legion rules mk.ii

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The HORUS HERESY The legions

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this is the second version of a set of rules designed for the games workshop tabletop game 'warhammer 40,000' . the idea of these rules is to allow players to play the horus heresy and the great crusade. this is only a Beta copy and other updated versions will be released-the additions to the second copy includes some minor changes to special characters and army list. it also includes the rules for using the imperial army, custodian guard and the sisters of silence as allies. it also now includes the effects of teh council of Nicaea and the chaplain edict.

TRANSCRIPT

Page 1: Legion Rules MK.ii

The HORUS HERESY

The legions

Page 2: Legion Rules MK.ii

2

PAGE 3: LEGION WIDE RULES AND NOTES

PAGE 4: IMPERIAL ARMY

PAGE 4: THE COUNCIL OF NICAEA/

CHAPLIAN EDICT

PAGE 5: FORCES OF TERRA

PAGES 6-7: DARK ANGELS

PAGES 8-9: EMPEROR’S CHILDREN

PAGES 10-11: IRON WARRIORS

PAGES 12-13: WHITE SCARS

PAGES 14-15: SPACE WOLVES

PAGES 16-17: IMPERIAL FISTS

PAGES 18-19: NIGHT LORDS

PAGES 20-21: BLOOD ANGELS

PAGES 22-23: IRON HANDS

PAGES 24-25: WORLD EATERS

PAGES 26-27: ULTRAMARINES

PAGES 28-29: DEATH GUARD

PAGES 30-31: THOUSAND SONS

PAGES 32-33: LUNA WOLVES/SONS OF HORUS

PAGES 34-35: WORD BEARERS

PAGES 36-37: SALAMANDERS

PAGES 38-39: RAVEN GUARD

PAGES 40-41: ALPHA LEGION

CONTENTS PAGE

Page 3: Legion Rules MK.ii

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GENERAL RULES The following rules are used during all games set during the Age of Heresy. These rules override any conflicting text found in indi-vidual army codices:

Large Formations: During the Great Crusade the Legions were much larger than their current sizes, and made heavy use of large infantry formations. Tactical, grey hunter, Blood Claws and devastator squads have their maximum squad size doubled along side any special and heavy weapon allowances. (i.e. A devastator squad may take 4 heavy weapons for every ten men) Squads with more than ten Members may not use the Infiltrate or use the Combat Squads rule. Special weapon upgrades double (following normal rules in these squads)

Ground Assault: With jump packs being a rarity, Assault Squads use other methods to reach their prey. Assault Squads without jump packs may purchase any transport option with a 35pt price drop

Commanders Above All: In the days before the Librarian Controversy and the Chaplain Edict, these forces did not exist within the legions with a few minor exceptions. Librarians and Chaplains are not allowed unless otherwise noted.

Legendary Heroes: During the Great Crusade, each Legion had great warriors that shaped the history of the Imperium. Regardless of codex, only the space Marine Special Characters are allowed unless stated in that legions army list.

HERESY ERA EQUIPMENT AND UNITS

Assault Cannons: The assault cannon is a new, experimental and fairly temperamental weapon. They are rarely seen and are just replacing the older Reaper Autocannon. Assault cannons are a 0-2 (in total) choice in any army. Units normally equipped with assault cannons may always replace them with Reaper Autocannon for 5 points less than the listed

assault cannon cost.

jump Packs: A newly introduced piece of equipment, the jump pack is not commonly seen on the battlefield. Jump pack equipped units are a 0-1 choice (in total) unless noted otherwise.

Havoc Launchers: The reliable Havoc missile launcher is used on Legion vehicles to break up light infantry formations. Units normally equipped with hunter-killer missiles may always replace them with Havoc launchers for 5 points more than the listed hunter-killer missile cost.

Multi-meltas: The multi-melta is a new weapon, most often used in concentrated numbers to maximize their capabilities. Land Speeders, Attack Bikes, Dreadnoughts, Techmarine Servitors, and 0-1 Devastator squads (no Tactical, Veteran or Command squads) may be equipped with multi-meltas.

Plasma Cannons: The plasma cannon is an uncommon sight on the battlefield and are most used in Devastator squads. Dreadnoughts, Techmarine Servitors, and 0-1 Devastator squads (no Tactical, Veteran, or Command squads) may be equipped with plasma cannons.

Autocannons: The ubiquitous Autocannon is both reliable and trusted within the Legions. All infantry squads with access to missile launchers may purchase Autocannons for the same price.

Storm Bolters: The twin-linked bolter is a state of the art sidearm as the storm bolter is still in development as part of the ongoing Terminator project. Storm bolters are replaced by twin-linked bolters for 1 point less than the listed cost of storm bolters.

Venerable Dreadnoughts: The oldest Dreadnoughts are only a few centuries old, veterans of the War of Unification. Venerable Dreadnoughts are unavailable unless noted.

Land Raider Crusader, Razorbacks and Predator Annihilator: These vehicles will not be devised for many millennia in the future. They are unavailable unless otherwise noted.

Jetbike Formations: A legacy of the Golden Age of Technology, the Imperial Jetbike is a wondrous, graceful tool used in small numbers by many Legions. A Space Marine Character may upgrade his bike to a Jetbike for +5 points. 0-1 Space Marine Bike squads (without attached Attack Bike) may be upgraded en masse to be jetbikes for +5 points per bike.

Siege mantles: all legions made use of large heavy duty shields during heavy fire fights and boarding assaults. A single tactical squad or grey hunter pack may take siege mantles these allow the unit to re-roll any failed armour saves caused by shooting attacks. However due to their size and weight, the unit may not have a dedicated transport. The unit may not also run. This upgrade costs 50pts per squad. Legions which use the ‘siege assault vanguard list as its base may take more than one unit equip with this upgrade.

LEGION WIDE RULES AND NOTES

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The expedition forces were made up not only by space marines, but by regiments from the impe-

rial army. To represent this on the battle field. Any legion army which is 2,500pts or above may

take units from the below list as allies. These units may not take up anymore than one quarter of

the armies total. So for every 1,000pts you may take up to 250pts of imperial army units.

Infantry platoon

Veteran squad

Hellhound squadron

Leman Russ squadron

Ordinance battery

Sentinel squadron (scout and armoured)

Rough rider squad

Techpreist and servitor unit

Storm trooper squad

Techpreist enginseers

Due to the nature of how these units were used on the battlefield. In objective based missions.

Were the imperial army are used as allies, only imperial army units may capture objectives.

The Imperial army

The council of Nicaea and the chaplain edict At the end of the grand crusade section of the campaign and before the beginning of the heresy

begins section. The council of Nicaea happens. During this the emperor bans the use of Psykers by

the space marine legions and introduces the ‘chaplain edict’. This event has the following effects.

Before the council of Nicaea

The following legions may use librarians as show in their related codex; during the great crusade.

Thousand sons

Blood angels

Ultramarines

Dark angels

Luna wolves

Salamanders

Raven guard

Alpha legion

However after the council of Nicaea, only the thousand sons may use librarians with more than

one power per turn (expect special characters)

After the council all legions expect the thousand sons gain chaplains as a 0-1 elite choice which

does not take up a FOC slots. You may take between 1-3 chaplains per slot. The word bearers now

follow the rules stated above for their chaplains. However these along with the Reclusiarchs may

take marks of chaos from now on for the same amount of pts as a chaos lord.

Page 5: Legion Rules MK.ii

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The space marine legions were occasionally accompanied by some of the emperors elite units.

These include the Legio custodes and the sisters of silence. The custodian guard are the emperors

personal bodyguard, who when accompanied the legions showed that the emperor was personally

watching, making the legionaries fight even the harder, the sisters of silences are the guards of the

black ships, soldiers with the ability to block psykic abilities.

LEGIO CUSTODES SQUAD 750PTS

Unit type: infantry

WS BS S T W I A LD SV

Constantine valdor 7 7 5 5 3 5 4 10 2+

Custodian guard 6 6 5 5 2 5 3 10 2+

Unit contents: Constantine valdor and 9 custodian guards

WARGEAR: SPECIAL RULES:

-artificer armour

-guardian spear: this spear used

specially by the Legio Custodes

consists of a master crafted power

spear which gives +2 initiative

and causes instant death. and a

twin linked bolter with hellfire

rounds.

-frag & krak grenades

-bind grenades

SISTERS OF SILENCE 120PTS

Unit type: infantry

WS BS S T W I A LD SV

Sister superior 4 4 3 3 1 4 3 10 3+

Sister of silence 4 4 3 3 1 4 2 9 3+

Unit contents: sister superior and 4 sisters of silence

WARGEAR:

-power armour

-bolter

-Bolt pistol

-close combat

-frag & krak grenades

SPECIAL RULES:

The forces of terra

-fearless

-counter attack

-Furious charge

-combat squads

-eternal warriors

-feel no pain

-guardians of terra: any imperial unit within 18” gain +1 attacks

-the emperors bodyguard: when the emperor joins a squad of Legio custodes,

they gain the special rule ‘look out—arrgh’ in con

junction with the emperor.

-Constantine valdor has the independent character special rule.

-fearless

-counter attack

- psychic null: any physic power activated

or aimed at an unit within 12” of them.

Suffers a –4 to their leadership for taking

the test. The effects ALL physic tests for

both sides.

OPTIONS:

-may take up to 5 more sisters at 20pts each

-one in five sisters may take a special weapon:

-flamer 5pts -meltagun 10pts

-plasmagun 15pts -heavy flamer 15pts

-heavy bolter 10pts -multi-melta 20pts

-hand flamer 10pts -infernos pistol 10pts

-the sister superior may replace their bolter and/or close combat with:

-power weapon 15pts -relic blade 20pts

-thunder hammer 25pts

Page 6: Legion Rules MK.ii

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Legion I: dark angels

The Dark Angels have the honour of being the first Legion created by The Emperor. Like the other Primarchs, Lion El'john-son was lost while he was still in his infancy. He later turned up on the distant planet of Caliban, which bore some resemblance to early medieval Terra.

Caliban was made the home world of the Dark Angels and the whole of the Order moved to join the ranks of the Astartes. The first to be brought into the Legion in this way was Luther, who became Jonson's second-in-command, just as he always had been within the Order.

However, the Dark Angel's contributions to the Great Crusade had barely begun when the Lion sent Luther and a small contin-gent of Dark Angels back to Caliban, purportedly to garrison the world and increase the speed and quality of the training given to the Legion's recruits. Whatever the reason, the force sent back felt disgraced and rejected.

2

The Great Crusade, had to go on: there were countless human worlds that were still under the influence of Chaos or suppressed by the harsh rule of alien races. So it was that Jonson and many

of the Dark Angels continued on the Emperor's Crusade for the reunification of humanity while Luther was left behind in charge of the remainder of the Legion on Caliban. Lion El'johnson and his Legion performed well during the Great Crusade,

As Jonson's fame spread throughout the galaxy and reports of his great deeds and prowess in battle reached the Legion's home world, Luther felt robbed of his share of the glory. He wanted the fame and recognition that he felt he deserved as Jonson's equal. His role as planetary governor of some half-forgotten backwater world seemed more and more to him like an insult. The seed of jealousy and dissension that had been planted.

Special characters

Luther 200pts

WS BS S T W I A LD SV

5 5 4 4 4 5 4 10 3+

WARGEAR:

Frag &krak grenades

Power armour

Plasma pistol

Power weapon

Iron halo

Cypher 150pts

One company veteran may be upgraded to Cypher.

WS BS S T W I A LD SV

5 6 4 4 3 8 3 10 3+

WARGEAR:

Power armour

Master crafted Bolt pistol

Master crafted Plasma pistol

Frag & krak grenades

Power weapon

SPECIAL RULES:

And they shall know no fear

Stubborn

Gunfighter: may fire both pistols in the same shooting

phase

Divine protection: Cypher has a 3+ invulnerable save

SPECIAL RULES:

And they shall know no fear

Stubborn

Rites of battle

Bitterness: luther and any squad he joins has preferred enemy:

space marines

Independent character

Page 7: Legion Rules MK.ii

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Army special rules

All dark angel units replace ‘combat tactics’ with ‘stubborn’ USR

All dark angel units may re-roll failed armour saves against wounds caused by ‘gets hot’

All units use their codex: dark angels version if the unit doesn't appear in codex: dark angel then use its codex:

space marine form instead.

All plasma weapons cost 5pts less then stated

HQ

Chapter master

Honour guard

Captain

Command squad

master of the deathwatch

master of the ravenwing

luther

ELITES

0-1 Deathwing terminator squad (replaces fearless, with they shall know no fear and stubborn)

Dreadnought

Techmarines

Cypher

Company veterans squad

Sternguard veterans squad

0-1 venerable dreadnought

Contemptor dreadnoughts

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Assault squad

Ravenwing attack squadron

Ravenwing support squadron

Vanguard veteran squad

Scout bikers

Jetbike squadron

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Dark angels army list

Page 8: Legion Rules MK.ii

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Legion III: emperor’s children

The Legion's history begins with the descent of their Primarch Fulgrim to the resource-poor world of Chemos, where strict rationing and improvisation were necessary to sustain life. It was decided to spare the infant and when Fulgrim grew to manhood he set about reviving his dying world. Old technology was restored, lost areas reclaimed, and the people of Chemos were able to spend time on art and culture. Fulgrim took pride in this, as he harboured a love of perfection in all things.

When the Emperor first arrived on Chemos, Fulgrim swore fealty to him instantly, and was placed at the head of his Legion. An accident had destroyed nearly all of the Emperor's Children's gene-seed, leaving only a tiny force of 200 Marines. Fulgrim addressed them upon their first meeting, stating that they would go out into the Gal-axy and spread the wisdom of the Emperor. "We are His children," the Book of Primarchs relates he told them, "Let all who look upon us know this. Only by imperfection can we fail him. We will not fail!" The 3rd Legion were named the Emperor's Children from that day, and the Emperor also bestowed on them the right to bear the Impe-rial Eagle upon their armour, the only Legion allowed to do so. As they were so few in number, the Emperor's Children were placed under the command of the Primarch Horus of theLuna Wolves until

they were a large enough formation to crusade independently. Horus and Fulgrim grew close to one another, with eventual dire consequences for theImperium.

Swollen by new recruits drawn from Chemos and Terra, the Emperor's Children finally mustered the strength to undertake a crusade alone, and Fulgrim proudly led his warriors into the unknown. From the growing ranks of his Legion, Fulgrim selected a few individuals, the bravest, strongest and noblest, to become Lord Com-manders, each given authority over the Company commanders. Fulgrim taught the Lord Commanders per-

sonally, taking care that they were worthy of the honour of being the representatives of the Emperor.

Special characters

Captain Lucius 150pts

WS BS S T W I A LD SV

7 5 4 4 3 5 3 10 3+

WARGEAR:

Frag &krak grenades

Power armour

Bolt pistol

Power weapon

Combat shield (5+ invuln sv)

Fabius bile 125pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Power weapon

Frag & krak grenades

Xyclos needler

SPECIAL RULES:

And they shall know no fear

Independent character

Xyclos needler:

range: 18” str: X AP:6 assault3, poisioned (2+)

orders

SPECIAL RULES:

And they shall know no fear

Orders

Rites of battle:

Duellist: may re-roll to hit against independent characters and monstrous creatures.

Lucius also gains a 4+ invuln save in close combat

Independent character

Page 9: Legion Rules MK.ii

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

Emperors children units do not have ‘combat tactics’

Sergeants may take ‘glaive encarbines’ for 15pts each

HQ characters may issue up to 2 orders per turn. (using normal codex: imperial guard rules). Unit sergeants may

issue a single order to their own squad once per game.

HQ

Lord commander (chapter master)

Honour guard

Captain

Command squad

Lord commander Lucius

ELITES

0-1 terminator squad

Dreadnought

Techmarines

Sternguard veterans squad

0-1 venerable dreadnought

Fabius bile

Contemptor dreadnought

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Assault squad

Vanguard veteran squad

Scout bikers

Attack bike squadron

Bike squadron

Jet bike squadron

Land speeder squadrons

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

ORDERS:

HQ choices have a command radius of 18”

bring it down! Works per codex: imperial guard

Fire on my target! Works per codex: imperial guard

Fire rank fire! Second rank fire! Works per codex: imperial guard but replaces ‘lasguns’ with bolters/

boltpistols/heavy bolters

Move! Move! Move! Works per codex: imperial guard

Emperors children army list

Page 10: Legion Rules MK.ii

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Legion IV: Iron Warriors

Almost immediately upon being placed under the command of their Primarch, Perturabo, the legion found itself being plunged into a seemingly never-ending series of campaigns. Immediately after completing the training of their first batch of recruits from Olympia, the legion went to war against the Black Judges of the nearby world of Justice Rock.

Quickly recognised as experts in the art of siege warfare, the Iron Warriors were regularly called upon to exercise their skills in crack-ing open enemy defences. Switched from one combat zone to an-other, the legion also found itself constantly diminishing in active crusading size as units from it were detached to act as garrison troops watching over worlds in the process of Compliance. The most famous of these garrisons was that of the Iron Keep on Delgas II, where one 10-man squad of Iron Warriors watched over a disgrun-tled population of 130 million. It is unknown why the Iron Warriors were so often selected for such assignments, or why Perturabo al-ways accepted such orders without protest, but it is supposed that it began to inflict serious damage to the legion's morale. This growing disillusionment would eventually translate into a tragic explosion of

despair and rage as the Iron Warriors learned that their own home world, Olympia, had revolted against Impe-rial rule. Briefed on the situation by the Warmaster Horus himself, Perturabo drew his legion away from the extermination campaign they were waging upon the Hrud and led them homewards, falling upon the world with no mercy. The planet was battered into submission, with over 5 million of the inhabitants killed. In the af-termath, the legion as a whole seemed aghast at their actions, aware that they had committed an unforgivable atrocity. However, before word of their actions could get out to the other arms of the Imperium, they once again received orders to move into action. This time it was to move to the Isstvan system; the Horus Heresy had begun.

Special characters

1st company commander Forrix 185pts

WS BS S T W I A LD SV

5 5 4 4 3 5 3 10 2+

WARGEAR:

Frag &krak grenades

Terminator armour

Twin linked bolter

Lighting claw

Siegemaster Dradenor 150pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & krak grenades

Twin linked bolter

Power weapon

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Time on target: the iron warriors player may re-roll a

single reserve roll per turn and may re-roll the dice for

how many shots a firestorm gets (see planetsrike)

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Arsenal: has a orbital bombardment and the controlling player

may re-roll the scatter dice of a single ordnance weapon per turn

Page 11: Legion Rules MK.ii

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Army special rules

All units use their FW ‘siege assault vanguard’ version unless the unit does not appear in that codex.

All iron warriors have the ‘tank hunter’ USR instead of ‘combat tactics’

Iron warrior units are fearless when playing as the attacker in scenarios which have attackers and defenders

HQ

chapter master

Honour guard

Captain

Command squad

Master of the forge

Master of siege

1st company commander Forrix

Siegemaster dradenor

ELITES

0-1 terminator squad

0-1 terminator assault squad

Techmarines

Sternguard veterans squad

Contemptor dreadnought

TROOPS

Tactical squad

Scout squad

Dreadnought siege talons (all normal/venerable /ironclad/siege dreadnoughts allowed)

FAST ATTACK

Assault squad

Vanguard veteran squad

Attack bike squadron

Bike squadron

HEAVY SUPPORT

Devastator squad

Predator squadron

Whirlwind squadron

Thunderfire cannon battery (1-3)

Ordnance battery (codex: imperial guard, vehicles have BS4 due to having space marine crew)

DEDICATED TRANSPORT

Rhinos

Land raider

0-1 land raider Prometheus

Iron Warriors army list

Page 12: Legion Rules MK.ii

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Legion V: white scars

By the time the 5th Legion was united with their Primarch Jaghatai Khan,

he had united the fierce tribes of his home world Mundus Planus. The As-tartes adopted the facial ritual scars of the Talskar tribesmen and renamed

themselves "White Scars".

Following the vision of the Emperor of a united mankind, the Khan de-parted, allowing many of his loyal tribesmen to join the Legion.

The White Scars fought many bloody battles during the Great Crusade and under Jaghatai Khan they became infamous for their fast attacks and hit-and-run assaults.

Jaghatai Khan and his Legion had spent several years in a campaign against the Orks of the Chondax System when news about the betrayal of Horus and the Drop Site Massacre arrived. They were urged by Rogal Dorn to return to Terra

The Khan was contacted by Leman Russ who had just returned from Prospero and offered him to join forces. Horus however had antici-

pated this and had sent the Alpha Legion who launched an assault on Russ' outnumbered Space Wolves.

Although he despised leaving the Space Wolves on their own, Jaghatai Khan followed Dorn's urgent request to retreat to Terra immediately rather than engaging in a costly battle against the Alpha Legion.

During the siege of the Emperor's Palace the White Scars fought alongside the Blood Angels and Imperial Fists against the traitors. They launched several hit-and-run assaults and together with remnants of the 1st Terran Tank Division and several Imperial Infantry Regiments they successfully harassed the enemy supply lines on Lions Gate spaceport.

Special characters

1st company captain Jubal Khan 200pts

WS BS S T W I A LD SV

5 5 4 4(5) 3 5 3 10 2+

WARGEAR:

Frag &krak grenades

Artificer armour

Bolt pistol

Jetbike (under slung plasma cannon)

Thunderhead: master crafted two handed power

weapon which gives +2 strength and initiative on

the charge.

Captain Rangtai (land speeder) 150pts

ARMOUR

BS F S R

5 11 11 10

Vehicle: fast, open top

WARGEAR:

Multi melta

Heavy flamer

SPECIAL RULES:

Rites of battle (LD10)

Jink: Rangtai’s land speeder always has a 5+ cover save and gains

a 1+ to any batter cover saves caused by turbo boosting or by being

obscured when rolling on the vehicle damage chart roll two dice and

that the lowest.

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Hit and run

Marauder: all white scars units may scout D6” units

which already have scout add this on to the distance they

can move. This move ignores difficult/dangerous terrain.

Page 13: Legion Rules MK.ii

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All white scars have the ‘outflank’ USR instead of ‘combat tactics’ including vehicles

All rhino based vehicles are ‘fast, tank’

All characters may take bikes for 5pts less than stated.

All white scars units with bikes or land speeders have the ‘skilled rider’ USR

HQ

chapter master

Honour guard

Captain

Command squad

Master of the forge

Jubal Khan

Captain Rangtai

ELITES

0-1 terminator squad

Techmarines

Sternguard veterans squad

Attack bike squadron

TROOPS

Tactical squad

Scout squad

Bike squadrons

FAST ATTACK

Assault squad

Vanguard veteran squad

Land speeder squadron

Jetbike squadron

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

White scars army list

Page 14: Legion Rules MK.ii

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Legion VI: Space Wolves

Primarch Leman Russ grew up on the distant planet of Fenris, a snow-covered world inhabited by primitive, warlike tribes of humans. He was raised by a pack of the massive Fenrisian Wolves that prowl the snowy lands.

The Emperor travelled to Fenris having heard word of the exploits of Leman Russ realising that they could only be the work of a Primarch. At first Leman Russ refused to pay him homage, going as far as challenging him.

The challenges consisted of three different contest, one being eating, the other drinking, and the third being a fist-fighting one. Russ managed to beat the Emperor at both eating and drinking, but the third challenge was more to the Emperor's liking. the Primarch suddenly launched a furious attack. This very challenge proved to the Emperor that this was indeed one of his sons, Russ fighting with outstanding speed and power. the Emperor stopped holding back and quickly found an opening in Leman Russ' de-

fences. The Emperor raised his power fist, knocking the Primarch out with a single blow that would have killed a lesser man. Leman Russ awoke later and admitted defeat and swore loyalty to the Emperor.

He fought well during the Great Crusade, gaining the reputation as a cunning and fierce, as well as slightly unstable, warrior and leader. During a pacification war, the Dark Angels aided the Space Wolves, and the leader of this particular planet insulted Leman Russ's honour, and so he wanted to defeat the leader person-ally for the insult. The Dark Angels and Space Wolves, both led by their prospective Primarchs assaulted the tower where the leader was. Leman Russ burst into the throne room just in time to see Lion El'Jon-son beheading the leader. Angry that the honour was not his, Leman Russ marched up to the Lion and punched him in the jaw. Russ saw how immature their squabble was and started laughing. Lion El'Jonson took this as Russ mocking him and punched Leman Russ into unconsciousness before leaving the planet with his legion. This led to a bitter feud between the Legions (and subsequent Chapters), which lasts to this day

Special characters

Bjorn, wolfguard 165pts

WS BS S T W I A LD SV

5 5 4 4 2 4 3 9 3+

WARGEAR:

Frag &Krak grenades

Power armour

Bolt pistol

Frost axe

Wolftooth necklace

Belt of Russ

Dolmar Gunnarrsson 200pts

WS BS S T W I A LD SV

5 5 4 4 3 5 4 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Power fist

SPECIAL RULES:

And they shall know no fear

Independent character

Acute senses

Counter attack

SPECIAL RULES:

And they shall know no fear

Independent character

Acute senses

Counter attack

Fated for a long life: if Bjorn is slain, lay him down on his side. At the end of the

turn, roll a D6, on a 3+ he gets back up with 1 wound left, this can happen more

than once, Bjorn only concedes a kill point if he is dead at the end of the game.

Fang of morkai

Mark of the wulfen

Wolf tail talisman

Wolftooth necklace

4 Fenrisian wolves

-may take up to 4

more at 10pts each

Page 15: Legion Rules MK.ii

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Army special rules

All units use their codex: space wolves versions unless the unit does not appear in that codex.

Units that do not appear in codex: space wolves gain ‘acute senses’ and ‘counter attack’ USRs as standard.

HQ

Wolf lord

Wolf guard battle leader

Rune priest

Wolf priest

Ragnar blackmane

Njal Stormcaller

Bjorn (wolfguard)

Urlik the slayer

Dolmar Gunnarrsson

ELITES

Wolf guard

Arjac, rockfist, the anvil of Fenris

Iron priest

dreadnought

Contemptor dreadnought

Lone wolves

Wolf scouts

TROOPS

Grey hunters

Blood claws

Lukas the trickster

FAST ATTACK

Skyclaw squad

Swiftclaw squadron

Land speeder squadron

Jetbike squadron

Thunderwolf cavalry

HEAVY SUPPORT

Long fang squad

Predator

Whirlwind

Leman Russ exterminator squadron

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Space wolves army list

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Legion VII: imperial fists

The Imperial Fists were formed on Terra, where the they earned their first battle honour, 'Roma.' The Legion had the benefit of being united with their Primarch shortly after their formation, while their character had yet to take shape and as much as 70% of their ranks were still aspirants. As result, the Imperial Fists and Rogal Dorn developed as servants of the Imperium together, forming an unbreakable bond based upon the common desires for self-discipline and total commitment to order found in Dorn's temperament and the gene-seed of the Legion.

In prosecuting the Great Crusade, the Imperial Fists acted as the strategic reserve of the Emperor's forces and served as his personal Praetorians. As a strategic reserve force, the Legion rapidly deployed between battlefields, characteristically employing siege and defensive warfare as the situation required, specialising in each. As siege specialists, the Legion functioned as an assault formation, often deciding the outcome of campaigns. As defen-sive specialists, the Legion was commonly tasked to defend strategic posi-tions and defeat enemy breakthroughs.

In fact, Horus once remarked to Dorn

that "if I ever laid assault to a bastion possessed by you... then the war would last for all eternity, the best in attack matched by the best in defence. The Legion also possessed special skills in urban warfare.

The Imperial Fists were so effective in their role during the Great Crusade that the Legion accumulated a record second only to that of the Luna Wolves.

As a proud testament to their accomplishments, battle hon-

ours were displayed for kilometres in a gallery aboard the Phalanx. however, the Imperial Fists' record also included developing hostile relationships with other Legions. Most notably, the Imperial Fists maintained a bitter rivalry with the Iron Warriors, which was largely the result of both Legions sharing similar combat spe-cializations.

Special characters

Sigismund 185pts

WS BS S T W I A LD SV

5 5 4(6) 4 3 5 3 10 2+

WARGEAR:

Frag &Krak grenades

Artificer armour

Bolt pistol

Sword of champions: master-crafted

power weapon which gives him +2

strength (included above)

Storm shield

Captain Navarra 160pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 2+

WARGEAR:

Terminator armour

Twin linked Bolter

Power fist

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Teleport master: Navarra and any terminator squad he joins will not scatter when deep

striking. They may also charge on the turn they arrive on a 4+ (roll when they try to

charge)

SPECIAL RULES:

fearless

Independent character

Rites of battle

Eternal warrior

Ritual challenge: Sigismund may challenge a single independent

character in the same combat, swap models to put them in base

contact. They fight each other and no other models make attacks.

this combat resolution is used for determining the overall winner

of the combat

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All imperial fists gain the ‘stubborn’ USRs as standard.

Any army of imperial fists gain a single extra ‘bolster defences’, so they may bolster a single building in an army

with no Techmarines or master of the forge, and then an extra building for each that they have.

Imperial fists units may automatically pass pinning tests while playing at the defender in missions where attacker

and defenders are used.

HQ

Chapter master

Honour guard

Captain

Command squad

Captain Lysander

Master of the forge

Sigismund

Captain Navarra

ELITES

Sternguard veteran squad

Techmarines

dreadnought

Contemptor dreadnought

Ironclad

Terminator squad

0-1 terminator assault squad

TROOPS

Tactical squad

Scout squad

FAST ATTACK

assault squad

Bike squadron

Land speeder squadron

Jetbike squadron

Vanguard veterans

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Land raider Achilles

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Imperial fists army list

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Legion VIII: Night Lords

After his discovery by the Emperor, Konrad Curze underwent a period of train-ing under the tutelage of Fulgrim, Primarch of the Emperor's Children, who introduced him to not only wider military stratagems, but also Imperial culture, specifically that of Terra itself. Following this period, Curze was placed at the head of his legion, who are known to have adapted to his philosophies quickly and with diligence, as well as intelligently transforming the Primarchs beliefs into military tactics. Curze's experiences upon Nostramo in his self-appointed role as the Night Lord had instilled in him the philosophy of terror, whereby he

had inspired obedience to the law by fear of extreme punishment. This societal philosophy translated into the military tactics of swift, sudden and decisive strikes often carried out to excess, as well as making sure the enemy knew who had hit them. The Night Lords therefore developed a practice of regularly using excessive force to defeat their enemies, as well as publicising these ac-tions so that other potential transgressors would be well aware of what could happen to them should they break faith with the Imperium.

This approach made the Night Lords well-suited for dealing with worlds brought into the Imperium during the Crusade who were subsequently lax in achieving full compliance, or who even threatened to rebel. They were heavily utilized as a force that solidified the Imperiums grip after initial pacification was achieved; as this sort of endeavour mirrored what Curze did as the Night Haunter on Nostramo, the Night Lords excelled at reinforcing the Emperor's will - through fear. To increase their effective-ness in this regard, Curze encouraged the Night Lords to decorate their power armour with death imagery. The legion soon gained a tremendously terrifying reputation, one that would cause many planetary rulers to immediately make good any outstanding tithes, make sure Imperial laws were being followed and sometimes would entirely stop an incipient rebellion at the mere rumour of Night Lord retaliation.

While it may be possible that the Emperor tacitly or even secretly authorized the Night Lords' excessive tac-tics, the legion was eventually questioned over its increasingly extreme sanctioning of Imperial citizenry, espe-cially by some of the other Primarchs, a brotherhood that Curze had never felt a part of. Apart, that was, from Fulgrim.

Special characters

Talos, 10th company apothecary 125pts

WS BS S T W I A LD SV

5 4 4 4 2 4 3 10 3+

WARGEAR:

Frag &Krak grenades

Power armour

Bolt pistol

Narthecium

Power weapon

Zso Sahaal first captain 145pts

WS BS S T W I A LD SV

6 5 4 4 3 4 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Iron halo

Power weapon

SPECIAL RULES:

And they shall know no fear

Independent character

Red thirst

Rites of battle

Infiltrate (plus squad)

SPECIAL RULES:

And they shall know no fear

Independent character

Red thirst

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Army special rules

All units use their codex: blood angel versions unless the unit does not appear in that codex.

All night lords gain the ‘night vision’ and ‘move through cover’ USRs as standard.

All night lords units lose ‘combat tactics’

Due to their specialist abilities in dense city fighting, night lords gain an extra CoD stratagem.

The night lords may infiltrate D3 infantry units.

Ignores the jump pack restriction.

Night lords may re-roll dangerous terrain tests caused by taking off or landing in difficult terrain with jump packs.

HQ

Chapter master

Honour guard

Captain

Brother captain Tycho

Commander Dante

Zso sahaal captain of the first company

ELITES

Talos, 10th company apothecary

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator squad

0-1 terminator assault squad

TROOPS

Tactical squad

Scout squad

assault squad

FAST ATTACK

Bike squadron

Land speeder squadron

Jetbike squadron

Vanguard veterans

Purgatio predator (Baal predator with flamestorm cannon option only)

HEAVY SUPPORT

Devastator squad

dreadnought

Predator

Whirlwind

Skyraptor (Stormraven)

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Night lords army list

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Legion IVX: Blood Angels

The Blood Angels were created from the genetic material of their Primarch Sanguinius. As with all of the Primarchs, Sanguinius was genetically engi-neered to be a supreme super-soldier but was cast into the warp during his infancy along with his brothers, and found on the nuclear-blasted moon of Baal Secundus. Sanguinius was affected by the warp, and when he was found by one of the few unmutated human tribes on Baal, he had a pair of angelic wings growing from his back. As he matured quickly, he was able to use his superhuman powers and abilities to unite the humans of Baal against the mutants and become their leader.

When the Emperor found Baal in his search for the twenty Primarchs, San-guinius immediately recognized him for who he was and bent down on his knee, pledging his service. In this, Sanguinius was one of the few Primarchs who did not challenge the Emperor upon their reunion. The Emperor then took Sanguinius and a number of his best warriors and placed him in command of the Blood Angels Space Marine Legion.

During the Great Crusade, the Blood Angels became known as being excellent shock assault troops, and formed a rivalry with the similarly assault-oriented World Eaters Legion. Sanguinius was reputed to have had some form of psychic powers, principally the gift of foresight. During the Horus Heresy, the Blood Angels were one of the few Legions who fought alongside the Emperor during the Battle of Terra. When Horus lowered the shields of his battlebarge, and the Emperor teleported aboard the ship, Sanguinius was with him.

The noble Primarch became separated from the Emperor, and came across Horus alone. The Warmaster tried to sway Sanguinius, to turn him to Chaos, but the Angel-winged warrior refused. Horus slew Sanguinius, as the Primarch knew he would. He had foreseen his death, and yet still engaged the Arch-Heretic, knowing he would die. This has endowed many of the Blood Angel's beliefs with a deeply mystical streak. Sanguinius' violent death left a strong psychic imprint on his Legion, since they partially share his DNA.

Special characters

Azkaellon 225pts

WS BS S T W I A LD SV

6 6 5 4 3 5 5 10 2+

WARGEAR:

Frag &Krak grenades

artificer armour

Angelus boltgun

Glaive encarmine

Jump pack

Iron halo

Vineum 170pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

2master crafted Bolt pistols

Frag & Krak grenades

Iron halo

Jump pack

SPECIAL RULES:

And they shall know no fear

Independent character

Red thirst

Rites of battle

Descent of angels

Pistoleer: Vineum can shoot both pistols in the shooting phase. If he stays sta-

tionary he may fire twice. He counts as having a power weapon in close combat

SPECIAL RULES:

And they shall know no fear

Independent character

Red thirst

Descent of angels

Heroic intervention (carries over to squad)

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Army special rules

All units use their codex: blood angel versions unless the unit does not appear in that codex.

All blood angel units with jump packs who are deep striking may perform a ‘heroic intervention’ but they must

scatter 2D6” rather than their normal D6”

Due to their specialist abilities in jump infantry, blood angels automatically pass dangerous terrain tests for jump-

ing out/into difficult terrain. This test must be taken normally if the terrain is dangerous normally.

This legion ignores the jump pack restriction

HQ

Chapter master

Honour guard

Captain

Brother captain Tycho

Commander Dante

Azkaellon

Vineum

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator squad

0-1 terminator assault squad

Sanguinary guard

Furioso dreadnoughts

TROOPS

Tactical squad

Scout squad

assault squad

FAST ATTACK

Bike squadron

Land speeder squadron

Jetbike squadron

Vanguard veterans

Baal predator

HEAVY SUPPORT

Devastator squad

dreadnought

Predator

Whirlwind

Stormraven

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Blood Angels army list

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22

Legion X: Iron Hands

The early history of Ferrus Manus is chronicled in the folklore of Medusa. The most popular of these tales is the Canticle of Travels, which details the trials of Ferrus Manus and his ordeal with theGreat Silver Wyrm known as Asirnoth. The Canticle is the only tale that even attempts to explain the mystery of how Ferrus Manus came by his living metal hands. When the Emperor took Manus to become the leader of the Iron Hands Space Marine Legion, the Primarch

altered his position and became an avid believer and ruthless practitioner of the Emperor's Great Crusade to unite Mankind.

The Iron Hands have a reputation for being relatively straightforward and in-credibly harsh. In the Battle of Thranx, for example, the resources of several depleted clan-companies were pooled for a full frontal assault using five Land Raiders against a facility bristling with anti-tank defenses that had made a mockery of previous attempts with whole armored companies; in the retaking of the Contqual Subsector,

Additionally, the Iron Hands are infamous for their extensive use of bionics.

After the Heresy, when the Legions were reorganized into Chapters, the Iron Hands became recluses, at-tempting to find ways to make themselves even stronger so that they would be fit for serving under Manus again at the end of times. To this end they have made it a practice to make extensive use of bionic modifica-tions, going so far that there are rumors of some battle brothers being wholly mechanical. The Iron Hands also eschew the traditional office of Chaplain in favor of their Iron Fathers, specially trained Techmarines who serve to protect the faith of their brethren; some outsiders view this as well as the Iron Hands' ties to the Adeptus Mechanicus as an unhealthy relationship.

Special characters

The Iron farther 190pts

WS BS S T W I A LD SV

5 5 6 6 5 5 5 10 2+

UNIT TYPE: Monstrous creature

WARGEAR:

Nemesis armour: gives the user

2+ strength, toughness and

wounds (included above)

Iron halo

Thunder hammer

Twin linked combi-flamer

Digital weapons

first captain Gabriel Santar 200pts

WS BS S T W I A LD SV

5 5 5 4 3 4 3 10 2+

WARGEAR:

Artificer armour

Bolt pistol

Frag & Krak grenades

Power weapon

Iron halo

Servo-harness

bionics

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Blessing of the Omnissiah

Touch of the Omnissiah: if Gabriel starts the game attached to a

squad then the whole squad gains bionics for free. This upgrade is

for the whole game and can not be swapped or removed

SPECIAL RULES:

And they shall know no fear

Armoured might: may strike with his thunder hammer at normal intuitive

value

fleet

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

Any iron hand unit may take ‘bionics’, this gives the unit ‘feel no pain’ for 3pts a model

All iron hands units replace ‘combat tactics’ with the ‘fearless’ USR

HQ

Chapter master

Honour guard

Captain

Command squad

Master of the forge

First captain Gabriel santar

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator squad

0-1 terminator assault squad

Dreadnought

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

assault squad

HEAVY SUPPORT

Devastator squad

0-1 land raider Achilles

Predator squadron

Whirlwind squadron

Thunderfire cannon battery

The Iron farther

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Iron hands army list

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Legion XII: World Eaters

The Speculum Historiale describe the first years of the World Eater primarch Angron as less than blissful. He was stranded on a technologically advanced planet with a poor and downtrodden population ruled over by an elite class of nobles. The most popular form of entertainment for the masses was gladiato-rial duels between cyber-enhanced warriors, and destiny had it that one of the gladiator slavers would find the young Primarch. Angron was mortally wounded when he was discovered, almost killed by alien warriors thought to be Eldar trying to stop the Primarch before he could turn to Chaos.

Angron survived, and over the next years would become the greatest gladia-tor the planet had ever seen. A discontent one, having plotted his escape for years he finally led his fellow warriors in an armed revolt. A revolt doomed to fail, however, as the newly arrived Emperor warned him, for the forces under the nobles vastly outnumbered the gladiator band. Angron with his martial pride refused to listen to or receive aid from his father. The Emperor did not accept this, and teleported Angron to his Battle Barge the night before the last battle. The gladiatorial army was slaughtered to a man and Angron's honour was blemished. It is said he never forgave his father for the incident.

The Legion was already active by the time Angron joined them They would soon be influenced by Angron's thirst for battle, amplified by the use of psycho surgery similar to that Angron had received during his gladiator training. These implants turned the already fierce Space Marines into frenzied berserkers so feared that whole systems would eventually surrender rather than face them in battle. The technology was unstable, however and was forbidden by the Emperor after the Ghenna Scouring, in which the World Eaters wiped out an entire planet during one night.

Special character

Khârn 175pts

WS BS S T W I A LD SV

6 5 4 4 3 5 4 10 2+

WARGEAR:

Frag &Krak grenades

power armour

Iron halo

Gorechild: Khârn’s close

combat attacks always hit on

a 2+ and is treated as a

power weapon. Against ve-

hicles adds an extra D6 to-

wards kharns armour pene-

tration rolls

Plasma pistol

SPECIAL RULES:

And they shall know no fear

Independent character

Rage

Furious charge

Feel no pain

Berserker: Khârn has a 5+ invulnerable save

Ehren Gak 185pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 9 2+

WARGEAR:

Frag &Krak grenades

Power armour

Iron halo

Power weapon

SPECIAL RULES:

And they shall know no fear

Independent character

Furious charge

Eternal warrior

Ambush: gak and any infantry squad he joins may infiltrate. Additionally he

and his squad may deploy first instead of rolling a dice.

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Army special rules

All units use their codex: blood angels versions unless the unit does not appear in that codex.

All units gain the red thirst on a 4 or less rather than just a 1.

HQ

Chapter master

Honour guard

Captain

Khârn

Ehren Gak

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator assault squad

Dreadnought

TROOPS

Tactical squad

Scout squad

Death company

Death company dreadnought

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

assault squad

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

World Eaters army list

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Legion XIII: Ultramarines

As a First Founding Chapter, the Ultramarines have a long history dating back to before the Horus Heresy. When the Emperor landed on Macragge and met Roboute Guilliman, Roboute instantly recognized him and readily took com-mand of the Ultramarines. During the Great Crusade, the Ultramarines won countless victories, greatly expanding the realm of the Imperium. Due to Roboute's tactical genius and brilliant administration skill, he ensured that all the worlds he took were left more prosperous than before and thus able to contribute to the Imperium.

Before Horus declared his treachery against the Emperor, he had ordered the Ultramarines Legion to go to the Veridan System in Segmentum Tempes-tus far to the galactic south, claiming that the system was under attack by an Ork invasion force from the Ghaslakh Empire. Roboute Guilliman com-manded his troops to depart at once and set course for Ultramar, so he could meet up with more of his forces and obtain supplies. Ultramar was close enough for an assault against Veridan, so Roboute ordered his Legion to as-semble in the Calth System.

As Roboute and his fleets arrived at Calth, they knew something was wrong, because none of their Astropaths could get messages through the Warp and the storms were interfering with the navigation of their ships; they were blocked from the rest of the Imperium. It was at this moment that the traitor forces of the Word Bearers Legion attacked, rendering the Ultramarines unable to participate in much of the Battle for Terra.

Upon learning of the treachery, Roboute immediately set course for Terra, destroying Chaos reinforcements along the way, but arrived after the war had already been won. Because of this, the Ultramarines were one of the few Legions at full strength; thus, Roboute and his Ultramarines bore much of the burden of holding the Imperium together against aliens and Chaos forces in the aftermath of the Heresy. During this time, the Ultra-marines recruited heavily from their home world and eventually counted for over half of the Loyalist Marines. Around a decade after the Heresy ended, the Imperium finally reached a point of stability.

Special characters

Marius Gage 200pts

WS BS S T W I A LD SV

5 5 4 4 3 5 4 10 2+

WARGEAR:

Frag &Krak grenades

Terminator armour

Master-crafted power weapon

Twin-linked bolter

Adamantlum mantle

Lucius Mysander 150pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

Plasma pistol

Frag & Krak grenades

Power fist

Iron halo

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

Rites of battle

Noble: while mysander is on the board, all ultramarine tactical

squads may re-group regardless of all restrictions.

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

Rites of battle

Resolute: ultramarine units within 6” of gage may choose to pass

or fail any leadership tests this includes units that are fearless

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

HQ

Chapter master

Honour guard

Captain

Command squad

Captain Cato Sicarius

Lucius Mysander

Marius Gage

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator assault squad

Dreadnought

Terminator support squad

TROOPS

Tactical squad

Scout squad

Scout sergeant Telion

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Assault squad

Scout bike squad

Jetbike squadron

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Ultramarines army list

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28

Legion XIV: Death Guard

When Mortarion was found by the Emperor upon the troubled world of Barba-

rus, he was swiftly given control of his Legion. Upon first seeing them he told

them, "You are my unbroken blades. You are the Death Guard." The Legion's

name was then changed in accordance with this decree, and Mortarion's

words engraved above the airlock door of the Battle Barge Reaper's Scythe in

honour of the moment. Their armour's colour was changed, and whilst their

main armour remained unpainted, the trim colour became dark green.

Before the Horus Heresy, the Death Guard differed from the other 17 known

Legions in that they had only seven Great Companies, although these held far

more men than those of other Legions such as the Ultramarines or Space

Wolves. There were three privileged titles held by captains of the Death

Guard. The captain of the First Company was known as the First Captain, the

captain of the Second Company was known as Commander, and the captain

of the Seventh Company was known as Battle-Captain.

The Death Guard tended to be organised into units of foot-slogging infantry, rather than mechanised squads.

Mortarion ensured that his men were well-equipped and highly-trained. He also ensured that they could fight in

almost any kind of atmosphere, and placed little emphasis on specialised units using jump packs or bikes. The

Death Guard did not have dedicated Assault and Tactical Squads. Every Marine was equipped with a bolter,

bolt pistol and close combat weapon and told to fight with whatever weapon circumstance dictated. The Le-

gion was also well known for its use of Terminator Armour. Possibly as a result of this, the Death Guard were

highly successful at high-risk boarding and close-quarter operations such as space hulk clearance.

Special characters

Captain Nathaniel Garro 170pts

WS BS S T W I A LD SV

5 5 4(5) 4 3 5 3 10 2+

WARGEAR:

Frag &Krak grenades

artificer armour

Bolter

Bolt pistol

Libertas: this is a master crafted power

sword which adds +1 strength

Typhon 200pts

WS BS S T W I A LD SV

5 5 4(5) 4(5) 3 5 4 10 3+

WARGEAR:

Terminator armour w/ built in stormshield

Twin linked Bolter

Manreaper: this is a two handed master-crafted

power weapon which gives a +1 strength which

always wounds on at least a 4+.

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

Rites of battle

Pure of heart: once per game Garro may use a single ‘act of faith’ of

his choice. Per turn Garro automatically passes the test to activate it.

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All death guard have a close combat weapon in addition to other wargear (unless they already have one)

All death guard will automatically pass leadership and pinning tests caused by shooting attacks

HQ

Chapter master

Honour guard

Captain

Command squad

Captain Nathaniel Garro

Deathshroud bodyguard (see below for details)

Typhon

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator assault squad

Dreadnought

Terminator support squad

TROOPS

Tactical squad

Scout squad

FAST ATTACK

0-1 Bike squadron

Land speeder squadron

0-1Vanguard veterans (no jump packs)

0-1Assault squad

HEAVY SUPPORT

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Deathshroud bodyguard

stat line of GK paladin

Special rule list of normal space marine with the addition of ‘look out sit– arrgh’ when acting as mortarions body-

guard , from codex: imperial guard

Equip with terminator armour and Manreaper. 45pts each

Death Guard army list

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Legion XV: Thousand Sons

While most details of how the Thousand Sons were organised before the coming of Magnus is not currently known, it is recorded that they were not considered particularly different from a typical Legiones Astartes apart from their psychic abilities (which resulted in the legion possessing the most powerful Librarians of the era). When Magnus took command, his directions (influenced by his development on Prospero, as well as Prosperine culture itself) would cause some organisational and hierarchial changes within the legion. Chapters were referred to as Fellowships within the Thousand

Sons and the most of these the rebuilt legion was ever able to field num-bered 10. However, at the conclusion of one particularly bloody campaign, the Thousand Sons had lost almost 900 Astartes, effectively wiping out an entire Fellowship. Rather than rebuild it, Magnus decided to reorganise and maintain the legion as one of 9 Fellowships, an organisation he referred to as the Pesedjet. Two special units were created within the legion; the

elite Scarab Occult Terminators and the Hidden Ones of the Scout Auxillia. The legion's command structure was adapted to include Proserine phi-losphy in the form of the Rehati a second command-track in which the le-

gion's senior officers were ranked according to psychic ability and influence

The resurgent Thousand Sons brought their fair share of worlds into compliance with the Imperium of Man, and as such their main method of victory (diplomatic guile and trickery) was not questioned by the body Impe-rial. However, as the Crusade entered wilder regions of space, more and more hostile forces were encoun-tered that deployed powers similar to those that the psychic warriors of the Thousand Sons wielded. This event resulted in Mortarion once more raising his voice in condemnation of the Thousand Sons. This time he was joined by Leman Russ, whose long-held distrust of the legion came to a head after he witnessed the re-turn of the flesh-change in the Thousand Sons during a joint action on the world of Shrike.It was decided that the whole matter of Astartes employing psychic powers at all would be ruled upon. This event was known as the Council of Nikea, and at it the Emperor announced that no Astartes must ever again employ the use of psychic powers, upon pain of destruction visited upon them by the Emperor himself.

Special characters

Ahriman 200pts

WS BS S T W I A LD SV

5 5 4 4 3 5 3 10 3+

WARGEAR:

Frag &Krak grenades

artificer armour

Ademantium mantle

Black staff of ahriman: the black staff

counts as a runic weapon which gives

ahriman a 5+ invulnerable save

Phosis t’kar 170pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 2+

WARGEAR:

artificer armour

Bolter

Frag & Krak grenades

Runic weapon

SPECIAL RULES:

And they shall know no fear

Independent character

Eldritch adept: t’kar can use two psychic powers per player turn. And may make

two psychic shooting attacks, but they must both be aimed at the same target.

t’kar knows all psychic powers in codex: space marine

SPECIAL RULES:

And they shall know no fear

Independent character

Eldritch master: ahriman may use up to three psychic powers per

player turn, he may use more than one shooting psychic attack, but

they must be fired at the same target.

Ahriman know all the psychic powers in codex: space marine

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

After deployment roll 2D6 for each non-vehicle unit. If the result is 3 or less then a single model in the unit be-

comes a chaos spawn. This spawn follows all the rules from codex: chaos space marine. This rule represents the

flesh change.

HQ

Chapter master

Honour guard

Captain

Command squad

Librarian

Phosis t’kar

Ahriman

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

psyker squad

Scarab Occult terminator squad (GK paladins)

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Assault squad

Jetbike squadron

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

psyker squad: this squad consists of 3-10 librarians, these librarians may not be upgraded to ‘Epistolary’ and do not

have physic hoods . However individual librarians cost only 50pts each and may be attached to other squads, these

librarians are then treated as part of that squad for all purposes in the same way wolf guard can join other units. All

librarians purchased in this way lose their ‘independent character’ USR.

Thousand Sons army list

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32

Legion XVI: Luna Wolves/Sons of Horus

The Space Marines of the Luna Wolves legion were cre-ated using human stock taken from a planet called Cthonia. This planet allegedly existed in one of Terra's closest neighbouring systems. Being within reach even for non-warp spacecraft, Cthonia was so close to Terra that it appears that at least one Cthonian native was able to take part in the Unification Wars and then become one of the first Luna Wolves. Horus, the Primarch of the Luna Wolves, was the first of the Primarchs to be recovered by the Emperor, having been cast much closer to Terra than the others, and was found at a much younger age. As a result, Horus was for many years the Emperor's only son, and there was a great af-finity between them. The Emperor spent much time with his protege, teaching and encouraging him. Horus was soon placed in command of the Luna Wolves legion - ten thousand Space Marines created from his own genetic

code. With these warriors to lead, Horus accompanied the Emperor for the first thirty years of the Great Cru-sade,

At the conclusion of the Ullanor Crusade, the Emperor declared it the greatest victory yet for his mighty Im-perium and was said to bestow much praise upon the Luna Wolves and Horus for their part in the campaign. At the subsequent Triumph of Ullanor, the Emperor himself bestowed upon Horus the title of Warmaster, mak-ing him the supreme commander of the Emperor's forces. The Emperor also suggested, before he returned to Terra and left the rest of the Crusade to Horus, that Horus should rename his legion to cement his position as Warmaster. Increasingly concerned, however, with a belief that some of the other Primarchs and their Legions did not show him and his Wolves enough honour in their roles as the Warmaster and his personal Legion, Ho-rus, at the suggestion of Sanguinius eventually took up the offer made to him by the Emperor to change the name and iconography of Legion XVI. Shortly after the Interex campaign the Luna Wolves became the Sons of Horus.

Special characters

First Captain Abaddon 220pts

WS BS S T W I A LD SV

6 5 5 4 3 5 4 10 2+

WARGEAR:

Frag &Krak grenades

Terminator armour

Twin linked bolter

Master crafted lighting claw

Adamantium mantle

10th company captain Garviel Loken 165pts

WS BS S T W I A LD SV

6 5 4 4 3 4 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Power weapon

Bolter

Iron halo

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

Eternal warrior

Rites of battle

Pure of heart

SPECIAL RULES:

And they shall know no fear

Independent character

Combat tactics

Rites of battle

Speartip: any models wearing terminator armour in the same squad as Abad-

don has +1 attacks.

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

Luna wolves may re-roll their dice for deciding who goings fist.

HQ

Chapter master

Honour guard

Captain

Command squad

First captain Abaddon

10th company captain Loken

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator support squad

Terminator assault squad

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Assault squad

Jetbike squadron

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Luna Wolves/Sons of Horus army list

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34

Legion XVII: Word Bearers

The Primarch of the Word Bearers, Lorgar was discovered on a Feudal World namedColchis, which he had eventually unified in a series of brutal religious wars in response to his visions of the Emperor's coming arrival. When the Emperor did arrive, as Lorgar had foreseen, the Primarch dropped to his knee, leading the population of his world in rejoicing and worship of the Emperor as a god. At the conclusion of these festivities, the Emperor bade Lorgar take his best warriors and induct them into his Space Marine Legion and join him on the Great Crusade.

Lorgar was an unusually pious Primarch. While other Legions were rapidly conquering planet after planet, the Word Bearers proceeded much more slowly, as they would build temples and shrines in veneration of the Em-peror, who was also deemed the God of the Imperium by Lorgar, on each newly conquered planet. All forms of blasphemy and heresy that threatened the Emperor's realm, all manner of ancient scrolls, books, artworks and icons were burned and smashed before the advancing ranks of the Legion. In their place, vast monuments and cathedrals, all dedicated to the Emperor, were erected upon the mounds of dead of those who had resisted conver-sion. The greatest Chaplains of the Legion produced enormous works on the

divinity and righteousness of the Emperor, and Lorgar himself delivered countless speeches and sermons, converting millions to the Emperor with his words alone.

Despite being pledged to the Great Crusade for around a century, the Emperor had never once rebuked Lor-gar or his Legion for their zealous worship even though such doctrine clashed with the Emperor's Imperial Truth. However 43 years prior to the events of Isstvan V the Emperor brought his wrath to bear on the Word Bearers. The Emperor ordered the Ultramarines to utterly destory the city of Monarchia, a perfect city that was testament to all that Lorgar and the Word Bearers stood for. In the ashes of the city the entire Word Bearers legion gathered to be reprimanded by the Emperor, Roboute Guilliman and Malcador the Sigilite. The Legion in its entirety was forced to kneel in the ashes of their greatest achievement and repledge themselves to the Great Crusade and to the Emperor.

Special characters

Kor Phaeron 185pts

WS BS S T W I A LD SV

5 5 4 4 3 5 3 10 2+

WARGEAR:

Twin linked bolter

Terminator armour

Rosaries

Master crafted crozius

Erebus, the first chaplain 215pts

WS BS S T W I A LD SV

6 5 4 4 3 4 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Anathame: master crafted crozius that wounds on a 2+

rosaries

SPECIAL RULES:

Fearless

Independent character

Rites of battle

Litanies of hate

demagogue

SPECIAL RULES:

Fearless

Independent character

Rites of battle

Litanies of hate

Demagogue: all friendly space marines within 6” will automatically pass any

leadership based tests.

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Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All word bearer units are fearless

HQ

Chapter master

Honour guard

Captain

Command squad

Reclusiarch

Kor Phaeron, master of the faith

Erebus, the first chaplain

ELITES

Chaplains (do not take up a FOC slot)

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator support squad

Terminator assault squad

TROOPS

Tactical squad

Scout squad

Zealots/cultists (IG conscript squad)

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Assault squad

Jetbike squadron

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Word Bearers army list

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36

Legion XVIII: Salamanders

The Salamander's role during the Horus Heresy is not well known to Impe-

rial Scholars; what is for certain is that the legion, along with the Iron

Hands and Raven Guard, was part of the first wave of attackers during the

battle of Isstvan V.

After the announcement of Horus's treachery and the destruction of Isstvan

III, the Emperor ordered seven Legions of Space Marines to attack the

forces serving his former son and friend. But among those seven Legions,

four were already traitors.

The initial landing force fell into a trap and, despite their martial skills, the

three loyal Legions were forced to begin a tactical withdrawal toward their

landing site, which had been fortified by the four traitor legions forming the

second wave. At this moment the second wave opened fire on the retreating

Marines, crushing them between the hammer of Horus's forces and the an-

vil of the fortified drop site. Despite a heroic defence, the three loyal Le-

gions were practically destroyed; all but a handful of battle brothers fell on that fateful day. After this sad

defeat the Salamanders, as well as the other two betrayed Legions were unable to perform any tasks the

Emperor had planned for them and spent the rest of the time of the Heresy rebuilding their forces.

Special characters

Th’uban 190pts

WS BS S T W I A LD SV

5 5 4 4 3 5 5 10 2+

WARGEAR:

Thunder hammer

Terminator armour

Heavy flamer

Adamantium mantle

Harmokan 130pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Iron halo

Combi-flamer

Power weapon

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Firedrake squad: two extra models in harmokan’s

command squad may take flamers (for 4 flamers in

total) at the normal price

SPECIAL RULES:

fearless

Independent character

Rites of battle

Cleansing flame: follows the rule from codex: grey knights however does not count

as a psychic power so can not be nullified. (the flame is coming from his heavy

flamer not his mind)

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37

Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All flamer and melta weaponry is twin-linked and all thunder hammers are master-crafted.

Salamanders do not have ‘combat tactics’

HQ

Chapter master

Honour guard

Captain

Command squad

Bray’rth Ashmantle

Harmokan

Th’uban

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator support squad

Terminator assault squad

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Assault squad

Jetbike squadron

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Salamanders army list

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38

Legion XVIV: Raven Guard

The Raven Guard are known for hitting weak points in enemy defences hard and they perform lightning strike upon locations of tactical importance to cripple their enemy. The Raven Guard disdain the notion of recklessly charging into enemy ranks. This differentiates their tactics from those of the Blood Angels. The Raven Guard rely heavily on their Scouts for pin-pointing enemy positions and to scout for good drop sites. Because of their hit and run tactics they also make extensive use of Assault Squads. The Tactical Squads of the Raven Guard are often deployed via Thunderhawks or Drop Pods. The favourite weapons of the Raven Guard Commanders are the Lightning Claws and it is a common sight that their command squads also come equipped with these weapons in addi-tion to their Jump Packs.

Raven Guard Captains are fiercely independent, and it's incredibly rare for the chapter to fight as a whole. Individual companies are completely autonomous and are quick to lend their aid to imperial commanders across the galaxy, with or without the sanction of their Chapter Master. Such be-haviour has led to some to question the Raven Guard's soundness, but

most recognise that such fluidity of command proves the presence of formidable discipline, not its absence.

Due to their specialised combat style, the Raven Guard makes less use of heavier vehicles and tanks (such as the Land Raider and Predator) than most chapters. The Raven Guard were all but annihilated in the Drop Site Massacre during the Horus Heresy, the battle of Isstvan V reducing the legion's strength from some 80,000 Astartes to less than 3,000

.

The Raven Guard gene-seed means several of the unique organs of the Space Marines no longer work prop-erly or no longer grow. Raven Guard do not have the Mucranoid or Betcher's Gland. The Melancholic Or-gan has a unique mutation that causes the skin of the Space Marine to grow paler. Eventually each Marine's skin becomes pure white while their hair and eyes darken, becoming black as coal.

Special characters

Vincentie sixx 200pts

WS BS S T W I A LD SV

5 5 4 4 3 5 4 10 3+

WARGEAR:

Frag &Krak grenades

power armour

Bolt pistol

Master crafted lighting claw

Iron halo

Jump pack

Arendi 145pts

WS BS S T W I A LD SV

5 5 4 4 2 5 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Master crafted lighting claw

Iron halo

Camo cloak

SPECIAL RULES:

And they shall know no fear

Independent character

Fleet

Rites of battle

Patient warrior: the squad arendi is attached to and D3 infantry units may

infiltrate and gain the stealth USR for free, this is rolled for and the squads

picked before either side has deployed.

SPECIAL RULES:

And they shall know no fear

Independent character

Rites of battle

Furious charge

fleet

Raven’s strike: one half of friendly raven guard reserves automatically arrive

on turn 2 (rounding up) the rest arrive on turn three (no rolling is required)

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39

Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All raven guard units gain the ‘Fleet’ special rule

Any raven guard unit may purchase ‘infiltrate’ and stealth’ USR for 3pts per model

All lighting claws are master crafted

This legion ignores the jump pack restriction

HQ

Chapter master

Honour guard

Captain

Command squad

Captain shrike

Vincentie six

arendi

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator support squad

Terminator assault squad

TROOPS

Tactical squad

Scout squad

Assault squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Jetbike squadron

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Raven Guard army list

Page 40: Legion Rules MK.ii

40

Legion XX: Alpha Legion

Alpharius believed that secrecy and fluidity brought success, and taught his Legion to apply all such military techniques to both their training and their op-erations. The Legion's victories in the Great Crusade all feature some form of subterfuge, misdirection or rapid, unexpected movement. Such victories re-quired great skill and dedication to achieve, and the Alpha Legion quickly be-came an insular and proud formation.

1 It was this martial pride that led to a

number of clashes and fights with members of the other legions, particularly against the Imperial Fists in several instances.

8

After Alpharius' disagreements with Roboute Guilliman, the Alpha Legion threw themselves even further into their preferred method of operations, largely cut-ting themselves off from standard Imperial practices and orchestrating greater and greater victorious examples of their approach to the Crusade.

With such examples existing in the Imperial records, it is perhaps easy to see why the Alpha Legion sided with Horus when the Warmaster made his pact with Chaos; their martial pride and Alpharius' avoidance of all his brothers

apart from Horus seemingly led to their downfall. However, another given reason is that, a scant two years before the Horus Heresy began, Alpharius Omegon was contacted by a Xenos organisation known as the Cabal, which presented the primarch with visions of the Heresy to come and other predictions of the future as well as knowledge about the nature of Chaos. They were shown that the only outcomes of the Heresy were that, if the Emperor won, humanity's existence would be ensured for ten or twenty thousand years of decay before they and the galaxy were consumed by Chaos and that, if Horus won, humanity would perish inside two generations, taking the Chaos powers into oblivion with them, thus saving the rest of the galaxy. The Al-pha Legion was asked to take on their greatest challenge; to defect to the side of Horus and ensure the final destruction of Chaos. Alpharius Omegon appeared to accede to this request.

Special characters

Arkos 185pts

WS BS S T W I A LD SV

5 5 4 4 3 5 3 10 3+

WARGEAR:

Frag &Krak grenades

Power armour

Bolt pistol

Combi-melta

Master crafted power weapon

Iron halo

Fortonus 145pts

WS BS S T W I A LD SV

6 5 4 4 3 4 3 10 3+

WARGEAR:

Power armour

Bolt pistol

Frag & Krak grenades

Power fist

Storm shield

SPECIAL RULES:

And they shall know no fear

Independent character

Infiltrate

Rites of battle

Nondescript: fortonus does not count as an independent character in

close combat and can never be targeted directly (includes mind war,

vindicare assassins or Jaws of the World Wolf, or things like it)

SPECIAL RULES:

And they shall know no fear

Independent character

Infiltrate

Rites of battle

Cunning: Arkos gains +1 on the dice roll to decide who goes first, in addi-

tion Arkos may move D3 pieces of terrain in no mans land up to 6” , this

may not effect the opponents deployment zone.

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41

Army special rules

All units use their codex: space marine versions unless the unit does not appear in that codex.

All alpha legion units gain the ‘infiltrate’ and ‘scout’ special rules

Any alpha legion unit may take the ‘stealth’ USR for 1pt per model

HQ

Chapter master

Honour guard

Captain

Command squad

Arkos

Fortonus

ELITES

Sternguard veteran squad

Techmarines

Contemptor dreadnought

Terminator support squad

Terminator assault squad

TROOPS

Tactical squad

Scout squad

FAST ATTACK

Bike squadron

Land speeder squadron

Vanguard veterans

Jetbike squadron

Assault squad

HEAVY SUPPORT

Dreadnought

Devastator squad

Predator

Whirlwind

Thunderfire cannon

DEDICATED TRANSPORT

Rhinos

Land raider

Drop pod

0-1 land raider Prometheus

Alpha Legion army list