Codex: Alpha Legion
*Author’s Note: This is an unofficial rule set for use in games of Warhammer 40k - 8th edition. These rules are not
compatible with those in Codex Chaos Space Marines. All the special rules, strategems, and datasheets needed to
play this army are detailed here.
Army Wide Special Rules
Deep Cover Operatives
Any Alpha Legion Character unit may secretly deploy within another friendly non-character infantry unit.
Secretly assign each Character deploying this way during deployment limiting one character unit per
infantry unit. At the end of any phase you may reveal any number of Alpha Legion Characters. Deploy
them within 1 inch of their assigned units. If a unit hiding a character is destroyed immediately place the
character on the board near as possible to the destroyed unit. Models in Deep Cover do not take up
any slots towards the capacity limit of transports.
Asymmetric Organization
Alpha Legion armies do not use any Force Organization Charts. Instead the army may be comprised of
any combination of units with the only limits being those specified in each datasheet (and the “Rule of
3”). The army is always counted as battle-forged and generates the baseline 3 command points as
such. The army may generate additional command points by taking Command Assets as described in
the list below:
● Insurgency Uprising - 5cp: 3 Units of Insurgents. Each unit must begin the game at least 20
strong.
● Goliath Convoy - 4cp: 2 Goliath Trucks and 2 Units of 10 Insurgents.
● Inhibition Force - 2cp: 2 Units of Seekers and 1 Hydra Librarian.
● Insurgency Outriders - 1cp: 1 Unit of Jackals and 1 Unit of Ridgerunners.
● Assassination Force - 1cp: 1 Hydra Assassin and 1 Unit of Headhunters.
● Twinborn Task Force - 2cp: 3 Units of Twinborn Operatives.
● Command Coordination - 4cp - 1 Information Advantage Coordinator and 2 Tactical Support
Squads.
Any single Command Asset only generates CP the first time its conditions are met.
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Warlord Trait
I am Alpharius: All Alpha Legion Astartes Characters are your Warlord. Slay the Warlord is only
achieved if there are no Alpha Legion Character units on the battlefield upon the end of the game.
Additionally, once per game at the end of any phase you may select two Alpha Legion Astartes
Characters and swap their positions.
Mirror Image: All Alpha Legion Astartes Characters are your Warlord. Slay the Warlord is only achieved
if there are no Alpha Legion Character units on the battlefield upon the end of the game. Additionally,
once per game at the end of any phase you may select an Alpha Legion character and replace it with a
Chaos Lord.
Special Issue Wargear
One of the following items can be equipped to the appropriate unit after the mission is chosen but
before deployment begins.
Precision Orbital Strike Indicator (Harrowmaster and Informational Advantage Coordinator Only): At the
start of the first battle round place a marker anywhere on the board more than 6 inches from your
opponents deployment zone. As long as an Alpha Legion Character is still alive you may call in an
orbital strike at the end of any phase. Select a weapon profile below and select an enemy unit within 6"
of the target marker. You may not target characters with a wound characteristic of less than 10. Use
this ability once per game.
● Cluster Bombs: Heavy 4D3, S4, AP -1, Damage 1, This weapon automatically hits it's target.
When allocating wounds from this weapon your opponent must select the model closest to the
target marker.
● Earthshaker Bombardment: Heavy 2D3, S6, AP -3, Damage 2, This weapon automatically hits
it's target. When allocating wounds from this weapon your opponent must select the model
closest to the target marker.
● Laser Destroyer: Heavy D3, S9, AP -4, Damage 3, This weapon automatically hits it's target.
When allocating wounds from this weapon your opponent must select the model closest to the
target marker.
Disorientation Grenade (Seekers, Tactical Support Squad, Hydra Assassin Only): At the end of any
phase a unit armed with a Disorientation Grenade may target an enemy unit within 6”. Roll 3D6. If the
total is greater than the enemies LD value then the enemy unit may not hold objectives for the
remainder of the battle round. One use only.
Dimensional Key (Hydra Librarian Only): The bearer may re-roll one or both dice for a single psychic
test per turn and knows the Incursion power from the Malefic Discipline. Friendly Insurgency units who
begin the morale phase within 12” of a Daemon unit must take a morale test adding 2 to the result.
2
In addition to the demons ordinarily summonable with Demonic Ritual, a model with the Dimensional
STRATEGEMS Sow Dissent - 1CP
Pre-Game After deployment but before the first battle
round begins secretly declare an enemy unit.
Compromised - 2CP This units morale has been undermined by
subversive literature distributed by the Alpha
After deployment but before the first battle Legion. Upon requiring its first morale test,
round begins secretly declare an enemy unit. reveal the declared unit to your opponent.
This unit has been infiltrated by the Alpha That unit has -2 Ld and may not be the target
Legion. Once per game at any point in the of Insane Heroism for the remainder of the
battle round you may reveal the compromised battle round. This strategem can only be used
enemy unit to your opponent. Count that unit once per battle.
as part of your army and not part of your
opponents army for scoring purposes this We Were Never Here - 1CP
battle round. This strategem can only be used
once per battle. Use this strategem during deployment. You
may deploy a copy of an Alpha Legion Infantry
Sabotaged - 1CP or Bikers unit in your army. Make secret note of
this unit. This unit cannot hold objectives or
After deployment but before the first battle count for scoring in any way. It cannot shoot
round begins secretly declare a non vehicle it's weapons nor fight. If this unit is targeted for
enemy unit. This units weapons have been a shooting attack, declared the target of a
sabotaged by the Alpha Legion. Upon psychic power (friend or foe), declared as the
declaring its first shooting attack, reveal the target of a charge, or the game reaches the
declared unit to your opponent. Models in this end of battle round 3 immediately remove the
unit suffer a mortal wound on to hit rolls of 1 or whole unit from the battlefield. It awards no
less for the remainder of the battle round. This points for being eliminated.
strategem can only be used once per battle.
Rogue Assassins - 1CP
Variable Asset Utility - 1CP
Use this strategem during deployment. You
Use this strategem before the game begins if may add a single Officio Assassinorum unit to
your army contains at least 3 Insurgency your army. They lose the <Imperium> and
units. Select three Insurgency Units and <Officio Assassinorum> faction key words. You
secretly note “Preserve” or “Eliminate” for must pay reinforcement points for this model.
each. If the game ends with the unts correctly
preserved or eliminated score 1 victory point.
Otherwise your opponent scores 1 victory
point. In ITC missions this becomes a
secondary objective that you can choose at the
start of the game. You score 1 point for each
correct prediction and a bonus point if you
correctly predict all three.
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During Game Trigger Word - 1CP
Rigged - 1CP Use this strategem at the start of the fight
phase on an enemy character within 3 inches
Use this strategem at the end of your of an Alpha Legion Character. By muttering
movement phase. Declare a single objective an implanted trigger word, the enemy
currently controlled by a Tactical Support characters muscles momentarily cramp and
Squad. This objective has been rigged by the her vision blurs. This character gets one less
Alpha Legion. At the end of any subsequent attack (to a minimum of 1) and must subtract 1
phase you may spring the trap. All units within from hit and wound rolls for the remainder of
3 inches suffer D3 mortal wounds and this the phase.
objective can not be controlled this battle
round. Heads of the Hydra - 1/3CP
Hydra Venom - 1CP Use this strategem at the end of your
movement phase in battle round 4 or later.
Use this strategem at the end of any fight Select 1/2 Insurgents units that had been
phase where an enemy model took an completely destroyed earlier in the battle. For
unsaved wound from a Hydra Blade. At the each unit selected deploy two units of
end of that models next movement phase it Insurgents each half the size as the unit that
suffers 1 mortal wound. At the end of the was removed. These units may be deployed
following movement phase it suffers D3 mortal anywhere on the battlefield within 7 inches of a
wounds. board edge and more than 9 inches away from
an enemy unit.
Sudden and Devastating
Appearance - 3CP Strategic Asset Removal - 2CP
Use this strategem at the end of your Use this strategem when an Insurgency
movement phase in Battle Round 4 or later. Vehicle loses a wound. It is immediately
Select a unit of Lernaean Terminators in removed from the battlefield and explodes. All
Tactical Reserve. Place this unit anywhere units within 6” suffer 2D3 mortal wounds.
onto the battlefield with each model base to
base with the other two models in the unit. Merely a Distraction - 1CP
Move any enemy models the minimum
distance necessary to make room for the At the end of any enemy turn where an enemy
Lernaeans. unit shoots an Insurgency unit in the shooting
phase, casts against them in the psychic
Cover Fire - 1CP phase, or fights them in the fight phase you
may move an unengaged unit of Astartes
Use this strategem when an enemy unit Infantry as though it was their movement
declares a charge on a friendly unit within 12 phase.
inches of a Seekers unit. The Seekers may fire
overwatch as though they were being charged
hitting on a 5+.
4
During Game - Continued Emergency Extraction - 1CP
Interrupted Reinforcements - 3CP Use this strategem at the end of your
movement phase. Select an Alpha Legion
Use this strategem when an enemy unit enters character unit and remove it from play. It
play from reserve during Battle Round 1 or 2. awards no points for being eliminated. Use
Roll a D6, on a 1 the enemy unit enters play this strategem only once per game.
normally. On a 2+ the unit remains in reserve
and may not enter the battlefield this battle Secure Uplink - 1CP
round.
Select a Tactical Support Squad at the end of
Unerring Focus - 1CP your movement phase. This unit may not
shoot, charge, or fight until the start of your
Select a unit of Headhunters during your next turn. Until then, any objective they
shooting phase. A single model in that unit currently hold cannot be held or contested by
may fire their weapon as though they had been an enemy unit.
stationary for one additional turn.
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Datasheets
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