Mournival Events FAQ and Experimental Errata v3.2

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The document provides errata and clarifications for various rules in the Horus Heresy game, focusing on points costs and capabilities for different factions' units.

Several Legiones Astartes units have changes to their points costs or weapon options, including upgrades for Terminator units and the costs of additional ammunition.

An additional Rite of War is described for a Legion Terminator Company, allowing Terminator units to deep strike and providing victory point bonuses for destroying such units.

Version 3.

Experimental Errata
The controlling player may choose to use the rules presented below

Legiones Astartes
Any model in Terminator Armour may upgrade a Combi-bolter to Volkite Charger for +2 points

Sicaran Battle Tanks and Sicaran Venators may be taken in Squadrons of 1-2 models

Land Raider Phobos have a Transport capacity of 12

Cerberus Heavy Tank Destroyer Neutron Laser Battery is Primary Weapon 3, rear AV increases to 14

Angel’s Wrath: Half the Flyers in the detachment arrive in turn 1, in the same way Drop Pod Assault works

Fury of the Ancients: Change last point to: for each Dreadnought Talon destroyed the opponent gains +1VP

Emperor’s Children: Phoenix Spears are AP2 at all times


Palatine Blade Artificer Armour is reduced to +5 points per model

Space Wolves: Leman Russ may count as a HQ for the purposes of the 1HQ/1000 points rule

Night Lords: Sevatar’s Precognition is considered a special rule that always applies, not a Psychic power

Blood Angels: Dawnbreakers are equipped with frag grenades

Sons of Horus: Abaddon gains +1T, +1W and Furious Charge. Replace Power Sword with Paragon Blade +15pts

Word Bearers: may select a Diabolist or Esoterist as the second compulsory HQ in a primary detachment

Salamanders: Vulkan’s weapon Dawnbringer gains Master-crafted

Raven Guard: Mor Deythan Sniper rifles/shotgun are free

Alpha Legion: Lernaean Terminators increase to 2W each

Emperors Children Phoenix Terminators decrease by -50 points per unit

The following units decrease by 25 points per unit:

Iron Warriors Iron Havocs Thousand Sons Ammitara Occult Intercession Cabal
Imperial Fists Templar Brethren Thousand Sons Khenetai Occult Blade Cabal
Night Lords Terror Squads Salamanders Firedrake Terminators
Ultramarines Fulmentarus Terminators Blackshields Maruader Squad

The following units decrease by 5 points per model:

Space Wolves: Varagyr Terminators Sons of Horus Justaerin Terminators


Ultramarines: Fulmentarus Terminators Raven Guard Dark Furies

1
Version 3.2

Additional Rites of War


Legion Terminator Company
Effects
• All the units in the detachment in Terminator Armour may be equipped with Teleportation Transponders.
Independent Characters cost +20 points per model. Troops and Elite squads cost +30 points per unit. Note this
means all units in Terminator Armour or none are equipped in this way.
• Units equipped with Teleportation Transponders must start the game in Reserves. Half of these units are
deployed in Game Turn 1, with the other half deploying as per the normal Reserve rules
• The opponent gains +1VP for each unit in Terminator Armour removed from play
Limitations
• The detachment must include an Independent Character equipped with Terminator Armour, who cannot be a
Support Officer
• Legion Terminator Squads (or Knights Cenobium, Phoenix, Ebon Keshig, Varagyr, Crimson Paladins, Gorgon,
Justaerin, Firedrakes or Lernaean Terminators) must be taken as Compulsory Troops
• This Rite cannot be used with a Shattered Legion army

Talons of the Emperor


Sisters of Silence Pursuers and Seekers may upgrade a Flamer for a Toxiferran Flamer for +5 points

All Factions
Malcador Tanks ignore the restriction that all other shots are Snap Shots after firing Ordnance

2
Version 3.2

Revised Psychic Rules


Army Construction
Psykers can choose their Powers, selecting a number of Powers equal to their Mastery Level. If selected solely
from one Discipline the Psyker may choose an extra Power. In addition, all Psykers have the Force Power.

Psykers cannot select Daemonology except those specifically stated in their Army List entry. However, Psykers
with the Daemon rule may select Malefic Daemonology powers.

Psychic Phase Sequence


1. Select Psyker and Power
At the start of each Psychic phase, each Psyker generates an individual Warp Charge pool equal to their
Mastery Level. Each time a Psyker attempts to use a Power, subtract the Warp Charge cost of the Power from
that Psyker’s Warp Charge pool. When the pool reaches 0, that Psyker cannot attempt to manifest any further
powers that turn.

2. Declare target
Models targeted by Psychic powers are hit automatically (except Witchfire powers with the Large/Blast rule).

3. Attempt to Manifest Power


To manifest a power, a Psyker must pass a Ld test. On a roll of 12, the Psyker suffers Perils of the Warp.
Psykers (except Daemons) attempting Daemonology powers suffer Perils on any roll of a double.

4. Deny the Witch


The Psyker’s opponent rolls a single d6 to Deny each power, succeeding on a roll of 6. Normal modifiers
apply: +1 for Adamantium Will, +1 if the target is a Psyker, +1 if the target has a higher Mastery Level.

5. Resolve the effects of the Power

Blessing: Effects one friendly unit until the start of the controlling players next Psychic phase.

Malediction: Effects one enemy unit until the start of the controlling players next Psychic phase.

Conjuration: The new unit arrives via Deep Strike within the power’s maximum range.

Witchfires: These are resolved as Shooting attacks. Multiple Witchfires can be used each turn, and they can
target multiple enemy units. Blasts and Large Blasts scatter as normal. Subtypes are:

Novas: Every enemy model in the area is automatically hit once. Cover saves may be taken, with models that
do not have Line of Sight to the Psyker gaining a 3+ cover save (no modifiers apply to this save). Only one unit
in the area of effect may attempt to Deny the Witch, selected by the controlling player.

Focused Witchfires: The Psyker allocates the hit. Look Out Sir may be used as normal.

Beam: Nominate a point within range. Draw a line, 1mm wide, from the centre of the Psyker base to that point.
This line cannot be drawn through units locked in combat. Beams cannot affect Flyers.

3
Version 3.2

Perils of the Warp


Each time a unit suffers Perils of the Warp, roll a d6:

1 Dragged into the Warp: Psyker is removed


2 Mental Purge: the Psyker suffers 1W with no saves of any kind and loses one random Power
3 Power Drain: the Psyker suffers 1W with no saves of any kind and loses all their Warp Charge
4 Psychic Backlash: the Psyker suffers 1W with no saves of any kind
5 Empyric Feedback: Psyker suffers no ill effects
6 Warp Surge: Psyker gains a 3+ invulnerable save, Fleshbane, Armourbane and Smash until the start of the
next friendly Psychic phase. At this time, the model must pass a Ld test or be removed

Psychic Hood
Any time a unit within 12” of a model equipped with a Psychic Hood is targeted by an enemy psychic power,
the model with the Hood may attempt to Deny that power. If the model with the Hood is embarked in a
building or vehicle, the Hood may only be used to Deny powers targeting the vehicle/building.

Soul Blaze
If a unit is hit with an attack with Soul Blaze, mark it. At the start of each Psychic phase, roll to Deny the Witch.
If failed, the Blaze continues and the unit suffers D3 S4, AP5 Ignores Cover hits (randomly allocated). A unit may
be affected by multiple Soul Blazes, and each must be Denied separately.

Psykana
(Book 8)

Aetherkine Projector: can be used once in each of the controlling player’s Psychic Phases, requiring 2 less Warp
Charge than the number listed on page 304 of Book 8 Malevolence.

Errata
Biomancy: Iron Arm and Warp Speed become Warp Charge 2. Statistic modifiers for these powers become +1
(instead of +3) when manifested by a Brotherhood of Psykers.
Haemorrhage becomes Warp Charge 1.

Divination: Scrier’s Gaze becomes Warp Charge 1.

Telepathy: Hallucination becomes Warp Charge 1.

Malefic Daemonology: Summoning becomes Warp Charge 2.

Daemonology: Possession/Vortex of Doom: rolls on the Perils table for failed manifestations suffer a -1
modifier.

4
Legion Command Squad (revised) 75 POINTS
WS BS S T W I A Ld Sv
Chosen 5 4 4 4 1 4 2 8 2+
Banner Bearer 5 4 4 4 2 4 2 9 2+

Unit Composition Options:


Legiones Astartes
♦ 1 Banner Bearer Include up to 5 additional Chosen for +20 points each.
♦ 2 Chosen
Retinue The Squad may take a Rhino (not if equipped with Boarding
Unit Type Shields) or Land Raider Proteus as a dedicated transport.
It is common for Space ♦ Infantry
Marine commanders and The entire squad may be equipped with Melta Bombs for +5 points
champions to be per model.
Wargear
accompanied in battle by a
♦ Artificer Armour
squad of highly disciplined Any model may be equipped with a Combat Shield for +3 points per
and worthy warriors. They ♦ Frag Grenades model.
serve both as a bodyguard ♦ Krak Grenades
for their commander and ♦ Bolt Pistol Any model may exchange their Boltgun for:
are entrusted to carry one ♦ Chainsword • Combi-weapon …………….. +10 points
of the Legion’s great ♦ Boltgun (Chosen) • Volkite Charger …...………. +2 points
standards, making them a ♦ Legion Banner (Banner • Boarding Shield ……………. +3 points
rallying point on the Bearer)
battlefield for the Legion’s Any model can exchange their Bolt Pistol for:
troops. These chosen Space • Volkite Serpenta ………..… +2 points
Special Rules
Marines have access to the • Plasma Pistol ……………..… +10 points
♦ Character
finest wargear available to
the Legion’s rank and file ♦ Legiones Astartes
Any model can exchange their Chainsword for:
and embody the Legion’s ♦ Retinue • Heavy Chainsword …….… +2 points
honour in war. ♦ Fallen Honour (Banner • Charnabal Sabre ……..…… +5 points
Bearer only) • Power Weapon ………..….. +10 points
♦ Implacable Advance • Lightning Claw ………..….. +10 points
(Banner Bearer only) • Power Fist …………………… +15 points

If the squad’s Master of the Legion has either a Jump pack, Space
Marine Bike or Jetbike, then the Legion Command Squad may also
be identically equipped. If any of these options are taken, the squad
may no longer take a Dedicated Transport or Boarding Shield and
every member of the squad must be identically upgraded.
• Jump Pack ………..……....… +5 points
• Space Marine Bike …..…… +15 points
• Scimitar Jetbike ………..….. +25 points

Special Rules
Fallen Honour: If the model is removed during the game, the
opponent gains +1VP.
Implacable Advance: Model counts as a Scoring unit.

Retinue: a single unit may be


selected as a retinue for a
Master of the Legion and may
not be taken as part of an army
on their own. They take up a
single Force Organisation chart
choice with that model, but do
not have to be deployed with
them and are treated as a
separate unit during the game.

3.1
Legion Contemptor Dreadnought Talon (revised) 155 POINTS
WS BS S Front Side Rear I A HP
Legion Contemptor 5 5 7 13 12 10 4 3 3

Unit Type Options:


♦ Vehicle (Walker) The Talon may include up to two additional Contemptor
Legiones Astartes
Dreadnoughts for +150 points each.
Wargear
Elites ♦ Two Dreadnought Close Any Dreadnought may take a Dreadnought Drop Pod as a
Combat Weapons with Dedicated Transport when selected as part of a detachment using
Regarded by many as the the Orbital Assault, Drop Assault Vanguard, Fury of the Ancients,
twin-linked bolter
most advanced and Terror Assault, Day of Revelation, Black Reaving, Last of the
♦ Smoke Launcher
powerful pattern of Serrated Sun or Decapitation Strike Rites of War only.
Dreadnought in the arsenal ♦ Searchlight
of the Great Crusade, the Any Dreadnought may replace any Dreadnought Close Combat
Contemptor is a relatively Special Rules Weapon with twin-linked bolter for:
recent design that ♦ Dreadnought Talon • Twin-linked Heavy Bolter …………..……. free
incorporates not only ♦ Atomantic Shielding • Multi-melta ………………………………..…… free
traditional Dreadnought ♦ Fleet • Twin-linked Autocannon ………….…….. +5 points
technologies, but arcane • Plasma Cannon ………………………….…… +10 points
systems drawn from the • Toxiferno Cannon ………………………….. +10 points
ancient and guarded lore of • Twin-linked Volkite Culverin …………… +15 points
the Legio Cybernetica of • Kheres Assault Cannon …………………… +15 points
the Mechanicum. • Twin-linked Lascannon ……………………. +20 points
• Heavy Conversion Beamer ………….….… +15 points
Principal among these is a • Chainfist with twin-linked bolter ………. +10 points
compact atomantic
arcreactor more powerful Any Dreadnought in the Talon may replace a twin-linked bolter for:
by far than anything of its • Heavy Flamer …………………….….. +10 points
size in Imperial • Graviton Gun ……………………….. +15 points
manufacture. The
• Melta Gun ……………….……………. +15 points
abundance of energy it
• Plasma Blaster ………………………… +20 points
generates can be used to
grant the Dreadnought
Any Dreadnought in the Talon may be equipped with one of:
frame speed and strength as
• Havoc Launcher ………………………… +10 points
well as power defensive
• Cyclone Missile Launcher …………... +25 points
energy field systems to
further increase its
Any Dreadnought in the Talon may be equipped with:
battlefield durability. These
• Armoured Ceramite ……………….…. +20 points
advantages over the older
Lucifer and Castraferrum • Extra Armour …………………………… +5 points
pattern Dreadnoughts
however are not without Dreadnought Talon: When first deployed
their price. on the battlefield, the Dreadnoughts in
a Talon must be placed within 6" of
The Contemptor requires each other, but afterwards operate
higher levels of independently and are not treated as a
maintenance than most vehicle squadron.
previous designs, while the
arc-reactor if breached is Atomantic Shielding: A Contemptor
prone to catastrophic Dreadnought has a 5+ invulnerable save
failure, dooming the against shooting attacks and explosions,
Contemptor chassis to and 6+ against attacks suffered in close
utter destruction. combat. In addition, if the Dreadnought
Regardless, the suffers a ‘Vehicle Explodes’ damage
Contemptor’s power has result, add +1" to the radius of the blast.
found it a place within
every Legion and demand
for the new chassis is high.
.
.

3.1
Legion Deredeo Dreadnought Talon (revised) 185 POINTS
WS BS S Front Side Rear I A HP
Legion Deredeo 4 5 6 13 12 11 4 1 3

Unit Type Options:


♦ Vehicle (Walker) Add up to two additional Deredeo Dreadnoughts for +185 points ea
Legiones Astartes
Any Dreadnought may replace its Twin-linked Anvillus Battery for:
Wargear • Twin-linked Hellfire Plasma Carronade …. +15 points
Heavy Support ♦ Twin-linked Anvillus • Arachnus Heavy Lascannon Battery ………. +15 points
Autocannon Battery • Volkite Flaconet Battery …………………….…. free
The Deredeo pattern
♦ Torso mounted twin-linked Any Dreadnought may have Armoured Ceramite for +20 points.
Dreadnought was
Heavy Bolters or Heavy
developed as an outgrowth
of the same project to Flamers Weapon Range Str AP Type
improve upon the fusion of ♦ Smoke Launcher
Anvillus Battery 48” 8 4 Heavy 4 Sunder
Terran and Mechanicum ♦ Searchlight
technology which gave ♦ Extra Armour Hellfire Plasma 36” 7 2 Heavy 1, Large Blast,
birth to the first Legiones Carronade Gets Hot OR Heavy 4
Astartes Dreadnoughts, Special Rules
such as the Castraferrum ♦ Dreadnought Talon Arachnus Bty 48” 10 2 Heavy 2, Exoshock
and Lucifer patterns. It ♦ Atomantic Shielding Volkite Falconet 30” 7 5 Heavy 6, Deflagrate,
shares many core ♦ Helical Targeting Array Neural Overload
components and systems
with the hugely successful Aiolis Missile 60” 6 3 Heavy 3, Pinning,
Contemptor class, but
Launcher Independent Tracking
rather than being a general
assault unit, the Deredeo is Boreas Missile 48” 8 2 Heavy 1, Heat Seeker,
an expressly designed heavy One Use, Ind. Tracking
weapons platform,
intended to combine
superior firepower with the Any Dreadnought in the Talon may be equipped with one of:
flexibility and durability of • Aiolis Missile Launcher ……………………….. +30 points
a Dreadnought chassis. • Atomantic Pavaise ………………….…………… +25 points
• Four Boreas Missiles ………………………….... +25 points
Deployed in limited
numbers to each of the Atomantic Pavaise: Increases the model’s invulnerable save to 4+ against shooting attacks, and
Legions, the Deredeo was grants friendly infantry models within 3" of the Deredeo’s base +1 to invulnerable saves against
treated as a specialist unit shooting attacks (minimum 6+, maximum of 3+). Does not stack with other rules which boost
as it proved highly resource invulnerable saves. Add +D3 to radius rather than +1 if it explodes, at strength 5, not 4.
intensive to produce and
maintain, but its Exoshock: If this weapon successfully penetrates a target, a second automatic penetrating hit is
undoubted survivability inflicted on the same target against which saves may not be taken
and killing power saw a Independent Tracking: This weapon may fire at a different target to that of the Deredeo’s other
resurgence in its use after shooting attacks if desired and ignores intervening obstacles to line of sight in open terrain.
the initial wave of When firing at vehicles, it attacks their Side Armour value.
internecine strife during
the Horus Heresy, and it Neural Overload: Any Infantry unit that suffers at least one Wound from this weapon must make
was in high demand by a Leadership test once the attack has been resolved. If the test is failed, this unit may only fire
Traitor and Loyalist alike Snap Shots in the following turn.
from the few Forge Worlds
able to fashion them.
Dreadnought Talon: When first deployed, the Dreadnoughts in a Talon must be within 6" of
.
each other, but afterwards operate independently and are not treated as a squadron.
Helical Targeting Array: use of this is optional and should be declared by the controlling player
at the beginning of each of their player turns. If the model remains stationary it gains the
Skyfire and Interceptor rules until the end of their opponent’s following turn. If the Helical
Targeting Array is not used, the Dreadnought may fire its weapons normally at ground targets.
Atomantic Shielding: A Deredeo Dreadnought has a 5+ invulnerable save against shooting
attacks and explosions, and 6+ against attacks suffered in close combat. In addition, if the
Deredeo suffers a ‘Vehicle Explodes’ damage result, add +1" to the radius of the blast.

3.1
Legion Outrider Squad (revised) 75 POINTS
WS BS S T W I A Ld Sv
Marine Outrider 4 4 4 5 1 4 1 8 3+
Outrider Sergeant 4 4 4 5 1 4 2 9 3+

Unit Composition Options:


Legiones Astartes
♦ 3 Marine Outriders Include up to 7 additional Marine Outriders for +20 points each.

Fast Attack Unit Type Upgrade one Marine Outrider to Sergeant for +10 points.
♦ Bike
Outriders are mechanised The entire squad may be equipped with Melta Bombs for +5 points
Space Marine per model.
Wargear
reconnaissance squads who
♦ Power Armour
take to the field mounted Any Marine may upgrade Chainsword to Power Weapon for +5 points.
♦ Frag Grenades
on ruggedly constructed,
all-terrain armoured ♦ Krak Grenades Any model in the squad may equip their Bike with a twin-linked:
ground bikes and ♦ Bolt Pistol • Boltgun ………………….... +5 points
scramblers. Used for ♦ Chainsword • Flamer ……………….…… +10 points
scouting missions as well as ♦ Space Marine Bike • Volkite Caliver ………… +15 points
rapid encirclement and hit- • Melta Gun ………………. +20 points
and-run attacks behind Special Rules • Plasma Gun …………….. +25 points
enemy lines, the chief ♦ Character (Sergeant only)
advantage of the ♦ Legiones Astartes Any model in the squad may exchange their Bolt Pistol for:
Outriders is speed, their • Volkite Serpenta …..… +2 points
♦ Scout
bikes enabling them to • Hand Flamer ……..…… +5 points
cover ground far quicker • Plasma Pistol ………… +10 points
than infantry and go where
heavier vehicles cannot. The Sergeant can exchange Chainsword for:
• Power Weapon ………. +10 points
• Lightning Claw …….… +10 points
• Power Fist …………….… +15 points

3.1
Servo-automata 10 POINTS
WS BS S T W I A Ld Sv
Servo-automata 3 3 4 5 1 1 1 6 5+

Unit Composition Options:


Legiones Astartes ♦ 1 Servo-automata Include up to 3 additional servo-automata for +10 points per model.

Unit Type Any Servo-automata may exchange its Boltgun for:


Special
♦ Infantry • Rotor Cannon …………………………………. free
• Graviton Gun …………………………………... +15 point per model
Techmarines are specialist
Wargear • Flamer ………..………………………………...… +5 points per model
members of the Legion,
marked from an early stage ♦ Chainsword • Heavy Bolter ………..…………………………… +5 points per model
• Multi Melta ……………………………………… +10 points per model
for induction into the rites ♦ Boltgun
and secrets of the • Missile Launcher (frag and krak) ……….…+10 points per model
Mechanicum. They are Add Flakk Missiles ……………………………..+5 points per model
Special Rules
aided by servo-automata, Add Rad Missiles ……………………………….+5 points per model
♦ Cybernetica
also known as servitors by Any Servo-automata may exchange its Chainsword for:
♦ Slaved
Legion thralls and other • Lascutter ………………………………………..… +5 points per model
humans. • Power Fist ………………………………….…..… +10 points per model

Servo-automata take many


forms, but are usually based Cybernetica: If Servo-automata are not in a unit with a
on the lobotomised and Legion Techmarine, they must take a Pinning test at
mono-tasked remnants of the start of each Movement phase unless they are
humans who might have already engaged in combat (in which case they fight on
otherwise exhausted their normally).
usefulness to an Astartes
Slaved: Servitors cannot be selected by themselves, only
combat formation. Failed
as part of a squad with a Tech-marine or Forge Lord.
aspirants, ruinously injured
volunteers and even
unwilling victims of a flesh
tithe might all find
themselves under the aegis
of a Techmarine,
maintaining the supply of
wargear and vehicles for a
Legion, as well as repairing
the most specialised and
complex weaponry on the
battlefield.

3.1
Legion Terminator Command Squad 120 POINTS
WS BS S T W I A Ld Sv
Terminator Chosen 5 4 4 4 1 4 2 8 2+
Terminator Banner Bearer 5 4 4 4 2 4 2 9 2+

Unit Composition Options:


Legiones Astartes
♦ 1 Terminator Banner Include up to 5 additional Chosen for +35 points each.
Bearer
Retinue ♦ 2 Terminator Chosen A squad numbering 5 models or fewer may take a Land Raider
Proteus or Phobos as a dedicated transport. Alternatively, the squad
It is common for Space may be equipped with a Spartan as a dedicated transport.
Unit Type
Marine commanders and
♦ Infantry
champions to be The Banner Bearer may be equipped with a Grenade Harness for
accompanied in battle by a +10 points.
squad of highly disciplined Wargear
and worthy warriors. They ♦ Terminator Armour Any model may exchange their Combi-bolter for:
serve both as a bodyguard ♦ Power Weapon and Combi- • Combi-weapon …………….. +5 points
for their commander and bolter (Chosen) • Volkite Charger …...………. free
are entrusted to carry one ♦ Power Weapon or Combi-
of the Legion’s great bolter (Banner Bearer) One model may exchange their Combi-bolter for:
standards, making them a ♦ Legion Banner (Banner • Heavy Flamer ……………….… +5 points
rallying point on the Bearer) • Reaper Autocannon ……..… +10 points
battlefield for the Legion’s • Plasma Blaster ……..……..….. +15 points
troops. These chosen Space • Multi-melta ….………………… +15 points
Special Rules
Marines have access to the • Volkite Culverin …………….. +20 points
♦ Character
finest wargear available to • Plasma Cannon ……………… +20 points
the Legion’s rank and file ♦ Legiones Astartes
and embody the Legion’s ♦ Retinue
Any model may exchange their Power Weapon for:
honour in war. ♦ Fallen Honour (Banner
• Power Fist …………………....… +5 points
Bearer only)
• Lightning Claw ……………..… +5 points
♦ Implacable Advance • Chainfist ………………………… +10 points
(Banner Bearer only) • Thunder Hammer …………… +15 points

Any model may exchange both Combi-bolter and Power Weapon


for a pair of Lightning Claws for +5 points.

Special Rules
Fallen Honour: If the model is removed during the game, the
opponent gains +1VP.
Implacable Advance: Model counts as a Scoring unit.
Retinue: a single unit may be selected as a retinue for a Master
of the Legion equipped with Terminator Armour and may
not be taken as part of an army on their own. They take up a
single Force Organisation chart choice with that model, but
do not have to be deployed with them and are treated as a
separate unit during the game.

Terminator Armour: models


in the unit must all be
equipped with one type of
Terminator Armour:
Cataphractii, Tartaros, or
Indomitus. Iron Hands
may also select Gorgon
Terminator Armour.

3.1
Legion Whirlwind Squadron (revised) 60 POINTS
BS Front Side Rear HP
Whirlwind 4 11 11 10 3
Scorpius 4 13 12 10 3

Unit Composition Options:


Legiones Astartes
♦ 1 Whirlwind The squadron may include up to two additional Whirlwinds for +60
points each.
Heavy Support Unit Type
♦ Vehicle (Tank) Any model in the squadron may be equipped with:
As cohesive fighting forces • Hunter-killer missile ……….. +5 points
able to operate and • Dozer blade ……………………. +5 points
Wargear
conquer in any theatre of • Auxiliary drive ………….……. +5 points
♦ Whirlwind Launcher with
war, the Space Marine • Extra armour ………….……… +5 points
Castellan, Vengeance and
Legions maintain their own
mobile heavy artillery units, Hyperios Missiles
Any model in the squadron may be equipped with one of the
although to nowhere near ♦ Twin-linked Bolter
following pintle-mounted weapons:
the extent that the hosts of ♦ Smoke Launcher • Twin-linked bolter ……………… +5 points
the Imperial Army do in ♦ Searchlight • Combi-weapon ………………….. +5 points
terms of numbers. • Heavy bolter ……………………… +10 points
. Special Rules • Heavy flamer …………………….. +10 points
The most common artillery ♦ Ripple Fire • Multi-melta ………………………. +15 points
vehicles employed are the (Whirlwind only) • Havoc launcher ………………… +10 points
relatively light and mobile
Whirlwind multiple missile In squadrons numbering 3 models, one may be upgraded to be a
launcher tank, which has Squadron Command Tank for +25 points.
the advantage of being
based on the Rhino chassis A single squadron may upgrade all models to be Scorpius for +65
and therefore easy to repair points each. The Scorpius uses the improved profile given above and
and support. exchanges Whirlwind Launcher and all missiles for a Multi-launcher.
The Scorpius was a pattern
Weapon Range Str AP Type
that had only recently
entered service, having Multi-launcher 48” 8 3 Heavy 1, Blast, Barrage,
been created at the behest Rocket Barrage
of the Space Wolves Legion
to aid in the campaign Rocket Barrage: In a turn in which the vehicle has not moved,
against the fortified the multi-launcher’s Blast increases to Shrapnel Storm size.
bastion-cities of the xenos
Ghassulian Subrealms.
Fighting alongside Legion Weapon Range Str AP Type
Predators, with which it
shares many common Castellan missiles 12-48” 5 4 Ordnance 1, Shrapnel Storm, Barrage
armour and drive systems,
the Scorpius proved itself Vengeance missiles 12-48” 4 5 Ordnance 1, Shrapnel Storm, Barrage, Ignores Cover
well suited to such high-
Hyperios missiles 48” 8 3 Heavy 1, Skyfire, Interceptor
intensity operations and
had been approved for
service across the entire
Legiones Astartes before Ripple Fire: In any turn that the model has
the outbreak of the war. not moved, it may fire its Whirlwind
Launcher twice.
Shrapnel Storm: this is a Mournival Events
special event marker. If none are
available to use, substitute d3+1 Blast
markers. Each ‘petal’ of the Shrapnel
Storm is considered a separate marker
for the purposes of hitting vehicles, so a
large vehicle could be hit 3 times.

3.1
Legion Mastodon Heavy Assault Transport (revised) 680 POINTS
BS Front Side Rear HP
Mastodon 4 14 14 14 15

Unit Composition Transport:


 1 Mastodon  The Mastodon can carry 40 models. It may also carry up to two
Legiones Astartes
Legion or Contemptor Dreadnoughts (any types) as part of its
Unit Type complement, each Dreadnought counting as ten models.
Lords of War  Vehicle (Super-heavy)
Fire Points:
 4 Fire points on each facing excluding Rear, which only Infantry
The Mastodon is one Wargear models can use.
of the heaviest assault  One fixed forward siege
transports in the melta array Access Points:
arsenal of the  Two sponson-mounted  2 access points, one at the Front and one at the Rear.
Legiones Astartes and
Heavy flamers
one reserved for use Options:
 Two sponson-mounted The two Heavy bolters may be upgraded to two:
against the most
heavily fortified Heavy bolters  Autocannon …………………………..….. +10 points
positions. Several  One turret-mounted  Multi-meltas ………………………………. +20 points
times the size of a Skyreaper battery  Lascannon …………………………………. +20 points
Land Raider, its  Smoke Launcher  Twin-linked lascannon ………………… +30 points
transport bay can  Searchlight
convey up to forty The two Heavy flamers may be upgraded to two:
 Armoured Ceramite
Space Marines  Flamestorm cannnon ……………..….. +30 points
through the most  Multi-meltas ………………………………. +20 points
Special Rules
perilous of battlefields
 Assault Vehicle The Mastodon may be equipped with any of the following:
and protect them even
 Enhanced Defensive Fire  Super-heavy Command Tank ………… +5 points
from enemy Titans.
 Reinforced Shell  Up to four Hunter-killer missiles ……. +5 points each
The Mastodon’s  Void Shields (2) The Mastodon may exchange Skyreaper battery for:
primary role is to  Crushing Weight  Command vox relay ………………….… +25 points
deliver these troops
directly into the Weapon Range Str AP Type
breach created with
the siege melta array Siege melta array 12” 9 1 Heavy 4, Blast (3”),
mounted on its Melta, Stone Burner
armoured prow. Few Skyreaper battery 48” 7 4 Heavy 5, Skyfire, Twin-
fortifications can linked, Interceptor
withstand this
fearsome weapon and Stone Burner: Against buildings and fortifications, each
it is highly unusual Penetrating hit inflicted becomes d3 Penetrating hits.
for any foe manning
such positions to Enhanced Defensive Fire: So long as at least one unit occupies the vehicle, the vehicle may use
withstand its blinding Overwatch fire at BS2 with its sponson-mounted weapons when assaulted. Each weapon may
fires, the Legionaries
be fired once per Assault phase at an assaulting unit within that weapon’s arc. Template
passing through the weapons cause an additional hit when using Wall of Death.
melted stone, steel
and flesh to press Reinforced Shell: If Destroyed, reduce the roll on the Catastrophic Damage table by -2. If the
directly into the heart result is 0 or 1, the vehicle does not Explode and instead becomes a Ruin. In this case, the
of the enemy position. vehicle’s access points count as open to allow access to the interior and all embarked models
suffer a Strength 4 hit (against their lowest AV for vehicles).
Command Vox Relay: The controlling player may add or subtract 1 for all Reserve rolls made
while the vehicle is in play. Additionally, enemy units suffer -1 to Deep Strike Mishap rolls.
Void Shields (2): While the model’s void shields are active, any hits scored by shooting attacks
strike its void shields instead. Each void shield has an Armour value of 12. Each Glancing,
Penetrating or Destroyer hit scored against a shield causes it to collapse. At the end of each of
its controlling player’s turns, roll a D6 for each collapsed shield – on 5+ it is instantly restored.
Crushing Weight: add +1 to all rolls on the Thunderblitz table when making a Ram or Tank
Shock attack.

3.1
Night Lords Night Raptor Squad (revised) 110 POINTS
WS BS S T W I A Ld Sv
Night Raptor 5 4 4 4 1 4 1 8 3+
Huntmaster 5 4 4 4 1 4 2 9 3+

Unit Composition Options:


Legiones Astartes
♦ 1 Huntmaster Include up to 10 additional Night Raptors for +15 points each.
♦ 4 Night Raptors
Fast Attack Any model may exchange Chainsword with one of the following:
Unit Type • Chainglaive …………….………… +5 points
The Night Raptors are a ♦ Jump Infantry • Lightning Claw …………………. +5 points
caste apart – not so much a • Power Sword or Maul ………… +5 points
martial elite as a coterie of • Power Axe ………………………… +10 points
Wargear
blood soaked murderers
♦ Power Armour
wedded together by their For every 5 models in the squad, one may be equipped with:
predilections and ♦ Frag and Krak Grenades
• Flamer ……………………..…. +10 points
proclivities. ♦ Bolt Pistol • Melta Gun ……..……………. +15 points
Night Raptors are ♦ Chainsword • Plasma Gun …………………. +15 points
equipped with Jump Packs ♦ Jump Pack Alternatively, model may exchange Bolt Pistol for:
and an array of close • Plasma Pistol ……………...... +10 points
combat weapons which Special Rules • Hand Flamer ………………... +5 points
they use to inflict ♦ Character
unfettered savagery upon (Huntmaster only) Any model may exchange Bolt Pistol and Chainsword for a pair of
their foes in a single Lightning Claws for +10 points per model.
♦ Legiones Astartes
overwhelming onslaught.
(Night Lords)
♦ Onslaught The Huntmaster may be equipped with:
Whereas the VIIIth Legion • Melta Bombs ……………....…….. +5 points
wield terror as a weapon, • Artificer Armour ……………..…. +10 points
Night Raptors reject all
subtly in favour of assaults The Huntmaster may exchange Bolt Pistol for:
as bloody and direct as • Plasma Pistol ……………....…….. +10 points
butcher’s axe cleaving a
• Hand Flamer ……………….…..… +5 points
slab of meat.
• Volkite Serpenta ………………… +2 points
Night Raptors find bleak
joy in soaring above a
battlefield, like screaming
Onslaught: On the turn in which a model
predators hunting for
with this rule charges, it gains +d3
victims and savour that
Attacks instead of the usual +1 Attack.
most stark moment of
In the case of an entire unit of models
clarity when a victim
with this rule, roll once and apply the
recognises that death is
result to the entire unit.
descending upon them.

Like many of the Legion’s


elite, where possible they
adorn their armour with
grisly trophies, as much for
the amusement of the
wearer as to stun his target
into insensate horror.

3.1
Sons of Horus Reaver Squad (revised) 100 POINTS
WS BS S T W I A Ld Sv
Reaver 4 4 4 4 1 4 2 8 3+
Chieftain 4 4 4 4 1 4 3 9 3+

Unit Composition Options:


Legiones Astartes
♦ 1 Chieftain Include up to 10 additional Reavers for +15 points each.
♦ 4 Reavers
Fast Attack The squad may take a Rhino or Dreadclaw Drop Pod as a dedicated
Unit Type transport if it numbers 10 models or fewer. Alternatively, the squad
An evolution of Despoiler ♦ Infantry may be equipped with Jump Packs for +5 points per model.
and Assault squads, the
Reaver squads epitomised The squad (including the Sergeant) may be equipped with one of the
Wargear
the XVIth Legions way of following:
♦ Power Armour
warfare. Heavily influenced • Hardened Armour ………………….. +2 points per model
by the tactics of the ♦ Frag and Krak Grenades • Artificer Armour ……………………… +7 points per model
seething and incessant ♦ Bolt Pistol
tribal warfare of Cthonia, ♦ Chainaxe Any model may be equipped with one of the following weapons:
Reavers specialised in • Bolt Gun with Banestrike Ammunition … +1 point
lightning-swift assaults, Special Rules • Volkite Charger ………………………….………. +2 points
which maimed and ♦ Character (Chieftain only) • Combi-weapon …………………………………… +10 points
disabled a foe, striking ♦ Legiones Astartes For each 5 models in the unit, 1 may be equipped with:
down leaders, mercilessly (Sons of Horus) • Flamer ……………………………….…………….... +5 points
cutting down any who were • Melta Gun ………………………………..………… +10 points
♦ Outflank
weak or isolated, and • Plasma Gun ………………………………...………. +15 points
♦ Precision Strikes and Shots
sowing panic and discord
in any who remained. Any model may exchange Chainaxe for:
• Power Sword or Maul …………………….……. +5 points
Vicious and adaptable, • Power Axe …………………………………………. +10 points
Reavers could fight equally • Power Fist ……………………………………..…… +15 points
well in multiple theatres of
war, from boarding actions For each 5 models in the squad, 1 model may exchange Bolt Pistol for:
to battlefield shock assaults, • Plasma Pistol ……………....…….. +10 points
to hit and run raids and
• Hand Flamer ……………….…..… +5 points
scouring operations. Each
Reaver unit, whether a
The Chieftain may be equipped with:
single squad or an entire
• Melta bombs ……………………..…. +5 points
company in strength was
• Artificer Armour ……..……………. +10 points
effectively a warband in its
own right, and its warriors
fought more as individuals
than regimented soldiers.
Idiosyncratic in both
appearance and wargear, it
strove to make its own
name and reputation.

As the war progressed, the


Reaver pattern became
more common in the Sons
of Horus, displacing more
regimented formations as
new units were formed.
Accordingly, they were
favoured with the finest
arms and wargear that the
Warmaster could provide.

3.2
World Eaters Rampager Squad (revised) 115 POINTS
WS BS S T W I A Ld Sv
Rampager 5 4 4 4 1 4 2 8 3+
Champion 5 4 4 4 1 4 3 9 3+

Unit Composition Options:


Legiones Astartes
♦ 1 Champion Include up to 10 additional Rampagers for +15 points each.
♦ 4 Rampagers
Fast Attack and Elites If the squad numbers 10 or fewer models, it may take a Land Raider
Unit Type Phobos as a dedicated transport. Alternatively, the squad may be
Rampager squads were ♦ Infantry equipped with Jump Packs for +5 points per model.
shock assault units, formed
from the most savage and Any model may exchange their Chainaxe for:
Wargear
bloodthirsty warriors a • Heavy Chainsword ……………. free
♦ Power Armour
Legion already known for • Caedere Weapon ………………. +10 points
its fury in battle. All ♦ Frag and Krak Grenades
possessed psycho-surgery ♦ Bolt Pistol The Champion may exchange Chainaxe for:
that drove them to ever ♦ Chainaxe • Power Sword or Maul ……….… +5 points
greater heights of rage, • Power Axe ……………………….… +10 points
some too far gone to be Special Rules • Lightning Claw ………………….. +10 point
anything but restrained ♦ Character (Chieftain only) • Power Fist ………………………….. +15 points
between battles. Others ♦ Legiones Astartes
focussed their desire for (World Eaters) The Champion may exchange Bolt Pistol for:
berserk slaughter into • Plasma Pistol ……………....…….. +10 points
♦ Feel No Pain (6+)
martial discipline, endlessly
♦ Assault Veteran
sparring against their fellow The Champion may be equipped with:
Legionaries in gladiatorial ♦ Chosen
• Artificer Armour ……..……………. +10 points
combats with savage
weapons, patterned on
those used on feral worlds
from which the Legion Assault Veteran: During deployment, select one of the
recruited. following rules to apply to the unit for the duration of
the game:
Scout: as per the rulebook Special Rule
Lightning Blows: Every roll of a 6 To Hit with a Melee
attack generates another attack with the same weapon
at the same Initiative step. These extra attacks do not
themselves generate additional attacks.

Caedere Weapons: Any World Eaters Character model may Reaping Blow: Models
exchange a Power Axe for a Caedere Weapon. Any model using this weapon
with a Caedere Weapon may use the rules presented here: are -1 Initiative in
Weapon Str AP Type Assaults. If the
wielder is in base
Meteor Hammer +2 5 Melee, Two-handed, contact with more
Concussive, +2 Initiative than 1 enemy model
at the initiative step
Excoriator Chainaxe +1 3 Melee, Two-handed, Shred, in which they fight,
Reaping Blow they gain +1 Attack.
Twin Falax Blades User 5 Melee, Two-handed, Deep Wound: For
+1 Attack, Rending (5+) each wound suffered
due to this weapon,
Barb-hook Lash User 5 Melee, Two-handed, the target loses an
Fleshbane, Deep Wound additional wound.

3.1
Alpha Legion Headhunter Kill Team (revised) 125 POINTS
WS BS S T W I A Ld Sv
Headhunter 4 5 4 4 1 4 1 8 3+
Headhunter Prime 4 5 4 4 1 4 2 9 3+

Unit Composition Options:


Legiones Astartes
♦ 1 Headhunter Prime Include up to 5 additional Headhunters for +20 points each.
♦ 4 Headhunters
Fast Attack The squad may take a Rhino or Dreadclaw Drop Pod as a dedicated
Unit Type transport if it numbers 10 models or fewer. If either of these options
The histories of the Great ♦ Infantry are selected, the unit cannot Infiltrate.
Crusade record that it was
the Alpha Legion that Any model may exchange Boltgun for:
Wargear
conceived of the • Combi-bolter ……………………………………... free
♦ Power Armour
deployment of Legion • Combi-weapon ………………………………….. +10 points
Seeker Squads, a unit ♦ Krak Grenades Alternatively, one in five models may exchange Boltgun for:
configuration that spread ♦ Venom Spheres • Heavy Bolter with Suspensor Web ………. +10 points
to other Legions as the ♦ Bolt Pistol
Crusade expanded ♦ Boltgun The Prime may be equipped with:
outwards. ♦ Banestrike Ammunition • Power Sword or Maul …………………….……. +5 points
♦ Power Dagger • Power Axe …………………………………………. +10 points
The Legion did not halt at • Power Fist ……………………………………..…… +15 points
Seeker Squads however,
Special Rules
and has since fielded a The Prime may exchange Bolt Pistol for:
♦ Character (Prime only)
further refinement of the • Inferno Pistol …………………………………..... +15 points
concept, in the form of ♦ Legiones Astartes
• Plasma Pistol …………………………….....…….. +10 points
Headhunter Kill Teams. (Alpha Legion)
• Hand Flamer ……………….…………………...… +5 points
These supremely skilled ♦ Precision Shots
infiltrators specialise in ♦ Preferred Enemy (Infantry) The Prime may be equipped with:
creating conditions of all- ♦ Implacable Advance • Melta bombs ……………………..…. +5 points
consuming chaos among ♦ Infiltrate • Artificer Armour ……..……………. +10 points
the enemy’s ranks, sowing
confusion by eliminating
Banestrike Ammunition: The Banestrike ammunition
key officers, positions and
carried by a Headhunter Kill Team may be used in
assets. In doing so, the
conjunction with Bolt Pistols, Boltguns, Combi-
Headhunters bring about a
bolters, Combi-weapons and Heavy Bolters.
tipping point in a battle or
an entire campaign, the
fulcrum upon which the
fate of worlds is balanced

3.2
Version 3.2
Clarifications and FAQ
Regardless of the modifiers on a dice roll and if not stated specifically as a rule for a particular entry, no modifier
can make anything auto miss or auto hit.
Any time it is unclear in which direction a unit would Fall Back, it moves towards the nearest board edge.

Shrapnel Storm markers may be used in lieu of a Large Blast or 3 shot Blast e.g. Phosphex Discharger

Army List Construction


In a Militia/Warp Cult Heavyy Ordnance Battery consisting of Medusas do Breacher Shells replace
the standard rounds or become an additional ammo type like when you upgrade a quad mortar?
It becomes an additional ammo type.

Can a Stormblade be taken as a Lord of War choice?


Yes, expand the Panoply of War to include any Shadow/Storm/Bane/Doom/Hell ~hammer/blade/lord/sword

Legiones Astartes Army List Construction


Does a Dreadnought Talon/Sub-Orbital Strike Wing count as 1 or 3 vehicle units?
Each Talon/Sub-Orbital Strike Wing counts as a single Non-Legiones Astartes unit.

Can a Sub-Orbital Strike Wing include Dreadclaw Drop Pods or Kharybdis?


No. These have a primary classification as Drop Pods. Being a Flyer is secondary and doesn’t count in this case.

Does a Master of the Legion and a Legion Command Squad count as one or two units?
They are treated as two separate units, however, they are normally deployed at the same time.

When using the Armored Breakthrough Rite of War it states "Predator Strike Armour Squadrons
(armed with PREDATOR CANNON TURRET AND SPONSONS ONLY) must be taken as
compulsory Troops, and may be taken as additional troops”. What does this mean?
These Predators may not upgrade their turret weapon but may take other upgrades e.g. pintle-mounted weapons.

Do I have to take a Drop Pod for all my infantry units if I use the ‘Orbital Assault’ Rite of War?
No, not so long as you have sufficient vehicles for them to be transported in that are capable of Deep Striking.

If Alvarex Maun of the Raven Guard buys a dedicated Drop Pod can he attach to a unit and begin
the game in the Drop Pod with the unit he joined?
Yes

Victory Conditions
Are there any specific victory conditions?
The rules presented in the Battles in the Age of Darkness expansion for gaining additional Victory points for destroying
Lord of War models are in effect for all missions regardless if its noted in the secondary objectives or not.

Can Apothecaries Score in Raider Force Organisations? Do they Score in Crusade Force
Organisations if they join a Troops unit?
Apothecaries are considered in all ways as members of the unit they join. E.g. an Apothecary in a Tactical Squad
is considered a Troops model and can Score in missions where Troops are Scoring units.
Version 3.2
Deployment
Can a Dedicated Transport be placed in Reserve while it’s unit deploys on the board?
No, they must be deployed at the same time, and either both in Reserve or both on the table.

When using the Drop Assault Vanguard Rite of War, if a single unit is within 12” of enemy models
does that unit gain the benefit of Darken the Skies against all enemy units, or only enemy units that
are within 12”? (page 103 of the Legiones Astartes Age of Darkness Army List)
The unit in the Drop Assault Vanguard only benefits from this rule against enemy units that are within 12” of it.

If you’re using the Drop Assault Vanguard Rite of War can you attach Independent Characters with
the Jump Infantry unit type to a unit in the "Assault Vanguard" and if you do, can they arrive on
turn one from Deep Strike attached to an Assault Squad that is part of the Vanguard?
Yes

Psychic
Can Independent Characters pass powers to a brotherhood of psykers unit they join?
No, the independent characters powers do not transfer to the unit and vice versa, unless the power effects the
entire unit or unless otherwise stated in the power’s description.

How many powers can a Psyker manifest each turn?


As many powers as the Mastery Level of the Psyker

How does Brotherhood of Psykers interact with Precognition and Fiery Form?
The controlling player selects one model to gain the benefit (and suffer any dangers) from these powers

Shooting
How does a Deredeo Aiolos Missile Launcher work?
It requires Line of Sight and has a 360 degree fire arc.

Are Titan Void Shields immune to Haywire?


No.

What happens when a Glaive shoots a Titan?


If a model is immune to some part of a weapon’s attack(s), the other parts can still affect the target model e.g. a
Titan immune to Haywire hit by a Glaive’s attack would still suffer the S8 hit.

Assault
When is the Sons of Horus Merciless Fighters rule resolved?
Check for the effect at the start of the I1 step, before any attacks are made. Any additional attacks are resolved
simultaneously with any other I1 attacks.

Leadership
Can Ultramarine units have their Leadership reduced below an “unmodified 10” e.g. if taking a Fear
test when in combat with Curze (-3 to Fear checks)?
Yes, in the example the Ultramarines would test against Ld 7.
Version 3.2
Primarchs
What type of armour do the Primarchs have?
All Primarchs with the Bulky rule have a variant of Power or Artificer armour. All Primarchs with the Very Bulky
rule have a variant of Terminator Armour (that imposes no additional restrictions but confers Relentless on that
Primarch). E.g. they can be transported in a Caestus Assault Ram, with the exception of Curze and Corax.

Can Lorgar access Malefic Daemonology and can he select powers due to the Transfigured Upgrade?
Lorgar Transfigured can take Malefic Daemonology and he may choose his powers instead of generating them.

Can Horus’ Serpent’s Scales’ ability to negate characteristic modifiers cancel out wounds taken?
No. The effect cancels out temporary modifiers such as those imposed by rad grenades in assault or the special
abilities of certain characters, not actual damage. So, for example, effects such as wounds taken and permanent
reductions to a characteristic like those imposed by a rad phage weapon are not affected by this ability.

Can Leman Russ benefit from a Speaker of the Dead’s Healing Balms?
No, the same as other Primarchs can’t benefit from Nartheciums

Zone Mortalis
How are doors opened?
To attempt to open a door, end the movement phase in base contact with the door. If the condition of the door
(Locked, Accessible or Controlled) is not specified, roll a d6. On a roll of 1-3 it is Locked, on 4+ it is Accessible.

Cold Void/Poisoned Air doesn’t affect vehicles or models with 2+ saves, so is it really Rending?
No, it is actually Banestrike, however, it stacks with other AP effects such as Rending as described.

Book 6
When and how are Dark Angel Molecular Acid rounds AP determined?
Roll once for AP of the entire unit, after declaring a target unit and after inviting the target unit to Jink, if relevant.

How do Dark Angel Stasis grenades interact with combi grenade launchers?
Stasis Grenades are one use only.

Book 7
Do Space Wolves Jump Infantry gain Hit & Run (2d6”) from the Bleed & Harry rule?
Yes.

Can Space Wolves Characters be equipped with Frost Axes?


Yes. Frost Blades: Under the ‘Any Space Wolves Character’ section, add Frost Axe as an option for +5 points.

What is classified as a “Frost weapon”?


All frost weapon options (axe, sword, claw, great frost blade) are ‘a frost weapon’ for Huscarl exchange option.

Does Dreams of the Death Wolf apply if all Deathsworn models are slain prior to I step 1, but there
is still a Speaker of the Dead in the unit alive?
Yes. The Speaker of the Dead is part of the unit, so the slain Deathsworn would still be able to attack.
Version 3.2
Book 8
Can Blood Angel non-infantry and non-vehicle e.g. Attack Bikes upgrade Heavy Flamers to Assault
Cannons?
Yes, for +10 points per model

Does every Daemon model need to buy Rift Barb even though only 1 can use it each turn?
No, the cost for the unit is as given.

Is the description of Daemonic Wings missing words?


Yes, add "... or [from Monstrous Creature to]..."

Page 236 - Aetheric Dominion - Resplendent Terror it states 'An army with this Dominion may
select any Emanation of Hate, ...'. Should this be Horror instead of Hate?
Yes, this should be Horror.

Can a Nullificator Primus for Thousand Sons be upgraded to be a Psyker? Can Thousand Sons take
an Esoterist with Malefic Daemonology?
Yes and Yes. This is a change to the Book 7 restrictions on Thousand Sons rather than a clarification.

Do Sisters of Silence Psyk-out grenades hurt Daemons (the Book 7 wording only says Psykers)?
Yes, the latest source takes precedence, so the Book 8 Psyk-Out Grenade entry is used for Sisters of Silence.

Do Daemons get Wall of Death (in Overwatch) if they have an Emanation that uses a Template?
Yes. In all ways these Emanations function as normal shooting attacks.

Does the Nullificator Primus Consul have a ranged weapon? Can he upgrade his weapons?
Yes, he is equipped with a combi bolter. His weapons may be upgraded as per the Nullificator unit options.

Can the Warlord of a Chogorian Brotherhood ride a Shamshir jetbike? Or Jaghatai Khan on his
Sojutsu Pattern Voidbike?
Yes, delete the word “Scimitar” from the Chogorian Brotherhood Warlord restrictions.

Can the Khan when mounted actually use Both Master-Crafted Heavy Bolters on his Jetbike?
Yes, treat these as a Dual weapon i.e. both are fired as one weapon.

Can the 7th edition Daemons Codex be used in Horus Heresy games?
No, “the Ruinstorm list overwrites the old Daemons Codex and the new Daemonology powers supersede all
previous versions of those powers. The old Lord of War versions of Corbax and Samus are still okay to use as a
Lord of War choice for Word Bearers though, just ignore references to the Codex” – Anuj M.
Version 3.2
Mournival Events Book
Can Additional Ammunition be used in Decurion mode?
Yes, Legiones Astartes ammunition that costs +5 points per unit is free and ammunition that costs +10 and +15
points per unit is +1 point per model. Militia Hot Shot ammo is +4 points per model.

How do Land Speeder Cutters taken as dedicated transports interact with the Centurion restrictions?
Each Cutter takes up a restricted slot, but does not use the Skimmer slot e.g. a 1500 point army could have 2
dedicated transport Cutters plus a unit of Land Speeders (or Javelins etc.) and no other restricted units.

Can a Custom Character Moritat benefit from Special rules such as Preferred Enemy or Fatal Strike
while performing a Chainfire attack?
Not the roll to hit, but the roll to wound may benefit.

What is the range of the Additional Psychic power Blessing of the Machine Spirit?
This was an omission in the first edition of the hardcover book. The range is 24”.

Do Veteran Reconnaissance Squads count as Reconnaissance Squads for the purposes of the Recon
Company Rite of War, Land Speeder Cutter dedicated transports etc.?
Yes.

In Centurion Rites of War, what does “Pyroclast Squads may be taken as Legion Tactical Support
Squads” (and any other “X may be taken as Y”) mean?
The X Squad may be taken as a Troops choice with the Support Squad and Restricted rules and obviously may be
taken in the place of a Y Squad to meet the minimum unit requirements for the Centurion Rite of War.

How does the Cavalry upgrade work with Militia Provenances that specify effects on Infantry units?
And Bikes? And what about models that join units i.e. Discipline Masters and Medicae?
Infantry upgraded to Cavalry or Bikes count as Infantry for Warlord Traits and Provenances.
Discipline Masters and Medicae can only join units of the same type as themselves.

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