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THE
MVS
APOCALYPSE
EXTRAVAGANZA
2012 REDUX


General Disclaimer
This file and the rules within it are completely unofficial. They are no way endorsed by Games
Workshop PLC or its Subsidiaries. This file is distributed strictly on the understanding that it is freely
accessible and cannot be sold for financial gain.
To use this file correctly you must have access to copies of the Warhammer 40,000 Rulebook,
Apocalypse, Apocalypse Reloaded, Forgeworlds Imperial Armour series and the following Codices
(also referred to as Codexes):
Space Marines (C:SM), Chaos Space Marines (C:CSM), Chaos Daemons (C:CD), Blood Angels
(C:BA), Space Wolves (C:SW), Imperial Guard (C:IG), Grey Knights (C:GK), Daemon Hunters
(C:DH), Witch Hunters (C:WH), Orks (C:O), Eldar (C:E), Dark Eldar (C:DE), Necrons (C:N),
Tau Empire (C:TE) & Tyranids (C:T)
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Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices,
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Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device,
Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo,
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Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world.
Used without permission.
No challenge to GWs status is intended. All Rights Reserved to their respective owners.

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CONTENTS:

FORCES OF THE GREATER GOOD:

SHASO SPECIAL CHARACTER CREATION TABLE
APOCALYPSE UPGRADES FOR NAMED TAU SPECIAL CHARACTERS

FORCES OF THE IMPERIUM:

CHAPTER MASTER CHARACTER CREATION TABLE
APOCALYPSE UPGRADES FOR NAMED ASTARTES CHARACTERS
APOCALYPSE RULES FOR UNNAMED CHAPTER MASTERS

SPACE MARINE BATTLE FORMATIONS:

AERIAL INSERTION FORCE
CAVALRY FORCE
KNIGHT CRUSADERS
SCIONS OF THE MACHINE CULT
SIEGE MASTERS

RULES FOR THE PRIMARCHS & EMPEROR:

ROBOUTE GUILLIMAN
LION ELJONSON
ROGAL DORN
SANGUINIUS
LEMAN RUSS
VULKAN
FERRUS MANUS
CORAX
JAGHATAI KHAN
FULGRIM
ANGRON
LORGAR AURELIAN
MORTARION
MAGNUS
PERTURABO
THE EMPEROR OF MANKIND

THE CHAOS ASTARTES LEGIONS:

CHAOS SPACE MARINE CHARACTER CREATION TABLE
APOCALYPSE UPGRADES FOR NAMED CHAOS LORDS



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RULES FOR TRAITOR PRIMARCHS:

HORUS LUPERCAL
LORGAR AURELIAN
ALPHARIUS & OMEGON
KONRAD CURZE

RULES FOR DAEMON PRIMARCHS:

HORUS THE WARMASTER
THE URIZEN
FULGRIM
MORTARION
ANGRON
MAGNUS THE RED
PERTURABO

THE TRATOR LEGIONS / CHAPTERS:

THE BLACK LEGION
THE WORD BEARERS
THE WORLD EATERS
THE THOUSAND SONS
THE DEATH GUARD
THE EMPERORS CHILDREN
THE NIGHT LORDS
THE IRON WARRIORS
THE ALPHA LEGION
THE RED CORSAIRS

DAEMONS OF CHAOS:

APOCALYPSE UPGRADES FOR NAMED CHAOS DAEMONS
ASCENDED DAEMON CHARACTER CREATION TABLE
UNALIGNED DAEMON LORDS
UNALIGNED DAEMON PRINCES
UNALIGNED DAEMON KINGS
KHORNATE DAEMON LORDS
KHORNATE DAEMON PRINCES
KHORNATE DAEMON KINGS
TZEENTCHIAN DAEMON LORDS
TZEENTCHIAN DAEMON PRINCES
TZEENTCHIAN DAEMON KINGS
NURGLISH DAEMON LORDS
NURGLISH DAEMON PRINCES
NURGLISH DAEMON KINGS
SLAANESHI DAEMON LORDS
SLAANESHI DAEMON PRINCES
SLAANESHI DAEMON KINGS
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FULLY MANIFESTED GREATER DAEMONS:

AMNAICH,
PUZUZU
KABANDHA
AMON CHAKAI

THE ELDAR KINDREDS:

AUTARCH CHARACTER CREATION TABLE
ARCHON CHARACTER CREATION TABLE
APOCALYPSE UPGRADES FOR NAMED ELDAR CHARACTERS

PHOENIX LORDS & SPECIAL CHARACTER RULES:

THE DARK FATHER
ASURMEN
JAIN ZAR
BAHARROTH
KARANDRAS
FUEGAN
MAUGAN RA
IRYLLITH
ISHTEYAR
ANANANSA
HARELEQUIN SOLITAIRE
THE MORAI-MENSHA
THE UNBOUND AVATAR OF KHAINE

THE AWAKENED CTAN:

KHAELIS RA
MEPHETRAN

ADVANCED RULES FOR INVULNERABLE SAVES IN APOCALYPSE:

INVULNERABLE SAVES & WEAPONRY
APOCALYPSE AND GENERAL MUNITIONS




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FORCES OF THE
IMPERIUM





































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CHAPTER MASTER SPECIAL CHARACTER CREATION TABLE

For the Masters of Marine Chapters you have invented yourself, use the rules and
options for Chapter Masters in Codex: Space Marines but with the following additions
/ alterations that must be chosen before battle commences and in the presence of your
opponent:

May choose one of the following Chapter Tactics for +15pts:

I nspirational Leadership The Chapter Master and any unit he joins is
Fearless. All other Space Marine units of his Chapter may re-roll any failed
Morale and Pinning tests they are required to make and are subject to the
Rites of Battle rule (see Cato Sicariuss rules). This replaces Combat Tactics.
Brilliant Tactician The Chapter Master and any friendly unit fully or
partially within 12 may choose to automatically pass or fail any Morale and
Pinning tests they are required to make. All other Space Marine units in his
army are subject to Combat Tactics.
Seasoned General The Chapter Master and any unit he leads may choose to
automatically pass or fail any Leadership-based test they are required to make
(except Psychic Tests). All other Space Marine units in his army are Stubborn.
This replaces Combat Tactics.

May choose one of the following at the points cost shown:

Eternal Warrior, +40pts
+1 Wound, +20pts
+1 Attack, +15pts
+1 Weapon Skill, +10pts
+2 Ballistic Skill, +5pts

May choose one of the following at the points cost shown:

I ndomitable Presence +35pts, all friendly units within 12 of the Chapter
Master (not including the Chapter Master himself) receive +1 Attack whilst he
still lives. This bonus does not stack with the similar bonus granted by the
Chapter Banner
Siege Master +20pts, the Chapter Master bestows the Bolster Defences rule
on 3 buildings / terrain pieces. See Codex: Space Marines for details
Mle Experts +4pts p/m, the Chapter Master and any unit he leads may
gain one of the following USRs: Counter-Attack, Furious Charge or Preferred
Enemy. Also, any unit in his army may replace Bolters with Bolt Pistols and
Chainswords free of charge
I nfiltrators +3pts p/m, the Chapter Master and any unit he leads may be
given one of the following USRs: Infiltrate, Scouts or Stealth
Marksmen +3pts p/m, the Chapter Master and any unit he leads may gain
one of the following special rules: Tank Hunters (counts against all vehicles
and buildings) or Preferred Enemy (shooting attacks only, effective against all
viable targets)
Stunning Manoeuvres +3pts p/m, the Chapter Master and any unit he leads
may gain one of the following special rules: Hit & Run, Move Through Cover,
Skilled Rider, Fleet or Heroic Intervention
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APOCALYPSE UPGRADES FOR NAMED CHAPTER MASTERS

Asmodai, Grandmaster of the Interrogator-Chaplains, Dark Angels use the
rules for Interrogator-Chaplains in Codex: Dark Angels, but with the following
exceptions / alterations:
May take a Teleport Homer for +15pts
Preferred Enemy against any and all Chaos Space Marines

Astorath the Grim, High Chaplain of the Blood Angels use exactly as in
Codex: Blood Angels

Azrael, Grandmaster of the Dark Angels - as in Codex: Dark Angels, but with the
following exceptions / alterations:
Costs: 250pts
WS: 6
Orbital Bombardment
May take a Teleport Homer, +15pts
Combat Tactics is replaced with Rites of Battle and Stubborn
Bestows his Fearless rule onto any unit he leads, this replaces the Stubborn and
Combat Tactics rules
Azrael may swap his Artificer Armour, Bolt Pistol and Grenades for Terminator
Armour at +15pts All other equipment remains exactly the same (so he keeps the
Lion Helm, etc)
May take an Honour Guard. See Codex: Space Marines for details. Honour
Guards in a pure Deathwing Force may be equipped with Terminator Armour at
+10pts p/m. All further Wargear must be chosen from the Deathwing Terminators
entry

Belial, Master of the Deathwing, Captain of the Dark Angels 1
st
Company as in
Codex: Dark Angels, but with the following exceptions / alterations:
195pts
WS: 6; Iron Halo; Teleport Homer; Master-Crafted Storm Bolter
Sword of Silence is a Relic Weapon
Bestows his Fearless rule onto any unit he leads, this replaces the Rites of Battle
and Combat Tactics rules

Bjrn the Fell-Handed exactly as in Codex: Space Wolves

Canis Wolfborn exactly as in Codex: Space Wolves.

Carab Culln, Chapter Master of the Red Scorpions exactly as in the most recent
Imperial Armour publication that he appears in.





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Carnarvon, High Chaplain of the Death Company, Flesh Tearers use the rules
and options for Reclusiarchs in Codex: Blood Angels but with the following addition:

Shadow if the Primarch: All Flesh Tearers in the army succumb to the Red
Thirst on a roll of 1-3 or less instead of just 1.
The army may have any number of 5-30 man Death Company units.

Cato Sicarius, Ultramarines 2
nd
Company Captain, Master of the Watch use
exactly as in Codex: Space Marines, but with the following exceptions / alterations:
Sicarius may swap his Artificer Armour, Plasma Pistol and Grenades for
Terminator Armour and a Storm Bolter, +15pts All other equipment remains
exactly the same.

Corbulo, Sanguinary High Priest of the Blood Angels use exactly as in Codex:
Blood Angels

Cortez, 4
st
Company Captain, Crimson Fists use the rules and options for
Captains in Codex: Space Marines, but with the following exceptions / alterations:
Feel No Pain, +30pts

Dante, Lord Commander of the Blood Angels as in Codex: Blood Angels, but
with the following exceptions / alterations:
215pts
May purchase Eternal Warrior, +35pts
May take a Teleport Homer, +15pts
May replace his Jump Pack, Artificer Armour and Grenades with Terminator
Armour (free). All other equipment remains exactly the same (so he keeps the
Deathmask of Sanguinius and Mortalis)
If wearing Terminator Armour, Dantes Blood Angel Honour Guard may also be
equipped with Terminator Armour, a Power Sword and a wrist mounted Storm
Bolter, +15pts p/m.
Any model may exchange their Power Weapons for Glaives Encarmine at +15pts
p/m. May exchange all weapons for a pair of Lightning Claws (free)
If wearing Terminator Armour, Dantes Blood Angel Honour Guards may still be
upgraded to have a Sanguinary Priest and a Chapter Standard Bearer as per the
rules and costs in their entry. Honour Guards in terminator Armour may not
choose any Pistol, Rapid Fire or Heavy Weapons

Erasmus Tycho, Brother-Captain of the Blood Angels use exactly as in Codex:
Blood Angels

Ezekiel, Librarian Grand Master, Keeper of the Book of Salvation, Holder of the
Keys, Dark Angels Chapter use exactly as in Codex: Dark Angels



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Gabriel Angelos, Chapter Master of the Blood Ravens use the rules and options
for Chapter Masters in Codex: Space Marines, but with the following exceptions /
alterations:
Librarians may be upgraded to Epistolaries for free
Genes of the Unknown Primarch for +90pts, Angelos may be equipped with a
Psychic Hood, a Force Weapon and up to 2 Psychic Powers from the Librarian
Psychic Powers list. If so, Angelos may also be given Terminator Armour for
+25pts Other than the Force Weapon, the usual weapon options for Chapter
Masters equipped with Terminator Armour apply

Gabriel Seth, Chapter Master of the Flesh Tearers use exactly as in Codex:
Blood Angels, with the following addition:

May take Artificer Armour, +15pts
May exchange grenades and Bolt Pistol for Terminator Armour, +25pts

Gdolkin, Iron Father of the Iron Hands use the rules and options for Masters of
the Forge in Codex: Space Marines, but with the following exceptions / alterations:

200pts
WS: 6; Iron Halo; Fearless; Feel No Pain
Combat Tactics does not apply
Chaplains may not be included in an army containing Gdolkin
Crozius Mechanicum counts as a Master Crafted, Rending Power Weapon
May replace Bolt Pistol and Boltgun with either a Storm Bolter (+5pts) or a Power
Fist (+25pts)
Has the Liturgies of Battle and Honour of the Chapter Special Rules. See Codex:
Space Marines for details
Chapter Tactics: All Iron Hand units replace Combat Tactics and Combat
Squads with Feel No Pain

Grimaldus, Hero of Helsreach, Chaplain of the Black Templars use the rules
for Grimaldus in Codex: Black Temlars, but with the following exceptions /
alterations:
Leadership: 10
May exchange Power Armour for Artificer Armour, +15pts
May exchange Power Armour and Plasma Pistol for Terminator Armour and a
Storm Bolter at 25pts or Terminator Armour and a Combi-Bolter at +30pts. All
other equipment remains exactly the same

Helbrecht, High Marshal of the Black Templars use the profile points cost and
special rules for Helbrecht in Codex: Black Temlars, but with the following additions
/ alterations:
May take a Teleport Homer, +15pts
May take Terminator Armour for +15pts. All other options remain unchanged
Regardless of the armour he is equipped with, Helbrecht may exchange his
Combi-Meltagun for a Storm Shield, +10pts

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Jubal Khan, Great Khan of the White Scars - use the rules for Chapter Masters in
Codex: Space Marines, but with the following exceptions / alterations:
195pts
Relic Weapon; Artificer Armour; Storm Shield
May swap Artificer Armour (and Mount) for Terminator Armour, +10pts
Space Marine Bike squads and Scout Bike squads may be taken as Troop choices
and count as scoring units
May take an Honour Guard. See Codex: Space Marines for details
Masters of the Chapter, Honour Guards and Command Squads may be equipped
with Space Marine Bikes at +18pts p/m if Jubal is also equipped with one.
If led by Jubal Khan, Honour Guards and/or Masters of the Chapter (and Jubal
himself) may be given Fleet, +3pts p/m
Chapter Tactics: replace Combat Tactics with Skilled Rider.
The Great Khans Mount: +70pts. This is a Space Marine Bike with an
integrated Meltagun and two integrated Storm Bolters instead of twin linked
Boltguns. Jubal may fire either the Storm Bolters or Meltagun in any given
Shooting Phase. Biker units led by Jubal gain Furious Charge
Masters of the Plains: Vanguard Veterans may be given Space Marine Bikes at
+15pts p/m. Vanguard Veterans thus equipped may be taken as both Elites and
Fast Attack choices and replace Heroic Intervention with Hit & Run. Independent
Characters, Command Squads and Honour Guards equipped with Space Marine
Bikes also benefit from this rule

Lemartes, Guardian of the Lost, Blood Angels use exactly as in Codex: Blood
Angels

Logan Grimnar, Great Wolf of the Space Wolves exactly as in Codex: Space
Wolves

Lukas the Trickster exactly as in Codex: Space Wolves

Magyar, Lord of the Mortifactors use the rules and options for Chapter Masters in
Codex: Space Marines, but with the following exceptions / alterations:
Lord Magyar and units he joins are Fearless, +5pts
Librarians may not be taken
Chaplains are psykers (Mastery level: 1) and may be given Librarian powers
(+5pts each). Chaplains may not be upgraded to be Epistolaries
Chaplains replace their Croziers with Force Scythes at +15pts p/m and may take
Psychic Hoods at +20pts p/m
May take a Teleport Homer for +15pts

Marneus Calgar, Chapter Master of the Ultramarines exactly as in Codex:
Space Marines, but with the following exceptions / alterations:

May take a Teleport Homer, +15pts
May exchange Power Armour for Artificer Armour, +15pts

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Mephiston Calistarius, Chief Librarian of the Blood Angels exactly as in Codex:
Blood Angels.

Njal Stormcaller, Rune Lord of the Space Wolves use exactly as in Codex:
Space Wolves

Ortan Cassius, Master of Sanctity, Ultramarines exactly as in Codex: Space
Marines, but with the following additions / alterations:

May exchange Power Armour for Artificer Armour, +15pts
May exchange Power Armour for Terminator Armour at +25pts All other
equipment remains exactly the same

Pedro Kantor, Chapter Master of the Crimson Fists - exactly as in Codex: Space
Marines, but with the following additions / alterations:

May exchange Power Armour for Artificer Armour, +15pts
May take a Teleport Homer, +15pts
May exchange Power Armour and Grenades for Terminator Armour at +25pts. All
other equipment remains the same

Ragnar Blackmane, Wolf Lord of the Space Wolves as in Codex: Space Wolves,
but with the following additions:

May replace Power Armour with Runic Armour, +20pts
May replace Power Armour, Bolt Pistol, grenades and Melta Bombs with
Terminator Armour and a Storm Bolter, +25pts
If not wearing Terminator Armour, Ragnar may be equipped with a Jump Pack,
+25pts

Sammael, Master of the Ravenwing, Captain of the Dark Angels 2
nd
Company
as in Codex: Dark Angels, but with the following alterations:
250pts
BS: 6; Artificer Armour; Teleport Homer; Storm Bolter Master Crafted
The Raven Sword: Power Weapon that re-rolls failed Hit and Wound rolls

Sanguinor, Exemplar of the Host exactly as in Codex: Blood Angels

Seydon, Chapter Master of the Iron Snakes use the rules and options for Chapter
Masters in Codex: Space Marines, but with the following exceptions / alterations:

May take a Teleport Homer, +15pts
Sternguard Veterans represent the Iron Snakes Notables and always count as
scoring units, regardless of the scenario being played
Firing Rites Seydon and all Masters of the Chapter and Honour Guards may re-
roll failed to hit rolls when shooting with Bolters, Bolt Pistols and Auxiliary
Grenade Launchers at +5pts p/m

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TuShan, Chapter Master of the Salamanders use the rules for Chapter Masters
in Codex: Space Marines, but with the following exceptions / alterations:
TuShan and any unit he joins is Fearless, +15
Teleport Homer; Terminator Armour; Heavy Flamer; Salamander Tooth Halberd
(counts as a Rending Thunder Hammer), +70pts
Firedrakes Mantle TuShan is immune to all Flamer weapons, +15pts
Chapter Tactics: replace Combat Tactics & Combat Squads with the following
o All Salamander Flamers, Heavy Flamers, Flamestorm Cannons, Meltaguns
and Multi-Meltas count as being twin-linked
o All Salamander Sergeants and all Independent Characters (that do not
already have the option in their entry) may purchase Artificer Armour,
+10pts p/m
o Salamander Sergeants may replace Boltguns, Bolt Pistols and
Chainswords with Thunder Hammers +15pts p/m
TuShans Honour Guards may choose to replace their Power Weapons with
Thunder Hammers, +15pts p/m.
Honour Guards may replace their Artificer Armour, Boltguns, Bolt Pistols,
Grenades, Power Weapons and all other equipment with Terminator Armour,
Thunder Hammers and Heavy Flamers, +30pts p/m.

Ulrik, The Slayer as in Codex: Space Wolves, but with the following additions:

May replace Power Armour with Runic Armour, +20pts
May exchange Power Armour, Plasma Pistol and Grenades for Terminator
Armour and a Storm Bolter at +25pts. All other equipment remains the same.

Uriel Ventris, Captain of the Ultramarines 4
th
Company use the rules and
options for Captains in Codex: Space Marines

Varro Tigurius, Chief Librarian of the Ultramarines exactly as in Codex: Space
Marines, but with the following exceptions / alterations:

May replace Power Armour with Artificer Armour, +15pts
May exchange Power Armour, Bolt Pistol and Grenades for Terminator Armour
and a Storm Bolter at +25pts. All other equipment remains the same

Vladimir Pugh, Chapter Master of the Imperial Fists use all the rules and
options for Chapter Masters in Codex: Space Marines, but with the following
exceptions / alterations:
Eternal Warrior, +35pts
Chapter Tactics: Rites of Battle, Combat Tactics and Stubborn apply to all
Imperial Fists in play including Vladimir himself.
Siege Breaker +25pts. Vladimir and all Imperial Fists units in play may add +1
to any Armour Penetration rolls against any sort of building, static fortification,
immobile vehicle and/or weapons platform.
Any Independent Character, HQ, Sternguard and/or Devastator models armed
with Boltguns (not Heavy Bolters, Storm Bolters or Bolt Pistols) may be equipped
with Dragonfire Bolts at +3pts p/m. (See C:SM for details).
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APOCALYPSE RULES FOR UNNAMED CHAPTER MASTERS

Exorcists Chapter Master use the rules and options for Chapter Masters in Codex:
Space Marines, but with the following exceptions / alterations:
Eternal Warrior, +25pts
All Exorcists in play are completely immune to the effects of the Gift of Chaos
Psychic Power and Boon of Mutation Daemonic Gift
Chapter Tactics: the Chapter Master and all Space Marine units in the army he
leads may choose to pass or fail any Morale or Pinning checks they are required to
make

Iron Hands Clan Lord use the rules and options for Captains in Codex: Space
Marines, but with the following exceptions / alterations:
190pts
Orbital Bombardment, Fearless, Feel No Pain, Blessings of the Omnissiah,
Bolster Defences, Servitors and Lord of the Armoury Special Rules
Servo-Harness and Artificer Armour
May purchase Terminator Armour for +10pts. The Servo-Harness becomes
integrated into the Terminator Armour
Chapter Tactics: To represent their extensive cybernetic augmentations, all HQ
& Elites units replace Combat Tactics & Combat Squads with Feel No Pain (40K
Rulebook, p.75) and Stubborn (40K Rulebook, p.75).
All Power Fists in the army become Master Crafted at no extra cost
One Clan Lord is allowed per Detachment.
Chapter Masters and Chaplains may not be included in an army led by a Clan
Lord. Lords of the Armoury count as Iron Fathers, gaining the Liturgies of Battle
Special Rule and an Iron Halo, +25pts

Raven Guard Chapter Master use the rules for Chapter Masters in Codex: Space
Marines, but with the following exceptions / alterations:
215pts
The Ravens Tiding pair of Master Crafted Strength 6 Lightning Claws
Chapter Tactics: Combat Tactics is replaced with Stealth. Raven Guard units
equipped with Jump Packs do not Scatter rolls when Deep Striking.
Independent Characters, Honour Guards & Command Squads equipped with Jump
Packs gain Heroic Intervention
Honour Guards and Command Squads may replace all Rapid Fire & Heavy
Weapons with Jump Packs, +10pts p/m.
Honour Guards may replace Power Weapons & Bolt Pistols with a pair of
Lightning Claws, +15pts p/m
Honour Guards may replace Bolt Pistols with a Plasma Pistols, +15pts p/m
Any Honour Guard may take Melta-Bombs, +5pts p/m
Assault Marines with Jump packs may be taken as Troop choices and count as
scoring units.
Vanguard Veterans equipped with Jump Packs may be taken as Elites as well as
Fast Attack choices
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Aerial Insertion Forces (Codex Chapters Only) 150pts +models

Players with this formation must always be the attackers in scenarios that allow this.
All units that can Deep Strike must Deep Strike. All models that can be equipped with
Jump Packs must be equipped with Jump Packs (except Independent Characters who
may also be given Drop Pods or Flyer transports).

All units that cannot be given Jump Packs but can be given Drop Pods must be given
Drop Pods unless they Teleport into battle or deploy from Land Speeder Storms or
any other skimmers, Flyers or Deep Striking vehicle available to Space Marines,
which must be bought for them at the costs listed in the Codices / rulebooks they
appear within.

If a Chapter Master with a Jump Pack leads the 4 Masters of the Chapter (counting as
Captains), the Masters must also be equipped with Jump Packs at +25pts p/m.

Command Squads \ Honour Guards may be equipped with Jump Packs, +10pts p/m.

Heavy and Rapid Fire weapons may not be used in conjunction with Jump Packs.

If all units can Deep Strike (for any reason whatsoever) and no Heavy Support units
are taken (not including Heavy Support choices that are also Flyers, deploy from
Flyers, deploy from Drop Pods or Teleport), the force may take the Careful Planning
Apocalypse Asset at +65pts

Scout Squads may only take Land Speeder Storms as dedicated transports. A 10 man
squad divided into 2 Combat Squads may take 2 Land Speeder Storms as transports.

If the army contains 4+ five-man Scout Squads with Land Speeder Storms as
transports, the army may take the Vital Objective Apocalypse Asset at +65pts

If all models in Terminator Armour (at least 10 models) Teleport into battle or are
equipped with dedicated Drop Pods or deploy into battle from a Flyer the army may
take the Heroic Stand Apocalypse Asset at +65pts

If all Deep Strikers Teleport into battle or are equipped with Jump Packs or Drop
Pods, and if the force contains 2+ of any of the following vehicles it may take the
Disengage and Rearm Apocalypse Asset at +65pts:
Thunderhawks (any variant)
Stormeagles (any variant)
Stormravens (any variant)
Assault Rams (any variant)

All tanks not transported into battle by Flyer may only enter play from the 3
rd
Player
Turn, and from the furthest table edge from their opponents deployment zone.
15
Cavalry Force (Codex Chapters Only) 150pts +models

Space Marine Bike and/or Scout Bike squadrons may be chosen as Troop choices.

Any HQ infantry unit not equipped with Space Marine Bikes must be given a
dedicated tank transport Rhino, Razorback or Land Raider (any available variants)
instead of Drop Pods.

At least half of all Terminator squads (rounding fractions up) must be given Land
Raiders (any variant available to Codex Space Marines) as dedicated transports.

All other non-HQ infantry units must be given a Rhino or Razorback transports (any
variant available to Codex Space Marines).

All Independent Characters must be equipped with Space Marine Bikes, unless they
are equipped with Terminator Armour and riding in a dedicated Land Raider
transport.

Honour Guards may be equipped with Space Marine Bikes at +15pts p/m, unless they
already possess a dedicated tank transport.

Vanguard Veteran units may be equipped with Space Marine Bikes at +15pts p/m
instead of Jump Packs. If so they may be taken as Elites as well as Fast Attack
choices.

Space Marine Bike Squadrons must consist of 5 or 10 bike models. Each squad may
include one Attack Bike. Bear in mind that Attack Bikes count as 2 bike models.

Separate squadrons of Attack Bikes may be chosen as Fast Attack choices.

A 10 man power-armoured infantry squad divided into 2 Combat Squads may take 2
Razorbacks as transports.

All Scout Squads not mounted on bikes must be given Rhinos, Razorbacks or Land
Speeder Storm as dedicated transports.

The force may take the Recon Apocalypse Asset at +65pts if all Vanguard Veterans
(at least 10 models) in the force are given Space Marine Bikes.

If the army has no Drop Pods, no Flyers and if no units teleport into battle, the army
may choose the Strategic Redeployment Apocalypse Asset at +65pts

The entire force must be deployed Embarked upon/within their transports, although
they may Disembark in their first turn if desired.

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Knight Crusaders (Codex Chapters Only) 150pts +models

All Troops choices in the army (except Scouts) must exchange Boltguns and Bolt
Pistols for Bolt Pistols and Chainswords (free), gaining +1 Attack in Close-Combat.

Sternguard Veterans may not be chosen and Vanguard Veteran may be taken as Elites
choices as well as fast Attack choices.

Honour Guards and Space Marine Sergeants may replace all firearms with Storm
Shields, +15pts p/m.

If wearing Terminator Armour, the Chapter Master may exchange his Power Weapon
and Storm Bolter for a Relic Blade and a Storm Shield, +25pts.

If the Chapter Master is wearing Terminator Armour, Honour Guards may replace all
their existing Wargear with Terminator Armour at +10pts p/m. If so they must be
equipped with any mix of the following weapon combinations: Power Weapon and
Storm Bolter (free); Single Relic Weapon (free); Power Weapon and Storm Shield
(+2pts p/m); Lightning Claws (+2pts p/m); Thunder Hammer & Storm Shield (+3pts
p/m); Relic Weapon and Storm Shield (+5pts p/m).

Honour Guards, Command Squads, Terminators and Vanguard Veterans without
Jump Packs may take Land Raider Crusaders/Redeemers as dedicated transports in
addition to any usual options. One Command or Honour Guards Squad may take a
Land Raider of any variant as a dedicated transport.

If the force has no Devastators, no Chapter or Company Champions and no C:SM
Special Characters, then one Space Marine Captain may become the Chapter
Paladin (+50pts). He cannot lead or be attached to a Command Squad, is Fearless
and must be equipped with Artificer Armour and either a Power Weapon, Master-
Crafted Plasma Pistol, Iron Halo, Frag & Krak Grenades and Melta Bombs, or Melta
Bombs, a Relic Blade and a Storm Shield at the usual costs for these items. He always
Hits on a 3+ against all opponents with a WS. He also bestows Preferred Enemy upon
all friendly Space Marines in play, including Dreadnoughts but excluding Scouts.
Friendly Space Marine units (except Scouts) also become Stubborn and replace
Combat Tactics with Rites of Battle (using the LD value of the forces commander).
The Paladin must always assault enemy Independent Characters & Monstrous
Creatures if they are in range and is bound by the Honour or Death rule (see C:SM,
p.53).

If a Paladin is included in your force the army may take the Crusade Banner
Apocalypse Asset at +65pts

If the Chapter Master is wielding a Storm Shield and leading the 4 Masters of the
Chapter equipped with the same type of armour as him, the Chapter Master may be
given the Legion Relic Apocalypse Asset at +65pts.

If the Chapter Master bears a Legion Relic then any Masters of the Chapter he leads
may take Relic Blades for +30pts p/m, even if wearing Terminator Armour.
17
Scions of the Machine Cult (Codex Chapters Only) 150pts + models

Independent Characters with the Blessings of the Omnissiah Special Rule may take up
to two squads of Servitors each, although they may not join any other units while the
Servitors remain in play.

All Servitors in the army are immune to Mindlock while they remain within 6 of any
friendly Independent Character with the Blessings of the Omnissiah Special Rule

If the army has 5+ Independent Characters with the Blessings of the Omnissiah
Special Rule, with at least two full squads of Servitors, the force may take the Null
Field Generator Apocalypse Asset, +65pts

All Dreadnoughts may choose Extra Armour, +5pts p/m.

Any Venerable or Contemptor Dreadnoughts with Extra Armour may also increase
their frontal armour value by +1 for +50pts p/m.

Venerable and Contemptor Dreadnoughts have a special Leadership value of 10,
which may be used by any friendly Space Marine models within 12 and line-of-
sight, providing these Marines are part of the same Scions of the Machine Cult
formation.

If the army has 5+ Dreadnoughts (any variant) it may choose the Disruptor Beacon
Apocalypse Asset for +65pts

If the army contains 5+ Thunderfire Cannons and/or 5+ Conversion Beamers (or 5+
of any combination of these two) it may take the Vortex Grenade Apocalypse Asset
(free).

If the army contains the Damocles Command Rhino and/or a Land Raider Prometheus
and 5+ Tanks (any type except other Rhinos or Razorbacks) then any and all
Vindicator, Whirlwind and Predator tanks in the army may be upgraded at +70pts p/m
to include the equivalent of Brother Sergeant Chronus (see C:SM for details), with all
the benefits he bestows. However, if the tank is destroyed, the Chronus upgrade is
destroyed with it and cannot fight on independently.








18
Siege Lords (Codex Chapters Only) 150pts +models

All units must be chosen from the Siege Masters army-list in Imperial Armour 10 (or
the most recent Forgeworld publication that this army-list appears within). Note that
in place of choosing a Siege Master, the force Chapter Master may be given the Siege
Master rule instead, +10pts.

They may also choose Sentry Guns and Hyperios Air Defence Batteries as per the
most recent Forgeworld publication that they appear in.

If accompanying a Chapter Master wearing Terminator Armour, Honour Guards may
replace their Grenades, Boltguns and Bolt Pistols with Terminator Armour and Storm
Bolters at +10pts p/m.

If wearing Terminator Armour, Honour Guards have the additional Wargear options
available to Terminator Squads.

If the Chapter Master leads the 4 Masters of the Chapter (counting as Captains) and a
full 10-man squad of Honour Guards, the force may choose the Supreme
Headquarters Apocalypse Asset for +65pts

If the Fast Attack options chosen are restricted to no more than 1unit of each, or if the
army has no Fast Attack options, the army may take the Bunkers Apocalypse Asset
for +65pts

The army also gains the Shield Generator Apocalypse Asset if it has 10+ units
selected from the following list:

Damocles Command Rhino
Devastator Squads
Dreadnoughts (any available variant)
Hyperios Air Defence Batteries
Land Raiders (any available variant)
Sentry Gun formations
Terminator Squads
Thunderfire Cannons
Vindicators
Whirlwinds (any variant)

If the force contains 4 or more Devastator Squads it may have the Obstacles
Apocalypse Asset for +65pts





19
THE PRIMARCHS

Created through a combination of the most advanced physics and biological
engineering humanity has ever achieved along with the Emperors prodigious and
terrifying Warpcraft, the Primarchs are heroes of legend; demigods made flesh, the
embodiment of their Legions spirit and the Emperors glorious will made manifest.
All Primarchs obey the following rules unless otherwise stated in their entries:

Primarchs Movement & Combat:
Apocalypse-Only Independent Character
Eternal Warrior (40K Rulebook, p.74)
Fleet (40K Rulebook, p.75)
Night Vision / Acute Senses (40K Rulebook, p.75)
Orbital Bombardment (C:SM, p.52)
Heroic Intervention (C:SM, p.62)
Primarchs count as Monstrous Creatures for all Movement, Assaults &
Shooting, (40K Rulebook, p.51)

Note that none of these bonuses are not conferred onto units that Primarchs lead
unless stated specifically in their individual entries (below).

Primarchs & Psychic Powers:
Primarchs with Psychic Powers are immune to Perils of the Warp
All Primarchs have a 3+ Invulnerable Save against all enemy Psychic Powers
All Primarchs are immune to the effects of Daemonic Gifts that do not have a
given Strength value

Primarchs & Leadership:
Unless stated otherwise in their entries, Primarchs bestow the following rules upon all
Marines of their Legion while still in play:
Rites of Battle (C:SM, p.85)
God of War (C:SM, p.84) - applies to the Primarch and any unit he leads

Primarchs & Death:
If a Primarch is reduced to 0 Wounds during play, roll a D6:
1-3 = all friendly units count as being Pinned / Crew Stunned for the entirety
of their next turn
4-6 = all friendly units must spend their next Movement and Shooting phase
making the maximum movement they can towards where their Primarch fell
The above also apply to Fearless units


Vital Objective: Should a Primarch be slain during battle, his body counts as being a
Vital Objective to all players. Chaos Space Marine Players with the correct
Apocalypse Asset may Corrupt and Despoil the Primarchs body.



20
OPTIONAL RULES:

Named Characters: Note that in game terms you can include the 40th millennium
named characters of the appropriate Marine Chapter in your Space Marine Legion
army led by their Primarch. They are assumed to be some other ancient hero of their
Legions distant past. However, the following rules apply:
Named Chapter Masters & Captains may still use any equipment listed for
them, unless the exact same named itemis being used by their Primarch (so
the Perdition Pistol, the Gauntlets of Ultramar and the Lion Helm for
example). In the event of such conflicts, the owning player may choose for the
non-Primarch character another weapon available from the armoury of that
characters Codex that most resembles the existing one so a Plasma Pistol
and standard Powerfists for example.
Named Chapter Masters and equivalents lose all their special/unique rules,
except for rules that apply to all standard Chapter Masters (or Wolf Lords,
etc.) in their Codices (with the exception of Orbital Bombardment).

































21
ROBOUTE GUILLIMAN, PRIMARCH OF THE ULTRAMARINES

Although several of his brother Primarchs matched and even exceeded his victory
tally due to their incredible ferocity, zealous determination, unquenchable rage or
simple ruthlessness, Guilliman was a strategist without peer amongst the Primarchs
and his mastery of the logistics of warfare was truly unsurpassed.

WS 7, BS 6, S 6 (10), T 6, W 5, I 6, A 5 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Guilliman may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

Gauntlets of Ultramar, Artificer Armour, Iron Halo, Locator Beacon (C:SM,
p.67), Site-to-Site Teleporter, Signum (C:SM, p.100), Frag Grenades, Melta
Bombs.

SPECIAL RULES

Legion: Guilliman may only lead units drawn from Codex: Space Marines

Site-to-Site Teleporter: May Teleport as though wearing Terminator Armour.

Gauntlets of Ultramar: When worn by Guilliman the Gauntlets have the following
rules:
Power Fists
Hit in order of Initiative
Linked Bolters: Range: 24, Strength: 4, AP: 2, Assault 2
+1 Close-Combat Attack (shown on profile)
May re-roll any failed Hit and Wound roll for both Shooting and Close-
Combat Attacks.

Author of the Codex Astartes:
Seize the Initiative if Guilliman passes a Leadership test on 2D6 before
deployment, his side may choose their deployment zone after all scenery has
been placed. On any other roll, deploy as per the usual Apocalypse rules
God of War applies to all Ultramarine units in play. Replaces Combat Tactics
The owning player may pick any 3 Apocalypse Assets available to Codex
Space Marines in the Apocalypse Rulebook or its supplements free of charge.
The owning player may purchase up to 5 additional Apocalypse Assets
available to Codex Space Marines or Imperial Guard in the Apocalypse
Rulebook or its supplements at +55pts per asset.



22
HONOUR GUARD

Guilliman may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Space Marine Captains in Codex:
Space Marines.

The Masters accompanying Guilliman posses the same Apocalypse Assets as the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200 points plus models costs).

Guilliman and his Honour Guard may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters without affecting its Honour Guard
status, although note that the total number of models in the final unit must be between
5-10 men strong, may take Land Raider, Drop Pod or Rhino Transports (the usual
rules for Terminator Armour apply) and must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Guillimans Honour
Guard must be equipped as follows:

Masters of the Ultramarines the 4 Masters of the Ultramarines that accompany
Guilliman may be given any equipment allowed to Space Marine Captains in the
Codex: Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they may choose any weapons, equipment and character upgrades available to an
Honour Guard in the Codex: Space Marines, with the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models count as either standard
Terminators or Assault Terminators for all point costings and wargear
availability.








23
LION ELJONSON, PRIMARCH OF THE DARK ANGELS

ElJonson was the Primarch of the Astartes First Legion, the Dark Angels. Known to
history and legend as the Lion of Caliban, his bravery and heroism are the stuff of
legend right across the Imperium of Man and beyond. A virtuous knight, an
indomitable leader of men and a fearsome enemy, ElJonson would never relent, not
even in the face of the most daunting odds.

WS 8, BS 6, S 6 (8), T 6, W 5, I 6, A 5 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: ElJonson may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

The Lion Sword, The Lion Helm, Artificer Armour, Caelestis Pistol, Site-to-Site
Teleporter, Frag Grenades.

SPECIAL RULES

Legion: ElJonson may only lead units drawn from Codex: Dark Angels (the Masters
of his Honour Guard notwithstanding). Ignore the Hunt the Fallen rules.

Site-to-Site Teleporter: May Teleport as though wearing Terminator Armour.

The Lions Sword: Power Weapon. Bestows +2 Strength in hand-to-hand combat.
May re-roll all failed Wound rolls.

The Lions Helm:
4+ Invulnerable Save upon ElJonson and any unit he leads
Signum (C:SM, p.100)
Jamming Beacon (C:SM, p.75)
Locator Beacon (C:SM, p.67)

The Caelestis Pistol: Counts as an Assault 2, Twin-Linked Plasma Pistol that cannot
overheat. Bestows +1 attack in Close-Combat.

Lord Knight of Caliban:
Heroic Stand, Apocalypse Asset, Apocalypse Reload, p.67.
Hold At All Costs, Apocalypse Asset, Apocalypse Rulebook, p.187
Call to Valour Dark Angels within 12 gain +1 Close-Combat attack in
every Assault Phase. This does not include Jonson himself.



24
HONOUR GUARD

ElJonson may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Space Marine Captains in Codex:
Space Marines.

The Masters accompanying ElJonson posses the same Apocalypse Assets as the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200 points plus models costs).

ElJonson and his Honour Guard may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets which may be used regardless.

An Honour Guard may be added to the Masters without affecting its Honour Guard
status, although note that the total number of models in the final unit must be 10 men
strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for
Terminator Armour apply) and must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Dark Angels Codex, ElJonsons Honour
Guard must be equipped as follows:

Masters of the Dark Angels the 4 Masters of the Dark Angels that accompany
ElJonson may be given any equipment allowed to Space Marine Captains in the
Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they may choose any weapons, equipment and character upgrades available to an
Honour Guard in the Codex: Space Marines, with the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour all models count as Deathwing Terminators for
rules, costings and equipment availability. See Dark Angels Codex for details.








25
ROGAL DORN, PRIMARCH OF THE IMPERIAL FISTS

Dorn was the Praetorian of Terra and the Emperors Champion. A Paladin of
unbending virtue and incredible martial prowess, Dorn would seek out the most
terrible of the Emperors foes upon the battlefield, slaying them for the glory of his
Father. When it came to warfare, only Dorns brother Perturabo ever matched him in
the field of siegecraft and their rivalry culminated in one of the greatest military
tragedies of Imperial history the Iron Cage Massacre.

WS 7, BS 6, S 6 (10), T 6, W 5, I 6, A 5, Ld 10, Sv. 2+/ 3++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Dorn may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

Balmus, Armour of Disdain, Shield of Contempt, Teleport Homer.

SPECIAL RULES

Legion: Dorn may only lead units drawn from Codex: Space Marines

Balmus, the Black Sword of Dorn: Counts as a Chainfist that strikes in order of
Initiative

Armour of Disdain: A gigantic suit of golden Terminator Armour with Dorns
Arrow (C:SM, p.90) fitted alongside the searchlight and targeting matrix above
Dorns head. May be fired as normal in the Shooting Phase.

Shield of Contempt: Counts as a Storm Shield.

Pride of the Imperium: All Imperial Fists in play are Stubborn (40K Rulebook,
p.76) in addition to usual bonuses bestowed by the Primarch rules.

The Emperors Champion:
Preferred Enemy against all opponents in Close-Combat.
Trophy Kill Apocalypse Asset, (Apocalypse Reload p.66). Applies only if
Dorn slays the target in Close-Combat.

The Siege Master: Dorn posses the following special rules -
Bolster Defences (C:SM, p.71)
Bunkers, Apocalypse Asset, Apocalypse Rulebook, p.188
Strongholds, Apocalypse Asset, Apocalypse Reload, p.67
May take the Siege Lords battle formation free of charge. The point costs of
units and additional Apocalypse Assets still apply. See entry previously in this
document.



26
HONOUR GUARD

Dorn may be accompanied by an Honour Guard consisting of 4 Chapter Masters from
his Legion. Use the rules and options for Space Marine Captains in Codex: Space
Marines.

The Masters accompanying Dorn posses the same Apocalypse Assets as the Masters
of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200
points plus models costs).

Dorn and his Honour Guard may Deep Strike into battle if appropriately equipped
(Terminator Armour or a Drop Pod) this does not affect their Apocalypse Assets
which may be used regardless.

An Honour Guard may be added to the Masters without affecting its Honour Guard
status, although note that the total number of models in the final unit must be 10 men
strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for
Terminator Armour apply) and must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Dorns Honour
Guard must be equipped as follows:

Masters of the Imperial Fists the 4 Masters of the Imperial Fists that accompany
Dorn may be given any equipment allowed to Space Marine Captains in the Codex:
Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
May choose to replace all other weapon options with a Relic Blade and Storm
Shield regardless of the armour they wear (+45pts),
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they may choose any weapons, equipment and character upgrades available to an
Honour Guard in the Codex: Space Marines, with the following additions/exceptions:
May take Storm Shields while wearing Artificer Armour (+10pts),
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models count as either standard
Terminators or Assault Terminators for all point costings and wargear
availability.





27
SANGUINIUS, PRIMARCH OF THE BLOOD ANGELS

Though not as psychically powerful or skilled as his brother Magnus, Sanguinius was
the most stably psychic of all the Primarchs. Unsullied by pride, arrogance or
selfishness, Sanguinius was far removed from the hooks, taints and temptations of
Chaos. His gene-sons, however, would prove to be another matter...

WS 8, BS 6, S 6, T 6, W 5, I 7, A 5 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: Jump Pack, but see Primarch Rules for all other details.

Honour Guard: Sanguinius may be accompanied by 4 Masters of his Legion and an
attached Sanguinary Guard unit (still counting as part of his Honour Guard). See entry
for details.

EQUIPMENT

The Sword Sanguine, Perdition Pistol, Angelic Wings, Artificer Armour, Iron
Halo, Teleport Homer, Frag Grenades.

SPECIAL RULES

Legion: Sanguinius may only lead units drawn from Codex: Blood Angels

Sword Sanguine: Force Weapon that ignores Invulnerable Saves of 5+.

Perdition Pistol: Shoots as a pistol but hits as a Meltagun. The Perdition pistol grants
Sanguinius +1 Attack in Close-Combat (already shown in his profile).

Angelic Wings: Counts as a Jump Pack.

The Archangel of Baal:
Tactical Precision (C: BA, p.53); Surgical Strike (C: BA, p.53); Aura of
Fervour; Avenging Angel; Unyielding Will (C:BA, p.51); Sanguiniuss Death
Mask (C: BA, p.53)
Blessing counts as the Sanguinors Blessing (C:BA, p.51), although the
owning player may choose which Blood Angels model it effects (excluding
Eternal Warriors, Independent Characters or named characters)
Sanguinius and any unit he leads are Fearless. This replaces the God of War
rule for the effected unit

Black Rage & Red Thirst: Neither of these rules apply to any Blood Angels while
Sanguinius lives. Death Company units may not be chosen. Should Sanguinius be
slain during play, roll 1D6:
1-3 every non-tank Blood Angels unit in play becomes Pinned and
succumbs to the Red Thirst (C:BA, p.23)
4-6 all non-tank units succumb to the Black Rage and acquire all the special
rules (though not wargear) of the Death Company (C:BA, p.44). These units
may not use Heavy Weapons and must spend their next Movement and
Shooting phase moving as fast as they can towards where Sanguinius fell
Dreadnoughts keep existing weaponry but gain Death Company Dreadnoughts
special rules on a roll of 4-6
28
HONOUR GUARD

Sanguinius may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. These count as Blood Angel Captains - see Codex: Blood Angels for
details.

The Masters accompanying Sanguinius posses the same Apocalypse Assets as the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200 points plus models costs).

An Honour Guard may be added to the Masters, although note that this guard must be
chosen from the Sanguinary Guard unit entry. The total number of models in the final
unit must be 10 men strong.

Sanguinius Honour Guard may Deep Strike into battle this does not affect their
Apocalypse Assets which may be used regardless.

HONOUR GUARD EQUIPMENT

Sanguinius Honour Guard must be equipped as follows:

Masters of the Blood Angels the 4 Masters of the Blood Angels that accompany
Sanguinius may be given any equipment allowed to Blood Angels Captains in the
Codex: Space Marines, with the following additions/exceptions:
Must have Jump Packs,
Must wear Artificer Armour.
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they are Chosen from the Sanguinary Guard entry in Codex: Blood Angels

SPECIAL NOTE

The Sanguinor may not be chosen or used in any Blood Angels army led by
Sanguinius or any campaign dating from the times of the Horus Heresy.














29
LEMAN RUSS, PRIMARCH OF THE SPACE WOLVES

Leman Russ was the Emperors Hound loyal to a fault and tasked with those duties
that were likely to either corrupt or utterly repel his brother Primarchs. His sheer
ferocity in combat was second only to that of his brother Angron, the berserker
Primarch of the World Eaters.

WS 7, BS 6, S 6 (10), T 6, W 5, I 7, A 5 (10), Ld 10, Sv. 2+/ 3++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Russ may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit of Wolf Guards. See entry for details.

EQUIPMENT

Mjalnar, Wolf Helm of Russ (C:SW, p.50), Belt of Russ (C:SW, p.62), Wolf
Tooth Necklace (C:SW, p.62), Runic Armour (C:SW, p.61), Wolf Tail Talisman
(C:SW, p.62), Storm Shield (C:SW, p.62), Frag & Krak Grenades, Melta Bombs.

SPECIAL RULES

Legion: Russ may only lead units drawn from Codex: Space Wolves

Mjalnar: Mjalnar is the most infamous, ancient and powerful of the Frostblades of
Fenris.
Legion Relic Apocalypse Asset (Apocalypse Reload, p.67).
No other Legion Relic Assets may be chosen by an army led by Russ.

The Wolf King of Fenris:
Counter-Attack, (C:SW, p.24),
Saga of the Wolfkin, (C:SW, p.64),
Howl of the Wolf King counts as a War Howl (C:SW, p.55) but with a
range of 40.
The Fury of Fenris: While Russ lives, he and all Space Wolves and Fenrisian
Wolves in play are Fearless. This replaces both the God of War and Combat
Tactics rules

Freki and Geri: These two Fenrisian Wolves are all that remain of the pack that
adopted Russ (or that Russ adopted) as a boy on Fenris. They are huge even by the
standards of their kin and they are fiercely loyal towards Russ:

Count as St:5, W:2, I:5, Ld:10 Cyber Wolves
Fearless
Loyal Companions rule (C:SW, p.31) as long as Russ lives.



30
HONOUR GUARD

Russ may be accompanied by an Honour Guard consisting of 4 Chapter Masters from
his Legion. These count as Wolf Lords see Codex: Space Wolves for details.

The Masters accompanying Russ posses the same Apocalypse Assets as the Masters
of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount
(200pts + Models).

A Wolf Guard Pack may be added to the Wolf Lord Honour Guard without affecting
its Honour Guard status, and may take any transport options available to Wolf Lords
and/or Wolf Guards.

Russ and his Honour Guard may Deep Strike into battle if appropriately equipped
(Drop Pods) this does not affect their Apocalypse Assets which may be used
regardless.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Space Wolves Codex, Russ Honour Guard
must be equipped as follows:

Masters of the Space Wolves the 4 Masters of the Space Wolves that accompany
Russ are Wolf Lords and may be given any equipment allowed to Wolf Lords in the
Space Wolf Codex

Wolf Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they must be drawn from the Wolf Guard entry in Codex: Space Wolves and must be
equipped as follows:
Must all take either Rune Armour or Terminator Armour.
Other than this restriction they may choose any weapons available to Wolf
Guards already equipped with either Rune or Terminator Armour in Codex:
Space Wolves.














31
VULKAN, PRIMARCH OF THE SALAMANDERS

Vulkan was a stoic and loyal warrior, tempered in the fires of his adopted homeworld,
Nocturne. He saw himself his peoples personal protector and was involved with them
in a way that no other Primarch was with the peoples of their own worlds. Immensely
physically powerful (even by the standards of the Primarchs), Vulkan admitted only
his brother Manus to be stronger. Vulkan was an implacable foe to the enemies of
humanity, forging his Legion into warrior artisans with the Fire Salamanders of
Nocturne as their totemic symbol.

WS 7, BS 6, S 7 (9), T 6, W 6, I 6, A 5, Ld 10, Sv. 2+/ 3++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Vulkan may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

Spear of Vulkan, Gauntlet of the Forge (C:SM, p.93), Kesares Mantle (C:SM,
p.93), Artificer Armour, Site-to-Site Teleporter, Teleport Homer, Frag & Krak
Grenades, Melta Bombs.

SPECIAL RULES

Legion: Vulkan may only lead units drawn from Codex: Space Marines

Site-to-Site Teleporter: May Teleport as though wearing Terminator Armour.

Spear of Vulkan: In Vulkans hand this weapon has the following rules:
Power Weapon
+2 to Vulkans Strength (already shown on his profile)

The Lords of Nocturne: Vulkan bestows the following rules upon his gene-sons:

The Firedrakes Spite All Salamander models equipped with Heavy
Weapons are Tank Hunters, 40K Rulebook, p.76.
Breath of the Salamander All Salamander Flamers, Heavy Flamers,
Flamestorm Cannons, Meltaguns and Multi-Meltas count as being twin-linked
Hammers of Nocturne All Thunder Hammers in the Salamander army are
Master Crafted at no extra cost and any Salamander Sergeant or Independent
Character may replace his Boltgun and Close-Combat weapon for one, +15pts
p/m
Warrior-Artisans of Nocturne All Salamander Sergeants and all
Independent Characters (that do not already have the option in their entry)
may purchase Artificer Armour, +10pts p/m


32
HONOUR GUARD

Vulkan may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Space Marine Captains in Codex:
Space Marines.

The Masters accompanying Vulkan posses the same Apocalypse Assets as the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200 points plus models costs).

Vulkan and his Honour Guard may Deep Strike into battle if appropriately equipped
(Terminator Armour or a Drop Pod) this does not affect their Apocalypse Assets
which may be used regardless.

An Honour Guard may be added to the Masters without affecting its Honour Guard
status, although note that the total number of models in the final unit must be 10 men
strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for
Terminator Armour apply) and must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Space Marines Codex, Vulkans Honour Guard
must be equipped as follows:

Masters of the Salamanders the 4 Masters of the Salamanders that accompany
Vulkan may be given any equipment allowed to Space Marine Captains in the Codex:
Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour,
Any Master in Terminator Armour may be equipped with a Thunder Hammer
and Heavy Flamer instead of any other option if the owning player chooses
(+30pts)
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they may choose any weapons, equipment and character upgrades available to an
Honour Guard in the Codex: Space Marines, with the following additions/exceptions:
Models wearing Artificer Armour may replace their Close-Combat Weapons,
Boltguns and Bolt Pistols for a Flamer (+5pts)
Two models wearing Artificer Armour may replace their standard weapons for
a Multi Melta (+15pts),
May take Terminator Armour if Masters of the Chapter are also equipped with
suits. If so they follow the rules for standard Terminators in all senses,
Any Terminator model may take a Thunder Hammer and Heavy Flamer
(+25pts) instead of any other option if the owning player chooses.


33
FERRUS MANUS, PRIMARCH OF THE IRON HANDS

There are many legends concerning how Manus acquired his seemingly indestructible
metal hands, but whatever the truth of their provenance, the Primarchs iron hands
granted him truly immense strength, greater than any of his brothers. Manus was also
a true prodigy of technological engineering, easily a match for the skills of the great
Fabricators of the Mechanicum. He encouraged all his gene-sons to pursue a mastery
of the secrets of technical engineering, but as innovators not mere fabricators.

WS 7, BS 6, S 8 (10), T 6, W 6, I 6, A 5, Ld 10, Sv. 2+/ 3++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Manus may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

Forgebreaker, Iron Halo, Artificer Armour, Servo-Harness, Signum (C:SM,
p.100), Conversion Beamer, Site-to-Site Teleporter, Teleport Homer, Melta
Bombs.

SPECIAL RULES

Legion: Manus may only lead units drawn from Codex: Space Marines but with Iron
Hands Clan Lords (listed previously in this document) replacing Chapter Masters.

Site-to-Site Teleporter: May Teleport as though wearing Terminator Armour.

Forgebreaker: Thunder Hammer that strikes in order of Initiative

Metallic Arms: Feel No Pain; Manus adds +1 to any rolls on the Vehicle Damage
Table that he causes through Close-Combat attacks

Conversion Beamer: Manus carries a unique miniaturised Conversion Beamer.
Follows all the usual rules (C:SM, p.70)

Master Craftsman: Manus obeys and bestows the following:

Manus counts as a Techmarine Master of the Forge equipped with a servo-
harness (C:SM, pp.70-71). He may not lead a unit of Servitors.
All Heavy Weapons carried by Infantry and Biker models in an Iron Hands
army led by Manus count as being twin-linked.
To represent their extensive cybernetic augmentations, all Iron Hands units
replace Combat Tactics & Combat Squads with Feel No Pain (40K Rulebook,
p.75).
Manus and units he leads have the Tank Hunters rule (40K Rulebook, p.76).
May take the Scions of the Machine Cult battle formation free of charge. The
points cost of units and additional Apocalypse Assets still apply. See entry
previously in this document.


34
HONOUR GUARD

Manus may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Iron Hands Clan Lords (listed
previously in this document).

The Masters accompanying Manus posses the same Apocalypse Assets as the Masters
of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200
points plus models costs).

Manus and his Honour Guard may Deep Strike into battle if appropriately equipped
(Terminator Armour or a Drop Pod) this does not affect their Apocalypse Assets
which may be used regardless.

An Honour Guard may be added to the Masters without affecting its Honour Guard
status, although note that the total number of models in the final unit must be 10 men
strong, may take Land Raider, Drop Pod or Rhino Transports (the usual rules for
Terminator Armour apply) and must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Manus Honour
Guard must be equipped as follows:

Masters of the Iron Hands the 4 Masters of the Iron Hands that accompany Manus
may be given any equipment allowed to Space Marine Captains in the Codex: Space
Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour,
Regardless of armour type any model may be equipped with full Servo
Harnesses at +30pts p/m
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they may choose any weapons, equipment and character upgrades available to an
Honour Guard in the Codex: Space Marines, with the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits, +10pts p/m
If wearing Terminator Armour, all models may purchase equipment available
to standard Terminators.







35
CORAX, PRIMARCH OF THE RAVEN GUARD

Corax wrought his gene-sons into a Legion of unsurpassed guerrilla fighters. To
compliment his preferred insurgency tactics, Corax developed a unique stealth
shielding for his armour and the armour of his personal guard a marvel of the sort
unheard of since the very height of the Dark Age of Technology. The same
technology was adapted to create the Stealth Suits of the Officio Assassinorum.

WS 8, BS 6, S 6, T 6, W 5, I 7, A 5 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: Jump Pack, but see Primarch rules for all other details

Honour Guard: Corax may be accompanied by 4 Masters of his Legion and an
attached Honour Guard unit. See entry for details.

EQUIPMENT

The Ravens Talons, Shadow Armour, Iron Halo, Jump Pack, Teleport Homer,
Frag Grenades, Melta Bombs

SPECIAL RULES

Legion: Corax may only lead units drawn from Codex: Space Marines.

The Ravens Talons: When worn by Corax the Talons bestow the following rules:
Pair of Rending Lightning Claws,
-2 to all enemy Invulnerable Saves. May negate some Invulnerable Saves
altogether.

Shadow Armour: Shadow Armour bestows the following rules:
Artificer Armour
All shots against models in Shadow Armour must be worked out using the
Night Fighting rules. Acute Senses/Night Vision do not lessen this effect
If Night Fighting rules are already being used, Shadow Armour can only be
seen if it is within half the normal range of the units vision (i.e.: if they score
a 12 they can only see the Corax if he is within 6)

Guerrilla Tactics:
Command Squads & Honour Guards may replace all Rapid Fire and Heavy
weapons with Jump Packs, +10pts p/m.
Raven Guard Infantry and Jump Infantry gain Stealth (40K Rulebook, p.76)
Raven Guard Jump Infantry units gain Fleet (40K Rulebook, p.75)
Independent Characters, Honour Guards & Command Squads equipped with
Jump Packs gain the Heroic Intervention rule (C:SM, p.62)
Corax and any unit he leads gain the Hit & Run rule (40K Rulebook, p.75)
Raven Guard units with Jump Packs never scatter when Deep Striking
Strategic Redeployment Apocalyspe Asset (Apocalypse Rulebook, p.187)
May take the Aerial Insertion Force battle formation free of charge. The
point costs of units and additional Apocalypse Assets still apply. See entry
previously in this document.
36
HONOUR GUARD

Corax may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Space Marine Captains in Codex:
Space Marines.

The Masters accompanying Corax posses the same Apocalypse Assets as the Masters
of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same amount (200
points plus models costs).

An Honour Guard may be added to the Masters, although note that the total number of
models in the final unit must be 10 men strong, cannot include Terminators and must
all be equipped as stated below.

Coraxs Honour Guard may Deep Strike into battle this does not affect their
Apocalypse Assets which may be used regardless.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Coraxs Honour
Guard and Honour Guard must be equipped as follows:

Masters of the Raven Guard may be given any equipment allowed to Space
Marine Captains in the Codex: Space Marines, with the following
additions/exceptions:
Must take Shadow Armour (+25pts),
Must take a Jump Pack (+25pts).
Honour Guard if a 5-strong Honour Guard is added to the Masters Honour Guard,
they must be equipped as follows:
Must take Shadow Armour (+25pts),
Must take a Jump Pack (+10pts).
All other options may be chosen from the relevant entry in Codex: Space Marines













37
JAGHATAI KHAN, PRIMARCH OF THE WHITE SCARS

Jaghatai moulded his Legion into lightning-fast shock troops, stressing mobility,
speed and manoeuvrability in battle above all else. Jaghatai invariably went to war
mounted upon a jetbike constructed through the combined artifice of his brothers
Manus and Vulkan as a unique gift for the great Khan. So impressed was Jaghatai by
this wondrous gift, he asked the Mechanicum Master Fabricator attached to his fleet
to study the device and exert every effort to make several more for use by the senior
Chapter Masters of his Legion.

WS 7, BS 6, S 6, T 6 (7), W 5, I 7, A 4, Ld 10, Sv. 2+/ 3++ 450pts

Unit Type: Unique Jetbike Independent Character (Apocalypse Only).

Honour Guard: Jaghatai may be accompanied by an Honour Guard consisting of 4
Masters of his Legion. See entry for details.

EQUIPMENT

Steed of the Great Khan, Power Sabre, Artificer Armour, Storm Shield.

SPECIAL RULES

Legion: Jaghatai may only lead units drawn from Codex: Space Marines.

The Great Khan:
Space Marine Bike and Scout Bike squads may be taken as Troop choices
Chapter Tactics: Combat Tactics replaced with Skilled Rider (40K Rulebook,
p.15) This also applies to the Movement of all White Scar tanks
Space Marine Bikes, Attack Bikes, Scout Bikes and all tank-transports may
Outflank (40K Rulebook, p.94)
Vanguard Veterans may be given Space Marine Bikes, +15pts p/m. Vanguard
Veterans with Bikes may be taken as both Elites and Fast Attack choices and
replace Heroic Intervention with Fleet (40K Rulebook, p.75).
Independent Characters on Space Marine Bikes bestow Fleet upon any
Command & Honour Guards squads they lead
Strategic Redeployment Apocalypse Asset (Apocalypse Rulebook, p.187)
May take the Cavalry Force battle formation free of charge. The point costs
of units and additional Apocalypse Assets still apply. See entry previously in
this document.

Steeds of the Great Khan: Jaghatai Khan and his Honour Guard must be equipped
with these bikes. They follow all the usual rules for jetbikes that appear in the 40K
rulebook, with the following exceptions and additions:
May Run in the Shooting Phase
In-built Locator Beacon (C:SM, p.67)
Multi-Launchers count as a combination of the following: twin-linked
Astartes Grenade Launcher; offensive and defensive grenades (40K Rulebook,
p.36); Cerberus Launcher (C:SM, p.75); single-use Smoke Launcher (40K
Rulebook, p.62)
Jaghatais personal mount (only) also has an in-built twin-linked Plasma Gun,
which he may fire in addition to his Grenade Launcher
38
HONOUR GUARD

Jaghatai may be accompanied by an Honour Guard consisting of 4 Chapter Masters
from his Legion. Use the rules and options for Space Marine Captains in Codex:
Space Marines.

The Masters accompanying Jaghatai posses the same Apocalypse Assets as the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200 points plus models costs).

Jaghatai and his Honour Guard may Deep Strike into battle on their Jetbikes as though
wearing Jump Packs this does not affect their Apocalypse Assets which may be
used regardless.

Jaghatais Honour Guard must be equipped as stated below.

HONOUR GUARD EQUIPMENT

All four Chapter Masters in Jaghatais Honour Guard must be equipped as
follows at the costs listed in the Codex: Space Marines:
Must take Artificer Armour,
Must take Jetbike from the Great Khans stables, +55pts p/m
Jaghatai and his Honour Guard may carry no firearms additional to those
mounted on their Jetbikes.























39
FULGRIM, PRIMARCH OF THE EMPERORS CHILDREN

Fulgrims pursuit of perfection encompassed all fields of mortal experience, however,
it was in the arts and sciences of war that he made his greatest achievements and for
which he is best remembered.

WS 7, BS 7, S 6, T 6, W 6, I 7 (8), A 5, Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Fulgrim may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

The Fireblade, Artificer Armour, Iron Halo, Teleport Homer, Site-to-Site
Teleporter, Frag & Krak Grenades, Melta Bombs.

SPECIAL RULES

Legion: Fulgrim may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Fireblade:
Two-Handed Master Crafted Power Weapon
Increases Fulgrims Initiative to 8
May re-roll failed Wound rolls

Perfection In All Things: Fulgrim and any Honour Guard or Masters he leads benefit
from the following rules:
Preferred Enemy (for all his Close-Combat attacks)
Heroic Intervention
Counter-Attack
Fleet

The Phoenician: Fulgrim may purchase any and all of the following Apocalypse
Assets at +45pts apiece:
Hold At All Costs, Supreme Headquarters (with Fulgrim counting as the
Asset, takes precedence over conflicting Primarch rules), Crusade Banner and
Trophy Kill (applies only if Fulgrim makes the kill)




40
HONOUR GUARD

Fulgrim may be accompanied by 4 Chapter Masters from his Legion (posses the same
Apocalypse Assets as Masters of the Chapter, p.118, Apocalypse rulebook). These
count as Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Fulgrim posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Fulgrim and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Fulgrims Honour
Guard must be equipped as follows:

Masters of the Emperors Children the 4 Masters of the Emperors Children that
accompany Fulgrim may be given any equipment allowed to Space Marine Chapter
Masters in the Codex: Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.










41
ANGRON, PRIMARCH OF THE WORLD EATERS

Angron was justly feared across the galaxy for his incredible martial prowess and
terrifying berserker rage. After gaining control of the World Eaters, Angron employed
a mixture of advanced neurosurgery and psycho-indoctrination to assure that his gene-
sons would share and continue his hyper-aggressive legacy.

WS 7, BS 5, S 6, T 6, W 6, I 7, A 6 (7), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Angron may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Gorechild & Gorefather, Artificer Armour, Iron Halo, Teleport Homer, Site-to-
Site Teleporter, Frag & Krak Grenades.

SPECIAL RULES

Legion: Angron may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Gorechild & Gorefather:
Twin Rending Power Axes
+1 Attack in Close-Combat
Close-Combat attacks always hit on a 2+

The Berserker Lord:
Angron and all World Eaters in play gain Furious Charge
All World Eater units with a WS are WS:5, unless they already possess a
higher WS.
While Angron lives, he and all World Eaters in play are Fearless. This
replaces the God of War and Combat Tactics rules
World Eater infantry units in Power or Artificer Armour may replace Boltguns
with Close-Combat Weapons and Bolt Pistols (free)
Angron and any unit he leads are subject to the following rules: Preferred
Enemy; Fleet; Heroic Intervention; Counter-Attack and they cannot be Pinned
For every Wound Angron inflicts in an Assault phase, he may have one extra
Attack in his next Assault phase, to a maximum of 10 Attacks.
Angron possesses the following Apocalypse Assets: Crusade Banner and
Trophy Kill (applies only if Angron makes the kill)




42
HONOUR GUARD

Angron may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Angron posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Angron and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Angrons Honour
Guard must be equipped as follows:

Masters of the World Eaters the 4 Masters of the World Eaters that accompany
Angron may be given any equipment allowed to Space Marine Chapter Masters in the
Codex: Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.











43
LORGAR AURELIAN, PRIMARCH OF THE WORD BEARERS

Lorgar was a mystic and a visionary with absolute clarity of faith. Though not as
naturally inclined to warfare and warlordism as his brothers, Lorgar was the foremost
orator and demagogue of all the Primarchs, even more so than his beloved brother
Horus, He was perhaps the most optimistic, hopeful and sincere of all the Emperors
sons, although he was also riddled with self-doubt.

WS 7, BS 6, S 6 (10), T 6, W 6, I 6, A 4, Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Lorgar may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Illuminarum, Master-Crafted Combi-Meltagun, Iron Halo, Artificer Armour,
Teleport Homer, Site-to-Site Teleporter, Frag & Krak Grenades, Melta Bombs.

SPECIAL RULES

Legion: Lorgar may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Illuminarum:
Master Crafted Power Fist that strikes in order of Initiative

The Emperors Tarot: Lorgars owning player may choose which player gets the
first turn.

Faith Is Our Shield: Lorgar possesses and bestows the following rules:
All Word Bearers in play are Stubborn in addition to usual rules
Word Bearer Chaplains cost 15pts less than usual
Lorgar and any Word Bearer that can draw line of sight to him may re-roll any
failed Invulnerable Saves.
Lorgar possesses the following Apocalypse Assets: Vital Objective and Hold
at all Costs









44
HONOUR GUARD

Lorgar may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Lorgar posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Lorgar and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Lorgars Honour
Guard must be equipped as follows:

Masters of the Word Bearers the 4 Masters of the Word Bearers that accompany
Lorgar may be given any equipment allowed to Space Marine Chapter Masters in the
Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.











45
MORTARION, PRIMARCH OF THE DEATH GUARD

Mortarion was a serious and inscrutable Primarch. He and his Death Guard were
inured to most poisons and toxins, partly by merit of their particularly robust
geneseed, partly through their unique practices and training as a Legion, and partly
due to exposure to the extremely hostile environment of Barbarus.

WS 7, BS 6, S 6 (7), T 7, W 7, I 6, A 4 (5), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Mortarion may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Manreaper, Lantern, Artificer Armour, Iron Halo, Teleport Homer, Site-to-Site
Teleporter, Frag & Krak Grenades, Melta Bombs.

SPECIAL RULES

Legion: Mortarion may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Manreaper:
Two-handed Power Scythe
+1 Strength (already shown on profile)
Ignores Invulnerable Saves of 5+.

Lantern:
Counts as a Plasma Gun that Mortarion may use one-handed
Ignores Gets Hot
+1 to Mortarions Close-Combat attacks.

The Sons of Barbarus: The following rules apply:
Mortarion and all Death Guard models in play are Fearless
Mortarion and all Death Guard models are immune to the special effects of
Poisoned attacks. Poisoned attacks count as normal attacks using the basic
profile strength of the attacker (unless the attack would otherwise be weaker
for any reason) without any special effects due to the poison.
Poisoned attacks from Gifts of Nurgle (see C:CD) or that required a Psychic
Test to make effect the Death Guard normally
Mortarion may purchase any of the following Apocalypse Assets at +55pts
apiece: Hold At All Costs; Shield Generator; Blind Barrage; Anti Plant
Barrage

46
HONOUR GUARD

Mortarion may be accompanied by 4 Chapter Masters from his Legion. These count
as Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Mortarion posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Mortarion and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Mortarions Honour
Guard must be equipped as follows:

Masters of the Death Guard the 4 Masters of the Death Guards that accompany
Mortarion may be given any equipment allowed to Space Marine Chapter Masters in
the Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.











47
MAGNUS THE RED, PRIMARCH OF THE THOUSAND SONS

Magnus was the greatest scholar and psyker of all the Primarchs, and, therefore, one
of the most accomplished scholars and psykers (human or otherwise) to be found
anywhere in the galaxy. Everything Magnus learned about sorcery and the Warp
throughout hundreds of years of research across countless star systems and cultures
was recorded into a tome that stayed chained to Magnus waist at all times.

WS 6, BS 9, S 6, T 6, W 6, I 8, A 4, Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Magnus may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Sekhem-Ka, Book of Magnus, Artificer Armour, Iron Halo.

SPECIAL RULES

Legion: Magnus may only lead units drawn from Codex: Space Marines.

Scion of the Warp:
Magnus may Teleport as if wearing Terminator Armour.
He and any teleporting unit he leads will not Scatter while teleporting.
Magnus counts as a Jamming Beacon (C:SM p.75) and a Locator Beacon
(C:SM, p.67) to all Thousand Sons in or entering play

Sekhem-Ka: Counts as a giant two-handed Runic Weapon (See C:SW, p.36).

The Book of Magnus: Magnus possesses the following Psychic Powers:
All Psychic Powers in Codex: Space Marines (p.57)
Storm Caller and Tempests Wrath (C:SW, p.37)
Fear of the Darkness and Shackle Soul (C:BA, p.63)
Warptime and Wind of Chaos (C:CSM, p.88)
Magnus is a Psyker (Mastery Level: 4)
He may never use the same Psychic Power twice in the same Game Turn

The Scholar Kings of Prospero:
Thousand Sons Chapter Masters and Captains may be equipped with a Psychic
Hood, Force Weapon and become Psykers (Mastery Level: 2). +90pts p/m.
If so, they may also be given Terminator Armour for +25pts. Other than the
Force Weapon, the usual weapon options for Chapter Masters and Captains
equipped with Terminator Armour apply.
Thousand Sons psykers may purchase a single Tutelary each, 10pts p/m (for
details of the Tutelary, see entry in the Thousand Sons Armoury later in this
document).
Thousand Sons psykers choose all powers from the Librarian psychic powers
list in C:SM, at 5pts per power.

48
HONOUR GUARD

Magnus may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters or Librarian Epistolaries - see Codex: Space Marines
for details, and note the Lords of Prospero rules above.

The Masters accompanying Magnus posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Magnus and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Magnuss Honour
Guard must be equipped as follows:

Masters of the Thousand Sons the 4 Masters of the Thousand Sons that
accompany Magnus may be given any equipment allowed to Space Marine Chapter
Masters in the Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.










49
PERTURABO, PRIMARCH OF THE IRON WARRIORS

The cold, logical and somewhat sombre Primarch of the Iron Warriors was, like his
brother Manus, a natural technophile, and he passed this trait he passed on to his gene-
sons. It was widely claimed that Perturabo resented his brother Rogal Dorn for being
asked to organise the defences of the Imperial Palace, when Perturabo was justly
famous across the galaxy for his own excellence in the creation of fortifications and
the execution of sieges.

WS 7, BS 6, S 6 (7), T 6, W 6, I 6, A 4 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details.

Honour Guard: Perturabo may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Heavy Power Mace, Heavy Bolter, 2 Servo-Arms, Terminator Armour, Iron
Halo, Teleport Homer.

SPECIAL RULES

Legion: Perturabo may only lead units drawn from Codex: Space Marines.

Servo-Arms: Bestow two additional Strength 10, Initiative 1, Power Fist attacks to
Perturabo in Close-Combat (already shown on his profile).

Dauntless: Perturabo may re-roll any failed Hits while shooting his Heavy Bolter.

Heavy Power Mace: A massive Master Crafted Power Mace that adds +1 Strength to
Perturabo in Close-Combat

Fortified Positions: When given enough time to prepare, defences designed by
Perturabo were unbreachable death-traps. To represent this, the following rules apply:

If Perturabos owning player gains the first turn he may purchase any and all
of the following Apocalypse Assets at +55pts apiece:
o Vital Objective; Hold At All Costs; Bunkers; Minefields; Obstacles;
Long Range Ack-Ack; Defence Line and Strongholds.
If Perturabos owning player gains the second turn he may purchase any and
all of the following Apocalypse Assets at +45pts apiece:
o Vital Objective; Hold At All Costs; Obstacles; Long Range Ack-Ack
and Defence Line.
May take the Siege Lords battle formation free of charge. The point costs of
units and additional Apocalypse Assets still apply

50
HONOUR GUARD

Perturabo may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Perturabo posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Perturabo and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Perturabos Honour
Guard must be equipped as follows:

Masters of the Iron Warriors the 4 Masters of the Iron Warriors that accompany
Perturabo may be given any equipment allowed to Space Marine Chapter Masters in
the Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.











51
ALPHARIUS, PRIMARCH OF THE ALPHA LEGION

Alpharius mastery of espionage and battlefield tactics was considered by many easily
match the best efforts of his justly-celebrated brother, Roboute Guilliman. Some
histories speak of an abiding rivalry between the two Primarchs, although depending
on which history one reads it can be either Alpharius or Guilliman who was more
disturbed by the successes of the other. Whatever the truth, Alpharius was highly
secretive and methodical, always thinking several moves ahead of his opponents and
possessing a reputation of being able to appear in several places at once...

WS 6, BS 6, S 6, T 6, W 4, I 6, A 4, Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Alpharius may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Power Weapon, Artificer Armour, Iron Halo, Teleport Homer, Site-to-Site
Teleporter, Master Crafted Plasma Pistol, Frag & Krak Grenades, Melta
Bombs.

SPECIAL RULES

Legion: Alpharius may lead any mix of units drawn from Codex: Space Marines and
Codex: Imperial Guard.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Brotherhood of the Hydra: Any Imperial Guard units allied to Alpharius Alpha
Legion benefit from Rites of Battle and Combat Tactics

Matchless Tactician: Alpharius may purchase any and all of the following
Apocalypse Assets at +50pts apiece:

Camouflage, Recon, Minefields, Blind Barrage, Jammers, Replacements,
General Staff

Omegon: Should Alpharius be slain during play, his twin brother Omegon will
immediately Teleport into play on any viable spot on the tabletop (he will not
Scatter). He has exactly the same rules and equipment as Alpharius. Alpharius body
counts as a Vital Objective. Victory or kill points for killing Alpharius are assigned
normally.





52
HONOUR GUARD

Alpharius may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Alpharius posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Alpharius and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Alpharius Honour
Guard must be equipped as follows:

Masters of the Alpha Legions the 4 Masters of the Alpha Legions that accompany
Alpharius may be given any equipment allowed to Space Marine Chapter Masters in
the Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.











53
KONRAD CURZE, PRIMARCH OF THE NIGHT LORDS

Curze was without doubt the most successful and feared terrorist in all human history.
The actions he planned and commanded in order to defeat the enemies of Mankind
and to assure obedience to Imperial Truth are best not discussed here (or perhaps
anywhere) but suffice to say he and his loyal Marines could materialise almost
anywhere on the battlefield, sowing misery, discord and utter terror as they wished.

WS 7, BS 6, S 6, T 6, W 5, I 7, A 4 (5), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Curze may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Lightning Claws, Artificer Armour, Corona Nox, Teleport Homer, Site-to-Site
Teleporter, Frag & Krak Grenades, Melta-Bombs.

SPECIAL RULES

Legion: Curze may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Corona Nox:
4+Invulnerable Save.
All enemies wishing to assault or shoot at Curze and any unit he leads must do so
using the Night Fighting rules regardless of the scenario being played. Acute Senses
does not lessen the effect of the Corona.

Beyond Fear: Night Lords armies led by Curze replace Combat Tactics and God of
War with Fearless

The Night Haunter: Curze was at his most lethal and terrifying when operating by
himself. To represent this, the following rules apply to him:
Scouts
Stealth
Infiltrate
Outflank
Hit & Run
Counter-Attack
Furious Charge
Preferred Enemy
Move Through Cover
If Curze joins a unit during battle, he loses for the duration that he is with that
unit whichever of these rules that the unit he has joined does not posses.

54
HONOUR GUARD

Curze may be accompanied by 4 Chapter Masters from his Legion. These count as
Space Marine Chapter Masters - see Codex: Space Marines for details.

The Masters accompanying Curze posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Curze and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

The Masters and any further Honour Guards may be deployed separately from Curze
if you wish.

HONOUR GUARD EQUIPMENT:

Regardless of any list entries in the Codex: Space Marines, Curze Honour
Guard must be equipped as follows:

Masters of the Night Lords the 4 Masters of the Night Lords that accompany
Curze may be given any equipment allowed to Space Marine Chapter Masters in the
Codex: Space Marines, with the following additions/exceptions:
May not have Bikes or Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guards may choose any weapons, equipment and
character upgrades available to an Honour Guard in the Codex: Space Marines, with
the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.








55
HORUS LUPERCAL, PRIMARCH OF THE LUNA WOLVES

Horus was the first Primarch to be rediscovered by the Emperor in the early days of
the Great Crusade. As such, Horus spent more time with his father than any other
Primarch and the friendship and trust they shared was complete.

WS 7, BS 6, S 6 (10), T 6, W 6, I 7, A 5 (6), Ld 10, Sv. 2+/ 4++ 450pts

Unit Type: See Primarch rules for details

Honour Guard: Horus may be accompanied by 4 Masters of his Legion and an
attached Honour Guard. See entry for details.

EQUIPMENT

Greatsword, Plasma Pistol, Artificer Armour, Locator Beacon (C:SM, p.67),
Site-to-Site Teleporter, Frag & Krak Grenades, Melta Bombs.

SPECIAL RULES

Legion: Horus may only lead units drawn from Codex: Space Marines.

Site-to-Site Teleporter: May Teleport as if wearing Terminator Armour.

Plasma Pistol: Master-Crafted; Will Not Overheat.

Greatsword: Counts as a Power Fist that hits in order of Initiative.

Inspirational Commander:
God of War is extended to all Luna Wolves units in play. Replaces Combat
Tactics.
All Luna Wolves within 12 gain Preferred Enemy against all enemies with a
WS and +1 Attack in Close-Combat. This may be stacked with the effects of
items of wargear (like the Chapter Banner).
Horus may purchase any five Apocalypse Assets available to Codex Space
Marines, +35pts each.




56
HONOUR GUARD

Horus may be accompanied by 4 Chapter Masters from his Legion (representing his
Mournival). These count as Space Marine Chapter Masters - see Codex: Space
Marines for details.

The Masters accompanying Horus posses the same Apocalypse Assets as in the
Masters of the Chapter Datasheet, p.118, Apocalypse rulebook and cost the same
amount (200pts + Models).

Horus and the Masters of his Legion may Deep Strike into battle if appropriately
equipped (Terminator Armour or a Drop Pod) this does not affect their Apocalypse
Assets, which may be used regardless.

An Honour Guard may be added to the Masters and they may take a Land Raider,
Drop Pod or Rhino Transports (the usual rules for Terminator Armour apply) and
must all be equipped as stated below.

HONOUR GUARD EQUIPMENT

Regardless of any list entries in the Codex: Space Marines, Horuss Honour
Guard must be equipped as follows:

Masters of the Luna Wolves the 4 Masters of the Luna Wolves that accompany
Horus may be given any equipment allowed to Space Marine Chapter Masters in the
Codex: Space Marines, with the following additions/exceptions:
May not ride Bikes or wear Jump Packs,
If one wears Terminator Armour, all must wear Terminator Armour.
Honour Guard attached Honour Guard units may choose any weapons, equipment
and character upgrades available to an Honour Guard in the Codex: Space Marines,
with the following additions/exceptions:
May take Terminator Armour if Masters of the Chapter are also equipped with
suits,
If wearing Terminator Armour, all models counts as either standard
Terminators or Assault Terminators for costings and equipment availability.










57
THE EMPERORS SPECIAL RULES

Some say the Emperor has walked amongst humanity since the very dawn of the
species under African skies. Whatever the truth, no-one in the history of mankind no
prophet, priest, king or general has come even close to matching the life experience
and preternatural charisma exhibited by the Emperor. An immensely skilled general
and warrior, the Emperor is also by orders of magnitude the most powerful psyker in
the history of human race, to the extent that he could sculpt his mortal body into
stronger and more resilient forms as he wished. As the Horus Heresy reached its
zenith it was commonly believed that the Emperors psychic abilities were at least on
a par with the daemons and demigods of Chaos. For his part, the Emperor set himself
entirely against the Powers and Principalities of Chaos and since time immemorial he
has bent his considerable psychic might to protecting humanity from the predations of
the Daemon Gods. As a result of this, the creatures of Chaos regard the Emperor as
anathema and despise him more than any other mortal, going to almost any lengths
to see him destroyed and his many works scattered.

The Emperor in Movement & Combat:
Apocalypse-Only Independent Character
Eternal Warrior (40K Rulebook, p.74)
Fleet (40K Rulebook, p.75)
Night Vision / Acute Senses (40K Rulebook, p.75)
Orbital Bombardment (C:SM, p.52)
Heroic Intervention (C:SM, p.62)
The Emperor may join any friendly non-vehicle unit he pleases during play

The Emperor & Psychic Powers:
Psyker Mastery Level: 6
The Emperor and all friendly psykers within 12 are immune to all Perils of
the Warp attacks.
2+ Invulnerable Save against the effects of all enemy Psychic Powers
Immune to Daemonic Gifts that do not have a given Strength value
May target different units with each Psychic Power
May use Psychic Powers in the Assault Phase against any model he in engaged
in Close-Combat with.
The Emperor knows all of the Psychic Powers that appear in any Imperial
Codex (Space Marines of all kinds, Imperial Guard, Grey Knights, etc.).

The Emperor & Leadership:
While the Emperor lives, all Imperial forces in play obey the God of War rule
(C:SM, p.84).
Supersedes all other Leadership, Morale and Pinning rules for any Imperial
forces in play, except the Fearless rule.





58
The Emperor & Chaos:
All models with the Daemon, Daemonkin and/or Possessed Hull (where
relevant) rules gain Furious Charge and Counter-Attack against the Emperor
and any unit he joins
All models with the Daemon, Daemonkin and/or Possessed Hull rules have
Preferred Enemy for all ranged and Close-Combat attacks against the Emperor
and any unit he leads
A player with daemonic units fighting against the Emperors army gains the
Replacements Apocalypse Asset

The Emperor & Death:
If the Emperor is reduced to 0 Wounds during play, roll a D6:
o 1-3 = all friendly units count as being Pinned / Crew Stunned until the
end of their next player turn
o 4-6 = all friendly units must spend their next Movement and Shooting
phase making the maximum movement they can towards where the
Emperor fell. They may not Shoot or Assault any enemies although
they may fight rounds of Close-Combat if assaulted themselves
o Both of the above apply to Fearless units
Vital Objective: Should the Emperor be slain during battle, his body counts as
being a Vital Objective to all players. Chaos Space Marine Players with the
correct Apocalypse Asset may Corrupt and Despoil the Emperors body.


























59
THE EMPEROR OF MANKIND

WS 7, BS 10, S 5 (7), T 5, W 5, I 9, A 4, Ld 10, Sv. 2+/ 2++ 900pts

Unit Type: See Primarch rules for details

EQUIPMENT

The Imperial Sword of Terra, The Emperors Gauntlet, Golden Halo, Relic
Armour, Site-to-Site Teleporter.

Site-to-Site Teleporter: May Teleport as though wearing Terminator Armour. The
Emperor will never Scatter while Deep Striking.


Golden Halo & Relic Armour:

2+ Armour Save
2+ Invulnerable Save
Locator Beacon (C:SM, p.67)
Jamming Beacon (C:SM, p.75)

The Imperial Sword of Terra:
Runic Weapon (See C:SW, p.36)
+2 Strength in Close-Combat
Ignores Invulnerable saves of 5+

The Emperors Gauntlet: Designed to literally tear down the bastions of his
enemies, the Emperors Gauntlet is a truly awesome and terrifying weapon:

Hits at Initiative 1
All Hits are Destroyer Hits
The Emperor may split his 4 Attacks between his sword and gauntlet in any
way he likes

Veteran of a Million Battles:

Preferred Enemy against all Close-Combat opponents

Final Judgment: Instead of moving, shooting, assaulting, fighting a round of Close-
Combat or using any other psychic powers that player turn, the Emperor may instead
concentrate all his psychic might into one cataclysmic bolt of pure Warp energy:
Counts as a Vortex Grenade with a 42 range
Will Not Scatter
May be used in the Shooting phase or during Close-Combat
Usual rules apply for every effected model
After use, halve the Emperor Strength, Toughness, Wounds & Initiative (to a
minimum of 1, rounding fraction down) for D3 Game Turns

Scheduled Bombardment: The Emperor has the Scheduled Bombardment
Apocalypse Asset.

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