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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

HQ Remus Ventanus was central to the Legion’s fight-back on the surface of Calth. At the moment of the destruction of the Calth Veridian Anchor, Ventanus was inspecting loading operations at Numinus Port and, in the anarchic hours that followed, he rallied the remnants of the 4 th and warriors from other shattered formations into a force able to mount a fierce resistance against the Traitors. It was during this early phase that Ventanus linked up with Magos Analyticae Tawren, the most senior surviving Mechanicum adept and the only Tech-Priest able to perceive a means of regaining control of the Calth defence grid. Thanks to Ventanus’ leadership and courage, the magos completed her crucial task. The captain’s duties did not end with his victories at Leptius Numinus and the Lanshear Guildhall, for he fought on even as the bulk of the Ultramarines forces on the surface were evacuated at the order of his Primarch. He led the counter-attack against the disordered Word Bearers and, as the extent of the wounds to the Veridia star became evident, Ventanus led his forces and as many civilians as he could contact into the subterranean arcologies. Remus Ventanus .........................................175 Points Commander of the 4 th Company of the 1 st Chapter of the Ultramarines Legion, The Saviour of Calth M WS BS S T W I A Ld Sv Remus Ventanus 7 5 5 4 4 4 5 3 10 2+ Unit Composition • 1 Remus Ventanus Wargear • Iron halo • Phaethon • Bolt pistol • Nuncio-vox • Melta bombs • Frag grenades • Krak grenades • Legion standard • Artificer armour Unit Type • Infantry (Character, Unique) Special Rules • Legiones Astartes (Ultramarines) • Master of the Legion • Independent Character • Adamantium Will (3+) • Warlord: Resolute Planning • Loyalist


Warlord: Resolute Planning Remus Ventanus, in the years before Calth, had been nothing more than a dutiful line officer, unremarkable in his ability. At Calth it was his grim determination to formulate a plan amidst the chaos of that encounter and then follow through with that plan regardless of the obstacles or consequences, that would bring him both victory and renown. If chosen as the army’s Warlord, Remus Ventanus automatically has the Resolute Planning Warlord Trait and may not select any other Warlord Trait. Resolute Planning – Both Remus Ventanus and any units composed entirely of models with the Legiones Astartes (Ultramarines) special rule in an army with Remus Ventanus as its Warlord automatically pass any Leadership tests or Morale checks made while they have at least one model within 3" of an objective. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as Remus Ventanus has not been removed as a casualty. Phaethon Forged by the master artisans of Veridia Forge, this masterwork power sword was presented to Remus Ventanus by First Master Marius Gage upon his ascension to the rank of captain of the 4 th Company. Named after an Ancient Terran hero of the Grekans, the lethal corona of its disruptive energy field could easily part even the toughest forms of armour. This weapon counts as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Phaethon - User 3 Melee, Rending (5+), Master-crafted


Veteran Legionary MkVI helm Sergeant MkIV helm Line Officer ‘Praetorian’ pattern helm with transverse crest Vehicle Crew MkIV helm Legion Officer MkVI helm with longitudinal crest The Ultramarines remained largely true to the strictures of the Principia Bellicosa even after uniting with the Primarch Roboute Guilliman in 837.M30. Building upon the traditions of the old Terran XIIIth , Guilliman merged them with the distinctive motifs of Macragge. In so doing he created a highly refined system of iconography that can easily be deciphered by allies, whether other Legiones Astartes or mortal troops, in the chaos of battle. Heraldry of the XIIIth Legiones Astartes – Ultramarines Veteran Sergeant MkIV helm Breacher MkIII helm Line Legionary MkVI helm Destroyer Squad MkIV pauldron Legion Command MkIII pauldron Invictarus Suzerain Honour marking, MkIV pauldron XIIIth Legion Armourial Veteran/elite, MkIII pauldron Rapid Attack Unit MkII pauldron Tactical Line Unit MkIV pauldron Destroyer MkIV helm, Destroyer variant Invictarus Suzerain Honour Guard, ‘Suzerain’ helm The Panoply of Macragge The Ultramarines draw on a range of cultural motifs derived from the traditions of Macragge, which themselves have their roots in the classical pre-history of Terra’s oldest civilisations. Fire Support Unit MkII pauldron XIIIth Legion Armourial MkIV pauldron XIIIth Legion Armourial MkIV pauldron Breacher Squad Sergeant 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 Ultramarines usethestandard terms for these ranks, although many officers undertake additional duties, meaning they might hold several ranks at once, such as thefour ‘Tetrarchs’ and the‘Legati’ officers below them.


Veteran Legionary Admus Calocon 19 th Company, 1 st Chapter Cataphractii pattern Terminator armour Legionary Varinius 97th Company, 9 th Chapter MkIII (‘Iron’) armour, boarding shield Veteran Sergeant Decios Renactus 19 th Company, 1 st Chapter MkIV (‘Maximus’) armour Legionary Naevius 112th Company MkIV (‘Maximus’) pattern power armour XIIIth Legion Ordinal Tactical Line Unit Shoulder Marking Tactical Squad XIIIth Legion armourial Ultramarines Legion Colours The Ultramarines wear battle plate of azurite blue, with gold banding and other insignia rendered in white or black. Amongst veterans it is common to adorn specific segments of armour in white, and for ceremonial purposes in a striated armourial finish. Cloth elements are often white, black or leather brown. When possible, the Ultramarines strive to maintain high standards of appearance, taking a stoic pride in their heraldry even on-campaign.


Land Raider Spartan Assault Tank ‘Ardentian’ Attached to Ultramarines 4 th Chapter, Battle of Ithraca Ultramarines Vehicle Heraldry T he XIIIth Legion has always been extremely well appointed in armoured vehicles, benefitting from the amassing of reserves drawn from across the Five Hundred Worlds over many years. In keeping with the teachings of its pragmatic Primarch, the Legion’s armoured assets are well balanced across all classes of war machine. Nonetheless, it is noted that the Ultramarines display a tendency towards vehicles employing the Deimos pattern Rhino hull, including transports, Predator battle tanks and Whirlwind artillery tanks, presumably valuing the standardisation of logistics this common type affords. Ultramarines vehicles are primarily clad in blue, with secondary elements of white, which in the case of senior commanders is often rendered in a marbled finish. Banding is often picked out in gold and weapons cowlings in black. Of all the Legions, the Ultramarines adhere the closest to the principles of the Liber Armorum Terranicus in the vehicle markings they employ. The Legion’s Ultima device is proudly displayed, and secondary to this are devices unique to each Chapter. Company numbers are also displayed prominently, as are individual squadron numbers where a tank is one member of such a unit. In addition to these markings, it is common for vehicles to display the names of campaigns they have participated in, and in the case of transport vehicles permanently attached to an infantry unit, a marking indicating the battlefield role of the passengers, such as the arrow of a Tactical Squad. While perhaps not as lavish in decoration as the vehicles of the Blood Angels Legion are, or those of the Emperor’s Children once were, many war machines of the Ultramarines are maintained in something approaching a standard as appropriate to the parade grounds of Macragge as they are to the battlefields of the galactic civil war.


Contemptor Dreadnought Ancient Tyrennius Ultramarines 8 th Chapter, Battle of Arcology XVk Deimos Pattern Whirlwind Scorpius ‘Praetorian Prime’ Ultramarines 12th Chapter (‘Desert Lions’), Battle of Numinus City


I n the great war of the Horus Heresy, many deeds of infamy and valour were writ upon the bloody stars, and at the centre of this maelstrom lay the Salamanders Legion; betrayed, struck down, laid waste and yet resolute against the foe. There are few Legions who have paid such a high price for their loyalty and honour as the Salamanders. There are fewer still who have so willingly and so often shed their blood in Mankind’s defence beyond their measure and due. Driven to near destruction not once, but time and again, they have arisen from the ashes of war, stronger and tempered like the peerless steel blades fashioned in the legendary forges of their home world: unbroken, undefeated and true to their cause. From the ashes of the Dropsite Massacre, the Salamanders would rise once again to strike back at the Traitors. Many splintered elements of the Legion were also elsewhere in the galaxy during this first great betrayal, independent and fierce as their battle-groups ever were, and these either returned to Nocturne or rejoined with other Loyalist hosts to avenge themselves upon the Warmaster’s forces. Time and again, would the Salamanders throw themselves upon the anvil of war with the righteous flames of vengeance in their eyes, often selflessly sacrificing themselves so that civilian populations across the Imperium would be spared the grim fate suffered by uncounted others. Salamanders Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Salamanders) 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. Duty is Sacrifice – 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 and composed entirely of models with the Legiones Astartes (Salamanders) special rule. If the enemy unit’s Charge is successful, all models with the Infantry Unit Type in the target unit gain a bonus of +1 to their Weapon Skill, Strength and Attacks Characteristics for the duration of that Assault phase. However, once the combat that includes the unit that made this Reaction has been selected, all models involved have made their attacks and any Morale checks required as part of that combat are fully resolved, roll a D6 for each model remaining in the unit that made this Reaction. For each dice that scores a ‘6’ or more, the unit suffers one automatic Wound against which no saves or Damage Mitigation rolls of any kind may be made (as noted, these Wounds are inflicted after the combat has been resolved and as such do not count for determining which side has inflicted more Wounds). If the Charge that triggers Duty is Sacrifice is unsuccessful, all models in the unit for which the Reaction was declared instead gain the Fearless special rule until the end of the controlling player’s next player turn and do not roll to see if any models suffer automatic Wounds. Legiones Astartes (Salamanders) All models with this special rule are subject to the following provisions: Blood of Fire When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull Point gain the It Will Not Die (6+) special rule. Artifice of Nocturne Models with this special rule gain access to unique Wargear options. The Creed of Vulkan A Warlord with this special rule may select a Warlord Trait from the Salamanders Warlord Trait list. XVIIITH LEGIONES ASTARTES SALAMANDERS


The Weight of Duty (Loyalist only) As the dark host of Horus and the warriors of the Emperor met in battle, they spared no iota of fury, focussing every effort on the utter destruction of the foe with no regard for the damage they caused to the Imperium and its people. To the Salamanders that remained true to the teachings of Vulkan fell the duty of protecting both their own shattered ranks and the Emperor’s subjects. To them fell the duty of saving the Imperium’s soul. 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 has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. 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. Salamanders Warlord Traits A Warlord with the Legiones Astartes (Salamanders) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits. Promethean Will The discipline and mental fortitude of the Salamanders is legendary. Throughout all the long years of the Great Crusade they endured the most terrible hardships without complaint or compromising the high ideals that they held so dear. Warriors and commanders who lived through that terrible crucible of war are amongst the wisest veterans of the Emperor’s long crusade and pass on that wisdom to their followers, guiding them through the furnace of battle with a sure hand. A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear (1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. 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. Redemption of Flames (Traitor only) Turned to the service of the Warmaster, those Salamanders who abandoned their old master seek to cleanse with flame the bonds that once held them to the Emperor. On the battlefield, their zeal for their new master is made evident in the trail of ash and devastation that is left in their wake. This Warlord Trait may only be selected by a model with the Traitor Allegiance. A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. 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.


Salamanders Rites of War A Detachment which has the Legiones Astartes (Salamanders) 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 Covenant of Fire Under the tutelage and spiritual leadership of their Primarch Vulkan, the Salamanders have become a Legion of warrior mystics, slow to anger, deliberate in action and supremely disciplined. But when their fury is unleashed, it is a terrible thing to behold and is carried out with all the arts of warfare and artifice at their disposal, an unstoppable tide of fire and destruction purging all before it. Effects • Pyroclast Squads and Legion Tactical Support Squads that include any models with Dragon’s Breath flamers may be chosen as Troops choices in a Detachment using this Rite of War and gain the Line Unit Sub-type. • Legion Predator Squadrons composed entirely of models with only Dragon’s Breath cannon and Dragon’s Breath heavy flamers as weapons may be chosen as non- Compulsory Troops choices in a Detachment using this Rite of War. Limitations • Detachments using this Rite of War may not make a Deep Strike Assault (and units which must deploy by this method, or any other deployment method which requires the Deep Strike special rule, therefore cannot be chosen as part of the Detachment – however, units from a Detachment using this Rite of War may be assigned to a Subterranean Assault or Flanking Assault as normal). • A Detachment using this Rite of War may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade. • A Detachment using this Rite of War must include a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legion Champion Consul upgrade. Rite of War: The Awakening Fire For decades, the Legiones Astartes Salamanders has drawn strength from the teaching of its Primarch, through the doctrines and rituals of the Promethean Cult. When Lord Vulkan was lost to his sons upon the bloody killing ground of the Urgall Depression, those few Legionaries who had not been assigned to the Isstvan V Retribution Fleet turned to the Promethean Cult for succour, plumbing its hidden depths for some guidance as to how they should overcome their unfathomable loss. In time, a new strand of belief would emerge, one that challenged the accepted foundation of the Imperial Truth upon which the Imperium had been built. Effects • All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a unit selected as part of a Detachment using this Rite of War may be given the Fear (1) special rule for +20 points per unit. • All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a Detachment using this Rite of War ignore all modifiers to their Leadership when making Pinning tests. • All models in a Detachment using this Rite of War with the Psyker unit sub-type may choose to have the Fury of the Salamander Discipline instead of any one other Psychic Discipline they could normally select. • A Detachment using this Rite of War gains a single additional non-Compulsory HQ choice, which may only be used to select a Legion Centurion with the Chaplain Consul upgrade. Limitations • A Detachment using this Rite of War may include no more than one unit composed of models with the Cavalry Unit Type (this does not include Legion Apothecarion Detachments or Legion Techmarine Covenants that include models upgraded to have the Cavalry Unit Type), and may not include any models with Legion Warhawk jump packs. • A Detachment using this Rite of War must include at least one Legion Centurion with the Chaplain Consul upgrade. • An army in which a Detachment is using this Rite of War may not include Vulkan.


Psychic Discipline: Fury of the Salamander A Psyker with this Discipline gains all the listed Powers, Weapons and other special rules, as well as the Aetheric Lightning Psychic Weapon (see page 322 of the Warhammer: Horus Heresy: Age of Darkness rulebook). Salamander’s Fury (Psychic Power) The loss of their Primarch led certain adherents of the Promethean Cult to explore its mysteries deeper in a quest to overcome their loss and redefine their existence in a universe without Lord Vulkan. Certain of those gifted with psychic powers had revealed to them something of the elemental power of their home world. At the start of their own player turn, the controlling player of a Psyker with this power may choose to make a Psychic check. If the Check is successful then all enemy models within 18" of the Psyker treat all Open Terrain as Difficult Terrain and all Difficult Terrain as both Difficult Terrain and Dangerous Terrain until the start of the Psyker’s controlling player’s next player turn. However, the Psyker may not Move, make Shooting Attacks or Charge in that turn. If the Check is failed, the Psyker suffers Perils of the Warp but may otherwise act normally. Elemental Horror (Psychic Weapon) Focusing their rage and grief into a tempest of roiling psychic flame, devotees of the Promethean Cult can loose pure terror given searing form upon the foe. Range Str AP Type Elemental Horror Template 7 4 Assault 1, Pinning, Deflagrate, Shell Shock (3), Psychic Focus Psychic Focus: Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.


THE ARMOURY of THE SALAMANDERS The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Salamanders) Faction and exemplifies the nature of that Legion. Artifice and Flame The Salamanders were noted amongst the Legiones Astartes for the expert craftsmanship of their weapons, each as much a work of art as a weapon of war, and for their fascination with flame weapons. When the Sons of Vulkan went to war, even the lowliest of their commanders bore a panoply that was the envy of great generals and was preceded by a mantle of flame. Any model with the Legiones Astartes (Salamanders) special rule may exchange a heavy bolter for a Dragon’s Breath heavy flamer or a twin-linked heavy bolter for a twin-linked Dragon’s Breath heavy flamer for no additional cost. In addition, any model with both the Legiones Astartes (Salamanders) special rule and the Character Unit Sub-type may add the Master-crafted special rule to any one weapon they have that does not already have that special rule for +10 points each. Dragon’s Breath Weapons Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flames have always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and, indeed, the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles. Any model with the Legiones Astartes (Salamanders) special rule may choose to exchange a hand flamer for a Dragon’s Breath pistol, a flamer for a Dragon’s Breath flamer, a heavy flamer for a Dragon’s Breath heavy flamer, or a flamestorm cannon for a Dragon’s Breath cannon at no additional cost. All weapons listed here are counted as ‘Flame’ weapons for those rules that affect such weapons. Weapon Range Str AP Type Dragon’s Breath pistol Template 4 4 Pistol 1, Dragon’s Breath Dragon’s Breath flamer Template 5 4 Assault 1, Dragon’s Breath Dragon’s Breath heavy flamer Template 6 4 Assault 1, Dragon’s Breath Dragon’s Breath cannon Template 7 4 Heavy 1, Torrent (18"), Dragon’s Breath Dragon’s Breath The flame weapons used by the Salamanders were made to the finest levels of craftsmanship, operating at a potency far beyond that of lesser weapons. When attacking using the Wall of Death special rule (see the Template rules on page 248 of the Horus Heresy: Age of Darkness rulebook), a weapon with this special rule inflicts D6 Hits instead of D3.


Dragonscale Storm Shield Renowned for their forgecraft, the Salamanders originated a number of prototype systems that would later become standard equipment for the armies of the Imperium. The Dragonscale was one such development, a shield that incorporated field generators capable of stopping even the most powerful of weapon strikes and yet remain man-portable. Any model with both the Independent Character and Legiones Astartes (Salamanders) special rule that does not also have the Unique Unit Sub-type may take a Dragonscale storm shield for +15 points. Any model with the Legiones Astartes (Salamanders) special rule and Legion Cataphractii or Legion Tartaros Terminator armour may exchange a combi-bolter for a Dragonscale storm shield for +10 points each. A Dragonscale storm shield provides a 5+ Invulnerable Save or increases an Invulnerable Save the model already has by one step (for example, from 5+ to 4+, to a maximum of 3+). A model with a Dragonscale storm shield may not claim an additional attack for a second weapon in close combat or make attacks with any weapon that has the Two-handed special rule. Mantle of the Elder Drake Among the warriors of Nostraman birth, the hunting and skinning of a drake was considered an important test of those who would claim the position of war leader. Such rituals persisted among the Legiones Astartes who were born on that world, and many among the Salamanders’ leaders sported a cloak of tanned and expertly fashioned drake-hide. A single Legion Praetor, Legion Tartaros Praetor or Legion Cataphractii Praetor with the Legiones Astartes (Salamanders) special rule in any Detachment may take a Mantle of the Elder Drake for +35 points. A Mantle of the Elder Drake grants the Battle-hardened (1) special rule.


PRIMARCH An indomitable warrior whose strength in battle was tempered by the depth of his wisdom, Vulkan was sire to the Salamanders Legion and its paragon. In war, his fury was a match for any of his brothers, and yet was ever mastered by a keen understanding for the destruction he caused and the power and dread responsibility he and his Legion carried as Angels of Death. In all his undertakings, Vulkan ever sought to limit needless and wanton destruction, seeing in that a path to ruin and desolation of the soul, shouldering whatever hardship this might bring him or his sons without complaint and absorbing the wisdom such suffering brought, allowing it to forge him into an ever better protector for the growing Imperium. But, like the fires of the deep earth, that wellspring of savage power slept but was never extinguished, to be called on when needed, as implacable and devastating as the fires of the turbulent world he called home. During his brief youth, Vulkan led the people of Nocturne from a fear-ridden existence as the playthings of xenos raiders to freedom, enduring on a world that tested Mankind to its very limits each day, and acting as a champion for the embattled people that had adopted him. Where other Primarchs swiftly Vulkan..........................................................465 Points The Primarch of the Salamanders, the Promethean Fire, the Hammer of Salvation, Regent of Nocturne M WS BS S T W I A Ld Sv Vulkan 7 7 6 7 7 6 5 6 10 2+ Unit Composition • 1 Vulkan Wargear • The Draken Scale • Dawnbringer • The Furnace’s Heart • Dragon’s Breath heavy flamer • Frag grenades Unit Type • Primarch (Unique) Special Rules • Legiones Astartes (Salamanders) • Master of the Legion • It Will Not Die (4+) • Loyalist • Warlord: Sire of the Salamanders Warlord: Sire of the Salamanders A paragon of wisdom as well as martial prowess to his Legion, Vulkan embodies the stoicism and honour that has become the hallmark of his Legion, and those who stand with him have an unshakable conviction in their cause. If chosen as the army’s Warlord, Vulkan automatically has the Sire of the Salamanders Warlord Trait and may not select any other Warlord Trait. Sire of the Salamanders – All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) special rule in the same army as Vulkan gain the Stubborn special rule. In addition, an army with Vulkan as its Warlord gains an additional Reaction in the opposing player’s Shooting phase as long as Vulkan has not been removed as a casualty.


rose to rule their adopted homes, Vulkan was content to serve simply as a teacher and protector on Nocturne, leaving only when the Emperor arrived to summon him to war as part of the Great Crusade. Bequeathed a Legion on the verge of destruction, Vulkan was quick to rescue and remould the XVIIIth Legion, forging them into a potent tool of war with the wisdom that had been hard-earned on Nocturne and beyond. Amongst his fellow Primarchs, Vulkan’s skill and intelligence won him many allies and friends, including Ferrus Manus, who shared his appreciation of the smith’s arts. However, where the Gorgon knew only a cold approval for efficient weapons of war, Vulkan excelled at the creation of artefacts of stunning complexity and beauty, forging many weapons for his brothers, all of which were treasured by their owners. With Horus’ betrayal at Isstvan III, and the wholesale slaughter of those Legionaries who refused to join him, Vulkan was quick to pledge his Legion to the Loyalist cause, ever ready to safeguard the worlds of the Imperium and bring just and destroying wrath to the Traitors. The Draken Scale Vulkan’s armour was a marvel of the Imperium and a famed relic in its own right, and its crowning glory was the skull of the great Firedrake Kesare mounted upon the Primarch’s shoulder, upon whose image the Legion’s symbol was based. The Draken Scale grants a 2+ Armour Save and a 3+ Invulnerable Save. In addition, Vulkan may re-roll any failed Armour saves for Wounds inflicted by Flame or Volkite weapons. Dawnbringer A warhammer of prodigious size and reputedly indestructible material construction, Dawnbringer was too great a weight for any but a Primarch to lift. Wielded by Vulkan, Dawnbringer was capable of sundering any defence set against it, from stone to the densest armour plate, and brutally crushed countless foes. Weapon Range Str AP Type Dawnbringer - 10 1 Melee, Master-crafted, Two-handed, Armourbane (Melee), Instant Death The Furnace’s Heart A baroquely styled energy weapon gifted to Vulkan by Ferrus Manus, the Furnace’s Heart utilised individual charged shells to produce powerful laser-like blasts capable of cutting swathes through even heavily armoured foes. The weapon, however, was not truly favoured by Vulkan, for reasons that remained the subject of dark rumour, but the Salamanders’ Primarch carried the weapon into battle at Isstvan V regardless to honour his brother for the gift. Weapon Range Str AP Type The Furnace’s Heart 18" 7 2 Pistol 1, Lance, Shock Pulse, Burst (D6) Burst (X): If this weapon inflicts a Hit then instead of one Hit it inflicts a number of Hits equal to the number in brackets included as part of the rule.


ELITES The dreaded Pyroclasts are the burning fury of the Salamanders Legion given material form. Shunning conventional Destroyer units in his Legion, save for a small cadre retained for xenocide operations, due to the tainting and unclean nature of the weapons they wielded, Vulkan created the Pyroclasts to fulfil the role of bringers of utter destruction, creating for them advanced and extremely powerful thermal weapons of his own devising. To the Salamanders, fire is more than merely a weapon; it has an almost mystical function and truth, and embodies both purifying destruction and the potential for rebirth and redemption. But, for renewal to occur, what has gone before must be wiped away, purified by fire. It is this last concept that the Pyroclasts embody and, in battle, they are relentless and remorseless, and where they are unleashed, there can be no possibility of mercy or reprieve from the fire. Pyroclast Squad........................................175 Points M WS BS S T W I A Ld Sv Pyroclast 7 4 4 4 4 2 4 2 8 2+ Pyroclast Warden 7 4 4 4 4 2 4 3 9 2+ Unit Composition • 4 Pyroclasts • 1 Pyroclast Warden Wargear • Artificer armour • Pyroclast flame projector • Bolt pistol • Basic close combat weapon • Melta bombs • Frag grenades • Krak grenades Unit Type • Pyroclast: Infantry • Pyroclast Warden: Infantry (Character) Special Rules • Legiones Astartes (Salamanders) • It Will Not Die (5+) • Mantle of Ash Dedicated Transport • A Pyroclast Squad may take a Legion Rhino Transport or Legion Land Raider Proteus Carrier as a Dedicated Transport. As a Dedicated Transport, this does not use up an additional Force Organisation slot, but its points cost must still be paid for as part of the army. Options • A Pyroclast Squad may take: - Up to 5 additional Pyroclasts.................................................................+30 points each • The Pyroclast Warden may exchange his basic close combat weapon for one of the following: - Power weapon....................................................................................................+10 points - Power fist...........................................................................................................+20 points - Thunder hammer..............................................................................................+25 points


Pyroclast Flame Projector The unique and complex flame weapons wielded by the Pyroclasts are a type of design created by the Primarch Vulkan himself, and are both more elegant and far more potent than the standard flamer wielded by the Space Marine Legions. They can be used to incinerate a vast swathe of targets in the manner of a standard flamer, but can also focus their jet into searing cutting arcs, difficult to aim, but able to slice through the most durable armour. When making a Shooting Attack, the entire unit must use its Pyroclast flame projector in the same firing mode. The controlling player must declare which this is every time the weapons are used to make a Shooting Attack. These weapons count as both ‘Melta’ and ‘Flame’ weapons for rules that target such weapons. Weapon Range Str AP Type Pyroclast flame projector - Dispersed Template 6 4 Assault 1, Dragon’s Breath - Focussed 12" 8 1 Assault 1, Armourbane (Melta) Mantle of Ash The finely wrought artificer plate worn by the Pyroclasts is fashioned with flecks of obsidian crystal from the volcanoes of Nocturne, and draped with the hides of the Damen-Salamanders who dwell in their fiery depths. Models with this special rule gain an Invulnerable Save of 5+ against all Flame, Plasma, Melta and Volkite weapons.


ELITES The elite of the Salamanders Legion are those Legionaries known as the Firedrakes, veterans chosen not simply for their martial skill, but also because of their mental resilience and capacity for discipline and self-sacrifice; for these are values the Promethean Cult holds in high esteem. Tried and tempered in the flames of war, just as a blade is tempered in the flames of the forge, the Firedrakes are indefatigable and relentless, possessing a singular focus in battle which borders on the preternatural, and a legendary resilience; a matter as much to do with their phenomenal willpower as their superhuman physiology or superlatively fashioned arms and armour. Such is the wisdom of Vulkan and the traditions of the Legion that many of the Firedrakes can be found fulfilling numerous roles throughout the ranks, rather than concentrated into elitist cadres as may be found in other Legions, the better to serve as exemplars, champions and protectors. Firedrake Terminator Squad.................250 Points M WS BS S T W I A Ld Sv Firedrake 6 5 4 4 4 2 4 2 9 2+ Firedrake Master 6 5 4 4 4 2 4 3 9 2+ Unit Composition • 4 Firedrakes • 1 Firedrake Master Wargear • Legion Cataphractii Terminator armour • Power weapon • Combi-bolter Unit Type • Firedrakes: Infantry (Heavy) • Firedrake Master: Infantry (Character, Heavy) Special Rules • Legiones Astartes (Salamanders) • Relentless • Bulky (2) • Stubborn • Forge-craft of Nocturne • It Will Not Die (5+) • Favoured of Vulkan Dedicated Transport • A Firedrake Terminator Squad of no more than 5 models may take a Legion Land Raider Proteus Carrier as a Dedicated Transport. A Firedrake 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.


Favoured of Vulkan A Firedrake Terminator 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 (Salamanders) 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 (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Terminator Squad’s Leader for the purposes of this special rule. A Firedrake Terminator 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. A Firedrake Terminator 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. Forge-craft of Nocturne The controlling player of a model with this special rule may re-roll all failed To Hit rolls of ‘1’ made for weapons of the Melee type. Options • A Firedrake Terminator Squad may take: - Up to 5 additional Firedrakes ................................................................................................................................+45 points each • Any model in the unit may exchange a power weapon for one of the following: - Thunder hammer....................................................................................................................................................+10 points each - Power fist................................................................................................................................................................... +5 points each - Chainfist ...................................................................................................................................................................+10 points each • Any model in the unit may exchange a combi-bolter for one of the following: - Combi-flamer.............................................................................................................................................................+5 points each - Combi-melta ............................................................................................................................................................+10 points each • The entire unit may exchange their combi-bolters for: - Dragonscale storm shields.............................................................................................................................+5 points per model • One model in the unit may exchange either a combi-bolter or Dragonscale storm shield for: - Dragon’s Breath heavy flamer ........................................................................................................................................+10 points


Legion Command MkVI pauldron Rapid Attack Unit MkVI pauldron Fire Support Unit MkIII pauldron Tactical Line Unit MkVI pauldron Promethean Cult Initiation Runes Many Salamanders are initiated into the mysteries of the Promethean Cult of Nocturne, the specific type, number and placement of cult initiation runes worn on the armour an indication of the wearer’s status within its ranks. Heraldry of the XVIIIth Legiones Astartes – Salamanders With the XVIIIth Legion’s unification with its Primarch, Vulkan, in 832.M30, came a wholesale reorganisation of what had been ad hoc groupings into one ordered around the seven great ‘Realms’ of Nocturne. While the cultural trappings of Nocturne would be worn proudly, the Primarch was wise enough to fuse them with elements of the old Terran Legion’s heraldry. Thus are seen together symbols of Terran unity alongside the nigh impenetrable runes of the Promethean Cult. Veteran Legionary ‘Sarum’ pattern helm, unknown provenance Sergeant MkVI helm Line officer MkVI helm with transverse crest Legion Variant Artificer-wrought MkIII helm Legion Officer MkVI helm with longitudinal crest Honour Marking Veteran, MkVI pauldron Legion Armourial Individual drake skin adornment, MkIII pauldron Line Legionary MkII helm Pyroclast Pyroclast helm with drake’s skin cowl Promethean Cult Initiate MkVI helm Tactical/Heavy Support Squad MkVI helm Promethean Cult Initiate MkVI pauldron Line Officers are Sergeants, Lieutenants (junior Centurions) and Captains (senior Centurions), while Legion Officers are those of higher rank (Consuls, and Praetors commanding a Battalion or Chapter). In the main, the Salamanders utilise the standard terms for these ranks (aside from referring to Veteran Sergeants as ‘Master Sergeants’), although many officers bear secondary titles relating to their position within the Promethean Cult, such as ‘Dragon Revenant’ or ‘Voice of the Fire’. Destroyer Squad Promethean Cult inner circle, MkVI pauldron Veteran (‘Master’) Sergeant MkVI helm XVIIIth Legion Armourial MkIV pauldron XVIIIth Legion Armourial MkIV pauldron


Legionary Soh’Rek Shaan Company of the Ebon Drake Mk IV (‘Maximus’) armour Legionary Karo Nar’Shak Ad-hoc battlegroup ‘Revenant’ MkIII (‘Iron’) armour Chosen Kobal Ru’than, ‘True Blade’ 3 rd Line Company, Realm of Themis Tartaros pattern Terminator armour Promethean Cult Initiate Markings Salamanders Legion Armourial 17th Company Insignia Remnant of old Terran Legion Individual Honour Marking Salamanders Legion Colours The Salamanders wear heraldry of chromium-oxide green, with contrasting elements of flame-orange and black redolent of the volcanoes of their home world. Banding is bronze or gold and often highly sculptural, with othersymbolsin white or black. The Legion suffered terribly at Isstvan V and were thusrarely able to maintain their battle plate to their high standards. Nonetheless, with every Legionary an accomplished metalworker, even the most battered and abused suit was kept functional. Legionary Shendrak Nal’kor 17th Line Company MkIII (‘Iron’) pattern power armour


Typhon Heavy Siege Tank ‘Abraxus’ Siege Cadre Magnor, Isstvan V Dropsite Massacre Salamanders Vehicle Heraldry T he Salamanders Legion was appointed with a largely balanced stock of war machines of all classes prior to the terrible events of Isstvan V. In the aftermath of the massacre however, the bulk of the Legion was scattered to the winds, many units eventually coalescing into the so-called ‘Shattered Legions’. While the majority of the Legion’s armoured assets were left burning upon the black sands of the Urgall Depression, a stockpile from which reinforcements could be drawn was nonetheless present on Nocturne. On those occasions when the Salamanders were able to deploy at strength, such as they did at Nyrcon City and Baal, it was from this reserve that its units were equipped. The vehicles of the XVIIIth Legion bear green livery, often with individual sections picked out in black or bronze. A particularly distinctive motif favoured by the Legion’s artificers is a striking flame effect, sometimes rendered in abstract form, other times in so lifelike a manner that it appears from a distance as if the vehicle is clad in living fire. The sons of Vulkan are noted for their craftsmanship and many are highly accomplished weaponsmiths, and so it is common for weapons and vehicles to be granted a name by their creators. Thus in addition to the Legion’s drakeshead device and the ordinal ‘XVIII’, many Salamanders vehicles bear a name plate proudly declaring its given moniker. In addition, it is common for vehicles held at the company asset level to bear the company’s number in white, often with a secondary symbol denoting that company’s tactical role.


Contemptor Dreadnought Ancient Grenn Cadre Sulphaelon, Defence of Dominica Minor Deimos Pattern Predator Infernus Siege Cadre Magnor, Isstvan V Dropsite Massacre


A t the outset of the Horus Heresy, the Raven Guard were among the least numerous of the Emperor’s Legions. Corax and much of his Legion were amongst the first to muster as part of the grand Retribution Fleet dispatched to Isstvan V, with the Primarch determining that a portion must return to Deliverance in order to guard it against counter-attack. While the Legion lost the greater portion of its strength on the black sands, and much of the fleet in orbit, as well as tens of thousands more Legionaries during the ninety-eight days of guerilla warfare and evading pursuit that followed, it would be the contingent from Deliverance that moved to extract Corax in the wake of the Dropsite Massacre. In the aftermath of Isstvan V, many of the surviving splintered elements of the Raven Guard would go on to join the Shattered Legions, striking at the heels of the Warmaster’s advance, but the bulk fought as a coherent, if much reduced force directly under their sire. The Raven Lord had no intention of retiring from the fight against the Arch-Traitor, and so re-organised the tattered remnants of his Legion in an attempt to keep it combat-capable at a strategic level. Corax himself would lead a contingent of the survivors of Isstvan V, harrying the Traitors behind their own lines with indefatigable fury. In the Age of Darkness the Raven Guard were to strike numerous telling blows against the Traitors, from the capture of the Perfect Fortress from the Emperor’s Children to their ongoing frustration of the Death Guard during the Malagant Conflict. In the very last days of the Horus Heresy, the Raven Guard under Corax would sacrifice much of what remained to them at the Battle of Yarant, throwing themselves upon the Traitors’ fury to save the ever-loyal Space Wolves, proving that always, even in the darkest of hours, they fought against the oppressor in order to liberate the sufferer, for justice and for what was right for humanity. Raven Guard Advanced Reaction This Advanced Reaction is available only to units composed entirely of models with the Legiones Astartes (Raven Guard) 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. Fade to Black – 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 (Raven Guard) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may make an immediate Move of a number of inches equal to the highest unmodified Initiative Characteristic of any model in the unit, in any direction and gains the Shrouded (4+) special rule for the remainder of the turn. If the Shooting Attack is no longer valid (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit. Legiones Astartes (Raven Guard) All models with this special rule are subject to the following provisions: Shadow and Fury Models with the Legiones Astartes (Raven Guard) special rule gain one of three special rules based on its Unit Type and Wargear, either Talons, Falcons or Hawks (see the Shadow and Fury rules opposite). The Vaults of Deliverance Models with this special rule gain access to unique Wargear options (see Armoury of the Raven Guard on page 330 ). The Warriors of Deliverance A Warlord with this special rule may select a Warlord Trait from the Raven Guard Warlord Trait list. XIXTH LEGIONES ASTARTES RAVEN GUARD


Shadow and Fury Models with the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear of the model. Models that do not fulfil one of the listed criteria gain no additional benefit: • Models with the Legiones Astartes (Raven Guard) special rule that have the Infantry Unit Type, but do not also have the Heavy Unit Sub-type or a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour, gain the Talons special rule. • Models with the Legiones Astartes (Raven Guard) special rule that have the Dreadnought Unit Type; any models with the Legiones Astartes (Raven Guard) special rule and both the Infantry Unit Type and the Heavy Unit Subtype; or any models with the Legiones Astartes (Raven Guard) special rule that have a Legion Warhawk jump pack, Corvid pattern jump pack or Legion Tartaros Terminator armour gain the Falcons special rule. • Models with the Legiones Astartes (Raven Guard) special rule and the Cavalry Unit Type or both the Vehicle Unit Type and Flyer or Fast Unit Sub-types, gain the Hawks special rule. Talons – If a unit composed entirely of models with the Talons special rule is targeted by a Shooting Attack, all models in the unit gain the Shrouded (6+) special rule if the attacking unit is more than 8" from any model in the target unit. In addition, all models with this special rule also gain the Infiltrate special rule. Falcons – Any models with this special rule may re-roll all failed To Wound rolls of ‘1’ in any Assault phase in which they make a successful Charge – even if that Charge is considered Disordered. Hawks – Any models with this special rule gain the Shrouded (6+) special rule on any turn in which they Run, Move Flat Out or move as a Zooming Flyer, with this benefit lasting until the start of the controlling player’s next turn – or if that model would already gain the Shrouded (6+) special rule, it instead gains the Shrouded (5+) special rule (if a model already has the Shrouded (5+) or better then it gains no additional benefit).


The Bane of Tyrants (Loyalist only) Those warriors who, like their Primarch, had been freed from the depths of Deliverance to serve the Emperor brought with them an undying hatred for the tyrant and the oppressor. Throughout the Great Crusade, they would seek to topple the unjust and liberate those that languished under the heel of terror, facing down terrible odds to bring the light of the Emperor to the darkest corners of the galaxy. When Horus tore apart the Imperium and made of himself a tyrant greater than any other in history, these old crusaders knew their duty and turned their bloody talents against those they had once called brothers. This Warlord Trait may only be selected by a model with the Loyalist Allegiance. This Warlord increases his Attacks and Strength Characteristics by +1 when Engaged in a Challenge, and by +2 when Engaged in a Challenge with the enemy Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty. Raven Guard Warlord Traits A Warlord with the Legiones Astartes (Raven Guard) Faction may select a Warlord Trait from among those listed below instead of selecting one of the Core Warlord Traits. The Hidden Hand The Raven Lord taught his sons to always be where the enemy would least expect them, to strike from the shadows with their full fury and retire before the foe could strike back. The greatest of his commanders took these principles to heart and mastered them, eschewing the grand gun lines and set piece battles of their brother Legions for the daring assaults that would become the hallmark of the Raven Guard. The greatest masters of these strategies were renowned for their ability to appear at the enemy’s weakest point, no matter the defences set against them. While a Warlord with this Trait is in Reserves, the controlling player may choose to re-roll all failed Reserves rolls and when deployed to the battlefield the Warlord and all models in any unit he has joined gain the Fleet (2) special rule. 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. No Gods or Masters (Traitor only) After the brutal massacre of Isstvan V and the fall into savagery that quickly overtook the Imperium, some old factions within the Raven Guard chose to abandon their fallen master and seek their own destiny. Though they swore no allegiance to Horus, these reavers would no longer shackle themselves to the whims of a distant Emperor. They fought now only for themselves and had no interest in sacrificing their lives in the name of some great and lofty cause, only in defence of their brothers and for the plunder to be gained in the ruins of the Imperium. This Warlord Trait may only be selected by a model with the Traitor Allegiance. When in base to base contact with an enemy Infantry or Cavalry model whose Weapon Skill, Strength or Initiative is higher than this Warlord’s, a Warlord with this Trait increases their Weapon Skill, Strength and/or Initiative to match those of the enemy model with the highest value in that Characteristic that it is in base contact with. In addition, an army whose Warlord has this Trait may, once per battle, 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.


Raven Guard Rites of War An army whose Primary Detachment and Warlord has the Legiones Astartes (Raven Guard) Faction may make use of the following Rites of Wars if the Warlord also has the Master of the Legion special rule: Rite of War: Decapitation Strike Although the Raven Guard Legion possessed (as any Space Marine Legion did) the manpower, will and matèriel such as heavy weapons and tanks to fight wars of brutal onslaught and bloody attrition, they found it to be both needlessly wasteful and primitive to do so. Strategically, where possible, they favoured the clinical effectiveness of the decapitation strike. Launched either with complete surprise, or against a foe lured in by a raiding force set up as bait, this was a highly organised and precisely targeted attack, whose murderous and unforgiving force was contained and directed with precision, like the predatory strike of a raptor at its prey. Effects • All models with the Legiones Astartes (Raven Guard) special rule in a Detachment using this Rite of War gain the Preferred Enemy (Independent Characters) special rule. • All models in any unit from a Detachment using this Rite of War assigned to a Deep Strike Assault or Flanking Assault gain the Shrouded (5+) special rule for the duration of the Game Turn in which they are deployed to the battlefield. • In missions that use Victory points, an army that includes a Detachment using this Rite of War gains an additional 2 Victory points for the Slay the Warlord Secondary Objective. Limitations • A Detachment using this Rite of War may only include a single Heavy Support choice. • A Detachment using this Rite of War may not take Fortification choices. Rite of War: Liberation Force In the aftermath of the Dropsite Massacre, it was feared that Lord Corax, Primarch of the Raven Guard, had fallen, but in fact he had survived and led several thousand of his sons on a ninety-eight day campaign of vengeance and survival before his force was extricated from Isstvan V. Having returned to the Legion’s home world, Corax led the Raven Guard on a campaign to liberate the peoples of numerous worlds across the southern Imperium whose leaders had declared for the Warmaster. With each world freed from the yoke of treachery, another Loyalist army was raised, and the scales of justice tipped but a fraction back in favour of Terra. Effects • Once per battle, at the start of any Game Turn, the controlling player may choose to have all models with the Legiones Astartes (Raven Guard) special rule in a Detachment using this Rite of War gain the Stubborn special rule for the duration of that Game Turn. • All models from an Allied Detachment that is part of an army whose Primary Detachment is using this Rite of War gain the Stubborn special rule. • All models in a unit composed entirely of models with the Legiones Astartes (Raven Guard) special rule gain the Hatred (Everything) special rule while at least one model from that unit is within 6" of any model from an Allied Detachment in the same army. Limitations • A Detachment using this Rite of War may not include any models with the Slow, Heavy, Artillery, Bombard or Automated Artillery Sub-types. • A Detachment using this Rite of War must have the Loyalist Allegiance. • This Rite of War may only be selected for a Primary Detachment. • An army whose Primary Detachment is using this Rite of War must include an Allied Detachment that is selected from the Solar Auxillia or Imperialis Militia army lists that includes at least four units.


THE ARMOURY of THE RAVEN GUARD The following comprises a list of new options and Wargear available only to Detachments with the Legiones Astartes (Raven Guard) Faction and exemplifies the nature of that Legion. Raven’s Talons These unique and jealously guarded variants of lightning claws, each a work of art in its own right, were both synonymous with the Raven Guard Legion and often bestowed as a mark of honour among them. Any model with the Legiones Astartes (Raven Guard) special rule that has a lightning claw may upgrade that weapon to a Raven’s Talon for +5 points per weapon. When a model has two Raven’s Talons, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat. The weapon listed here is counted as a ‘Power’ weapon for those rules that affect such weapons. Weapon Range Str AP Type Raven’s Talons - User 3 Melee, Shred, Rending (5+), Specialist Weapon Infravisor Based upon Kiavarhan technology seized by the Raven Lord, these improved optics systems were capable of piercing even the worst conditions encountered during the Great Crusade. Capable of more accurate target acquisition as well as greater perception in reduced visibility, these visors were reserved for use by the most veteran of the Raven Guard’s warriors. Any model with both the Legiones Astartes (Raven Guard) special rule and the Character Unit Sub-type may be given an infravisor for +10 points. This grants the model the Night Vision special rule and a bonus of +1 to their Ballistic Skill Characteristic. However, the model, and any unit they have joined, counts as having an Initiative of 1 when taking Blind tests.


Cameleoline An old Terran innovation, a legacy of the Dark Age of Technology preserved by the nomad reavers that would later constitute the Raven Guard’s earliest recruits. These long cloaks incorporate nano-weave circuitry that allows them to absorb and nullify common wavelengths of light and effectively cloak their wearer from hostile eyes. Any Legion Praetor or Legion Centurion with the Legiones Astartes (Raven Guard) special rule may be given the Cameleoline upgrade for +20 points, gaining the Shrouded (6+) special rule, or improves an existing version of the Shrouded (X) special rule by one step (from 5+ to 4+, for example). A model with the Mortificator or Praevian Consul upgrade may not select Cameleoline as an upgrade. Corvid Pattern Jump Pack A redesigned version of the tried and tested Warhawk pattern jump pack, the Corvid pattern adds a sophisticated vector thrust assembly that allows its wearer to make a longer, more precise, leap and avoid obstacles at the point of impact with ease. Any model with both the Legiones Astartes (Raven Guard) and Independent Character special rules and with the Infantry Unit Type may exchange a Legion Warhawk jump pack for a Corvid pattern jump pack for +10 points. At the start of the controlling player’s Movement phase, a model with a Corvid pattern jump pack may set its Move Characteristic to a value of 14 for the duration of the controlling player’s turn (sometimes referred to as ‘activating’ the jump pack). This allows a model with a Corvid pattern jump pack to move up to 14", regardless of the Movement Characteristic shown on its Profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge distance). In addition, all models with a Corvid pattern jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain tests when beginning or ending their Movement in Dangerous Terrain – but gains a 4+ Invulnerable Save against any Wounds inflicted by failed Dangerous Terrain tests. A model with an activated Corvid pattern jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty, but must end its Movement at least 1" away from any model from another unit. A model with a Corvid pattern jump pack may still Run, if it would normally be able to Run (this does not allow units that include any models with the Heavy Unit Sub-type to Run). When making a Run move for a model with an activated Corvid pattern jump pack, add the Initiative Characteristic of that model to 14 to determine how far it may move – the model ignores terrain and models from other units while making a Run move with a Corvid pattern jump pack as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which it has Run as per the normal rules for Running. Any model with a Corvid pattern jump pack also gains the Bulky (3), Hammer of Wrath (1) and Deep Strike special rules, or if it already has the Bulky (3) special rule, it gains the Bulky (4) special rule instead. During a Reaction made in any Phase, a player may not choose to activate a model’s Corvid pattern jump pack to gain any bonus to their Movement Characteristic.


PRIMARCH Lord Corax presents a striking countenance, at least when he wishes to be seen. His skin is alabaster white and his shoulder length hair as black as the feathers of his namesake, the raven. Most remarkable and unsettling are his eyes, which are entirely black shards of solid shadow. His sable armour is edged with fine, golden filigree and upon his back is mounted a jet pack formed into a pair of articulated pinions that he wields as a murderous, bloody-edged cutting weapon. Like most of the Primarchs, Corax is blessed with an extensive armoury of artificer- wrought weapons but those he most often bears to war are a pair of metrelong lightning claws and a coiled whip at his belt. The latter is carried as a reminder of the cruelty enacted upon the people of Lycaeus by the tyrannical guilds of Kiavahr and with it countless enemies of Unity have been laid low. Though few even amongst his sons know of it, Corax is blessed with the ability to pass unnoticed should he will it; this preternatural ability allowing him to slip from the perception of his enemies even when standing in plain view. In battle, the Raven Lord wields his Legion as he did his rebel cells before the Emperor came to Kiavahr. Corvus Corax ............................................440 Points Master of the Raven Guard, The Liberator, Chooser of the Slain, The Shadowed Lord M WS BS S T W I A Ld Sv Corvus Corax 8 7 6 6 6 6 7 7 10 2+ Unit Composition • 1 Corvus Corax Wargear • The Sable Armour • The Panoply of the Raven Lord • The Korvidine Pinions • Wrath & Justice • Frag grenades Unit Type • Primarch (Unique, Skirmish) Special Rules • Legiones Astartes (Raven Guard) • Master of the Legion • Hit & Run • Deep Strike • The Shadowed Lord • Loyalist • Warlord: Sire of the Raven Guard Warlord: Sire of the Raven Guard The grim and brooding Raven Lord was a hard master to his Legion, but one whose noble goals inspired true devotion from those that followed him into battle. His sons would learn to master the Raven Lord’s evasive style of combat, seeking always to bleed and tire the foe rather than overcome them with brute force. If chosen as the army’s Warlord, Corvus Corax automatically has the Sire of the Raven Guard Warlord Trait and may not select any other Warlord Trait. Sire of the Raven Guard – All models with the Legiones Astartes (Raven Guard) special rule and either the Infantry or Cavalry Unit Types in the same army as Corvus Corax gain the Scout and Crusader special rules. In addition, an army with Corvus Corax gains an additional Reaction in the opposing player’s Movement phase as long as Corvus Corax has not been removed as a casualty.


The Sable Armour The Sable Armour provides a 2+ Armour Save, a 4+ Invulnerable Save and grants the Shrouded (4+) special rule. The Shadowed Lord If Corvus Corax chooses to use the Hit & Run special rule, the controlling player rolls an additional dice when determining the distance moved and discards any one dice of that player’s choice before determining the final result. In addition, the controlling player may re-roll all failed Shrouded rolls of a ‘1’ made for Corvus Corax and all models in any unit he has joined after using the Hit & Run special rule to remove Corvus Corax from an ongoing combat – this effect continues until the start of the controlling player’s next turn. The Panoply of the Raven Lord In combat, this is counted as a single weapon with the following profile: Weapon Range Str AP Type Panoply of the Raven Lord - User 2 Melee, Shred, Blind, Fighting Style, Two-handed Fighting Style: At the beginning of each Assault phase, Corvus Corax’s controlling player may choose one of the following special rules to apply to his attacks, based upon the weapons and fighting style he is employing: Murderous Strike (4+), Rage (4) or Sudden Strike (3). Wrath & Justice Wrath and Justice are two separate weapons, both counting as both an ‘Auto’ and ‘Volkite’ weapon and with identical profiles. Weapon Range Str AP Type Wrath & Justice 12" 6 4 Pistol 1, Rending (3+), Deflagrate, Master-crafted The Korvidine Pinions At the start of the controlling player’s Movement phase, or when deployed as part of a Deep Strike Assault, Corvus Corax’s Movement Characteristic may be set to a value of 14 for the duration of the controlling player’s turn (referred to as ‘activating’ this special rule). This allows Corvus Corax to move up to 14", regardless of the Movement Characteristic shown on his profile and gain any other benefits of a Movement Characteristic of 14 (including the bonus to Charge Distance). In addition, Corvus Corax may move over Impassable Terrain, vertical terrain or friendly and enemy models or units without penalty on any turn in which the Korvidine Pinions have been activated, but may not end his movement in Impassable Terrain or within 1" of any model from a unit Corvus Corax is not part of. If Corvus Corax ends or begins his movement or a Charge in Dangerous Terrain during any turn in which the Korvidine Pinions have been activated, he automatically passes any Dangerous Terrain tests he is called upon to make. Corvus Corax may still Run on a turn when the Korvidine Pinions have been activated. When making a Run move after having activated the Korvidine Pinions, add Corvus Corax’s Initiative Characteristic to 14 to determine how far he may move – ignoring terrain and other models while making a Run move with the Korvidine Pinions activated as noted above, but may not make Shooting Attacks or declare a Charge in the same turn in which Corvus Corax has Run as per the normal rules for Running. The Korvidine Pinions may not be activated to gain any bonus to Corvus Corax’s Movement Characteristic during a Reaction.


ELITES Informally known as the ‘Shadow Masters’, the Mor Deythan are a small cadre of infiltration squads within a Legion already well known for its nigh- unsurpassed skill in such tactics. They are, however, far more than specialists in the arts of stealth, for each warrior is a veteran of the Lycaean Uprising who fought at the side of Corax himself. When the Emperor arrived on Lycaeus, and the Raven Lord learned the truth of his creation, some rebels sought to remain at his side. The strongest of the young freedom fighters were judged worthy of ascension to the ranks of the XIXth Legion, providing a constant reminder of the Primarch’s roots. At the beginning of the Horus Heresy, the Mor Deythan are few in number, having fought countless campaigns over eight decades at their master’s side, and they rarely admit new recruits into their ranks. Most who remain are grizzled veterans, supremely confident in their abilities. They are adept at moving silent and unseen through the shadows and attacking as and where they will. Mor Deythan Squad..................................150 Points M WS BS S T W I A Ld Sv Mor Deythan 7 4 5 4 4 2 4 2 8 3+ Mor Deythan Shade 7 4 5 4 4 2 4 3 9 3+ Unit Composition • 4 Mor Deythan • 1 Mor Deythan Shade Wargear • Power armour • Bolt pistol • Chainsword • Astartes shotgun • Frag grenades • Krak grenades • Shroud bombs Unit Type • Mor Deythan: Infantry (Skirmish) • Mor Deythan Shade: Infantry (Character, Skirmish) Special Rules • Legiones Astartes (Raven Guard) • Relentless • Scout • Fatal Strike Dedicated Transport • A Mor Deythan Squad may choose a Legion Rhino Transport or a Legion Storm Eagle as a Dedicated Transport. As a Dedicated Transport, this does not use up an additional Force Organisation slot, but its points cost muststill be paid for as part of the army. Options • The Mor Deythan Squad may take: - Up to 5 additional Mor Deythan...........................................................+25 points each • Any model in the unit may exchange its chainsword for one of the following: - Power weapon..........................................................................................+10 points each - Charnabal weapon ..................................................................................+10 points each • Any model in the unit may exchange its Astartes shotgun for one of the following: - Nemesis bolter...........................................................................................+5 points each - Magna combi-weapon............................................................................+10 points each - Minor combi-weapon...............................................................................+5 points each • For every three models in the unit, one model may exchange its Astartes shotgun for one of the following: - Volkite charger...........................................................................................+5 points each - Flamer.........................................................................................................+5 points each - Meltagun...................................................................................................+15 points each - Plasma gun ...............................................................................................+10 points each - Plasma pistol ............................................................................................+10 points each - Missile launcher with frag and krak missiles......................................+15 points each • The Mor Deythan Shade may also take: - Melta bombs......................................................................................................+10 points • The Mor Deythan Shade may exchange his power armour for artificer armour.............................................................................................+10 points Fatal Strike Once per battle, a unitthatincludes any models with thisspecialrule may declare a Fatal Strike at the start of any of the controlling player’s Shooting phases. Forthe duration of that Phase, the Shooting Attacks of all modelsin the unit with the Fatal Strike specialrule gain the Rending (4+)specialrule in addition to any other effects their weapons might have. This does notreplace orimprove any other versions of the Rending (X)specialrule already possessed by the unit and may not be used when attacking with weaponsthat have eitherthe Template orthe Blast (X)specialrules.


FAST ATTACK The Dark Fury Assault squads are utilised by the Raven Guard to conduct focused decapitation strikes upon specific, predesignated enemy leaders against the backdrop of the carnage of battle. Far from subtle assassins striking unseen from the shadows, the Dark Fury descend into the very midst of the battlefield. Their champions, known as the Choosers of the Slain, for good reason, engage the target while the warriors cut down any retainers who dare attempt to intervene. The result of a successful decapitation strike is utter confusion in the ranks of the foe and the complete breakdown of the enemy’s chain of command. Dark Fury Assault squads are equipped with vicious Raven’s talons fashioned after those carried by their Primarch, Corvus Corax, and the Choosers of the Slain are issued artificer armour that make them still more fearsome adversaries. Dark Fury Squad........................................150 Points M WS BS S T W I A Ld Sv Dark Fury 7 4 4 4 4 2 4 2 8 3+ Chooser of the Slain 7 5 4 4 4 2 4 3 9 2+ Unit Composition • 4 Dark Furies • 1 Chooser of the Slain Wargear • Power armour (Dark Furies only) • Artificer armour (Choosers of the Slain only) • Two Raven’s Talons • Frag grenades • Krak grenades • Corvid pattern jump pack Unit Type • Dark Furies: Infantry • Chooser of the Slain: Infantry (Character) Special Rules • Legiones Astartes (Raven Guard) • Deep Strike • Precision Strikes (6+) • Sudden Strike (1) Options • The Dark Fury Squad may take: - Up to 5 additional Dark Furies..............................................................+25 points each • A Dark Fury Squad that includes nine Dark Furies may upgrade up to two of those models to Choosers of the Slain for..............................................+15 points per model • All Choosers of the Slain may take melta bombs........................+10 points per model


Xeric Tribal Markings Many Raven Guard decorate their armour with patterns derived from a fusion of the cultures from which the first Terran recruits were taken and the scarified patterns worn by the inmates of Lycaeaus. Destroyer Squad MkIV pauldron Legion Command MkIV pauldron Legion Elite Unit MkIV pauldron Tactical Line Unit MkIV pauldron Rapid Attack Unit MkIV pauldron Fire Support Unit MkIV pauldron Veteran Legionary MkVI helm Sergeant MkVI helm Veteran Sergeant MkVI helm Line Officer MkVI helm Vehicle Crew MkVI helm Legion Variant MkVI helm Legion Officer MkVI helm From its earliest days, the XIXth Legion specialised in rapid deployment and reconnaissance operations, and with the uniting of the Legion with its Primarch CorvusCorax in 922.M30, these tendencies were codified further. The Legion utilisessimple, utilitarian heraldry,shunning adornment except during those rare occasions when it is deployed in strategic-level actions where subterfuge issecondary to an overtshow of force. Heraldry of the XIXth Legiones Astartes – Raven Guard Recon Legionary MkIV helm Historical Variant Unification War era heraldry, MkII helm Line Legionary MkVI helm XIXth Legion Armourial MkVI pauldron XIXth Legion Armourial MkIV pauldron Legion Armourial with Ordinal MkIV pauldron Reconnaissance Squad MkVI pauldron Line Officers are Sergeants, Lieutenants(junior Centurions) and Captains (senior Centurions), while Legion Officers arethose of higher rank (Consuls, and Praetors commanding a Battalion or Chapter). The Raven Guard maintain a distinctly flexible chain of command, and while most officers bear thestandard rank titles, a widerange of alternativetermsrelating to the bearer’s specific role or tactical predilections are used, such as ‘Strike-Leader’ or ‘ShadowLord’.


Sergeant Heklan Assault Company, 5 th Chapter Tartaros Terminator armour Legionary Ghelt Assault Company, 4 th Battalion, 5 th Chapter, MkIV (‘Maximus’) armour 2 nd Lieutenant Remal Inductii Reserve Company, 3 rd Chapter Subdued MkVI (‘Corvus’) armour Recon Squad Marking Raven Guard Legion Armourial Raven Guard Legion Colours The Raven Guard value stealth above all, and so go to war clad in the umbral black of night. Markings are kept to a minimum, but where present are white, grey or sometimes gloss black. Banding dulled steel or bronze. Some render their battle plate in a subdued, matt black that absorbs so much light that even a Legionary merges with the night. Raven Guard Legion Armourial 2 nd Chapter Insignia Sergeant Khalen 2 nd Chapter MkVI (‘Corvus’) pattern power armour


Land Raider Spartan Assault Tank ‘Valravn’ 48th Heavy Company, Isstvan V Dropsite Massacre D espite its reputation as stealth and reconnaissance specialists, the Raven Guard maintained and employed the full panoply of war machines available to the Legiones Astartes. Unlike many of their brother Legions however, the Raven Guard massed their armoured assets at the Legion level, maintaining an armoured reserve which was used to reinforce individual line units as and when required. At Isstvan V, these assets were deployed wholesale, mighty formations of super-heavy tanks and artillery engaged the Traitors en masse in a wide flanking manoeuvre at Lerghan Ridge, where the majority were lost and, to the Raven Guard’s abiding chagrin, many were later turned to the service of the Warmaster’s forces. Raven Guard vehicles are clad in the same black livery as its Legionaries, although with less of a need for stealth the heavier units invariably display more in the way of secondary heraldic elements, in particular white panels and banding. The Legion device is displayed prominently, as is the Legion ordinal ‘XIX’. With many of the Legion’s vehicles being held in higher-level reserves it is comparatively rare for them to display sub-unit identifiers, except when attached to line formations for a protracted period of time or when serving alongside allied units. The Raven Guard are known to employ armoured assault aircraft for inserting infiltration forces deep within enemy territory, and often such vehicles are afforded a livery of deep, matt black, the coating thought to have sensor baffling qualities beyond the conventional. Raven Guard Vehicle Heraldry


Contemptor Dreadnought Ancient Krahzen 17th Chapter, Isstvan V Dropsite Massacre Javelin Attack Speeder 4 th Chapter Reconnaissance Echelon, Isstvan V Dropsite Massacre


CORVUS CORAX PRIMARCH OF THE RAVEN GUARD, THE LIBERATOR, CHOOSER OF THE SLAIN, THE SHADOWED LORD RAVEN GUARD


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