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Primarch Rules

Primarch: Must be warlord, no more than one primarch per game outside of
apocalypse. Also bestows Independent Character, Eternal Warrior, Fear,
Adamantium Will, Fleet, Fearless, It will not Die, Master of the Legion. Primarchs do
not roll for warlord traits, as these have already been included in their special rules.
Master of the Legion: One model with this special rule may only be included per
1000 pts. A model with this special rule may also include a command squad as a
retinue as part of the same selection on the force organization chart. A warlord with
this special rule may roll twice on the warlord traits table and choose the result.

Horus the Warmaster


500 pts
WS
8

BS
8

S
7

T
W
I
A
6
6
6
5
Special Rules: Primarch, Very Bulky

Ld
10

Sv
2+

Sire of the Sons of Horus: when fighting a model(s) with a WS of 4 or less, Horus
gains D3 attacks. If Horus (and any Terminator unit he joins) are placed in reserve,
the controlling player may select the turn that they come in on.
Weapon Mastery: Horus may use both of his close combat weapons in combat
simultaneously, and can split his attacks between them
God of Battle: Any unit part of a force containing Horus placed in reserve gains
Outflank, all models with the Legiones Astartes (sons of Horus) special rule gain +1
Ld to a maximum of 10 when Horus is present in the same force, a force containing
Horus can seize the iniative on a 4+
The Point of the Spear: Veteran Tactical Squads and Justaerin Terminators can be
taken as troops, and Horus may call down a Precision Bombardment in the shooting
phase if unengaged. This has unlimited range, S10, AP2, Ordinance 1 large blast,
lance, twin-linked

Wagear
The Serpents Scales: 2+ armor save and a 3++ invulnerable save. This also
negates any psychic attack or any effect that would modify Horuss stats on a 3+

Worldbreaker: Worldbreaker is a S10 AP2 Master-crafted maul with the concussive


and unwieldy special rules.
The Warmasters Talon: This is a lightning claw that incorporates a powerful Assault
3 twin linked S5 AP4 24 bolter. The claw itself is a user strength AP2 Melee weapon
with the shred and disabling strike. Disabling strike permanently reduces the WS
and S of any model wounded by it by 1. This can stack.
Teleportation Matrix: Deep strike to Horus and a unit of terminators that he is
attached to. This will not scatter.
Cognis Signum: Gives him the night vision special rule, prevents infiltrators from
infiltrating within 24 of him and gives him +1 BS (which he can pass on to another
unit within 6" if he doesn't shoot).

The Primarch Angron


400 pts
WS
9

BS
5

S
T
W
I
A
7
6
5
7
6
Special Rules: Primarch, Bulky, Hatred (everything)

Ld
10

Sv
3+

Red Sands: In any given turn, Angron may call and fight as many challenges as
there are enemy independent characters and units in combat with him, up to his
current number of attacks. Pull out the challengers and fight them in a sequence as
desired by Angrons controller as part of the fight sub-phase. Angron must divide his
attacks between them and must devote at least one attack to each challenge he
fights in.
Sire of the World Eaters: Angron has the Furious Charge special rule and Feel no
Pain (6+). In addition, when consolidating, he must always move toward the nearest
enemy unit. All allied world eaters within 12 of Angron are fearless.
Wargear
Armor of Mars: 3+ armor save and 4+ invulnerable save.
Gorefather and Gorechild: +1 attack (already in profile), +1 S, AP2 Armorbane,
Murderous Strike (instant death on 6s)
The Spite Furnace: Master-crafted plasma pistol
The Butchers Nails: for every independent character of infantry unit wiped out or
destroyed in close combat with Angron, he gains +1 attack for the rest of the game
to a maximum of 10. Angron himself must inflict the last blow to gain this bonus.

Fulgrim the Illuminator


380 pts
WS
8

BS
6

S
6

T
W
I
6
6
8
Special Rules: Primarch, Bulky,

A
5

Ld
10

Sv
2+

Sire of the Emperors Children: Fulgrim has the crusader special rule and must
accept and issue challenges so long as the potential opponent has WS5 or higher. In
addition, while Fulgrim is present on the field, all models with the Legiones Astartes
(Emperors Children) special rule including Fulgrim gain +2 to combat resolution and
can re-roll reserve rolls.
Sublime Swordsman: +3 invuln in combat, bonus attacks equal to the difference
between Fulgrims I and the enemies I in a challenge
Strategic Planning: may choose a single strategic warlord trait at beginning of battle

Wargear
The Gilded Panalopy: 2+ armor and 5+ invuln. If fulgrim passes any save on a 6 in
close combat, the unit that inflicted the wound must pass an initiative test or be
blinded.
The Blade of the Laer: AP2 Rending Two Handed Specialist weapon
Fulgrim can swap the Blade of the Laer for the following: S+1 AP2 that inflicts
Instant Death on to-wound rolls of 5+
Fireblade:
Firebrand: master-crafted S5 AP5 15 Assault, every unsaved wound generates
another automatic hit. These hits do not generate more hits.

Mortarion the Reaper


WS
7

BS
5

S
6

T
W
I
A
7
7
5
5
Special Rules: Primarch, Very Bulky

Ld
10

Sv
2+

Sire of the Death Guard: all models with the Legiones Astartes (Death Guard)
special rule gain stubborn, frag grenades, frag missiles and havoc launchers gain
poisoned 4+.
Shadow of the Reaper: -1 to Mortarions Fear tests. By passing a Ld test in the
shooting phase when a run move would normally be possible, instead of running or
shooting, mortarion can redeploy anywhere within 10, more than 3 away form an
enemy model, ignoring terrain. Can assault normally after this, but it counts as a
disordered charge.
Pernatural Resilience: re-roll failed toughness and it will not die rolls, auto pass
dangerous terran rolls, things that wound on flat score wound on 6s.
Witch-Spite: Deny the Witch 4+
Wargear
The Barbaran Plate: 2+ armor and 4+invuln.
Silence: S+1 AP2 instant death unwieldy, re-roll failed armor pen, two handed, can
exchange all normal attacks for 1 auto hit against all models in base contact
The lantern: S8 AP2 18, Assault 1, re-roll failed armor pen
Phosphex Bombs: 12 S5 AP2 Blast Poisoned 3+, the firer may move up to 2 in any
direction after scatter, the blast radius is now permanently dangerous terrain.

Ferrus Manus
455
WS
7

BS
6

S
7

T
W
I
A
7
6
5
4
Special Rules: Primarch, Very Bulky

Ld
10

Sv
2+

Sire of the Iron Hands: Ferrus Manus has Relentless and Smash special rules ( the
latter may be used in conjunction with any of his close combat weapons or attacks)
and shooting attacks against him suffer a -1 penalty to their strength. All models
with the special rule legiones astartes ( Iron Hands ) in an army containing Ferrus
Manus gain the Feel no Pain ( 6+ ) special rule (unless they already possess a
superior version of this rule ).
Master of Mechanisms: possesses Battlesmith special rule (can attempt to either
restore a hull point, weapon destroyed or immobilized) and passes repair rolls on a

3+ in addition , any vehicle with at least one armour facing of 13 in a primary


detachment containing Ferrus Manus gain the ' It Will Not Die ' special rule

Wargear:
Medusan Carapace: 2+ armour save 3+ invulnerable save
Incorporates nuncio vox (deep strikes within 6 dont scatter) and servo arm (bonus
S8 AP2 unwieldy attack) , may choose to fire any two of the following in shooting
phase:
Graviton Gun: 18 enemy takes a strength test or wound, leave blast in place
(counts as difficult and dangerous terrain) AP4, Blast, haywire, concussion
Grenade Harness: 8 S3 Assault 2 Blast
Plasma Blaster: Plasma gun with 18 assault 2
Heavy Flamer

Forgebreaker: melee , str x2 , ap 1 , melee , Concussive , Strikedown


(if using him in the campaign , he no longer has Forgebreaker , since Fulgrim stole it
, if so his points cost is reduced to 415 pts )

Konrad Curze
435 pts
WS
8

BS
6

S
T
W
I
A
6
6
6
7
5
Special Rules: Primarch, Shrouded, Stealth, Bulky

Ld
10

Sv
2+

Sire of the Night Lords - Acute Senses , Night Vision. May always elect to have the
first turn in any game use night fighting rule. A Night Lords force containing Konrad
Curze gains the Fear special rule for any unit with the legiones astartes ( Night Lords

) special rule. Any afflicted units that already have the Fear special rule now impose
a -1 penalty on the leadership of any enemy unit testing for fear against them.
The King of Terrors - Fear tests taken against him are subject to a - 3 penalty. In
addition , should he be part of an assault where any enemy unit is destroyed
outright, all enemy units subject to fear within 12 " and with line of sight to the
combat must take an immediate morale check or fall back

Wargear:

The Nightmare Mantle: provides 2+ armour save and 4+ invulnerable save , grants
Hit and Run , and Hammer of Wrath special rules (inflicting d3 HoW hits instead of
the usual one)
Mercy and Forgiveness: AP2, Shred , Specialist Weapon , Murderous Strike , Paired
( + 1 attack )
The Widowmakers: Widowmaker volley 12" S4 AP5 Assault 3 , Lethal Precision
( precision strike on 4+ , to wound rolls of 6 ignore armour AND invulnerable saves )

Vulkan
425 pts
WS
7

BS
5

S
7

T
W
I
A
7
6
5
5
Special Rules: Primarch, Very Bulky

Ld
10

Sv
2+

Sire of the Salamanders - in an army which contains Vulkan , any models with the
legiones astartes ( Salamanders ) special rule gain 1+ leadership and the
Adamantium Will special rule.
Blood of Fire - may re-roll any failed It Will Not Die or Deny the Witch tests.

Wargear:
The Draken Scale - 2+ armour save , 3+ invulnerable save , halves the strength of
any flamer , fusion , volkite, melta, or plasma weaponry used against him.
Dawnbringer: S10 AP1 melee , Two-handed , Concussive , Armourbane , Instant
Death , Earthshatter

(Earthshatter - instead of attacking normally , place a blast template ( 3" ) anywhere


in base to base contact with him that does not cover any friendly models , all
models under the template suffer a single automatic S8 AP3 hit with the Strikedown
special rule )
The Furnace's Heart:18" S6 AP2 Assault 1, Rending , Line of Effect

(Line of Effect - draw a line from the primarch 1 mm wide and 18" long to determine
the weapon's area of effect , all units crossed by the line suffer a number of hits
equal to the number of models in the unit the line crosses , this line may not pass
through friendly models)
Heavy Flamer ( str 6 )

Lorgar
375 pts
WS
6

BS
6

S
6

T
W
I
6
5
6
Special Rules: Primarch, Bulky

A
4

Ld
10

Sv
2+

Living Icon - all models in the same detatchment with the legiones astartes (Word
Bearers) special rule who can draw line of sight to Lorgar , gain +1 to their charge
distance rolls , and are immune to Fear , and gain a +1 bonus to their total score of
determining the result of an assault.
Sire of the Word Bearers - Lorgar has the Crusader special rule and confers this to
any unit he joins , while he is on the table ( not in a transport ) all models with the
legiones astartes (Word Bearers) special rule may use his leadership for all morale
and pinning tests.
Dark Fortune - may re-roll any failed Deny the Witch rolls , once per game , Lorgar's
player may elect to force a single enemy unit or model to re-roll all rolls of 5 and 6
to hit and to wound in a single player turn. The use of this power must be declared
before the attacking player rolls any dice for the nominated model that turn.
Erratic Psychic Power -level 2 psyker who may choose to roll powers from either
Telepathy or Telekinesis disciplines , however when using said powers , must roll 3
d6 and take the two highest dice results

( Lorgar Transfigured . Player may elect to use Lorgar after the begin of his fall to
Chaos , if so , this rule replaces Erratic Psychic Power.
level 3 pskyer who may select ( not roll , SELECT) three powers in any combination
from the Telepathy and Telekinesis disciplines at the start of the game. In addition
when using said powers Lorgar rolls 3d6 and chooses the two lowest dice. Lorgar
transfigured is treated as an upgrade that costs 75 pts.

Wargear:
The Armour of the Word: 2+ armour save , 4+ invulnerable save (3+ against
Witchfire and Force weapons)
Illuminarium: S+2 AP2 melee , Concussive , Master-crafted , Smash
Archaotech Pistol: 12 S6 AP3 Master Crafter Pistol Melee
Frag Grenades

Perturabo
WS
8

BS
6

S
7

T
6

W
6

I
5

A
4

Ld
10

Sv
2+

Special Rules: Primarch, Very Bulky


Sire of the Iron Warriors All of Perturabos attacks have the Wrecker and Tank
Hunter special rules. In addition all Iron Warriors gain Stubborn as long as Perturabo
is on the table.
Relentless Strategist All models in Perturabos army gain furious charge while in
the opponents deployment zone. Perturabos army may roll for reserves on the first
turn, as well as every turn after.
Precision Bombardment Perturabo may call down one unlimited range S9 AP2
Ordinance D3, Large blast, barrage, twin linked orbital bombardment during the
shooting phase once per game.

Wargear:
Logos Lorgars custom suit of terminator armor gives him the following abilities:
2+/3++ save, AP2 Close combat attacks, immunity to the concussive and blind
special rules, the ability for him and any terminators in the same army to deep
strike, a locator beacon that also gives Perturabos line of sight to artillery in his
army, a 24 S6 AP3 Assault 3 Rending twin linked wrist cannon, night vision, the
ability to deny infiltration and grant interception to units within 18, the ability to
give +1 BS to a unit if Perturabo doesnt shoot during that turn, and a cortex
controller
Forgebreaker for an additional 35 pts, Perturabo can wield Forgebreaker.
Forgebreaker is a SX2 AP1 Melee Concussive Strikedown Unwieldy Blind melee
weapon.

Alpharius
WS
7

BS
7

S
6

T
6

W
6

I
6

A
5

Ld
10

Sv
2+

Special Rules: Primarch, Bulky


Sire of the Alpha Legion Gives Alpharius Preferred Enemy (everything), Counter
Attack, Move Through Cover, Scout, and Crusader. In addition, all Alpha Legion
models on the table gain Preferred Enemy (everything) while Alpharius is on the
table.
One of Many Alpharius may be hidden in a unit. Write down where he is at the
beginning of the game. He may then replace one of the rank and file models in that
unit at any time by revealing the note.
Insidious Mastermind Alpharius has all of the following abilities: seize the initiative
on a 4+, and all models in Alphariuss army gain D3 extra inches of movement
during the turn they outflank. If the opponent is bringing in reserves, on a 4+, a unit
in Alphariuss army may come in that turn instead. Units entering in this way may
outflank.
Wargear: Cognis-signum, Nuncio-vox
The Pythian Scales Grants Alpharius 2+/4++ and immunity to Poison and
Fleshbane
The Pale Spear an AP1 Melee Armorbane Instant Death Two Handed weapon
Venom Spheres: Grants Hammer of Wrath

Cameleioline: Grants +1 to cover saves

Rogal Dorn
385 pts
WS
8

BS
5

S
6

T
W
I
6
6
5
Special Rules: Primarch, Bulky

A
4

Ld
10

Sv
2+

Sire of the Imperial Fists: Rogal and any unit he joins have Crusader and Furious
Charge. He and all Imperial Fists in his army have Ld 10 and add +d3 to combat
resolution results. Phanlanx Breacher and Legion Terminator squads are troops.
Sundering Blow: Rogal Dorn can halve his attacks (rounding down) to gain +2 S and
Instant Death.
Unshakable Defense: Up to 3 pieces of terrain may allow for re-rolling cover saves of
1 and pinning tests to models inside.
Wargear:
The Auric Armor: Grants Rogal Dorn 2+/4++ and the ability to never be wounded on
better than a 3+.
Storms Teeth: An AP2, Shred, Rampage, Unwieldy Chainsword
The Voice of Terra: A Salvo 3/5 Rending Heavy Bolter

Corvus Corax
450 pts
WS
7

BS
5

S
T
W
I
A
6
6
6
7
6
Special Rules: Primarch, Bulky, Hit and Run

Ld
10

Sv
2+

Sire of the Raven Guard: Corvus gains +1 S and I on the charge. All friendly Raven
guard gain Acute Senses and run 6.
The Shadowed Lord: If Corvus Corax is shot at, and there is potential target closer to
the shooting unit than Corvus, and the shooter is not either a Psyker, Daemon or a
Primarch, then all shots fired are snap shots. At the beginning of the controlling
players turn, Corvus may be removed from play and placed into Ongoing Reserves.
This cannot be done if Corvus is in combat with an enemy with higher initiative.

Wargear:
The Sable Armor: Grants Corvus Corax a 2+/5++ and causes any enemies deep
striking within 12 of him to mishap on any doubles. Finally, teleport homers and
locator beacons (and any similar wargear) do not function in this radius.
The Panoply of the Raven Lord: An AP2 weapon with Shred, Blind, Two-Handed and
Fighting Style. Fighting Style allows Corvus to apply one of the three following rules
to his attacks every turn.
Death Strike: All of Corvuss attacks wound on at least a 5+ and gain +3 to Armor
Penetration
Scourge: + d3 attacks
Shadow-Walk: Enemies take a -1 penalty to their to-hit rolls when attacking Corvus
The Korvidine Pinions: Corvus Corax is Jump Pack Infantry and makes d3 S5 AP3
Hammer of Wrath attacks. Corvus may re-roll scatter dice when deep striking and
always suffers the delayed result when he mishaps. Finally, Corvus may vector
strike when making a Jump Pack move.
2 Archeotech Pistols: S6 AP3 Master-Crafted