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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

Encarmine Paladin (Loyalist only) With the onset of the Horus Heresy, the warriors of the Blood Angels became the most ferocious adversaries of the Traitors – unrelenting and remorseless killers with the faces of angels. These grim avengers strode the battlefield clad in crimson fury, putting aside the high ideals that Sanguinius had sought to instil in them and turning instead to the rage of their origins. This warlord is one such warrior, and in battle he seeks only to end the lives of those that would tarnish the Emperor’s great work with a brutal fervour that belies his angelic appearance. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance. Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. 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. Paragon of Unity Gifted with the angelic countenance that is the hallmark of the Blood Angels’ gene-seed, this warlord strives to inspire not only those of his own Legion, but all those that fight to see the Emperor’s dream of Unity become reality. On the battlefield, he seeks always to stand at the forefront of the advance and to embody the finest principles of humanity in the face of a universe filled with darkness and war. Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. 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. Thrall of the Red Thirst (Traitor only) Whether by the wiles of Horus and his allies or by their own hubris, some among the ranks of the Blood Angels found themselves slaves to the grim flaw that lurked within their gene-seed. Overcome by a terrible hunger for flesh and blood, and possessed of a fury that never waned, these broken creatures were more living engines of death and rage than warriors of the Legiones Astartes. The mightiest among their number would come to lead their fallen brethren into battle, caring little for the cause for which they fought and only for the blood they spilled in battle. This Warlord Trait may only be selected by a model with the Traitor Allegiance. If, at the start of the controlling player’s Charge sub-phase, there are any enemy units with at least one model within 12" of a Warlord with this Trait, or any model in a unit this Warlord has joined, and the Warlord and any unit he has joined are eligible to make a Charge, then the controlling player must declare a Charge for the Warlord and any unit he has joined targeting that enemy unit. If there is more than one potential target then the Warlord’s controlling player may select any of those units to be the target of the Charge. Whenever this Warlord and any unit he has joined make a successful Charge that is not Disordered, the Warlord and all other models in a unit the Warlord has joined gain +2 attacks, instead of the standard +1 attack granted for Charging. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty. Blood Angels Warlord Traits A Warlord with the Legiones Astartes (Blood Angels) special rule may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.


Blood Angels Rites of War A Detachment which has the Legiones Astartes (Blood Angels) Faction may make use of the following Rites of War as long as it includes at least one model with the Master of the Legion special rule: Rite of War: The Day of Revelation Throughout the Great Crusade, the IXth Legion became renowned for its ‘wars of ultimatum’. These campaigns of open domination against non-Compliant worlds began with Sanguinius, or one of his Praetors, affording a world one opportunity to embrace Unification or face a ‘Day of Revelation’, in which they would suffer the fury of the Blood Angels unleashed. Many foes confronted by the gathered IXth Legion hosts were overcome with dread and awe, and capitulated without hesitation. Those who did not would see the shining countenance of the Angel Sanguinius transformed into savage fury as blinding destruction was delivered from on-high. Effects • At the start of the battle, before any models are deployed or which player will take the first turn is decided, the controlling player of a Detachment using this Rite of War must declare to their opponent a Turn number from Turn 2 - 4, indicating on which of their own turns they will bring their Deep Strike Assault into play. Then the controlling player places a marker anywhere on the battlefield, indicating the point where the first unit of the Deep Strike Assault will be placed. • A Deep Strike Assault which includes only units from a Detachment using this Rite of War does not make Reserves rolls to see when it may enter play – instead the controlling player must bring the Deep Strike Assault into play at the start of the Turn chosen at the start of the battle. In addition, the first model placed to determine where the Deep Strike arrives must be placed within 6" of the marker placed at the start of the battle, and does not scatter (if the first model cannot be placed at least 1" away from an enemy model because of these restrictions then the controlling player may choose to place it anywhere on the battlefield, but must then scatter the model after placing it). • All units from a Detachment using this Rite of War that are deployed onto the battlefield normally and are not placed into Reserves gain the Fearless special rule until the start of the controlling player’s second turn. Limitations • Compulsory HQ choices in a Detachment using this Rite of War must be made up entirely of models with Legion Warhawk jump packs. • All units that are made up entirely of models with the Deep Strike special rule in a Detachment using this Rite of War must be assigned to a Deep Strike Assault. • A Detachment using this Rite of War may not take any Fortification choices or any model with a Movement Characteristic of 0 or ‘-’, or that is otherwise unable to move, unless that model also has the Orbital Assault Vehicle special rule. • A Detachment using this Rite of War may not include any models with the Subterranean Assault special rule.


Rite of War: The Day of Sorrows Just as the IXth Legion was famed for their set-piece shock assault tactics, so they were also famed for their ability, when pressed, to stand against any who would overwhelm them, no matter the odds and no matter the foe, and even in their death throes, drag their enemies down with them to destruction. To even their brother Legiones Astartes, such feats of resilience sometimes seemed to border on the preternatural and could be laid to no single tactical plan nor doctrine nor biological trait, but rather had their origins within their unshakeable will to endure, as if somehow fuelled by the rage and grief wrought in their hearts by the deaths of their battle-brothers. To the Blood Angels themselves, such battles became known as the ‘Days of Sorrows’, when few would stand against many and sell their lives dear, their names and deeds to be reborn eternally in the most sacrosanct of the Legion’s rites of battle and remembrance. When the bulk of the Legion was missing for many years at Signus Prime, those few lone ships and garrisons which remained in an Imperium riven by war would find themselves time and again outnumbered by their foes. Many were their own days of sorrow, but far greater was the number of the Traitor foes who died along with them as they passed burning into the night. Effects • A Detachment using this Rite of War may select Crimson Paladin units as non-Compulsory Troops choices and all Crimson Paladin units in a Detachment with this Rite of War gain the Line Sub-type. • All models in a unit from a Detachment using this Rite of War that are made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule, gain the Stubborn special rule while they have at least one model within 6" of an Objective. If they already have the Stubborn or Fearless special rules then they gain no further benefit. • When any unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule which is a part of a Detachment which uses this Rite of War is reduced to 50% or less of its starting number of models, the remaining models gain the Heart of the Legion and Hatred (Everything) special rules and Line Sub-type (if they did not already have it) from the beginning of their next turn – this lasts for the remainder of the battle. Limitations • In any combat that includes one or more models with the Character Sub-type from a Detachment using this Rite of War, the controlling player must issue or accept Challenges in combat where applicable. The controlling player chooses which of their Characters issues or accepts Challenges where there is more than one eligible model in a given combat. • Any units made up entirely of models with the Infantry or Cavalry Unit Type and the Legiones Astartes (Blood Angels) special rule which are a part of a Detachment using this Rite of War and that have been reduced to 50% or less of its starting number of models must declare a Charge at the closest enemy unit if they are capable of making a Charge (i.e., not Pinned, Falling Back or otherwise restricted from Charging) at the beginning of the Charge sub-phase, as long as the target unit is no more than 12" away from a model in the Charging unit. If there are no enemy units with at least one model within 12" then no Charge need be declared. • No units from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault, and may not be placed in Reserves at the beginning of the battle (although models may enter Reserves after play has begun).


THE ARMOURY of THE BLOOD ANGELS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Blood Angels) Faction and exemplifies the nature of that Legion. The Fires of Heaven The Legion’s tactical doctrines were heavily focused on the use of powerful shock assaults to shatter an enemy’s resistance in a single, devastating blow. Because of this, flamer and melta weaponry was strongly favoured, both because of its effectiveness and its ability to provide a fearsome display in action. Any model with the Legiones Astartes (Blood Angels) special rule may exchange a plasma pistol for an inferno pistol for no additional cost. The weapon listed here is counted as a ‘Melta’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Inferno pistol 6" 8 1 Pistol 1, Armourbane (Melta) Perdition Weapons Though some would later attributethe various ‘Perdition’ weapons to the artifice of Sanguinius himself, these brutal weapons had been in the use of the IXth Legion sincelong beforethe Primarch had returned to them. The flame projectors built into these weapons are a legacy of the wars fought during Old Earth’s long darkness, the innovation of some long forgotten warlord brought to its pinnacle by the warriors of the IXth Legion. Any model with both the Legiones Astartes (Blood Angels) special rule and the Character Sub-type may exchange a power weapon for a Perdition weapon from the following list for +5 points: All weapons listed here are counted as both ‘Power’ and ‘Flame’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Blade of Perdition - +1 3 Melee, Two-handed, Rending (6+), Brutal (2) Axe of Perdition - +2 2 Melee, Unwieldy, Two-handed, Brutal (2) Spear of Perdition - +1 3 Melee, Reach (1), Two-handed, Brutal (2) Maul of Perdition - +3 3 Melee, Two-handed, Brutal (2) Iliastus Assault Cannon A prototype weapons 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 Satellite in the Sol System by the Dyzanique 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 (Blood Angels) 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 (Blood Angels) 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 (Blood Angels) 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 Often considered to be the greatest of his kin, Sanguinius is a peerless warrior, masterful strategist and beloved hero of the Imperium. Among the Primarchs, there were few who would speak ill of him, with even grim figures such as Perturabo and Ferrus Manus offering grudging praise of their winged brother. Many among that legendary brotherhood were surprised to find that the Emperor named Horus as the first among them, rather than choosing Sanguinius, and those who survived the Age of Darkness have been known to speculate that this was their father’s great mistake. For even as the wars of the Horus Heresy tore the Imperium apart and set even the noblest of his brothers on dark paths, Sanguinius remained untarnished and resolute, a beacon of hope that outshone even the darkness of that age. Sanguinius...................................................485 Points The Great Angel, The Brightest One, Master of Hosts, Primarch of the Blood Angels M WS BS S T W I A Ld Sv Sanguinius 8 8 6 6 6 6 6 6 10 2+ Unit Composition • 1 Sanguinius Wargear • The Regalia Resplendent • The Blade Encarmine • Infernus • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (Blood Angels) • Master of the Legion • Bulky (6) • Angelic Presence • Great Wings • Deep Strike • Loyalist • Warlord: Sire of the Blood Angels Options • Sanguinius may exchange the Blade Encarmine for the Spear of Telesto and the Moonsilver Blade.............................................................................................Free Warlord: Sire of the Blood Angels Sanguinius stood as the icon of the Great Crusade, a hero at once idolised by millions for his grandeur and poise in parade and battle and trusted by each of his brothers. In war, he was a storm of fury and martial power, while in peace, he was a statesman and artist. Among his brethren, many were surprised when the Emperor chose Horus as his Warmaster instead of Sanguinius, but the Great Angel himself merely smiled and gave earnest and true congratulations to Horus, ever the noble warrior. If chosen as the army’s Warlord, Sanguinius automatically has the Sire of the Blood Angels Warlord Trait and may not select any other Warlord Trait. Sire of the Blood Angels – All friendly models with the Legiones Astartes (Blood Angels) special rule in the same army as Sanguinius that either deploys as part of a Deep Strike Assault (or any other deployment method that requires the Deep Strike special rule) or has a Legion Warhawk jump pack gain +1 Weapon Skill on any turn in which they make a successful Charge. In addition, an army with Sanguinius as its Warlord gains an additional Reaction in the opposing player’s Movement phase as long as Sanguinius has not been removed as a casualty.


Angelic Presence Sanguinius inspired love in all who beheld him; such devotion drove his sons and allies to feats of heroism beyond all expectation. Any friendly units that are locked in combat and have at least one model within 6" of Sanguinius, as well as Sanguinius and any unit he has joined, 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). The Regalia Resplendent The Regalia Resplendent provides a 2+ Armour Save and a 4+ Invulnerable Save, and allows any failed Invulnerable Saves made on a turn in which Sanguinius Charges to be re-rolled. Great Wings Alone amongst the Primarchs,the Emperor saw fit to bless Sanguiniuswith the aspect of a true angel of myth. Ableto fly freely on these wings, they grant him great speed and power. At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Sanguinius’ Movement Characteristic may be set to a value of14 for the duration of the controlling player’s turn (referred to as‘activating’ thisspecialrule). This allows Sanguiniusto move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of14 (including the bonusto Charge distance). In addition, Sanguinius may move over Impassable Terrain, verticalterrain orfriendly and enemy models or units without penalty while using thisspecial rule, but may not end his movementin Impassable Terrain or within 1" of any model from a unit Sanguiniusis not part of. If Sanguinius ends or begins his movement or a Charge in Dangerous Terrain he must take a Dangerous Terrain test when employing thisspecialrule, and treats all DifficultTerrain as Dangerous Terrain. Sanguinius may still Run on a turn when his wings have been activated. When making a Run move after having activated his wings, add Sanguinius’ Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with activated wings as noted above, but he may not make Shooting Attacks or declare a Charge in the same turn in which Sanguinius has Run as perthe normalrules for Running. Sanguinius’ wings may not be activated to gain any bonusto Sanguinius’ Movement Characteristic during a Reaction. Infernus Infernus is counted as a ‘Melta’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Infernus 18" 8 1 Assault 2, Armourbane (Melta), One Shot The Blade Encarmine Weapon Range Str AP Type The Blade Encarmine - +1 2 Melee, Rage (2), Rampage (2), Murderous Strike (5+), Shred, Master-crafted The Spear of Telesto and Moonsilver Blade Weapon Range Str AP Type Spear of Telesto - 10 1 Melee, Two-handed, Master-crafted, Lance, Exoshock (4+) Moonsilver blade - User 2 Melee, Master-crafted, Blind, Duellist’s Edge (1), Moonsilver Moonsilver: Any unsaved Wound caused against a model with the Daemon Unit Type or Psyker Sub-type is instead counted as two Wounds. Wounds caused in excess of the model’s remaining Wounds do not spill over to other models. Once per battle, in the Shooting phase, in lieu of making any other Shooting Attacks, Sanguinius may make a Shooting Attack using the Spear of Telesto, using the profile below. Should he choose to do this, he may not make either Shooting Attacks or Melee Attacks with the Spear of Telesto for the remainder of the battle: Weapon Range Str AP Type Spear of Telesto (Shooting) 12" 10 1 Assault 1, Exoshock (4+), Instant Death, Lance


ELITES Even within a Legion whose skills in the arts of orbital strike and shock assault are legendary, the Dawnbreaker cohorts stand apart. Chosen from amongst the most experienced and daring of the Legion’s assault squads, the Dawnbreakers are trained and equipped to act as the tip of the Blood Angels’ spear, the first warriors to set foot on those benighted worlds that the Legion is called upon to save. Lacking the versatility of standard tactical or assault units, the Dawnbreakers have one purposein battle, to sunder the enemy’s lines and tear the heart from its formation. Armed with lances and blades wreathed in keen-edged power fields, there are few warriors who can stand in the face of such an onslaught. Standard combat doctrine among theseelite warriors emphasises not only martial excellence, but also the symbolic nature of their role, bringing light and justice to even the most hellish war zones of the fledgling Imperium. Indeed, the common name by which they are known is inherited from their preferred tactic – an assaultstaged en masse from orbit just as dawn breaks. No few worlds still speak in awe of the day angels fell from the dawn skies to freethem from the oppression of tyrants and xenos alike. Dawnbreaker Cohort ..............................150 Points M WS BS S T W I A Ld Sv Dawnbreaker 7 5 4 4 4 2 4 2 8 2+ Dawnbreaker Champion 7 5 4 4 4 2 4 3 9 2+ Unit Composition • 4 Dawnbreakers • 1 Dawnbreaker Champion Wargear • Falling-star pattern power spear • Grenade dischargers (frag and krak bombs) • Frag grenades • Artificer armour • Legion Warhawk jump pack Unit Type • Dawnbreaker: Infantry • Dawnbreaker Champion: Infantry (Character) Special Rules • Legiones Astartes (Blood Angels) • Furious Charge (1) • Set the Sky Aflame Options • The Dawnbreaker Cohort may take: - Up to 5 additional Dawnbreakers.........................................................+25 points each • Any model in the unit may exchange its Falling-star pattern power spear for an: - Equinox power blade case..............................................................+5 points per model • The entire unit may take melta bombs ............................................+25 points per unit • The Dawnbreaker Champion may exchange his Falling-star power spear for a: - Power weapon..............................................................................................................Free - Perdition weapon...............................................................................................+5 points


Set the Sky Aflame The Dawnbreakers are trained to make their arrival upon the field of battle a spectacle that will bring terror to the enemy and embolden their allies. Few can forget the sight of these angelic warriors descending from on high to bring death to the enemies of Sanguinius. When a unit composed entirely of models with this special rule is deployed as part of a Deep Strike Assault, any enemy units within 6" of the unit’s final position suffer a -1 modifier to their Leadership Characteristic when taking any Pinning tests caused by the Deep Strike Assault. Falling-star Pattern Power Spears These ornate power weapons have been redesigned to enhance the aggressive fighting style of the Dawnbreakers and to serve as icons of the Blood Angels’ prowess and noble intent. As much works of art as they are weapons, they can cleave an armoured combatant in two with a single sweep when wielded by a skilled fighter. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Falling-star power spear - +1 3 Melee, Reach (1), Rending (5+) Equinox Power Blade Case The Equinox power blades are intricate weapons, designed and forged to be used in pairs. Each blade is fashioned to serve a ritualised form of combat adapted from the practises of the tribes of Baal – the Path of the Sun. An Equinox power blade case is a pair of Melee weapons, each with a different profile as listed below. In any given Assault phase, the wielder must choose one of the following two profiles before making any attacks, and all their attacks in that Phase will use the chosen profile and gain the additional attack for using two combat weapons. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Equinox power blade - Sunrise blade - User 3 Melee, Shred, Sudden Strike (1) - Sunset blade - User 3 Melee, Rending (5+), Sunder Grenade Discharger These compact grenade launchers are intended to grant the Dawnbreaker cohorts a means to break the ranks of the foe prior to a charge, or to saturate their landing zones with shrapnel once they have forced a beachhead. Weapon Range Str AP Type Grenade discharger - Frag bombs 12" 3 6 Assault 3, Pinning - Krak bombs 12" 6 4 Assault 1


ELITES The Crimson Paladins stand as the guardians of the Primarch’s halls, a grim counterpart to the Golden Seraphs, the Sanguinary Guard. When these warriors take to the field, clad in the reliquary armour of their Order and cloaked in the names of the Immortals, they stand as a bulwark against the foe and a shield for the sons of Sanguinius. They form the unyielding anchor upon which the Crimson Host turns; a single unshakeable bastion of blades and power shields. By their sacrifice and indomitable resolve are the Blood Angels freed to give vent to the noble fury of their Legion. Also known within the obscure dogma of theIXth Legion as the Keruvim, or the Storm Winds, the Crimson Paladins are one of the warrior Orders of the First Sphere. As with the other First Sphere Orders, they forsake name and rank to assume an identity and rolethat subsumes all sense of self and leaves them with only thesingular duty assigned to them. Such a sacrifice,madein the name of the Great Angel, and for thesake of their brothers, bolsterstheresolve of these warriorsto the point that no threat or direfate can turn them from their purpose. Crimson Paladins.......................................145 Points M WS BS S T W I A Ld Sv Crimson Paladin 6 5 4 4 4 2 4 2 10 2+ Crimson Exemplar 6 5 4 4 4 2 4 3 10 2+ Unit Composition • 2 Crimson Paladins • 1 Crimson Exemplar Wargear • Power weapon • Coriolis pattern power shield • Legion Cataphractii Terminator armour Unit Type • Crimson Paladin: Infantry (Heavy) • Crimson Exemplar: Infantry (Heavy, Character) Special Rules • Legiones Astartes (Blood Angels) • Relentless • Bulky (2) • Deep Strike • The Blood is Forever • Stubborn Dedicated Transport • A Crimson Paladin unit of no more than 5 models may take a Legion Land Raider Proteus Carrier. Or a unit of any size may 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. Options • A Crimson Paladin unit may take: - Up to 7 additional Crimson Paladins..................................................+40 points each • Any model in the unit may exchange its power weapon for a: - Sunset blade .................................................................................................................Free • For every five models in the unit, one Crimson Paladin may exchange his Coriolis pattern power shield for one of the following: - Iliastus assault cannon .................................................................+10 points per model - Heavy flamer....................................................................................+5 points per model - Plasma blaster................................................................................+10 points per model • Up to two Crimson Paladins may exchange their power weapon for a: - Power fist........................................................................................+10 points per model - Chainfist .........................................................................................+15 points per model • The Crimson Exemplar may exchange both his power weapon and Coriolis pattern power shield for a: - Perdition weapon........................................................................................................Free • The Crimson Exemplar may take a grenade harness for..............................+10 points


The Blood is Forever Adversity is an old friend to the Crimson Paladins, for they are only sent into battle when the tide of war turns against the Legiones Astartes. They are the bulwark of the Legion, the wall upon which the foe is broken and turned back. The final vow of the Crimson Paladins is an eternal pledge to the protection of their brothers, and it gives them the strength to endure, even when the enemy seems overwhelming. While locked in combat with a unit that outnumbers them, a Crimson Paladin unit gains the Feel No Pain (5+) special rule. If outnumbered by more than twice their own number then they instead gain the Feel No Pain (4+) special rule. Any model with the Independent Character special rule that joins this squad does not gain this special rule and does not count for the purposes of determining when the unit is outnumbered. Each Crimson Paladin and Crimson Exemplar is counted as two models as they have the Bulky (2) special rule (and likewise, any enemy models with a variant of the Bulky (X) rule count as the number of models they would for the purposes of Transport Capacity). If locked in combat with more than one enemy unit, add the size of all enemy units together to decide if the Crimson Paladins are outnumbered. Sunset Blade This is one half of an Equinox power weapon set, the Sunset blade, which the Crimson Paladins hold as emblematic of their duty within the Legion. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Sunset blade - User 3 Melee, Rending (5+), Sunder Coriolis Pattern Power Shields These prototype devices were one of many systems trialled within the Legions as part of the storm shield initiative. Capable of projecting a very short ranged gravitic field, intended to slow and deflect strikes in combat, the Coriolis unit would later be deemed too power-hungry for general deployment. Reduce the result of all To Wound rolls made that target a model with a Coriolis pattern power shield by a weapon with the Melee type by -1.


ELITES The Angel’s Tears, who carry therank and title of Erelim, the Silver Masks, and the Hands of Justice, servethe IXth Legion in place of the more common Destroyers of other Legions. They take to the field of war only at the direct command of Sanguinius himself,serving as his agents on those rare occasions he deems an enemy worthy only of annihilation. Armed with weapons best suited to theswift culling of those unworthy of a placein the Emperor’s Imperium, they descend upon thefoe suddenly and unannounced, faces concealed in thesilver death-masks of their Order and oaths of retribution on their lips. As with the other Orders of the First Sphere, the Angel’s Tears surrendertheir names and identitiesfor theterm of their service,taking one of theritual names that identifiesthem as a true Angel of Death, a bringer of destruction and remorseless killer. Such ritual trappings stem from theteachings of Sanguinius himself, owing their originsto neither Terra nor Baal. They serve to insulate his warriors from the death they cause, for when a member of the Erelim puts aside his mask and returnsto theranks of the Legion under his old name, he bears no lingering taint for theslaughter and destruction caused by the Erelim whose mantle he bore. The Angel’s Tears ......................................150 Points M WS BS S T W I A Ld Sv Erelim 7 4 4 4 4 1 4 2 8 3+ Arch-Erelim 7 4 4 4 4 1 4 3 9 3+ Unit Composition • 4 Erelim • 1 Arch-Erelim Wargear • Two volkite serpenta • Chainsword • Rad grenades • Frag grenades • Krak grenades • Power armour • Legion Warhawk jump pack Unit Type • Erelim: Infantry (Heavy) • Arch-Erelim: Infantry (Heavy, Character) Special Rules • Legiones Astartes (Blood Angels) • Counter-attack (1) • Stubborn • Bitter Duty Options • The Angel’s Tears unit may take: - Up to 5 additional Erelim......................................................................+20 points each • The entire unit may take melta bombs for......................................+25 points per unit • Any model in the unit may exchange one of its volkite serpenta for one of the following: - Angel’s Tears grenade launcher.............................................................+10 points each - Heavy flamer..............................................................................................+5 points each - Iliastus assault cannon ...........................................................................+10 points each - Rotor cannon...............................................................................................................Free - Heavy chainsword.....................................................................................+2 points each • The Arch-Erelim may exchange his chainsword for one of the following: - Heavy chainsword..............................................................................................+2 points - Power weapon...................................................................................................+10 points - Power fist..........................................................................................................+20 points - Single lightning claw .......................................................................................+10 points - Thunder hammer.............................................................................................+25 points • The Arch-Erelim may exchange one or both of his volkite serpentas for a: - Plasma pistol ..............................................................................................+5 points each • The Arch-Erelim may upgrade his power armour for artificer armour.....+10 points


Angel’s Tears Grenade Launcher A weapon spawned from the Unification Wars and the terror of Old Night, the rad grenade has proven well-suited to the Angel’s Tears’ role as purgers of sin, for while it eradicates the foes of the Blood Angels, it leaves the worlds they corrupted intact, waiting only for the time that they may be declared pure once again and worthy of hosting true servants of the Emperor once more. The Angel’s Tears grenade launcher is counted as a ‘Rad’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Angel’s Tears grenade launcher 24" 4 4 Assault 3, Rad-phage, Fleshbane


FAST ATTACK The Incaendius subclass is a Contemptor Dreadnought chassis manufactured only within the Mechanicum enclave that clings to the irradiated surface of Baal’s first moon, under ancient treaty with the great Forge of Anvillus. Similar in most respects to the widely used Contemptor chassis, the Incaendius differs in one key aspect: the external booster pack secured to its back. This volatile, single-burn, magnetoplasma engine is powerful enough to decelerate the Dreadnought in a fall from low orbit or to propel it in a shallow leap at significant velocity, despite the bulk of its armour and ceramite endoskeleton. It serves the Blood Angels as a shock assault unit of unparalleled ferocity, for the half-dead warrior entombed within suffers none of the disorientation such tactics inflict on the living. Most commonly, such vehicles are armed with weapons designed for battle at close ranges, with flamers and the socalled Talons of Perdition being preferred, though some have been known to employ prototype assault cannon. These weapons are well suited to the Dreadnought’s role, which is to secure a heavily contested drop zone for the Blood Angels infantry that follow on its heels. Contemptor-Incaendius Dreadnought ............................................200 Points M WS BS S T W I A Ld Sv Contemptor-Incaendius 8 5 5 7 7 6 4 3 9 2+ Unit Composition • 1 Contemptor-Incaendius Dreadnought Wargear • Two Talons of Perdition with in-built heavy flamer • Atomantic deflector • Incaendius booster pack Unit Type • Dreadnought Special Rules • Legiones Astartes (Blood Angels) Options • A Contemptor-Incaendius Dreadnought may replace any in-built heavy flamer with one of the following: - In-built meltagun....................................................................................+10 points each - In-built Iliastus assault cannon.............................................................+15 points each • A Contemptor-Incaendius Dreadnought may replace both of its Talons of Perdition and in-built heavy flamer with: - Gravis power fists and in-built heavy flamer..........................................................Free


Incaendius Booster Pack A massive rocket booster pack is installed on the rear torso of the Contemptor-Incaendius, with enough fuel for a single prolonged burn. This is used either to drop the Dreadnought from orbit, or to allow it to cover the distance to the foe in a series of long leaps. Once its fuel is exhausted, the booster pack is purged from the Dreadnought’s chassis by a system of explosive bolts, allowing the war machine to fight freely. The Incaendius booster pack may be used once per battle in one of two ways; these options are mutually exclusive and the use of one means the other may not be used in that battle: Deep Strike: At the start of the battle, before any models are deployed onto the battlefield, the controlling player may choose to place the Contemptor-Incaendius Dreadnought into Reserves and give it the Deep Strike special rule. It may then take part in a Deep Strike Assault or another deployment that requires the use of the Deep Strike special rule. Shock Assault: The controlling player may opt to deploy the Contemptor-Incaendius Dreadnought as normal, in this case the use of the Incaendius booster pack may be declared once per battle at the start of any of the controlling player’s Movement phases, including the first. When activated, the Contemptor-Incaendius Dreadnought’s Movement Characteristic is set to 12" and gains the Hammer of Wrath (2) special rule for the duration of the controlling player’s turn. While this effect is active, the Contemptor-Incaendius Dreadnought may ignore all other models and terrain freely while moving, but may not end its Move in Impassable Terrain or within 1" of another model. However, if the model begins or ends that Movement phase in Difficult Terrain, it must take a Dangerous Terrain test. While the Incaendius booster pack is activated the model may not Run. Note that any Contemptor-Incaendius Dreadnought selected as part of a Detachment using the Day of Revelation Rite of War must use the Deep Strike option and must be assigned to a Deep Strike Assault. Talon of Perdition These weapons are a larger version of the more common Perdition weapons, adding flame projectors to a scaled-up lightning claw mount intended for use on Dreadnoughts. This weapon is counted as both ‘Power’ and ‘Flame’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Talon of Perdition - User 2 Melee, Shred, Brutal (2)


HQ Dominion Zephon was both a warrior and an artist of great renown whoseexemplary record was abruptly cut short when his body was maimed by a xenos blade during the Great Crusade. The bionicsreplacing his lost limbs refused to integrate with his body, taking away his ability to fight and create art and so Zephon solemnly accepted the duty and dubious honour of representing the Blood Angels Legion as part of the Crusader Host on Terra. When the Horus Heresy broke out, Zephon was recruited by the Legio Custodes to fight in the Webway War where he earned the respect and friendship of Technoarcheologist Arkhan Land. Land took it upon himself to repair Zephon’s broken body and the Bringer of Sorrow was born again just as word of the Blood Angels’ return reached Terra. He eagerly rejoined the ranks of his Legion who embraced him even though he was a haunting reminder of a glorious past forever lost. Dominion Zephon......................................185 Points The Bringer of Sorrow, The Exile, The Twice-born, Exarch of the High Host M WS BS S T W I A Ld Sv Dominion Zephon 7 6 5 4 4 3 5 4 10 2+ Unit Composition • 1 Dominion Zephon Wargear • Artificer armour • The Spiritum Sanguis • Lament and Grief • Iron halo • Frag grenades • Krak grenades • Rad grenades • Melta bombs • Legion Warhawk jump pack Unit Type • Infantry (Unique, Character) Special Rules • Legiones Astartes (Blood Angels) • Independent Character • Relentless • Master of the Legion • Furious Charge (1) • Bitter Duty • Stubborn • Paragon of Restoration • Warlord: Exarch of the High Host • Loyalist Warlord: Exarch of the High Host A fraternity of the IXth Legion sometimes known as the Archae or the Principatii, the High Host was one of the lesser Orders of the First Sphere made up of those warriors who bore the sorrowful duty of delivering Sanguinius’ ultimate sanction to the Emperor’s enemies. Unlike their brothers in the Angel’s Tears, the High Host did not shrink away from showing their true faces as they deployed weapons born of humanity’s darkest nightmares that left a trail of murdered worlds in their wake. If chosen as the army’s Warlord, Dominion Zephon automatically has the Exarch of the High Host Warlord Trait and may not select any other Warlord Trait. Exarch of the High Host – If Dominion Zephon is the army’s Warlord then a Legion Destroyer Assault Squad may be selected as part of the same HQ choice. A unit selected in this manner is considered a ‘Retinue Squad’. The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as Dominion Zephon. The Retinue Squad must be deployed with Dominion Zephon deployed as part of the unit and Dominion Zephon may not voluntarily leave the Retinue Squad during play. All models in a Legion Destroyer Assault Squad chosen using this Warlord Trait gain the Chosen Warriors special rule. If this option is selected then no other unit may be selected for Dominion Zephon using the Retinue special rule. In addition, an army with Dominion Zephon as its Warlord may make an additional Reaction in the opposing player’s Assault phase as long as Dominion Zephon has not been removed as a casualty.


Paragon of Restoration Installed in Zephon’s body by the apocryphal techo-ministrations of Arkhan Land, these intricate bionic enhancements can heal even the most grievous wounds over time and prevent their host-body from slipping into death’s embrace. The Paragon of Restoration gives Dominion Zephon the Feel No Pain (5+) special rule. In addition, the first time in any battle that Dominion Zephon loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of 4+, he remains in play with a single Wound remaining instead of being removed or destroyed. The Spiritum Sanguis A powerful broad-bladed sword of exquisite craftsmanship, the Spiritum Sanguis was presented to Zephon by the IXth Legion’s Master of Artisans upon his departure to join the Crusader Host on Terra. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type The Spiritum Sanguis - +1 2 Melee, Two-handed, Reaping Blow (1), Master-crafted Lament and Grief A pair of artificer-made Volkite serpenta pistols, Lament and Grief fire powerful beams of blinding white light over short ranges that sear the flesh as well as the sight of their targets. Lament and Grief are two separate weapons, both counting as ‘Volkite’ weapons and with identical profiles. Weapon Range Str AP Type Lament and Grief 10" 5 5 Pistol 3, Deflagrate, Blind


HQ First among the captains of the Blood Angels’ Three Hundred Companies, Raldoron was respected throughout the Legion for his tactical and strategic insight, superb martial skills and faultless discipline. Of all his captains and aides, it is said that Sanguinius relied on Raldoron’s even temper and keen intelligence more than any other. Even among the other Legions of the Emperor’s Space Marines, his reputation and record were spoken of with respect and admiration. Rogal Dorn himself is known to have referred to Raldoron as an ‘Exemplar of the martial spirit of the Great Crusade’ at the end of the Malignax campaign. In battle he is known to have favoured tried and tested weapons and tactics, those that brought the greatest chance for victory at the lowest cost to his Legion. His own wargear followed the same pattern, trusting more to the war-worn armour he had borne throughout the Great Crusade than any ornate ceremonial suit and wielding a simple, if artfully wrought, power blade. Chapter Master Raldoron .....................180 Points First Captain of the Blood Angels, The Archein of Wisdom, The Tranquil Angel M WS BS S T W I A Ld Sv Chapter Master Raldoron 7 7 5 4 4 3 5 4 10 2+ Unit Composition • 1 Chapter Master Raldoron Wargear • Artificer armour • The Encarmine Warblade • Combi-flamer • Bolt pistol • Iron halo • Frag grenades • Krak grenades Unit Type • Infantry (Unique, Character) Special Rules • Legiones Astartes (Blood Angels) • Independent Character • Relentless • Master of the Legion • Furious Charge (2) • Warlord: Archein of Wisdom • Loyalist Warlord: Archein of Wisdom Raldoron is renowned within his Legion for his stoic and measured composure, approaching war in a practical manner much unlike the impassioned nature of his fellows. To Raldoron, war is a puzzle to be dissected and conquered, and he has studied all the strategic texts he can to arm himself fully, including the treatise of all the other Legions. If Chapter Master Raldoron is selected as the army’s Warlord then his Warlord Trait may be selected from the Core Warlord Traits or from any Legion specific Warlord Trait from any of the following Legions (counting as though Raldoron and all other models with the Legiones Astartes (Blood Angels) special rule in the same Detachment possesses the appropriate variant of the Legiones Astartes special rule, this does not grant them any of that variant’s rules or effects but only allows them to benefit from the effects of the selected Warlord Trait): White Scars, Imperial Fists, Space Wolves, Ultramarines, Iron Hands, Raven Guard and Salamanders. This does not include any Warlord Traits available only to specific named characters, or a Warlord Trait that requires the Traitor Allegiance may not be selected.


The Encarmine Warblade A masterpiece of the smith’s craft, made for Raldoron at the request of Sanguinius himself and borne into combat on hundreds of battlefields. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type The Encarmine Warblade - +1 2 Melee, Master-crafted, Shred, Murderous Strike (5+)


Insignia of the 300 Companies Many of the oldest and most storied of the 300 Companies of the Blood Angels have come to display their own unique company icons, and these are often worn on the left greave or kneepad. Tactical Line Unit MkVI pauldron Heraldry of the IXth Legiones Astartes – Blood Angels Veteran Legionary MkVI helm Sergeant MkVI helm Veteran Sergeant MkVI helm with transverse crest Line Officer MkVI helm with transverse crest Legion Officer MkVI helm with longitudinal crest Of all the Legions, the IXth changed the most in outward form from its inception during the Wars of Unity. Where once the Legion was a host of grey-clad, gore-soaked murderers, following unification with its Primarch Sanguinius in 843.M30 it was transformed into a host of angels clad in crimson and gold. Blood Angels are encouraged to master not just the arts of war, but of culture too, and so many Legionaries adorn their battle plate with flourishes applied by their own refined hand. Crimson Paladins Ceremonial heraldry, MkII pauldron Sanguinary Guard ‘Seraphim’ heraldry, MkIII pauldron Apothecary MkVI pauldron Veteran Sergeant Individual honour markings, MkIII pauldron IXth Legion Ordina MkVI pauldron Rapid Attack Unit MkVI pauldron Angel’s Tears Destroyer helm variant Historical Variant MkII helm Legion Variant ‘Kepharel’ pattern helm Line Legionary MkVI helm Legion Variant ‘Hanael’ pattern helm Fire Support Unit MkVI pauldron IXth Legion Armourial MkIV pauldron IXth Legion Armourial 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 Blood Angels maintain a rigid chain of command, within which Sergeants and Lieutenants were addressed as ‘Powers’, Centurions as ‘Dominions’ and commanders of Praetor level as ‘Archeins’.


Veteran Legionary Antenor 79th Company (‘The Tears of Glory’) Battle of Gilden’s Star Sergeant Leonis Harum 202nd Company (‘The Crimson Aegis’) MkIV (‘Maximus’) pattern power armour. Blood Angels Legion armourial Rank and Role Markings Normally worn on right pauldron, displaced by field modification Reinforced MkIII pauldron Battlefield replacement Blood Angels Legion Colours The Blood Angels make war resplendent in crimson and gold finery. The dominant colour is a vermillion red, with banding and other details shining gold. Individual segments, as well as cloth details are often black. Even when tarnished by war, the standard panoply of the Blood Angels is always a glorious spectacle to behold, superior to any other Legion except perhaps the Emperor’s Children. Embossed Honour Markings Citation for bravery granted by Archein-level officer Insignia of the 202nd Company Sergeant Vallen Cast 1 st Company (‘The Silver Host’) MkIV (‘Maximus’) armour Legionary Sabraham 121st Company Artificier MkIV (‘Maximus’) armour


Land Raider Spartan Assault Tank Terminator Squad transport, 121st Company, Battle of Kyro IV Blood Angels Vehicle Heraldry T he Legion of the Angel Sanguinius maintains a balanced complement of armoured vehicles, with a noted, but not disproportionate favouring of transports, including aircraft, as well as light attack speeders. In addition, the Legion maintains a larger stock of drop pods of various classes than dictated by the Principia Belicosa, as is appropriate for a force noted for its expertise in aerial drops and planetary assaults. Regardless of type, Blood Angels vehicles proudly display the same bold red as is worn by the Legionaries, with secondary elements picked out in shining gold as well as black. As befits this most cultured of Legions, many vehicles in service to the Blood Angels are adorned with a range of finely-wrought motifs and decorations. Many, especially those in the employ of senior officers, appear as bellicose works of art, bearing images of the Primarch in his aspect of avenging angel, rendered by the hand of the Legion’s most accomplished artificers. In terms of tactical markings, the majority of vehicles bear the numeral and where it has one, the insignia of the company to which they belong, this being the key unit of organisation and belonging within the Legion. When serving as part of a squadron, the vehicle will also carry a numeral indicating its position within that formation, and in the case of a transport vehicle may also carry markings appropriate to the role of its passengers, such as the arrow of a tactical squad. When the IXth Legion returned to Terra from the eastern reaches of the galaxy, it underwent a mass re-issue of arms and armour, as well as heavy equipment. As such many of the vehicles it deployed to Beta-Garmon at the height of that great conflict bore only the most basic of livery. It is notable, however, that upon the Legion’s second return to Terra many of these vehicles had been decorated to the same lavish standards as older ones, indicative of a driving need within the Legion’s artificers to proclaim with overt pride its inherent nobility.


Leviathan Siege Dreadnought Venerable-Exemplar Jophial, Keruvim Convocation of Ancients Defence of the Red Tear, Battle of Signus Prime Deimos Pattern Rhino Transport ‘Rho-Argent /12’ 12th vehicle, 146th Company, Battle of Signus Prime


T he role of the Iron Hands in the Horus Heresy is forever defined by the tragic events that unfolded upon the black sands of Isstvan V. There, Ferrus Manus and his Legion were drawn into the trap set by Horus and, as his veterans fought valiantly to the end around him, the Gorgon’s loyalty remained unwavering, even unto the moment Fulgrim cleaved his head from his shoulders. The loss of their Primarch was a bitter blow, however, the Dropsite Massacre was not the final role the Iron Hands would play in the Horus Heresy. Much of the Legion had not yet deployed to the surface of Isstvan V, and a measure of its fleet was able to rescue survivors from the Iron Hands, Salamanders and Raven Guard Legions and then scatter into the surrounding sectors. These remnants would become known as the Shattered Legions and would carry out harassment operations and deliver surgical blows against the Traitor hordes throughout the great civil war. The Iron Tenth proved resourceful and tenacious and were reforged anew under leaders such as Shadrak Meduson and Autek Mor. Fuelled by bitter vengeance, they would continue to hound the Traitors across the galaxy, disrupting supply fleets and striking at the heart of the Traitor Legions; at worlds such as Bodt, where they greatly hindered the World Eaters’ recruitment; Dwell, where they grievously wounded the Primarch Mortarion; and on Colchis, where their repeated incursions, mounted from Medusa itself, stymied the Word Bearers’ war efforts. In response, the Warmaster would dispatch his finest hunters to scour the sons of Ferrus Manus and their allies from the stars, and dozens of guerilla conflicts and fleet engagements would ensue. The efforts of the Iron Hands were unceasing, and though they were few, their impact on the Horus Heresy was immeasurable. Legiones Astartes (Iron Hands) All models with this special rule are subject to the following provisions: The Medusa’s Scales All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die (X) special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule). The Keys of Hel Units with this special rule gain access to unique Wargear options (see Armoury of the Iron Hands on page 278). Iron-Fathers Legion Praetors, Legion Cataphractii Praetors and Legion Tartaros Praetors with this special rule may be upgraded to Iron- Fathers as detailed in the Armoury of the Iron Hands on page 278. Sons of Medusa A Warlord with this special rule may select a Warlord Trait from the Iron Hands Warlord Trait List. XTH LEGIONES ASTARTES IRON HANDS


Iron Hands Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Iron Hands) 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 Gorgon’s Spite – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Astartes (Iron Hands) special rule. Once the Active player has resolved all Charge rolls for the Charge that triggers this Reaction, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may make a Shooting Attack with the unit that has had a Charge declared against it, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks* but gaining the Gets Hot special rule. A unit that makes a Shooting Attack as part of a Gorgon’s Spite Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignores line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons used as part of a Gorgon’s Spite Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Gorgon’s Spite attack may not take Cover Saves against Wounds inflicted as part of a Gorgon’s Spite Reaction. *This does not stack with any other rules that increase the number of attacks a model may make, such as Fury of the Legion. Where models making this Reaction have such special rules, they have no effect and are replaced by the effects of the Gorgon’s Spite Reaction.


From Hel’s Heart (Loyalist only) With the death of Ferrus Manus on the fields of Isstvan V, a terrible malaise spread through the Iron Hands. Some were crippled by doubt or despair and some turned to bizarre mortuary cults to assuage their grief, but others were filled with a terrible fury and a need to seek vengeance for the fallen Primarch without regard for the consequences of their actions. These grim warriors would bring utter destruction to the ranks of the Traitors, laying waste to worlds and sacrificing hundreds of lives just to see a single Traitor fall. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1) special rule and should the Warlord be reduced to 0 Wounds, the controlling player may choose to inflict D6 automatic Hits upon the unit whose attacks caused the final Wound, with these Hits allocated as per the standard rules. Each Hit is resolved using the profile of either any one of the Warlord’s ranged weapons if he lost his last Wound to a Shooting Attack, or using the profile of any one of the Warlord’s melee weapons if he lost his last Wound as part of an Assault, with all Hits resolved using the same profile (if the Wound is lost to neither a Shooting Attack nor a Melee Attack then this rule has no effect and no Hits are inflicted). 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. The Eye of Vigilance (Traitor only) The decoration known as the Eye of Vigilance among the Iron Hands marked those that had fought beside the Warmaster and earned the trust of that great general. Many of these warriors swore new oaths to the Warmaster and eagerly joined the ranks of Horus’ dark host, seeing in him a more worthy master. Iron Hands Warlord Traits A Warlord with the Legiones Astartes (Iron Hands) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits. This Warlord Trait may only be selected by a model with the Traitor Allegiance. A Warlord with this Trait, and all models in any friendly unit that Warlord joins, gains the Preferred Enemy (Loyalist) special rule. In addition, once per battle, while the controlling player is the Reactive Player, the Warlord and any unit the Warlord has joined may make a single Reaction without expending a point from the army’s Reaction Allotment – this can allow the Warlord and his unit to make more than one Reaction in the same Phase, but that unit may not make the same Reaction twice. Silver-iron Will The Iron Hands are renowned for their bloody-minded determination and refusal to concede weakness even in the face of annihilation. This vicious tenacity has led them to numerous glorious victories during the Great Crusade and to almost as many ignominious disasters. In this warlord, the spirit of the Gorgon is strong, and he will admit no weakness nor allow any to fester in the warriors he commands – even if it should lead them to their deaths. A Warlord with this Trait and all models in any unit he has joined are never affected by any special rule or effect that lowers a Characteristic – including the Fear (X) and Rad-phage special rules and due to losing an assault where the enemy has inflicted more Wounds. In addition, an army whose Warlord has this Trait may not make Reactions during the Movement phase, but may make an additional Reaction in either one of the opposing player’s Shooting or Assault phases (but not both). If the Warlord is removed as a casualty then this additional Reaction is lost, but the army may make Reactions in the Movement phase as normal in any appropriate Phases after the Warlord has been removed as a casualty.


Iron Hands Rites of War An army whose Primary Detachment and Warlord has the Legiones Astartes (Iron Hands) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule: Rite of War: The Head of the Gorgon The Iron Hands’ preference for close range, brutal engagements, where their relentless firepower can be brought to its fullest effect, was exemplified by a tactic that became known as the ‘Head of the Gorgon’. This was where the enemy would be brought to battle, held in place and allowed to smash itself to pieces against the body of the Legion’s forces, while reserve forces of mechanised armour encircled them, before closing in to create a withering crossfire. Effects • All models with the Infantry Unit Type in a Detachment using this Rite of War gain the Stubborn special rule while within their own Deployment Zone. • Any model with the Infantry Unit Type with flamers may exchange them for graviton guns or graviton shredders for +15 points per model. • Castellax Battle-automata Maniple units* may be selected as Elites choices in a Detachment using this Rite of War – all models in such units gain the It Will Not Die (5+) special rule at no additional points cost (they do not gain the Legiones Astartes (Iron Hands) special rule or any of its benefits). • Any Iron-Fathers or Legion Techmarines may take a cortex controller for +15 points each. • Any model with the Vehicle Unit Type in a Detachment using this Rite of War gains the Outflank special rule at no additional cost. *See Liber Mechanicum. Limitations • A Detachment using this Rite of War may only select a single Fast Attack choice. • An army in which any Detachment is using this Rite of War may not attempt to Seize the Initiative. Rite of War: Company of Bitter Iron Like the other Legions betrayed at lsstvan V, the Iron Hands did not consolidateinto a single, united body again for several years. Many surviving Iron Hands joined Shadrak Meduson’s Shattered Legion attack-cell whilst others rallied to the banner of the Red Talon. Some Iron Hands units fought their way back to Medusa and, considering themselves to have failed in their duty to the Legion and to their Primarch, cast off their Clan icons, renounced their companies, and formed themselves into units of Medusan Immortals. Steeped in self-loathing and bitterness, theseforces resolved to sell their lives dearly fighting the Traitors that had laid the Iron Hands so low. Effects • A Detachment using this Rite of War may take Medusan Immortals Squads as Troops choices. • All models in any Medusan Immortal Squad selected as a Troops choice in a Detachment using this Rite of War gain the Line Unit Sub-type and the Heart of the Legion special rule. • All models in a Detachment using this Rite of War with both the Legiones Astartes (Iron Hands) and Bitter Duty special rules also gain the Hatred (Traitors) special rule. • Any models with both the Independent Character and Legiones Astartes (Iron Hands) special rules may be given the Bitter Duty special rule for no additional cost. Limitations • This Rite of War may only be used by an army that has the Loyalist Allegiance. • An army with any Detachment using this Rite of War may not include Ferrus Manus.


THE ARMOURY of THE IRON HANDS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Iron Hands) Faction and exemplifies the nature of that Legion. The Iron-Father Many among the highest levels of the Iron Hands were gifted war-smiths and artisans – though, unlike their brethren in the Salamanders Legion, they cared little for aesthetics and sought only brutal efficiency in their works. The Gorgon had taught his sons to ever value function over form – to judge their labour only by the power of its creations and to care nothing for the regard of outsiders. Any Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Legiones Astartes (Iron Hands) special rule may be upgraded to an Iron-Father for +65 points and gains the benefits listed below: Iron-Father: A Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor with the Iron-Father upgrade gains the Battlesmith (3+) and Feel No Pain (5+) special rules, and the machinator array and cyber-familiar Wargear. An Iron-Father may not select a Legion Warhawk jump pack, Legion Spatha combat bike or Legion Scimitar jetbike. Blessed Auto-simulacra Based on devices first forged by Ferrus Manus himself, these complex engines of self-repair can be integrated into the systems of a vehicle only through many arduous days of labour by the most skilled artificers among the Iron-Fathers, who guard the secret method jealously. A vehicle so modified becomes a steadfast bastion on the field of battle, able to recover from even the most grievous blows. Any model with the Vehicle Unit Type and the Legiones Astartes (Iron Hands) special rule may be upgraded to have the It Will Not Die (6+) special rule (this will be increased to It Will Not Die (5+) by the Medusa’s Scales special rule, as noted in the Legiones Astartes (Iron Hands) rules) for +10 points. Cyber-familiar The Iron Hands held these devices in great favour, and made widespread use of them. Any model with the Infantry Unit Type, the Character Unit Sub-type and the Legiones Astartes (Iron Hands) special rule may take a cyber-familiar for +20 points (see page 141).


Iron Hands Gorgon Terminator Armour A variant of Indomitus pattern Tactical Dreadnought Armour devised by Ferrus Manus and his Iron-Fathers, this advanced prototype suit was just going into production at the outset of the Horus Heresy to supplement the Iron Hands Legion’s combatdepleted stocks of Terminator armour. The design replaced the field generators embedded in the armour with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate and maim nearby foes. The heat and electrochemical toxin bleed from the armour’s systems limited the armour’s agility and its negative side effects required a high level of cybernetic rebuild for its wearer to endure. However, volunteers for this painful modification were plentiful in the Legion's ranks, many deeming it an honour to serve as part of this great endeavour. Any Legion Cataphractii Praetor or Legion Cataphractii Centurion may exchange their Legion Cataphractii Terminator armour for Gorgon Terminator armour at no additional points cost. Gorgon Terminator armour confers a 2+ Armour Save, a 5+ Invulnerable Save and the Feel No Pain (5+) special rule (this does not stack with any other variant of the Feel No Pain (X) special rule a model may have – if a model has more than one variant of this special rule the controlling player must choose one to use). Additionally, at the end of any Phase in which a model with Gorgon Terminator armour has passed at least one Armour Save or Invulnerable Save, roll a D6. On the result of a 4+, all enemy units with at least one model within 6" of the model with Gorgon Terminator armour must test as if they had been hit by a weapon with the Blind special rule. Any unit that is composed entirely of models with Gorgon Terminator armour are immune to this effect. Graviton Shredders Ferrus Manus was amongst the most gifted of his brethren with the more exotic techniques of the Mechanicum, and bent much of his will towards the study and understanding of such secrets. The graviton shredder and graviton bolter are one result of his obsession. Able to emit a salvo of more precise graviton pulses, these weapons excel at the pinpoint destruction of heavy vehicles or disrupting an infantry advance with a salvo of gravitic bolts. Any model with the Infantry Unit Type and the Legiones Astartes (Iron Hands) special rule may upgrade a graviton gun for a graviton shredder at a cost of +5 points each and any model that also has the Character Unit Sub-type may exchange a plasma pistol for a graviton pistol at no additional points cost. All weapons listed here are counted as ‘Graviton’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Graviton shredder 12" † 4 Assault 2, Concussive (1), †Graviton Pulse, Haywire Graviton pistol 12" † 4 Pistol 1, Concussive (1), †Graviton Pulse, Haywire Armatus Necrotechnika These secret devices of necro-technic engineering were among the fell technologies bound within the sealed vaults of Ferrus Manus. This technology is capable of harnessing the stolen energy of sentient life to power engines of mechanical destruction and repair. Those Iron-Fathers who raided the Vaults of Mimir in the wake of the death of their Primarch would unleash this dark techno-heresy upon the galaxy once more and as the Horus Heresy drew towards its climax, it was sighted with terrible frequency among the ranks of Ferrus Manus’ grief-maddened sons. Any one model with the Vehicle Unit Type in a Detachment with the Legiones Astartes (Iron Hands) Faction that does not have the Flyer Sub-type may be upgraded to have the Armatus Necrotechnika for +50 points. Whenever a unit (friendly or enemy) with at least one model within 6" of a model with the Vehicle Unit Type with this upgrade has one or more models removed as casualties, roll a D6 for each model removed as a casualty. For each result of a 6, the model with this upgrade regains 1 Hull Point. This may not bring it above the number of Hull Points listed on its Army List Profile. In addition, any unit (friendly or enemy) with at least one model within 6" of a model with the Armatus Necrotechnika must reduce the Leadership value of all models in that unit by -1. Units with the Stubborn special rule may not ignore this modifier.


PRIMARCH The Primarch of the Iron Hands Legion was a figure of legend amongst the peoples of his home world of Medusa, named by them ‘the Gorgon’ after the most ancient of mythic creatures. Ferrus was amongst the strongest of the Primarchs, within him burning the heat of the furnace, its fury tempered by an exterior as cold and unyielding as iron. The Gorgon was known for his uncompromising demeanour, refusing to show favour to his closest followers or even his brother Primarchs. He insisted upon strength in all things, such that he refused the people of Medusa many of the easements of civilisation in order to ensure they produced the toughest of offspring from whom the Legion could recruit. The demand for physical excellence extended beyond the body and mind to include the tools of war and so the Gorgon was a master of the forge, his skills matched only by Vulkan, the Primarch of the Salamanders Legion. It was said of Ferrus Manus that he was only truly at peace toiling at the anvil, creating some marvel of the smith’s art beyond even the lords of Mars. Ferrus Manus was blessed with a physiology remarkable even amongst the Primarchs. Ferrus Manus .............................................465 Points Master of the Iron Hands, The Gorgon, Wyrmslayer, The Great Iron Father M WS BS S T W I A Ld Sv Ferrus Manus 8 7 6 7 7 6 6 6 10 2+ Unit Composition • 1 Ferrus Manus Wargear • The Medusan Carapace • Servo-arm • Forgebreaker • Master-crafted plasma blaster • Master-crafted graviton shredder • Heavy flamer • Grenade harness Unit Type • Primarch (Unique, Heavy) Special Rules • Legiones Astartes (Iron Hands) • Master of the Legion • Battlesmith (2+) • Firing Protocols (3) • Loyalist • Warlord: Sire of the Iron Hands Warlord: Sire of the Iron Hands One of the most physically powerful Primarchs, whose skills as an architect of arms and armour were every bit as potent as his martial prowess, Ferrus Manus despised weakness and, by his presence on the battlefield, the Primarch drove his men to acts of superhuman endurance and remorseless fervour. If chosen as the army's Warlord, Ferrus Manus automatically has the Sire of the Iron Hands Warlord Trait and may not select any other Warlord Trait. Sire of the Iron Hands – All models with both the Infantry Unit Type and the Legiones Astartes (Iron Hands) special rule in the same army as Ferrus Manus gain the Feel No Pain (6+) special rule (this does not stack with other versions of the same special rule, and models that already have a better version of the special rule may use either one at the choice of the controlling player) and all models with both the Vehicle Unit Type and the Legiones Astartes (Iron Hands) special rule gain the It Will Not Die (5+) special rule. In addition, an army with Ferrus Manus gains an additional Reaction in the opposing player’s Assault phase as long as Ferrus Manus has not been removed as a casualty.


The Medusan Carapace Ferrus Manus operated a wide variety of arms and armour, almost all of which were the products of his craft and genius. Never fully satisfied with his work, he was always looking to improve upon it and test new prototype designs, the fruits of his labour later forming the basis of many Legiones Astartes designs such as Cataphractii pattern Terminator armour. The Medusan Carapace grants a 2+ Armour Save and a 3+ Invulnerable Save. Forgebreaker Fashioned by his close comrade, and later hated enemy, the Primarch Fulgrim, this exquisitely fashioned thunder hammer would prove to have a dark infamy of its own and serve the hands of many masters before the Horus Heresy ended. Weapon Range Str AP Type Forgebreaker - 12 1 Melee, Master-crafted, Exoshock (3+), Brutal (3)


ELITES One of a number of Tactical Dreadnought Armour sub-classes found within the ranks of the Iron Hands Legion, the Gorgon pattern was one of a number of on-going attempts by Ferrus Manus and his cadre of Iron-Fathers to refine and augment the various patterns of Terminator armour employed by the Legiones Astartes forces. It is an interesting case in point that, while several thousand suits of Terminator armour in the most common Tartaros, Cataphractii and Indomitus patterns were in service with the Legion (many of which were concentrated in the hands of the doomed warriors of the Avernii Clan and lost at Isstvan V), the Primarch himself was known to not be entirely satisfied with the performance of any of these designs, and so a full issue to his Legion was never approved. One of the most extreme technological examples of the Iron Hands’ innovation to improve on the designs in this regard was the hazardous, but powerful, ‘Gorgon’ prototype, which required bonding to its wearer, and which Ferrus Manus would not live long enough to refine to its full potential. Gorgon Terminator Squad....................200 Points M WS BS S T W I A Ld Sv Gorgon Terminator 6 4 4 4 4 2 4 2 8 2+ Gorgon Hammerbearer 6 4 4 4 4 2 4 3 9 2+ Unit Composition • 4 Gorgon Terminators • 1 Gorgon Hammerbearer Wargear • Gorgon Terminator armour • Combi-bolter • Power axe (Gorgon Terminator only) • Thunder hammer (Gorgon Hammerbearer only) • Grenade harness (Gorgon Hammerbearer only) Unit Type • Gorgon Terminator: Infantry (Heavy) • Gorgon Hammerbearer: Infantry (Character, Heavy) Special Rules • Legiones Astartes (Iron Hands) • Feel No Pain (5+) • Relentless • Stubborn • Bulky (2) Dedicated Transport • A Gorgon Terminator Squad of no more than 5 models may take a Legion Land Raider Proteus Carrier as a Dedicated Transport. A Gorgon 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. Options • A Gorgon Terminator Squad may take: - Up to 5 additional Gorgon Terminators..............................................+35 points each • One Gorgon Terminator in the unit may take a: - Legion vexilla .....................................................................................................+10 points • Any Gorgon Terminator may exchange his power axe for one of the following: - Power fist..................................................................................................+10 points each - Chainfist ....................................................................................................+15 points each - Lightning claw............................................................................................+5 points each • Any Gorgon Terminator may exchange his combi-bolter for one of the following: - Magna combi-weapon............................................................................+10 points each - Minor combi-weapon................................................................................+5 points each - Lightning claw............................................................................................+5 points each • For every three models in the unit, one Gorgon Terminator may exchange his combi-bolter for one of the following: - Heavy flamer...............................................................................................+5 points each - Reaper autocannon..................................................................................+15 points each - Plasma blaster...........................................................................................+15 points each - Graviton gun.............................................................................................+15 points each • The Gorgon Hammerbearer may exchange his combi-bolter for a: - Magna combi-weapon......................................................................................+10 points - Minor combi-weapon.........................................................................................+5 points


ELITES For Iron Hands Legionaries who had failed their father’s rigid standards and bleak code in battle, whether tasting defeat by the fickle whims of fate or laid low by wounds too terrible to bear, there remained one course of action if their own fame or record did not afford them the licence to carry on without the scorn of their brothers: the ranks of the Medusan Immortals. The Immortals were the Legion’s Forlorn Hope, a final chance at glory and redemption where the battle was at its fiercest and the risk of survival, even for a Legiones Astartes, at its dimmest. Armed and armoured principally as breacher units and featuring a high level of cybernetic rebuild among them, the Immortals wore no symbols of their clan or Legion, save its numeration and the black-on-white death’s head symbol which proclaimed their mortal intent. It was their lot and their pride to fight and die with steadfast, cold fury, never breaking ranks, marching relentlessly into the jaws of hell. Medusan Immortals Squad......................205 Points M WS BS S T W I A Ld Sv Immortal 7 4 4 4 4 1 4 2 10 3+ Immortal Sergeant 7 4 4 4 4 1 4 3 10 3+ Unit Composition • 9 Immortals • 1 Immortal Sergeant Wargear • Power armour • Boarding shield • Bolter • Bolt pistol • Frag grenades • Krak grenades Unit Type • Immortals: Infantry (Heavy) • Immortal Sergeant: Infantry (Character, Heavy) Special Rules • Legiones Astartes (Iron Hands) • Feel No Pain (5+) • Bitter Duty • Stubborn Dedicated Transport • A Medusan Immortals Squad of no more than 10 models may take 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. Options • A Medusan Immortals Squad may take: - Up to 10 additional Immortals...............................................................+18 points each • Any model in a Medusan Immortals Squad may exchange its bolter for a: - Volkite charger...........................................................................................+2 points each - Chainsword..................................................................................................................Free • Any model with a bolter may take: - Bayonet.........................................................................................................+1 point each - Chain bayonet............................................................................................+2 points each • For every five models in the unit, one Immortal may exchange his bolter for one of the following options: - Flamer..........................................................................................................+5 points each - Meltagun....................................................................................................+15 points each - Graviton gun.............................................................................................+15 points each - Lascutter...................................................................................................+20 points each • The Immortal Sergeant may exchange a bolt pistol and/or chainsword for one of the following options (no single option may be selected more than once): - Plasma pistol ......................................................................................................+10 points - Volkite serpenta...................................................................................................+5 points - Power weapon....................................................................................................+10 points - Power fist............................................................................................................+15 points - Thunder hammer.............................................................................................+20 points • The Immortal Sergeant may take any of the following: - Melta bombs.......................................................................................................+10 points • The Immortal Sergeant may exchange his power armour for artificer armour...................................................................+10 points


Destroyer Squad MkVI pauldron Legion Command MkVI pauldron Rapid Attack Unit MkVI pauldron Tactical Line Unit MkVI pauldron Heraldry of the X th Legiones Astartes – Iron Hands Veteran Legionary Artificer-modified MkIII helm Sergeant MkVI helm Veteran Sergeant Artificer-modified MkIII helm Line Officer MkVI helm with transverse crest Vehicle Crew MkVI helm Legion Officer MkVI helm with longitudinal crest The heraldry of the Iron Hands represents a merging of the Terran Legion of old and the culture of the world of Medusa, upon which its Primarch Ferrus Manus was discovered in 824.M30. The colours of the ‘Iron Tenth’ are gunmetal and chrome, with icons and devices wrought as of cogs and similar motifs. Each ‘Clan’ bears its own distinctive symbol, which is borne as often as the Legion’s own device itself. Individual Heraldry ‘Eye of Vigilance’ mark of fealty, MkVI pauldron X th Legion Ordinal ‘The Iron Tenth’, MkVI pauldron Medusan Immortal Variant MkIII helm Breacher MkIII helm with ablative panel Legion Variant ‘Shattered Legion’-modified MkII/III hybrid helm Line Legionary MkVI helm Iron Hands Clan Insignia X th Legion Armourial MkVI pauldron Forge Custodian/ Vehicle Crew MkVI pauldron Fire Support Unit MkVI pauldron X th Legion Armourial MkIII 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 Legion utilises a chain of command derived from the feudal clans of Medusa, with Iron-Lords the Legion Officer equivalent of Praetors, Iron-Captains that of Line Officer Centurions, and Shield-Centurions that of Lieutenants.


Veteran Legionary Mokan Order Quarii, Clan Vurgaan Cataphractii Terminator Armour Legionary Maeloc Order Primii, Clan Gaarsak MkIII (‘Iron’) armour Ironwrought Veur Order Tredecimii, Clan Morragul Mk IV (‘Maximus’) armour Variant Tactical Line Unit Knee Marking Field-modified Armour Non-standard integration of MkIV (‘Maximus’) armour components Iron Hands Legion Colours The Iron Hands are ill-disposed towards superfluous adornment, and while they maintain their panoply of war as they would any other machine, the vicissitudes of war mean that most suits of battle plate bear the scars of shell, sword and flame, especially amongst those serving in the so-called ‘Shattered Legions’. Moulded Legion Armourial Iron Hands Legion Armourial Legionary Morkarch Clan Vurgaan Heavily field-modified MkIII (‘Iron’) pattern power armour


Iron Hands Vehicle Heraldry T he X th Legion is known to maintain a formidable stock of armoured vehicles, with each of the Clans, into which the Iron Hands are primarily divided, in possession of their own heavy assets, and a central Legion reserve serving as a source of ready reinforcement. The Legion has a noted predisposition towards heavier war machines, in particular armoured transports and heavy battle tanks, but it nonetheless maintains varying quantities of every war machine in the panoply of the Legiones Astartes. Iron Hands armoured vehicles are clad in varying tones of black and iron, with polished chrome accents. Tactical markings are white or silver, with little in the way of ornamentation that might in other Legions indicate the seniority of a vehicle’s commander. All X th Legion vehicles bear the Iron Hands armoured fist insignia, and in most cases the icon of the Clan to which the vehicle belongs. Often this Clan device is afforded as much prominence as that of the Legion, for each Clan is a self-contained,self-sustained force with roots in the feudal culture of Medusa. Many vehicles also display a numeral derived from the name of the Order (a company equivalent) to which they belong within the Clan, such as the numeral 1 for vehicles of Order Primii (a Clan’s 1 st Company), 10 for Order Decimii (a Clan’s 10th Company), etc. In addition to these markings, it is common for X th Legion transport vehicles to bear markings identifying the battlefield role of its passengers, such as an iron cross on the transport vehicle of a Veteran or Terminator squad, or an arrow for that of a Tactical Squad. Kratos Heavy Assault Tank ‘Enyo’ Clan Atraxii, Battle of Borman IV


Leviathan Siege Dreadnought Ancient-Claviger Khalon Heavy Assault Echelon, Order Novii, Morragul Clan, Scouring of Tredecimmia Deimos Pattern Predator Battle Tank ‘Persis’ Clan Atraxii, Battle of Borman IV


T he XIIIth Legion was perhaps the largest Legion at the conclusion of the Great Crusade and, as such, Horus resolved to lure them to the far reaches of the galaxy and destroy them. During the great muster at Calth, the Word Bearers betrayed the Ultramarines and wrought terrible destruction upon the world and assembled might of the XIIIth Legion. The Ultramarines suffered crippling losses but the skill and righteous determination of their commanders saw them emerge victorious from the trap laid for them. The Underworld War on Calth would rage on for many years to come and, as the rising Ruinstorm cut the Legion off from the rest of the galaxy, the Shadow Crusade engulfed the Five Hundred Worlds. The sons of Guilliman, though wounded, stood firm against the onslaught of the Word Bearers and World Eaters Legions and, at great cost, cast them out of their domain. By the time Ultramar was freed, Roboute Guilliman believed the Emperor and Terra lost. Joined by the Dark Angels and Blood Angels Legions stranded in the Ultima Segmentum, as well as disparate elements of the Shattered Legions, the Ultramarines looked to secure the war-torn remains of their realm and rebuild their losses, creating the Imperium Secundus. However, many thousands of its warriors were yet abroad at the dark advent of civil war. Across the galaxy they fought many battles against Traitor forces, lending their strength to the Loyalists in defence of hundreds of worlds, bolstering the efforts of many Imperial commanders. Only when the warp storms began to abate did the Legion turn its gaze once more to the Throneworld and, alongside its allies, moved to shatter the accursed world of Davin, putting an end to the Ruinstorm. During the last days of the Horus Heresy the Ultramarines would forge a path back to the beleaguered heart of the Imperium, a vengeful spear aimed at the exposed back of the Traitors, ready to repay the debt of blood owed them by the Warmaster. Legiones Astartes (Ultramarines) All models with this special rule are subject to the following provisions: The Strength of Wisdom When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules. The Arsenals of Ultramar Models with this special rule gain access to unique Wargear options (see Armoury of the Ultramarines on page 294). Lords of the 500 Worlds A Warlord with this special rule may select a Warlord Trait from the Ultramarines Warlord Trait list. XIIITH LEGIONES ASTARTES ULTRAMARINES


Ultramarines Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Ultramarines) 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. Unity of Purpose – 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 friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Ultramarines) special rule. Once the Active player has resolved all To Hit rolls, To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have both the unit targeted by the Shooting Attack and one other unit composed entirely of models with the Legiones Astartes (Ultramarines) special rule make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of a Unity of Purpose Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a Unity of Purpose Reaction if the target unit is within 8" and must use the Wall of Death special rule instead of firing normally. Both units that make Shooting Attacks as part of this Reaction are considered to have made a Reaction this Phase and as such may not make any further Reactions.


The Burden of Kings (Loyalist only) It is the harsh duty of those that would lead to stand as an example in all things, to shine brightest and stand boldest in the heat of battle. Such is the legacy of the ancient kings of Ultramar, handed down to the Tetrarchs of the Ultramarines by the hand of Guilliman himself. This warlord, as part of the ruling elite of Ultramar, embodies this tradition in all things and always leads from the front, sharing the burdens of his warriors without complaint or backward step – in return they would follow him through the gates of Hel itself. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. In any Phase in which one or more Wounds has been allocated to a Warlord with this Trait, whether saved or unsaved, the Warlord gains the It Will Not Die (4+) and Fearless special rules until the end of the Warlord’s controlling player’s next turn. In addition, an army whose Warlord has this Trait may, once in each of the opposing player’s turns, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined. The Aegis of Wisdom Among all the warrior virtues the Primarch of the Ultramarines prized wisdom the most highly, the wisdom to know when to fall back for advantage and when to stand to the last man in defence of the Emperor’s realm. This warlord knows well how to harbour the strength of his followers and how to turn seeming defeat into victory through a carefully timed counter-attack. Any friendly unit made up entirely of models with the Legiones Astartes (Ultramarines) special rule that can draw a line of sight to a Warlord with this Warlord Trait, may, when called upon to Regroup, use the Warlord’s Leadership Characteristic for that test, and if successful the unit may make Shooting Attacks and declare Charges as normal, ignoring the normal restrictions for units that have Regrouped in the same turn. 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. Pride’s Dark Power (Traitor only) Despite their success in war and the vast kingdom they built for the distant Emperor, some within the Ultramarines have never felt that they received the praise worthy of their achievements. Though almost none among the Legion would countenance breaking with their revered Primarch, there were some who felt that the Legion might assume a more fitting position in any new Imperium – that the chaos of the Horus Heresy was the Legion’s chance to establish its dominance and to show the galaxy the true mettle of the Ultramarines. This Warlord Trait may only be selected by a model with the Traitor Allegiance. Once per battle, a Warlord with this Warlord Trait may, at the start of any one Phase in either players’ turn, choose to use his Leadership Characteristic in place of his Toughness when resolving any To Wound rolls made against it until the end of that Phase (thus, a Warlord with Leadership 10 that chooses to activate this Trait at the start of the enemy player’s Shooting phase would treat his Toughness as if it was 10 until the end of that Phase). 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. Ultramarines Warlord Traits A Warlord with the Legiones Astartes (Ultramarines) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits.


Ultramarines Rites of War An army whose Primary Detachment and Warlord has the Legiones Astartes (Ultramarines) Faction may make use of the following Rites of War if the Warlord also has the Master of the Legion special rule: Rite of War: The Logos Lectora One of many practical applications of the vast storehouse of theoretical battle scenarios, plans and tactical formulae that make up the vast strategic corpus upon which the Ultramarines Legion bases its art of war, the ‘Logos Lectora’, or, more commonly and imprecisely rendered, the ‘pronouncement of writ’, is a battlefield formation which takes advantage of an interlocking range of Legion units to their best effect. Reliant on sophisticated command and control protocols, faultless obedience and rigid discipline, if the Logos Lectora has a disadvantage as a tactic, it is that its interlocking units form a coherent pattern somewhat inflexible in their makeup and deployment. Logos Lectora Commands - Full March: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Movement Characteristic by +2, but reduce their Ballistic Skill and Weapon Skill Characteristics by -1. - Hold Fast: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Leadership (if applicable) by +1 and may re-roll all failed To Hit rolls during a Shooting Attack, but may not Move or Run in the Movement phase. - Retribution Strike: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Weapon Skill Characteristic by +1 and gain an additional bonus of +1 to any Charge rolls they make, but must reduce their Ballistic Skill Characteristic by -1. - Regroup: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule may re-roll failed Leadership tests made to regroup while Falling Back and any failed Reserves rolls. Limitations • Detachments using this Rite of War must take an additional Compulsory HQ choice in addition to that usually required by their Force Organisation chart, and this additional Compulsory choice must be either a Master of Signal Consul or a Legion Damocles Command Rhino. • Detachments using this Rite of War must take an additional Compulsory Troops choice in addition to that usually required by their Force Organisation chart. • Units which are part of a Detachment using this Rite of War may not deploy using the Infiltrate special rule or enter play via a Deep Strike Assault, Subterranean Assault or Flanking Assault (normal Reserves are, however, allowed). This means that certain units which may only enter play in this fashion, such as Legion Drop Pods, may not be taken as part of the Detachment. Effects • At the beginning of each turn in which the controlling player of a Detachment using this Rite of War is the Active player, that player may select one of the Logos Lectora Commands that follow, but may not select the same Command twice in a row (however, each command may be selected more than once in a single battle as long as it is not selected twice in a row, without a different Logos Lectora Command being selected before any command is repeated). The effects of this Command are applied to all models in the army with both the Legiones Astartes (Ultramarines) special rule and the Infantry Unit Type, and last until the start of the controlling player’s next turn as the Active player:


THE ARMOURY of THE ULTRAMARINES The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Ultramarines) Faction and exemplifies the nature of that Legion. The Legatine Axe Created to the specifications of Guilliman himself after a comprehensivestudy of thousands of individual power weapon designs from across the many worlds of humanity, the Legatine axe’s design is that of a precise and perfectly balanced instrument of war. Whileit lacks the exotic technology of some more specialist gear found within the space marinelegions, nor does it have any of the flaws that also mark such weapons, and in combat servesequally well in any conceivableengagement. Any model with both the Independent Character and Legiones Astartes (Ultramarines) special rules may exchange a power axe for a Legatine axe for +5 points per model. This weapon is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Legatine axe - User 2 Melee


Argyrum Pattern Boarding Shield The Argyrum Pattern Boarding Shield is a prototype boarding shield created by the Magi of the Forge Moon of Gantz that contained a larger field generator that greatly enhanced the protection of its bearer. Carried to battle by Ultramar’s greatest champions, such as the Invictarus Suzerains, the Argyrum pattern boarding shield is as much a symbol of status and power as it is an instrument of war. Any model with both the Independent Character and Legiones Astartes (Ultramarines) special rules that does not have the Unique Unit Sub-type may take an Argyrum pattern boarding shield for +15 points. An Argyrum pattern boarding shield provides a 5+ Invulnerable Save against Shooting Attacks in any Phase that increases to 4+ against any attacks made while engaged in an assault. Invulnerable Saves granted by an Argyrum pattern boarding 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 which one to use. In addition, a model with an Argyrum pattern boarding shield may not make attacks with any weapon that has the Two-handed special rule. The Mantles of Ultramar These suits of artificer armour, believed to number only seven, are said to owe their origins to a pre-Age of Strife derelict human warship found floating on the borders of the Seyrn Reach area at the very edge of the eastern galactic fringe. The ship, and all it contained, was claimed as a prize by Chapter Master Theokista Weir at the outset of his disastrous counter-invasion of the Khrave-haunted Reach, a campaign which would ultimately cost his own life and the lives of close to 4,000 of his fellow Ultramarines. These ancient suits of void battle plate, hybridised for use by the Legiones Astartes, have since shielded the lives of many of the Legion’s greatest warriors. Awarded only by the hand of the Primarch, they have come to symbolise sacrifice, unfailing service and the adherence of duty unto death to the Ultramarines Legion. One Legion Praetor in a Detachment with the Legiones Astartes (Ultramarines) special rule may exchange their artificer armour for one of the Mantles of Ultramar for +25 points. A Mantle of Ultramar confers a 2+ Armour Save. In addition, it grants the Battle-hardened (1) special rule to the model with it, and that model is not affected by the Blind special rule (however, any unit the model has joined is affected by Blind as normal).


PRIMARCH Held by some as a paragon among the Emperor’s sons, Roboute Guilliman was as much a patrician statesman as he was an indefatigable warrior. A being of preternatural intelligence, cold reason and indomitable will, Guilliman forged his Legion into a vast force of conquest and control, a weapon by which he made himself the master of a domain which spanned five hundredworlds. Guilliman was a charismatic and gifted leader, beloved of his people and singularly capable of compartmentalising incredible quantities of information. He was an organiser, a logistician, one capable of turning the wildest theories into practical reality and rendering order from chaos. Under his leadership the Ultramarines Legion became the largest and arguably the most tactically balanced of the Legiones Astartes, an elegantly structured but elaborate and highly meritocratic force that waged war with exceptional efficiency through the application of analysis and reason. Roboute Guilliman...................................465 Points Primarch of the Ultramarines, The Victorious, The Master of Ultramar, Ruler of Hosts, The Blade of Unity M WS BS S T W I A Ld Sv Roboute Guilliman 8 7 6 6 6 6 6 6 10 2+ Unit Composition • 1 Roboute Guilliman Wargear • The Armour of Reason • The Gladius Incandor and the Hand of Dominion • The Arbitrator • Cognis-signum • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (Ultramarines) • Master of the Legion • Adamantium Will (3+) • Preternatural Strategy • Calculating Swordsman • Loyalist • Warlord: Sire of the Ultramarines Warlord: Sire of the Ultramarines Guilliman was the paragon of controlled wisdom among his brothers, a general of supreme cunning and a visionary strategist. He valued a calm appraisal of any situation, no matter how dire and looked with little favour on overwrought grandstanding or those that allowed emotion to control their actions. If chosen as the army’s Warlord, Roboute Guilliman automatically has the Sire of the Ultramarines Warlord Trait and may not select any other Warlord Trait. Sire of the Ultramarines – All models with the Legiones Astartes (Ultramarines) special rule in the same army as Roboute Guilliman gain +1 to their Leadership Characteristic (to a maximum of 10) while he is on the battlefield and is not in Reserve or removed as a casualty. In addition, at the start of the battle, before any models are deployed onto the battlefield, an army with Roboute Guilliman as its Warlord must select one of the following Phases: Movement, Shooting or Assault. For the duration of the battle, an army with Roboute Guilliman as its Warlord gains an additional Reaction in the chosen Phase of the opposing player’s turn as long as Roboute Guilliman has not been removed as a casualty.


Preternatural Strategy At the start of each of the controlling player’s turns as the Active player in which Roboute Guilliman is on the battlefield (including when Embarked on a model with the Transport Unit Sub-type or Building), the controlling player may select one of the following options, but may not select the same option twice in a row (however, each option may be selected more than once in a single battle as long as it is not in successive turns). The effects of this option are applied to all models in the army with the Legiones Astartes (Ultramarines) special rule (including Roboute Guilliman, but not any models with the Vehicle Unit Type) and last until the start of the controlling player’s next turn as the Active player: • The Fleet (2) special rule • The Counter-attack (1) special rule • The Furious Charge (1) special rule • The Stubborn special rule Calculating Swordsman Though Guilliman had not garnered the renown of some of his brothers as a red-handed lord of war, he was still one of the finest swordsmen in the Imperium. As a warrior he relied not on brute strength or raw speed, but on intelligence. When he fought, he studied his opponent, and learned and exploited the flaws he discovered. When fighting in a Challenge, Roboute Guilliman may re-roll all failed To Hit rolls of ‘1’ on the second and all subsequent rounds of the Challenge. The Armour of Reason The Armour of Reason provides a 2+ Armour Save and a 4+ Invulnerable Save and, in addition, the first Invulnerable Save failed by Roboute Guilliman in each separate Phase of the battle may be re-rolled. The Gladius Incandor and the Hand of Dominion Roboute Guilliman’s controlling player must choose which of these two weapons to use in any particular Assault phase, and all of the model’s attacks are made with the chosen profile, but in either case, Roboute Guilliman gains +1 Attack for using two specialist weapons in combat. Weapon Range Str AP Type Gladius Incandor - +1 2 Melee, Shred, Murderous Strike (5+), Master-crafted, Specialist Weapon Hand of Dominion - 10 1 Melee, Unwieldy, Brutal (2), Master-crafted, Specialist Weapon The Arbitrator The weapon listed here is counted as a ‘Bolt’ weapon for those rules that affect such weapons. Weapon Range Str AP Type The Arbitrator 18" 6 3 Assault 2, Rending (5+), Master-crafted


ELITES The Invictarus Suzerains exist as a class apart from the line units of the Legiones Astartes Ultramarines, for they serve the Primarch and the Tetrarchs directly. Chosen from the ranks, each Suzerain is a warrior marked for future greatness and high command. It is from the Invictarus Suzerains that many of the Legion’s future officers are drawn and, in fulfilling their many and varied duties, they learn not only the arts of war, but those of order, leadership and governance. The warriors of the Invictarus Suzerains are living embodiments of their Primarch’s rule and they bear arms and armour intended to exemplify this ideal. They bear shields with which to hold anarchy and disorder at bay and resplendent armour that shines with the light of their Primarch’s wisdom and authority. Invictarus Suzerain Squad......................175 Points M WS BS S T W I A Ld Sv Suzerain 7 5 4 4 4 2 4 3 9 2+ Unit Composition • 5 Suzerain Wargear • Bolt pistol • Legatine axe • Argyrum pattern boarding shield • Frag grenades • Krak grenades • Artificer armour Unit Type • Infantry (Line, Heavy, Character) Special Rules • Legiones Astartes (Ultramarines) • Lords of Ultramar • Honour Bearers Dedicated Transport • An Invictarus Suzerain Squad may take 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. Options • An Invictarus Suzerain Squad may include: - Up to 5 additional Suzerain ...................................................................+30 points each • Any Suzerain may exchange his bolt pistol for a: - Plasma pistol ............................................................................................+10 points each • Any Suzerain may exchange his Legatine axe for a: - Thunder hammer....................................................................................+10 points each Lords of Ultramar Any friendly unit made up entirely of models with the Infantry or Cavalry Unit Type which is not Pinned or Falling Back and does not include any models with this special rule gains a +1 modifier to their Leadership Characteristic (to a maximum of 9) while it has at least one model within 6" of a friendly unit that includes one or more models with this special rule. Honour Bearers An Invictarus Suzerain Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Ultramarines) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Ultramarines) special rules from the same Detachment selected by the controlling player as the Invictarus Suzerain Squad’s Leader for the purposes of this special rule. An Invictarus Suzerain Squad 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. An Invictarus Suzerain Squad 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. One Suzerain in an Invictarus Suzerain Squad selected as a Retinue may exchange their bolt pistol for a Legion standard for +15 points.


ELITES The Ultramarines Legion places a high value on the deployment of shield- equipped units, and aside from the standard Legion Breacher squads commonly fielded across the Legiones Astartes, the elite Praetorian Breacher squads of the XIIIth Legion are further equipped with power weapons, eschewing the ranged power of the bolter for lethality in close combat. Praetorian Breacher squads are often assigned to shipboard security detail on-board the most precious ships in the Legion’s fleet and used in rapid counter- boarding actions to repel enemy incursions. In ground operations the Praetorian Breachers form the speartip of Legion Breacher formations and act as the anvil upon which the enemy will be pinned in order for the mobile elements of the Legion to outmanoeuvre and destroy them. Relentless in their advance and immovable in defence, the veteran Legionaries of the Praetorian Breacher squads have won countless laurels that honour their skill in close quarters warfare battle doctrines and it is customary for many of their number to rise to the vaunted ranks of the Invictarus Suzerains. Praetorian Breacher Squad....................135 Points M WS BS S T W I A Ld Sv Praetorian 7 5 4 4 4 2 4 1 8 3+ Praetorian Primus 7 5 4 4 4 2 4 2 8 3+ Unit Composition • 4 Praetorians • 1 Praetorian Primus Wargear • Power sword • Bolt pistol • Boarding shield • Frag grenades • Krak grenades • Power armour Unit Type • Praetorian: Infantry (Heavy, Line) • Praetorian Primus: Infantry (Character, Heavy, Line) Special Rules • Legiones Astartes (Ultramarines) • Chosen Warriors • Hammer of Wrath (1) Dedicated Transport • A Praetorian Breacher Squad may take 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. Options • The Praetorian Breacher Squad may include: - Up to 5 additional Praetorians....................................................+22 points per model • One Praetorian may take: - Nuncio-vox.........................................................................................................+10 points • One Praetorian may take: - Legion vexilla .....................................................................................................+10 points • For every five models in the unit, one Praetorian may exchange his power sword for a: - Legatine axe .............................................................................................+10 points each • The Praetorian Primus may exchange his power sword for one of the following: - Power fist............................................................................................................+15 points - Legatine axe .........................................................................................................+5 points • The Praetorian Primus may exchange his bolt pistol for a: - Plasma pistol ......................................................................................................+10 points • The Praetorian Primus may exchange his power armour for artificer armour..............................................................................................+10 points


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