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LA - XIV: Death Guard - Typhus 1500 - (1500)

Crusade Force Organisation Chart (LA - XIV: Death Guard) (1500)

Expanded Army Lists


Expanded Army List Profiles: Legacy Units On, Exemplary Units On

Allegiance:
Allegiance Traitor

XIV: Death Guard

Rite of War:
Rite of War Pride Of The Legion

Rules: Pride Of The Legion

HQ: (710)
Calas Typhon (6) Command Squad, Cataphractii, Land Raider Proteus Carrier, Twin-linked Heavy Bolter, Warlord
(710) • 4x Cataphractii Chosen: Thunder Hammer, Minor Combi-Weapon, Minor Combi-Weapon - Alchem Flamer
• Cataphractii Standard Bearer w/Melee Weapon: Thunder Hammer
• Calas Typhon: Psychic Powers, Cataphractii Terminator Armour

Rules: Witchblood, Relentless, Inexorable, Bulky (2), Legiones Astartes (Death Guard), Stubborn, Firing
Protocols (2), Shrouded (6+), Shrouded in Death, Two-handed, Reaping Blow (X), Fleshbane, Grenades,
Fleshbane, Gets Hot, Template Weapons, Poisoned (3+), Fleshbane, Pinning, Psychic Focus, Master of the
Legion, Chosen Warriors, Relentless, Inexorable, Bulky (2), Retinue, Assault Vehicle, Power of the Machine
Spirit, Sunder, Legiones Astartes (Death Guard), Twin-linked, Unwieldy, Specialist Weapon, Brutal (2), Gets
Hot, Template Weapons, Fleshbane
Unit: Calas Typhon, Cataphractii Standard Bearer, Cataphractii Chosen
Weapon: Lakrimae, Alchem Pistol, Death Cloud, Gravis Lascannon, Twin-linked Heavy Bolter, Thunder
Hammer, Alchem Combi-flamer (Secondary), Bolter (Primary)
Wargear Item: Rad Grenades, Cataphractii Terminator Armour, Grenade Harness, Smoke Launchers, Legion
Standard
Psychic Power: Witchsense
Psychic Weapon: Toxin Cloud
Warlord Trait: Comes the Reaper
Vehicle: Land Raider Proteus Carrier

Elites: (70)
Apothecarion Detachment (1) • Apothecary: Toxin Bombs, Power Armour, Power Weapon, Power Lance, Bolt Pistol, Minor Combi-Weapon,
(70) Minor Combi-Weapon - Alchem Flamer

Rules: Apothecarion Detachment, Grenades, Grenades, Gets Hot, Template Weapons, Fleshbane, Reach (1),
Legiones Astartes (Death Guard)
Unit: Apothecary
Wargear Item: Frag Grenades, Krak Grenades, Narthecium, Power Armour, Toxin Bombs
Weapon: Alchem Combi-flamer (Secondary), Bolter (Primary), Bolt Pistol, Power Lance

Troops: (435)
Tactical Squad (10) • 9x Legionaries (collective): Bolter, Bolt Pistol
(100) • Legion Tactical Sergeant: Power Armour, Bolter, Bolt Pistol

Rules: Fury of the Legion, Heart of the Legion, Support Squad, Grenades, Grenades
Unit: Legion Tactical Sergeant, Legionary[1]
Weapon: Bolt Pistol, Bolter
Wargear Item: Power Armour, Frag Grenades, Krak Grenades

Veteran Squad (10) • Veteran Sergeant: Power Fist, Minor Combi-Weapon - Flamer, Lightning Claw, Artificer Armour, Bolt Pistol
(335) • 9x Veteran: Power Weapon, Power Lance, Bolt Pistol, Minor Combi-Weapon, Minor Combi-Weapon -
Alchem Flamer

Rules: Relentless, Chosen Warriors, Grenades, Grenades, Gets Hot, Template Weapons, Fleshbane, Reach
(1), Shred, Rending (6+), Specialist Weapon, Template Weapons, Unwieldy, Specialist Weapon
Wargear Item: Frag Grenades, Krak Grenades, Power Armour, Artificer Armour
Unit: Veteran, Legion Veteran Sergeant
Weapon: Alchem Combi-flamer (Secondary), Bolter (Primary), Bolt Pistol, Power Lance, Lightning Claw,
Flamer (Secondary), Power Fist

Heavy Support: (285)


Heavy Support Squad (10) Lascannon
(285) • 9x Legionaries (collective): Bolt Pistol
• Legion Support Sergeant: Bolt Pistol, Artificer Armour

Rules: Grenades, Grenades, Sunder


Wargear Item: Artificer Armour, Power Armour, Krak Grenades, Frag Grenades
Weapon: Bolt Pistol, Lascannon
Unit: Legionary[2], Legion Support Sergeant
Rules:

Expanded Army Lists Some events/group choose not to allow official rules in "Legacies of The Age of Darkness" download pdf (which are not
playtest). This option is included to make it easier for users for those events/groups.

Pride Of The Legion Effects


• Legion Veteran Squads, Legion Terminator Cataphractii Squads and Legion Terminator Tartaros Squads may be selected as
Troops choices in a Detachment using this Rite of War.
• Any Legion Terminator Cataphractii Squads, Legion Terminator Tartaros Squads and Legion Veteran Squads taken as
Compulsory Troops choices in a Detachment using this Rite of War gain the Line Sub-type.
• Any unit composed entirely of models with either Cataphractii Terminator armour, Tartaros Terminator armour or any other
pattern of Terminator armour and that is normally selected as an Elites choice may be included in a Detachment using this
Rite of War as a Troops choice.
Limitations
• An army whose Primary Detachment is using this Rite of War may not select an Allied Detachment.
• A Detachment using this Rite of War may only select a single Heavy Support choice and a single Fast Attack choice.
• An Allied Detachment may not use this Rite of War.
• An army using this Rite of War may not select any Fortification choices.
• An army using this Rite of War may not include more non-Infantry units than it does Infantry units.

Witchblood Calas Typhon has the Witchsense Psychic Power and Toxin Cloud Psychic Weapon and does not gain access to any other
Disciplines:

Relentless Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous
Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.

Inexorable A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning
test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the
Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.

Bulky (2) Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport
Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five odels all of which have the Bulky (3) special rule, would count as 15 models when
attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.

Legiones Astartes (Death Remorseless: A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any
Guard) modifiers or restrictions on moving during the movement phase (Including modifiers imposed by Terrain or Restrictions from
rules such Pinning which would normally stop them from moving) as long as the model does not Run or make use of another
alternative form of Movement such as 'Activating a jump pack, Disembarking, or deploying via Deep Strike. Furthermore, as
long as the model has not Run or used another alternative form of Movement in the controlling player's Movement phase, it is
counted as Stationary when making shooting attacks until the start of the Controlling Player's next turn. This special rules
does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore
the effect of an Immobilised result on the Vehicle Damage table (But does allow a model with the Vehicle Unit Type to move
even when under the effect of the Crew Stunned result on the Vehicle Damage table)

Stubborn When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any
negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.

Firing Protocols (2) When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the
value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the
model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing
Protocols (2) special rule may attack with up to two different weapons.

Shrouded (6+) When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special
Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that 'no Saves of any kind
are allowed'). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or
for models with the Fearless special rule.
Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a
result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On
any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule
Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.
If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+)
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound,
Glancing Hit or Penetrating Hit (see page 174).

Shrouded in Death When an enemy unit successfully Charges a unit that includes one or more models with this special rule, the Charge is always
considered to be Disordered.

Two-handed A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177).

Reaping Blow (X) If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of
Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X
as 1).

Fleshbane If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in
close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.
Grenades Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not
count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do
not use these rules and are Shooting Weapons governed by the standard Shooting rules.

Fleshbane If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in
close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.

Gets Hot When firing a weapon that Gets Hot. roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) - this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Weapons that do not Roll To Hit


Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the
shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 to Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Re-rolls


If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only
suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Template Weapons Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit,
simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s
barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible,
without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially
under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without
touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template
weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are
allocated following the normal rules.

Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining
and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined,
roll To Wound as normal.

Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically
inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least
one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is
also a Hellstorm weapon then it instead inflicts D6 Hits.

Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm
template (see page 152), but otherwise obey the rules for other Template weapons.

Poisoned (3+) If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always
Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close
combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the
wielder must re-roll failed rolls To Wound in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed
number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is
Poisoned (4+).

Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect
against Vehicles.

Fleshbane If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in
close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.
Pinning If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a
Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit
fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single
turn, but only once for each unit shooting at them.

A unit that is affected by any of the following conditions does not take Pinning tests, and if called upon to do so is considered
to automatically pass them:
• The unit is locked in combat.
• The unit is already Pinned (the unit remains Pinned, but takes no further Tests).
• The unit is composed entirely of Vehicle models.
• The unit is Embarked on a Transport Vehicle.
• The target unit is affected by the Fearless special rule.

A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting
phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free
to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale
checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted,
the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty
for assaulting a unit in Difficult Terrain (sec page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a
Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.

Psychic Focus Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the
Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of
the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.

Master of the Legion The Master of the Legion special rule grants the following benefits:
• Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion
special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones
Astartes Rites of War, found on page 96.
• The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This
counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with
the Master of the Legion special rule, and an army that includes at least 2,000 points may include up to two models with the
Master of the Legion special rule, etc.
• Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or
Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion
special rule. The full rules for doing so can be found in the Appendix: Legiones Astartes Special Rules on page 124.

Chosen Warriors A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a
model with this special rule to use any other special rules associated with the Character type.

Relentless Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous
Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.

Inexorable A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning
test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the
Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.

Bulky (2) Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport
Capacity and whether a given unit outnumbers another in combat.

For example, a unit comprised of five odels all of which have the Bulky (3) special rule, would count as 15 models when
attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.

Retinue A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only
be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit
selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to
as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the
Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not
use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue
Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily
leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion
Tartaros Command Squad may not be selected as part of an army without a Leader.

Assault Vehicle Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including
when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.

Power of the Machine A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any
Spirit Shooting Attack.

Sunder Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting
Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result
must be kept.
Legiones Astartes (Death Remorseless: A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any
Guard) modifiers or restrictions on moving during the movement phase (Including modifiers imposed by Terrain or Restrictions from
rules such Pinning which would normally stop them from moving) as long as the model does not Run or make use of another
alternative form of Movement such as 'Activating a jump pack, Disembarking, or deploying via Deep Strike. Furthermore, as
long as the model has not Run or used another alternative form of Movement in the controlling player's Movement phase, it is
counted as Stationary when making shooting attacks until the start of the Controlling Player's next turn. This special rules
does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore
the effect of an Immobilised result on the Vehicle Damage table (But does allow a model with the Vehicle Unit Type to move
even when under the effect of the Crew Stunned result on the Vehicle Damage table)

Twin-linked When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.

Twin-linked Blast Weapons


If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when making a Shooting Attack with a Twin-linked
Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the Scatter dice.

Twin-linked Template Weapons


Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour
Penetration rolls.

Unwieldy A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or
Monstrous sub-type.

Specialist Weapon A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more
Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one
used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.

Brutal (2) When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead
a number of Wounds equal to the number in brackets associated with the specific varient of this special rule, with all of the
Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted
separately, but note that Wounds do not spill over to other models and are lost. This special rule has no effect on models that
do not hae a Toughness value.

Gets Hot When firing a weapon that Gets Hot. roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) - this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Weapons that do not Roll To Hit


Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the
shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately
suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable
Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) – this Wound cannot be allocated to any
other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 to Hit. If this roll results in a 1 or 2, the Vehicle suffers a
Glancing Hit.

Gets Hot and Re-rolls


If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only
suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.

Template Weapons Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit,
simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s
barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible,
without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially
under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without
touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template
weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are
allocated following the normal rules.

Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining
and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined,
roll To Wound as normal.

Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically
inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least
one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is
also a Hellstorm weapon then it instead inflicts D6 Hits.

Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm
template (see page 152), but otherwise obey the rules for other Template weapons.

Fleshbane If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in
close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.
Apothecarion Detachment An Apothecarion Detachment is selected as any other unit, using up a single Force Organisation slot and bought in the same
manner. However, before the first turn begins and any models are deployed to the battlefield, all models in an Apothecarion
Detachment must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion
Apothecaries that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units
composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion
Apothecary, and may not join units that have Terminator armour of any kind. Legion Apothecaries that have selected a Legion
Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the
same Legiones Astartes (X) special rule as the Legion Apothecary, and any Legion Apothecaries that have selected a Legion
Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same
Legiones Astartes (X) special rule as the Legion Apothecary. No Apothecary may be assigned to any unit that includes one or
more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes
an Apothecary as normal during either deployment or any following turn). No more than one Apothecary may be assigned to
any given unit.

Once assigned to a unit, the Legion Apothecary is considered part of that unit and may not leave it under any circumstances –
if that unit is removed as a casualty when the Legion Apothecary is removed as well. In battles using Victory points, no Victory
points are ever scored for removing an Legion Apothecary as a casualty. When assigned to a unit, a Legion Apothecary gains
all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit
Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the
unit to which it is assigned.

Grenades Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not
count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do
not use these rules and are Shooting Weapons governed by the standard Shooting rules.

Grenades Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not
count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do
not use these rules and are Shooting Weapons governed by the standard Shooting rules.

Reach (1) A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as
part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that
model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that
model to attack during the Fight Sub-phase. A weapon that is not used to attack does not modify the model’s Initiative
Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second
weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative
by +1.

Fury of the Legion If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that
model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include
combi-bolters, bolt pistols or other bolt weapons).

Heart of the Legion When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then
all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of
the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least
half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase
this to Feel No Pain (4+) while it fulfils the conditions of this special rule).

Support Squad A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.

Relentless Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous
Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.

Chosen Warriors A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a
model with this special rule to use any other special rules associated with the Character type.

Shred If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound
rolls in close combat.

Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.

Rending (6+) If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a
chance that their close combat attacks will strike a critical blow. For each To Wound roll equal to or higher than the value
listed, the target automatically suffers a Wound, regardless of its Toughness. The controlling player may choose to resolve
these Wounds at AP 2 instead of the weapon’s normal AP value.
Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or
greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.
In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to
be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead
resolved using the weapon’s AP value.
For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound
automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of
their weapon.

Specialist Weapon A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more
Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one
used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
Template Weapons Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit,
simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s
barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible,
without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially
under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without
touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template
weapon never hits the model firing it.

Template weapons have the Ignores Cover and Wall of Death special rules. Wounds inflicted by Template weapons are
allocated following the normal rules.

Multiple Templates
If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining
and recording how many Hits are scored by each template. Once the number of Hits from all templates has been determined,
roll To Wound as normal.

Wall of Death
Template weapons can fire Snap Shots at any non-Flyer target. If a Template weapon fires as a Snap Shot, it automatically
inflicts D3 Hits on the target unit, resolved at its normal Strength and AP value, as long as the target unit either has at least
one model within 8" or if the target unit is resolving a Charge against the unit making the Shooting Attack. If the weapon is
also a Hellstorm weapon then it instead inflicts D6 Hits.

Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm
template (see page 152), but otherwise obey the rules for other Template weapons.

Unwieldy A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or
Monstrous sub-type.

Specialist Weapon A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more
Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one
used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.

Sunder Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting
Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result
must be kept.
Unit Move WS BS S T W I A Ld Save

Calas Typhon 6" 6 5 4 4 4 5 4 10 2+

Infantry (Heavy, Character, Unique, Psyker)

Cataphractii Standard Bearer 6 5 4 4 4 2 4 2 8 2+

Infantry (Heavy)

Cataphractii Chosen 6 5 4 4 4 2 4 2 8 2+

Infantry (Heavy)

Apothecary 7 4 4 4 4 1 4 2 8 3+

Infantry (Character)

Legion Tactical Sergeant 7 4 4 4 4 1 4 2 8 3+

Infantry (Character, Line)

Legionary[1] 7 4 4 4 4 1 4 1 7 3+

Infantry (Line)

Veteran 7 5 4 4 4 2 4 2 8 3+

Infantry

Legionary[2] 7 4 4 4 - 1 4 1 7 3+

Infantry (Heavy)

Legion Veteran Sergeant 7 5 4 4 4 2 4 3 8 2+

Infantry (Character)

Legion Support Sergeant 7 4 4 4 4 1 4 2 8 2+

Infantry (Heavy, Character)


Weapon Range Strength AP

Lakrimae - 2 2

Melee, Two-handed, Reaping Blow (1), Fleshbane

Alchem Pistol Template 3 -

Pistol 1, Fleshbane, Gets Hot

Death Cloud Template 1 4

Assault 1, Poisoned (3+)

Gravis Lascannon 48" 9 2

Heavy 2, Sunder

Twin-linked Heavy Bolter 36" 5 4

Heavy 4, Twin-linked

Thunder Hammer - x2 2

Melee, Unwieldy, Brutal (2), Specialist Weapon

Alchem Combi-flamer (Secondary) Template 4 5

Assault 1, Gets Hot

Bolter (Primary) 24" 4 5

Rapid Fire

Bolt Pistol 12" 4 5

Pistol 1

Power Lance - 1 3

Melee, Reach (1)

Bolter 24" 4 5

Rapid Fire

Lightning Claw - User 3

Melee, Shred, Rending (6+), Specialist Weapon

Flamer (Secondary) Template 4 5

Assault 1

Power Fist - x2 2

Melee, Unwieldy, Specialist Weapon

Lascannon 48" 9 2

Heavy 1, Sunder
Wargear Item

Rad Grenades

During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy
unit(s) suffer a -1 penalty to their Toughness Characteristic (to a minimum of toughness 1) until the end of the Fight Sub-phase that follows the successful
Charge. Note: This does affect Instant Death thresholds.

Cataphractii Terminator Armour

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii
Terminator armour may not make Sweeping Advances.

Grenade Harness

A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged
through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a
Charge through Difficult Terrain or Dangerous Terrain.

Smoke Launchers

The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only
choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more
than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have
been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and
once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle
Damage table.

Legion Standard

All of the controlling player’s units with the Legiones Astartes (X) special rule within 6" of a friendly model with a Legion standard are considered to have a
Leadership Characteristic of 10 when resolving Morale checks or Pinning tests (but not Psychic checks). In addition, all models in a unit that includes a Legion
standard gain the Line Sub-type as long as they remain part of that unit – this benefit is lost immediately if the model with the Legion standard is removed as a
casualty.

Frag Grenades

A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged
through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a
Charge through Difficult Terrain or Dangerous Terrain.

Krak Grenades

The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building
or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of
attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item
of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).

Narthecium

All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gains the Feel No Pain (5+) special rule. Units
that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not
affected by this special rule and do not gain the Feel No Pain (X) special rule.

Power Armour

Power armour provides a 3+ Armour Save.

Toxin Bombs

When an enemy unit declares a Charge targeting a unit that includes one or more models with toxin bombs, roll a D6 for each model in that unit that has
declared a Charge. For each roll of a "1", a moderl in the unit that has declared a Charged is chosen by the Unit's controlling player , suffers a wound. No
armour save, cover save or damage mitigation roll may be made against this roll, but invulnerable saves may still be made.

Artificer Armour

Artificer armour confers a 2+ Armour Save.

Psychic Power

Witchsense

At the start of any Assault Phase Calas Typhon’s controlling player may choose to make a Psychic check for him. If that Check is passed then Calas Typhon’s
Weapon Skill Characteristic is increased by +1 and his Attacks Characteristic is increased by D3 for the duration of that Assault Phase. If the Check is failed
then Calas Typhon suffers Perils of the Warp.
Psychic Weapon Range Strength AP

Toxin Cloud 24" 1 4

Assault 1, Large Blast (5"), Fleshbane, Pinning, Psychic Focus

Warlord Trait

Comes the Reaper

When making attacks as part of a Shooting Attack or during an Assault with any weapon that has the Poison (X) special rule, Calas Typhon and any unit with
the Legiones Astartes (Death Guard) and at least one model within 12” of Calas Typhon, increase the value of the Poison Special rule by 1 (I.e, from 3+ to 2+)
and may reroll failed To Wound rolls for weapons with the Fleshbane special rule. In addition, an army whose Warlord has this Trait may make an additional
Reaction in the Movement phase as long as Typhon has not been removed as a casualty.

Vehicle Unit Type Move BS Front Side Rear HP Transport Capacity

Land Raider Proteus Carrier Vehicle (Transport, Reinforced) 12 4 14 14 14 5 12

One on each side of the hull and one at the front.

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