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LA - XIV: Death Guard - Anti Veteran - (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 The Reaping (DG)

Rules: The Reaping

HQ: (660)
Centurion (2) Psychic Discipline: Biomancy, Librarian
(110) • Librarian: Artificer Armour, Combat Shield, Minor Combi-Weapon, Minor Combi-Weapon - Alchem Flamer,
Force Weapon, Force Staff, Bolt Pistol

Rules: Relentless, Grenades, Grenades, Force, Reach (1), Gets Hot, Template Weapons, Fleshbane,
Legiones Consularis, Psychic Discipline: Biomancy, Rending (X), Psychic Focus, Force
Wargear Item: Frag Grenades, Krak Grenades, Refractor Field, Combat Shield, Artificer Armour
Weapon: Bolt Pistol, Force Staff, Alchem Combi-flamer (Secondary), Bolter (Primary)
Psychic Power: Biomantic Augmentation
Psychic Weapon: Biomancer's Rage, Aetheric Lightning
Unit: Legion Centurion

Centurion (2) Psychic Discipline: Biomancy, Librarian


(110) • Librarian: Artificer Armour, Combat Shield, Minor Combi-Weapon, Minor Combi-Weapon - Alchem Flamer,
Force Weapon, Force Staff, Bolt Pistol

Rules: Relentless, Grenades, Grenades, Force, Reach (1), Gets Hot, Template Weapons, Fleshbane,
Legiones Consularis, Psychic Discipline: Biomancy, Rending (X), Psychic Focus, Force
Wargear Item: Frag Grenades, Krak Grenades, Refractor Field, Combat Shield, Artificer Armour
Weapon: Bolt Pistol, Force Staff, Alchem Combi-flamer (Secondary), Bolter (Primary)
Psychic Power: Biomantic Augmentation
Psychic Weapon: Biomancer's Rage, Aetheric Lightning
Unit: Legion Centurion

Praetor (10) The Blood of Barbarus, Command Squad, Warlord


(440) • Legion Standard Bearer: Combat Shield, Power Weapon, Power Lance, Bolt Pistol
• 8x Legion Chosen: Power Weapon, Power Lance, Bolt Pistol, Minor Combi-Weapon - Alchem Flamer
• Legion Praetor: Artificer Armour, Bolt Pistol, Paragon Blade, Master-craft one weapon

Rules: Relentless, Grenades, Grenades, Master of the Legion, Master-crafted, Murderous Strike (6+),
Specialist Weapon, Chosen Warriors, Relentless, Retinue, Gets Hot, Template Weapons, Fleshbane, Reach
(1)
Unit: Legion Praetor, Legion Chosen, Legion Standard Bearer
Wargear Item: Iron Halo, Frag Grenades, Krak Grenades, Artificer Armour, Legion Standard, Combat Shield
Weapon: Paragon Blade, Bolt Pistol, Alchem Combi-flamer (Secondary), Bolter (Primary), Power Lance
Warlord Trait: The Blood of Barbarus

Elites: (240)
Apothecarion Detachment (3) • 3x Apothecary: Rad Grenades, Toxin Bombs, Power Armour, Power Weapon, Power Lance, Bolt Pistol,
(240) Minor Combi-Weapon, Minor Combi-Weapon - Alchem Flamer

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

Troops: (600)
Veteran Squad (10) • Veteran Sergeant: Bolter, Power Weapon, Power Lance, Bolt Pistol
(300) • 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)
Wargear Item: Frag Grenades, Krak Grenades, Power Armour
Unit: Veteran, Legion Veteran Sergeant
Weapon: Alchem Combi-flamer (Secondary), Bolter (Primary), Bolt Pistol, Power Lance, Bolter
Veteran Squad (10) • Veteran Sergeant: Bolter, Power Weapon, Power Lance, Bolt Pistol
(300) • 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)
Wargear Item: Frag Grenades, Krak Grenades, Power Armour
Unit: Veteran, Legion Veteran Sergeant
Weapon: Alchem Combi-flamer (Secondary), Bolter (Primary), Bolt Pistol, Power Lance, Bolter
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.

The Reaping Effects


• Legion Veteran Squads may be chosen as Troops choices in a Detachment using this Rite of War.
• Legion Heavy Support Squads may be taken as non-Compulsory Troops choices in a Detachment using this Rite of War.
• Any model chosen as part of a Detachment using this Rite of War with both the Legiones Astartes (Death Guard) special rule
and the Character Sub-type may be given rad grenades for +10 points each.
Limitations
• Models taken as part of a Detachment using this Rite of War may not make Run moves or make any Reaction that allows
them to make a Move, with the exception of the Remorseless Advance Reaction.
• No unit in a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking
Assault (and units which must deploy by this method therefore cannot be chosen as part of the Detachment).

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.

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.

Force Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks
with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If
the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the
Psyker survives Perils of the Warp then it may attack as normal.

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.

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.

Legiones Consularis Any Legion Centurion may select a single Consul upgrade; no model may take more than one such upgrade. The various
Consul types are listed here, but full rules for them can be found in the appendix Legiones Consularis on page 104:
Centurion (pg 22)
Universal: Librarian (Not White Scars), Esoterist, Master of Signals, Champion, Forge Lord, Primus Medicae, Siege Breaker,
Chaplain, Vigilator, Pathfinder, Moritat, Praevian, Delegatus, Herald, Armistos, Mortifactor & Warmonger (Legacies
Download).
Legion Only: Paladin of Hekatonystika (Dark Angels), Stormseer (White Scars), Pack Thegn (Space Wolves), Speaker Of The
Dead (Space Wolves), Caster Of Runes (Space Wolves), Castellan (Imperial Fists), Warsmith (Iron Warriors), Dark Emissary
(Sons of Horus), Diabolist (Word Bearers) & Saboteur (Alpha Legion)

Cataphractii Centurion (pg 24)


Universal: Librarian (Not White Scars), Esoterist, Champion, Forge Lord, Primus Medicae, Siege Breaker, Chaplain,
Delegatus, Herald, Mortifactor, Primus Nullificator (Legacies Download) & Warmonger (Legacies Download).
Legion Only: Paladin of Hekatonystika (Dark Angels), Stormseer (White Scars), Pack Thegn (Space Wolves), Speaker Of
The Dead (Space Wovles), Caster Of Runes (Space Wolves), Warsmith (Iron Warriors), Dark Emissary (Sons of Horus), &
Diabolist (Word Bearers),

Tartaros Centurion (pg 25)


Universal: Librarian (Not White Scars), Esoterist, Champion, Forge Lord, Primus Medicae, Siege Breaker, Chaplain,
Delegatus, Herald, Mortifactor.
Legion Only: Paladin of Hekatonystika (Dark Angels), Phoenix Warden (Emperor's Children), Stormseer (White Scars), Pack
Thegn (Space Wolves), Speaker Of The Dead (Space Wolves), Caster Of Runes (Space Wolves), Warsmith (Iron Warriors),
Dark Emissary (Sons of Horus), & Diabolist (Word Bearers).

Psychic Discipline: A Psyker with this Discipline gains all the listed Powers, weapons and other special rules, as well as the Aetheric Lightning
Biomancy Psychic Weapon.

Biomantic Augmentation (Psychic Power)


Biomancer’s Rage (Psychic Weapon)

Rending (X) 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.

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.
Force Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks
with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If
the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the
Psyker survives Perils of the Warp then it may attack as normal.

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.

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.

Master-crafted Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.

Murderous Strike (6+) Attacks with this special rule cause Instant Death on a To Wound roll equal to the number in brackets associated with the
specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the
attack inflicts.

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.

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.

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.

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.

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.
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)

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.
Wargear Item

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).

Refractor Field

A model with a refractor field gains a 5+ Invulnerable Save.


Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that
specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

Combat Shield

Combat shields confer a 6+ Invulnerable Save.


Invulnerable saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar)
that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

Artificer Armour

Artificer armour confers a 2+ Armour Save.

Iron Halo

A model with an iron halo gains a 4+ Invulnerable Save.


Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that
specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.

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.

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.

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.
Weapon Range Strength AP

Bolt Pistol 12" 4 5

Pistol 1

Force Staff . 1 3

Melee, Reach (1), Force

Alchem Combi-flamer (Secondary) Template 4 5

Assault 1, Gets Hot

Bolter (Primary) 24" 4 5

Rapid Fire

Paragon Blade - 1 2

Melee, Murderous Strike (6+), Specialist Weapon

Power Lance - 1 3

Melee, Reach (1)

Bolter 24" 4 5

Rapid Fire

Psychic Power

Biomantic Augmentation

Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 6", that unit increases its Strength by +1 for the
duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed
then both Strength and Toughness are increased by +1 for the duration of the current player turn. If the Check is failed, then the target unit gains no benefit
and the Psyker suffers Perils of the Warp.

Psychic Weapon Range Strength AP Type

Biomancer's Rage - 10 4 Melee, Rending (4+), Psychic Focus

Aetheric Lightning 18" 3 4 Assault 4, Force

Unit Unit Type Move WS BS S T W I A Ld Save

Legion Praetor Infantry (Character) 7 6 5 4 4 3 5 4 10 2+

Legion Chosen Infantry 7 5 4 4 4 2 4 2 8 2+

Legion Standard Bearer Infantry 7 5 4 4 4 2 4 2 8 2+

Apothecary Infantry (Character) 7 4 4 4 4 1 4 2 8 3+

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

Legion Veteran Sergeant Infantry (Character) 7 5 4 4 4 2 4 3 8 3+

Legion Centurion Infantry (Character) (Psyker) 7 5 5 4 4 2 5 3 9 2+

Warlord Trait

The Blood of Barbarus

Any Hits with the Rending (X), Murderous Strike (X), Poisoned (X) or Fleshbane special rule allocated to a Warlord with this Trait, or any model with the
Legiones Astartes (Death Guard) special rule in a unit he joins, only gain the benefit of those special rules on a D6 roll of a 6 instead of the value listed as part
of that special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long
as the Warlord has not been removed as a casualty.

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