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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

THE ARMOURY of THE SPACE WOLVES The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Space Wolves) Faction and exemplifies the nature of that Legion. Fenrisian Axe A common weapon among the tribal warriors of Fenris, these heavy bladed axes often seem crude to outsiders, but their pattern- welded steel is capable of cleaving through flesh and bone with terrible efficacy. When the warriors of Fenris began to join the ranks of Russ’ Legion, they brought these weapons with them, as much badges of office as they were weapons. Any model with the Legiones Astartes (Space Wolves) special rule may exchange a chainsword for a Fenrisian axe for +2 points each. Weapon Range Str AP Type Fenrisian axe - +1 - Melee, Reaping Blow (1) Frost Blades Created by the weaponsmiths of the Fang, the famed frost blades were forged after detailed study of the arcane technologies of Leman Russ’ own Emperor-gifted blade, coupled with unique materials gleaned from the death world of Fenris itself, namely the preternaturally hard chitin-teeth of the Fenrisian krakens that haunted that death world’s deeps. Most took the shape of traditional Fenrisian battle axes or Terran-influenced double-edged chainblades, while some few were also fashioned after power claws or even broad-bladed war spears, but all were finely made and equally lethal. Only a few such weapons were able to match the fabled paragon blades of Ancient Terra in destructive potential and quality, but all were truly formidable weapons in their own right. Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules may exchange a power weapon for a frost blade (frost sword, frost axe or frost claw) for +5 points each. Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules may exchange a power weapon for a great frost blade for +10 points. Weapon Range Str AP Type Frost sword – +1 3 Melee, Specialist Weapon, Reaping Blow (1) Frost axe – +1 2 Melee, Specialist Weapon, Unwieldy, Reaping Blow (1) Frost claw – User 3 Melee, Specialist Weapon, Shred, Reaping Blow (1) Great frost blade – +2 2 Melee, Reaping Blow (1), Two-handed Æther-rune Armour The Space Wolves Legion was known to have among its most prized panoply of war a number of highly customised suits of artificer power armour fitted with intricately woven psycho-ætheric induction circuitry which acted as a lodestone, absorbing and negating psychic forces directed against the wearer. These artefacts were believed to be produced, albeit in very limited amounts, by the Legion itself, although from what pattern or rare materials remains unknown. To the idiosyncratic beliefs of those within the Legion, the phenomenal protection the armour provided was due to the ritual rune patterns the circuitry formed, which they believed armoured the warrior’s soul as much as it did their flesh, while Imperial observers dismissed this notion as mere superstition and pointed to an underlying, if ill-understood, technological basis to these rare and uniquely-forged suits of armour. Any model with both the Legiones Astartes (Space Wolves) and Independent Character special rules that does not have the Unique Unit Sub-type may exchange artificer armour for Æther-rune armour for +25 points each. Æther-rune armour confers a 2+ Armour Save. In addition, it increases the Wounds Characteristic of a model with it by +1 and grants the Adamantium Will (4+) special rule to that model.


Jarl The Jarls were lords of the Great Companies of the Space Wolves. As the hosts of the Legion became fragmented and broken down into elite contingents through the bloodshed of the Horus Heresy, each Jarl, or Wolf Lord, held together his company by sheer force of personality and shaped its martial preference by their personal authority and proclivities for war. A Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Jarl for +10 points, gaining the Counter-attack (2) special rule. A model with the Jarl upgrade may also be given the Skirmish Sub-type at no additional cost in points, this must be decided at the start of the battle before any models are deployed and may not be changed during the battle. Legiones Consularis: Pack Thegn.........+10 Points A Pack Thegn or lesser Claw Leader is a proven warrior of a score of campaigns or more, who is deeply experienced in the making of murder. Long of fang and beard, often a Pack Thegn is a commander who has survived the loss of his company or lost esteem in the eyes of his betters and is side-lined from any hope of becoming a Jarl. These warriors bind their fortunes to that of their favoured Jarl (or indeed whichever Jarl is willing to take them on if disgraced), sharing their cunning and expertise in war with his new recruits and teaching patience to his more savage pack members. A Pack Thegn will stay at the heel of that Jarl, hunting at the head of his packs until death. A Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Pack Thegn Consul instead of selecting any of the standard Consul upgrades, granting that model the benefits listed below: Special Rules A Pack Thegn gains the Counter-attack (1) special rule. A model with the Pack Thegn upgrade may also be given the Skirmish Sub-type at no additional cost in points, this must be decided at the start of the battle before any models are deployed and may not be changed during the battle. Restrictions A Pack Thegn may not take a Legion Scimitar jetbike or Legion Spatha combat bike. ‘We are the wolf that stalks the cold skies, And swallows the star-fire, We are they hidden in the darkness when the light has gone, Our light is within us, We run the Ruin of Fire in the Darkness, Foes burn in our passing.’ From the battle chants of the Space Wolves Legion, translated from the Fenrisian dialect by Captain Aaraths Lux of the Raven Guard Legion


‘It matters not how high your walls soar, It matters not how many will answer your call, It matters not how keen your blade glimmers, Nor how bright burns your hearth fire. The wolf waits, The wolf waits in darkness for us all.’ From the Lay of Grimnr Cold-Tongue, The Fenrisian Sagas Legiones Consularis: Speaker of the Dead..................................+65 Points Servants and leaders both of the Cult of Morkai – the Fenrisian wolf-aspect of death – the Speakers of the Dead are the instillers of fear, masters of discipline and keepers of the Legion’s culture and histories. These blood-soaked priests of Fenris enact strange rites, wear esoteric masks and carry curious tokens. Each Speaker of the Dead makes a baleful oath before battle, and its chanted memetics can take root within the minds of the Legion, providing deadly results. A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Speaker of the Dead Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below: Special Rules A Speaker of the Dead must increase his Leadership to 10, and the Speaker of the Dead and all models with the Legiones Astartes (Space Wolves) special rule in a unit they join gains the Stubborn and Hatred (Everything) special rules. Wargear • A Speaker of the Dead gains a narthecium and a Master-crafted power maul for no additional points cost. Restrictions A Speaker of the Dead may not select two lightning claws, or a boarding shield.


“I saw clearly the beast in the shape of a man that tore through our lines. Its stone-grey armour was draped in furs and its gaze bore a cold absence of feeling that chilled the hearts of all who dared meet it. It raised its hands and an ice blizzard swept through our ranks, freezing men to death where they stood. I alone was left alive, hiding in the darkness of our ruined troop transport, haunted by the shadowshapes of wolves that promised death.” Sworn testimony of Sendak Thrull, last survivor of the Velakrii Iron Guards, executed for treason 007.M31 Legiones Consularis: Caster of Runes .........................................+45 Points The Casters of Runes manipulate their power through little-understood psychic matrices and Fenrisian ritual. Indeed, to outsiders they claim that their ethereal power emanates not from the Warp, but from the heart of their home world of Fenris instead. A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Caster of Runes Consul instead of selecting any of the standard Consul upgrades, gaining the benefits listed below: Special Rules A Caster of Runes gains the Psyker Sub-type and must select one of the following Psychic Disciplines: Winds of Fenris (see below), Divination, Telekinesis or Biomancy. A Caster of Runes may not select any other Discipline. In addition, a Caster of Runes gains the Adamantium Will (4+) special rule. Wargear A Caster of Runes may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition, a Caster of Runes may select a psychic hood for +15 points. Psychic Discipline: Winds of Fenris A Psyker with this Discipline gains all the listed Powers, weapons and special rules. Wrath of the Death Wolf (Psychic Weapon) The Caster of Runes summons a storm from the cold hearth of Morkai and channels it into an icy blast which shatters its frozen victims. Range Str AP Type Wrath of the Death Wolf Template 5 4 Assault 1, Deflagrate, 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. Stormwrought (Psychic Power) Calling forth a sudden blizzard from the aether, the Caster of Runes shrouds his own from the enemy’s depredations. Instead of making a Shooting Attack, the controlling player of a Psyker with this Psychic Power may select a single friendly unit with at least one model within 6" of the Psyker that is composed entirely of models with the Infantry, Cavalry or Dreadnought Unit Types. The chosen unit gains the Shrouded (5+) special rule until the beginning of the controlling player’s next Shooting phase. When using this Power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the effect is improved to Shrouded (3+), if the Check is failed the Shrouded (5+) special rule is applied to the target unit and the Psyker suffers Perils of the Warp.


PRIMARCH Of all of the Primarchs of the Legiones Astartes, few were as legend-shrouded or as little understood as Leman Russ, master of the Space Wolves and lord of the icy death world of Fenris. To some, he was no more than a savage and bestial chieftain gifted the power of a god; one of the Emperor’s ‘monsters’ as terrifying and inhuman in his own way as the horror-obsessed Night Haunter or the blood-bedecked berserker Angron. To others he was an incomparable warlord, ferocious beyond measure, but also faultlessly loyal, as unwavering in battle as adamant, and as cold- hearted to his foes as the killing frost that shrouded his world’s winters. Both opinions, perhaps, were true to some measure, but neither told the full tale. For though as undoubtedly as savage as Leman Russ was, and no matter how much the beast marked him as it did not his brothers, he was also wise beyond his Legion’s barbaric appearances and self-aware to a degree few guessed at, which made him doubly dangerous. Leman Russ ..................................................450 Points The Wolf King of Fenris, The Lord of Winter and Ruin, Primarch of the Space Wolves M WS BS S T W I A Ld Sv Leman Russ 8 8 6 7 6 6 7 7 10 2+ Unit Composition • 1 Leman Russ Wargear • The Armour Elavagar • The Axe of Helwinter • The Sword of Balenight • Scornspitter • Frag grenades Unit Type • Primarch (Unique, Skirmish) Special Rules • Legiones Astartes (Space Wolves) • Master of the Legion • Howl of the Death Wolf • Counter-attack (2) • Loyalist • Warlord: Sire of the Space Wolves Warlord: Sire of the Space Wolves First and foremost, Leman Russ was a warlord; like some barbarian king of ancient myth he strode into battle at the head of his army, proving to all who followed him that he feared nothing, be it man or xenos, warp-spawned horror or self-proclaimed god. He was then to his Legion a paragon of what they should strive to be, just as much as he was their commander and their liege lord. He was a being they would have rather died for than disappoint or be shamed before. If chosen as the army's Warlord, Leman Russ automatically has the Sire of the Space Wolves Warlord Trait and may not select any other Warlord Trait. Sire of the Space Wolves – All models with the Legiones Astartes (Space Wolves) special rule in the same army as Leman Russ gain a bonus of +1 to their Strength for the duration of any turn in which such a unit successfully Charges an enemy unit. In addition, an army with Leman Russ as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Leman Russ has not been removed as a casualty. Howl of the Death Wolf Once per battle, Leman Russ’ controlling player may declare the use of this special rule at the start of their 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 to their Movement Characteristic and any enemy units that include one or more models with the Legiones Astartes (Space Wolves) special rule must take an immediate Pinning test.


The Armour Elavagar The warplate of Russ is a suit of unique artificer power armour whose origins can be traced back to the mysterious period of bitter warfare which shrouds much of the Legion’s history in the decades after the Primarch took over the VIth , and is accounted for now within the Legion’s chronicles by obscure metaphor and strange and macabre allegories impenetrable to outsiders. Within its shell are strange exothermic field generators, otherwise unknown of in the Imperium’s arsenal of technology, which bleed energy, specifically heat and kinetic potential, from their surroundings when triggered, with the effect of creating an aura of murderous chill around the Primarch at will. It is this effect which gives the armour its name to the Fenrisians —‘Elavagar’— a wave of killing frost. The Armour Elavagar confers a 2+ Armour Save and a 4+ Invulnerable Save (which is increased to 3+ against Flame, Melta and Plasma type weapons of any kind). In addition, enemy models in base contact with Leman Russ suffer a penalty of -1 To Hit him in an assault (to a maximum of 6+) on any turn in which Leman Russ makes a successful Charge. The Sword of Balenight A weapon of truly ancient mystery, the sword of Russ has gone by many names. To the Remembrancers of the Great Crusade, it is called ‘Balenight’ —a name itself a commonplace derivation of the High Terran ‘Maledica Nocterum’— a dark legend carried during the Age of Strife where it passed through the hands of warlords and tyrants one after the other. But, to the Wolves of Fenris, it has always been ‘Mjalnar’ —the fang of the Wolf King— taken in battle as a blood-bought prize of victory. Ultimately, the Sword of Balenight is a weapon of unknown origin, a thing of terror and blood against which no armour can stand, as the sword’s silver-white blade inexplicably darkens as it kills, first to the deep red of heart’s- blood, and then to a fathomless, glittering black. Weapon Range Str AP Type The Sword of Balenight – +1 2 Melee, Murderous Strike (4+), Brutal (2), Fearsome Ruin, Master-crafted Fearsome Ruin: Any unit which suffers one or more casualties from a weapon with this special rule 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. The Axe of Helwinter Russ’ favoured axe, though less strange and potent than his darkly-fabled blade, was no less a weapon of great beauty and lethality. It was a frost axe, a prince among its kind, its edge made with the kraken teeth of the mighty beast, which gave the axe its name; a legendary menace slain by Russ himself before the coming of the Emperor to Fenris. Its murderous edge was further amplified by a disruption field generator which was a masterwork in its own right, so that a well-placed blow could split the armour plate of a battle tank. Weapon Range Str AP Type The Axe of Helwinter – +2 2 Melee, Sunder, Reaping Blow (1), Master-crafted Scornspitter Once simply a Legion bolter, Scornspitter had been re-worked by no lesser hand than the Primarch Vulkan to form an outsized but perfectly balanced pistol suitable for the hand of the Wolf King. Though Russ and his Legion often stood apart from their fellows during the Great Crusade, this gift was one of honour, given after the two Primarchs’ Legions fought the bitter campaign at San Katos together, and Russ held it and its giver in high regard. The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Scornspitter 12" 4 3 Assault 3, Rending (6+)


HQ Said to be companions of the Wolf King from his earliest days as a foundling upon the bleak desolation of Fenris, these two creatures are beasts of prodigious size, formidable intelligence, and a physical power that beggars belief in purely ‘natural’ creatures of their type. The guardians of the Wolf King’s hearth, from time to time, when he calls, they follow alongside him into battle as they may, and to the Space Wolves Legion, they have come to symbolise, not only their own bestial natures, but their spiritual connection to cold Fenris itself. Both have long-served their bellicose master on countless battlefields as friends and protectors, loyal bodyguards, and keen-sensed watchers, and have proven themselves more than capable of ripping the most inhumanly powerful foes limb from limb alongside the Legion of which their master is overlord. The Wolf-kin of Russ...............................100 points Freki the Swift and Geri the Cunning, the Hearth Wolves of the King M WS BS S T W I A Ld Sv Freki 10 5 0 5 5 4 5 4 8 5+ Geri 10 7 0 5 5 4 5 3 8 5+ Unit Composition • 1 Freki • 1 Geri Wargear • Tooth & Claw Unit Type • Infantry (Skirmish, Light, Unique) Special Rules • Wolf-kin of Russ • Fearless • Fear (1) • Rampage (2) • Hammer of Wrath (1) • Feel No Pain (5+) • Bulky (4)


At Prospero was Leman Russ’ loyalty and foresight used against him by the machinations of Horus, then Warmaster and not yet revealed as traitor, and through him perhaps by the machinations of the Dark Gods. What was to follow was one of the darkest hours of the Imperium’s history, as Space Marine was set against Space Marine in war unto the death. The Burning of Prospero was a conflict eclipsed only by the nightmare civil war that came after. At Prospero, Leman Russ and his Wolves would ultimately prove victorious but, in doing so, they would pay a heavy price that would see them caught wounded and much reduced in power before the tumult to come, and unremitting battle and the doom of darker fates yet would be their lot before the war’s end. Wolf-kin of Russ In battle Leman Russ would sometimes be accompanied by a pair of immense wolves. Legend claims that these were kin to the Primarch, bound to him in the days when he wandered the bleak wastes of Fenris unburdened by the yoke of civilisation. The Wolf-kin of Russ may only be taken in a Detachment if Leman Russ is in the same Detachment. If they are chosen as part of a Detachment, they are treated as a HQ choice so far as any special rule, objective or mission is concerned, but do not take up slots on the Force Organisation chart. This unit cannot be joined by any other model, except Leman Russ. Tooth & Claw Freki and Geri are preternaturally powerful beasts whose fangs and claws can tear through body armour and rend flesh and bone like paper. Weapon Range Str AP Type Tooth & Claw - User 4 Melee, Breaching (6+)


ELITES The Deathswornwerethe dark heart of the VIth Legion. Theirs was a cursethat was eventually to find its vent in thetransfiguration of the flesh,the descent into the depths of the beast, whose predatory taint was found within the minds of those born of the Space Wolves gene-seed. In every Legion, it was said there werethosefor whom all the bloody deeds they had donein the name of the Great Crusade mutilated their souls and damaged their minds to such an extent that they were no longer Space Marines, but something hollow and murderous beyond reason. In some Legions,such things might go all but unnoticed,even perhaps mark onefor advancement, whilein others, the gift of final peace was offered, or perhaps outcaststatus as one of theso-called ‘Moritats’ or a placein the Destroyer units. But within the Space Wolves, such an all-consuming impulseto kill and kill again was better understood, and the ways of Fenris held the answer to such dark souls in theshape of the Cult of Morkai and its ministers. The warriorswho gavethemselves over became the Deathsworn; marked by their wolf-skull helms, they weretheembodiment of the hunger of death in the heart of the Legion. Deathsworn Pack .......................................175 Points M WS BS S T W I A Ld Sv Deathsworn 7 4 4 4 4 2 4 2 8 2+ Unit Composition • 5 Deathsworn Wargear • Bolt pistol • Power axe • Frag grenades • Krak grenades • Ymira class stasis bombs • Artificer armour Unit Type • Infantry (Heavy) Special Rules • Legiones Astartes (Space Wolves) • Cult of Morkai • The Dreams of the Death Wolf • Counter-attack (1) • Stubborn Dedicated Transport A Deathsworn Pack 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 Deathsworn Pack may include: - Up to 5 additional Deathsworn............................................................+30 points each • Any model in the unit may exchange its power axe for a: - Power fist..................................................................................................+15 points each • For every five models in the unit, one model may exchange its power axe for one of the following: - Great frost blade......................................................................................+10 points each - Thunder hammer...................................................................................+20 points each • The entire unit may take one of the following options: - Melta bombs......................................................................................+20 points per unit - Rad grenades.....................................................................................+20 points per unit


Cult of Morkai The Deathsworn serve not only as able combatants, but also as an important part of the ritual Cult of Morkai. They are often found in the company of the dour Speakers of the Dead or the enigmatic Rune Casters when those warriors serve as harbingers of Fenris’ wrath. Deathsworn Packs may not be joined by models with the Independent Character special rule other than models with the Speaker of the Dead or Caster of Runes Consul upgrade. In addition, a Deathsworn Pack may be selected as a Retinue Squad in a Detachment that includes at least one model with the Speaker of the Dead or Caster of Runes Consul upgrade, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with the Speaker of the Dead or Caster of Runes Consul upgrade from the same Detachment selected by the controlling player as the Deathsworn Pack’s Leader for the purposes of this special rule. A Deathsworn Pack selected as a 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. A Deathsworn Pack selected as a 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. The Dreams of the Death Wolf The dreams of the Death Wolf have consumed the minds of the Deathsworn so that only in killing do they themselves feel anything but the chill of death closing about them. In that moment, they care nothing for their own lives or safety, so long as their enemies are strewn about them broken and lifeless. If a Deathsworn model loses its last Wound during the Assault phase before having made any attacks, place that model to one side instead of removing it from play as a casualty. In Initiative Step 1, all models placed to the side in this fashion may make a single Attack before being removed as a casualty (models removed as casualties in this fashion are still counted for resolving which side has won a combat). Ymira Class Stasis Bombs Relics of a campaign of purgation and slaughter so dreadful that none but the Wolf King and his innermost circle of priests have been allowed to remember it, save in the lingering echoes of nightmare, these arcane weapons actively breach and damage the flow of time around them when they detonate. Merely being in proximity to the blast radius of these terrifying weapons is as perilous as any rad grenade, as a sudden time distortion freezes the target, but far from consistently, an effect that can leave its victim frozen out of phase with existence, a trapped echo lost in the void, or shattered like a statue of ice. It can just as easily result in withered flesh and failing organs for the wielder, as their own lifeforce is drained away in years and decades from a failing stasis field. Such a fate for the Deathsworn, however, seems of little concern. Any unit which successfully Charges a unit that includes one or more models with Ymira class stasis bombs must make a Disordered Charge. In addition, the controlling player of a unit that includes any models with Ymira class stasis bombs may choose to activate the Ymira class stasis bombs when declaring a Charge for that unit, before any dice are rolled to determine Charge Distance. The Ymira class stasis bombs remain activated until the start of the controlling player’s next turn, and may be activated again if another Charge is later declared for that unit. Whilst activated, all models with Ymira class stasis bombs must add both the Fleshbane and Gets Hot special rules to all attacks made during the Fight sub-phase. All Wounds inflicted by the Gets Hot special rule on a model with an activated Ymira class stasis bomb are resolved using the AP value of the weapon the model with Ymira stasis bombs is using to attack.


ELITES The Varagyr are the chosen warriors of Leman Russ, hand picked from his own Great Company to form his personal guard and close companions in war and council. To have attained such a rank and position, each has distinguished himself in battle many times over, and each has forged his own saga worth the telling. More so than any other of his sons, they are the wolves of his pack, marked by the great beast pelt which adorns their armour, and to adopt this honour means more than simply to walk in the Wolf King’s shadow and lay down their lives for him if needs be, it means something much more. It means that, at least for a time, they have foregone the chance to lead their brothers in battle, to watch while others strike, to stand fast and not to seek out the glory of battle, save when their lord commands. When such coldly-withheld fury is unleashed, however, it falls like a thunderbolt against the foe. Varagyr Wolf Guard Terminator Squad.....................................250 Points M WS BS S T W I A Ld Sv Varagyr 6 5 4 4 4 2 4 2 8 2+ Thegn 6 5 4 4 4 2 4 3 9 2+ Unit Composition • 4 Varagyr • 1 Thegn Wargear • One of the following: frost axe, frost sword or frost claw • Combi-bolter • Legion Cataphractii Terminator armour Unit Type • Varagyr: Infantry (Heavy) • Thegn: Infantry (Heavy, Character) Special Rules • Legiones Astartes (Space Wolves) • Fear (1) • Relentless • Counter-attack (1) • Stubborn • Hammer of Wrath (2) • Lordsbane • Bulky (2) Dedicated Transport • A Varagyr Wolf Guard Terminator Squad of no more than 5 models may take a Legion Land Raider Proteus Carrier as a Dedicated Transport. A Varagyr Wolf Guard Terminator Squad of any size may instead take a Legion Land Raider Spartan 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.


Lordsbane Though all serve the Wolf King faithfully and with fealty as his guard, the Varagyr also take great satisfaction in showing their superiority over the petty lords and champions of those they slay, vying to honour their master with the trophies of the slain justly anointed in the blood of the vanquished, in the hopes of making a tale worth the telling. Models with this special rule may issue and accept Challenges as if they had the Character Sub-type in combat, and in addition, when fighting in a Challenge, if the enemy challenger is removed as a casualty then they may add an additional +1 to the number of successful Wounds caused for the purposes of resolving which side has won a combat. Options • The Varagyr Wolf Guard Terminator Squad may include: - Up to 5 additional Varagyr.....................................................................................................................................+45 points each • Any model in the unit may exchange its frost blade for one of the following: - Power fist..................................................................................................................................................................+10 points each - Chainfist ...................................................................................................................................................................+15 points each - Thunder hammer....................................................................................................................................................+15 points each • One Varagyr in the unit may take: - Legion vexilla ....................................................................................................................................................................+10 points • Any model in the unit may exchange its combi-bolter for one of the following weapons: - Magna combi-weapon............................................................................................................................................+10 points each - Minor combi-weapon...............................................................................................................................................+5 points each - Second frost blade (axe, claw or sword).................................................................................................................+5 points each - Heavy flamer..............................................................................................................................................................+5 points each - Reaper autocannon.................................................................................................................................................+15 points each • The Thegn may exchange his frost blade for a: - Great frost blade...............................................................................................................................................................+10 points • The Thegn may take a: - Grenade harness...............................................................................................................................................................+10 points


TROOPS Under the leadership of Leman Russ, and their embracing of the warrior- culture of chill and savage Fenris that he had come to embody, the Space Wolves Legion began to change to become a singular hybrid of Fenris’ unforgiving and ruthless way of battle and the patterns of more recognisably Imperial military doctrine that had gone before. This new Space Wolves Legion was truly a reflection of neither of those parents, but something new entirely, and the increasing use of so-called Grey Slayer units was perhaps one of the most visible outward signs of this transformation. Whereas the Terranstyle tactical squads, decreasingly evident in the VIth Legion’s order of battle, were disciplined cogs in an intricate machine of war, the Grey Slayers were, in effect, compact individual warbands of Space Marines, all but autonomous in their own right in the field: fluid, sure-footed and largely exempt from the reliance on direct commands from above. They were expected to deal with myriad challenges on their own if needs be and, above all, to close with the enemy on their own terms, to seek and destroy. Grey Slayer Pack ........................................145 Points M WS BS S T W I A Ld Sv Grey Slayer 7 4 4 4 4 1 4 1 7 3+ Huscarl 7 4 4 4 4 1 4 2 8 3+ Unit Composition • 9 Grey Slayers • 1 Huscarl Wargear • Bolt pistol • Fenrisian axe • Combat shield • Frag grenades • Krak grenades • Power armour Unit Type • Grey Slayers: Infantry (Skirmish, Line) • Huscarl: Infantry (Skirmish, Line, Character) Special Rules • Legiones Astartes (Space Wolves) • Relentless • Counter-attack (1) • Heart of the Legion Dedicated Transport • A Grey Slayer Pack of no more than 10 models 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 Grey Slayer Pack may include: - Up to 10 additional Grey Slayers...........................................................................................................................+12 points each • Any model in the unit may exchange its combat shield for a: - Bolter.............................................................................................................................................................................................Free • Any model with a bolter may take: - Bayonet.........................................................................................................................................................................+1 point each - Chain bayonet............................................................................................................................................................+2 points each • Any model in the unit may exchange its Fenrisian axe for a: - Power weapon............................................................................................................................................................+5 points each • For every five models in the unit, one model may exchange its Fenrisian axe for a: - Heavy chainsword.....................................................................................................................................................+2 points each - Power fist.................................................................................................................................................................+20 points each - Lightning claw.........................................................................................................................................................+10 points each • For every five models in the unit, one model may exchange its bolt pistol for a: - Hand flamer...............................................................................................................................................................+5 points each - Plasma pistol ............................................................................................................................................................+10 points each • One Grey Slayer may take: - Nuncio-vox........................................................................................................................................................................+10 points • One Grey Slayer may take: - Legion vexilla ....................................................................................................................................................................+10 points • The Huscarl may exchange his Fenrisian axe for one of the following options: - Power fist...........................................................................................................................................................................+20 points - Lightning claw..................................................................................................................................................................+10 points - Frost blade (sword, axe or claw) ......................................................................................................................................+15 points - Thunder hammer.............................................................................................................................................................+25 points • The Huscarl may exchange his bolt pistol for one of the following options: - Hand flamer........................................................................................................................................................................+5 points - Plasma pistol .....................................................................................................................................................................+10 points • The Huscarl may exchange his Fenrisian axe and bolt pistol for: - Two lightning claws..........................................................................................................................................................+15 points • The Huscarl may exchange his power armour for artificer armour...........................................................................+10 points • The Huscarl may take melta bombs ................................................................................................................................+10 points


Grey Stalker Pack .....................................145 Points M WS BS S T W I A Ld Sv Grey Stalker 7 4 4 4 4 1 4 1 7 3+ Huscarl 7 4 4 4 4 1 4 2 8 3+ Unit Composition • 9 Grey Stalkers • 1 Huscarl Wargear • Bolt pistol • Chainsword • Frag grenades • Krak grenades • Power armour Unit Type • Grey Stalkers: Infantry (Skirmish, Line) • Huscarl: Infantry (Skirmish, Line, Character) Special Rules • Legiones Astartes (Space Wolves) • Relentless • Counter-attack (1) • Heart of the Legion Dedicated Transport • A Grey Stalkers Pack of no more than 10 models 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. TROOPS Counterparts to the Grey Slayers, the Grey Stalkers served to complement their raw and savage fury with a more focussed rage and more varied panoply. Their role in battle was more akin to that of the traditional tactical squad, to take and hold ground, but moulded by the teachings of Leman Russ into something new and distinct. In battle they followed on the heels of the Grey Slayers, harrying those foes too well entrenched for a frontal assault and securing the objectives cleared by the onslaught of the Grey Slayers. The Grey Stalkers were often composed of a more higher number of Terran recruits than other cadres of the Space Wolves. Being among those units most akin to the old ways of the Legion, and less tied to the savage rites and grim culture of Fenris, these units were often best suited to the skills such warriors excelled at. This unintended division of the Legion also brought with it a subtle hint of disfavour for the Grey Stalkers, for some among those Fenrisian warriors that stood highest in Leman Russ’ favour found them lacking in zeal for the changes that had transformed the Space Wolves Legion.


Options • The Grey Stalkers Pack may include: - Up to 10 additional Grey Stalkers.........................................................................................................................+12 points each • The entire unit may take one of the following options: - Bolter...................................................................................................................................................................+1 point per model - Combat shield....................................................................................................................................................+1 point per model • Any model with a bolter may take a: - Bayonet.........................................................................................................................................................................+1 point each - Chain bayonet............................................................................................................................................................+2 points each • Any model in the unit may exchange its chainsword for a: - Power weapon............................................................................................................................................................+5 points each • For every five models in the unit, one model may take a: - Magna combi-weapon............................................................................................................................................+10 points each - Minor combi-weapon...............................................................................................................................................+5 points each - Flamer.........................................................................................................................................................................+5 points each - Volkite charger...........................................................................................................................................................+5 points each - Rotor cannon.............................................................................................................................................................+5 points each - Volkite caliver.............................................................................................................................................................+5 points each - Plasma gun ...............................................................................................................................................................+10 points each - Melta gun..................................................................................................................................................................+15 points each • For every five models in the unit, one model may exchange its chainsword for a: - Heavy chainsword.....................................................................................................................................................+2 points each - Power fist.................................................................................................................................................................+20 points each - Lightning claw.........................................................................................................................................................+10 points each • For every five models in the unit, one model may exchange its bolt pistol for a: - Hand flamer...............................................................................................................................................................+5 points each - Plasma pistol ............................................................................................................................................................+10 points each • One Grey Stalker may take a: - Nuncio-vox........................................................................................................................................................................+10 points • One Grey Stalker may take a: - Legion vexilla ....................................................................................................................................................................+10 points • The Huscarl may exchange his chainsword for one of the following options: - Power fist...........................................................................................................................................................................+20 points - Lightning claw..................................................................................................................................................................+10 points - Frost blade (sword, axe or claw) ......................................................................................................................................+15 points - Thunder hammer.............................................................................................................................................................+25 points • The Huscarl may exchange his bolt pistol for one of the following options: - Hand flamer........................................................................................................................................................................+5 points - Plasma pistol .....................................................................................................................................................................+10 points • The Huscarl may exchange his chainsword and bolt pistol for: - Two lightning claws..........................................................................................................................................................+15 points • The Huscarl may exchange his power armour for artificer armour...........................................................................+10 points • The Huscarl may take melta bombs ................................................................................................................................+10 points


HQ A prideful and impetuous Thegn known for his fury and desire to meet his foes head-on, Geigor’s otherwise notably valiant record as a warrior was marred by a history which had suffered several reversals on the field of battle as a commander. The worst of these had been the loss of his entire war pack while fighting alongside the Thousand Sons during the Great Crusade, a battle in which he believed that his Space Wolves and he had been betrayed by their erstwhile allies. It was a wound which festered in Geigor’s soul and, when the orders came for the Censure of Prospero, his voice was one of the loudest in the Legion’s council baying for the Thousand Sons’ slaughter. Given command of one of his Great Company’s Bloodied Claw assault formations, he treated the attack on Prospero as a sacred mission he would rather see through himself and his packs slain to a man rather than fail, pursuing his foes relentlessly through fire, sorcery and death. Geigor Fell-Hand.......................................135 points Thegn of the Space Wolves, Commander of the Broken Claw, The Fell-hand M WS BS S T W I A Ld Sv Geigor Fell-Hand 7 5 5 4 4 3 5 3 9 2+ Unit Composition • 1 Geigor Fell-Hand Wargear • Bolt pistol • Bolter • The Fell-Hand • Frag grenades • Krak grenades • Refractor field • Artificer armour Unit Type • Infantry (Character, Skirmish, Unique) Special Rules • Legiones Astartes (Space Wolves) • Independent Character • Relentless • Counter-attack (1) • Master of the Legion • Warlord: Crown Breaker Warlord: Crown Breaker Geigor’s wrath was most often directed at the enemy’s commanders, those warriors that led the vanguard and directed the attack. Yet this was no display of tactics, no attempt to cut the head from the snake, but instead a bitter and abiding need to prove himself better than those ranged against him. If chosen as the army's Warlord, Geigor Fell-Hand automatically has Crown Breaker as his Warlord Trait and may not select any other. Crown Breaker - Geigor Fell-Hand and all models in any friendly unit he has joined gain the Preferred Enemy (Independent Characters) special rule. They 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 with Geigor Fell-Hand as its Warlord may make an additional Reaction during the opposing player’s Movement phase as long as Geigor Fell-Hand has not been removed as a casualty. The Fell-Hand Geigor is in possession of a particularly potent frost claw of exquisite workmanship and power, gained and forged after many trials and bellicose deeds worthy of a saga in themselves. Claw and master together gained the war-name of ‘Fell-Hand’ for the death they have reaved on the battlefield. Weapon Range Str AP Type The Fell-Hand - +1 3 Melee, Master-crafted, Rending (5+), Shred, Reaping Blow (1)


HQ The commander of the Fourth Great Company of the Space Wolves, Hvarl Red-Blade had a reputation as a dourly humorous and often choleric-tempered warrior, whose greatest joy was to be found in the din of war and whose battle- cunning was something of a legend. Master of his Great Company for more than five decades at the time of the Razing of Prospero, he was a veteran warlord as renowned for his scourging tactics as he was for encouraging the taking of heads from the enemy fallen as a form of competition among his warriors. Each gory trophy was to be accompanied by a tale of how it was taken around the Great Company’s fires after battle and, without a grand tale, the head-taking was held of little account and the warrior scorned, and so were his Space Wolves pushed towards greater reaches of valour. Hvarl Red-Blade........................................210 Points Jarl of the Fourth Great Company, The Ravager, The Headsman of Koltok M WS BS S T W I A Ld Sv Hvarl Red-Blade 7 6 5 4 4 4 5 4 10 2+ Unit Composition • 1 Hvarl Red-Blade Wargear • Hearth-splitter • Heavy bolter • Grenade harness • Iron halo • Legion Tartaros Terminator armour Unit Type • Infantry (Character, Unique) Special Rules • Independent Character • Battle Cunning • Legiones Astartes (Space Wolves) • Master of the Legion • Relentless • Inexorable • Counter-attack (1) • Fear (1) • Bulky (2) • Warlord: Head-taker Warlord: Head-taker Hvarl gloried in only one thing in battle, the death of the foe. He cared little for grand strategy or subtle tricks of deployment or manoeuvre and instead craved simply to close with the foe and see their blood spilled on the broken soil of the battlefield. If chosen as the army’s Warlord, Hvarl Red-Blade automatically has Head-taker as his Warlord Trait and may not select any other. Head-taker – Hvarl Red-Blade and all models in any friendly unit he joins gain the Preferred Enemy (Infantry) special rule. In addition, an army with Hvarl Red- Blade as its Warlord may make an additional Reaction during their opponent’s Assault phase as long as Hvarl has not been removed as a casualty. Battle Cunning Hvarl knew only one way to fight thefoe, to close with them as quickly as possible, break their lines and crush their heart. Yet, he was no fool and knew well the value of sending forth warriorsto distract and mislead thefoe before mounting his main onslaught. Up to three units composed entirely of models with the Infantry Unit Type in the same Detachment as Hvarl Red-Blade may be given the Scout special rule. Hearth-splitter Hvarl Red-Blade’s famed axe was not of Fenris but a stone-grey power bladere-forged by theIron Priestsfrom a battlefield trophy taken from a huge machine-warriormadein the shape of a long-dead king he battled on theedge of the Maelstrom. This battle, fought on the dead world of Koltok, saw him elevated to Thegn and firstearned him the name of ‘Headsman’. In a thousand battlessince, it has never failed him. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Hearth-splitter - +2 2 Melee, Armourbane (Melee)


Rapid Attack Unit MkVI pauldron Fire Support Unit MkVI pauldron Tactical Line Unit MkVI pauldron Legion Officer MkVI helm with longitudinal crest Heraldry of the VIth Legiones Astartes – Space Wolves Post the VIth Legion’s unification with the Primarch Leman Russ in 819.M30, the wargear and armour of the Space Wolves became renowned for the use of unique Fenrisian cultural artefacts, runic script and artisan modification. More than simply an aesthetic influence, these carry various coded references to the history and deeds of the bearer and his pack and Great Company, and markings can often carry multiple meanings depending on their relation and positioning. Line Officer MkVI helm with transverse crest Veteran Sergeant MkVI helm Sergeant MkVI helm Veteran Legionary MkVI helm Destroyer Squad ‘Horns of Winter’ heraldry, MkIII pauldron Deathsworn Pack ‘Cult of Morkai’ armourial, MkII pauldron Apothecary MkVI helm with medicae augury probes Destroyer MkIV helm, Destroyer variant Deathsworn (sergeant) ‘Death Wolf’ helm Historical Variant Field Overseer, variant MkII helm Line Legionary MkIV helm Grey Slayer Pack Second Great Company, MkIII pauldron Individual Heraldry ‘Wyrm Mark’ knotwork, MkIV pauldron Panoply of Fenris Many Space Wolves adorn their armour with items unique to Fenris, such as wolf pelts, claws and fangs, making them a fearful sight in battle. VIth Legion Armourial MkIV pauldron Breacher Squad Variant ‘Void Wolf’ VIth Legion Armourial MkII 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 Space Wolves utilise a range of Fenrisian terms that often speak more to the bearer’s status than actual rank, ranging from Claw Leader to Wolf Lord.


Thegn King’s-Bane Twelfth Great Company Tartaros pattern Terminator armour Varagyr Thegn Ortheln First Great Company Cataphractii Terminator Armour Legionary Isem Second Great Company MkII (‘Crusade’) armour Legionary Hruga Eighth Great Company MkIV (‘Maximus’) pattern power armour Legion armourial Fenrisian knotwork Applied by wearer’s own hand MkIII pauldron with additional reinforcing studs Non standard, battlefield replacement Space Wolves Legion Colours The Legion of Leman Russ wears the colours of the savage seas and turbulent skies of Fenris – a brooding dark grey, often complemented with banding and other details of dark gold or bronze. Insignia is rendered in bone white, blood red, black or gold, giving the Space Wolves the aspect of primitive barbarians, a misleading impression they deliberately propagate so as to wrong-foot or to intimidate their foes. Space Wolves Legion armourial


Land Raider Proteus Carrier ‘Pawn of Ymgr’ Unknown unit affiliation, Destruction of Prospero Space Wolves Vehicle Heraldry T he thirteen Great Companies of the V th Legion each maintained their own stocks of vehicles, and while most were appointed with a balanced spread of vehicle types, some specialised in vehicles suited to a specific battlefield role. Thus, for example, the Eighth Great Company is equipped with greater numbers of faster, more lightly-armoured vehicles, while within the ranks of the Seventh Great Company are to be found the greatest concentration of heavy artillery assets. The vehicles of the Space Wolves are clad in brooding storm grey, complemented with bands of blood red and with specific details picked out in bronze and black. There appears to be no specific scheme at play in the employment of secondary elements, the only consistent element being the displaying of the Legion’s wolfshead device. Perhaps more than any other Legion, the Space Wolves appear to place little or no value in the employment of tactical markings, only rarely employing the insignia first set down in the Liber Armorum Terranicus at the outset of the Great Crusade. In their place, the Legion’s vehicles display a wide range of personal heraldry and motifs specific to the culture of Fenris. The Space Wolves are known to value highly the wisdom and skills of warriors interred within the armoured shells of Dreadnoughts. These are often seen adorned with the pelts of Fenrisian wolves, as well as a range of primitive fetishes wrought of the teeth and claws of a range of creatures. The most ancient of these warriors can be discerned by the degree of Fenrisian knotwork applied to their armoured flanks in bronze, gold or ebony.


Leviathan Siege Dreadnought Hrimthursar Arn Therod, Fourth Great Company Acropolis Magna, Destruction of Prospero Deimos Pattern Rhino Transport Unidentified company support asset, Fall of Baztel III


I n the closing years of the Great Crusade, the Imperial Fists had been recalled to Terra to begin the work of fortifying the Segmentum Solar and the core worlds of the Imperium. The bulk of the Legion returned to the Throneworld of humanity, though many thousands more remained scattered the breadth of the galaxy and would take years to rendezvous with the Legion’s main force. At the outbreak of the Horus Heresy, Rogal Dorn was invested with the powers of Warmaster in all but name – becoming commander of all of the Imperium’s military assets in the effort of coordinating the galactic defence. Its fleet was amongst the first to respond to Horus’ treachery and a Retribution force was sent by Dorn to face the Traitors. Waylaid at Phall by warp storms, the Imperial Fists would outmatch the Primarch Perturabo in void warfare before withdrawing back to Terra following their Primarch’s orders. At Tallarn, the sons of Dorn would clash again with the Iron Warriors as part of the huge armoured engagement, cementing their bitter rivalry with blood. At Cthonia, they contained the Sons of Horus, and in the skies above Pluto, Rogal Dorn beat back the Alpha Legion’s early attempt to strike at Terra with the might of the Phalanx – the lynchpin of the Solar defence. Across the northern Segmentum Solar, Dorn erected the ‘Gauntlet of Stone’, a line of defences that held off the Traitor onslaught across the vital channels of Paramar, Beta Garmon and Lorin Alpha. The Legion also fought a bitter and desperate defence at its home world of Inwit against overwhelming Traitor forces. When Horus brought his hordes to Terra, the VIIth Legion was instrumental in the defence of the Imperial Palace. Rogal Dorn commanded the Imperium’s defiance, and without the sacrifices of the Imperial Fists all might have been lost. Legiones Astartes (Imperial Fists) All models with this special rule are subject to the following provisions: Discipline and Resolve Models with this special rule gain a bonus of +1 to all To Hit rolls with any Auto weapon or Bolt weapon as part of any Shooting Attack (including as part of any Reaction). Vaults of the Phalanx Models with this special rule gain access to unique Wargear options (see Armoury of the Imperial Fists on page 228). Lords of the Imperium Any Legion Centurion with this special rule may select the Castellan Consul upgrade (see the Armoury of the Imperial Fists on page 229). Sentinels of Terra A Warlord with this special rule may select a Warlord Trait from the Imperial Fists Warlord Trait list. VIITH LEGIONES ASTARTES IMPERIAL FISTS


Imperial Fists Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Imperial Fists) 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 Best Defence – This Advanced Reaction may be made once per battle, during the opposing player’s Movement phase when any enemy unit ends a Move within 10" and within line of sight of any model with the Legiones Astartes (Imperial Fists) special rule in a unit under the Reactive player’s control, with that unit making the Reaction. The Reactive player may declare a Charge for the Reacting unit against the enemy unit which triggered this Reaction once that enemy unit has completed its move, and as if it were the controlling player’s Assault phase, with a Charge Distance in inches equal to D6 plus the lowest unmodified Initiative Characteristic of any model in the Reacting Unit and any Charge modifiers the unit has. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge move is made. Solar Marshal (Loyalist only) As the forces of the Arch-Traitor pressed the borders of the Segmentum Solar, the commanders of the Imperial Fists’ defensive spheres learned the extremes of desperation and hatred required for victory. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to their Weapon Skill Characteristic when locked in combat with one or more enemy units that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make one additional Reaction per turn in any one of the opposing player’s Phases, as long as the Warlord has not been removed as a casualty. This additional Reaction may only be made by the Warlord’s unit and does not allow any unit to make more than one Reaction per Phase. Warden of Inwit As constant and immovable as a glacial plateau, any attack made against a Warden of Inwit is as sure to be rebuffed as an assault against a solid wall of ice. When within 6" of an objective, or within their own Deployment Zone, a Warlord with this Trait, and all models in any friendly unit that Warlord joins, automatically pass any Morale checks or Pinning 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 Assault phase as long as the Warlord has not been removed as a casualty. Architect of Devastation To many in the Imperium, the noblest virtue of the Imperial Fists was that of their role as builders and defenders. They were to be seen atop the ramparts of bastions which they had erected across the length and breadth of the galaxy, laying down withering hails of firepower against any who had transgressed the Pax Imperialis. This Warlord, and all models with the Legiones Astartes (Imperial Fists) special rule in any unit he joins, may reroll failed To Hit rolls of ‘1’ as long as that unit is entirely within an area of Terrain that grants a Cover Save or Embarked within a Fortification. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty. Warlord Traits A Warlord with the Legiones Astartes (Imperial Fists) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.


Imperial Fists Rites of War A Detachment which has the Legiones Astartes (Imperial Fists) 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 Stone Gauntlet The Imperial Fists were a capable Legion in any theatre of conflict, their temperament and training meant they favoured a style of warfare that combined phenomenally resilient interlocking defence with calculated bursts of relentless aggression. Key to this, and its distinction over the practices of many other Legions, was that it combined in lock-step the strengths of each Legionary as a whole. One such tactical example of this was an infantry formation known as the Stone Gauntlet, which turned the mass of the Legion’s Breachers and Warders into a grinding, implacable battering ram of force. Effects • Phalanx Warder Squads may be taken as Troops choices for a Detachment using this Rite of War. • All models selected as part of a Phalanx Warder Squad in a Detachment using this Rite of War gain the Line Sub-type and Heart of the Legion special rule. • Any model in a Detachment using this Rite of War, and with the Legiones Astartes (Imperial Fists) special rule, with a boarding shield, which is in unit coherency with at least two other models that also fit these criteria, may reroll all failed Invulnerable Saves made against Shooting Attacks or attacks made during the Fight sub-phase. This bonus may not be claimed if the unit the model is part of has made a Run move, Charge or a Sweeping Advance move in the current player turn, or is Falling Back. • Any model in a Detachment using this Rite of War with the Legiones Astartes (Imperial Fists) special rule, with a boarding shield, which is in unit coherency with at least two other models that also fit these criteria, gains the Hammer of Wrath (1) special rule for the duration of any Assault phase in which a Charge is declared for the unit that model is part of (whether or not the Charge is successful). Limitations • A Detachment using this Rite of War must select Phalanx Warder Squads to fill all Compulsory Troops choices in the Detachment. • A Detachment using this Rite of War may not deploy models using the Deep Strike special rule or otherwise as part of a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by these methods therefore cannot be chosen as part of the Detachment). • A Detachment using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.


Rite of War: Hammerfall Strike Force Originally created as a template for landing forces deployed from the mighty Phalanx – the flagship of the Legiones Astartes Imperial Fists – a Hammerfall strike force is a concentration of elite, ship-borne units deployed for the purpose of enacting sudden and overwhelming boarding or landing actions against a foe that must be destroyed without mercy or quarter. The force utilises rare and invaluable teleportarium arrays to teleport transponder-equipped warriors into the heart of a battle, the arcane devices ensuring they materialise in a flash of golden light so intense that enemy warriors are temporarily blinded. Effects • Phalanx Warder Squads may be taken as Troops choices in a Detachment using this Rite of War. • All models in a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Imperial Fists) special rule in a Detachment using this Rite of War may be given the Deep Strike special rule for +30 points per unit. • All models in a unit composed entirely of models with the Infantry Unit Type upgraded to have the Deep Strike rule in a Detachment using this Rite of War gain the Shrouded (5+) special rule when deployed onto the battlefield as part of a Deep Strike Assault. This effect lasts until the beginning of the controlling player’s next player turn. Limitations • Models with the Vehicle Unit Type taken in a Detachment using this Rite of War must begin the battle in Reserves and may not be assigned to a Deep Strike Assault, Subterranean Assault or Outflanking Assault. • A Detachment using this Rite of War may not take Fortification choices. Rite of War: Templar Assault When the Templars of the Legion’s Oaths go to war, they do so with duty and righteous purpose above all else, and cannot be halted except in death. The Templars strike with overwhelming force in crashing waves of power armour – their tactics are not subtle, but their methods are furious and irresistible. Effects • Units of Templar Brethren may be taken as Troops choices in a Detachment using this Rite of War. • All models in a Templar Brethren unit taken as part of a Detachment using this Rite of War gain the Heart of the Legion special rule and the Line Unit Sub-type. • For the duration of any turn in which a unit of Templar Brethren taken as part of a Detachment using this Rite of War Disembark from a model, all models in the Disembarking unit gain the Rage (2) special rule (this does not apply if the unit is forced to make an Emergency Disembarkation). Limitations • A Detachment using this Rite of War must select Templar Brethren to fill all Compulsory Troops choices in the Detachment. • This Rite of War may only be taken for a Detachment in an army with the Loyalist Allegiance and all Detachments in an army that includes a Detachment with this Rite of War must have a variant of the Legiones Astartes (X) special rule. • Detachments using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.


THE ARMOURY of THE IMPERIAL FISTS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Imperial Fists) Faction and exemplifies the nature of that Legion. Vigil Storm Shield The Imperial Fists were the first to utilise the enhanced Vigil pattern storm shield design, which featured a uniquely potent field generator far exceeding those found elsewhere. The first of these had entered service with the Legion after the Ullanor Campaign, but difficulties in production meant only a few hundred had entered full service at the outset of the wars of the Horus Heresy. Any model with both the Legiones Astartes (Imperial Fists) and Independent Character special rules that does not have the Unique Unit Sub-type may take a Vigil storm shield for +20 points. Additionally, any models with the Legiones Astartes (Imperial Fists) special rule in a Legion Tartaros Terminator Squad, or Legion Tartaros Command Squad may exchange a combi-bolter for a Vigil storm shield for +15 points each. Any models with the Legiones Astartes (Imperial Fists) special rule in a Legion Cataphractii Terminator Squad or Legion Cataphractii Command Squad may exchange a combi-bolter for a Vigil storm shield for +10 points each. A model with a Vigil storm shield gains a 3+ Invulnerable Save – Invulnerable Saves granted by a Vigil storm shield do not stack with other Invulnerable Saves and cannot be modified by any other special rule. If a model has another Invulnerable Save then the controlling player must choose one to use. A model with a Vigil storm shield may never gain an additional attack for being armed with two close combat weapons or make attacks using a weapon with the Two-handed special rule. Teleport Strike The Imperial Fists’ teleportation assaults were legendary in the fleet warfare of the 31st Millennium, with heavily armoured Space Marines materialising from thin air in the very teeth of an enemy formation. All models with the Legiones Astartes (Imperial Fists) special rule in a Legion Cataphractii Terminator Squad, Legion Tartaros Terminator Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad may be given the Deep Strike special rule for +25 points per unit. Any model with both the Legiones Astartes (Imperial Fists) and Independent Character special rules may be given the Deep Strike special rule for +20 points per model. Solarite Power Gauntlet These augmented power fists are greatly favoured by the officers of the Imperial Fists Legion. Crafted in imitation of the ancient relics of Old Earth, they embody their Legion’s heraldic icon in the shape of a powerful weapon. Any model with the Legiones Astartes (Imperial Fists) special rule may exchange a power fist for a Solarite power gauntlet for +5 points, or exchange a thunder hammer for a Solarite power gauntlet 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 Solarite power gauntlet - 10 1 Melee, Unwieldy


“Each deed we perform is the setting of one stone upon another towards the raising of this great edifice that is the Imperium. The Traitors would tear down all our work, and bury us in the rubble of our own destruction.” Castellan Felkon, Legiones Astartes Imperial Fists Legiones Consularis: Castellan...........+20 Points Upon the broad shoulders of the Lords Castellan were the foundations of the Imperium built. They are the unbending spine of the VIIth Legion, those chosen few lords of siege warfare who commanded armies in the name of their Primarch, conquering world after world. In their wake, the Castellans left only loyal, compliant civilisations; erecting upon those worlds which they conquered mighty Imperial redoubts from which the defence of entire sub-sectors could be coordinated. Any Legion Centurion with the Legiones Astartes (Imperial Fists) special rule may be upgraded to a Castellan Consul instead of selecting any of the standard Consul upgrades, granting that model the benefits listed below: Special Rules A Castellan gains the Fire Support special rule and the Heavy Unit Sub-type: Fire Support: When making an attack with a Heavy weapon, a Castellan may increase the number of attacks made with that weapon by +1 when making a Shooting Attack (for example, a Castellan making a Shooting Attack with a Heavy 3 weapon would roll an additional dice forits attacks,rolling four dice in total). In addition, any Legion Heavy Support Squadsin the same Detachment as a Castellan gain the Line Sub-type. Wargear A Legion Centurion with the Castellan upgrade must select one of the following options: - Master-crafted heavy bolter ......................................................................................Free - Master-crafted autocannon..............................................................................+5 points - Iliastus assault cannon ....................................................................................+10 points In addition, a Castellan may notselect a Legion Warhawk jump pack, Legion Spatha combat bike, Legion Scimitarjetbike, combatshield, boarding shield, power fist, Solarite power gauntlet, lightning claw(s) or any weapon with the Two-handed specialrule. Iliastus Assault Cannon A prototype weapon system designed as a more compact and portable variant of the highly successful Kheres pattern, it was, as can be divined by its pattern designation, first developed on the Iliastus Satellitein the Sol System by the Dyuniquetechno-esoteric cult. An Iliastus assault cannon is an ‘Auto’ weapon. An Iliastus assault cannon may be selected by the following units: • Any models with the Legiones Astartes (Imperial Fists) special rule and the Infantry Unit Type may exchange a heavy flamer for an Iliastus assault cannon for +10 points each. • A Legion Predator with the Legiones Astartes (Imperial Fists) special rule may exchange its Turret Mounted Predator cannon for a Turret Mounted twin-linked Iliastus assault cannon for no additional points cost. • Any model with the Dreadnought or Vehicle Unit Type and Legiones Astartes (Imperial Fists) special rule may exchange a heavy flamer for an Iliastus assault cannon for +20 points each. Weapon Range Str AP Type Iliastus assault cannon 24" 6 4 Assault 4, Rending (6+), Malfunction Malfunction: If a weapon with this special rule is used to make a Shooting Attack as part of any Reaction it gains the Gets Hot special rule for that Shooting Attack.


PRIMARCH A being of thunderous zeal and stone made manifest is how many described the Primarch of the VIIth Legion. The zeal was the fire of a son who believed in his father’s dream for the Imperium without reservation and without question. To Rogal Dorn, there was no higher purpose to the existence of the Legiones Astartes than the unification of Mankind, and the illumination of the Imperium’s ideals. This idealism drove Dorn and his Legion ever onwards, never compromising, never stinting in any aspect of duty. The stonein his soul was his ability to bear whatever his father needed of him, an unyielding nature, which made him both a master of defencein war, and an indomitable fighter on the attack. If the Primarchs were the Emperor’s nature split like white light through a prism, as many scholars of the Imperial Court suggested, then, from such a point of view, Rogal Dorn was the Emperor’s implacable disciple in the pursuit of the cause given flesh; a being without compromise and in who loyalty and duty were as integral as blood and breath. Rogal Dorn.................................................435 Points Primarch of the Imperial Fists, the Vigilant, the Blade of the Emperor, Praetorian of Terra, the Unyielding One M WS BS S T W I A Ld Sv Rogal Dorn 8 8 6 6 6 7 6 6 10 2+ Unit Composition • 1 Rogal Dorn Wargear • The Auric Armour • Storm’s Teeth • The Voice of Terra • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (Imperial Fists) • Master of the Legion • Bulwark of the Imperium • Crusader • Furious Charge (2) • Deep Strike • Loyalist • Warlord: Sire of the Imperial Fists Warlord: Sire of the Imperial Fists During the darkness of the Horus Heresy, Rogal Dorn was given the mantle of Warmaster in all but name, becoming the ultimate commander of Loyalist forces in the Segmentum Solar. He did not baulk at this duty but accepted it with characteristic resilience, and enacted it with brilliant competence. If chosen as the army’s Warlord, Rogal Dorn automatically has the Sire of the Imperial Fists Warlord Trait and may not select any other Warlord Trait. Sire of the Imperial Fists – All models with both the Legiones Astartes (Imperial Fists) special rule and the Character Sub-type in the same army as Rogal Dorn may use his Leadership Characteristic instead of their own, and any unit they are part of may add +1 to the total number of successful Wounds caused for the purposes of resolving which side has won a combat (this does not stack with any other rules that increase the Assault result). In addition, the controlling player of an army with Rogal Dorn as its Warlord may select one Phase at the start of the battle, before any models are deployed onto the battlefield. During the chosen Phase of their opponent’s turn, an army that includes Rogal Dorn gains an additional Reaction as long as Rogal Dorn has not been removed as a casualty.


The Auric Armour Rogal Dorn wore armour fashioned, it is said, from the same auric-adamantium alloy as the Emperor’s own warplate. The Auric Armour provides Rogal Dorn with a 2+ Armour Save and a 4+ Invulnerable Save. In addition, no attack may wound Rogal Dorn on better than a 4+ regardless of its Strength or special rules. Bulwark of the Imperium Of all the Primarchs, Dorn was ever the most tenacious, never willing to admit defeat no matter the odds arrayed against him. Those who followed him drew strength from his determination, and pride from his ability to turn the tide of any conflict where the enemy was foolish enough to test his wrath. Any successful Charge that targets Rogal Dorn or a unit he has joined is always counted as a Disordered Charge. Storm’s Teeth This colossal chainblade, too weighty for any but a Primarch to wield, is said to have been crafted by the weaponsmiths of Inwit before the coming of the Emperor. Its razored teeth can shred metal, stone and flesh with ease and, while the Primarch of the Imperial Fists Legion has many arms at his disposal, some relics of far greater power, it is this blade which has served him faithfully for so long he favours most. The weapon listed here is counted as a ‘Chain’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Storm’s Teeth - +2 2 Melee, Two-handed, Murderous Strike (6+), Shred, Reaping Blow (2). The Voice of Terra Presented to Rogal Dorn by the Custodian Guard to honour the Primarch’s appointment as Praetorian of Terra, this tactical bolter follows the pattern of the Legio Custodes’ own weaponry, albeit redesigned for the hand and might of a Primarch to wield. The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons. Weapon Range Str AP Type The Voice of Terra 24" 5 3 Assault 3, Rending (5+)


Templar Brethren ....................................150 Points M WS BS S T W I A Ld Sv Brethren 7 5 4 4 4 2 4 2 8 2+ Champion 7 5 4 4 4 2 4 3 9 2+ Dedicated Transport • A Templar Brethren unit may take a Legion Rhino Transport or a 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. Unit Composition • 4 Brethren • 1 Champion Wargear • Artificer armour • Power sword • Bolt pistol • Frag grenades • Krak grenades Unit Type • Brethren: Infantry • Champion: Infantry (Character) Special Rules • Legiones Astartes (Imperial Fists) • Furious Charge (1) • Crusader ELITES Guardians of the Temple of Oaths aboard the great fortress-ship the Phalanx, the Templars are the VIIth Legion’s elite, warriors of unequalled zeal. Relentless determination and matchless skill are the hallmarks of this deadly company, whose punishing training regime and strict recruitment protocol ensures that only the finest Imperial Fists bear their proud heraldry. Though their duty binds them to the Temple of Oaths, these dauntless warriors are found wherever the Imperial Fists carry the Emperor’s crusade to unify Mankind. They bear the best wargear that the armouries of the Legion can provide: ancient archaeotech, the newest creations of the Mechanicum, and more common marks of weapons forged with exacting precision. At the leading edge of battle, these warriors inspire their brothers with their unyielding courage and the blood-red path they carve through the foes of Mankind.


Options • A Templar Brethren unit may take: - Up to 5 additional Brethren.................................................................................................................................. +25 points each • The entire unit may take: - Melta bombs.......................................................................................................................................................+25 points per unit • Any model in the unit may take: - Combat shield............................................................................................................................................................+2 points each • Any model in the unit may exchange its bolt pistol for a: - Plasma pistol ............................................................................................................................................................+10 points each • One Brethren may take a: - Nuncio-vox........................................................................................................................................................................+10 points • One Brethren may take a: - Legion vexilla ....................................................................................................................................................................+10 points • The Champion may exchange his power sword for one of the following options: - Power fist.............................................................................................................................................................................+5 points - Solarite power gauntlet...................................................................................................................................................+10 points - Thunder hammer.............................................................................................................................................................+10 points • The Champion may exchange his bolt pistol for the following option: - Archaeotech pistol .............................................................................................................................................................+5 points • The Champion may upgrade one of his weapons to become: - Master-crafted ..................................................................................................................................................................+10 points


Phalanx Warder Squad ............................225 Points M WS BS S T W I A Ld Sv Phalanx Warder 7 4 4 4 4 1 4 1 8 3+ Warder Sergeant 7 4 4 4 4 1 4 2 9 3+ Unit Composition • 9 Phalanx Warders • 1 Warder Sergeant Wargear • Bolter • Bolt pistol • Power axe • Boarding shield • Frag grenades • Krak grenades • Breacher charge • Power armour Unit Type • Phalanx Warder: Infantry (Heavy) • Warder Sergeant: Infantry (Character, Heavy) Special Rules • Legiones Astartes (Imperial Fists) • Shield Wall • Lock-step Dedicated Transport • A Phalanx Warder Squad of no more than 10 models may take a Legion Rhino Transport, Legion Termite Assault Drill 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. FAST ATTACK Selected from amongst the ranks of the Imperial Fists Breacher squads, the Phalanx Warders are a reinforced company assigned to the defence of the Imperial Fists flagship, the Phalanx. Armed with a variety of deadly close range weaponry, and guarded by a formidable Legiones Astartes boarding shield, the Phalanx Warders present an imposing wall of ceramite to any aggressor that defies any assault, and counter-attack with grim determination once the attack is blunted. Even among the ranks of the Imperial Fists, the Warders are renowned for the stark regime under which they train and serve,eschewing any duty save their training, the protection of the Phalanx or the prosecution of war on thefoes of Mankind. The Warders display few battle honours and practise no vainglorious rituals to mark achievement, holding the honour of continuing their service as the only mark of distinction they require.


Options • The Phalanx Warder Squad may take: - Up to 10 additional Phalanx Warders ..................................................................................................................+20 points each • For every five models in the unit, one Phalanx Warder may replace his bolter with one of the following weapons: - Magna combi-weapon............................................................................................................................................+10 points each - Minor combi-weapon...............................................................................................................................................+5 points each - Flamer.........................................................................................................................................................................+5 points each - Meltagun....................................................................................................................................................................+15 points each - Plasma gun ...............................................................................................................................................................+10 points each - Thunder hammer.................................................................................................................................................... +15 points each • One Phalanx Warder may be upgraded to carry a: - Legion vexilla .....................................................................................................................................................................+15 points • One Phalanx Warder may be upgraded to carry a: - Nuncio-vox........................................................................................................................................................................+10 points • The Warder Sergeant may exchange his bolt pistol, bolter or power axe for one of the following: - Power fist...........................................................................................................................................................................+10 points - Plasma pistol .....................................................................................................................................................................+10 points - Thunder hammer..............................................................................................................................................................+15 points - Solarite power gauntlet....................................................................................................................................................+15 points • The Warder Sergeant may take: - Melta bombs........................................................................................................................................................................+5 points • The Warder Sergeant may exchange his power armour for: - Artificer armour................................................................................................................................................................+10 points • The entire squad may take: - Melta bombs.......................................................................................................................................................+50 points per unit Lock-step Phalanx Warders are feared for their close combat prowess in the confines of shipboard combat, being trained and drilled to fight in close concert with their brethren. If a unit includes at least three models with the Lock-step special rule and is not locked in combat, all friendly models in that unit (including those without the Lock-step special rule) gain a bonus of +1 Weapon Skill for the duration of any Assault phase in which the unit is successfully Charged by one or more enemy units. Shield Wall Phalanx Warders are famed for their close order discipline and defensive tactics, shielding their comrades from harm in the press of melee with selfless bravery. Models in this unit with boarding shields, which are in base contact with at least two other models with boarding shields, and are neither Falling Back or Pinned, may add +1 to their Invulnerable Saves (to a maximum of a 3+). Friendly models with the Independent Character special rule that have joined a unit of Phalanx Warders also benefit from this special rule so long as the unit includes at least three models with the Shield Wall special rule.


Sigismund ....................................................230 Points 1 st Captain of the Imperial Fists, Martial Champion of Rogal Dorn, Kingsbane, The Master of the Templars M WS BS S T W I A Ld Sv Sigismund 7 7 4 4 4 4 5 4 10 2+ Unit Composition • 1 Sigismund Wargear • Artificer armour • Iron halo • The Black Sword • Master-crafted bolt pistol • Frag grenades • Krak grenades Unit Type • Infantry (Character, Unique) Special Rules • Legiones Astartes (Imperial Fists) • Independent Character • Master of the Legion • Fearless • Eternal Warrior • Adamantium Will (3+) • Dolorous Fighter • Death’s Champion • Precision Strikes (3+) • Warlord: Slayer of Kings • Loyalist Warlord: Slayer of Kings Sigismund was known throughout all the Legions of the Legiones Astartes as a swordsman of surpassing skill and strength, few other than the Primarchs themselves could stand against him in single combat. In battle his brethren looked upon his skills as a source of pride, each of Sigismund’s victories bolstering the courage of his men. If chosen as the army’s Warlord, Sigismund automatically has Slayer of Kings as his Warlord Trait and may not select any other. Slayer of Kings – If Sigismund is the army’s Warlord and slays the enemy Warlord in a Challenge, Sigismund’s controlling player gains +1 Victory point (in addition to any gained by Mission Objectives) and all units in the same army as Sigismund that include at least one model with the Legiones Astartes (Imperial Fists) special rule may add +1 to the total number of Wounds caused in each combat for the purposes of determining Assault results for the rest of the battle (this does not stack with any other rules that increase the Assault result). In addition, an army with Sigismund as its Warlord may make an additional Reaction during the opponent’s Movement phase as long as Sigismund has not been removed as a casualty. HQ Sigismund was a name that echoed through the Great Crusade even before the darkness of the Horus Heresy made him the stuff of legends. Born on Terra and raised to the Legiones Astartes as the Great Crusade was at its height, he ascended in rank and renown thanks to a simple fact: he was a warrior of unparalleled lethality and ability. Beneath the Primarchs, there has, perhaps, never been a more skilled warrior in combat. Across the battlefields of hundreds of worlds and the duelling floors of every Legion, he was never defeated. The fire of the crusader always burned brightly in him, and if one warrior could embody the Great Crusade’s spirit of noble conquest it was Sigismund. Those who faced him in the circle of blades, or stood beside him in battle, speak of a fury shackled by an iron will and an inherent genius for dealing death that bordered on the supernatural. It was this skill and fire that brought Sigismund to command the Templars of the First Company, and the most exalted position in the Imperial Fists beneath Rogal Dorn himself.


Death’s Champion A sombre and deadly warrior, both indefatigable and remorseless in the fray, Sigismund is to onlookers less a mortal warrior but rather some unstoppable agency of the dark fates. This led none other than the Primarch Sanguinius to remark of him that he seemed “…less my brother Dorn’s champion, and more Death’s himself…” Sigismund and any unit he joins gains a bonus of +2 to all Charge Distances and Sweeping Advance rolls made for the unit. In addition, if Sigismund is present in any Detachment then that Detachment may take Templar Brethren squads as Troops choices. Dolorous Fighter Sigismund’s skill is legendary, even among the trans-human warriors of the Legiones Astartes, and none can match his instinctive talent for dealing death and finding the merest chink in his enemy’s guard to exploit to their undoing. When a Challenge is issued in any combat that includes Sigismund, Sigismund’s controlling player must always accept that Challenge with Sigismund – if the opposing player does not issue a Challenge then Sigismund’s controlling player must do so and must nominate Sigismund to fight in that Challenge. Additionally, when fighting in a Challenge, successful Invulnerable Saves taken against Sigismund’s attacks must be re-rolled. The Black Sword A paragon blade of unknown provenance which takes the shape of an ancient two-handed sword of lustreless black metal, it is able to cut through stone and metal without effort or mar to the edge. In the hands of a warrior such as Sigismund, the Black Sword is deadly beyond belief, and alien warlords and mighty warriors without number have fallen before it. Weapon Range Str AP Type The Black Sword - +2 2 Melee, Two-handed, Instant Death, Master-crafted


Alexis Polux................................................185 Points Captain of the 405th Company of the Imperial Fists, Master of the Retribution Fleet, The Crimson Fist M WS BS S T W I A Ld Sv Alexis Polux 7 6 4 5 4 3 5 3 10 2+ Unit Composition • 1 Alexis Polux Wargear • Artificer armour • Iron halo • Solarite power gauntlet • Vigil storm shield • Combi-melta • Frag grenades • Krak grenades Unit Type • Infantry (Character, Heavy, Unique) Special Rules • Legiones Astartes (Imperial Fists) • Independent Character • Master of the Legion • Void Commander • Deep Strike • Hammer Blow • Warlord: Master Tactician • Loyalist Warlord: Master Tactician Polux was possessed of a keen tactical mind, well capable of adapting his plans to suit any situation. This tactical flexibility was a deadly weapon, and one that Polux wielded with more skill than any other in his arsenal. If chosen as the army's Warlord, Alexis Polux automatically has Master Tactician as his Warlord Trait and may not select any other. Master Tactician – After all models are deployed but before any rolls to Seize the Initiative are made, the controlling player of Alexis Polux may redeploy one friendly unit within the limitations of the mission being played. This may place a unit that had been deployed normally into Reserves, or bring a unit out of Reserves – but may not add or remove units that have been assigned to a Deep Strike Assault, Drop Pod Assault, Flanking Assault or Subterranean Assault. In addition, an army with Alexis Polux as its Warlord may make an additional Reaction during the opponent’s Assault phase as long as Alexis Polux has not been removed as a casualty. HQ Captain of the 405th Company of the Imperial Fists Legion, Polux was a warrior of unique promise both elevated to greatness and condemned to bear great sorrow by the events of the Horus Heresy. A tactical genius with a talent for void warfare, he was the protégée of the Legion’s greatest fleet masters, although before the dark betrayal of the Warmaster yet to reach his full potential. Inwit born, he was a physical giant even among his brothers of the Legion, and of a character as if cast in stone, emotionless and unyielding, whose reputation before the Battle of Phall rested as much on his strength in the bloody melee of close quarters combat as in command. When Rogal Dorn sent his Retribution fleet to Isstvan, Polux would likely still have had many years of proving ahead of him before he attained high command, but cruel chance and the death of his mentors saw such command thrust upon him, and with it the fate of much of his Legion lay in his hands.


Void Commander Alexis Polux was a highly skilled commander and a formidable tactician, particularly in the fields of void-borne combat and Zone Mortalis operations. The controlling player may opt to automatically pass or fail any Pinning test made for Alexis Polux and any unit he has joined. In addition, all models in a unit that Alexis Polux joins while in Reserves (see the Combined Reserve Units rule on page 309 of the Horus Heresy: Age of Darkness rulebook) gain the Deep Strike special rule. Hammer Blow Such was Polux’s strength and focus of will, even for one of the Legiones Astartes, he was able to deliver a single crushing blow with his power fist as easily as one of his brothers might have swung a sword. During any Fight sub-phase, Alexis Polux’s controlling player may choose to have Alexis Polux make a single attack with the profile below instead of attacking normally (while using this option Alexis Polux may not gain bonus attacks for Charging, additional weapons or from any other special rule): Weapon Range Str AP Type Hammer blow - 10 1 Melee, Armourbane (Melee), Fleshbane, Exoshock (6+)


HQ The sons of Dorn are well known to be loyal, disciplined and methodical, and in Fafnir Rann those qualities were coupled with a bellicose and aggressive nature more akin to one of Russ’ Space Wolves. Born of the unforgiving world of Inwit, he is recorded to have been one of Rogal Dorn’s most ruthless commanders. Rann rose to the esteemed rank of Lord Seneschal and captain of the Imperial Fists First Assault Cadre, and led his battle brothers upon hundreds of battlefields of the Great Crusade and the Horus Heresy. His combat prowess was not measured in the Legion’s duelling floors and practice cages but was proven in the grim tally of corpses left behind on the field of war by the passage of his twin power axes. Fafnir Rann was a superlative tactician and it was often his brilliant understanding of the flow of battle both on the ground and in the void that spelled doom for the forces of the Traitors and victory for the VIIth Legion. He could always be found at the speartip of Imperial Fists assault phalanxes, fighting with a stubborn determination and absolute faith in the righteousness of the Emperor’s dominion, rightfully earning the moniker ‘Dorn’s Executioner’. Fafnir Rann.................................................175 Points Lord Seneschal, Commander of the Persephone, Captain of the First Assault Cadre M WS BS S T W I A Ld Sv Fafnir Rann 7 6 5 4 4 3 5 4 10 2+ Unit Composition • 1 Fafnir Rann Wargear • Artificer armour • Bolt pistol • Frag grenades • Krak grenades • Iron halo • The Headsman and The Hunter • Boarding shield Unit Type • Infantry (Unique, Character, Heavy) Special Rules • Legiones Astartes (Imperial Fists) • Independent Character • Master of the Legion • Shield Master • Executioner’s Tax • Hammer of Wrath (1) • Warlord: The Unbroken Wall • Loyalist Warlord Trait: The Unbroken Wall As a commander Fafnir Rann adhered to one simple dictum: victory demands sacrifice. For, despite the shelter of high walls or the stubborn determination of a shield wall, even the most impenetrable defence can only deny victory to the enemy – victory comes only to those with the courage to attack. If chosen as the army's Warlord, Fafnir Rann automatically has The Unbroken Wall Warlord Trait and may not select any other Warlord Trait. The Unbroken Wall – Fafnir Rann, and all models in any Legion Breacher Squads or Phalanx Warder Squads in the same Detachment, gain a bonus of +1 to their Weapon Skill for the duration of any Assault phase in which they successfully Charge an enemy unit. In addition, an army with Fafnir Rann as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Fafnir Rann has not been removed as a casualty.


Executioner’s Tax As unstoppable on the attack as he is unyielding in his defence, Rann is an uncharacteristically bellicose and aggressive member of the VIIth Legion. Even on the defensive, the foe is not spared the wrath of his onslaught. When an enemy unit makes a successful Charge that places one or more enemy models in base contact with Fafnir Rann, or any model in a unit Fafnir Rann has joined, that enemy unit suffers D3+3 Str 5 AP- Hits. These attacks hit automatically and are resolved during the Fight sub-phase at Initiative Step 10, but grant no model a Pile-in move and do not benefit from any special rules that Fafnir Rann or any other model in the same unit may have. Hits inflicted by this special rule are allocated as normal for attacks made in an assault. Shield Master Famed for his unconventional ability to use a combination of axes and shield, Rann’s talents with this combination of weapons are unsurpassed and his ability to make the most of his shield’s defensive capabilities was unrivalled. When Fafnir Rann is locked in combat and his controlling player has chosen to use the Single Axe profile for The Headsman and The Hunter in that Phase, all Hits inflicted by enemy models and allocated to Fafnir Rann must reduce their Strength by -1 (to a minimum of 1). When using the Twinned Axe profile for The Headsman and The Hunter, this special rule grants no benefit, Fafnir Rann is not counted as having a boarding shield for any rules that would grant him benefits for having a boarding shield and Fafnir Rann may ignore the usual restriction for using a weapon with the Two-handed special rule while also having a boarding shield until the end of that Assault phase. The Headsman and The Hunter These twinned axes were Fafnir Rann’s constant companions, and that warrior had mastered a unique style of combat, switching between his axes and shield to meet any combat situation. Few foes could stand against this potent combination of ferocious attack and indomitable defence. Fafnir Rann’s power axes, The Headsman and The Hunter, are considered a single weapon with two profiles – one representing Fafnir Rann using a single axe in concert with his shield and one representing Fafnir Rann using both axes at once. In each Fight sub-phase Fafnir Rann’s controlling player must choose one of these two profiles to use for all of Fafnir Rann’s attacks. (Note that the Shield Master special rule allows Fafnir Rann make use of a weapon with the Two-handed special rule despite having a boarding shield). Both weapons are counted as ‘Power’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Single axe - +2 2 Melee, Shield Master*, Specialist Weapon, Master-crafted *All Hits inflicted by enemy models and allocated to Fafnir Rann must reduce their Strength by -1 (to a minimum of 1) – see the Shield Master special rule for more details. Twinned axe - +1 2 Melee, Rampage (2), Specialist Weapon, Two-handed, Master-crafted


Legion Command MkIV pauldron Rapid Attack Unit MkIV pauldron Tactical Line Unit MkIV pauldron Heraldry of the VIIth Legiones Astartes – Imperial Fists The VIIth Legion wore elements of its distinctive yellow long before it was united with its Primarch Rogal Dorn in 835. M30. The Legion continued to utilise symbols from this era well into the Age of Darkness, at the beginning of which it was undergoing rationalisation in an effort to unify the heraldry worn by the various elements that came together to fight as one first at the Battle of Phall, and later at the Ollanz Cluster, Inwit and eventually the Siege of Terra. Veteran Legionary MkIII helm Veteran Sergeant MkIII helm Vehicle Crew MkVI helm Line Officer MkVI helm with transverse crest Legion Command MkIV pauldron Honour mark Seneschal Rann’s company, MkIV pauldron Destroyer Squad MkIV pauldron Templar Brethren Templar helm with Veteran laurel Legion Officer MkVI helm with longitudinal crest Line Legionary MkIII helm Sergeant MkVI helm Heavy Support Legionary MkII helm Historical Variant Early Great Crusade, MkII helm Assault/Support Unit MkIV pauldron Legion Elite Unit MkIV pauldron VIIth Legion Armourial MkIV pauldron Honour Mark Unification Wars Veteran, MkIV 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 Imperial Fists generally use these terms, but occasionally append additional honorifics to them, such as ‘Seneschal’ or ‘Marshal’. Liber Armorum Terranicus The Imperial Fists are highly disciplined and doctrinally rigid in their mindset, and instead of the idiosyncratic adornments displayed by other Legions, many bear the full range of rank and role symbols drawn from the Liber Armorum Terranicus.


Imperial Fists Legion armourial Unusually repeated on right pauldron Imperial Fists Legion Colours The Imperial Fists wear a distinctive orpiment yellow, banded with black and bearing occasional details in red or white. The Legion’s elite 1 st Company invert this heraldry, wearing battle plate almost entirely of black, with only the helms and pauldrons yellow. Legionary Baldur Kord 2 nd Echelon, 6 th Company Cataphractii pattern Terminator armour Legionary Gunther 344th Company MkIV (‘Maximus’) armour Legionary Valtus Moran 42nd Company Tartaros pattern Terminator armour Army Badge Tactical Line Unit marking VIIth Legion Ordinal Terran Raptor Unification Wars veteran marking Legionary Arnfried 140th Company MkIII (‘Iron’) pattern power armour


Land Raider Spartan Assault Tank ‘Hammer of Inwit’ Marshall Amalric’s Household, Siege of Cthonia Imperial Fists Vehicle Heraldry T he redoubtable sons of Rogal Dorn have ever been noted for a predisposition towardssiege warfare, and thisis very much reflected in the constitution and appointment of the Legion’s armoured assets. Thistendency is manifested in a skewing of numberstowards heavy transports and artillery tanks, but also in the employment of heavy void assault craft, forthe Legion’s doctrines applied as much to the taking of a battleship as a fortress. The VIIth Legion’s vehicles are clad in distinctive yellow, with secondary elements such as banding rendered in black or white. In the case of assets permanently attached to the Legion’s elite 1 st Company, this livery is reversed, with black being the dominant colour with secondary elements picked out in yellow. The Imperial Fists cleave closely to the principles of the Liber Armorum Terranicus, enhancing the schema laid down in its pages with additions instituted by order of Rogal Dorn himself. Livery tends towards a utilitarian aspect, with insignia serving a practical rather than ceremonial purpose. The Legion icon is always present, occasionally complemented with the heraldry of a Chapter or Company commander. It is common for Imperial Fists vehicles to display an icon indicating its battlefield role, particular in the case of transport vehicles carrying infantry into battle, such as the shell burst icon of a heavy support squad or the iron cross of a Legion elite unit.


Leviathan Dreadnought Justici Teuton Household Reserve, Siege of Inwit Deimos Pattern Rhino Transport Squad transport, 3 rd Company Command Echelon, Siege of Inwit


N urtured in the Blood Angels’ successes were the seeds of their fall; in the jealousy of the fallen Warmaster who saw in them everything he himself had thrown away. The opening stroke of the Horus Heresy against the Blood Angels would occur in the Signus system, bringing the IXth Legion to its knees as it fought the Daemons of the Ruinstorm and elements of the Word Bearers Legion. The terrible tragedies that followed would nearly shatter their resolve and leave them broken. The Legion’s three recruiting grounds would be besieged: Baal and Saiph barely holding against the Traitors’ onslaught, while Canopus would be destroyed by the Legion’s own, refusing to let it fall into enemy hands. At Anvillus, the Blood Angels attempted to intervene in the internecine war, only to be brutally rebuffed. At Drussen, a company’s strength was annihilated in a single battle, and at Paramar, their stratagem was foiled by the Sons of Horus, leading to disaster. Thousands of Legionaries fighting in dozens of battle zones would think the bulk of their Legion dead and their Primarch fallen, all contact with them lost for many long years. Such is the nature of the IXth Legion, however, that its sons did not surrender to despair nor to darkness, but rose again stronger. The Legion endured and, with Sanguinius’ return from beyond the Ruinstorm, they struck bitter blows against the enemy. At Beta-Garmon, the Blood Angels forced the Warmaster to unleash all of his strength or risk losing his campaign, and at Gilden’s Star they punished the Word Bearers for their perfidy. Upon the walls of Terra, it was Sanguinius and his crimson-clad angels that inspired the beleaguered defenders to continue beyond the point of certain despair, and the Great Angel himself who beat back the forces of darkness at the Eternity Gate. Whatever the threat, and however much it would cost the Legion, the Blood Angels would meet it with nobility and ferocity. Legiones Astartes (Blood Angels) All models with this special rule are subject to the following provisions: Encarmine Fury All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10. Panoply of the Angels Units with this special rule gain access to unique Wargear options (see Armoury of the Blood Angels on page 253 ). Children of Baal A Warlord with this special rule may select a Warlord Trait from the Blood Angels Warlord Trait list. IXTH LEGIONES ASTARTES BLOOD ANGELS


Blood Angels Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Blood 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 Wrath of Angels – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule under the Reactive player’s control. All models in the unit targeted by the Shooting Attack that triggers this Reaction gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded (X) special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may have a Charge declared for it, following all the normal rules for Charging and targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge, and it is fully resolved immediately after it is declared. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge Move is made.


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