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Astartes Praeses

We are the Guardians of the Galaxy


We Stand Tall Against the Invading Forces of Chaos
We are the First to See New Horrors of Chaos
We are the First to Defeat Them, Sending Them Back to The Darkness
We Are Immovable, Implacable, Ever Vigilant
We Are the Guardians of the Galaxy
A Line Has Been Drawn in the Sand
We Hold Our Ground, No Matter the Cost, No Matter the Method
And There Can Be No Retreat…
Astartes Praeses Special Rules

A Line in The Sand-Sometimes the time for tactics is past, and there can simply be no retreat. Units with
this special rule automatically pass all morale and pinning checks if more than half of the unit is
within your deployment zone.
And They Shall Know No Fear- Space marines automatically pass tets to regroup, and can take such tests
even if they are under half strength. If this happens, they do not count as having moved in that
movement phase yet. Additionally, if they are caught in a sweeping advance, they instead take
wounds as though they were fearless when they took their morale test.
Assault Vehicle-Models disembarking from a vehicle with this rule may launch an assault the turn they
disembark, even if the vehicle moved that turn.
Bolster defenses-Techmarines can use surrounding materials to create impromptu bunkers or reinforce
crumbling walls. Any model with this rule may nominate one piece of area terrain in your
deployment zone. That piece of terrain grants +1 to its normal cover save. No piece of terrain
can be nominated more than once by this special rule.
For the Honor of the Chapter-The chaplain and all models in his squad are fearless, as described in the
rulebook.
Hyper repair-A Master of the Forge has earned his title; he has gained an almost psychic ability to detect
when and how a nearby vehicle will be damaged, and can be ready to fix it instantly. If the
Master of the Forge is within 3” of a vehicle, has a servo-harness, and a model with a servo-arm
or servo-harness in his unit is in base contact with a vehicle, and it suffers a damage result of
any kind, he may attempt to nullify the result. Roll 1d6, and if the number shown is higher than
the damage result, the damage is nullified. If the Master of the Forge himself is in base contact
with the vehicle, add +1 to this roll.
Liturgies of Battle-The chaplains of the Praeses practice slightly different rites than those of normal
space marines. A chaplain and his squad all have the counter attack special rule, as described in
the warhammer 40K rulebook.
Lumbering Behemoth-The Stalwart predator is a massive stable platform, if slower than one might hope.
On any turn it would normally be able to fire, it may fire its turret in addition to any other
weapons it fires. However, should it move at cruising speed, it has a maximum range of 6+d6
inches, instead of simply moving up to 12 inches.
Mindlock-Servitors have had their minds altered beyond the point where they can function normally. On
every turn, roll a d6. On a 4+ they function normally, otherwise they have succombd to mindlock
and can take no actions other than continue fighting normally in close combat if they were
already engaged. This also affects any character they are with. If a techmarine or Master of the
Forge is joined to the unit, it automatically passes this test.
Orbital Bombardment-Chapter Masters are equippedwith the authority to call down an orbital strike.
This counts as firing a ranged weapon in the shooting phase, and cannot be used if the chapter
master moved in that movement phase. If the chapter master has direct line of sight, you may
reduce scatter by his Ballistic skill. Orbital bombardments have the following profile:

Range Strength AP Type

Unlimited 10 1 Ordnance 1, Barrage

Power of the Machine Spirit-a Vehicle with this rule may always fire 1 more weapon than normal, unless
it has used smoke launchers. This weapon may be fired at a separate target than the rest of the
weapons fired that turn.
Repair self-A rhino is the easiest vehicle in the army to maintain. So easy, in fact, that the crew can
attempt to get one going again, even in the middle of combat. During the shooting phase, an
immobilized rhino may roll a d6 instead of shooting. On a 6, they fix the immobilized result and
can move the next turn.
Repair Vehicle-Techmarines and Masters of the Forge may forego shooting to attempt to fix a weapon
destroyed or immobilized damage result. For each servitor with a servo arm in the techmarine’s
unit, add 1 to this roll. If the techmarine is using a servo-harness, add 1 to the roll. On a 5+, the
result is fixed. Fixed weaponry cannot be fired until the following shooting phase.
Target Selection-The marines of the praeses chapters know that engaging chaos in close combat is
unwise at best, and have thus developed alternate strategies, selecting to form firing patterns
that maximize shooting firepower. Any unit that did not move or is relentless may select 2
targets to shoot at in the shooting phase. Each model may still only fire 1 weapon 1 time. Both
targets must be declared before any dice are rolled.
Venerable-If a venerable dreadnought suffers a hit on the vehicle damage chart, you may have your
opponent reroll the die. You must take the second result, even if it is worse than the first.
Visual Landing-The dislocation beacons the Praeses uses are indiscriminate, and so the assault marines
have perfected the ability to drop down accurately using visuals only. They are not affected by
wargear or special rules that increase OR reduce deep strike scatter; they roll 2d6 under any
circumstances.(direct hits still result in no scatter)

Independent Character, Deep Strike, Infiltrate, Move through Cover, Scout: See the universal special
rules section of the warhammer 40K rulebook.
Wargear

A power fist that rolls an extra d6 for armor


penetration. See the power fist entry for further
Weapons
details.

Assault cannon
Chainsword or Combat Blade
Rang Strength AP Type A standard close combat weapon, as described
e in the warhammer 40K rulebook.

24” 6 4 Assault 4, rending Combi-weapons


A Boltgun that may work, for 1 shooting phase,
Auxilary Grenade Laucher as a flamer, meltagun, or plasma gun,
A wrist mounted device that shoots grenades. It depending on the type of combi-weapon. You
can be fired in addition to any other weapons cannot fire both parts in one turn.
shot that turn. The profile may be selected each
time it fires.

Rang Strength AP Type


e
Conversion Beamer
12” 6 4 Assault 1
A bizarre relic that fires a single shot that
12” 3 6 Assault 1, blast gathers energy as it goes. When firing a
conversion beamer, roll for scatter before you
measure the distance. The profile of the shot is
Boltgun
determined by the distance it travels.
Rang Strength AP Type
Range Strength AP Type
e
1-18” 6 - Heavy 1, Blast
24” 4 5 Rapid fire
18- 8 4 Heavy 1, Blast
42”
Bolt pistol
42- 10 1 Heavy 1, Blast
Rang Strength AP Type 72”
e
73”+ missed - -
12” 4 5 Pistol

Crozius Arcanum
Chainfist
The symbol of a chaplains position. It function in Rang Strength AP Type
combat like a normal power weapon/ e

36” 5 4 Heavy 3
Cyclone missile launcher
Mounted on the back of terminators, these
missile lauchers can be fired In addition to any Heavy Flamer
other weapon the terminator holds. It is fired at
Range Strength AP Type
one of the following profiles:
Template 5 4 Assault 1
Rang Strength AP Type
e
Javelin Pattern Boltgun
48” 8 3 Heavy 2

8” 6 Heavy 2 Rang Strength AP Type


e

30” 4 5 Rapid Fire, Rending


Digital Weapons
A Model equipped with digital weapons may
reroll a single failed roll to wound in each
assault phase. Lascannon

Flamer Rang Strength AP Type


e
Range Strength AP Type
48” 9 2 Heavy 1
Template 4 5 Assault 1

Lightning Claws
See the assault phase chapter of the
warhammer 40K rulebook for rules of lightning
claws.

Grenades and Meltabombs: Master Crafted Weaponry


The Praeses chapters use 3 kinds of grenades. A master crafted weapon allows the model to
Krak grenades, and meltabombs as well, are reroll on to hit roll whenever the weapon is
described in the vehicles chapter of the used.
warhammer 40k rulebook. Frag grenades are
assault grenades, and Flashbang grenades are Meltagun
defensive grenades. Both are described in the
assault section of the warhammer 40k Rang Strength A Type
e P
Rulebook.
12” 8 1 Assault 1, Melta
Heavy Bolter
12” 7 2 Pistol, Gets Hot!

Missile Launcher
Missiles may be fired at either of the following Power Fist
Power fists strike at initiative 1, but double the
profiles, selected each turn:
user’s strength, as well as ignoring armor saves.
Rang Strength AP Type They are considered special close combat
e weapons, and as such only give +1 attack when
the user is using two of the same.
48” 8 3 Heavy 1

48” 4 6 Heavy 1, Blast Power Weapon


Power weapons ignore armor saves on close
combat. They can be used with a pistol, combat
Multi-Melta
blade, or other normal close combat weapon
Rang Strength AP Type for +1 attack.
e

24” 8 1 Heavy 1, melta Relic Blade


A two handed power weapon that strikes at
strength 6. You can never have +1 attack for
Plasma Cannon two close combat weapons if you have a relic
blade, however.
Rang Strength AP Type
e

36” 7 2 Heavy 1, Blast, Gets


Hot!* Sniper Rifle

*on a to hit roll of a 1, the weapon does not fire Rang Strength AP Type
and instead gives the bearer a wound. With the e
plasma cannon, roll a d6 before scattering to
36” 3 6 Heavy 1, Sniper*
represent this.
*sniper weaponry wounds automatically on a
Plasma Gun roll of 4+ as though it were poisoned. It also
has the rending and pinning special rules.
Rang Strength AP Type
e Storm Bolter
24” 7 2 Rapid fire, Gets Hot!
Rang Strength AP Type
e
Plasma Pistol 24” 4 5 Assault 2
Rang Strength AP Type
e Thunder Hammer
A special close combat weapon that
automatically causes a crew shaken result in
addition to any other vehicle damage results it
may incur. In addition, if a model survives an
unsaved wound from a thunder hammer, it
strikes at initiative 1 on the next round of
combat. Thunder hammers follow the rules for
power fists.
Other Equipment As 1 5 As weapon,
weapon poisoned(2+)
Combat Shield
this light shield grants a 6+ invulnerable save,
but is light enough that the bearer’s hand is still Iron Halo
free for another object, such as a pistol or This high award grants the model a 4+
combat blade. invulnerable save.

Camo Cloak Jump Pack


These cloaks grant scouts the Stealth Special Models with jump packs are jump infantry, and
rule, as detailed in the warhammer 40k may be held in reserve and arrive by deep
rulebook. strike.

Chapter Banner Rosarius


Any space marines within 12” of the model with As iron halo.
the chapter banner rerolls all failed morale and
pinning checks. In addition, all models in the Narthecium
same squad as the chapter banner gain +1 The apothecary and any unit in his squad have
attack in close combat. This squad also counts the Feel no Pain special rule, as described in the
as having score +1 unsaved wound when warhammer 40k rulebook.
determining combat results.
Servo Arm
Dislocation Beacon A servo arm grants the model a STR 8, initiative
The Praeses chapters have developed a device 1 attack in close combat in addition to all other
that interferes with location signals, air normal attacks.
currents, and even the warp itself to a small
degree. All units attempting to deep strike Servo Harness
within 9” of models always scatter, even on a A servo harness gets two servo arm attacks in
direct hit. If an arrow is rolled, add 2d6 to the close combat, a twin linked plasma pistol, and a
scatter distance. Also, no homing effects flamer. In addition, a model with a servo
function if the homing device is within this harness may shoot two weapons in the
radius. This device has no effect if deep striking shooting phase, but at least one of those
models are placed outside the radius and then weapons must be a weapon attached to the
scatter in. servo harness.

Hellfire Rounds Storm Shield


special ammunition for bolt weaponry. It can be A model with a storm shield has a 3+
used with boltguns, bolt pistols, and javelin invulnerable save.
pattern boltguns.

Range Strength AP Type


Vehicle Armory

Range Strengt AP Type


Ascension Shock Cannon h
This massive gun fires a single, solid shot at its
unlimite 8 3 Heavy 1, single shot
target, sure to obliterate it on contact.
d weapon
Rang Strength AP Type
e Hurricane Bolter
60” 10 2 Ordnance 1, Shock* Three twin-linked boltguns.

*this weapon hits so hard that against vehicles


it automatically scores a crew stunned result in Obliterator Cannon
addition to any other effects it might have, and This cannon fires a shell that sprays fuel into the
scores d3 extra wounds to any non vehicle air, then igniting it for a fantastic blast. The
model that does not make its save. It does not enemy is hit from all sides as the fuel ignites all
use a blast marker of any size, however; roll to at once.
hit as a normal weapon.
Rang Strength AP Type
Autocannon e

48” 10 5 Ordnance, large blast,


Rang Strength AP Type
ignores cover
e

48” 7 4 Heavy 2

Searchlight
Dozer Blade If a vehicle mounted with searchlights
Dozer blades allow vehicles to reroll failed successfully sees an enemy unit during night
dangerous terrain tests fighting, all of your units may fire at that unit for
the rest of the turn without making checks.
Extra Armor
Vehicles with extra armor treat any crew Smoke Launchers
stunned results as crew shaken. If there is a unit Used at the end of the vehicle’s movement
using hyper repair, they must still roll to nullify phase, the vehicles forgoes its entire shooting
as though it was crew stunned. phase to gain a cover save of 4+ for the next
turn.
Frag Assault Launchers
Any unit charging out of a land raider is counted
as having assault grenades.
Typhoon/Dreadnought Missile Launcher
Hunter-Killer Missile
These lauchers have racks of missiles that can 48”
be fired at either of the following profiles each
12- 4 5 Ordnance 1, Barrage,
turn:
48” Ignores cover
Rang Strength AP Type
e

48” 8 3 Heavy 2

48” 4 6 Heavy 2

Thunderfire cannon
The thunderfire cannon is considered artillery,
as described in the warhammer 40 rulebook.
Each round, the techmarine may fire the
cannon at one of the following profiles:

Rang Strength AP Type


e

60” 6 5 Heavy 4, Blast

60” 5 6 Heavy 4, Blast, Ignores


cover

60” 4 - Heavy 4, Blast,


Tremor*

*Tremor shells force any unit it hits to move as


though it were in difficult terrain on that units
next turn.

Whirlwind Multiple Missile Launcher


This may be fired at either of the following
profiles:

Range Strength AP Type

12- 5 4 Ordnance 1, Barrage


HQ

Cymar Xidias, Chapter Master of the White Consuls 250 points

WS BS S T W I A Ld Sv
Cymar Xidias 6 6 4 4 3 5 4 10 2+

Unit Composition: 1(unique)


Unit type: Infantry

Wargear:
-Artificer armor
-Iron Halo
-Claws of the Blue Eagle

Special rules
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character
-Orbital Bombardment
-Eternal Warrior
-For the God Emperor!
-Cut off the Head…

Special gear and rules:


Claws of the Blue Eagle: a pair of matched lightning claws with single shot meltaguns built into them.
Both melta shots may be fired on the same turn.

Cut off the Head…: Xidias knows the value of each part of his opponent’s forces, and will quickly and
determinedly take down the greatest threats. At the beginning of the game, you may select one unit.
Anyone shooting at this unit may reroll missed shots. If the unit is an independent character joined to a
squad, reroll against the squad. If the unit is inside a transport, reroll against the transport. In addition,
he may allocate attacks to individual models in close combat regardless of whether they are
independent characters or not.

For the God Emperor!: the White Consuls are part of the imperial cult, and Xidias uses this to drive his
troops ever harder. Each round of combat, he and any unit he is joined with may attempt a counter
charge, gaining +1 attack on that round. For each consecutive player turn this is attempted, whether it
passes or fails, the next attempt for this check is made at -1 leadership. If this is not attempted during
any combat phase, the next check is made at +1 leadership and so on. This ability cannot be used when
charging an enemy squad.

Artekus Bardane, Chapter Master of the Relictors 155 points

WS BS S T W I A Ld Sv
Artekus Bardane 6 5 4 4 3 5 3 10 3+

Unit Composition: 1(unique)


Unit type: Infantry

Wargear:
-Power armor
-Iron Halo
-The Screaming Flail

Special rules
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character
-Orbital Bombardment
-Excommunicatus Traitorus

Special gear and rules:

The Screaming Flail: This flail is a slaaneshi daemon weapon. It grants d6 extra attack in close combat,
but it wounds the user and makes no attacks that round if a 1 is rolled. Its attacks ignore armor saves
and cause instant death, regardless of the target’s toughness. It may also be used as a ranged weapon
with the following profile:

Range: flamer template, Str d6+4, AP 6, assault 1

Excommunicatus Traitorus: The relictors were excommunicated for using daemon weapons. An army
that includes Artekus Bardane cannot contain any other special characters.
First Captain Raoul of the Marines Exemplar 180 points

WS BS S T W I A Ld Sv
Raoul 6 5 4 4 3 5 4 10 2+

Unit Composition: 1(unique)


Unit type: Infantry

Wargear:
-Terminator Armor
-Storm Shield
-Terror Kin
- Storm Bolter

Special rules
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character
-Ancient Enemies
-Favored Few
-We Have Our Own Way!

Special gear and rules:


Terror Kin: a double sided chainaxe that strikes as a Strength 6 power weapon in close combat.

Ancient Enemies: Raoul and his squad have preferred enemy vs chaos daemons and chaos space
marines.

Favored Few: Raoul favors his veteran company, fielding them in far greater numbers than usual.
Terminators and Lancer Squads may be taken as troop choices, able to contest objectives and be
affected by his We Have Our Own Way! Special rule. He has few suits of terminator armor to his chapter,
however: he may not have more than 1 Terminator squad in his entire army.

We Have Our Own Way!: after losing their chapter master, Maxim Absolon, using The Great Wolf Logan
Grimmnar’s tactics, First Captain Raoul took the chapter under his command and redeployed the
chapter seeking council only from within the chapter. The Marines Exemplar are now known throughout
the sector as being incredibly crafty, but close-minded when advice is offered from outside the chapter.

All troops gain the infiltrate special rule (including Lancers and terminators taken as troops), but because
they don’t always listen to others advice, when an army includes First Captain Raoul your opponent
always gets to make the decision who deploys first and gets first turn (initiative may be stolen as
normal).

Arcturus Rickmann, Master of the Forge of the Subjugators 160 points

WS BS S T W I A Ld Sv
Arcturus Rickmann 5 5 4 4 2 4 2 10 2+

Unit Composition: 1(unique)


Unit type: Infantry

Wargear:
-Artificer armor
-Iron Halo
-Servo Harness
-Thunder Hammer

Special Rules

-And They Shall Know No Fear


-A Line in the Sand
-Target Selection
-Deathtrap
-Hyper Repair
-Repair vehicle
-Independent Character

Deathtrap:

Arcturus is brilliant with defenses, and can turn practically anything into a fortified bunker. If Arcturus is
in your army, you may select one piece of terrain in you deployment zone. You get +1 to cover saves
rolled in that area(a 1 always fails, regardless) and your opponent treats that piece of terrain as both
difficult and dangerous terrain.
Ruslov Petrenko, Captain of the Night Watch 10 th Company 150 points

WS BS S T W I A Ld Sv
Ruslov Petrenko 6 5 4 4 3 5 3 10 4+

Unit Composition: 1(unique)


Unit type: Infantry

Wargear:
-Scout armor
-combi-plasma
-meltabombs
-hand flamer
-power sword

Special Rules:
Early Battle
Scout
Infiltrate
Move Through Cover
Hide
Now You See Us…

Hand flamer: Str 3, ap 5 flamer template. Counts as a second close combat weapon.

Early Battle: if your army includes Petrenko, the game starts with night fighting active for 1 full turn. If
the game already starts with night fighting, the night lasts 1 turn longer than normal.

Hide: under the cover of night, Petrenko can get his men closer to their objective. He and any squad he
is with may subtract infiltrate to within 12” of enemy units in plain sight, and 6” of enemy units if they
are out of sight. They may also scout to within 1” of enemy models.

Now You See Us...: Petrenko and his unit can disappear into the night like ghosts. If they are not
engaged in close combat at the end of their turn, and night fighting is active, they may be removed from
the board and placed in reserve.
Commander 100 points

WS BS S T W I A Ld Sv

Captain 6 5 4 4 3 5 3 10 3+

Chapter 6 6 4 4 3 5 3 10 3+
Master Options:
Upgrade to Chapter Master………………….+25 pts
Replace Boltgun, Bolt pistol, and/or chainsword
Unit composition: with
-1 Captain -combi-flamer, -melta, or –plasma………..…+5 pts
-meltagun or plasma gun………….……………+10 pts
Unit Type: -storm shield, power sword, lightning claw, or
-Infantry plasma pistol………………………………………..+15 pts
-Power fist……………………………………………+25 pts
Wargear: -Relic blade or thunder hammer………….+30 pts
-Power armor Replace power armor with artificer
-Boltgun armor…………………………………………………..+15 pts
-Bolt pistol May take
-Chainsword -meltabombs…………………………………………..+5 pts
-Flashbang and Krak grenades -Digital Weapons………………………………….+10 pts
-Iron Halo -hellfire rounds…………………………………….+ 10 pts
-Auxilary grenade launcher………………….+15 pts
Special rules:
-And They Shall Know No Fear Replace power armor, all grenades, bolt pistol,
-A Line in the Sand chainsword, and Boltgun with Terminator
-Target Selection Armor, storm bolter, and power sword..+30 pts
-Independent Character Replace storm botler with
-Orbital Bombardment(Chapter Master Only) -combi-flamer, -melta, or –plasma……+5 pts
-lightning claw…………………………………..+10 pts
-Thunder Hammer…………………………….+20 pts
Replace Power sword with
-lightning claw……………………………………+5 pts
-power fist or storm shield………………..+10 pts
-thunder hammer or chainfist……………+15 pts
If terminator armor is not chosen, may select a
jump pack…………………………………………..+25 pts

Command Squad 115 points


WS BS S T W I A Ld Sv

Champion 5 4 4 4 1 4 2 9 3+
Options:
Apothecary 4 4 4 4 1 4 2 9 3+ One veteran may carry a chapter banner+20 pts
One veteran may be upgraded to a champion
Veteran 4 4 4 4 1 4 2 9 3+ with a power weapon and a combat
shield…………………………………………………….+15 pts
Any Veteran may replace his bolt pistol and/or
Unit composition: chainsword with
-4 veterans -a storm bolter…………………………………………..free
-1 apothecary -flamer………………………………………………….…+5 pts
-meltagun……………………………………………..+10 pts
Unit Type: -a combi-flamer, -melta, or –plasma……..+10 pts
-Infantry -plasma gun, power sword, plasma pistol, or
lightning claw………………………………………+15 pts
Wargear: -power fist……………………………………………+25 pts
-Power armor -Thunder hammer………………………………..+30 pts
-Chainsword Any Veteran may have the following
-Bolt pistol -meltabombs…………………………………………+5 pts
-Flashbang, Frag, and Krak grenades -storm shield…………………………………………+15 pts
-Narthecium(apothecary only) Up to three veterans may take
- Dislocation Beacon……………..…………………+ 5pts
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection

Dedicated Transport:
May select a rhino or razorback.
Master of the Forge 120 points -power sword…………………………………….+15 pts
-thunder hammer………………………………+30 pt

Chaplain 100 points


WS B S T W I A Ld Sv
S

Master of 4 5 4 4 2 4 2 10 2+
the Forge WS BS S T W I A Ld Sv

Chaplain 5 4 4 4 2 4 2 10 3+

Unit composition:
-1 Master of the Forge Unit composition:
-2 servitors -1 Captain

Unit Type: Unit Type:


-Infantry -Infantry

Wargear: Wargear:
-Artificer Armor -Power armor
-Servo-harness -Bolt pistol
-Bolt pistol -Crozius arcanum
-Flashbang and Krak grenades -Flashbang and Krak grenades
-Rosarius
Special rules(master o the forge only):
-And They Shall Know No Fear Special rules:
-A Line in the Sand -And They Shall Know No Fear
-Target Selection -A Line in the Sand
-Bolster Defenses -Target Selection
-Hyper Repair -Honor of the Chapter
-Repair vehicle -Liturgies of Battle
-Independent Character -Independent Character

Options: Options:
Replace Servo-harness with Replace bolt pistol with
-conversion beamer……………………………free -storm bolter……………………………………..+3 pts
Replace bolt pistol with -combi-plasma, -flamer, or –melta……+15 pts
-storm bolter……………………………………..+5 pts -power fist…………………………………………+15 pts
-combi-plasma, -flamer, or –melta……+10 pts -plasma pistol……………………………………..+15 pts
-plasma pistol…………………………………….+15 pts Take meltabombs……………………………….+5 pts
Take digital weapons…………………………+10 pts Take digital weapons………………………….+10 pts
Take either
May replace power armor, bolt pistol, and
grenades for terminator armor and:
-a storm bolter……………………………………+30 pts
- combi-plasma, -flamer, or –melta……+35 pts

If terminator armor is not chosen, may have a


jump pack………………………………………….+15 pts
Lieutenant 50 points

WS BS S T W I A L Sv
d

Lieutenant 4 5 4 4 2 4 2 9 3+

Unit composition:
-1 Lieutenant

Unit Type:
-Infantry

Wargear:
-Power armor
-Boltgun
-Chainsword
-Flashbang and Krak grenades
-Iron Halo

Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection
-Independent Character

Options:
Replace Boltgun and/or chainsword with
-combi-flamer, -melta, or –plasma………..…+5 pts
-meltagun or plasma gun………….……………+10 pts
-storm shield, power sword, lightning claw, or
plasma pistol………………………………………..+15 pts
-Power fist……………………………………………+25 pts
May take
-meltabombs…………………………………………..+5 pts
-Digital Weapons………………………………….+10 pts
-hellfire rounds…………………………………….+ 10 pts
Troops

Defender 15 pts/model

WS BS S T W I A Ld Sv

Defende 4 4 4 4 1 4 1 8 3+ Options:
r For every five models in the squad, one
Defender may take:
-A flamer, heavy bolter, multi-melta, or missile
launcher……………………………………………………..free
Unit composition: -A meltagun or plasma cannon…………….…+ 5 pts
-5-15 Defenders -A plasma gun or Lascannon……………….…+10 pts
One Defender may take:
Unit Type: -A power weapon……………………………….…+15 pts
-Infantry -A power fist……………………………..…………. +20 pts
One Defender may take:
Wargear: - Meltabombs……………………………………….…+5 pts
-Power armor Up to three Defenders may take
-Boltgun - Dislocation Beacon……………..…………………+ 5pts
-Bolt pistol
-Flashbang and Krak grenades

Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection

Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback. If the squad numbers less
than 11 models, may select a Rhino.
Scout 12 pts/model

WS BS S T W I A Ld Sv

Scout 4 4 4 4 1 4 1 8 4+
Sergeant

Scout 3 3 4 4 1 4 1 7 4+

Unit composition: Options:


- 4-9 scouts Any Model may replace his Boltgun with:
- 1 Scout Sergeant -sniper rifle………………………………………………...free
One Scout may replace his Boltgun with:
Unit Type: -heavy bolter or missile launcher……..……+10 pts
-Infantry The Scout Sergeant may replace his Boltgun
and/or bolt pistol with:
Wargear: -Plasma Pistol or Power Weapon…………..15 pts
-Scout Armor -Power fist……………………………………………..20 pts
-Boltgun The Scout sergeant may take:
-Bolt pistol -Meltabombs………………………………………...+5 pts
-Flashbang and Krak grenades -Dislocation Beacon……………………………….+5 pts
The entire squad may take have camo cloaks, +3
Special rules: pts/model
-And They Shall Know No Fear
-A Line in the Sand
-Infiltrate
-Scout
-Move Through Cover

Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback, or may select a rhino.
Scout Heavy Weapon Team 25 pts/model

WS BS S T W I A Ld Sv Options:
Scout 3 3 4 4 2 4 2 7 4+ Each Heavy weapon team must take one:
Heavy -Mortar……………………………………………………..free
weapon -autocannon……………………………………………+5 pts
team
-Lascannon…………………………………………….+10 pts

Unit composition:
- 1-3 Heavy Weapon Teams

Unit Type:
-Infantry

Wargear:
-Scout Armor
-combat blade
-Flashbang grenades

Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Infiltrate
-Scout
Dedicated Transports

Rhino 35 points Rhino 4 11 11 10

WS F S R
Unit Composition
Rhino 4 11 11 10 -1 Razorback

Unit Composition Unit Type


-1 Rhino -Vehicle(Tank)

Unit Type Wargear


-Vehicle(Tank) -Twin-Linked Heavy Bolter
-Searchlight
Wargear -Smoke Launchers
-Storm Bolter
-Searchlight Transport Capacity
-Smoke Launchers -Ten models

Special Rules Options:


-Repair self May take any of the following:
-Storm Bolter…………………………………………+10 pts
Transport Capacity -Hunter-Killer missile……………………………..+10 pts
-Ten models -a dozer blade………………………………………....+5pts
-extra armor……………………………….…………+15 pts
Options: Replace Twin-Linked Heavy Bolter with:
May take any of the following: -Twin-Linked Heavy Flamer…………………..+25 pts
-Storm Bolter…………………………………………+10 pts -Twin-Linked Assault Cannon………………..+35 pts
-Hunter-Killer missile……………………………..+10 pts -Twin-Linked Lascannon………………………..+35 pts
-a dozer blade………………………………………....+5pts -Lascannon and twin linked plasma gun..+35 pts
-extra armor……………………………….…………+15 pts

Razorback 40 points

WS F S R
Elites

Terminator 30 pts/model

WS BS S T W I A L Sv
d
Options:
Terminator 4 4 4 4 1 4 2 9 2+ For every five models in the squad, one
Terminator may :
-Replace storm bolter with assault cannon
………………………………………………………………+20 pts
Unit composition: -replace storm bolter with heavy flamer..+ 5 pts
-5-10 Terminators -Take a cyclone missile launcher……………+30 pts
Any model may replace his storm bolter with:
Unit Type: -Lightning Claw………………………………………..+5 pts
-Infantry -Thunder Hammer………………………………...+10 pts
Any model may replace his Power Sword with:
Wargear: -Lightning claw……………………………………….+5 pts
-Terminator armor -Power fist………………………………………………+5 pts
-Storm bolter -Storm Shield………………………………………..+10 pts
-Power Sword Any Terminator may take:
Dislocation Beacon…………………………………+5 pts
Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection

Dedicated Transport:
One terminator Squad may select a Land Raider
of any type as a dedicated transport.
Techmarine 50 pts

WS BS S T W I A Ld Sv

Techmarine 4 4 4 4 1 4 1 8 2+ For every Techmarine or Master of the Forge in


your Army, you may take a unit of Servitors.

Servitor 10 pts/model
Unit composition:
WS BS S T W I A Ld Sv
-1 Techmarine
Servitor 3 3 3 3 1 3 1 8 4+
Unit Type:
-Infantry
Unit composition:
Wargear: -1-5 Servitors
-Artificer Armor
-Servo-arm Unit Type:
-Bolt pistol -Infantry
-Flashbang and Krak grenades
Wargear:
Special rules: -Servo-arm
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection Special rules:
-Bolster Defenses -mindlock
-Repair Vehicle
-Independent Character Options:
Up to two servitors may replace their servo-arm
with:
-Heavy bolter………………………………………..+ 20 pts
Options: -Multi-melta or Plasma cannon…………….+ 30 pts
-Upgrade Servo-arm to Servo-harness….+25 pts
-Take a Power Weapon…………………………+15 pts
-Take Thunder Hammer………………………..+25 pts
Lancer Squad 25 pts/model Up to three Lancers may take
- Dislocation Beacon……………..…………………+ 5pts

WS BS S T W I A Ld Sv

Lancer 4 5 4 4 1 4 1 9 3+

Unit composition:
-5-10 Lancers

Unit Type:
-Infantry

Wargear:
-Power armor
-Javelin Pattern Boltgun
-Hellfire Rounds
-Bolt pistol
-Flashbang and Krak grenades

Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Target Selection

Dedicated Transport:
If the squad numbers less than 7 models, may
select a Razorback, or may select a Rhino.

Options:
One Lancer may take:
-A power weapon……………………………….…+15 pts
-A power fist……………………………..…………. +20 pts
One Lancer may take:
- Meltabombs……………………………………….…+5 pts
Dreadnought 110 points

WS BS S F S R I A

Dreadnought 4 4 6 12 12 10 4 2

Venerable dreadnought 5 5 6 12 12 10 4 2

Unit Composition
-1 Dreadnought

Unit Type
-Walker

Wargear
-Twin-Linked Autocannon
-Dreadnough close combat weapon(with built it storm bolter)
-Searchlight
-Smoke Launchers

Special rules:
Venerable(venerable dreadnoughts only)

Options:
Replace storm bolter with heavy flamer……+10 pts
Replace twin-linked autocannon with:
-Hurricane Bolter……………………………………..free
-Plasma cannon or assault cannon……………..5 pts
-Twin Linked Lascannons…………………………………………+30 pts
Replace Close combat weapon with:
-Twin-Linked autocannon or dreadnought missile launcher………….10 pts
May take extra armor……………………………….…………+15 pts

Upgrade to venerable dreadnought:…………………………………50 pts


Fast Attack

Assault Squad 18 pts/model

WS BS S T W I A Ld Sv

Defende 4 4 4 4 1 4 1 8 3+
r
Options:
For every five models in the squad, one
Defender may take:
Unit composition: -A flamer………………………………………………+10 pts
-5-10 Defenders -A meltagun or …………………….…………….…+15 pts
One Defender may take:
Unit Type: -A power weapon……………………………….…+15 pts
-Jump Infantry -A power fist……………………………..…………. +20 pts
One Defender may take:
Wargear: - Meltabombs……………………………………….…+5 pts
-Power armor
-Chainsword
-Bolt pistol
-Frag and Krak grenades
-Jump Pack

Special rules:
-And They Shall Know No Fear
-A Line in the Sand
-Visual Landing

Dedicated Transport:
The squad may remove its jump packs to count
as infantry. It may then take a rhino or
razorback, subtracting 35 points from the point
cost.
Land Speeder 50 points/ model Unit Type
-Vehicle(Fast, Skimmer)
WS F S R

Land Speeder 4 10 10 10 Wargear


-Assault Cannon
-Twin-Linked Typhoon Missile Launcher
Unit Composition
-1-3 Land Speeders Special Rules
-Deep Strike
Unit Type
-Vehicle(Fast, Skimmer)

Wargear
-Heavy Bolter

Special Rules
-Deep Strike

Options:
Any Land Speeder may replace its heavy bolter
with:
-Heavy Flamer……………………………………………free

-Multi-melta…………………………………………+10 pts

Any and Speeder may take one of the following:


-Typhoon Missile Launcher………………….+40 pts
-Heavy Flamer……………………………………..+10 pts
-Heavy Bolter……………………………………….+10 pts
-Multi-Melta………………………………………..+20 pts
-Assault Cannon…………………………………..+40 pts

Land Speeder Tempest 120 points/ model

WS F S R

Land Speeder 4 11 10 10

Unit Composition
-1-3 Land Speeders
Heavy Support

Land Raider 250 points

WS F S R

Land 4 14 14 14
Raider

Unit Composition Land Raider Crusader 250 points


- 1 Land Raider
WS F S R
Unit Type Land 4 14 14 14
-Vehicle(Tank) Raider

Wargear
Unit Composition
-Twin Linked Heavy Bolter
- 1 Land Raider
-Twin Linked Lascannon Sponsons
-Frag assault Launcher
Unit Type
-Searchlight
-Vehicle(Tank)
-Smoke Launchers

Wargear
Special Rules
-Twin Linked Assault Cannon
-Power of the Machine Spirit
-Hurricane Bolter Sponsons
-Assault Vehicle
-Frag assault Launcher
-Searchlight
Tansport Capacity
-Smoke Launchers
Twelve Models

Special Rules
Options:
-Power of the Machine Spirit
May take any of the following:
-Assault Vehicle
-Storm Bolter…………………………………………+10 pts
-Hunter-Killer missile……………………………..+10 pts
Tansport Capacity
-a multi-melta………………………………………..+10pts
Sixteen Models
-extra armor……………………………….…………+15 pts

Options:
May take any of the following:
-Storm Bolter…………………………………………+10 pts
-Hunter-Killer missile……………………………..+10 pts
-a multi-melta………………………………………..+10pts
-extra armor……………………………….…………+15 pts
Whirlwind Battery 85 points/ model

WS F S R

Whirlwind 4 11 11 10 Predator 60 points

WS F S R
Unit Composition
- 1-3 Whirlwinds Rhino 4 13 11 10

Unit Type Unit Composition


-Vehicle(Tank) -1 Predator

Wargear Unit Type


-Whirlwind Multiple Missile Launcher -Vehicle(Tank)
-Searchlight
-Smoke Launchers Wargear
-Autocannon
Options: -Searchlight
May take any of the following: -Smoke Launchers
-Storm Bolter…………………………………………+10 pts
-Hunter-Killer missile……………………………..+10 pts Options:
-a dozer blade………………………………………....+5pts Replace Autocannon with Twin-Linked
-extra armor……………………………….…………+15 pts Lascannon…………………………………………….+45 pts
May take sponsons with:
-Heavy Bolters……………………………………..+25 pts
-Lascannons…………………………………………+60 pts
May take any of the following:
-Storm Bolter…………………………………………+10 pts
-Hunter-Killer missile……………………………..+10 pts
-a dozer blade………………………………………....+5pts
-extra armor……………………………….…………+15 pts
Stalwart Predator 160 points

WS F S R

Stalwart Predator 4 14 12 11 Thunderfire Cannon 100 points

Unit Composition WS BS S T W I A Ld Sv
-1 Stalwart Predator Techmarine 4 4 4 4 1 4 1 8 2+

Unit Type Unit composition:


-Vehicle(Tank) -1 techmarine
-1 thunderfire cannon
Wargear
-Ascension shock cannon Unit Type:
-2 hunter killer missiles -Artillery
-Searchlight
-Smoke Launchers Wargear:
-Artificer armor
Special rules: -Servo-Harness
Lumbering Behemoth -Bolt pistol
Power of the Machine Spirit -Flashbang and Krak grenades

Options: Special rules:


Replace Ascension Shock cannon with -And They Shall Know No Fear
Obliterator cannon………………………………..…free -A Line in the Sand
May take sponsons with: -Repair Vehicle
-Hurricane Bolters………………………………..+15 pts -Bolster Defenses
-Plasma cannons………………………………….+30 pts
-Twin Linked Lascannons………………………+60 pts
May take extra armor…………….….…………+15 pts

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