We had the rules for the Primarchs and their Legions, and now we have even more rules that have been uncovered for the Horus Heresy from Games Day UK. This list is massive and includes units, rules, and much more...... So sit down and enjoy, that is, until you receive your own copy of the Horus Heresy Book 2: Massacre.
There is a huge amount of information below. Note that no points are listed for obvious reasons.
Please note that these are being posted up on the Bols Lounge, and are from there. To join the conversation there, you can simply follow the link here.
http://www.lounge.belloflostsouls.net/showthread.php?35845-Gamesday-UK-2013-Roundup/page19
The first part of this article with the Primarchs and their Legions can be found here at this link
Part 1 Primarchs and Their Legions
http://natfka.blogspot.com/2013/10/the-rules-for-primarchs-and-their.html#more
via Brother Garrod on the Bols Lounge
Fire Raptor
I did have a word with Alan Bligh about the fire raptor rules and what we could expect.
seems it will come in two flavours, 30k and 40k .
the 40k one will be just as seen whilst the heresy version will be able to swap out its twinned avenger cannons for what he described as an array of autocannons.
from what he said it seems the gatlings and missiles target the same unit while the two ball turrets may each target a different unit entirely
Phoenix Terminator Squad ( elites )
terminator - ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 8 sv 2+
champion - ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 2+
may include 5 extra terminators , may take sonic screamers , champion may have a grenade harness
wargear
tartaros terminator armour
phoenix power spear
special rules
legiones astartes ( emperors children )
implacable advance
stubborn
sudden strike
living icon
( sudden strike - gainss +1 initiative on the turn they charge , this is cumulative with other bonuses )
( living icon - this unit , and all friendly units within 6" are considered to be victorious in any assauly which would otherwise be a draw )
phoenix power spear has two profiles , one for when the unit gets the charge , the other at all other times
phoenix power spear - range - str +1/ as user ap 2/3 melee , two handed
may take either a proteus , phobos or spartan as dedicated transport
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Reaver Attack Squad ( fast attack )
reaver ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 8 sv 3+
reaver chieftain ws 4 bs 4 s 4 t 4 w 1 i 4 a 3 ld 9 sv 3+
wargear
power armour
bolt pistol
chainsword or combat blade
frag and krak grenades
options
may include upto 10 additional reavers
each model may take : volkite charger , bolter with banestrike shells , combi weapon with banestrike shells
one in every 5 may have : flamer , meltagun , plasma gun , plasma pistol
any model may exchange cc weapon for : chainaxe , power weapon , powerfist
chieftain may take : melta bombs , artificer armour , hand flamer
entire squad may have jump packs
special rules -
legiones astartes ( sons of horus )
assassins eye
outflank
( assassins eye - entire unit may make precision shots )
[ banestrike bolter shells -
boltgun - range 18" str 4 ap 5 rapid fire , banestrike
combi bolter - range 18" str 4 ap 5 rapid fire , banestrike , twin linked
banestrike - any rolls to would of 6 are ap 3
legion seeker squads with the legiones astartes ( sons of horus ) or legiones astartes ( alpha legion) may exchange their scorpios special issue ammunition with banestrike shells at no extra cost
independent characters with the legiones astartes ( sons of horus ) or legiones astartes ( alpha legion) special rule may upgrade wither a bolter or combi bolter to use exclusively banestrike shells at [ redacted ]
may take a rhino or dreadclaw as dedicated transport provided the do not have jump packs
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Red Butchers ( elite )
butcher terminator ws 5 bs 2 s 4 t 5 w 2 i 4 a 2 ld 8 sv 2+
devoured ws 5 bs 2 s 4 t 4 w 2 i 4 a 3 ld 9 sv 2+
may take 5 more red butchers
wargear -
cataphractii pattern terminator armour
power axe
combi bolter
options -
any model may exchange their combi bolter for a second power axe
any model may exchange both for a pair of lightning claws
the devoured may exchange power axe for -
power fist , chain fist , thunder hammer
devoured may exchange combi bolter for a combi weapon
special rules
legiones astartes ( world eaters )
ravening madmen
fearless
hatred ( everything )
feel no pain ( 6 + )
unstoppable charge
( ravening madmen - enemy models always hit the red butchers on a 3 + regardless of their weapon skill , red butchers can never be scoring units )
( unstoppable charge - may re-roll failed charge distances )
may take either a proteus , phobos or spartan as dedicated transport
----------------------------------------------------
The Kakophoni of the Emperors Children ( heavy support )
chora ws 4 bs 4 s 4 t 4 w 1 i 4 a 1 ld 8 sv 3+
orchestrator ws 4 bs 4 s 4 t 4 w 1 a 2 ld 9 sv 3+
wargear
power armour
the cacophony
bolt pistol
combat blade or chainsword ( orchestrator only )
frag and krak grenades
sonic shrieker
options
may take 5 additional chora
orchestrator may take : melta bombs , plasma pistol in exchange for bolt pistol , power weapon or power fist in exchange for cc weapon
artificer armour
special rules
legiones astartes ( emperors children )
stubborn
the cacophony
range 36" str 6 ap 5 heavy 1 , gets hot , pinning , bio psychic shock
bio psychic shock -
keep track of how many wounds are caused on a particular unit by weapons with this special rules seperately.
at the end of the shooting phase , all units with leadership vales , and who do not have the fearless special rule that have suffered 1 or more unsaved wounds from weapons with the bio psychic shock special rule must take a leadership test with a negative modifier equal to the number of wounds they suffered .
if the test is failed , then the unit immediately suffers d6 wounds at ap2 instant death , with no cover save possible. the player controlling the unit selects which models suffer these wounds.
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Grave Warden Terminator Squad ( heavy support )
warden terminator ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 8 sv 2+
chem-master ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 2+
wargear
cataphractii pattern terminator armour
assault grenade launcher with krak and toxin grenades
power fist
death cloud
options
may add 5 more grave warden terminators
and model in the unit may exchange power fist for a chain fist
one in every 5 may take a heavy flamer with chem munitions
chem master may exchange grenade launcher for a combi weapon
special rules
legiones astartes ( death guard )
assault grenade launcher
krak - range 18" str 6 ap 4 assault 2
toxin - range 18" str * ap 4 assault 2 , blast ( 3 " ) toxin , no cover saves
toxin - rather than to wound normally , after determining the ammount of hits caused on the unit , that unit must then take a number of toughness tests equal to the number of hits caused , with each failed test causing a wound on the unit , casualties removed as normal ( the weapon has no effect on models without a toughness value )
death cloud - any unit with a toughness characteristic charging a unit with this special rule will be forced into making a disordered charge across dangerous terrain while doing so . in addition , the deathcloud can be used as a weapon with the following profile
death cloud - range template str * ap 4 assault 1 , toxin
may take either a proteus , phobos or spartan as dedicated transport
thats all the units for the first 4 legions
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Magus Dominus ( hq - the techpriest leader everyone has wanted )
magos dominus ws 3 bs 4 s 4 t 4 w 2 i 3 a 2 ld 9 sv 3+
archmagos ws 4 bs 5 s 4 t 5 w 3 i 3 a 2 ld 10 sv 3+
wargear
power weapon
laspistol
cortex controller
refractor field
options
may take:
augury scanner
mechanicum protectiva
cyber familiar
melta bombs
infravisor
may exchange laspistol for - bolt pistol , volkite serpenta , archaeotech pistol , photon gauntlet , plasma pistol
mat take : servo arm , mechinator array , conversion beamer
may take one of following additional weapon options -
rotor cannon , melta gun , graviton gun , rad cleanser , photon thruster
may be mounted on a abeyant
may upgrade a single weapon to be master crafted
( special option a single magos dominus may be upgraded to an arghmagos , has access to all dominus options , gains relentless )
special rules
stubborn
cybertheurgy
battlesmith
( cybertheurgy are basically machine curses / psychic powers , ill go into those and other mechanicus wotsits later )
abeyant - basically a mount , gains +1 wound , move through cover , very bulky , hardened armour and it will not die special rules
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Enginseer Auxilla ( elites )
enginseer adept ws 3 bs 3 s 3 t 3 w 1 i 3 a 1 ld 8 sv 3+
servo - automata ws 3 bs 3 s 4 t 5 w 1 i 1 a 1 ld 6 sv 3+
1 adept 4 automata
wargear ( adept )
power armour
laspistol
power axe
servo arm
wargear ( automata )
cc weapon
options
may include one additional adept , 4 additional automata
adept may take any of the following - nuncio vox , augery scanner , volkite charger, cortex controller , graviton gun , melta bombs , cyber familiar
any automata may take one of the following - las-lock , servo arm , flamer , rotor cannon , heavy bolter , multi melta
special rules ( adept )
battlesmith
servo automata support
special rules ( servo automata )
cybernetica
( cybernetica if no longer accompanied by an adept of magos , take a pinning test at the start of each movement phase unless in combat in which case they fight as normal )
( servo automata support - for each servo arm equipped automata in the unit , the enginseer gains +1 to all battlemsith rolls ( 1 is always a fail ) )
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Myrmidon Secutors ( elites )
myrmidon secutors ws 4 bs 5 s 4 t 5 w 2 i 2 a 2 ld 9 sv 3+
myrmidon lord ws 4 bs 5 s 4 t 5 w 2 i 2 a 3 ld 10 sv 3+
2 secutors , 1 lord
wargear
two waepon options ( see options )
power axe
frag and krak grenades
refractor field
infravisor
options
may include seven additional secutors
each myrmidon ( including lord) must choose two options from the following list , if chosen twice they count as twin linked )
maxim bolter , volkite charger , graviton gun , irad cleanser , phased plasma fusil
special rules
fullisade attack
stubborn
bulky
relentless
lumbering advance
( fullisade attack - may fire two weapons in the shooting phase , so long as they are both fired at the same target )
( lumbering advance - may never make run or sweeping advance moves )
Mechanicus wotsits and shiney bits
cybernetica cortex
models with the cybernetica cortex have the programmed behavious , fearless , cybernetic resiliance and adamantium will special rules .
coherency models with the cybernetica cortex special rule have a 4" coherency range
programmed behaviour
unless within 12" of a friendly model with a cortex controller , the following restrictions are place on the units use in the game , thes restrictions do not applt if the battle automata maniple is already locked in an assault :
methodical
may not make sweeping advance or run moves
target priority
if enemy models are within 12 " and within line of sight during the shooting phase , the battle automata maniple mist fire all its weapons against the closest enemy unit it is able to harm . if this is not the case , they are free to select targets as usual
onslaught
if enemy models are within 12" during their assault phase , the battle automata must attempt to charge the closest enemy unit oif able , not that the battle automata may still only charge the same unit it fired at in the shooting phase . if consolidating after combat , they must do so towards the nearest enemy model if one is present within 12 "
cybernetic resiliance
succesful wounds cored by poion or fleshbane special rules must be re-rolled against this model
attacks with the haywire special rule will cause a wound on a d6 roll of 6 against this model , and in addition to any other wounds or effects caused , roll for this wound seperately , saves may be taken as normal.
cortex controller
the presence of a cortex controller within 12" as part of a unit of friendly models with the programmed behavious special rule at the start of any phase means that the special rule is ngated for that phase and their controlling player is free to use them as any other unit.
mechanicum protectica
4+ invulnerable save
maxim bolter - range 12" str 4 ap 5 assault 3
photon thruster weapons
photon gauntlet - range 12" str 5 ap 2 assault 2 , blind gets hot
photon thruster - range 48" str 6 ap 2 heavy 2 , lance , blind , gets hot
darkfire cannon - range 60" str 7 ap 2 heavy 2 , lance , blind gets hot
infravisor
night vision special rule . takes blind tests on initiative 1
mauler pattern bolt cannon-
range 24" str 6 ap 3 heavy 3 pinning
Rites of War
Sons of Horus - the black reavingeffects -
encirclement any non vehicle unit which is part of the detachment which enters from reserve ( other than deep strike ) has the fleet special rule on the turn it arrives
cut them down units with the legiones astartes ( sons of horus ) special rule taken as part of a detachment using this rite of war gain the rage special rule when they successfully charge an enemy unit that is already engaged in an ongoing assault
reaver onslaught reaver squads may be chosen as troops
the eye of the warmaster justearin terminators gain deep strike
limitations -
must take a master of signal as compulsory HQ choice in addition to the preator or other character whose presense allows for the use of a rite of war
must take more fast attack choices than heavy support
must take an additional compulsory troops choice
may not take fortifications
World Eaters - berserker assaulteffects
berserk charge all models with the legiones astartes ( world eaters ) special rule subject to this rite of war gain the hatred special rule while outside of their own deployment zone , and must always attempt to make sweeping advances if able
unstoppable wave all models with the legiones astartes ( world eaters ) special rule subject to this rite of war must re-roll failed pinning tests and must re-roll run rolls of 1
limitations
must take an additional compulsory troops choice
may not take more vehicles with the tank or flyer type than they have infantry units
may only take a single consul as part of their HQ choices and may not take a librarian
may not use fortifications or any other allied space marine legion detachment
Emperors Children - the maru skaraeffects
the open blade if chosen as the armies primary detachment , all of the controlling players units using this rite of war deployed on the table may add +1 to theur normal movement and to their run and charge distances on their first player turn
the hidden blade if chosen as part of the armies primary detachment , the controlling player must choose a minimum of one and a maximum of three units from its elites and / or fast attack choices . these , along with any attached independent characters are held in reserve and treated differently from any other reserve units in the game ( and so do not count towards drop pod assault , maximum army reserves etc )
the controlling player must then after deployment , but before the game begins , secretly write a note listing either turn 2 , 3 or 4 as the turn on which they wish for their hidden blade units to arrive on.
this note is then left face down in plain sight until the chosen turn arrives.
when the chosen player turn arrives , the note is shown to their opponent and the hidden blde revealed.
hidden blade units arrive from reserve as normal , and gain outflank
limitations
may not field units with the immobile , heavy or slow and purposeful special rules
must take a legion champion as a second compulsory HQ choice
may not take fortifications or allies space marine legion detachments
if slay the warlord objective is being used , and the army using this rite of war fails to slay the enemy warlord , the opposing side gains +1 victory point.
Death Guard - the reapingeffects
superior firepower death guard legion veteran tactical squads and legion heavy support squads may be taken as non compulsory troops
implacable gains move through cover special rule
dark arsenal any character or independent character may be given rad grenades
limitations
may not run or make flat out moves
may not deply using deep strike ( units than must deploy via this method cannot be chosen as part of this detachment )
may only take a single fast attack choice
Iron Hands- the head of the gorgon
effects
chosen groundinfantry units gain stubborn inside their own deployment zone
war relics any infantry model in the force with a flamer may exchange this for a graviton gun , all vehicles gain the blessed autosimulacra special rule
iron scions legio cybernetica battle automata maniples may be inclused as an elite choice . any infantry squad 10 strong or less eligable to take a rhino may instead take a land raider proteus or phobos as a dedicated transport
armoured encirclement vehicles with the tank type placed in reserve gain the outflank special rule
limitations
may only take a single fast attack choice
with the exception of the forge lord , may only take a single consul as part of their HQ choices
may not take allied legion detachments
Night Lords - terror assault
effects
cover of darkness the force may impose night fighting for the duration of the first turn or any mission on a 4+
if this condition if not already occurring normally. night fighting imposed in this manner carries on into the second turn on a 5+ and into the third on a 6+
terror tactics night lords terror squads must be taken as the compulsory troops choices and may be take as additional troops choices if desired
claw assault tactical squads , veteran tactical squads and terror squds may either take dreadclaw drop pods or legion drop pods as dedicated transports and begin the game in reserve
limitations
must take an additional compulsory troops choice
may only take a single heavy support
may only take a single consul as part of their HQ choice
may not take fortifications or or allied legion detachments
Salamanders - the covenant of fire
effects
obsidian forged all salamanders vehicles have a 5+ invulnerable save against melta , volkite , plasma and flamer weapons of all types as well as melta bombs
veneration of wrath all meltaguns , inferno pistols and multimeltas have the master crafted special rule , pyroclast squads make be chosen as non compulsory troops
implacable gain move through cover
limitations
may not deploy via deep strike
cannot take move heavy support and fast attack in total than they have troops choices
with the exception of the legion champion type , may only take a single consul as part of their HQ choice
Word Bearers - the dark brethren
effects
arch-traitors gain preferred enemy ( loyalist space marines )
signs and portentsat the start of the game choose a single unit , after deployment . roll a d6 on a 1-3 all opposing units gain preferred enemy against this unit , on a 4-6 this unit counts have having the special rule preferred enemy against all opposing units
from beyond may take allies from codex deamons
hell follows with them all wounds caused by perils of the warp tests taken by the opposing side gain the instant death special rule
limitations
must take at least one diabolist as a HQ choice
may not take more than one heavy support choice
may not take take fortifications or allied legion detachments and treat all other allies except deamons as desperate allies
no , kharn may not take a jump pack
Miscellenous
Castellax
ws 3 bs 4 s 6 t 7 w 4 i 3 a 2 ld 7 sv 3+
comes as a single model , but can take 4 more for a squad
mauler bolt cannon , two boltguns , shock charges and atomantic shielding
Thralls
ws 2 bs 2 s 4 t 3 w 1 i 2 a 1 ld 7 sv 5+
squad of 10
flak armour , las lock cc weapon
feel no pain 6+ support squad
fearless , may not overwatch or make sweeping advances , may not be taken as compulsory troops
las lock range 18" str 4 ap 6 assault 1
destructors can take volkite culverin , photon thruster , irradiation engine or conversion beamer
Gorgon Terminator squads ( elites )
gorgon ws 4 bs 4 s 4 t 5 w 1 i 3 a 2 ld 8 sv 2+
hammerbreaker ws 4 bs 4 s 4 t 5 q 1 i 3 a 2 ld 9 sv 2+
4 + hammerbreaker
wargear
gorgon pattern terminator armour
combi bolter
power axe ( gorgons )
thunder hammer ( hammerbreaker )
options
may take 5 more gorgons
any gorgon may exchange axe for power fist , lightning claw or chainfist
swap both for pair of lightning claws
one in every 5 may have - reaper autocannon , heavy flamer , graviton gun
hammerbreaker may take - combi weapon , grenade harness , cyber familiar
( gorgon pattern terminator armour - at the end of any phase which at least one model in the unit passed at least one armour or invulnerable save , roll a d6 , on a 4+ all models within 6" take a blind test , friendly models may re-roll the result)
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Medusan Immortals ( elites )
immortal ws 4 bs 4 s 4 t 4 w 1 i 4 a 1 ld 8 sv 3+
sergeant ws 4 bs 4 s 4 t 5 w 1 i 4 a 2 ld 9 sv 3+
9 + sergeant
wargear
power armour
bolt pistol
boarding shield
boltgun
frag and krak grenades
options
may take 10 additional immotals
and immortal and or the sergeant may exchange boltgun for a volkite charger , chainsword or combat blade
for every 5 models in the squad may take one of the following
flamer , meltagun , graviton gun , lascutter
sergent may replace boltgun and / or pistol with one of the following ( no option more than once )
plasma pistol , power weapon , lightning claw , power fist , thunder hammer
sergeant may also take
melta bombs , single breaching charge , artificer armour
special rules
legiones astartes ( iron hands )
gun them down
feel no pain ( 6+ )
hardened armour
( gun them down - rather than making a sweeping advance as normal after a victorious assault , by passing a leadership test the squad may instead make snap shots at a single squad falling back away from them , this is done before any falling back models are moved , and casualties are selected just as in assault . if the unit fails its leadership test , no snap shots or sweeping advance may be made )
---------------------------------------------------------------------
Terror squad ( elites )
executioner ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 3+
headsman ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 3+
4 + headman
wargear
power armour
bolt pistol
chainsword or combat blade
frag and krak grenades
options
upto 5 executioners
any model in the squad may take one of the following
boltgun , heavy chainblade , volkite charger , rotor cannon ( one per squad )
headsman may exchange cc weapon for - power weapon , nostraman chainglaive , power fist , single lightning claw
may exchange pistol for - hand flamer , plasma pistol
headsman may also take - melta bomb , artificer armour
special rules
legiones astartes ( night lords )
fear
infiltrate
preferred enemy ( infantry)
may choose a dreadclaw as a dedicated transport
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Night Raptors ( fast attack )
night raptor ws 5 bs 4 s 4 t 4 w 1 i 4 a 1 ld 8 sv 3+
huntmaster ws 5 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 3+
4 + huntmaster
wargear
power armour
bolt pistol
cc weapon
jump pack
frag and krak grenades
options
may add 10 additional night raptors
any model may exchange cc weapon for - power weapon , nostraman chainglaive , single lightning claw
one in every 5 may take - flamer , meltagun , plasma pistol , plasma gun , hand flamer
alternatively , any model may exchange pistol and cc weapon for a pair of lightning claws
huntmaster may exchange pistol for one of the following - volkite serpenta , hand flamer , plasma pistol
may also take , melta bombs , artificer armour
special rules
legiones astartes ( night lords )
onslaught
(onslaught - in a turn which a model with this rule charges into combat , it gains D3 extra attacks instead of the usual 1 . in the case of a unit with multiple models with this rule , roll once for the entire unit )
( nastiest assault unit so far imo )
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Pyroclast Squad ( heavy support )
pyroclast ws 4 bs 4 s 4 t 4 w 1 i 4 a 1 ld 9 sv 2+
warden ws 4 bs 4 s 4 t 4 w 1 i 4 a 2 ls 9 sv 2+
4 + warden
wargear
artificer armour
pyroclast flame projector
combat blade
frag and krak grenades
options
may take 5 additional pyroclast
entire squad may take melta bombs
warden may exchange coc weapon for - power fist , power weapon.
special rules
legiones astartes ( salamanders )
mantle of ash
( pyroclast flame projector
flame projector - dispersed - range template str 5 ap 5 assault 1
focused - range 6" str 6 ap 1 assault 1 melta
mantle of ash
invulnerable save of 5+ against all flamers , plasma , volkite and melta weapons
may take a phobos or proteus as dedicated transport
--------------------------------------------------
Firedrake Terminator Squad ( elites )
firedrake ws 5 bs 4 s 4 t 4 w 2 i 4 a 2 ld 9 sv 2+
master ws 5 bs 4 s 4 t 4 w 2 i 4 a 3 ld 9 sv 2+
4+ master
wargear
cataphractii pattern terminator armour
combi bolter
power weapon ( firedrakes )
master crafted power weapon ( master )
options
5 additional firedrakes
any model may exchange power weapon for - power fist , chainfist , thunder hammer
master may exchange master crafter power weapon for - master crafted thunder hammer
any model may exchange its combi bolter for - combi flamer or combi melta , dragonscale pattern storm shield
a single firedrake may take a heavy flamer
( dragonscale storm shield - 5 + invulnerable save - or increases an invulnerable save a model already has by +1 to a maximum of 3 . may not claim attacks for additional hand weapons. salamanders independent characters can have this also )
special rules
legiones astartes ( salamanders )
implacable advance
favoured of vulkan
( implacable advance - firedrakes are scoring units )
( favoured of vulkan , may be chosen as a command squad for any salamanders preator in terminator armour or vulkan himself )
may take phobos , proteus or spartan as a dedicated transport)
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Word Bearers - diabolist - new consul type
gains the deamon special rule and preferred enemy , loyalist special rule added to all its close combat attacks
may not be equipped with - bike , jetbike , terminator armour a power fist of a thunder hammer
if a diabolist is present the force has access to the dark channelling option.
dark channelling [ redacted ] per squad
roll a d6 for every squad this is given to at the beginning of the game
1-3 unit gains zealot special rule
4-5 gains +1 strangth for duration of the battle
6 unit gains the deamon special rule for the duration of the battle , but no longer counts as scoring ( if it did before ) and counts as being destroyed at the end of the game for the purposes of calculating victory points
-------------------------------------
Gal Vorbak ( elites )
dark brethren ws 5 bs 4 s 5 t 5 w 2 i 5 a 2 ld 8 sv 3+
dark martyr ws 5 bs 4 s 5 t 5 w 3 i 5 a 3 ld 9 sv 3+
4+ martyr
wargear
power armour
bolt pistol
boltgun
cc weapon
frag and krak grenades
options
5 additional brethren
one in every five may take one of -
flamer, meltagun , plasma gun or power weapon
martyr may exchange cc weapon for - power weapon , power fist , single lightning claw
may exchange both for - pair of lightning claws
may also take - melta bombs , artificer armour
special rules
deamon
stubborn
bulky
rage
rending ( cc attacks only )
deep strike
damned
( damned - never counts as a scoring unit )
--------------------------------------------------
Ashen Circle ( fast attack )
incendiary ws 5 bs 4 s 4 t 4 w 1 i 4 a 1 ld 8 sv 3+
iconoclast ws 5 bs 4 s 4 t 4 w 1 i 4 a 2 ld 9 sv 3+
4+ iconoclast
wargear
hardened armour
hand flamer
axe-rake
jump pack
frag and krak grenades
options
additional 5 incendiaries
any model may exchange axe-rake for - power axe
iconoclast may exchange hand flamer for - inferno pistol , plasma pistol
iconoclast may also take any of the following
melta bombs , upto three phospex bombs , artificer armour
Axe-Rake
range - str +1 ap 6 melee , grapple
( grapple enemies attempting to fall back after losing an assault to a unit equipped with axe-rakes suffer a -1 penalty to their fall back distance )
special rules
legiones astartes ( word bearers)
burning descent
scorched earth
bitter duty
( burning descent - if the unit enters play via deep strike , as soon as it is placed on the table , all models with d6 " suffer an immediate str 3 ap 5 hit )
( scorched earth - unit may always use its hammer of wrath attack , regardless of whether of not it has used its jump packs in the movement phase , and these attacks are carried out at strength 5. the hammer of wrathe attacks made by this unit are classed as flamer type attacks )
( bitter duty - this unit may not be joined by friendly independent characters )
via XV Rogue Consolidating the Rules from above.....
The rules have been spread out over the past few pages, so I consolidated them here. These are not the Unit rules, just each Legion. Enjoy.
Iron Hands Special Rules Appendix
Legiones Astartes - May always attempt to regroup at their normal leadership value regardless of casualties
Inviolate Armour - All shooting attacks against models with the legiones astartes ( iron hands ) special rule reduce their strength by -1
Stand and Fight - must pass a leadership test to make sweeping advances after winning an assault or to make a run in the shooting phase . may not voluntarily go to ground
Rigid Tactics - an iron hands detatchment may not have more units with the jump infantry , bike or jetbike types than it does the infantry type , note because of this , certain rites of war are unavailable to iron hand armies
Legion Specific Wargear
Blessed Autosimulacra - Cost [redacted]
At the end of the turn, any vehicle with this upgrade that lost a Hull Point this turn may roll a D6. On the roll of a 6, that Hull Point is restored.
Cyber Familiar – Cost [redacted]
Iron Father – Any Praetor with the Legiones Astartes (Iron Hands) special rule may be made an Iron Father, gaining a Servo Arm in addition to their normal wargear, the Feel No Pain (6+) and battlesmith Special Rules for [redacted] points. If done, they may no longer be equipped with a jump pack, bike or jetbike.
Rite of War – The Head of the Gorgon
Chosen Ground – Infantry units gain Stubborn inside their own Deployment Zone
War Relics – Any infantry model in the force with a Flamer may exchange it for a Graviton gun at no cost. All vehicles gain the Blessed Autosimulacra upgrade at no cost.
Iron Scions – Legio Cybernetica battle automata maniples may be included as an elites choice. Furthermore, any infantry squad 10 or less models strong eligible to take a Rhino armoured transport may instead take a Land Raider Proteus or Phobos as a dedicated transport.
Armoured Encirclement – Vehicles with the tank type placed in reserve gain the Outflank special rule.
Limitations
• May only take a single fast attack choice
• With the exception of Forge Lord, may only take a single Consul as part of their HQ choices
• May not take Allied Legion detachments.
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Salamanders Special Rules Appendix
Legiones Astartes - may always attempt to regroup at their normal leadership value regardless of casualties
Strength of Will - automatically pass all fear tests and must re-roll a single d6 on failed morale and pinning tests
Promethean Gift - all hand flamers , flamers and heavy flamers used by a unit with this special rule count as having +1 strength , in addition , any enemy flamer based attacks used against them are reduced in strength by -1
Nocturne Born - all units with the Legiones Astartes (salamanders) special rule do not add their initiative score to any sweeping rolls and reduce their randomly rolled run and charge distances by -1 to a minimum of 1"
Purging Flame – Any Heavy Bolters/Twin-Linked Heavy Bolters may be exchanged for Heavy Flamers/Twin-Linked Heavy Flamers or a Plasma Pistol to an Inferno Pistol at no cost.
Disdain for the Dark Age – May not take a Moritats, Destroyers, or phosphex weaponry.
Legion Specific Wargear
Artificer Weapons – All Characters (including Sergeants, etc) with the Legiones Astartes (Salamanders) special rule may apply the master-crafted special rule to a single weapon they possess for XXX points noted before the battle begins.
Dragonscale Storm Shield – Provides a 5+ invulnerable save or increases an invulnerable save by +1 (to a maximum of 3+). Models with a Storm Shield may not claim the attack bonus for being armed with an additional close combat weapon.
Mantle of the Elder Drake – A praetor with this upgrade has the Eternal Warrior special rule.
Rite of War - The Covenant of Fire
Obsidian Forged - all salamanders vehicles have a 5+ invulnerable save against melta , volkite , plasma and flamer weapons of all types as well as melta bombs
Veneration of Wrath - all meltaguns , inferno pistols and multimeltas have the master crafted special rule , pyroclast squads make be chosen as non compulsory troops
Implacable – All units gain move through cover
Limitations
• may not deploy via deep strike
• cannot take move heavy support and fast attack in total than they have troops choices
• with the exception of the legion champion type , may only take a single consul as part of their HQ choice
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Night Lords Special Rules Appendix
Legiones Astartes - May always attempt to regroup at their normal leadership value regardless of casualties
Talent for Murder - if a unit with the Legiones Astartes (Night Lords ) special rule outnumber one or more enemy infantry units during any initiative step in which they fight an assault , they gain +1 to wound ( bulky models count as 2 models and very bulky count as 3)
Nostraman Blood - all models with this special rule fall back +1" further than normal , if the fail a pinning test , they may elect to fall back instead
Night Vision
From the Shadows - all units with this special rule have a 6+ cover save on the first turn of the game . even in open ground this may be combined with stealth etc as normal , but other forms of cover which provide a higher save supersede it
Seeds of Dissent - if an armies warlord is slain , each unit in the army with this special rule must take an immediate morale check as if they hailed just suffered 25% casualties from shooting
Legion Specific Wargear:
Nostroman Chainglaive – Any model eligible to take a Power Weapon may instead take a Chainglaive.
Range - | Str +1 | AP 3 | Melee, Two-Handed, Rending
Teleportation Transponder – Any Night Lords Terminator Squad or Command Squad or Independent Character in Terminator Armor may be upgraded to have the Deep Strike special rule for [redacted] points.
Trophies of Judgement – Grants the character the Fear special rule
Rites of Battle – Terror Assault
Cover of Darkness – The force may impose Night Fighting for the duration of the first turn on any mission on a 4+ if not already occurring normally. Night Fighting imposed in this manner carries on to the second and third turn on a 5+ and 6+ respectively.
Terror Tactics – Night Lords Terror Squads must be taken as the compulsory Troops choices and may be taken as additional Troops if desired.
Claw Assault – Tactical, Veteran Tactical and Terror Squads may take either a Dreadclaw or Legion Drop Pod as a dedicated drop pod and begin the game in reserve.
Limitations
• Must take an additional compulsory Troop choice
• May only take a single Heavy Support
• May only take a single consul as part of their HQ choices
• May not take fortifications or allied detachments
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Word Bearers Crusade List Appendix
Legiones Astartes
True Believers – All units with the Legiones Astartes (Word Bearers) special rule roll 3D6 for all morale tests and pick the two lowest
Cut them Down – All units with the Legiones Astartes (Word Bearers) special rule must always make sweeping advances whenever possible and must re-roll results of a 1.
Charismatic Leadership – Any primary detachment force chosen from the Word Bearers Legion must take a second Compulsory HQ choice on the Force Organization Chart (Where a second choice is allowed) and this choice must always be either a Centurion or Chaplain consul.
Legion Specific Wargear
Diabolist – Consul Upgrade. Gains the Daemon and Preferred Enemy (Loyalist Marine) special rules. May not be equipped with a Bike, Jetbike, Terminator Armor or take a Powerfist or Thunder Hammer.
If a Diabolist is taken, the force has access to the Dark Channelling option:
Dark Channeling ([redacted] per squad)
Roll a D6 for every squad upgraded in this way at the beginning of the game.
• 1-3 – The unit gains the Zealot special rule
• 4-5 – The unit gains +1 Strength for the duration of the battle
• 6 – The unit gains the Daemon special rule for the duration of the battle, no longer counts as scoring and counts as being Destroyed at the end of the game for the purposes of VP.
Rite of War – The Dark Brethren
Arch-Traitors – Gain preferred enemy (Loyalist Space Marines)
Signs and Portents – At the start of the game choose a single unit. After deployment, roll a d6, on a 1-3, all opposing units gain preferred enemy against this unit. On a 4-5 this unit counts as having the special rule preferred enemy against all opposing units.
From Beyond - May take allies from Codex: Daemons
Hell Follows with Them – All wounds caused by perils of the warp tests taken by the opposing side gain the instant death special rule
Limitations
• Must take at least one Diabolist as an HQ choice
• May not take more than one Heavy Support choice
• May not take Fortifications or Allied Legion detachments, and treat all other allies except Daemons as Desperate Allies
Iron Hands Special Rules Appendix
Legiones Astartes - May always attempt to regroup at their normal leadership value regardless of casualties
Inviolate Armour - All shooting attacks against models with the legiones astartes ( iron hands ) special rule reduce their strength by -1
Stand and Fight - must pass a leadership test to make sweeping advances after winning an assault or to make a run in the shooting phase . may not voluntarily go to ground
Rigid Tactics - an iron hands detatchment may not have more units with the jump infantry , bike or jetbike types than it does the infantry type , note because of this , certain rites of war are unavailable to iron hand armies
Legion Specific Wargear
Blessed Autosimulacra - Cost [redacted]
At the end of the turn, any vehicle with this upgrade that lost a Hull Point this turn may roll a D6. On the roll of a 6, that Hull Point is restored.
Cyber Familiar – Cost [redacted]
Iron Father – Any Praetor with the Legiones Astartes (Iron Hands) special rule may be made an Iron Father, gaining a Servo Arm in addition to their normal wargear, the Feel No Pain (6+) and battlesmith Special Rules for [redacted] points. If done, they may no longer be equipped with a jump pack, bike or jetbike.
Rite of War – The Head of the Gorgon
Chosen Ground – Infantry units gain Stubborn inside their own Deployment Zone
War Relics – Any infantry model in the force with a Flamer may exchange it for a Graviton gun at no cost. All vehicles gain the Blessed Autosimulacra upgrade at no cost.
Iron Scions – Legio Cybernetica battle automata maniples may be included as an elites choice. Furthermore, any infantry squad 10 or less models strong eligible to take a Rhino armoured transport may instead take a Land Raider Proteus or Phobos as a dedicated transport.
Armoured Encirclement – Vehicles with the tank type placed in reserve gain the Outflank special rule.
Limitations
• May only take a single fast attack choice
• With the exception of Forge Lord, may only take a single Consul as part of their HQ choices
• May not take Allied Legion detachments.
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Salamanders Special Rules Appendix
Legiones Astartes - may always attempt to regroup at their normal leadership value regardless of casualties
Strength of Will - automatically pass all fear tests and must re-roll a single d6 on failed morale and pinning tests
Promethean Gift - all hand flamers , flamers and heavy flamers used by a unit with this special rule count as having +1 strength , in addition , any enemy flamer based attacks used against them are reduced in strength by -1
Nocturne Born - all units with the Legiones Astartes (salamanders) special rule do not add their initiative score to any sweeping rolls and reduce their randomly rolled run and charge distances by -1 to a minimum of 1"
Purging Flame – Any Heavy Bolters/Twin-Linked Heavy Bolters may be exchanged for Heavy Flamers/Twin-Linked Heavy Flamers or a Plasma Pistol to an Inferno Pistol at no cost.
Disdain for the Dark Age – May not take a Moritats, Destroyers, or phosphex weaponry.
Legion Specific Wargear
Artificer Weapons – All Characters (including Sergeants, etc) with the Legiones Astartes (Salamanders) special rule may apply the master-crafted special rule to a single weapon they possess for XXX points noted before the battle begins.
Dragonscale Storm Shield – Provides a 5+ invulnerable save or increases an invulnerable save by +1 (to a maximum of 3+). Models with a Storm Shield may not claim the attack bonus for being armed with an additional close combat weapon.
Mantle of the Elder Drake – A praetor with this upgrade has the Eternal Warrior special rule.
Rite of War - The Covenant of Fire
Obsidian Forged - all salamanders vehicles have a 5+ invulnerable save against melta , volkite , plasma and flamer weapons of all types as well as melta bombs
Veneration of Wrath - all meltaguns , inferno pistols and multimeltas have the master crafted special rule , pyroclast squads make be chosen as non compulsory troops
Implacable – All units gain move through cover
Limitations
• may not deploy via deep strike
• cannot take move heavy support and fast attack in total than they have troops choices
• with the exception of the legion champion type , may only take a single consul as part of their HQ choice
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Night Lords Special Rules Appendix
Legiones Astartes - May always attempt to regroup at their normal leadership value regardless of casualties
Talent for Murder - if a unit with the Legiones Astartes (Night Lords ) special rule outnumber one or more enemy infantry units during any initiative step in which they fight an assault , they gain +1 to wound ( bulky models count as 2 models and very bulky count as 3)
Nostraman Blood - all models with this special rule fall back +1" further than normal , if the fail a pinning test , they may elect to fall back instead
Night Vision
From the Shadows - all units with this special rule have a 6+ cover save on the first turn of the game . even in open ground this may be combined with stealth etc as normal , but other forms of cover which provide a higher save supersede it
Seeds of Dissent - if an armies warlord is slain , each unit in the army with this special rule must take an immediate morale check as if they hailed just suffered 25% casualties from shooting
Legion Specific Wargear:
Nostroman Chainglaive – Any model eligible to take a Power Weapon may instead take a Chainglaive.
Range - | Str +1 | AP 3 | Melee, Two-Handed, Rending
Teleportation Transponder – Any Night Lords Terminator Squad or Command Squad or Independent Character in Terminator Armor may be upgraded to have the Deep Strike special rule for [redacted] points.
Trophies of Judgement – Grants the character the Fear special rule
Rites of Battle – Terror Assault
Cover of Darkness – The force may impose Night Fighting for the duration of the first turn on any mission on a 4+ if not already occurring normally. Night Fighting imposed in this manner carries on to the second and third turn on a 5+ and 6+ respectively.
Terror Tactics – Night Lords Terror Squads must be taken as the compulsory Troops choices and may be taken as additional Troops if desired.
Claw Assault – Tactical, Veteran Tactical and Terror Squads may take either a Dreadclaw or Legion Drop Pod as a dedicated drop pod and begin the game in reserve.
Limitations
• Must take an additional compulsory Troop choice
• May only take a single Heavy Support
• May only take a single consul as part of their HQ choices
• May not take fortifications or allied detachments
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Word Bearers Crusade List Appendix
Legiones Astartes
True Believers – All units with the Legiones Astartes (Word Bearers) special rule roll 3D6 for all morale tests and pick the two lowest
Cut them Down – All units with the Legiones Astartes (Word Bearers) special rule must always make sweeping advances whenever possible and must re-roll results of a 1.
Charismatic Leadership – Any primary detachment force chosen from the Word Bearers Legion must take a second Compulsory HQ choice on the Force Organization Chart (Where a second choice is allowed) and this choice must always be either a Centurion or Chaplain consul.
Legion Specific Wargear
Diabolist – Consul Upgrade. Gains the Daemon and Preferred Enemy (Loyalist Marine) special rules. May not be equipped with a Bike, Jetbike, Terminator Armor or take a Powerfist or Thunder Hammer.
If a Diabolist is taken, the force has access to the Dark Channelling option:
Dark Channeling ([redacted] per squad)
Roll a D6 for every squad upgraded in this way at the beginning of the game.
• 1-3 – The unit gains the Zealot special rule
• 4-5 – The unit gains +1 Strength for the duration of the battle
• 6 – The unit gains the Daemon special rule for the duration of the battle, no longer counts as scoring and counts as being Destroyed at the end of the game for the purposes of VP.
Rite of War – The Dark Brethren
Arch-Traitors – Gain preferred enemy (Loyalist Space Marines)
Signs and Portents – At the start of the game choose a single unit. After deployment, roll a d6, on a 1-3, all opposing units gain preferred enemy against this unit. On a 4-5 this unit counts as having the special rule preferred enemy against all opposing units.
From Beyond - May take allies from Codex: Daemons
Hell Follows with Them – All wounds caused by perils of the warp tests taken by the opposing side gain the instant death special rule
Limitations
• Must take at least one Diabolist as an HQ choice
• May not take more than one Heavy Support choice
• May not take Fortifications or Allied Legion detachments, and treat all other allies except Daemons as Desperate Allies
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Added onto by Brother Garrod
to those consolidated lists you can add..
Salamanders -
purging flame
any heavy bolters / twin linked heavy bolters in a salamanders legion detachment may be exchanged with heavy flamers / twin linked heavy flamers at no extra cost
any salamanders character eligable to take a plasma pistol may instead take an inferno pistol.
Word Bearers-burning lore
any word bearers preator , diobolist , centurian or chaplain has access to the burning lore wargear upgrade.
turns them into a level 1 psyker with access to the biomancy or telepathy disciplines
tainted weapon
any word bearers character that has the option to take a power weapon , may instead take a tainted weapon
purging flame
any heavy bolters / twin linked heavy bolters in a salamanders legion detachment may be exchanged with heavy flamers / twin linked heavy flamers at no extra cost
any salamanders character eligable to take a plasma pistol may instead take an inferno pistol.
Word Bearers-burning lore
any word bearers preator , diobolist , centurian or chaplain has access to the burning lore wargear upgrade.
turns them into a level 1 psyker with access to the biomancy or telepathy disciplines
tainted weapon
any word bearers character that has the option to take a power weapon , may instead take a tainted weapon
tainted weapon - range - str user ap - melee , specialist weapon , instant death
( forgot these yesterday lol )
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High Chaplain Erebus
ws 5 bs 4 s 4 t 4 w 3 i 5 a 3 ld 10 sv 2+
wargear
artificer armour
iron halo
frag and krak grenades
plasma pistol
master crafted power maul
special rules
independent character
zealot
legiones astartes ( word bearers)
burning lore
master of the legion
marked by dark fates
harbinger of chaos
adamantium will
( harbinger of chaos - if erebus is your armies warlord , all units may benefit from dark channelling and the army may take deamons as an allied contingent
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Kor Phaeron
ws 4 bs 4 s 4 t 3 w 4 i 3 a 2 ld 10 sv 2+
wargear
the terminus consolaris
pair of lightning claws
digi-flamer
special rules
independent character
legiones astartes ( word bearers)
burning lore
master of the legion
harbinger of chaos
jealous command
( the terminus consolaris - cataphractii pattern terminator armour with feel no pain ( 6+ )
digi-flamer
hand flamer ( one use )
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cybertheurgy
is pretty weird , its psychic powers .. without being psychic powers
heres what it reads as:
in order to successfully use the power , the cybertheurgist must take a leadership test . depending on the strength and difficulty of the power , a bonus or penalty may be imposed on the leadership value of the model making the test ( note that this is applied always to the characteristic value being tested, not the dice result )
if the test is passed , the power takes effect. if the test is failed , the power does not take effect .
if the test is failed and a result of a 12 ( double 6 ) is rolled , the power has both failed and gone awry . roll immediately on the cybertheurgy mishap table
[ cybertheurgy mishap table -
1-3 signal corruption , the target battle automata may only fire snap shots and fights with ws 1 in assaults for the next game turn
2-4 corrosive paradox . the target battle automata suffers a wound with no armour or cover saves possible
6 malifica
the machine spirit rebels and gains self awareness !
the battle automata is now destroyed for the purposes of VP's and is no longer part of the controlling players force , if part of a unit , it is seperated and placed out of coherency with the unit
teh battle automata is still used in the previously controlling players turn , will from now on move towards and shoot at the closest unit unit each turn and then assault that same unit if able , both sides may now target the battle automata if they desire
it seems thallax augments are unique to thallax