan. It can inclued up to 5 additional More Deythan (Power Rating +8).
  • 
  Each model is armed with a bolt pistol, chainsword, frag grenades, krak grenades and shroud bombs.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Meltagun
  12”
  Assault 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.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag missile
  48”
  Heavy D6
  4
  0
  1
  -
  - Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  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.
  Space marine 
  shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  UNIT OPTIONS
  • 
  Each model must take a space marine shotgun, sniper rifle or an item from the Combi-Weapons list.
  WARGEAR 
  OPTIONS
  • 
  For every three models in this unit, one can take a volkite charger, flamer, meltagun, plasma gun, plasma pistol or 
  missile launcher with suspensor web instead of one of the above options.
  • 
  The  Mor Deythan Shade can take melta bombs.
  ABILITIES
  Stealth: Add 2 to saving throws made for models in this unit when they receive the benefits of cover, instead of 1.
  Fatal Strike: Once per game, at the start of the Shooting phase, you may declare that the unit is using this ability. 
  For the duration of that Shooting phase, this unit can re-roll hit and wound rolls of 1.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, raven guarD
  KEYWORDS
  Infantry, astartes, mor Deythan
  
  127
  11
  Power
  Dark Fury Assault Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Dark Fury
  12”
  3+
  3+
  4
  4
  1
  2
  7
  3+
  Chooser of the Slain
  12”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Chooser of the Slain and 4 Dark Furies. It can include up to 5 additional Dark Furies (Power Rating +11).
  • 
  Each model is armed with two raven’s talons, frag grenades and krak grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Raven’s talons
  Melee
  Melee
  User
  -2
  2
  You can re-roll failed wounds with this weapon. If a model is armed with two 
  raven’s talons, each time it fights it can make 1 additional attack with them. If you 
  roll a 6+ to wound with this weapon, that hit is resolved at AP-3.
  WARGEAR 
  OPTIONS
  • 
  The Chooser of the Slain can take melta bombs.
  ABILITIES
  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.
  Sudden Strike: Models killed by Overwatch can attack as normal when this unit is activated during the following 
  Fight phase.
  Fateful Descent: When deploying via Jump Pack Assault this unit counts as being in cover until the start of your 
  next movement phase.
  Legion Elite: The Chooser of the Slain can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, raven guarD
  KEYWORDS
  Infantry, astartes, JumP PaCk, fly, Dark furIes
  
  128
  18
  Power
  Darkwing Pattern Storm Eagle Gunship
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Darkwing Pattern 
  Storm Eagle Gunship
  20-45”
  6+
  3+
  8
  7
  9-16
  3
  9
  3+
  20-30”
  4+
  5-8
  D3
  20”
  5+
  1-4
  1
  A Darkwing Pattern Storm Eagle Gunship is a single model equipped with a twin heavy bolter, eclipse missiles and two twin lascannons.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Eclipse missiles
  48”
  Heavy 2D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  any hit rolls made for Infantry units that have suffered any hits from shroud 
  bombs,  or eclipse missiles, until the end of the turn.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  ABILITIES
  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.
  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.
  Power of the Machine Spirit: This model does not suffer the penalty to hit rolls for moving and firing Heavy 
  weapons.
  TRANSPORT
  This model can transport 16 <legIon> Infantry models (each JumP PaCk, termInator or PrImarCh model takes 
  up the space of two other models).
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, raven guarD
  KEYWORDS
  vehICle, transPort, fly, DarkwIng
  
  129
  6
  Power
  Strike Captain Alvarex Maun
  Master of Descent
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Alvarex Maun
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Alvarex Maun is a single model armed with a bolt pistol, power sword, frag grenades, krak grenades and carrying in nightfall-pattern strato-
  vox . Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  ABILITIES
  The Bleeding Edge: If this model is set up on the battlefield at the start of the game then, in missions where you 
  are given the option to sieze the initiative, you may re-roll the dice roll to do so. However, if this model is set up as 
  reinforcements, he must arrive on the battlefield at the end of your first movement phase.
  Nightfall-pattern Strato-Vox: If Alvarex Maun is on the table at the start of the turn, any raven guarD astartes 
  units that arrive from reinforcements and are deployed within 12” of him add 1 to their Attacks characteristic in the 
  fight  if they are charged by the enemy in the following enemy turn. In addition, you may re-roll any hit rolls of 1 
  made for friendly raven guarD Basilisks, Medusas, Whirlwinds or Rapiers with Quad Launchers when they target 
  enemy units at least 36” away in the Shooting phase, if the enemy unit is within sight of this model.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly raven guarD units within 6”.
  WARLORD 
  TRAIT
  Co-ordinated Planetstrike: If this model is the warlord and on the battlefield at the start of the turn, raven 
  guarD units in the same detachment arriving using the Drop Pod Assault ability may be deployed 1” closer to the 
  enemy than usual.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, raven guarD
  KEYWORDS
  Infantry, CharaCter, astartes, Praetor, master of the legIon, alvarex maun
  
  130
  7
  Power
  Moritat-Prime Kaedes Nex
  Attached to the 14th Interdiction Company
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Kaedes Nex
  6”
  2+
  2+
  4
  4
  4
  4
  8
  3+
  Kaedes Nex is a single model armed with two fulcrum hand cannon, frag grenades, krak grenades, melta bombs and shroud bombs. Only one 
  of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Fulcrum hand 
  cannon
  18”
  Pistol 1
  4
  -1
  1
  If you roll a 6+ to wound with this weapon, that hit is resolved at AP-3.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Shroud bombs
  12”
  Grenade D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  any hit rolls made for Infantry units that have suffered any hits from shroud 
  bombs until the end of the turn.
  ABILITIES
  Cameleoline: Add 2 to saving throws made for this model when it receives the benefits of cover, instead of 1.
  Chain Fire: This model can add D6 to the Shots characteristic of its Pistol weapons in the Shooting phase (roll 
  separately for each weapon). If it does, this model cannot charge this turn or make any ranged attacks during the 
  next turn.
  Gunfighter: Kaedes Nex may use his fulcrum hand cannon in the Fight phase, in which case their range and type 
  are replaces with Melee. 
  Ill-omened: This model has the Support keyword and may never be chosen as the army’s warlord.
  Refractor field: This model has a 5+ invulnerable save.
  Relentless Stalker: After all other units have been deployed, select one enemy Elites or HQ choice as Nex’s 
  chosen prey. You may then deploy this model. He may be deployed in your deployment zone as usual, or alternatively 
  he may be deployed anywhere on the battlefield more than 9” away from his chosen prey, as long as no enemy model 
  can trace a line of sight to him.
  The Raven’s Vengeance: If Nex targets his chosen prey during the Fight phase, he may re-roll failed Hit rolls. In 
  addition, if the chosen play is slain during a Fight phase in which Nex is involved in the combat, or during a Shooting 
  phase in which Nex inflicted at least one wound on the prey, you score an additional victory point.
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, raven guarD
  KEYWORDS
  Infantry, CharaCter, astartes, morItat, Consul, suPPort, kaeDes nex
  
  131
  21
  Power
  Corvus Corax
  Primarch of the Raven Guard
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Corvus Corax
  14”
  2+
  2+
  6
  6
  9
  7
  10
  2+
  Corvus Corax is a single model armed with the raven’s panoply, two archaeotech pistols and shroud bombs. Only one of this model may be 
  included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Archaeotech Pistol
  12”
  Pistol 1
  6
  -2
  2
  -
  Heavy bolter
  36”
  Assault 3
  5
  -1
  1
  -
  Panoply of the raven 
  lord
  Melee
  Melee
  User
  -3
  2
  You can re-roll failed wounds with this weapon. Any attacks which roll a 6+ to 
  wound cause +1 Damage.
  Shroud bombs
  12”
  Grenade D6
  -
  -
  -
  This weapon does not inflict any damage. Your opponent must subtract 1 from 
  any hit rolls made for Infantry units that have suffered any hits from shroud 
  bombs until the end of the turn.
  UNIT OPTIONS
  Deadly Prey: Corax replaces his 2 Archaeotech pistols with an Assault 3 Heavy bolter, gets +1 Damage when 
  targeting traItor units. Reduce his Move to 8”, his Wounds to 8 and his Attacks to 6, he also loses the JumP PaCk 
  and fly keywords. This version of Corax is Power Rating 19.
  ABILITIES
  The Sable Armour: Corvus Corax has a 5+ invulnerable save. In addition, if he finishes a charge within 1” of an 
  enemy unit, roll a D6; on a 4+ that unit suffers D3 mortal wounds.
  Sire of the XIX Legion: You can re-roll any failed hit and wound rolls with friendly raven guarD units within 
  6” of Corax. While Corax is on the table, friendly raven guarD units add 6” to their move when they Advance instead 
  of rolling a dice.
  The Shadowed Lord: Your opponent must subtract 1 from hit rolls made by ranged weapons that target Corvus 
  Corax. Corax can Fall Back and charge in the same turn.
  Fighting Style: At the begining of the Fight phase pick one of the following - +D3 Attacks; +1 to wound rolls; -1 to 
  hit rolls that target Corax this phase.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  loyalIst, legIones astartes, raven guarD
  KEYWORDS
  Infantry, JumP PaCk, fly, CharaCter, astartes, master of the legIon, PrImarCh, Corvus Corax
  
  132
  Legion XX - Alpha Legion
  Of all the Legiones Astartes, the least is known for certain about the Alpha Legion. All that is known is that the warriors of the Alpha Legion are the 
  unsurpassed masters of misdirection and guile. Most foes have no inkling they are even fighting before the Legion’s masterful stratagems cause their defense to 
  collapse beneath them, torn apart from within so that when the final overwhelming attack finally comes, the enemy’s defeat is total.
  Legion Traits
  If your army is Battle-forged, all alPha legIon Infantry, BIker and DreaDnought units in a detachment gain the following Legion Traits. 
  Note due to their nature, CyBernetICa Cortex, thallax and servo-automata units are the exception and do not benefit from Legion Traits.
  • Mutable Tactics: Before setting up your first unit, pick one ability from the list below. All alPha legIon astartes units gain 
  this ability for the rest of the battle.
  • 
  Feigned Deployment: At the start of the first battle round but before the first turn begins, you can move this unit up to 6”. It cannot end this 
  move within 9” of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
  • 
  Advance Deployment: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 18” from 
  any enemy models.
  • 
  Technical Secrets: When targetting enemy Vehicles, this unit may re-roll Wound rolls of 1.
  • 
  Combat Stimulants: If this unit is charged in the Charge phase, it may re-roll Hit rolls of 1 in the following Fight phase.
  • 
  Advance Surveying: This unit ignores any negative effects from Battlefield Terrain.
  • Martial Hubris: If an alPha legIon primary detachment suffers more destroyed units than the enemy’s primary deatchment then it 
  gives the opponent +1 VP.
  Legion Wargear
  alPha legIon models have access to the following wargear:
  • 
  Any model with access to the Melee Weapons list can take a Power dagger in addition to their normal options..
  • 
  Any CharaCter with Frag grenades can replace them with Venom spheres.
  • 
  Any model with a Grenade harness can replace it with a Venom sphere harness.
  • 
  Any Legion Veteran Tactical Squad, Legion Seeker Squad or Legion Terminator Squad can take Banestrike rounds.
  • 
  Any CenturIon without a current Consul upgrade can be upgraded to a Saboteur Consul.
  WARGEAR
  DESCRIPTION
  Banestrike rounds
  Bolt pistols, boltguns, combi-bolters, the boltgun profile of combi-weapons and heavy bolters have their AP value increased to -2. Special issue boltguns 
  increase the AP value of their standard rounds to -2.
  Saboteur Consul
  • 
  This model loses the CenturIon keyword and gains the saBoteur and Consul keywords.
  • 
  This model has melta bombs.
  • 
  Cameleoline: Add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.
  • 
  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. CharaCter units cannot be targeted by this ability.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Inferno pistol
  6”
  Pistol 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.
  Master-crafted 
  plasma blaster
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  18”
  Assault 2
  7
  -3
  2
  -
  - Supercharge
  18”
  Assault 2
  8
  -3
  3
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Power dagger
  Melee
  Melee
  -1
  -2
  1
  A model equipped with a power dagger can make one additional attack with it 
  each time it fights.
  The instrument
  When attacking with this weapon, choose one of the profiles below.
  - Rapid shot
  36”
  Rapid Fire 2
  5
  -1
  1
  This weapon can target a CharaCter even if it is not the closest enemy unit.
  - Execution shot
  36”
  Heavy 1
  6
  -2
  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 weapon, it inflicts a mortal wound in addition 
  to its normal damage.
  The pale spear
  Melee
  Melee
  User
  -4
  D6
  -
  Venom spheres
  6”
  Grenade D6
  3
  0
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  Venom sphere 
  harness
  12”
  Assault D6
  4
  -1
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  +0
  Power
  
  133
  Legion Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Headhunter Kill Team
  5-10
  17*
  Lernaean Terminator Squad
  5-10
  32*
  Saboteur Consul
  n/a
  +8
  Armillus Dynat
  1
  134
  Exodus
  1
  125
  Autilon Skorr
  1
  89
  Alpharius
  1
  375
   
  Wargear/Weapon
  Points per 
  Item
  Banestrike rounds
  3
  Master-crafted plasma blaster
  0
  Power dagger
  2
  The instrument
  0
  The pale spear
  0
  Venom spheres
  2
  Venom sphere harness
  10
  Legion Rites of War
  The Coils of the Hydra
  This rite may only be taken by a Patrol or Battalion detachment.
  • 
  Signal Corruption: Enemy units deployed as reinforcements must be 1” further away than normal.
  • 
  Subterfuge: If the mission involves rolling to Seize the Initiative, this army may re-roll the dice roll.
  • 
  The Rewards of Treason: This detachment may select a single unit with a different <legIon> keyword as an Elites choice. This may not 
  be a Character or a Primarch, or a unit which armies can only include one of. The chosen unit has the Alpha Legion Traits rather than its 
  usual Legion Traits.
  • Infantry units in this detachment must be deployed transported inside a vehICle, unless they are deployed as reinforcements.
  • 
  With the exception of vIgIlators, this detachment may only include a single Consul.
  • 
  This detachment must include an additional compulsory Troops choice.
  • 
  Your army may not include a Fortification Network detachment.
  • 
  Your army may not include any units with a different <legIon> keyword than the units in this detachment.
  Headhunter Leviathal
  This rite may only be taken by an Outrider detachment.
  • 
  Headhunter Elite: Headhunter Kill Teams must be the compulsory Fast Attack choices in this detachment, and gain the Objective 
  Secured ability.
  • 
  Sudden Strike: If the mission involves rolling to Seize the Initiative, this army may add 1 to the dice roll.
  • 
  False Flags: In the first battle round, any enemy wishing to target an alPha legIon unit in the Shooting phase must first roll equal to or 
  under its Leadership characteristic on 2d6. If it fails, it may not shoot at all that phase.
  • 
  You must kill the enemy Warlord. If you have not achieved this by the end of the game, the enemy player gains D3 victory points.
  • 
  During deployment, any vehICle must be set up in the Second Wave instead of being placed on the battlefield. At the end of your second 
  Movement phase these units can join the battle - set them up so that all models in the unit are within 7” of your rearmost battlefield edge 
  and more than 9” from enemy models.
  • 
  Your army may not include any units without the alPha legIon keyword.
  Legion Stratagem
  Legion Warlord Trait
  NO! I’M ALPHARIUS!
  In addition to this Warlord Trait, your Walord has one randomly 
  selected Legion Warlord Trait. If your Warlord is slain, you can 
  immediately select another Alpha Legion Character in your army to 
  take their place and generate a Warlord Trait for them (including this 
  one). If the mission you are playing grants Victory Points for slaying 
  the enemy Warlord, your opponent will only achieve that objective 
  if all of the Alpha Legion Characters in your army have been slain.
  SUBTERFUGE
  Alpha Legion Stratagem
  Using this Stratagem allows you to re-use a Stratagem that you 
  have already used this phase. This Stratagem costs CP equal to 
  the Stratagem that is re-used +1.
  1+
  CP
  * 
  Does not include wargear
  
  134
  9
  Power
  Headhunter Kill Team
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Headhunter
  6”
  3+
  2+
  4
  4
  1
  1
  7
  3+
  Headhunter Prime
  6”
  3+
  2+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Headhunter Prime and 4 Headhunters. It can include up to 5 additional Headhunters (Power Rating +9).
  • 
  Each model is armed with a combi-bolter, power dagger, bolt pistol, venom spheres, krak grenades and banestrike rounds.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Combi-bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Inferno pistol
  6”
  Pistol 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.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power dagger
  Melee
  Melee
  -1
  -2
  1
  A model equipped with a power dagger can make one additional attack with it 
  each time it fights.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Venom spheres
  6”
  Grenade D6
  3
  0
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its combi-bolter with an item from the Combi-Weapons list.
  • 
  One model can replace its combi-bolter with a heavy bolter with suspensor web.
  • 
  The Headhunter Prime can replace its bolt pistol with a plasma pistol, inferno pistol or power fist.
  • 
  The Headhunter Prime can replace its power dagger with a power weapon or power fist.
  • 
  The Headhunter Prime can take melta bombs.
  ABILITIES
  Concealed Positions: When you set up this unit during deployment, it can be set up anywhere on the battlefield 
  that is more than 9” from the enemy deployment zone and any enemy models.
  Assassins Eye: Enemy CharaCter models within 12” can be targeted even if they are not the nearest visible 
  enemy unit.
  Marked for Death: This unit can re-roll hit and wound rolls of 1, against CharaCter units.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, heaDhunters, astartes
  
  135
  13
  Power
  Lernaean Terminator Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Lernaean Terminator
  4”
  3+
  3+
  4
  4
  2
  2
  8
  2+
  Harrower
  4”
  3+
  3+
  4
  4
  2
  3
  8
  2+
  This unit consists of 1 Harrower and 4 Lernaean Terminators. It can include up to 5 additional Lernaean Terminators (Power Rating +13).
  • 
  Each model is armed with a volkite charger and power axe.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainfist
  Melee
  Melee
  x2
  -4
  2
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Light c-beam cannon
  42”
  Heavy D3
  6
  0
  1
  Attacks from a light c-beam cannon that target enemies at over half its range are 
  resolved at Strength 8, AP -1 and Damage 2.
  Plasma blaster
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  18”
  Assault 2
  7
  -3
  1
  -
  - Supercharge
  18”
  Assault 2
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Venom sphere 
  harness
  12”
  Assault D6
  4
  -1
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  Volkite charger
  15”
  Assault 2
  5
  0
  2
  -
  WARGEAR 
  OPTIONS
  • 
  Any model can replace its power axe with a power fist or chainfist.
  • 
  For every five models in this unit, one can replace its volkite charger with a plasma blaster, heavy flamer or light 
  c-beam cannon.
  • 
  The Harrower can take a venom sphere harness.
  ABILITIES
  Cataphractii Armour: This unit has a 4+ invulnerable save, but you must halve the result of the dice rolled when 
  determining how far this model Advances.
  Stubborn: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.
  Legion Elite: This unit can re-roll hit rolls of 1 during the Fight phase.
  FACTION 
  KEYWORDS
  <fealty>, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, termInator, lernaeans, astartes
  
  136
  7
  Power
  Armillus Dynat
  Harrowmaster of the Alpha Legion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Armillus Dynat
  6”
  2+
  2+
  4
  4
  6
  3
  9
  2+
  Armillus Dynat is a single model armed with a thunder hammer, power sword, krak grenades, venom spheres and a phosphex bomb, and 
  carrying a cognis signum. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Phosphex bomb
  6”
  Grenade 
  D3+1
  5
  -3
  1
  You can re-roll failed wound rolls against Infantry and BIker units. This weapon 
  can only be used once per battle.
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Venom spheres
  6”
  Grenade D6
  3
  0
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Jealous Command: Dynat must be your warlord, unless Alpharius is also present in the army.
  Cognis signum: At the start of the Shooting phase, you can choose one alPha legIon 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.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly alPha legIon units within 6”.
  The Harrowing: When in the enemy deployment zone, alPha legIon astartes and DreaDnought units in the 
  same detachment as Dynat may consolidate 4” and add 1 to any Damage their attacks cause against vehICles.
  WARLORD 
  TRAIT
  Hammerstrike Assault: If this model is the warlord, one Infantry unit in the same detachment can be set up in 
  reserve instead of being set up on the battlefield. At the end of any of your Movement phases this unit can make it’s 
  entrance - set it up anywhere on the battlefield that is more than 9” away from any enemy models.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, astartes, CharaCter, Praetor, master of the legIon, armIllus Dynat
  
  137
  6
  Power
  Exodus
  The Assassin
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Exodus
  6”
  3+
  2+
  4
  4
  5
  3
  8
  3+
  Exodus is a single model armed with The Instrument, a bolt pistol, power dagger, krak grenades, melta bombs and venom spheres, and 
  wearing cameleoline . Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Power dagger
  Melee
  Melee
  -1
  -2
  1
  A model equipped with a power dagger can make one additional attack with it 
  each time it fights.
  The Instrument
  When attacking with this weapon, choose one of the profiles below.
  - Rapid shot
  36”
  Rapid Fire 2
  5
  -1
  1
  This weapon can target a CharaCter even if it is not the closest enemy unit.
  - Execution shot
  36”
  Heavy 1
  6
  -2
  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 weapon, it inflicts a mortal wound in addition 
  to its normal damage.
  Venom spheres
  6”
  Grenade D6
  3
  0
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  ABILITIES
  Cameleoline: Add 2 to saving throws made for this model when it receives the benefits of cover, instead of 1.
  Concealed Position: When you set up this unit during deployment, it can be set up anywhere on the battlefield 
  that is more than 9” from the enemy deployment zone and any enemy models.
  Lone Killer: This model has the suPPort keyword and may never be chosen as the army’s warlord.
  Scout: At the start of the first battle round but before the first turn begins, you can move this unit up to 9”. It cannot 
  end this move within 9” of any enemy models. If both players have units that can do this, the player who is taking the 
  first turn moves their units first.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, suPPort, exoDus
  
  138
  5
  Power
  Autilon Skorr
  Consul-delegatus of the Alpha Legion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Autilon Skorr
  6”
  3+
  3+
  4
  4
  4
  3
  9
  2+
  Autilon Skorr is a single model armed with a bolt pistol, master crafted power axe, frag grenades and krak grenades. Only one of this model 
  may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Master-crafted power 
  axe
  Melee
  Melee
  +1
  -2
  2
  -
  ABILITIES
  Refractor field: This model has a 5+ invulnerable save.
  Desparate for Glory: When playing a mission that requires you to roll a dice to see if an additional turn is played, 
  you may always choose to play the extra turn. During this extra turn, roll a dice each time Skorr suffers a wounding 
  hit; on a 3+ you can ignore the hit.
  FACTION 
  KEYWORDS
  traItor, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, CharaCter, astartes, Consul, Delegatus, master of the legIon, autIllon skorr
  
  139
  19
  Power
  Alpharius
  Primarch of the Alpha Legion
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Alpharius
  8”
  2+
  2+
  6
  6
  8
  7
  10
  2+
  Alpharius is a single model armed with the pale spear a master-crafted plasma blaster, cognis signum, nuncio-vox, cameleoline and venom 
  spheres. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafted 
  plasma blaster
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  18”
  Assault 2
  7
  -3
  2
  -
  - Supercharge
  18”
  Assault 2
  8
  -3
  3
  If this weapon rolls a 1 to hit the bearer suffers a mortal wound.
  The pale spear
  Melee
  Melee
  User
  -4
  D6
  -
  Venom spheres
  6”
  Grenade D6
  3
  0
  1
  This weapon always wounds on a 2+, unless the target model is a vehICle.
  ABILITIES
  The Pythian Scales: Alparius has a 4+ invulnerable save. In addition, weapons that wound on a fixed value require 
  a 6 to wound Alpharius.
  Sire of the XX Legion: You can re-roll any failed hit and wound rolls with friendly Alpha Legion units within 6” 
  of Alpharius. While Alpharius is on the table, friendly Alpha Legion units may re-roll any hit rolls of 1.
  One of Many: During deployment, you can set up Alpharius hidden inside another unit instead of deploying him 
  on the battlefield. Note down which unit he is hidden in. At the end of any of your movement phases this Alpharius 
  can enter battle - set him up within 3” of the noted unit. If the noted unit is destroyed, set Alpharius up immediately, 
  anywhere on the battlefield that is more than 9” away from an enemy model.
  Insidious Mastermind: In missions where a player has the option to sieze the initiative, an army containing 
  Alpharius may seize the initiative on a 4+.
  Heads of the Hydra: If your army is Battle-forged, you recieve an additional 2 Command Points if Alpharius is 
  your Warlord.
  Lord of War: If two models with this ability are participating in the same combat during the Fight phase, they must 
  attempt to move within 1” of each other and direct attacks against each other. Additionally, any abilities which allow 
  re-rolls to hit or to wound in the fight phase may not be used when targeting this model (this does not affect abilities 
  attached to weapon profiles). All damage suffered by this model is reduced by 1 (to a minimum of 1).
  FACTION 
  KEYWORDS
  traItor, legIones astartes, alPha legIon
  KEYWORDS
  Infantry, CharaCter, astartes, master of the legIon, PrImarCh, alPharIus
  
  140
  Blackshields
  The term ‘Blackshields’ came to be used during the period of the Horus Heresy known as the Age of Darkness to cover a wide range of Space Marine outcases, 
  marauders and those of uncertain allegiance or origin. Mystery and suspicion attached themselves to auch warriors regardless of their true loyalties or intentions. 
  Of those Blackshields who were truly rogue, many still fought their war with a bitter fervour that matched that of Loyalist or Traitor while others, perhaps 
  starting on their path through a simple desire to survive, became reavers and renegades intent on forging their own destinies through the stars.
  Blackshield Detachments
  You may decide that a detachment of Legiones Astartes is a Blackshield detachment. Blackshield detachments have some important exceptions 
  and deviations from the usual detachment rules, as detailed below.
  • 
  No Fealty: In matched play games using the Age of Darkness rules, a detachment containing BlaCkshIelD units may only contain other 
  BlaCkshIelD units, and is referred to as a ‘Blackshield detachment’. All units in a Blackshield detachment change their <fealty> and 
  <legIon> keywords to BlaCkshIelD.  
  • 
  Outcasts: Despite being neither Loyalist nor Traitor, Blackshield detachments may be included in loyalIst or traItor armies. If your 
  army includes any non-Blackshield detachments, you must still pick between loyalIst or traItor to apply to those detachments. However, 
  if any non-Blackshield legIones astartes units are within 6” of a BlaCkshIelD unit at the start of the Morale phase, they suffer a -1 to 
  their Leadership characteristic until the end of the phase.
  • 
  Wrought by War: A Blackshield detachment may never select a Rite of War. However, it may select one of the Wrought by War doctrines. 
  All Blackshield detachments in the army must have the same Wrought by War doctrine (or lack of one).
  • 
  Limited Resources: A Blackshield detachment can only include one Consul, and cannot include any of the following units: Praetor, 
  CommanD squaD, taCtICal squaD, DroP PoD, DreaDnought DroP PoD, Deathstorm DroP PoD. In addition, a Blackshield detachment 
  may not have more units with the vehICle keyword than it has units with the Infantry keyword, excluding Dedicated Transports.
  Blackshield Wargear
  BlaCkshIelD models have access to the following wargear:
  • 
  Any unit with access to Boltguns can replace them with Pariah boltguns.
  • 
  Any unit with access to Flamers can replace them with Pariah flamers.
  • 
  Any unit with a 3+ save may take Pariah power armour.
  WARGEAR
  DESCRIPTION
  Pariah power armour
  Models equipped with pariah power has a 3+ save, decreasing to a 5+ against weapons with a Strength characteristic of 6 or higher. However, models 
  equipped with pariah power armour may fire Pistol or Rapid Fire weapons in the Shooting phase even if they Advanced in the Movement phase, though 
  they do so with a -1 to hit moifier.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Calibanite 
  Flammbard
  Melee
  Melee
  +1
  -4
  1
  In the Fight phase, enemy models directing their attacks against the bearer of this 
  weapon suffer -1 to their hit rolls.
  Halo blade
  Melee
  Melee
  +3
  -2
  D3
  -
  Lascarbine
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Laslock
  18”
  Assault 1
  4
  0
  1
  -
  Pariah boltgun
  16”
  Assault 2
  4
  0
  1
  -
  Pariah flamer
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  8”
  Assault D6
  3
  0
  1
  This weapon automatically hits its target.
  - Overpressure
  12”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target. Roll a D6 after firing this weapon; on a 1, 
  the bearer is slain after all of this weapon’s shots have been resolved.
  Xenos Deathlock
  18”
  Assault 2
  5
  -2
  1
  Enemy models slain by this weapon in the Shooting phase count as two models in 
  the following Morale phase. 
  Blackshield Points
  Unit
  Models 
  per Unit
  Points per 
  Model
  Blackshield Marauder Squad
  5-20
  13/10
  Blackshield Reaver Lord
  1
   74
  Blackshield Reaver Lord on Bike
  1
  98
  Blackshield Reaver Lord on Jetbike
  1
  108
  Blackshield Reaver Lord with Jump Pack
  1
  93
  Blackshield Reaver Lord in Cataphractii Armour
  1
  125
  Blackshield Reaver Lord in Tartaros Armour
  1
  126
  The Nemean Reaver
  1
  122
   
  Wargear/Weapon
  Points per 
  Item
  Calibanite Flammbard
  0
  Halo Blade
  21
  Iron halo & kitcharion warplate
  0
  Lascarbine
  -1
  Laslock
  0
  Pariah boltgun
  0
  Pariah flamer
  9
  Xenos Deathlock
  10
  
  141
  Wrought by War Doctrines
  Death Seekers
  These blackshields are motivated by an all-consuimg drive to offer up their lives on the altar of war.  Psychologically unstable, either as a result of what they 
  have witnessed or endured or through brutally enforced psycho-indoctrination, death has become the centre of their being.
  • 
  Inured to Pain: astartes models in this detachment ignore casualties from shooting for the purposes of taking Morale tests. In addition, 
  whenever an astartes model in this detachment suffers a wound, roll a D6; on a 6, that wound is ignored.
  • 
  The Lure of Battle: astartes units in this detachment must pass a Leadership test if they with to end their move further away from any 
  visible enemy model than they were at the start of the Movement phase. If this test is failed, the unit moves D6” towards the nearest enemy 
  unit, stopping 1” away. Units are not subject to thie rule if inside a Fortification or embarked on a building or transport.
  Orphans of War
  Having seen betrayal, atrocity and unthinking carnage at the behest of distant and uncaring masters, these warriors are hardened veterans who have survived 
  against the odds and now trust only in the man next to them in the line of battle. For any great cause or primarch they have only scorn.
  • 
  Brothers Through All: If an astartes unit in this detachment is within 6” of a friendly BlaCkshIelD astartes unit of at least five models 
  at the start of the Morale phase, it may add 1 to it’s Leadership for the duration of that phase. If an astartes unit in this detachment is 
  within 6” of a friendly BlaCkshIelD astartes unit of at least five models at the start of the Shooting or Assault phase, it it may re-roll 
  results of 1 to hit for the duration of that phase. astartes units in this detachment may not claim any other bonus to their Leadership 
  granted by other models.
  • 
  No Gods, No Masters: No detachment in your army (Blackshield or otherwise) can include ChaPlaIns, Agents of the Imperium or 
  Agents of the Warmaster.
  Outlanders
  Seeing the depths to which both sides will sink in order to destroy the other, these blackshields have washed their hands of either side, and are now pursuing 
  their own goals, having turned towards the path of the marauder and void-corsair to determine their fate.
  • 
  Void Reavers: Up to half of the Infantry units in the army who do not deploy inside a transport vehicle may be given the Unstable 
  Teleportation ability in the deployment phase.
  • 
  Unstable Teleportation: 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. After setting up the unit, roll a D6; on a roll of a 1, that unit suffers D3 mortal wounds.
  • 
  Unsanctioned Weaponry: Any model with access to a combi-bolter in the detachment can replace it with a xenos deathlock. Any character 
  model in the detachment can take rad grenades.
  • 
  The Shadow of Oblivion: Make a note of the number of BlaCkshIelD units in your army and share this with your opponent. Once half 
  of those units have been destroyed, this rule takes effect. At the start of each of your turns, make a Leadership test for each remaining 
  BlaCkshIelD unit; if the test is failed, that unit flees the battle and is destroyed.
  Chymeriae
  As the age of darkness progressed, there came into being Astartes that simply should not have existed. Some were the by-blows of failed rapid impantation and 
  psycho-indoctrination procedures, others the result of prohibited experimentation on gene-seed stock or the influence of maligh forces from beyond.
  • 
  Chymeriae Attributes: At the start of the game, before deployment, you must choose one of the following options, which apply to all 
  BlaCkshIelD astartes models in the army for the rest of the battle.
  • 
  Tough: Add 1 to their Strength and Toughness characteristics and reduce their Initiative characteristic by 1. Models with this ability recude 
  their Advance and Charge moves by 1”.
  • 
  Skilled: Add 1 to their Ballistic and Weapon Skill characteristics (so, 3+ becomes 2+) and reduce their Leadership characteristic by 2.
  • 
  Furious: Reduce their Ballistic Skill characteristic by 1 (so, 3+ becomes 4+). Models with this ability may re-roll Charge rolls and increase their 
  Attacks by 1 on a turn in which they Charged. This unit must always consolidate as far as possible towards the nearest enemy unit.
  • 
  Shunned and Distrusted: You may not include any non-Blackshield detachment in your army, with the exception of Fortifications.
  Legion Stratagem
  Legion Warlord Trait
  CHARISMATIC PRESENCE
  This model, and any BlaCkshIelDs units within 3” of him, may 
  ignore the effects of the ‘Outcasts’ trait on other models - they do not, 
  therefore, inflict the usual -1 Leadership penalty on nearby legIones 
  astartes. 
  STRIKE ONLY FROM A 
  POSITION OF STRENGTH
  Blackshield Stratagem
  Use this Stratagem before the roll to see who picks the 
  deployment map. You can choose to add 1 to your dice roll.
  1
  CP
  
  142
  Blackshield Marauder Squad
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Marauder
  6”
  3+
  3+
  4
  4
  1
  2
  7
  3+
  Marauder Chief
  6”
  3+
  3+
  4
  4
  1
  2
  8
  3+
  This unit consists of 1 Marauder Chief and 4 Marauders. It can include up to 5 additional Marauders (Power Rating +5), up to 10 additional 
  Marauders (Power Rating +10) or up to 15 additional Marauders (Power Rating +10).
  • 
  Each model is armed with a bolt pistol, frag grenades, krak grenades and either a combat blade, chainsword or chainaxe.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Astartes shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this weapon’s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Chainaxe
  Melee
  Melee
  +1
  -1
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Grenade launcher
  When attacking with this weapon, choose one of the profiles below.
  - Frag grenades
  24”
  Assault D6
  3
  0
  1
  -
  - Krak grenades
  24”
  Assault 1
  6
  -1
  D3
  -
  Hand flamer
  6”
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy chainsword
  Melee
  Melee
  +2
  0
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  Lascutter
  Melee
  Melee
  9
  -3
  D3
  When attacking with this weapon, a model may only ever make a single attack
  Lightning claw
  Melee
  Melee
  User
  -2
  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.
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if the target is a vehICle.
  Pariah boltgun
  16”
  Assault 2
  4
  0
  1
  -
  Pariah flamer
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  8”
  Assault D6
  3
  0
  1
  This weapon automatically hits its target.
  - Overpressure
  12”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target. Roll a D6 after firing this weapon; on a 
  1, the bearer is slain after all of this weapon’s shots have been resolved.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  - Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been 
  resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below.
  - Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  - Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain.
  Power axe
  Melee
  Melee
  +1
  -2
  1
  -
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1 from the hit roll.
  Power lance
  Melee
  Melee
  +2
  -1
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Rotor cannon
  30”
  Rapid Fire 3
  3
  0
  1
  -
  Xenos Deathlock
  18”
  Assault 2
  5
  -2
  1
  Enemy models slain by this weapon in the Shooting phase count as two models 
  in the following Morale phase. 
  WARGEAR 
  OPTIONS
  • 
  Any model can take one of the following options: lascarbine, astartes shotgun, laslock, bolt pistol, bolter, pariah 
  bolter, heavy chainsword, lascutter.
  • 
  Alternatively, for every five models in the unit, one Marauder can take one of the following options: sniper rifle, 
  xenos deathlock, flamer, pariah flamer, rotor cannon, grenade launcher (frag & krak), heavy flamer, meltagun, 
  plasma gun, heavy bolter, missile launcher (frag & krak), multi-melta OR replace their bolt pistol with a plasma 
  pistol or hand flamer OR replace their combat blade with a power weapon.
  • 
  One Marauder can take a nuncio-vox.
  • 
  The Marauder Chief can replace his chainsword with a power first, lightning claw or thunder hammer.
  • 
  The Marauder Chief can take a combi-weapon or a plasma pistol.
  • 
  The Marauder Chief can take melta bombs.
  FACTION 
  KEYWORDS
  BlaCkshIelD, legIones astartes
  KEYWORDS
  Infantry, astartes, marauDer squaD
  5
  Power
  
  143
  Blackshield Reaver Lord
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Reaver Lord
  6”
  2+
  2+
  4
  4
  5
  4
  9
  2+
  Reaver Lord
  on Bike
  14”
  2+
  2+
  4
  5
  6
  4
  9
  2+
  Reaver Lord
  in Cataphractii Armour
  4”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  Reaver Lord
  in Tartaros Armour
  6”
  2+
  2+
  4
  4
  6
  4
  9
  2+
  • 
  A Reaver Lord is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades.
  • 
  A Reaver Lord 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 Reaver Lord in Tartaros/Cataphractii Armour is a single model armed with a power weapon and combi-bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with this weapon.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Grenade harness
  12”
  Assault D6
  4
  -1
  1
  -
  Halo blade
  Melee
  Melee
  +3
  -2
  D3
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  UNIT OPTIONS
  A Reaver Lordcan take one of the following upgrades:
  • 
  A Reaver Lord can be upgraded to a Reaver Lord on Bike (+1 Power Rating). If it does, it replaces its Infantry 
  keyword with BIker.
  • 
  A Reaver Lord 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 Reaver Lord can be upgraded to a Reaver Lord in Tartaros Armour or in Cataphractii Armour (+3 Power 
  Rating). If it does, it gains the termInator keyword.
  • 
  A Reaver Lord 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.
  WARGEAR 
  OPTIONS
  • 
  This model can replace its chainsword with an item from the Pistols or Melee Weapons lists or for a Halo Blade.
  • 
  This model can replace its bolt pistol with an item from the Pistols or Melee Weapons lists.
  • 
  This model can replace take either a bolter, pariah bolter, combi-weapon, volkite charger or xenos deathlock.
  • 
  This model can take an item from the Protective Wargear list* or an Iron Halo.
  • 
  This model can replace its combi-bolter and/or power weapon with items from the Melee Weapons list or for a Halo 
  Blade.
  • 
  This model can replace its combi-bolter with items from the Ranged Weapons list or for a xenos dealthlock..
  • 
  This model can take digital lasers.
  • 
  This model can take melta bombs*.
  • 
  A Reaver Lord in Tartaros/Cataphractii Armour can take a grenade harness.
  *       Not available to a Reaver Lord in Tartaros/CataphractiiArmour.
  ABILITIES
  Iron Halo: This model has a 4+ invulnerable save.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly BlaCkshIelD units within 6”.
  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 4+ invulnerable save, but you must 
  halve the result of the dice rolled when determining how far this model Advances.
  Jump Pack Assault: During deployment, a unit equipped with a jump pack can be set 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
  BlaCkshIelD, legIones astartes
  KEYWORDS
  Infantry, CharaCter, reaver lorD, astartes
  5
  Power
  
  144
  The Nemean Reaver
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  The Nemean Reaver
  6”
  2+
  2+
  4
  5
  5
  3
  9
  2+
  The Nemean Reaver is a single model armed with a calibanite flammbard, master-crafted bolt pistol, frag grenades and krak grenades and 
  wearing an iron halo and kitharion warplate. Only one of this model may be included in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Calibanite 
  Flammbard
  Melee
  Melee
  +1
  -4
  1
  In the Fight phase, enemy models directing their attacks against the bearer of 
  this weapon suffer -1 to their hit rolls.
  Frag grenade
  6”
  Grenade D6
  3
  0
  1
  -
  Master-crafed bolt 
  pistol
  12”
  Pistol 1
  4
  0
  2
  -
  Krak grenade
  6”
  Grenade 1
  6
  -1
  D3
  -
  ABILITIES
  Iron Halo & Kitharion Warplate: This model has a 4+ invulnerable save. In addition, if a weapon would 
  cause a random amount of damage against this model, the dice roll is assumed to be a 1.
  Rites of Battle: You can re-roll hit rolls of 1 made for friendly BlaCkshIelD units within 6”.
  Scars of the Xenocide: This model is not affected by any Ability that would lower his Leadership characteristic.
  Wrought by War (Outlanders): The Nemean Reaver, and thus any BlaCkshIelDs in the same army, use the 
  Outlanders doctrine when deciding their Wrought by War rules.
  WARLORD 
  TRAIT
  First Lord of the Dark Brotherhood: Enemy units within 1” of friendly BlaCkshIelD units within 12” of this 
  model at the start of the Morale phase suffer a -1 penalty to their Leadership characteristic until the end of the phase.
  FACTION 
  KEYWORDS
  BlaCkshIelD, legIones astartes
  KEYWORDS
  Infantry, CharaCter, reaver lorD, voID harDeneD, nemean reaver, astartes
  6
  Power
  
  145
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/1) Codex & Index/2) Codexes/40K 8e - Codex Horus Heresy Legiones Astartes Legions Fandex.pdf