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Loyalist Legiones Astartes Faction Rulebook for Horus Heresy Age of Darkness 2nd Edition

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Published by gang.hexagrammaton, 2023-08-12 00:25:20

Liber Astartes

Loyalist Legiones Astartes Faction Rulebook for Horus Heresy Age of Darkness 2nd Edition

I ST LEGIONES ASTARTES DARK ANGELS T he Dark Angels returned from the outer edges of the galactic darkness to learn too late of the massacres at Isstvan. Too far away from any hope of intervening, they were a Legion incensed, willing to roar their defiance and seek retribution. Foreseeing this eventuality, Horus dispatched the Night Lords Legion to wreak havoc in the sectors around Thramas, hoping to draw in the First Legion and contain their fury away from his own advance. The vengeful Dark Angels were drawn to Thramas by word of the atrocities being perpetrated, and led a counter-invasion to retake the region for the Imperium. The two Legions engaged in a bitterly contested conflict that dragged on for more than three years and saw the ruin of dozens of worlds across four inhabited sectors. The stalemate was ended when the Dark Angels unleashed their arsenal of forbidden weaponry upon the Night Lords, reducing them to a crippled and scattered Legion. By this time, the Ruinstorm occluded most of the eastern Imperium, and the Dark Angels were unable to strike at the heart of Horus’ Dark Empire. Instead, they fought alongside the Ultramarines and Blood Angels in the galactic east, beating back the Shadow Crusade and dozens of isolated Traitor elements. Elsewhere, isolated Dark Angels fleets and bastions across the galaxy joined with other Loyalist forces to resist the Traitors’ advance. As the great warp storms began to dissipate, the pragmatic Lion embarked on a punitive campaign against the Traitors that came to be known as the Passage of the Angel of Death. His Legion was a bolt of hatred cast across the southern Imperium, bringing ruin to the home worlds of the Death Guard and the Emperor’s Children Legions, and any other Traitor stronghold they came upon. The Dark Angels also became embroiled in the great Cataclysm of Iron, unleashing the Lion’s sanction with impunity on all who turned their face from the Emperor. Only at the last, when news of Horus’ siege on Terra reached the Dark Angels, did they end their vicious campaign and turn back towards the Imperial core. Legiones Astartes (Dark Angels) All models with this special rule are subject to the following provisions: The Hexagrammaton All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selection process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrammaton rules that follow for details. *Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed. Arsenal of the First Legion Models with this special rule gain access to unique Wargear options (see The Armoury of the Dark Angels on page 156). Scions of the Hekatonystika Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with this special rule may select the Paladin of the Hekatonystika Consul upgrade. The First Legion A Warlord with this special rule may select a Warlord Trait from the Dark Angels Warlord Trait list.


Stormwing Unit Sub-type All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Hit when rolling To Hit as part of a Shooting Attack (including during a Reaction) with a bolter, combi- bolter or bolt pistol. Deathwing Unit Sub-type All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Hit when rolling To Hit in an assault with one of the following weapons: chainsword, force sword, power sword, Terranic greatsword, Calibanite warblade, Charnabal sabre, and Paragon blades or close combat weapons modelled as swords. In addition, a model with the Vehicle Unit Type gains a +1 bonus to the Strength of all Hits inflicted as part of a Ram Attack (up to a maximum of Strength 10). Dreadwing Unit Sub-type All modelsin a unit underthe effect of this Hexagrammaton Unit Sub-type reduce the Strength of all attacks made againstthem with Flame, Plasma, Volkite and Phosphex weapons by -1, and force all attacks made against them with the Poisoned (X)specialrule to increase the roll needed to Wound by 1 (to a maximum of 6+). Ironwing Unit Sub-type All models in a unit under the effect of this Hexagrammaton Unit Sub-type may re-roll failed To Hit rolls of ‘1’ when targeting an enemy model with the Vehicle Unit Type. Additionally, a model with this Unit Sub-type and the Vehicle Unit Type makes all Snap Shots at BS 2 instead of BS 1. Firewing Unit Sub-type All models in a unit under the effect of this Hexagrammaton Unit Sub-type gain a bonus of +1 To Wound when attacking a unit that contains at least one model with the Independent Character special rule. Ravenwing Unit Sub-type All models in a unit under the effect of this Hexagrammaton Unit Sub-type, other than models with the Vehicle Unit Type, add +1 to the distance moved when the unit Runs, and models with the Cavalry Unit Type may also re-roll any failed Shrouded Damage Mitigation rolls. Models with this Unit Sub-type and the Vehicle Unit Type instead add +2 to their Movement Characteristic when moving at Cruising Speed. Hexagrammaton Unit Sub-types All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select a Hexagrammaton Unit Sub-type (some models may be required to select a specific Unit Sub-type – this will be noted on their Army List Profile). All models in a unit must select the same Hexagrammaton Unit Sub-type (a model selected as a Dedicated Transport must select the same Unit Sub-type as the unit it is selected for). However, a Legion Techmarine Covenant or Legion Apothecarion Detachment may select a different Hexagrammaton Unit Sub-type for each model in the unit – but when these models are assigned to other units, they must be assigned to a unit that includes at least one model with the same Hexagrammaton Unit Sub-type. Additionally, a unit selected as a Retinue may have a different Hexagrammaton Unit Sub-type than the model selected as its Leader. Models with the Independent Character special rule and a Hexagrammaton Unit Sub-type may join units that include models with a different Hexagrammaton Unit Sub-type. Models in a unit only gain the benefits of a Hexagrammaton Unit Sub-type if that unit is made up entirely of models with the Legiones Astartes (Dark Angels) special rule, and at least one model with a Hexagrammaton Unit Sub-type. However, the models in a unit may only benefit from the rules of a single Hexagrammaton Unit Sub-type in any Game Turn. If, at the start of a player’s turn, any unit under that player’s control includes models with different Hexagrammaton Unit Sub-types then the controlling player must select one of those Hexagrammaton Unit Subtypes, whose benefits will be applied to the models in that unit until the start of the controlling player’s next turn – any other Hexagrammaton Unit Sub-types will grant no benefit to that unit for the duration of that Game Turn. While Embarked on any model, a unit gains no benefit from any Hexagrammaton Unit Sub-types that any model it includes may possess, but the model they are Embarked on may benefit from any Hexagrammaton Unit Sub-type that it itself possesses.


Marshal of the Crown In the complex language of ciphers and allegory that the Dark Angels use to mark their armour, the crown speaks of authority – though not always that of the crude ranks that others use to label the warriors of the Legiones Astartes. To the Dark Angels, the crown is a symbol of moral authority, marking a warrior that stands as a paragon of some aspect of the Legion, one that others of the same aspect will follow into fire and death without hesitation. A Warlord with this Trait must select one of the Hexagrammaton Unit Sub-types. All units that include at least one model with the corresponding Unit Sub-type and at least one model with line of sight to the Warlord gain +1 Leadership (to a maximum of 10). In addition, an army whose Warlord has this Trait may make an additional Reaction in a Phase of the opponent’s turn dictated by the Hexagrammaton Unit Sub-type possessed by the Warlord: • Deathwing, Dreadwing – Assault phase • Stormwing, Ironwing – Shooting phase • Ravenwing, Firewing – Movement phase This additional Reaction may only be made as long as the Warlord has not been removed as a casualty. Seneschal of the Keys The armorial markings of the Dark Angels are a language that shows the true purpose of each warrior, for each member of that Legion is a precise weapon carefully forged for a specific use. Amongst these symbols, the key is a most potent emblem, one that attests to a secret knowledge of one of the Orders of the Hekatonystika, a true weapon against one of the universe’s great terrors. A warrior that bears this mark waits for the call to war from his superiors or his Primarch, a time when he must unleash the hidden knowledge he bears to vanquish the foes that stalk the Imperium. A Warlord with this Trait may select any one Faction (for example, Mechanicum, Dark Mechanicum, Daemons of the Ruinstorm, Legiones Astartes (X), etc). Once per battle, the Warlord’s controlling player may, at the start of any of their own turns, declare that turn to be Decisive. During the Decisive turn, the Warlord and all models in a unit he has joined may increase their WS or BS by +1 when making attacks against a unit that includes at least one model from the chosen Faction. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty. Dark Angels Warlord Traits A Warlord with the Legiones Astartes (Dark Angels) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits: Dark Angels Advanced Reaction This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (Dark Angels) special rule. Unlike Core Reactions, Advanced Reactions are activated in unique and specific circumstances, as noted in their descriptions, and can often have game-changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. The Angels of Death – This Advanced Reaction may be made once per battle, when a Charge is declared for an enemy unit targeting one of the Reactive player’s units. Before the Charge is resolved, the Reactive player must make a Leadership test using the lowest Leadership Characteristic in the unit making this Reaction. If the Leadership test is passed then all models in the Reacting unit gain the Fearless and Fear (2) special rules until the end of the controlling player’s next turn. If the Leadership test is failed then all models in the unit making this Reaction instead gain the Stubborn and Fear (1) special rules until the end of the controlling player’s next turn.


Rite of War: The Eskaton Imperative When the Lion decrees that a world must die, it is the veterans of the Dreadwing that assume command of such operations. The warriors of that grim brotherhood take the lead, opening the forbidden vaults of the techno-arcane and searing the battlefield with dire weapons of annihilation. Effects • Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads and Dreadwing Interemptor Squads may be taken as Troops choices in a Detachment using this Rite of War. • All models with the Dreadwing Unit Sub-type in a Detachment using this Rite of War automatically pass any Dangerous Terrain tests they are called upon to make without any dice being rolled. • For the duration of the battle, all Open Terrain areas of the battlefield outside of any player’s Deployment Zone count as Difficult Terrain. Those areas previously defined as Difficult Terrain (woods, ruins, etc) remain as Difficult Terrain, while Impassable Terrain and Dangerous Terrain, Fortifications and Buildings are unaffected by this rule. Before any models are deployed, the controlling player may choose to place up to two Eskaton markers (represented by spare dice, bases or any other token no larger than a 25mm base) anywhere in the playing area that is 6" from a battlefield edge or any player’s Deployment Zone. The area within 6" of an Eskaton marker, including terrain pieces within the zone of this effect, are counted as Dangerous Terrain in addition to any other effects for the duration of the battle. • All models with the Dreadwing Unit Sub-type in a Detachment using this Rite of War gain +1 to all To Wound rolls made against models in any zone of Area Terrain or Terrain Piece that counts as Dangerous Terrain including any models forced to count other types of terrain as Dangerous Terrain by another special rule. Limitations • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Dreadwing Unit Sub-type or be Lion El’Jonson. • All units selected as Troops choices, Legion Destroyer Assault Squads and Legion Mortalis Destroyer Squads in a Detachment using this Rite of War must have the Dreadwing Unit Sub-type. • If, at the end of the battle,there are enemy unitsin the opposing player’s Deployment Zone that are not Pinned or Falling Back,the opposing player gains +D3 Victory points. • Detachments using this Rite of War may not take Fortification choices. Rite of War: The Steel Fist The Ironwing holds sway over the vast armouries of the Dark Angels, commanding a force of war engines greater than any other Legion. When the First Legion is committed to battle under the aegis of these masters of destruction, it does so as a Steel Fist, striking a blow that shatters the enemy at a single stroke and grinds their forces into oblivion under the unforgiving tracks of its war engines. Effects • Legion Predator Squadrons may be selected as Troops choices for a Detachment using this Rite of War. • Legion Kratos Squadrons may be selected as Elites choices for a Detachment using this Rite of War. • All units in a Detachment using this Rite of War made up entirely of models with the Infantry Unit Type, the Ironwing Unit Sub-type and with 10 or fewer models may take a Legion Land Raider Proteus Carrier as a Dedicated Transport, or, if the unit includes more than 10 models, a Legion Land Raider Spartan. Limitations • All units made up entirely of models with the Infantry Unit Type in a Detachment using this Rite of War must begin the battle Embarked on a model with the Transport Sub-type that has sufficient Transport Capacity to carry them. This may not be a Vehicle with the Flyer Sub-type. • All units selected as Troops choices, Legion Predator Squadrons and Legion Kratos Squadrons in a Detachment using this Rite of War must have the Ironwing Unit Sub-type. • No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault. • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ironwing Unit Sub-type or be Lion El’Jonson. Dark Angels Rites of War A Detachment which has the Legiones Astartes (Dark Angels) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule:


Rite of War: The Storm of War The Stormwing are masters of the open battlefield, artists of shot and shell. When the Dark Angels muster for war in all their glory, it is the Marshals of the Storm of War that plan and order the battles that will shatter the foe’s armies and grind their empires into dust. When the Storm of War is unleashed, it sweeps clean the battlefield as a wave of unstoppable force. Effects • Any Legion Tactical Squads, Legion Despoiler Squads or Legion Assault Squads selected as part of a Detachment using this Rite of War and consisting of at least 20 models may include a Legion Centurion. A Legion Centurion selected in this manner does not use up a Force Organisation slot but must be paid for from the army’s points total as normal. The Centurion is considered part of the squad he is purchased for and may not leave it during play nor select any Consul upgrades. A Legion Centurion selected in this manner may not be chosen as the army’s Warlord and must have the Stormwing Unit Sub-type. • All models with both the Character and Stormwing Unit Sub-type gain the Stubborn special rule, including any Centurion selected for unit using this rules presented as part of this Rite of War. • Legion Tactical Squads, Legion Despoiler Squads and Legion Assault Squads may be selected as Elites choices in a Detachment using this Rite of War. • Legion Assault Squads may be selected as Fast Attack choices in a Detachment using this Rite of War. Limitations • All Legion Tactical Squads, Legion Despoiler Squads and Legion Assault Squads in a Detachment using this Rite of War must have the Stormwing Unit Sub-type. • All Compulsory Troops choices in a Detachment using this Rite of War must take the maximum number of models possible for that unit. • No Legion Tactical Squad or Legion Despoiler Squad selected in a Detachment using this Rite of War may take a Dedicated Transport. • No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault. • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Stormwing Unit Sub-type or be Lion El’Jonson. Rite of War: The Unbroken Vow Duty weighs heavily upon the oath-bound warriors of the Deathwing, once sworn to a task they will let no obstacle bar them from its completion. On the battlefield not even death will stay their advance and where others would retreat in the face of annihilation, the Deathwing stands unmoved. When war dictates that the impossible must be achieved, it is the warriors of the Deathwing to which the First Legion turns. Effects • Legion Veteran Squads, Legion Tartaros Terminator Squads and Legion Cataphractii Terminator Squads may be selected as Troops choices in a Detachment using this Rite of War. • Models with the Independent Character special rule and the Deathwing Unit Sub-type from a Detachment using this Rite of War gain +1 Attack while within 12" of any Objective. • All models in a Legion Veteran Squad, Legion Tartaros Terminator Squad or Legion Cataphractii Terminator Squad chosen as part of a Detachment using this Rite of War gain the Heart of the Legion special rule. Limitations • After deployment has been completed, the controlling player must place a single additional Objective at the centre of the battlefield or as close as possible. At the end of the battle, if the controlling player does not control this Objective the opposing player gains +1 Victory point, or +D3 Victory points if the opposing player controls it instead. • All Legion Tartaros Terminator Squads, Legion Cataphractii Terminator Squads and Legion Veteran Squads in a Detachment using this Rite of War must have the Deathwing Unit Sub-type. • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Deathwing Unit Sub-type or be Lion El’Jonson.


Rite of War: The Seeker’s Arrow “The arrow knows the path.” – this saying holds great meaning for the masters of the Ravenwing, a formation known for adhering to strange truths acquired from distant worlds, but also for their success on the field of war. When given charge of their brothers, they are like an arrow set to flight: graceful, unerring and deadly. Effects • Legion Sky-hunter Squadrons and Legion Outrider Squadrons may be selected as Troops choices in a Detachment using this Rite of War. • Independent Character models in a Detachment using this Rite of War that have the Cavalry Unit Type and Ravenwing Unit Sub-type gain the the Rampage (2) special rule. • All units made up entirely of models with the Cavalry or Infantry Unit Types and the Ravenwing Unit Sub-type gain the Outflank special rule. Limitations • A Detachment using this Rite of War may not include models with the Vehicle Unit Type that do not also have the Fast, Skimmer or Flyer Unit Sub-types. • A Detachment using this Rite of War may only include a single Heavy Support choice. • All units selected as Troops and Fast Attack choices in a Detachment using this Rite of War must have the Ravenwing Unit Sub-type. • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ravenwing Unit Sub-type or be Lion El’Jonson. Rite of War: The Serpent’s Bane Named for the Ancient Terran proverb upon which many Firewing doctrines are based, a force led and organised by these pragmatic warriors will always seek to cut the head from the serpent. To achieve the destruction of enemy command assets, Firewing commanders ensure that all units are fully briefed on priority targets and the methods by which they may be best purged, citing knowledge and determination as the greatest of weapons. Effects • Legion Seeker Squads may be taken as Troops choices in a Detachment using this Rite of War. • At the start of the battle, the controlling player must select three enemy Primarch, HQ, Elites or Lords of War choices as Priority Targets and declare the chosen units to their opponent. All models in a unit from this Detachment that includes at least one model with the Firewing Unit Sub-type may add +1 to all To Hit rolls made against these Priority Targets or any unit that a Priority Target has joined. If the enemy army does not include at least three Primarch, HQ, Elites or Lords of War choices then any other units in the enemy army may be designated to fill the remaining required Priority Targets. • Models with both the Character and Firewing Unit Sub-types in a Detachment using this Rite of War gain +1 Attack when locked in combat with a Priority Target unit. • Up to three units selected as Troops choices in a Detachment using this Rite of War that have the Firewing Unit Sub-type may be given the Infiltrate special rule. Limitations • All units selected as Troops choices in a Detachment using this Rite of War must have the Firewing Unit Subtype. • At the end of the battle, the opposing player scores +3 Victory points for each Priority Target unit that has at least one model on the battlefield and is neither Pinned or Falling Back. • If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Firewing Unit Sub-type or be Lion El’Jonson.


THE ARMOURY of THE DARK ANGELS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Dark Angels) Faction and exemplifies the nature of that Legion. The Weapons of Old Night As the First Legion, the Dark Angels were originally outfitted with a panoply of arms drawn not from the fruits of the Emperor’s pact with Mars, but instead from the arsenal of the Unification Wars of Ancient Terra; relic weapons and technologies of great potency but often difficult to replicate and even treacherous, many of which would later be forbidden. Long after the other Legions were formed, and the Great Crusade ratified and standardised much of the Legiones Astartes wargear so that it could be replicated on Forge Worlds across the Imperium, the Dark Angels retained many of these ancient and potent relics, as well as the techno-arcana that resided within them. These they continued to employ solely within the Legion; weapons whose secrets were never fully yielded to Mars or their Space Marine brethren by the Emperor’s own command. Any model with the Character Unit Sub-type and the Legiones Astartes (Dark Angels) special rule may exchange a power sword for a Calibanite warblade for +5 points. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Calibanite warblade - +1 3 Melee, Rending (6+) Any model with the Legiones Astartes (Dark Angels) special rule may exchange a plasma gun or twin-linked plasma gun for a plasma repeater for +5 points or a plasma burner for +10 points each. In the case of units with multiple plasma guns, all such weapons in the same unit must be upgraded to the same weapon if either option is chosen. All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Plasma repeater 12" 6 4 Assault 3, Gets Hot, Twin-linked, Breaching (4+) Plasma burner Template 6 4 Assault 1, Breaching (4+) Any model with both the Independent Character and Legiones Astartes (Dark Angels) special rules may exchange a power fist for a Terranic greatsword for no additional cost. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Terranic greatsword - +2 3 Melee, Two-handed, Rending (5+), Murderous Strike (5+) Any models with the Legiones Astartes (Dark Angels) special rule that have a missile launcher may take stasis missiles in addition to any other missiles available to them for +5 points per model, all such weapons in the same unit must be upgraded with the same option. All weapons listed here are counted as ‘Missile’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Stasis missiles 24" 4 - Heavy 1, Blast (3"), Concussive (1)


Legiones Consularis: Paladin of the Hekatonystika ..............+30 Points Veiled in allegory and obscure symbolism, the Orders of the Hekatonystika bore the heavy burden of keeping the most secret and dangerous knowledge acquired on the battlefield. Many of the Legion’s most veteran warriors were initiates of the Orders and wore their colours with pride on the field of battle. Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Dark Angels) special rule may be upgraded to a Paladin of the Hekatonystika Consul instead of selecting any of the standard Consul upgrades, which grants the following benefits: Special Rules A Paladin of the Hekatonystika must be given one of the Orders of the Hekatonystika options available to the Inner Circle Knights Cenobium at no additional points cost and must increase his WS to 6 and Ld to 10. In addition, a Paladin of the Hekatonystika gains the Stubborn and Adamantium Will (3+) special rules. Wargear A Paladin of the Hekatonystika must take a Terranic greatsword for no additional points cost. “Death took many forms during the Age of Darkness, flying on silent wings or roaring with its raw, red maw. Its horrors did not make me quail, until the morn death came as an angel of grim determination, clad in darkness and bone. That day courage and I both fled, and I alone of my brethren lived to tell the tale.” Testament of Veltrani, survivor of Kerro-Val


PRIMARCH Lion El’Jonson was regarded as the most pragmatic and ruthlessly efficient commander of the Great Crusade. His was the task of rooting out those threats which the Imperium most feared, and he undertook it with peerless valour. Perhaps this quality was moulded into the Lion in his formative years, where he grew and learned to survive alone in the trackless, monster-haunted forests of Caliban. There the young Primarch faced a constant struggle against nigh-insurmountable odds which taught him that to hesitate once committed led only to death, while stoic determination brought victory. This philosophy, learned in the forests of Caliban, marks his grim command of the First Legion – action without delay and relentlessness without reservation. During the Great Crusade, under his command, the remorseless Dark Angels acted not for glory and honours but only for victory, to vanquish their foes and to leave the enemies of Mankind in quiet and forgotten ruin. Untouched by the dark plots of Horus, the Lion would return from his long exile beyond the edge of empire with the same brutal determination and vengeful fervour, turned now against those he had once named brother. Lion El’Jonson...........................................460 Points Unit Composition • 1 Lion El’Jonson Wargear • The Leonine Panoply • The Lion Sword • The Fusil Actinaeus • Stasis grenades • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (Dark Angels*) • Master of the Legion • Adamantium Will (3+) • The Lion’s Choler • The Point of the Blade • Loyalist • Warlord: Sire of the Dark Angels The First Primarch, The Lion, The Son of the Forest, Primarch of the Dark Angels M WS BS S T W I A Ld Sv Lion El’Jonson 8 8 6 7 6 6 7 7 10 2+ *Lion El’Jonson does not pick one Hexagrammaton Unit Sub-type at the start of the battle, instead at the start of each of the controlling player’s turns one of the Hexagrammaton Unit Sub-types may be selected for him – Lion El’Jonson gains this Hexagrammaton Sub-type until the start of the controlling player’s next turn, at which point a new Sub-type may be chosen (or the one currently in use retained). Options • Lion El’Jonson may exchange the Lion Sword for the Wolf Blade ........................Free Warlord: Sire of the Dark Angels On the battlefield Lion El’Jonson is a figure of quiet and terrifying focus, a storm whose true force is caged within a will of iron. Those who fight by his side draw strength from his restraint, from the knowledge that should the tide of battle tip against them, the Lion will loose his rage and let nothing keep him from victory. If chosen as the army's Warlord, Lion El’Jonson automatically has the Sire of the Dark Angels Warlord Trait and may not select any other Warlord Trait. Sire of the Dark Angels – All models with the Legiones Astartes (Dark Angels) special rule in the same army as Lion El’Jonson gain the Crusader special rule, and any friendly models with the Legiones Astartes (Dark Angels) special rule that can draw line of sight to Lion El’Jonson may add +1 to their Leadership (To a maximum of Ld 10). In addition, an army with Lion El’Jonson as its Warlord may make an additional Reaction in the opposing player’s Shooting phase as long as Lion El’Jonson has not been removed as a casualty.


The Point of the Blade When the Lion went forth to battle he had but one goal – the destruction of the foe by the most efficient means possible. He beset his enemy as swiftly as he was able and from every avenue of assault, holding back no scrap of his resolve. No tactical ploy or show of strength could stay his judgement nor slow his onslaught once battle was joined, for it could end only on the point of a blade. After declaring a Charge for Lion El’Jonson and any unit he has joined, the controlling player may choose not to make a Charge roll to determine their Charge Distance and instead make a Charge move of 8" for Lion El’Jonson and any unit he has joined, ignoring the effects of Difficult Terrain and Dangerous Terrain and adding no bonuses to the distance moved for the unit’s Movement Characteristic or Wargear. The Lion’s Choler The Lord of the First Legion had faced terrors unimaginable by mortal man and triumphed, had vanquished foes that threatened the utter extinction of life as it is known and slain creatures more vast than even the greatest war engines. When he went into battle there were few foes worthy of death at the Lion’s hand, and only those that could prove by bloody defiance that they were worthy of his enmity would witness the true choler of the Lion. When reduced to 4 Wounds or less Lion El’Jonson gains +1 Attack, increased to +2 Attacks when reduced to 2 Wounds or less. The Leonine Panoply The Leonine Panoply provides a 2+ Armour Save and a 4+ Invulnerable Save. The first failed Invulnerable Save made for Lion El’Jonson each player turn may be re-rolled. The Fusil Actinaeus The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons. Range Str AP Type The Fusil Actinaeus* 18" 7 3 Assault 2, Twinlinked, Blind, Rending (3+) *This weapon benefits from the +1 To Hit from the Stormwing Unit Sub-type during any turn where Lion El’Jonson is using that Unit Sub-type. The Lion Sword Range Str AP Type The Lion Sword † - User 1 Melee, Armourbane (Melee), Fleshbane, Master-crafted, Instant Death, Two-handed The Wolf Blade The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Range Str AP Type The Wolf Blade† - +2 3 Melee, Two-handed, Shred, Breaching (4+), Reaping Blow (2), Master-crafted, Fearsome Ruin Fearsome Ruin: The controlling player of any unit which suffers one or more casualties from this weapon and makes a Morale check during the Assault phase must roll an additional D6 for that Check and keep the two highest dice to determine the result of that Morale check. †Both the Lion Sword and the Wolf Blade benefit from the +1 To Hit from the Deathwing Unit Sub-type during any turn where Lion El’Jonson is using that Unit Sub-type. Stasis Grenades Once per battle, Lion El’Jonson’s controlling player may choose to use stasis grenades when a Charge is declared for Lion El’Jonson and any unit he has joined. If the Charge for which the stasis grenades are used is successful then the target enemy unit or units must take an Initiative test (using the majority Initiative value of the unit(s)). If the Initiative test is passed then there is no further effect. If any of the target units fail the Test, then all enemy models in that unit must reduce their Initiative by -1 for the duration of the Assault phase in which the Charge was made.


ELITES The Dark Angels Legion plays host to a multitude of ciphered Orders, Chambers Militant concealed within the panoply of the Legion and dedicated to the preservation and perfection of a singular doctrine of war. Within each of these Orders, the most dedicated warrior-adepts are charged with the station of cenobite and granted the right to bear the cipher and charge of the Order, to fight in the forefront of those battles that require the hard-won skills harboured within each of these secretive cells. Inner Circle Knights Cenobium ...........275 Points M WS BS S T W I A Ld Sv Order Cenobite 6 5 4 4 4 2 4 2 9 2+ Order Preceptor 6 6 4 4 4 2 4 3 9 2+ Unit Composition • 4 Order Cenobite • 1 Order Preceptor Wargear • Terranic greatsword • Plasma-caster • Legion Cataphractii Terminator armour Unit Type • Infantry (Character, Heavy) Special Rules • Legiones Astartes (Dark Angels) • Relentless • Bulky (2) • Stubborn • Adamantium Will (3+) • Order Exemplars Dedicated Transport • An Inner Circle Knights Cenobium of no more than 5 models may take a Legion Land Raider Proteus Carrier as a Dedicated Transport, or for a unit of 5 or more models a Legion Land Raider Spartan. As a Dedicated Transport this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army. Options • The Inner Circle Knights Cenobium may take: - Up to 5 additional Order Cenobites.....................................................+50 points each • One Order Cenobite may take: - Legion vexilla ....................................................................................................+10 points • Any model in the unit may exchange its Terranic greatsword for a: - Thunder hammer........................................................................................................Free • The Order Preceptor may take the following: - Grenade harness.................................................................................................+5 points


Order Exemplars Within the First Legion there are innumerable separate Orders, each dedicated to a singular creed of war. The Cenobium stand as the greatest exemplars of these Orders, their champions and foremost warriors each a keeper of the secrets held by that Order and a practitioner of the form of war they embody. When an Inner Circle Knights Cenobium is selected as part of a Detachment, during army selection, a single option from the Orders of the Hekatonystika presented below must be selected for the unit. All models in that Inner Circle Knights Cenobium gain the chosen option for no additional points cost: Orders of the Hekatonystika Each Order of the Hekatonystika specialised in the employment of one skill of war, one unique talent. They stood ready to deploy those skills whenever the Legion had need of a vanguard for the most dangerous missions and impossible assaults. • Augurs of Weakness: When making an Armour Penetration roll against a target with Armour 11 or more on the facing targeted, a model with this special rule may add +1 to the Strength of the weapon used to make the attack. • Icons of Resolve: This model gains +1 Leadership (to a maximum of 10) on any turn in which it, or a unit it is part of, is Charged by one or more enemy units. • Slayers of Kings: This model may re-roll failed To Hit rolls of ‘1’ when Engaged in combat with any model with a Weapon Skill of 5 or higher or in a Challenge with any model with a Weapon Skill of 5 or higher. • Hunters of Beasts: This model may re-roll failed To Wound rolls of ‘1’ when any enemy unit it is Engaged in combat with includes one or more models with a Toughness of 5, or any failed To Wound roll if the target’s Toughness is 6 or higher. • Reapers of Hosts: This model gains +1 Attack in any Fight sub-phase which they begin in base contact with more than one enemy model. • Breakers of Witches: This model may re-roll all To Hit and To Wound rolls in close combat when attacking an enemy unit that includes one or more models with the Daemon Unit Type or the Psyker or Corrupted Sub-type. Plasma-caster Similar in design to the rare digital weapons of the lost Dark Age of Technology, these weapons are miniature versions of larger ordnance, fitted to the vambraces of Inner Circle Knights so they may fight freely in melee. The weapon listed here is counted as a ‘Plasma’ weapon for those rules that affect such weapons. Range Str AP Type Plasma-caster Template 4 4 Assault 1, Breaching (6+)


ELITES Even among the brethren of the infamous Dreadwing, the Interemptors are a grim breed, dedicated as they are to a singular purpose – the utter annihilation of the enemy. When the Interemptors attack, they leave behind no trace of those they conquer – no bodies, no ruins, nothing. They take no trophies of their victories and tell no tales of those that have fallen before them, those consigned to death at their hands are forgotten forever. They are the Lion’s ultimate sanction, his final curse for those foolish enough to stand against the First Legion. Dreadwing Interemptor Squad.............125 Points M WS BS S T W I A Ld Sv Interemptor 7 4 4 4 4 1 4 2 8 3+ Interemptor Praefectus 7 4 4 4 4 1 4 3 9 3+ Unit Composition • 4 Interemptors • 1 Interemptor Praefectus Wargear • Plasma burner • Bolt pistol • Basic close combat weapon • Rad grenades • Frag grenades • Krak grenades • Power armour Unit Type • Interemptor: Infantry (Dreadwing) • Interemptor Praefectus: Infantry (Character, Dreadwing) Special Rules • Legiones Astartes (Dark Angels) • Stubborn • Counter-attack (1) • Bitter Duty


Dedicated Transport • A Dreadwing Interemptor Squad may take a Legion Rhino Transport, or a Legion Land Raider Proteus Carrier as a Dedicated Transport as long as it numbers no more than 10 models. As a Dedicated Transport, this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army. Options • The Dreadwing Interemptor Squad may take: - Up to 10 additional Interemptors........................................................................................................................+20 points each • One Interemptor may take: - Legion vexilla ....................................................................................................................................................................+10 points • One Interemptor may take: - Nuncio-vox....................................................................................................................................................................... +10 points • One Interemptor may take: - Augury scanner.................................................................................................................................................................+10 points • For every five models in the unit, one may exchange its plasma burner for a: - Missile launcher with suspensor web, rad missiles and stasis missiles..........................................................+15 points each - Plasma incinerator..................................................................................................................................................+15 points each • The Interemptor Praefectus may take up to: - Three phosphex bombs..........................................................................................................................................+10 points each - Melta bombs......................................................................................................................................................................+10 points • The Interemptor Praefectus may exchange his power armour for: - Artificer armour................................................................................................................................................................+10 points Plasma Burner and Plasma Incinerator A dangerous offshoot of more common plasma technology, these weapons vent plasma gas through a magnetic bottle in high-speed jets. Any enemy caught in the path of such a jet is quickly reduced to molten slag, annihilated by pressurised torrents of raw plasma, leaving no trace of its presence. However, the magnetic fields that keep the super-heated gas contained are fragile and emit a low-intensity field of radiation, and as such the average Interemptor remains combatviable for only a few short decades before requiring augmetic replacements or reassignment to a Dreadnought sarcophagus. The weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons. Range Str AP Type Plasma burner Template 6 4 Assault 1, Breaching (4+) Plasma incinerator Template 6 4 Assault 1, Breaching (4+), Torrent (9")


HQ The finest warriors and longest-serving veterans among the Deathwing form the ranks of the Companions, each such detachment sworn by the most stringent oaths to ensure the survival of those officers placed under their charge. Most famous among the Companions are those that have taken a death-blow meant for their ward and survived. Such warriors are granted the right to wear bone-white armour in recognition of their selfless devotion to the Legion. Deathwing Companion Detachment ....150 Points M WS BS S T W I A Ld Sv Deathwing Companion 7 5 4 4 4 2 4 2 8 2+ Deathwing Oathbearer 7 5 4 4 4 2 4 3 9 2+ Unit Composition • 4 Deathwing Companions • 1 Deathwing Oathbearer Wargear • Calibanite warblade • Bolter • Bolt pistol • Artificer armour • Frag grenades • Krak grenades • Refractor field (Deathwing Oathbearer only) Unit Type • Deathwing Companion: Infantry (Deathwing) • Deathwing Oathbearer: Infantry (Character, Deathwing) Special Rules • Legiones Astartes (Dark Angels) • Death-sworn Companions • Chosen Warriors • Relentless • Deathwing Retinue Dedicated Transport • A Deathwing Companion Detachment may take a Legion Rhino Transport or Legion Land Raider Proteus Carrier as a Dedicated Transport. As a Dedicated Transport, this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army. Options • The Deathwing Companion Detachment may take: - Up to 5 additional Deathwing Companions.......................................+25 points each • Any model with a bolter may take: - Bayonet.........................................................................................................+1 point each - Chain bayonet............................................................................................+2 points each • All models in the Deathwing Companion Detachment may take: - Melta bombs.......................................................................................+25 points per unit • Any model in the unit may exchange its Calibanite warblade for one of the following: - Power fist....................................................................................................+5 points each - Terranic greatsword..................................................................................+5 points each • Any model in the unit may exchange its bolter for one of the following: - Magna combi-weapon............................................................................+10 points each - Minor combi-weapon...............................................................................+5 points each - Plasma pistol ............................................................................................+10 points each - Cytheron pattern aegis...........................................................................+10 points each • One Deathwing Companion may take a: - Legion vexilla ....................................................................................................+10 points • If the model for which the Deathwing Companion Detachment has been selected as part of the Deathwing Retinue special rule has a Legion Warhawk jump pack then the Deathwing Companion Detachment must select the same upgrade, paying the cost listed below: - Legion Warhawk jump pack..................................................................+10 points each


Deathwing Retinue Many of the most honoured commanders of the First Legion went into battle under the protection of the Deathwing Companions – warriors sworn to see their charge survive no matter the cost. A Deathwing Companion Detachment may only be selected as part of a Detachment that includes at least one model with both the Master of the Legion and the Legiones Astartes (Dark Angels) special rules. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with both the Master of the Legion and Legiones Astartes (Dark Angels) special rules is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one eligible Leader then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Deathwing Companion Detachment may not be selected as part of an army without a Leader. Cytheron Pattern Aegis A creation of the long lost city of Cytheron on Mercury, these devices are based upon the power fields that once held at bay the ferocity of Sol itself. The Cytheron pattern aegis can be used in one of two ways: it can either provide the bearer with a 4+ Invulnerable Save against Shooting Attacks and a 5+ Invulnerable Save against Melee Attacks, or it can be deployed. The controlling player may choose to deploy the Cytheron pattern aegis at the end of any of their own Movement phases (the unit must be deployed on the battlefield and not Embarked upon any model) as long as at least two models in the unit are equipped with Cytheron pattern aegis – all models in the unit that have a Cytheron pattern aegis must deploy them to gain any benefit. While deployed, the entire unit gains a 4+ Invulnerable Save against Shooting Attacks and a 5+ Invulnerable Save against Melee Attacks, and any enemy models Engaged with a model from the Deathwing Companion’s Detachment in an assault have their Initiative reduced by -1. However, while deployed, the models equipped with Cytheron pattern aegis may not make attacks in any Phase or as part of any Reaction. The controlling player may choose to end the deployment at the start of any of their own Movement phases, or if the number of Cytheron pattern aegis-equipped models in the unit drops below two, the effect immediately ends. Death-sworn Companions “I stand among the honoured dead, Beyond the reach of doubt and uncertainty, Beyond the frailties of flesh and honour, Where only duty remains.” Opening stanza of The Last Oath, from the initiatory rites of the Deathwing Companions Any unit that includes at least one model with this special rule ignores the effects of the Precision Strikes (X), Precision Shots (X) and Sniper special rules, and casualties from Shooting Attacks and Melee Attacks are always allocated to a model of the controlling player’s choice.


HQ Champion of the Dark Angels, Corswain’s name is one which will echo down through the ages. Exemplifying the qualities of stalwart determination and mastery of the blade, Corswain was the rising star amongst his brothers in the annals of the Great Crusade. His was the righteous path of the paladin, and being born of Caliban but not an ingrained scion of the Order, Corswain was uniquely placed to bridge the divisions within the Legion in its formative years under the Primarch; a position recognised and put to good use by Lion El’Jonson. Under the Lion, Corswain would be groomed to serve not any one Host or Order within the Legion, but to command the respect and knowledge of all. Even as the dust of the Age of Darkness settled, Corswain was remembered in such hallowed company as Raldoron, Chapter Master of the Blood Angels, for his level-headed and disciplined authority as a commander, and alongside Sigismund of the Imperial Fists for his relentlessness in the heat of battle. Corswain ....................................................200 Points Paladin of the Ninth Order, Champion of the Dark Angels Legion M WS BS S T W I A Ld Sv Corswain 7 7 5 4 4 4 5 4 10 2+ Unit Composition • 1 Corswain Wargear • Bolt pistol • Bolter • The Blade • Armour of the Forest and the Mantle of the Champion • Frag grenades • Krak grenades Unit Type • Infantry (Unique, Character, Deathwing) Special Rules • Legiones Astartes (Dark Angels) • Master of the Legion • Independent Character • Relentless • Precision Strikes (4+) • Loyalist • Warlord: Marshal of the Crown (Deathwing) Warlord: Marshal of the Crown (Deathwing) Corswain was renowned amongst the ranks of the First Legion and beyond not only for his grasp of the tactics employed by his own brethren, but also by the other Legions. When confronted in battle, the foe could not predict the strategy that would be deployed against them by such a warrior, and would have to fight both uncertainty and the warriors of the Dark Angels. If chosen as the army’s Warlord, Corswain automatically has the Marshal of the Crown (Deathwing) Warlord Trait (see page 152) and may not select any other Warlord Trait.


The Blade A masterwork Terranic greatsword granted to Corswain by his mentor, Alajos, it is said that The Blade was once raised aloft at Advex-mors by Legion Master Urian Vendraig to incite the first Rangdan Xenocide, and was wielded in the violence of every campaign against that foul xenos breed by a champion of the First Legion. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Range Str AP Type The Blade* - +2 1 Melee, Two-handed, Master-crafted, Duellist’s Edge (2), Murderous Strike (4+) *The Blade gains the +1 To Hit bonus provided by the Deathwing Unit Sub-type. Armour of the Forest and the Mantle of the Champion A masterfully wrought suit of artificer armour struck from Terran steel in the heart of the forests of Caliban by the Lion’s own hand, the Armour of the Forest embodies the pragmatism of the Legion in its simple, utilitarian functionality and doughty endurance. Corswain’s only adjustment to this peerless suit of armour is to enshroud himself in a ritual mantle of the Dark Angels, obscuring the symbols of his Order and Host so that he might serve the entire Legion with purity of purpose as their champion. The Armour of the Forest and the Mantle of the Champion grant Corswain a 2+ Armour Save and a 4+ Invulnerable Save, improved to 3+ against close combat attacks.


Marduk Sedras ..........................................220 Points Lord of the Twenty-third Order, Eskaton of the Dreadwing, Preceptor of the Shattered Sceptre M WS BS S T W I A Ld Sv Marduk Sedras 6 6 5 4 4 4 5 4 10 2+ Unit Composition • 1 Marduk Sedras Wargear • Plasma burner • Three phosphex bombs • Grenade harness • Regalia of the Shattered Sceptre • The Death of Worlds Unit Type • Infantry (Unique, Character, Heavy, Dreadwing) Special Rules • Legiones Astartes (Dark Angels) • Master of the Legion • Independent Character • Relentless • Ancient of War • Loyalist • Warlord: Preceptor of the Shattered Sceptre HQ A veteran of the earliest battles of the Terran Wars of Unification, Marduk has served the Emperor in battle for more than two-and-a-half centuries, longer than almost any other living Space Marine. He has seen battle on worlds without number and alongside heroes, Primarchs and the Emperor himself. Indeed, there are few foes or battlefields that Marduk Sedras has not beheld and mastered, and the tales he tells of long-forgotten campaigns and fallen empires serve to inspire and educate both the newly recruited and initiated warriors and veterans of the Legion alike. His long record of service within the First Legion began in the ranks of the now-defunct Host of Stone, where he was acknowledged as the pre- eminent siege master of the First Legion, and he would later enter the ranks of the Dreadwing. Rather than join the Council of Masters on Gramarye, Sedras opted to accept the lesser rank of master that he might remain in the field as the Great Crusade entered its second century. Warlord: Preceptor of the Shattered Sceptre Marduk Sedras, as so many of his brethren in the First Legion did, wore many titles. He was Lord of the Twenty-third Order, an Eskaton of the Dreadwing and also Preceptor of the Shattered Sceptre. The Shattered Sceptre are one of many Orders of the Hekatonystika, dedicated to the fall of false kings and the dismemberment of empires. When he took to the field, this dour veteran often did so at the head of a phalanx of his Order’s finest warriors. If chosen as the army’s Warlord, Marduk Sedras automatically has the Preceptor of the Shattered Sceptre Warlord Trait and may not select any other Warlord Trait. Preceptor of the Shattered Sceptre – If Marduk Sedras is the army’s Warlord then a unit of Inner Circle Knights Cenobium may be selected as part of the same HQ choice. A unit selected in this manner is considered a ‘Retinue Squad’. The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Marduk Sedras. The Retinue Squad must be deployed with Marduk Sedras deployed as part of the unit and Marduk Sedras may not voluntarily leave the Retinue Squad during play. However, if this option is selected then no other unit may be selected for Marduk Sedras using the Retinue or Deathwing Retinue special rules. In addition, an army with Marduk Sedras as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Marduk Sedras has not been removed as a casualty.


Ancient of War Marduk Sedras has served his Legion for more than two centuries, one of the longest serving Space Marines on record in the Divisio Militaris archives. Over the long years of the Great Crusade he has fought beside each of the Primarchs, and observed each of their Legions at war in warzones beyond count. There is no battle or enemy that does not remind him of past glories, and in his tales others find the wisdom to overcome the challenges that face them. At the start of the battle, after deployment but before the first turn has begun, the controlling player may select a single Faction from the Allies in the Age of Darkness table, including either the Agents of the Emperor/Warmaster, that is represented in the enemy army. Marduk Sedras, and any friendly units with the Legiones Astartes (Dark Angels) special rule that have at least one model within 6" of Marduk Sedras or a model with the Transport Sub-type on which he is Embarked when all models have been deployed, but before the first Game Turn, gain the Preferred Enemy (Chosen Faction) special rule for all models in that unit for the duration of the battle. If Marduk Sedras is in Reserves, this special rule has no effect. Regalia of the Shattered Sceptre Crafted in the forge-fanes of Xana after the end of the second Rangdan Xenocide and gifted to the first Preceptor of the Shattered Sceptre, this armour has served the Order since that day. Forged so that its bearer might take battle to the worst of death worlds, this ornate Cataphractii plate hides an array of field projectors designed to nullify dangerous irad and phage contaminants. The Regalia of the Shattered Sceptre confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, the Regalia of the Shattered Sceptre also allows its bearer to automatically pass any Dangerous Terrain tests that model is called upon to take. The Death of Worlds A relic of the First Legion, the blade known as the Death of Worlds was pattern-welded from fragments of adamantium collected from the hive cities of the first world to fall under the Eskaton, the edict of utter destruction. With each world its wielder presides over the death of, new fragments are added to its length and, by the end of the Great Crusade, the Death of Worlds had grown to such length that only the strongest warriors in the Legion could bear it into combat. The shards pattern- welded to its edge carry the curse of a thousand dead worlds, the ragged bladetearing apart its victims with a vicious spite. Range Str AP Type The Death of Worlds - +5 2 Melee, Unwieldy, Two-handed, Curse of Dead Worlds Curse of Dead Worlds: Invulnerable Saves taken against hits inflicted by this weapon are reduced by -1, to a minimum of 6+ (for example, a model with a 4+ Invulnerable Save struck by the Death of Worlds takes an Invulnerable Save of only 5+ against the attack).


Tactical Line Unit MkVI pauldron Veteran Legionary MkVI helm Sergeant MkVI helm with transverse crest Deathwing Companion Artificer wrought helm, white honour heraldry Veteran Sergeant MkVI helm with transverse crest Line Officer MkVI helm with transverse crest Line Legionary MkIII helm Legion Variant ‘Paravane’ helm Legion Command MkVI helm with longitudinal crest The Dark Angels employ a bewildering array of heraldic schema and iconography derived in the main from the hermetic traditions of the Order, ones often incomprehensible to outsiders. After the unification of the Legion and its Primarch Lion El’Jonson in 846.M30, the ‘Reaper’ icon of the old Terran I st Legion came to be supplanted with the winged sword, a symbol under which countless worlds were brought to Compliance in the second half of the Great Crusade. Heraldry of the I st Legiones Astartes – Dark Angels Destroyer Squad MkVI pauldron Individual Heraldry Terran Veteran, MkII pauldron Honour Mark Unification Wars Veteran, MkII pauldron Seeker MkVI helm with enhanced auto-sense unit Livery of The Order The Dark Angels make extensive use of a range of adornments drawn from the complex heraldic symbology of ‘The Order’ of Caliban. Tactical Line Unit Variant MkVI pauldron I st Legion Armourial MkII pauldron I st Legion Armourial MkIII pauldron Rapid Assault Unit MkVI pauldron Dreadwing Interemptor Rad-hardened sub-systems Legion Elite Unit MkIV pauldron Fire Support Unit MkVI pauldron Line Officers are Sergeants, Lieutenants (junior Centurions) and Captains (senior Centurions), while Legion Officers are those of higher rank (Consuls, and Praetors commanding a Battalion or Chapter). The Dark Angels often utilise such terms as ‘Master’ or ‘Knight-Captain’ for Line Officer ranks, and ‘Lord-Commander’ or ‘Marshal’ for Legion Officer ranks.


Dark Angels Legion Colours Knight-Sergeant Idravain Mors 23rd Order‘The Shattered Mantle’ MkIV (‘Maximus’) armour Lance-Decurion Pelagor Marner 52nd Chapter of the First Host MkII (‘Crusade’) armour Cenobite Astilaeus Order of the Empty Sky Cataphractii Terminator Armour Dark Angels Legion Armourial Oath of Moment Hexagrammaton Token ‘Edict of Incorporation’ Marking Legionary Zedial Ardaral 42nd Order MkIII (‘Iron’) pattern power armour Tactical Line Unit Shoulder Marking Tactical Squad I st Legion battle plate is black with heraldic elements and individual motifs commonly rendered in white or red. Where bone-white segments are present this indicates the wearer has sustained a mortal wound intended for another, while segments of dark green refer to the dark, beast-haunted forests of Caliban. No two Legionaries are ever likely to bear the same combination.


Land Raider Spartan Assault Tank ‘Grim Visage’ Ironwing (Deathwing assignment), Battle of Kenrac Dark Angels Vehicle Heraldry T he I st Legion maintains a formidable arsenal of armoured vehicles, utilising the full panoply of war from the fast-moving jetbikes and speeders favoured by the Ravenwing, to the lumbering assault and siege tanks employed by the Ironwing. Indeed, it is noted that the Legion holds in its armoured reserves war machines rarely fielded since the earliest days of the Unification Wars, and others which, much to the chagrin of the Mechanicum, are of entirely unknown provenance. Armoured vehiclesin service to the I st Legion bearthe complex and,to outsiders at least, often impenetrable emblazonry for which the Dark Angels are well known. The majority of vehicles are clad in the sombre black of the Legion, with varying degrees ofsecondary colouring, generally in red but occasionally bone white orforest green, depending on the status and position of a vehicle’s commander. Chequered patterns ofred and black or white and black are common, and it is believed these are used to aid the distinction of one vehicle in a formation from the next. Regardless of individual heraldry, the majority of armoured vehicles will bear the Legion’s winged sword device, and often its ordinal ‘I’. If the vehicle is one of a squadron, or is permanently attached to a larger formation, it is likely to bear a numeral indicating its position within the unit. Most, although not all vehicles will also bear the insignia of the Wing to which it belongs, as well as the symbol of the Hexagrammaton itself. While the Legion’s stock of vehicles is spread throughout the multifarious tiers of organisation utilised by the Dark Angels, it is within the so-called ‘Ironwing’ that the heaviest and most destructive are concentrated. These are distinguishable by the emblem of the ‘Host of Stone’ from which the Ironwing is descended, and on occasion, by the replacement of the black with a steel redolent of the armour worn by the knights of the Order of old.


Leviathan Siege Dreadnought Venerable-Praefectus Coriolanus, Archon of Stone Ironwing, Battle of Nadress III Sabre Strike Tank ‘Onyx-03’ Ravenwing, Battle of Mortain


A s the dark days of the Horus Heresy unfolded, the loyalty of the unpredictable White Scars was doubted by many who should have been allies and presumed by those who would become enemies. Such was their reputation at the outset of the Horus Heresy, that those who sought to rule the Imperium, be they emperor or tyrant, eyed the Legion as a prize to be won and leashed to their ambitions, a fulcrum upon which to lever Mankind’s civil war in their favour. Horus sequestered the Legion to a long campaign on isolated Chondax, expecting the White Scars to fall to his cause once his might was undeniable. There he sent the Alpha Legion to waylay the V th and hide the truth of his heresy from the Khan. However, though warrior lodges had infiltrated the White Scars and almost half of their number would momentarily teeter on the precipice of treachery, the Khan surprised the Warmaster by remaining fiercely loyal, breaking free from the prison of Chondax and making for Terra with his Legion. The path to the Throneworld would not be an easy one. Barred by the Ruinstorm, the White Scars spent years waging a hit and run war within the Dark Empire of the Warmaster on a circuitous passage to the Imperial Core. Hundreds of battles on scores of worlds would see the Traitor forces suffer at the blades of the Khan’s warriors, victories that the White Scars paid a heavy toll in Legionary lives and fleet assets to achieve. It was not until the greater measure of the Khan’s Legion had fallen, and the Legion risked its viability as a fighting force that it finally fled the Traitors’ gauntlet toward Terra. There the White Scars joined the Praetorian’s defences for the Segmentum Solar, particularly in the battles over Paramar and Lorin Alpha and, when the Traitor fleet darkened the skies above Terra, the White Scars would stand shoulder to shoulder with their Loyalist brother Legions in defence of the Emperor. Legiones Astartes (White Scars) All models with this special rule are subject to the following provisions: Swift of Action All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result. Chogorian Panoply Models with this special rule gain access to unique Wargear options (see Armoury of the White Scars on page 180). The Lords of the Storm Any Legion Centurions, Legion Tartaros Centurions or Legion Cataphractii Centurions with this special rule may not select the Librarian Consul upgrade, but gain access to the Stormseer Consul upgrade instead (see page 181). Sons of Chogoris A Warlord with this special rule may select a Warlord Trait from the White Scars Warlord Trait list. VTH LEGIONES ASTARTES WHITE SCARS


White Scars Advanced Reaction This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (White Scars) special rule. Unlike Core Reactions, Advanced Reactions are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. Chasing the Wind – This Advanced Reaction may be made once per battle during the opposing player’s Movement phase when any enemy unit ends a Move with any of its models within 12" of any model in a friendly unit under the Reactive player’s control with the Legiones Astartes (White Scars) special rule. Once the enemy Move that triggers this Reaction is completely resolved, all friendly units composed entirely of models with the Legiones Astartes (White Scars) special rule within 12" of that enemy unit’s final position may immediately make a normal Move – such units may choose to activate Jump Packs to increase their Movement, but may not choose to Run. This move is subject to all the normal penalties for Difficult Terrain, Dangerous Terrain and units that are Pinned, locked in combat or otherwise unable to move may not move due to this Reaction.


Heroes Never Die (Loyalist only) Both the ancient songs of Chogoris and the solemn dirges of the White Scars Pioneer Companies speak of those warriors whose self-sacrifice and heroism has become a banner for the Legion. Some few living warlords are counted among the number of these revered heroes, exemplars of the righteous path of the warrior and, where they lead, the White Scars follow without fear. Even in death, the legend of these mighty warriors carries the Legion to victory, for while empires might fall – heroes can never die. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. A Warlord with this Trait, and all models in any unit he joins, gains the Stubborn special rule. Furthermore, if the Warlord is removed as a casualty, all models in any friendly unit composed entirely of models with the Legiones Astartes (White Scars) special rule, from which one or more models can draw a line of sight to the Warlord at the point when he is removed as a casualty, gain the Fearless special rule for the remainder of the battle. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty. Born to the Saddle The warriors of the White Scars, both veterans of the Expeditionary companies and the Chogorian recruits, displayed an exceptional talent with mechanical steeds and the tactics of mobile warfare. Many of the V th Legion’s greatest warriors would dedicate themselves to the mastery of these skills on the field of battle. This Warlord and all models in the same army with the Legiones Astartes (White Scars) special rule and the Cavalry Unit Type ignore all the effects of Difficult Terrain and gain a 4+ Invulnerable Save against all Wounds inflicted by failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty. The Forgotten Sons (Traitor only) Ignored and forgotten by their brother Legions, the White Scars had fought the Great Crusade in isolation. The only warlord to show any favour to the Khan was his brother Horus. When the newly crowned Warmaster raised his banners at Isstvan, many leaders among the White Scars felt compelled to join him, seeking to forge a new destiny in the spotlight of history at the Warmaster’s side. This Warlord Trait may only be selected by a model with the Traitor Allegiance. If an army whose Warlord has this Trait includes an Allied Detachment with the Legiones Astartes (Sons of Horus) special rule, the Warlord and any unit he joins automatically pass any Morale checks or Pinning tests they are called upon to make without any dice being rolled as long as at least one friendly unit with the Legiones Astartes (Sons of Horus) special rule can draw line of sight to the Warlord or his unit. In addition, the Warlord, and any unit he has joined, may make the Death Dealers Reaction (this Advanced Reaction is detailed in Liber Hereticus) without expending a point from the controlling player’s Reaction Allotment and counting all models in that unit that have the Legiones Astartes (White Scars) special rule as though they also had the Legiones Astartes (Sons of Horus) special rule (though they gain none of the benefits of that special rule) – this Advanced Reaction may still only be used once per battle. White Scars Warlord Traits A Warlord with the Legiones Astartes (White Scars) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits:


White Scars Rites of War A Detachment which has the Legiones Astartes (White Scars) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule: Rite of War: Chogorian Brotherhood Favoured by the Chogorian recruits to the V th Legion as the ideal organisation of a fighting body of troops, the Brotherhood was also employed by many of the Legion’s Terran warriors. Composed of a body of Legionaries mounted entirely on fleet warbikes and Scimitar jetbikes, or in other transport vehicles, these formations were ideal for harrying campaigns or lightning strike warfare. When faced with a dug-in foe, some elements of the Brotherhood would dismount to fight on foot, moving to encircle the enemy and support their brethren. Effects • Legion Sky-hunter Squadrons and Legion Outrider Squadrons may be selected as Troops choices in a Detachment using this Rite of War and such units gain the Line Unit Sub-type. • Legion Sky-hunter Squadrons and Legion Outrider Squadrons may also be selected as Elites choices in a Detachment using this Rite of War, though these units do not gain the Line Sub-type. • All models with the Infantry Unit Type in a Detachment using this Rite of War gain the Outflank special rule. Limitations • Any unit made up entirely of models with the Infantry Unit Type in a Detachment using this Rite of War that does not begin play Embarked on a model with the Transport Sub-type, or any model with the Vehicle Unit Type without either the Transport or Fast Sub-types, must begin play in Reserve if the mission allows it. If the mission does not allow any units to be placed into Reserves then the unit is instead deployed as normal. • A Detachment using this Rite of War may not include any Heavy Support or Fortification choices, unless those choices are entirely composed of models with the Flyer Sub-type. Rite of War: The Sagyar Mazan The people of Chogoris are possessed of great wisdom and capable of deep compassion, but these characteristics are tempered by a fierce and uncompromising sense of justice that can lead them to acts of apparent cruelty when discipline or honour is compromised. Within the White Scars Legion, outright disobedience or catastrophic failure is rewarded with death, delivered by the hand of a warrior’s superior. Occasionally, however, this punishment might be commuted to exile by a merciful leader sympathetic of mitigating circumstances. Those exiled from their Brotherhood are known as penitents, or the ‘Sagyar Mazan’, and it is their fate to seek out an honourable death and, in so doing, wash away any stain of dishonour. Effects • Ebon Keshig Cohorts may be taken as Troops choices in a Detachment using this Rite of War. • All units composed entirely of models with the Infantry Unit Type in a Detachment using this Rite of War must be given both the Kharash (see page 185) and the Feel No Pain (5+) special rules. • All models with both the Legiones Astartes (White Scars) and Kharash special rules in a Detachment using this Rite of War gain the Fearless special rule for the duration of any Assault phase in which they make a successful Charge. Limitations • An army in which any Detachments are using this Rite of War may not choose to place any units into Reserve and as such is unable to perform a Deep Strike Assault, Subterranean Assault or a Flanking Assault. • A Detachment using this Rite of War may not include any Heavy Support that are not composed entirely of models with the Infantry Unit Type, or any Fortification or Primarch choices regardless of Unit Type.


THE ARMOURY of THE WHITE SCARS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (White Scars) Faction and exemplifies the nature of that Legion. Legion Shamshir Jetbike A rare variant of the Scimitar jetbike employed by the White Scars Legion for its increased speed and manoeuvrability. Any model with both the Legiones Astartes (White Scars) and Independent Character special rules, but not the Unique Sub-type, may exchange a Legion Scimitar jetbike for a Legion Shamshir jetbike for no additional points cost. A Legion Shamshir jetbike has one scatterbolt launcher. In addition, a model with a Legion Shamshir jetbike that chooses to Run gains the Shrouded (5+) special rule until the start of the controlling player’s next turn. A model with the Infantry Unit Type that selects a Legion Shamshir jetbike as an upgrade must change its Unit Type to Cavalry (Antigrav), keeping any other Unit Sub-types it previously had, changes its Movement Characteristic to 15*, gains the Firing Protocols (2) and Hammer of Wrath (1) special rules and improves its Armour Save to 2+ if it was worse. *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Scatterbolt Launcher A unique variation on Terran boltgun technology, the scatterbolt launcher’s shells detonate upon reaching a set distance from a mass and unleash a storm of razor-sharp shrapnel and sub-munitions. The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Scatterbolt launcher Template 5 4 Assault 1, Shred, Pinning Power Glaive Based on the ancient pole arms of Mundus Planus, the power glaive is as much a mark of status amongst the White Scars as it is a weapon of war. Known in the language of the steppes tribes led by Jaghatai Khan as the Rising Moon Blade, the weapon is known both for its intimidating weight as well as the graceful sweeping strikes that characterise its use. Any model with both the Character Sub-type and the Legion Astartes (White Scars) special rule may have a power weapon upgraded to a power glaive for +5 points. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Power glaive - +1 3 Melee, Breaching (5+) Cyber-hawk Crafted by the Techmarines of the V th Legion, these dedicated servo-automata are based upon the form of great raptors, and are configured to act as advance scouts and pathfinders for their masters. Any model with both the Legiones Astartes (White Scars) and Independent Character special rules that does not also have the Unique Sub-type may take a cyber-hawk for +10 points. At the start of any turn in which the controlling playeristhe Active player, a model with a cyber-hawk may select one enemy unit with at least one model within 24". When making Shooting Attacks againstthat unit,the model with the cyber-hawk and all modelsin any unitit hasjoined may re-roll all failed To Hitrolls of ‘1’ and, when declaring a Charge targeting the chosen enemy unit,the model with the cyber-hawk, and any unitit hasjoined, may add +1 to their Charge roll.


Legiones Consularis: Stormseer...........+45 points Based on a mixture of the shamanistic beliefs of the ancient Chogorian tribes and the tempered knowledge of the Librarius, the Stormseers advise the Khans of the White Scars and bring the storm’s fury to the battlefield. A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (White Scars) special rule may be upgraded to a Stormseer Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below: Special Rules A Stormseer gains the Psyker Sub-type and must select one of the following Psychic Disciplines: The Storm’s Fury (see below), Divination, Telepathy or Thaumaturgy. A Stormseer may not select any other Discipline. In addition, a Stormseer gains the Adamantium Will (4+) special rule. Wargear A Stormseer may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Stormseer may select a psychic hood for +15 points. Psychic Discipline: The Storm’s Fury A Psyker with this Discipline gains all the listed Powers, Weapons and special rules. The Unseen Bolt (Psychic Weapon) A bolt of lightning summoned forth from the endless blue sky, this is the hallmark of the Stormseer’s power and a potent weapon against the enemies of the White Scars. Range Str AP Type The Unseen Bolt 72" 4 4 Heavy 1, Large Blast (5"), Barrage, Shock Pulse, Force Force: Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then a Perils of the Warp attack is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal. The Call of the Wind (Psychic Power) Calling upon the ancient wisdom of the Chogorian shaman, a Stormseer can see the currents of the winds of the future, and speed his brethren along the swift path to victory. Instead of moving in the Movement phase, a Psyker with this Psychic Power may grant the Fleet (2) special rule to all friendly units with at least one model within 6" of the Psyker, this special rule lasts until the beginning of the controlling player’s next turn. When using this power, the controlling player may choose to have the Psyker make a Psychic check. If the Check is passed then the effect is improved to grant the Fleet (4) special rule, if the Check is failed then only the weaker form of the power is applied to the target unit and the Psyker suffers Perils of the Warp. “Daemons and mortals alike may have dignity. Only the vacillator, the equivocator, the cautious – only he has no place in the heavens.” Reflections, Targutai Yesugei, Zadyin arga (trs. V th Legion ‘Stormseer’)


PRIMARCH Jaghatai Khan was the unexpected storm, a sudden and devastating gale that came and went as it pleased. Of all his brothers, he had found the Great Crusade most to his liking, an endless hunt in the dark places of the galaxy. As the Great Crusade raged across the galaxy, he had sat at its heart, always fighting and always on the move, laughing as he killed. Yet the Great Khan was no simple berserker, for in even the simplest task, he sought perfection through discipline. His was the quiet competence of a master, seeking no acclaim from others, but only the satisfaction to be found in a perfect stroke of the sword or a well- placed word. Among the Emperor’s Primarchs, the Khan was among the most reclusive, bound to the hunt and the glory of the chase rather than parade ground or strategium hall, and was oft overlooked by the eyes of history. He managed no great empire, nor wrote any great treatise of war, yet his actions guided the course of the Great Crusade with the quiet skill that was the hallmark of his Legion. Jaghatai Khan ............................................440 Points Khagan of the White Scars, The Warhawk, Master of the Ice-blue Heavens, Primarch of the White Scars M WS BS S T W I A Ld Sv The Khan Afoot 9* 7 6 6 6 6 8 6 10 2+ The Khan Mounted 18* 7 6 6 6 7 8 6 10 2+ Unit Composition • 1 Jaghatai Khan Wargear • The Wildfire Panoply • The White Tiger Dao • Storm’s Voice • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (White Scars) • Master of the Legion • Hit & Run • Crusader • Pathfinder • Move Through Cover • Lightning From Blue Skies • Loyalist • Warlord: Sire of the White Scars Options • Jaghatai Khan may take a Sojutsu pattern voidbike † .....................................+25 points †If this option is chosen, use the ‘Khan Mounted’ profile, and the Khan’s Unit Type is changed to Primarch (Unique, Antigrav). Warlord: Sire of the White Scars Jaghatai Khan was often underestimated by his foes, dismissed as an uncultured and ill-educated barbarian. Yet, he showed a grasp of mobile tactics, the ways of the nomadic tribes he had adopted as his own, that far exceeded any of his kin. Under his command the White Scars were a wild storm unleashed with a precision that allowed them to overcome any opponent. If chosen as the army’s Warlord, Jaghatai Khan automatically has the Sire of the White Scars Warlord Trait and may not select any other Warlord Trait. Sire of the White Scars – All Infantry and Cavalry models with the Legiones Astartes (White Scars) special rule in the same army as Jaghatai Khan, including Jaghatai Khan, gain the Furious Charge (1) special rule on any turn in which they have moved. In addition, an army with Jaghatai Khan as its Warlord may make an additional Reaction in the opposing player’s Movement phase as long as Jaghatai Khan has not been removed as a casualty. *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unless upgraded to have a Sojutsu pattern voidbike, the Khan Afoot profile is used for this model.


The Wildfire Panoply Fashioned to be as aesthetically pleasing as it was impregnable, the Khagan’s armour perfectly complemented his fast and uncompromising style of warfare, and bore a number of unique systems to improve his already unmatched reflexes. The Wildfire Panoply provides a 2+ Armour Save, a 4+ Invulnerable Save during the Shooting phase and a 3+ Invulnerable Save during both the Movement phase and the Assault phase. Lightning From Blue Skies When held in Reserve, do not roll for Jaghatai Khan or any unit he is considered to be part of while in Reserve. Instead, at the beginning of any of the controlling player’s turns except the first, Jaghatai Khan and any unit he has joined may be brought into play from Reserves without making a Reserves roll. If Jaghatai Khan is part of a Flanking Assault then this rule applies to all units that are part of that Flanking Assault – but does not apply to a Deep Strike Assault, Drop Pod Assault or Subterranean Assault that includes Jaghatai Khan. Storm’s Voice An artisan pistol from the Dark Age of Technology gifted to the Khagan by the Emperor, Storm’s Voice stayed at Jaghatai’s side throughout the long years of the Great Crusade. Many a xenos tyrant or wayward human despot deemed unworthy of the Khan’s blade met their end engulfed by the searing lightning of Storm’s Voice, an end that many Traitors would eventually share during the wars of the Horus Heresy. Weapon Range Str AP Type Storm’s Voice 12" 6 4 Pistol 2, Rending (5+), Deflagrate, Concussive (1), Master-crafted The White Tiger Dao This elegant weapon is styled in the manner of the weapons of the Chogorian hill tribes, yet its primitive exterior hides a plethora of technological marvels that allow the blade to part ceramite and plasteel with ease. Weapon Range Str AP Type White Tiger Dao - +1 2 Melee, Duellist’s Edge (1), Furious Charge (2), Murderous Strike (5+), Master-crafted Sojutsu Pattern Voidbike The Sojutsu pattern voidbike is an early prototype jetbike that predates the more common Scimitar jetbike in use with the Legiones Astartes. During initial trials, its thrusters were capable of providing sufficient thrust to grant the bike limited periods of true flight, and even some manoeuvrability in deep space, and it was classed by the Logisticae Imperialis as an ultralight fighter craft instead of a jetbike. Jaghatai Khan retains a specially engineered version of this prototype vehicle for his own use, its enhanced thrusters capable of carrying the Primarch into battle with a swiftness that was the envy of the other warriors of his Legion. If upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan must use the Khan Mounted profile and gains the following benefits: • Two master-crafted heavy bolters. • The Hammer of Wrath (2) and Firing Protocols (3) special rules. • The Antigrav Sub-type. • When upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan Falls Back 3D6" instead of 2D6". • When upgraded to have a Sojutsu pattern voidbike, Jaghatai Khan may join units that include models with the Cavalry Unit Type despite the usual restrictions, and any rules that target the Cavalry Unit Type are considered to affect Jaghatai Khan as if he had that Unit Type.


ELITES Among the most prestigious of the White Scars main combat units are their heavy assault jetbike squads – often collectively referred to as the ‘Golden Keshig’. These superlatively skilled riders serve as linebreakers and assault units par excellence, often serving where other Legions would prefer to deploy heavy armour or massed Terminator units. Acting as the speartip of what the Legionaries of Chogoris called a Zao, a piercing attack at the heart of the enemy adapted from the horse-tribes of the Khan’s home world, the Golden Keshig encircle the enemy at apparently random speeds and directions before focusing momentum into a single strike through the centre of an enemy formation. Strikes such as these typically served to disrupt the front line of an enemy’s advance and sow confusion throughout the ranks. The sheer terror caused by the Zao saw the Golden Keshig referred to on various worlds as the ‘storm-ghost’ or the ‘sky-beast tamers’, the latter particularly common on non-Compliant and less-technologically advanced worlds during the Great Crusade. Golden Keshig Squadron........................140 Points M WS BS S T W I A Ld Sv Golden Keshig Rider 15* 5 4 4 4 2 4 1 8 2+ Golden Keshig Champion 15* 5 4 4 4 2 4 2 9 2+ *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unit Composition • 2 Golden Keshig Riders • 1 Golden Keshig Champion Wargear • Legion Shamshir jetbike • Artificer armour • Chainsword • Bolt pistol • Kontos power lance Unit Type • Golden Keshig Rider: Cavalry (Antigrav, Heavy) • Golden Keshig Champion: Cavalry (Antigrav, Heavy, Character) Special Rules • Legiones Astartes (White Scars) • Hit & Run • Relentless • Hammer of Wrath (1) Options • A Golden Keshig Squadron may take: - Up to 3 additional Golden Keshig Riders............................................+40 points each • Any model in the unit may exchange its chainsword for a: - Power weapon..........................................................................................+10 points each - Charnabal weapon ..................................................................................+10 points each • One Golden Keshig Rider may take a: - Legion vexilla ....................................................................................................+10 points • The Golden Keshig Champion may exchange his chainsword for a: - Thunder hammer..............................................................................................+25 points Kontos Power Lance The Kontos power lance is a prime example of how the Great Khan took the wisdom of Chogoris’ nomadic tribes and married it to the high technology of the Imperium. Where once his followers had wielded lances of wood tipped in steel, now they bore shafts of hardened ceramite, tipped with lightning and thunder. A blow from a Kontos, delivered from the back of a charging jetbike, was enough to sunder the armour of battle tanks and fell even the most terrible of foes. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Kontos power lance - 10 1 Melee, Ungainly, Lance, Brutal (3), Sudden Strike (4), Two-handed Ungainly: A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.


ELITES The Kharash served as a ritual post of atonement and redemption for sins and breaches of honour within the White Scars, and a quick path to glory. Deployed in the van of sieges and other high-intensity conflicts, the Kharash served to shield the more fragile contingents of the White Scars, atoning for their perceived sins not only through the pursuit of martial glory, but through the protection of their brothers. Clad in black ceramite, the Ebon Keshig were instantly recognisable both as formidable warriors to the enemy, and to their brothers. Those who survived their service within the Ebon Keshig were deemed to have proven themselves worthy in the eyes of the Legion, often returning to either their previous posts or sometimes to other roles fitting their new mien. Ebon Keshig Cohort ...............................200 Points M WS BS S T W I A Ld Sv Kharash 8* 4 4 4 4 2 4 3 10 2+ *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unit Composition • 5 Kharash Wargear • Power glaive • Legion Tartaros Terminator armour Unit Type • Infantry Special Rules • Legiones Astartes (White Scars) • Relentless • Bulky (2) • Kharash • Stubborn • Feel No Pain (5+) Options • An Ebon Keshig Cohort may take: - Up to 5 additional Kharash....................................................................+40 points each • Any model in the unit may exchange its power glaive for one of the following options: - Combi-bolter and power weapon..................................................+5 points per model - Combi-bolter and power fist........................................................+15 points per model • Any model in the unit may exchange its combi-bolter for one of the following: - Magna combi-weapon............................................................................+10 points each - Minor combi-weapon...............................................................................+5 points each - Volkite charger...........................................................................................+2 points each • One Kharash may take: - Legion vexilla ....................................................................................................+10 points • Any model in the unit may take: - Grenade harness......................................................................................+10 points each Kharash The Kharash is both an ancient tactic of Chogoris and a sacred oath of defiance. Those that accept the burden of such a position are pledged to die, to fight without regard for survival and seek only to kill as many of the foe as possible before they are dragged down. Those that survive service in the Kharash are hailed as heroes among the White Scars, warriors destined for greatness, and those that fall are forgiven all sins and remembered only with honour for their sacrifice. No enemy player may ever score any Victory points for the destruction of a unit with this special rule regardless of the scenario played or any victory conditions in effect. In addition, a model with this special rule may not join any unit that is not composed entirely of models that also have the Kharash special rule, nor may a model that does not have the Kharash special rule join a unit that includes any models with that special rule.


FAST ATTACK With few heavy tanks capable of keeping pace with the more fleet Brotherhood’s bike- mounted warriors, the White Scars turned to the Javelin platform to provide them with a mobile and yet hard- hitting support vehicle. Mounted with a Kheres assault cannon and two reaper autocannon, the Kyzagan Assault Speeder serves as a highly agile heavy weapons platform that is capable of tearing through both armoured vehicles and infantry with ease, while able to provide support to the rest of the Legion’s swift-moving Jetbike squadrons. Such agile vehicles were in high demand among the White Scars, as they added an impressive weight of firepower to the Legion’s Zao and scouting missions. The Kyzagan proved during the Great Crusade and beyond to be a highly versatile vehicle on the battlefield, given its lack of reliance on conventional tracks as with the Legiones Astartes’ heavy armour, allowing it to engage in almost every conflict the White Scars pursued. Kyzagan Assault Speeder Squadron......105 Points M WS BS S T W I A Ld Sv Kyzagan 15* 4 4 4 7 4 4 2 9 3+ *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unit Composition • 1 Kyzagan Assault Speeder Wargear • Bolt pistol • Chainsword • Power armour • Kyzagan Assault Speeder Unit Type • Cavalry (Antigrav, Heavy) Special Rules • Legiones Astartes (White Scars) • Deep Strike • Relentless • Firing Protocols (4) • Harbingers of the Legion • Outflank • Hit & Run


Options • A Kyzagan Assault Speeder Squadron may take: - Up to 2 additional Kyzagan Assault Speeders...................................................................................................+105 points each • Any model may take up to two hunter-killer missiles for.....................................................................................+5 points each Kyzagan Assault Speeder The White Scars make much use of the various speeders available to the Legiones Astartes, and operate a number of unique variations. The Kyzagan is one such, a Javelin Land Speeder modified to carry a more dedicated package of strike weapons and heavier frontal armour. Though held in disfavour by the adepts of the Mechanicum, who look upon unsanctioned manipulation of STC designs with thinly veiled contempt, the Kyzagan has proven a capable raider and assault vehicle for the mobile White Scars brotherhoods. A Kyzagan Assault Speeder has one Kheres assault cannon and two Reaper autocannon.


Qin Xa ..........................................................220 Points Master of the Keshig, Chosen of the Khagan M WS BS S T W I A Ld Sv Qin Xa 8* 6 4 4 4 4 6 5 10 2+ *The additional Movement granted by the Legiones Astartes (White Scars) special rule is included. Unit Composition • 1 Qin Xa Wargear • Legion Tartaros Terminator armour • Iron halo • Grenade harness • The Tails of the Dragon Unit Type • Infantry (Character, Unique) Special Rules • Legiones Astartes (White Scars) • Independent Character • Master of the Legion • Counter-attack (2) • Furious Charge (1) • Bulky (2) • Relentless • Stubborn • Master of the Keshig • Warlord: Chosen of the Khagan • Loyalist HQ An exceptionalwarrior even before he became a White Scar, Qin Xa fought alongsideJaghatai Khan during their youth on Chogoris.Qin Xa was frequently described by his Primarch as one of the most formidablewarriors of the Legion, havingmastered the art of the hunt at a young age and bringing such skills to bear by the Primarch’s side during theGreat Crusade and the Horus Heresy that wasto follow. Though few outside of the Legion have spoken of Qin Xa’s prowess, it is often describedwithin therecords of the Legion that hetook to the battlefield as a force of nature,with a fury and strength behind his aggression that,while apparently barbaric, wastempered by a keen intelligence and an innate sensefortheebb and flow of battle. Though loyalto his master, Qin Xa was known to question the decisions of the Khagan on occasion and actively encouragethose within the Keshig to question him too,to ensurethatthey never becamefollowers blind in faith. Though Terminator armourwas often eschewedwithin the White Scars, cumbersome asitwas, hewas one of the fewwho actively preferred its bulk. Despitetheweight of this armour, hisskill as a deftwarriorwas not dulled in anyway, wielding the Tails of the Dragonwith consummateskill. Warlord: Chosen of the Khagan Qin Xa, often overlooked by allies and enemies, was a constant presence at the side of the Khan – a vital advisor to the subtle-minded lord of Chogoris and a skilled warrior and commander in battle. During the dark years of the Horus Heresy he would rise to become one of the Khagan’s most trusted companions and a notable leader among the warriors of the Legion. If chosen as the army’s Warlord, Qin Xa automatically has the Chosen of the Khagan Warlord Trait and may not select any other Warlord Trait. Chosen of the Khagan – If Qin Xa is the army’s Warlord, once per battle the controlling player may choose to either bring a single eligible friendly unit or group of friendly units assigned to a Deep Strike Assault or Flanking Assault into play from Reserve automatically instead of rolling or have it remain in Reserve for that turn (this may not be used to bring a unit or units into play on a turn when a Reserves roll could not normally be made for them). In addition, an army whose Warlord has this trait may make an additional Reaction during the Assault phase as long as the Warlord has not been removed as a casualty.


Master of the Keshig A Keshig denoted an elite formation of warriors within the White Scars, including such renowned groups as the Ebon Keshig and the Golden Keshig. However, only one Keshig needed no other title, for it served as the bodyguard of the Primarch himself. The Keshig was a cadre of the most formidable warriors in the White Scars and was commanded in the field by Qin Xa, the most trusted of the Primarch’s warlords. If Qin Xa is selected as the Leader of a Legion Tartaros Command Squad, any model in that Tartaros Command Squad may replace its power weapon with a power glaive for +5 points each. The Tails of the Dragon As the legend is told amongst the horse tribes of Chogoris, the Tails of the Dragon were twin blades gifted by the Khan to one among their tribe loyal without question not only to them, but to the protection of the tribe and to the pursuit of ever greater martial glory. While the original blades, if they ever existed, have been lost to time, the Tails of the Dragon blades gifted to Qin Xa by the Khagan were crafted in their image and legacy in a form more befitting a renowned warrior of the White Scars Legion. The Tails of the Dragon are two separate but identical weapons, and the bonus for wielding two melee weapons has already been included in Qin Xa’s profile. The weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. When attacking with the Tails of the Dragon in close combat, select one of the profiles to use from those shown below for both weapons at the start of each of the controlling player’s Assault phases, before any attacks are made: Weapon Range Str AP Type Tails of the Dragon - Split the Mountain - +3 2 Melee, Unwieldy, Master-crafted - Part the Horse’s Mane - +1 2 Melee, Precision Strikes (3+), Master-crafted


Panoply of the Steppes The White Scars adorn their armour with decorations drawn from the culture of Chogoris, including cords made from the hair of horses’ manes and stamped coins of copper or gold. Veteran Legionary MkVI helm Sergeant MkVI helm Veteran Sergeant MkVI helm Line Officer MkVI helm with transverse crest Vehicle Crew MkVI helm Line Legionary MkVI helm Legion Variant MkII/III ‘Qayan’ pattern helm with plume Legion Officer Artificer MkII helm with plume Priorto unification with its Primarch Jaghatai Khan in 865.M30, the V th Legion displayed a wide variety of heraldry, due in part to its deployment as numerous autonomous Pioneer Companiesranging ahead of the Expeditionary fleets. Underthe Great Khan,these disparate elements were brought together and recast in the mould of Chogoris,setting the Legion far apartfrom the organisation laid down in the Principia Bellicosa and the heraldry mandated in the Liber Armorum Terranicus. Heraldry of the V th Legiones Astartes – White Scars Honour Mark Unification War veteran, MkVI pauldron Individual Mark Chevron pattern, MkIV pauldron Destroyer MkIV helm, Destroyer variant Historical Variant Pre-865.M30, Stalker Cadre, MkIII helm Tactical Line Unit MkVI pauldron Rapid Attack Unit MkVI pauldron Legion Elite Unit MkIII pauldron Legion Command MkIII pauldron Destroyer Squad Ceremonial Variant, MkIV pauldron V th Legion Armourial MkIII pauldron V th Legion Armourial MkIII pauldron Fire Support Unit MkVI pauldron Line Officers are Sergeants, Lieutenants (junior Centurions) and Captains (senior Centurions), while Legion Officers are those of higher rank (Consuls, and Praetors commanding a Battalion or Chapter). The White Scars often utilise such terms as ‘Khan’ for company captains, and ‘Noyan- Khan’ for the commanders of the Legion’s higher level ‘Hordes’.


Legionary Surental Ebon Keshig Cataphractii Terminator armour Legionary Alekh Daumas 731st Pioneer Company (disbanded) MkIII (‘Iron’) armour Legionary Khasar Brotherhood of the Foresworn Artificer MkII (‘Crusade’) armour Tactical Line Unit marking Rendered in Chogorian manner Brotherhood of the Golden Star armourial With Chogorian glyphs indicating rank, specialisation and commanding officer Personal honour roll Anthalamax Drop White Scars Legion armourial With additional campaign battle honours Standard early-issue MkVI reinforced pauldron With cord plaited from Chorgian horse’s mane hair White Scars Legion Colours The V th Legion wears battle plate of ivory white, often adding a chevron patterning in red, the extent and placement of which appears to depend on the predilections of the wearer. Banding is either gold, bronze or occasionally enamelled red, and appliqué plates of hammered copper or bronze are sometimes worn. Many Legionaries display personal battle honours rendered in Chogorian script, the mastering of which is considered one of the most noble arts a White Scar is expected to pursue. Legionary Yeke Nidun Brotherhood of the Golden Star MkVI (‘Corvus’) pattern power armour


Kratos Heavy Assault Tank ‘Lord of Plains’ Brotherhood of the Sable Wolf, Second Battle of Paramar White Scars Vehicle Heraldry T he V th Legion relies less on vehicles and war machines at the heavier end of the scale, and more upon those of the faster and more lightly-armoured classes, but nonetheless, is able to draw upon the full range Legiones Astartes vehicles when the need arises, albeit not in the numbers evinced in other Legions. Regardless of type, White Scars vehicles sport bone white livery, with varying degrees of red, the amount thought to be a reflection of the vehicle’s status. Weapon cowlings are often, though not always painted black. The White Scars organise themselves into a number of ‘Hordes’, each, in theory at least, analogous to a standard Chapter in size and strength, and further subdivided into ‘Brotherhoods’, a force varying in strength anywhere from that of a standard Legiones Astartes company up to that of a battalion. Aside from the Legion’s lightning bolt insignia, most vehicles bear the device of the Brotherhood to which it belongs, rendered either as a simple glyph or sometimes as a complex and artfully applied icon. Given the decentralised and flexible organisation of the V th Legion, it is rare for vehicles to display standardised numerals or tactical markings, but it has been known for such symbols to be adopted for the benefit of allied units when serving for protracted periods alongside other forces, such as a brother Legion or a battlegroup of the Legio Titanicus. Many vehicle crews apply additional script in the form of Chogorian runes. Some crews adorn their vehicles with highly detailed motifs that sometimes come to resemble murals, a reflection of the value the Legion places on the noble arts.


Proteus Pattern Land Speeder Brotherhood of the Black Axe Suppression of Lorin Alpha Contemptor Dreadnought Venerable Tegusai Ahaan Solban, Battle of Chondax


T he Space Wolves, who in the latter years of the Great Crusade’s long campaigns were a highly veteran force of over 75,000 warriors, were already blooded and reduced to approximately a third of that number by the beginning of the Horus Heresy. The Warmaster had twisted Leman Russ’ orders for the censure of Magnus the Red into the destruction of the Thousand Sons Legion, in the hope that two rivals might be eradicated in one act. During a vicious campaign that ravaged the world of Prospero in a cataclysm that unleashed the Warp to rend reality asunder, the sons of Russ suffered heavy casualties and the Thousand Sons Legion was all but annihilated. Though victorious, Prospero was a mark of shame for the VIth Legion, which realised it had unwittingly perpetrated the first open act of fratricide of the Horus Heresy. The Legion fought bitterly throughout the Age of Darkness to scour that mark from its honour; however, the Traitors were intent on punishing the wounded Space Wolves for the arrogance they showed in holding themselves as a Legion apart. Many thousands of Space Wolves fought across the galaxy in small battlegroups, but the bulk of the Legion would remain united throughout the Horus Heresy. Alongside Russ, they would suffer terribly, but always snatch an epic saga from the jaws of painful defeat. At Alaxxes they were harried through the nebulae by the Alpha Legion. At Vanaheim, a stalemate conflict was concluded when the Legion’s unbridled rage was unleashed upon the entrenched Iron Warriors. At Trisolian, Russ faced his brother, Horus, and wounded the Warmaster grievously, affecting the war in ways few mortals could fathom at that time. Yet, the Space Wolves paid a high price for this desperate mission, for they were unable to return to Terra and were instead run to ground and forced to give battle against a united host of Traitor Legions at Yarant, where they faced their darkest hour during the so-called ‘Wolf Cull’. Legiones Astartes (Space Wolves) All models with this special rule are subject to the following provisions: Bestial Savagery A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10. Vaults of Morkai Models with this special rule gain access to unique Wargear options (see Armoury of the Space Wolves on page 200). Lords of Winter Any Legion Centurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul upgrades. Instead, these models gain access to the Pack Thegn, Speaker of the Dead and Caster of the Runes upgrades. Wolves of Fenris A Warlord with this special rule may select a Warlord Trait from the Space Wolves Warlord Trait list. VITH LEGIONES ASTARTES SPACE WOLVES


Space Wolves Advanced Reaction This Advanced Reaction is available only to units made up entirely of models with the Legiones Astartes (Space Wolves) special rule. Unlike Core Reactions, Advanced Reactions are activated in unique and specific circumstances, as noted in their descriptions, and can often have game changing effects. Advanced Reactions use up points of a Reactive player’s Reaction Allotment as normal and obey all other restrictions placed upon Reactions, unless it is specifically noted otherwise in their description. No Prey Escapes the Wolf – This Advanced Reaction may be made once per battle in the opposing player’s turn, when any enemy unit with one or more models within 12" of a friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule is moved during the Movement phase. Once the enemy unit that triggered this Reaction has been moved, but before any other units are moved, a single friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule that can draw a line of sight to the enemy unit that moved may immediately move up to a number of inches equal to the highest Initiative Characteristic in the unit and then declare a Charge targeting the enemy unit that moved if it is within 12". A Charge declared as part of this Reaction is resolved immediately (the enemy unit may not declare any Reaction against this Charge), and if successful the combat will be fought as normal in the following Assault phase, with a Charging unit with the Legiones Astartes (Space Wolves) special rule gaining all the normal benefits of Charging. Howl of Morkai Few who have heard the terrifying battle cries of the Wolves of Fenris unleashed can stand, unshackled by fear in the face of their oncoming host, and fewer still live to tell of the terror that is the fury of Morkai given form in the Space Wolves’ onslaught. Once per battle, the controlling player of a Warlord with this Trait may declare the use of this Trait at the start of their player turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 Strength if the unit they are part of has successfully Charged an enemy unit. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty. Hunger of the Void Among the Jarls of the Space Wolves, there are those whose bloodlust has become a thing of dark legend. A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This can not increase the Warlord’s Wounds Characteristic above his starting value (including any bonuses from Wargear items like Æther-rune armour), but if this effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the controlling player’s next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Assault phase so long as the Warlord has not been removed as a casualty. Crown Breaker For many Space Wolves, the highest test of valour and battlespite is the slaying of the foe’s champions, be they hero or devil, and they will endure any hurt to accomplish it. The Warlord and all models in any unit he has joined gain the Preferred Enemy (Independent Characters) special rule. Those models also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty. Space Wolves Warlord Traits A Warlord with the Legiones Astartes (Space Wolves) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.


Space Wolves Rites of War A Detachment which has the Legiones Astartes (Space Wolves) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule: Rite of War: The Black Watch At the behest of Russ and the Sigillite, commanders of the Space Wolves were given the somewhat dubious honour of acting as both bodyguard and executioner to the Primarchs of the remaining sixteen Legions in the aftermath of the razing of Prospero. Taking with them only a small detachment of warriors, these Watch Pack leaders were entrusted with a weighty mandate; to hold vigil over the Emperor’s sons, watching for any sign of treachery, and, if found, to show no hesitation in executing the traitor, should even the lives of their entire Pack be forfeit in doing so. With the outbreak of the Horus Heresy, many Packs of Malcador’s Black Watch were lost, never to be heard from again, and it can be safely assumed that they met grim fates. Even those who found themselves alongside loyal Primarchs could scarcely let down their guard, surrounded as they were by entire Legions of warriors whom, though they nominally were considered allies, must be treated as enemies nonetheless. Effects • All models with the Legiones Astartes (Space Wolves) special rule in a Detachment using this Rite of War gain the Hatred (Traitors) and Preferred Enemy (Primarch) special rules. • All models in a Detachment using this Rite of War gain the Fearless special rule when locked in combat with a Primarch that has the Traitor special rule or is otherwise using the Traitor Allegiance. • When a unit from a Detachment using this Rite of War has a Charge declared for it targeting an enemy unit that includes a model with the Primarch Unit Type, that unit gains a bonus of +2 to its Charge roll made to determine its Charge Distance. Limitations • This Rite of War may only be taken by an Allied Detachment with the Legiones Astartes (Space Wolves) Faction, and may never be taken for a Primary Detachment. • A Detachment with this Rite of War may not include any models with the Vehicle or Primarch Unit Type. • This Rite of War may only be used by an army that has the Loyalist Allegiance.


Rite of War: The Pale Hunters The Space Wolves Legion’s reputation as hunters among the Legiones Astartes is matched only by the White Scars, although the tactics of pursuit and the killing blow differ between the two, both in conception and execution. The Space Wolves value speed and the surety of the strike, as do the White Scars, but favour more the bloody, relentless wearing down of a foe, much as their namesake of Terran lore. No quarter or honour is offered to the prey, and theirs is a fate of remorseless cruelty after which death seems as a blessing to many. Effects • All models in a Grey Slayer Pack or Grey Stalker Pack from a Detachment using this Rite of War gain the Hit & Run special rule, and when making a Hit & Run Move may choose to Move a number of inches up to the distance rolled rather than the full distance, so long as they remain at least 1" away from any enemy unit at the end of this Move. • On the turn in which a unit from a Detachment using this Rite of War enters play as part of a Flanking Assault, all models in that unit gain the Fleet (2) and Rage (2) special rules until the end of the player turn in which it enters play. • Up to three units from a Detachment using this Rite of War made up entirely of models with the Infantry or Cavalry Unit Types and the Legiones Astartes (Space Wolves) special rule may be upgraded to grant all models in those units the Outflank special rule for no additional points cost. Limitations • Detachments using this Rite of War may only include a single Heavy Support choice. • At least one unit from a Detachment using this Rite of War must be assigned to a Flanking Assault. Rite of War: The Bloodied Claw The Space Wolves have never shied from the gore-drenched demands of the all-out frontal assault, but in this, as with other facets of their way of war, their unique character and controlled savagery shapes much of what they do when faced with such a dire prospect. To them, such battles rest upon a singleterrible moment: the breaking of the line, where one side shatters the other’s strength in a single act of unstoppable violence, and all that comes afterwards is little more than the living body’s death after its heart is ripped from it by a bloodied claw. Effects • Once per battle, at the start of their player turn, a player whose army includes a Detachment using this Rite of War may declare a Bloody Claw. Once the Bloody Claw is declared and until the start of the controlling player’s next turn, all models with the Legiones Astartes (Space Wolves) special rule in the Detachment with this Rite of War gain the following benefits: - Add +1 to the score used to determine the winner of any Assault (this is not cumulative, and no individual combat may have it applied more than once). - Gain the Fleet (2) and Furious Charge (1) special rules. - Gain the Stubborn special rule, or if they already had the Stubborn special rule or another special rule that allows them to ignore modifiers to Leadership, gains the Fearless special rule instead. Limitations • During the turn in which the controlling player has declared the Bloody Claw, all units that include one or more models with the Legiones Astartes (Space Wolves) special rule in this Detachment capable of Charging must always attempt to Charge an enemy unit in the Assault phase if there are any eligible targets in range and line of sight. If multiple eligible targets are available, the controlling player may choose which to declare a Charge against.


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