Angron: POINTS: 750
Angron: POINTS: 750
Angron: POINTS: 750
Angron was one of the super-human Space Marine Primarchs created by the
Emperor of mankind in an effort to battle against the tide
of Chaos. From Angron’s genetic material the Emperor created the World Eaters
Space Marines. Angron fought innumerable campaigns
alongside Horus and deeply respected his ability as a great military tactician and
his sense of honor and pride as a warrior.
Angron was the first Primarch to join Horus in revolt against the Emperor, for
Angron knew Horus as a brother and supported the
Warmaster in demanding a new order of discipline and martial virtue as the only
way to save mankind from destruction. Once the rebellion
turned into full-scale civil war Angron and the World Eaters were drawn into
bloodier and bloodier conflicts. He realized too late that instead of
saving the Imperium they were destroying it, but his pride prevented him
withdrawing from the war and his good intentions became his downfall
as he was drawn into the embrace of Chaos.
The World Eaters has always been the most savage and warlike Space Marines
and Angron led them in the worship of Khorne, god of
war and bloodshed. Though Angron’s loyalty to the Imperium was once
exemplary, Khorne appealed to his honor and martial pride more than
the Emperor ever could. As a Champion of Khorne Angron led the World Eaters
through some of the greatest and bloodiest battles of the Horus
Heresy, including the assault on the Imperial palace. When the heresy failed and
Horus was slain, Angron and his World Eaters battled halfway
across the galaxy to reach the Eye of Terror and the Daemon World Khorne had
prepared for them.
Khorne has wrought many changes in Angron during the Primarch’s service.
Angron is now a hulking, muscular giant with skin the
color of spilt blood. His face is a bestial and fang filled, his eyes milky white
without iris or pupil. Angron fights with a mighty Chaos blade of
black glowing iron etched with runes of doom and destruction. His voice is a
mighty storm and mortals quail at his approach.
ANGRON, DAEMON PRIMARCH OF THE WORLD EATERS
Points WS BS S T W I A Ld Save
Angron 750 9 0 10 8 7 6 6 10 2+/2+
Unit Type: Angron is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts: Angron has been highly rewarded by his patron,
Khorne. He comes to the battle wielding Angron’s Sword. He has
a Barbed Tail. He has Daemonic Wings, Blessing of the Blood
God (2+ save vs. psychic powers) and Chaos Armour (providing a
2+ armour save).
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run.
Angron’s Chosen: As a Daemon Primarch, Angron is entitled to a
retinue of Khorne’s finest warriors. He may be accompanied into
combat by a unit of Bloodthirsters, chosen as normal from Codex:
Chaos Daemons. The entire retinue may enter the battlefield via
Deep Strike. The retinue forms a single unit, and therefore none of
the models may be singled out by enemy shooting.
Angron’s Sword: Khorne has gifted his champion with a massive
black rune sword, with a blade nearly 8 meters long! It is a
Daemon Weapon, providing him with +D6 additional attacks. Any
to-hit rolls of a 6 are resolved as Destroyer hits including the
modifier to the vehicle damage table.
Barbed Tail: Angron has a large, broad, spiny tail. It functions as
an additional close combat weapon. Alternately, he can use it to
clear the area around him when things are getting too tight.
Instead of attacking with his sword he swings his tail around
generating a single attack on every enemy model engaged in close
in close combat with him as if he were a Gargantuan Creature
performing a Stomp attack.
Angron’s Roar: During the shooting phase instead of shooting a
weapon, the Daemon Primarch may single-out a single enemy unit,
model, or even Independent Character anywhere on the battlefield.
Angron then bellows, a deafening roar filling the ears and minds of
the target with the terror of Khorne’s wrath. The target must immediately test to
avoid being Pinned. If failed, the target may
choose to Fall Back instead. If passed, Angron’s intimidation still
throws his foe off balance, allowing him to hit the opponent on a
2+ in close combat. Once per game Angron may use the
Bloodthirst of Khorne strategic asset, centered on him.
Primarch: The presence of a Daemon Primarch on the battlefield
is an inspiring sight to all of Khorne’s warriors. He is a Chaos
Icon for the daemons of the chaos god Khorne and makes all
friendly models with the Mark of Khorne within 24” Fearless. If
killed, the Primarch’s corpse is always a Trophy Kill (counts as an
objective).
Mortarion POINTS: 650
During the Horus Heresy the Death Guard Space Marines joined the rebel
Warmaster Horus and took part in many battles against
forces loyal to the Emperor. Mortarion, Primarch of the Death Guard, turned to
the worship of Nurgle, Lord of Decay, after the entire Legion
became trapped in the warp and was ravaged by plague. Mortarion’s fevered
ravings were answered by Nurgle who saved the Death Guard and
made Mortarion his Champion. Subsequently Mortarion led his Space Marines on
a merry dance of destruction over a score of planets.
Following the death of Horus and the effective end of the Heresy, Mortarion fled
with the rotting remnants of his Space Marines into the Eye of
Terror. There he received Nurgle’s ultimate reward and ruled the Plague Planet
as the Daemon Prince Mortarion.
Mortarion is a cowled, skeletal figure wrapped in tattered robes which flap in an
ethereal, pestilent breeze. He bears a daemonetched
scythe to reap the souls of the living.
MORTARION, DAEMON PRIMARCH OF THE DEATH GUARD
Points WS BS S T W I A Ld Save
Mortarion 650 6 6 7 8 6 5 5 10 2+/2+
Nurgling Swarm 12 2 0 3 3 3 2 3 10 -/5+
Unit Type: Mortarion is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts: Nurgle favors Mortarion as his champion. He
wields the Death Scythe and is infested with a Nurgling Swarm and
the Plague Rot. He has Daemonic Flight, Chaos Armor (providing
a 2+ armour save), and a gigantic Skeletal Frame.
Sorcerer: Mortarion is an expert of the application of death and
decay, and uses sorcery to further that end. He has the psychic
powers Plague Wind and The Touch of Death (see below). He
automatically passes all psychic tests.
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run.
Death Scythe: The gigantic rusted and decaying scythe carried by
Mortarion functions as a Plaguebringer (see Codex: Chaos Space
Marines) although it is more intensely poisoned. It wounds all
enemy models on a 3+ at worst. The Death Scythe is a Chaos
Icon.
Nurgling Swarm: Mortarion is infested with a veritable horde of
Nurglings, with 3 to 10 swarm bases forming a unit with him (at
the normal cost). They crawl all over his skeletal body and
underneath his cloak. The Nurglings follow along with their
master, and may move as he does (Daemonic Flight or Slow and
Purposeful). Although the Nurglings may be targeted as normal,
any shot directed at Mortarion is just as likely to hit a tiny daemon.
Any successful hit targeted at the Primarch hits one of the
Nurgling bases instead on a D6 roll of 4 or more. This rule only
applies while there are any Nurgling bases alive and to shooting
attacks, as the Nurglings will fight as normal in close combat.
Mortarion and his Nurgling Swarm may enter the field using the
Deep Strike rules if they are in effect. Both Mortarion and his
Nurglings may make Hit and Run attacks, as a Primarch may pickand-
choose his opponents in close combat.
Plague Rot: The Aura of Decay exuded by Mortarion and the
clouds of disease that he leaves in his wake has a range of 12”, and
has a strength of 5.
Plague Wind: This psychic power is used in the shooting phase
instead of shooting another weapon. Place one Hellstorm
Template so that any part of it is touching Mortarion’s base, and
then place a second Hellstorm Template such that any part of it is
touching the first template. Any model touched by either template
suffers a wound on a 4+ as if affected by Breath of Chaos.
The Touch of Death: Instead of making normal close combat
attacks, Mortarion may apply The Touch of Death. He slowly
reaches out and places his skeletal hand on his victim. Upon
contact, the sum total of Papa Nurgle’s maladies flow into the
victim’s body, turning it into a rotted carcass in a matter of
seconds. Mortarion may use this psychic power in the assault
phase as a single close combat attack at Initiative 1. If the hit is
successful, the victim suffers a Destroyer hit with no saves allowed
(including Invulnerable Saves).
Skeletal Frame: Mortarion is a huge walking skeleton, any flesh
long ago having rotted away, and he covers himself with a filthy
and diseased hooded cloak. The bones of his skeleton have
hardened to a supernatural firmness, however, granting him the
Feel No Pain special rule. As Mortarion has a special affinity with
the diseases and corruptions designed by his patron god, he may
not be wounded by any daemon of Nurgle or any model with the
Mark of Nurgle. When not moving by his wings (i.e. in the
Assault Phase) Mortarion is Slow and Purposeful.
Primarch: The presence of a Daemon Primarch on the battlefield
is an inspiring sight to all of Nurgle’s warriors. He makes all
friendly models with the Mark of Nurgle within 24” Fearless.
Plague Marines and Plaguebearers within this 24” range have their
initiatives increased to 5. If killed, the Primarch’s corpse is always
a Trophy Kill (counts as an objective).
Fulgrim POINTS: 725
The Emperor’s Children Space Marine Legion was dispatched to pacify the rebel
Warmaster Horus at the start of the Heresy, before
the Emperor knew the full scale of Horus’ abomination. At first Fulgrim, Primarch
of the Emperor’s Children, tried to negotiate with the
Warmaster and dissuade him from his rebellion. While they parleyed Fulgrim was
corrupted by the Warmaster. A tendril of power from the
Chaos God Slaanesh insinuated itself in to Fulgrim’s mind and began to slowly
bend him to the will of the Lord of Pleasure. Fulgrim resisted
staunchly at first but little by little his fortitude was eroded away as his enhanced
senses were stimulated beyond endurance and whispered
promises awoke unspoken desires. Eventually Fulgrim’s mighty will was broken
and he joined Horus, surrendering to the hedonistic pleasures of
Slaanesh. As Fulgrim delved deeper into depravity the Emperor’s Children
followed him into heresy.
In the was against the Imperium Fulgrim led the Emperor’s Children in an orgy of
destruction against the undefended civilian
populations of a dozen systems, slaughtering and enslaving millions in pursuit of
their pleasures. When the Warmaster was slain by the Emperor
Fulgrim fled to the Eye of Terror with the remaining Emperor’s Children.
Centuries of worship have changed Fulgrim beyond all recognition. Serpent
bodied and many armed, Fulgrim has been twisted into a
monstrous daemonic creature. Despite his monstrous appearance, Fulgrim
radiates a strange beauty and physical attraction, captivating and
colored soporific musk billow around Fulgrim wherever he goes, weakening the
will and awakening disturbing desires in those who breathe the
heady musk.
FULGRIM, DAEMON PRIMARCH OF THE EMPEROR’S CHILDREN
Points WS BS S T W I A Ld Save
Fulgrim 725 10 5 8 8 5 6 5+3 10 2+/2
+
Unit Type: Fulgrim is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts: His patron, Slaanesh, has deliciously rewarded
Fulgrim. He brandishes a Lash of Agony and the Many Swords of
Fulgrim, and injects himself with Combat Drugs. He exudes
Soporific Musk and the Allure of Fulgrim. He has a Serpentine
Body, Daemonic Wings, and Chaos Armour (providing a 2+
armour save).
Sorcerer: Fulgrim is a master sorcerer with a direct connection to
the Warp. He has the daemonic powers Boon of Mutation,
Daemonic Gaze, and Lash of Submission. He automatically passes
all psychic tests.
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run.
Fulgrim’s Chosen: As a Daemon Primarch, Fulgrim is entitled to
a retinue of Slaanesh’s finest warriors. He may be accompanied
into combat by a unit of Chosen or Terminator Chaos Space
Marines (equipped as in the Emperor’s Children Warband
Legendary Formation), Noise Marines, or a unit of any Slaaneshi
daemon. One model in Fulgrim’s retinue of Chaos Space Marines
may be a Chaos Lord and one model may be upgraded to a Chaos
Sorcerer (all at normal point costs with normal equipment
limitations). Due to his duplicitous nature, Fulgrim and his Chaos
Space Marine retinue may Infiltrate, while the daemons Deep
Strike as normal.
Lash of Agony: A long barbed lash seeped in the blood of six
hundred and sixty six of Slaanesh’s faithful; Fulgrim’s whip
reduces the number of attacks of all enemy models locked in
combat with him by 1, to a minimum of 1. Alternately, he may
choose one model in base contact with him and lower its attacks by
D6 to a minimum of 0.
Many Swords of Fulgrim: Slaanesh has gifted Fulgrim with
several additional arms, each of which carries a beautiful and
deadly sword. He attacks with all of these weapons in an intricate
martial display, as dazzling as it is potent. The Many Swords are
poisoned (never requiring worse than a 4+ to wound) and count as
three additional close combat weapons (bonuses included in
profile). Any to-hit roll of 6 generates another attack for the
Primarch, resolved immediately. Any to-wound roll of 6 ignores
Invulnerable Saves.
Combat Drugs: The Emperor’s Children Chaos Space Marine
Legion, since their fall, have been free experimenters with any
process or drug that they may use to improve their battlefield
experience or capabilities. The Daemon Primarch Fulgrim has
distilled the warp essence of a hundred Eldar warriors into a potent
cocktail that enables him to push his reaction time to the limit of
his being. At the start of any assault phase, Fulgrim may activate
his Combat Drug injector and take a Leadership test. If he passes
his test, Fulgrim may double his base number of attacks. If he
fails, he takes a wound with no saves allowed.
Allure of Fulgrim: Fulgrim uses the daemonic power Lash of
Submission with a range of 36”.
Soporific Musk: At the start of his movement phase, if Fulgrim is
not locked in close combat he may activate his Soporific Musk.
While this power is active, all enemy models are overwhelmed by
feelings of great affection toward the Daemon Primarch. No
enemy model may launch an assault with Fulgrim as the target
unit. The power lasts until the start of Fulgrim’s next movement
phase and is canceled if Fulgrim elects to shoot or assault an
enemy model.
Serpentine Body: The lower portion of Fulgrim’s body has been
transformed into that of a large serpent of Slaanesh, granting him
the ability to move as Cavalry. He has also been gifted with huge,
silken Daemonic Wings as well. As such he may move as Jump
Infantry in the movement phase, and may assault 12” in the assault
phase. If he chooses to move more than 6” in both the movement
and assault phases, roll a D6. On a result of a 1, Fulgrim will take
a wound as if passing through Dangerous Terrain.
Primarch: The presence of a Daemon Primarch on the battlefield
is an inspiring sight to all of Slannesh’s warriors. He is a Living
Icon for the chaos god Slaanesh and makes all friendly models
with the Mark of Slaanesh within 24” Fearless. If killed, the
Primarch’s corpse is always a Trophy Kill (counts as an objective
Magnus the Red POINTS: 720
Even before the Horus Heresy the Thousand Sons became involved with the arcane
lore and the practice of sorcery. Despite warnings
from the Emperor their Primarch, known as Magnus the Red or Cyclopean
Magnus for his flaming red hair and single eye, continued to delve
deeper into the mysteries of the warp. Magnus remained loyal, however, even
attempting to warn the Emperor about Horus through his arcane
powers. But the Emperor, mistrustful of anything tinged by the warp and Chaos,
sent Leman Russ and the Space Wolves to destroy the Thousand
Sons’ homeworld. Once driven into war, Magnus had little choice but to ally
himself with Tzeentch, the greatest magician of the Chaos Gods, to
avoid total destruction. Magnus escaped the aftermath of the Horus Heresy by
using his sorcerous powers to open a Warp interface through
which the ships of the Thousand Sons could flee to the Eye of Terror. There,
Tzeentch granted Magnus the Planet of Sorcerers to rule as his own.
Over the centuries Cyclopean Magnus has become a sorcerer of the most
consummate power. His single eye blazes with mystic
energy and his limbs constantly burn with blue-white witchfire
MAGNUS THE RED, DAEMON PRIMARCH OF THE THOUSAND SONS
Points WS BS S T W I A Ld Save
Magnus the Red 720 8 6 9 8 6 6 5 10 2+/2+
Unit Type: Magnus is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts: Magnus has been embraced by the master of
magic, and rewarded to the level of one befitting his status as
Daemon Primarch. He carries the Red Scepter. He sees with the
All Seeing Eye and is a Warp Conduit. He has Chaos Armour
(providing a 2+ armour save) and Daemonic Wings.
Sorcerer: Magnus is the ultimate sorcerer. Even before his
godhood, the universe knew no parallel. He possesses the psychic
powers Bolt of Change, Warptime, Doom Bolt, Gift of Chaos, Wind
of Chaos, and Power Storm. He automatically passes all psychic
tests.
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run.
Chosen of the Red: Magnus felt betrayed by the cabal of
Ahriman and the Rubic that cost him his mortal followers. He
therefore isolates himself from the less faithful of his disciples.
When in battle, Magnus brings a retinue of the most powerful
sorcerers of Tzeentch: the Greater Daemons. He may be
accompanied into combat by a unit of Lords of Change chosen as
normal from Codex: Chaos Daemons. The entire retinue may
enter play via Deep Strike. The retinue forms a single unit, and
therefore none of the models may be singled out by enemy
shooting.
The Red Scepter: The rod that Magnus carries is capped off with
a brilliant red gem, the exact color as the hair on the Primarch’s
head. The scepter functions as a Deathscreamer and a Force
Weapon. It allows Magnus to use more than one psychic power
per turn. He may use the first one as normal. On a 4+, he may use
a second one. After that, he may continue to attempt to use
additional psychic powers, succeeding on a D6 roll of 4+. If he
ever fails this roll, the Primarch may cast no other psychic abilities
for the rest of the turn. Magnus may use the same power more
than once per turn.
All Seeing Eye: The key to Magnus’ power is his one, cyclopean
eye. By glancing across the battlefield, he may cause an enemy
model within line of sight to re-roll one successful die roll (armour
save, to-hit, or to-wound roll) of Magnus’ choosing per turn. The
results of the second roll must be accepted in every case.
Power Storm: This psychic power is used in the shooting phase
instead of shooting a weapon. Magnus the Red calls down a rain
of pure warp energy upon his foes, melting armour and mutating
flesh. The Power Storm has the following profile: Range: 24” S8
AP1 Apocalypse Barrage (3).
Primarch: The presence of a Daemon Primarch on the battlefield
is an inspiring sight to all of Tzeentch’s warriors. He is a Chaos
Icon for daemons of the chaos god Tzeentch and makes all friendly
models with the Mark of Tzeentch within 24” Fearless. If killed,
the Primarch’s corpse is always a Trophy Kill (counts as an
objective).
Warp Conduit: One of Tzeentch’s gifts to the sorcerer Magnus
was an intimate connection to the power of the Warp. As such, it
is easy for the Primarch to redirect any hostile Warp energy
harmlessly into the infinite power well from whence it came.
• Magnus’s Warp Conduit acts as if he has a Psychic
Hood. Additionally, if a Psychic power is directed at
Magnus or any unit that he has joined, the Primarch is
more likely to defeat it. After it is determined that the
power was successfully cast, roll a D6. On a roll of 2
or more the power has no effect.
• Once per turn, at the start of Magnus’ movement phase,
Magnus may choose to terminate any one Psychic
power within 24” that is currently active.
• Once per game, at the start of Magnus’ movement
phase, the Daemon Primarch may choose to cause a
Warp Drain, removing all Warp or Psychic energy
from the surrounding area. All Psychic powers within
24” are automatically removed from play, and no other
Psychic or Psychic-like powers may be activated within
24” until the start of Magnus’ next movement phase.
Any model with the Soulless special rule takes an
automatic S6 hit. Wraithguard, all models with the
Slow and Purposeful special rule, and every vehicle
with the Daemonic Possession upgrade trapped within
range of the Warp Drain may not move or fight back in
close combat. Any model with psychic abilities must
take a psychic test or suffer the Perils of the Warp.
• At the beginning of Magnus’ movement phase in the
turn following a Warp Drain, the Cyclopean Magnus
and any friendly models within the 24” range may be
removed from play. They count as destroyed, but
opponents only receive half victory points. If any
friendly models are removed, Magnus must accompany
them, but not all friendly models must be removed or,
indeed, any.
pours over tactical displays. His red eyes burn from deep within his archetypical
Perturabo POINTS: 740
Perturabo was a mighty warrior with a keen tactical mind when the
Emperor discovered him on Olympia and gave him charge of the
Iron Warriors Space Marine legion. He led his troops on many successful
campaigns; finding victory with strategy and tactics if possible or with
ruthless ferocity when deemed necessary. After squelching a rebellion on his home
planet through the use of excessive force and brutal
bloodshed, the Iron Warriors knew they could never return to the Emperor’s light.
They rebelled alongside the Alpha Legion and Night Lords at
Istaan V.
It was Perturabo that organized the siege of the Emperor’s palace on
Terra. Only Horus’ impatience at the rate of progress caused
helmet as billions of Obliterator nanites skitter over his
armour, hardening it and preparing his body for the next inevitable campaign
the Warmaster to challenge the Emperor, as Perturabo insisted that the siege was
well in-hand. Denied of his victory, Perturabo took his Iron
Warriors to Sebastus IV where they designed the perfect trap to foil their pursuers,
Rogal Dorn’s Imperial Fists. Although unable to engineer the
death of the loyal Primarch at the Eternal Fortress, Perturabo was elevated to
Daemonhood through the sacrifice of the gene seed from over four
hundred murdered Space Marines.
Perturabo has taken the fortress-world Medrengard within the Eye of
Terror and rules over it absolutely, paying attention to the slightest detail, ever
watchful for Imperial spies or traitors within his ranks. He sits on a massive
throne, as much machine as he is daemon, and
.
PERTURABO, DAEMON PRIMARCH OF THE IRON WARRIORS
Points WS BS S T W I A Ld Save
Perturabo 740 7 6 6/10 6 7 5 5 10 2+/2+
Unit Type: Perturabo is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts/Equipment: Perturabo has been rewarded by a
host of chaos powers for his many nefarious deeds over the
centuries. He carries Forgebreaker, and The Iron Cannon. His
body bears the Obliteration and he brings the Warsmith’s
Teleporter. He Chaos Armour (providing a 2+ armour save). He
uses the Like a Steel Trap, Prolonged Slaughter, and Legendary
Paranoia special rules.
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run, Tank Hunter, Night Vision
Forgebreaker: Presented to the Primarch by the Warmaster
Horus, Perturabo's hammer is a master-crafted Thunderhammer.
At the start of any round of close combat, if the Primarch rolls less
than his initiative on a D6, he may attack with Forgebreaker at his
normal initiative. After his elevation to Daemon Prince,
Forgebreaker became a symbol of Pertuabo’s resolve, and makes
all friendly models within 24” and Line of Sight of the Daemon
Primarch Fearless.
Obliteration: The Primarch of the Iron Warriors has allowed
himself to become infected with the Obliterator Virus in an effort
to control the mutation of the disease. His entire torso and a large
portion of his left arm have been taken over by the warp-powered
nanites, enabling him to manifest a vast variety of weapons and
instruments. He has the Obliterator Weapons special rule from
Codex: Chaos Space Marines and is Slow and Purposeful.
Perturabo's Obliteration also grants him a form of regeneration,
allowing him to recover a lost wound at the end of his turn
(provided he is still alive) on a D6 roll of 5+. Roll once per lost
wound. As a carrier, Perturabo can spread an air born version of
the virus at nearby friendly units. Instead of shooting a weapon,
the Daemon Primarch can cast a cloud of the virus on any friendly
infantry unit within 18”. On a D6 roll of 6, the mutation is
ineffective. On any other roll, the unit gains +1 Toughness and the
Feel No Pain special rule until the start of Perturabo’s next turn.
The Iron Cannon: The great siegemaster lost his left hand during
a prolonged battle with an Eldar daemon-Avatar during the assault
of the Crystal Towers of Daestreon. He returned to the battle lines
a few short hours later having replaced his hand with a massive
barreled weapon of his own forging and proceeded to bombard the
beautiful alien city until it was dust beneath his feet. The Iron
Cannon is a Hellhammer Cannon with an integrated master-crafted
Servo Arm. The Iron Cannon cannot be fired in any turn in which
Perturabo or his unit moves.
Chosen of Perturabo: Originally members of the Iron Warriors
First Company, the Daemon Primarch’s retinue is made up of any
number of Obliterators. He and his retinue form a single unit, and
no model may be singled-out for shooting purposes.
Like a Steel Trap: A master of strategy, Perturabo knows how to
organize supply lines and reinforcements better than anyone. A
detachment containing Perturabo may use the Ambush, Careful
Planning, and Flank March strategic assets. The detachment may
also use one Battlefield Asset, chosen as normal.
Prolonged Slaughter: Perturabo has conditioned his marines to
harden themselves against any long combat, growing more resolute
the longer the melee continues. In any round of combat, a single
friendly infantry unit within Perturabo’s line of sight may make a
leadership test before the Morale test at the end of the assault
phase. For every point they beat the leadership test by, they may
add one to the total number of wounds inflicted by their side for
the computation of assault results. If the leadership test is failed,
there is no effect.
Warsmith’s Teleporter: The Warsmith has removed a
teleportation mechanism from his battle barge and had it fastened
to his demonically modified tactical dreadnought armour. On the
battlefield, it allows him unsurpassed flexibility in movement. It
enables him and his squad of Obliterators to Deep Strike.
The Siegemaster can trigger a short ranged teleportation to
increase his normal movement rate. When rolling for Slow and
Purposeful movement, declare that he is using the teleporter and
add both dice together instead of taking the highest. The total is
the maximum number of inches that the Warsmith and his retinue
may move in that phase. It may be used for regular movement and
for assault moves (roll for each phase). As it is short-ranged
teleportation, the movement ignores Difficult Terrain but instead
causes Dangerous Terrain tests when necessary. The device is
malevolent, however, and the daemonic engines that power it exact
a toll. If the result of the movement dice or Deep Strike scatter
distance roll was a double, one Obliterator is removed as a
casualty. This will never injure the Daemon Primarch. The
Warsmith’s Teleporter functions as a teleport homer. If not with
his retinue, Perturabo may Hit and Run in close combat.
Legendary Paranoia: Famously distrustful and full of
resentment, the Daemon Primarch does not lend his advice or
assistance easily. In any game with multiple detachments, the term
“friendly model” only applies to models in Perturabo’s own
detachment, as any others (even if they are Iron Warriors) can’t be
completely trusted. If killed, the Primarch’s corpse is always a
Trophy Kill (counts as an objective).
Lorgar POINTS: 725
Found on Colchis by the Emperor and the Primarch Magnus the Red, Lorgar had
already become the spiritual and political leader of
the planet as much through his powerful oratory as through force of arms. He
recognized the Emperor from his prophetic visions and
immediately swore loyalty to the Imperium.
Under his command the Word Bearers Space Marine Legion became a force
throughout the galaxy, instructing all conquered worlds
in the worshipping of the Emperor through the building of temples and tributes.
Lorgar was criticized by the Emperor and his fellow Primarchs
for taking too long in the pacification of conquered planets, so he and his
lieutenants turned instead to the chaos powers, beings grateful to have
such worshippers. After the traitor Horus revealed his allegiance to the dark
powers as well, the Word Bearers quickly joined the Warmaster’s
side.
The Primarch Lorgar has been transformed into a hulking daemonic beast; a grey-
skinned satyr, clad in an aura of everlasting fire
and whose black armour hangs off of his body like dragon scales. Horns protrude
from his bald head and pointed jaw, and his bent wings are
kept folded near his body like a hooded cloak. The only human aspects that remain
in the body of the Primarch are his piercing blue eyes and his
masterful voice.
LORGAR, DAEMON PRIMARCH OF THE WORD BEARERS
Points WS BS S T W I A Ld Save
Lorgar 725 6 6 7 7 5 6 5 10 2+/3+
Unit Type: Lorgar is a Monstrous Creature.
Number/Squad: Unique
Daemonic Gifts /Equipment: The gifts bestowed upon the
Primarch at his ascension to Daemonhood are many and powerful.
He is encircled with a Burning Aura, wields the Flaming Sword in
one hand while holding the Grimoire Divine in the other. He has
Bound Daemons tied to his material presence and may unleash
Cleansing Fire or a Stirring Oratory upon his enemies. Lorgar has
the Counter Attack special ability and Daemonic Wings.
SPECIAL RULES
Daemon, Monstrous Creature, Offensive & Defensive Grenades,
Fearless, Hit & Run.
Chosen of Lorgar: Lorgar may be accompanied into battle by a
retinue consisting of any number of Chaos Lords, Chaos Sorcerers,
or Daemon Princes chosen from Codex: Chaos Space Marines. He
and his retinue form a single unit, and no model may be singledout
for shooting purposes, even if they are not all Monstrous
Creatures. If all members of the retinue have Wings or Jump
Packs, they may Deep Strike. All members of the retinue have the
Counter Attack ability.
Bound Daemons: The Daemon Primarch counts as a Chaos Icon
with a special unit of daemons bound to him. This unit is a Troop
choice and is made up of 5 to 30 of any combination of lesser
daemon types (chosen from the Troops section of Codex: Chaos
Daemons or Codex: Chaos Space Marines), mixing the various
powers together as Lorgar sees fit.
Burning Aura: Lorgar is perpetually surrounded by a raging
inferno, an aura of flames constantly burning his skin and warping
his armour. While the Primarch can vary the intensity to some
degree, it never goes away completely, and he often uses it as an
allegory to the tradition of burning heretics. Either reward or
punishment, the burning aura provides some significant benefits.
It increases his Daemonic Aura invulnerable save to a 3+ and
makes him only wounded by Melta weapons on a 6+ at best.
Flamers, Heavy Flamers, and Inferno Cannons cannot wound him
at all. Any weapon with the “Get Hot!” special rule used within
18” of the Daemon Primarch automatically gets hot without regard
to the to-hit die rolls.
The Grimoire Divine: This massive tome contains the “proper”
rites of worship of all major and minor chaos powers, taken
directly from the beasts’ wills and transcribed by Lorgar himself.
The paper is a combination of reclaimed Inquisitional
proclamations, Imperial scriptures, and pages from any document
consecrated by the worshippers of the Emperor. The binding is
made from Lorgar’s own flesh. It probably would not exist outside
of the burning aura, as it is as much of a warp entity as any
daemon. All friendly non-daemonic units within 24” of Lorgar are
able to use the Iron Will special rule (including Lorgar himself).
Once per game Lorgar may direct a single friendly unit to fail a
close combat morale test and then to automatically be caught and
destroyed in a Sweeping Advance even if the enemy would
otherwise be unable to destroy the unit. This does not count as a
Massacre result, and the victory points for destroying the unit are
awarded to Lorgar’s side, as the Primarch casts the destroyed unit
as martyrs amongst his followers.
The Flaming Sword: The Primarch’s gleaming adamantium
sword was encased in righteous flame even before his embrace of
the chaos gods, and now the flames serve as punctuation during his
speeches. It is a Master-Crafted Force Weapon and uses the
Rending special rule.
Cleansing Fire: The Daemon Primarch can send out a burst of
flame which he uses to cleanse the unfaithful. Place the Hellstorm
template such that at least part of it is within range and so it covers
as many models in the target unit as possible. Roll to hit using
Lorgar’s ballistic skill. If a hit is scored, all models at least
partially under the template are automatically hit. If it misses, all
models are hit on a 4+. Half range, for use with the Melta rule, is
measured from the Daemon Primarch’s base, which may include
only part of the template. All hits ignore both cover and
Invulnerable Saves. The Cleansing Fire is a psychic power, and
uses the following profile: Range: 24”, S9, AP3, Assault 1
Hellstorm, Melta, Pinning.
Stirring Oratory: Although a physically intimidating monster,
Lorgar’s true power lies in his voice and charisma and in his ability
to sow doubt in some while bolstering others. During any turn in
which Lorgar does not move in the Movement Phase he may
launch into a sermon during the Shooting Phase, booming his
voice across the battlefield. All enemy units on the battlefield
must make a leadership test or fight with an Initiative of 1 and be
affected by the Night Fight special rule until the start of Lorgar’s
next Shooting Phase. Fearless units test at -2 to their leadership, as
the very basis of their beliefs are challenged. The Stirring Oratory
is not a psychic power, and may be used in the same turn as the
Cleansing Fire and/or Lorgar launching an assault.
Primarch: If killed, the Primarch’s corpse is always a Trophy Kill
(counts as an objective).