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CODEX

Luna Wolves

Kill for the Living, Kill for the Dead!

Lupercal!

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CONTENTS

Introduction 2

Legion Organisation TBA Forces of the Luna Wolves 3

Luna Wolves Special Rules 3 Luna Wolves Traits and Drawbacks 4

Wargear Rules 4

Luna Wolves Army List 5

HQ 5

Elites 8

Troops 13

Fast Attack 15

Heavy Support 18

Dedicated transport Vehicles 19

Special Characters 20

Warmaster Horus 20

Introduction

This Codex is based on information from Codex: Space Marines and

Codex: Dark Angels/Blood Angles. It is meant to be a stand alone Codex,

however on some occasions there may be a reference to the 40k Rulebook or Codex: Space Marines.

This Codex is set in the time of the Great Crusade, so weapons from 40k Space Marine forces are not available e.g. Assault Cannons etc. However the Luna Wolves were always the First Legion to have up to date

equipment, therefore some unique Units and Character Types have been included e.g. Justaerin Terminators, Catulan Reavers etc.

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Luna Wolves Special Rules

Unique Equipment: You will find that some items of equipment are unique to

particular Characters or Units, while others are used by more than one unit. When an item is unique, it is detailed in the entry for its owner, and where it is not unique, it is detailed in the Wargear section. A good example is the Golden Sword, which is a potent weapon born by the Primarch Horus. As such its rules are included in Horus’ entry. Horus’ also carries a Combi-Bolter, but as other Marines do too, the rules for this weapon are to be found in the Wargear section.

And They Shall Know No Fear: Space Marines automatically pass tests to

regroup, and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens the unit is subject to the No Retreat! Special Rule in this round of combat and may lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to this special rule. Note that units which include Servitors are still subject to this rule as long as the unit contains at least one Space Marine. Space Marines are still subject to the Last Man Standing tests. However, they will always pass the test to regroup after each fall back move.

Independent Character: See Characters, in the Warhammer 40k Rulebook. Fearless, Infiltrate, Move through Cover, Scout: All these rules are detailed in

the Universal Special Rules, in the Warhammer 40k Rulebook.

Combat Squads: A number of ten-man units in the Luna Wolves army have the

option of breaking down into two five-man units, called Combat Squads. This option is clearly indicated in the unit’s entry. For example, a ten-man company veterans squad can either fight as a ten-man unit or break down into two five-man Combat Squads.

The units that can be split into Combat Squads are: Company Veterans; Scout Squads; Tactical Squads; Assault Squads; Devastator Squads.

The decision to split the unit into Combat Squads, as well as which models go into which squad, must be made when the unit is deployed. Both Combat squads are deployed at the same time, but may be deployed in separate locations. Each Combat squad is treated as a separate unit for all game

purposes from that point, and counts as a scoring unit if it still has half or more of its starting models, etc. Units held in Reserve must deploy as a Ten Man Squad. Victory Points for each squad is exactly half the total cost of the squad,

regardless of the weapon break up in each squad. E.g. A ten-man squad worth 200 points is broken down into two Combat Squads, each worth 100 points. If at the end of the game One Combat squad has been wiped out and the other was reduced to two men, the enemy would score 150 points.

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LEGION TRAITS AND DRAWBACKS

TRAITS

Courageous: Trust in Your Battle Brothers - Any Independent Characters,

Command, Veteran, Tactical, Devastator Squad may take the True Grit and

Counter-Attack Skills. This cost has already been added to their respective

point’s values. Models with True Grit and a Bolter are assumed to have close combat weapon at no extra cost.

Fierce: No Mercy, No Respite - Justaerin Terminators, Catulan Reavers and

Veteran Squads have the skill Furious Assault. The points cost is included in their profiles.

DRAWBACKS

Major: Eye to Eye - May only take 0 -1 selection in total from the following list:

Land Speeder Squadron, Bike Squadron.

Minor: Have Faith in Suspicion - Due to the Emperors decree at the Council of

Nikaea the Librarius Divisions were disbanded. May not use Librarians.

May not use any allies with Psychic powers.

Wargear Of The Crusade

Mk 1 Plasma Weapons: All Plasma Weaponry during the Crusade was still in

the experimental stage. Therefore all of the Plasma weapons in this Codex are subject to the following rule. All Plasma Weapons get hot as per the 40K

rulebook, with the following exception. Plasma Cannons will ‘Gets Hot’ on a roll of 1 or 6, to help represent the unstable nature of this weaponry. On a 6, the weapon still hits its target as normal; however it subjects the firer to the normal ‘Gets Hot’ rules.

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HEADQUARTERS

0-1 Mournival Members

Point

s Ws Bs S T W I A Ld Sve

Mournival Member 120 5 5 4 4 3 5 3 10 3+

Wargear: Power Weapon, Bolt Pistol, Bolter, Frag & Krak Grenades, Power Armour, Iron Halo.

Options: Replace Bolt Pistol with Plasma Pistol for + 15 pts.

Replace Power Weapon with Power Fist or single Lightning Claw for + 25 pts, Or a Pair of Lightning Claws for + 30 pts.

Replace Bolter with Combi-Bolter at + 5 pts, Combi-Weapon at +10 pts. Take Melta Bombs at + 5 pts.

0-1 Member can be Equipped with Terminator Armour with Combi-Bolter, Power

Weapon & Iron Halo for + 25 pts. May replace Combi-Bolter with Combi Weapon for + 5 pts but may take no other options.

SPECIAL RULES

Independent Character: A Commander is an Independent Character and

follows all of the Independent Character special rules as given in the Warhammer 40, 000 rulebook. If accompanied by a Retinue he must stay in unit coherency with it while any members remain.

Honour of the Legion: Mournival Members embody the honour of the Legion.

They and any members of any Luna Wolves squad they have joined, lead or are attached to become Fearless.

(Litanies of Hate): On a player turn in which he charges, a Mournival Member,

and all members of any Luna Wolves squad he has joined, leads or is attached to may re-roll failed rolls to hit.

Rites of Battle: Mournival Members have led their warriors through the heat of

battle for centuries, with a depth of faith and self belief unmatched by mortal men. They are able to coordinate units under their command with ruthless efficiency, monitoring inputs from other squads and imparting their great wisdom with but a word. If a Mournival Member is on the table then all other Luna

Wolves units may use his Leadership for Morale, Pinning or Leadership Tests.

Trust In Your Battle Brothers: Has True Grit & Counter-Attack Skills.

Limited Numbers: There are only ever four members in the Mournival. You

may only take 1 Mournival Member for each Force Organisation Chart in your Army. If you ever use all four, one must be in Terminator Armour.

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Company Captain

Point s W s Bs S T W I A Ld Sv e Company Captain 100 5 5 4 4 3 5 3 10 3+

Weapons: Chain Sword, Bolt Pistol, Bolter, Frag & Krak Grenades, Power

Armour, Iron Halo.

Options: Replace Bolt Pistol with Plasma Pistol for + 15 pts.

Replace Chain Sword with a Power Weapon for + 15 pts Or a Power Fist or single Lightning Claw for + 25 pts, Or a Pair of Lightning Claws for + 30 pts.

Replace Bolter with Combi-Bolter at + 5 pts, Combi-Weapon at +10 pts.

Take Melta Bombs at + 5 pts.

0-1 Jump Pack for + 20 points (2000pt + armies only) SPECIAL RULES

Independent Character: A Commander is an Independent Character and

follows all of the Independent Character special rules as given in the Warhammer 40, 000 Rulebook. If accompanied by a Retinue he must stay in unit coherency with it while any members remain.

Rites of Battle: Mournival Members have led their warriors through the heat of

battle for centuries, with a depth of faith and self belief unmatched by mortal men. They are able to coordinate units under their command with ruthless efficiency, monitoring inputs from other squads and imparting their great wisdom with but a word. If a Mournival Member is on the table then all other Luna

Wolves units may use his Leadership for Morale, Pinning or Leadership Tests.

Trust In Your Battle Brothers: Has True Grit & Counter-Attack Skills. Fearless: See Warhammer 40k Rulebook.

Restricted Troops: A Jump Pack equipped Company Captain, must be

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Command Squad

Point s W s Bs S T W I A Ld Sv e Veterans 120 4 4 4 4 1 4 2 9 3+

Number/Squad: 5 Veteran Space Marines.

Wargear: Power Armour, Bolter, Chain Sword, Bolt Pistol, Frag & Krak Grenades.

Options: Up to 2 Veterans may replace their Bolter or Chain Sword with a Power Weapon for + 15 pts per model, or with a Power Fist + 25 pts per model.

Up to 2 Veterans may replace their Bolter or Chain Sword with a Flamer for + 5 pts per model, a Meltagun for + 10 pts per model, or a Plasma gun for + 15 pts per model. Any Veteran may take Melta Bombs at + 5 pts per model.

One veteran maybe upgraded to an Apothecary equipped with a Narthecium/reductor for + 20 points.

One Veteran may be upgraded to a Standard Bearer carrying a Company Standard for + 10 points.

For every Mournival Member or Company Captain in the Army, one command squad may upgrade one model to Company Champion, by replacing its Chain Sword with a Power Weapon and giving him a Combat Shield for + 25 pts.

For every Mournival Member in the army, one Command Squad may upgrade the Company Standard to a Sacred Standard for + 5 points.

Transport: Command Squads may select a Drop Pod or a Rhino as a

dedicated Transport Vehicle (see page 19 for points costs.)

SPECIAL RULES

Trust In Your Battle Brothers: Has True Grit & Counter-Attack Skills. Fearless: See Warhammer 40k Rulebook.

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ELITES

0-1 Justaerin Terminator Squad

Point

s Ws Bs S T W I A dL Sve

Justaerin Terminator 230 4 4 4 4 1 4 2 9 2+/5

+

Number/Squad: 1 Sergeant + 4 Justaerin Terminators

Wargear: Terminator Armour, Combi-Bolter, Power Fist. Sergeant with Power

Weapon.

Options: 0-5 additional Justaerin Terminators for + 46 points each.

Any model can replace its weapons with a pair of lightning claws for free. Or ay replace a Power Fist or Power Weapon with a Chain Fist for + 5 points per model.

One Terminator may take a Heavy Flamer for + 5 points or a Twin Linked Auto Cannon for + 20 points.

SPECIAL RULES

Fearless: See Warhammer 40k Rulebook.

Justaerin Assault: When you deploy a Justaerin unit you may choose to put it

on the table or in reserve, as described in the Deep Strike scenario special rules (even in missions that do not use the Deep Strike rule).

Such is the devastating effect of the Justaerin Terminator strike that they may deep strike on a players first turn. Remaining units that deep strike must role as normal.

Deep Strike: See Warhammer 40k Rulebook.

Restricted Troop Type: May only be selected if a Mournival Member in

Terminator Armour is taken.

Terminator Squad

Point s W s Bs S T W I A L d Sve Terminator Squad (5) 200 4 4 4 4 1 4 2 9 2+/5 +

Numbers/Squad: 1 Sergeant + 4 Terminators

Wargear: Terminator Armour, Combi-Bolter, Power Fist. Sergeant with Power

Weapon.

Options: Any model can replace its weapons with a pair of lightning claws for free. Or may replace a Power Fist or Power Weapon with a Chain Fist for + 5 points per model.

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One Terminator may take a Heavy Flamer for + 5 points or a Twin Linked Auto Cannon for + 20 points.

SPECIAL RULES

Deep Strike: See the Warhammer 40k Rulebook.

DREADNOUGHT

Points W s Bs S Fron t Arm Sid e Ar m Rea r Arm I A Dreadnought 125 4 4 6(10 ) 12 12 10 4 2

Type: Walker Crew: One Space Marine

Wargear: Twin-Linked Heavy Bolter and Dreadnought Close Combat Weapon with built-in Combi-Bolter. Smoke Launcher & Searchlight.

Options: Upgrade to Venerable for + 20 points.

Replace Dreadnought Close Combat Weapon with Missile Launcher for + 10 points.

Replace Combi-Bolter with Heavy Flamer for + 10 points. Replace Heavy Bolters with Plasma Cannon or Twin-Linked

Autocannon at no additional points cost, Or a Twin-Linked Lascannon for + 20 points. Take Extra Armour for + 15 points.

Transport: A Dreadnought may select a Drop Pod as a dedicated transport (see

page 19 for points cost).

Techmarines

A Luna Wolves Army may include one Techmarine for each vehicle chosen from the Elites or Heavy Support sections of the army list (not counting dedicated transports). The Techmarine does not use up a force organisation chart selections, but is otherwise treated as a separate Elites unit.

Point

s Ws Bs S T W I A dL Sve

Techmarine 75 4 4 4 4 2 4 2 9 2+

0-4 Servitors 25 4 4 3 3 1 3 1 8 4+

Wargear: Artificer Armour, Bolter or Bolt Pistol, Frag & Krak Grenades, Power Weapon, Servo-Arm.

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Replace Servo-arm with a Servo-Harness for + 25 points. The Techmarine may be accompanied by up to four Servitors armed with a Servo-arm and Close Combat weapon for + 25 points per model. Any Servitor may replace its servo-arm with a Heavy Bolter for free, or a Plasma Cannon + 10 points.

Transport: A Techmarine may select a Drop Pod or Rhino as a dedicated

transport vehicle (see page 19 for points cost).

SPECIAL RULES

Blessing of the Omnissiah: As an Adept of the Cult Mechanicus, it is a

Techmarine’s duty to repair damaged vehicles and restore them to their rightful place on the battle field. If a friendly vehicle has suffered an Immobilised or Weapon Destroyed result then there is a chance that the Techmarine can rekindle its angered war spirit and return to the fight.

To do this the Techmarine (add all of his servitors) must start the Movement phase of the Space Marine turn in contact with the damaged vehicle and not be inside it (although they can disembark and begin the repairs), and may not be Falling Back, Locked or Pinned. Roll a D6; add 1 to the result for each Servitor armed with a servo-arm. If the result is 6 or more, then either a Weapon

Destroyed result or Immobilised result (owning players choice) will be repaired. Both the vehicle and the Techmarine (including any Servitors accompanying him) must remain stationary for the entire Movement phase. The repair attempt will be complete before the Shooting phase begins.

0-1 Catulan Reaver Squad

Point

s Ws Bs S T W I A dL Sve

Catulan Reaver 150 4 4 4 4 1 4 2 9 3+

Numbers/Squad: 1 Sergeant + 4 Catulan Reavers.

Wargear: Jump Packs, Bolt Pistol, Chain Sword, Power Armour, Frag & Krak Grenades.

Options: The squad may include up to five additional Reavers for + 30 points per model.

Up to three Reavers may: replace their Bolt Pistol with a Plasma Pistol for + 15 points per model.

Replace their Chain Sword with a Power Weapon for + 15 points, Power Fist or single Lightning Claw for + 25 points, or a Pair of Lightning Claws for + 30 points per model.

Any Reaver may take: a Combat Shield + 5 points, a Storm Shield + 10 points, Melta bombs + 5 points per model.

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One Reaver may replace its Chain Sword with: a flamer + 5 points, a Meltagun + 10 points, or a Plasmagun for + 15 points.

SPECIAL RULES

Deep Strike: See the Warhammer 40k Rulebook

Furious Charge: See the Warhammer 40k Rulebook.

Restricted Troop Type: May only be taken when a Company Captain with a

Jump Pack is taken.

Company Veterans Squad

Point

s Ws Bs S T W I A dL Sve

Veteran Squad 130 4 4 4 4 1 4 2 9 3+

Numbers/Squad: 1 Veteran Sergeant + 4 Veteran Marines.

Wargear: Bolt Pistol, Bolter, Chain Sword, Power Armour, Frag & Krak

Grenades.

Options: The squad may include up to five additional Veterans for + 26 points per model.

The Veteran Sergeant may replace his bolt pistol with a Plasma Pistol for + 15 points.

Up to 3 Veterans may replace their Bolter or Chain Sword with: a Combi-Bolter for + 5 points, a Combi-Weapon for + 10 points, a Power Weapon for + 15 points, Power Fist or single Lightning Claw for + 25 points, or a Pair of Lightning Claws for + 30 points per model.

Any Veteran may take: a Combat Shield + 5 points, a Storm Shield + 10 points, Melta bombs + 5 points per model.

One Veteran may replace their Bolter or Chain Sword with: a flamer + 5 points, a Meltagun + 10 points, or a Plasmagun for + 15 points. One Veteran may replace their Bolter with: a Heavy Bolter or Missile Launcher for + 10 points, or Lascannon for + 20 points.

Transport: Company Veterans may select a Drop Pod or a Rhino as a

dedicated Transport Vehicle (see page 19 for point’s costs.)

SPECIAL RULES Combat Squads

Trust in Your Battle Brothers: The entire squad has the True Grit &

Counter-Attack Skills.

Furious Assault: The entire squad has the Furious Assault skill, the points cost

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Scout Squad

Point s W s Bs S T W I A L d Sve Scout Sergeant 80 4 4 4 4 1 4 2 9 4+ Scout - 4 4 4 4 1 4 1 8 4+

Number/Squad: 1 Scout Sergeant + 4 Scouts

Wargear: Bolt Pistol, Scout Armour, Frag & Krak Grenades. Either a Bolter, Shotgun, Chain Sword or Combat Blade.

Options: The squad may include five additional Scouts for + 65 points. Any Scout may replace his Bolter with a Sniper Rifle for + 5 points per model.

The Sergeant may replace his Bolter with a Power Weapon for + 15 points or a Power Fist for + 25 points.

The Sergeant may take Meltabombs for + 5 points.

Transport: Scout Squads may select a Drop Pod as a dedicated Transport

Vehicle (see page 19 for point’s costs.)

SPECIAL RULES Combat Squads Infiltrate

Move through Cover

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TROOPS

0-1 Company Veterans Squad

Point

s Ws Bs S T W I A dL Sve

Veteran Squad 130 4 4 4 4 1 4 2 9 3+

Numbers/Squad: 1 Veteran Sergeant + 4 Veteran Marines.

Wargear: Bolt Pistol, Bolter, Chain Sword, Power Armour, Frag & Krak Grenades.

Options: The squad may include up to five additional Veterans for + 26 points per model.

The Veteran Sergeant may replace his bolt pistol with a Plasma Pistol for + 15 points.

Up to 3 Veterans may replace their Bolter or Chain Sword with: a Combi-Bolter for + 5 points, a Combi-Weapon for + 10 points, a Power Weapon for + 15 points, Power Fist or single Lightning Claw for + 25 points, or a Pair of Lightning Claws for + 30 points per model.

Any Veteran may take: a Combat Shield + 5 points, a Storm Shield + 10 points, Melta bombs + 5 points per model.

One Veteran may replace their Bolter or Chain Sword with: a flamer + 5 points, a Meltagun + 10 points, or a Plasmagun for + 15 points. One Veteran may replace their Bolter with: a Heavy Bolter or Missile Launcher for + 10 points, or Lascannon for + 20 points.

Transport: Company Veterans may select a Drop Pod or a Rhino as a

dedicated Transport Vehicle (see page 19 for points costs.)

SPECIAL RULES Combat Squads

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Trust in Your Battle Brothers: The entire squad has the True Grit &

Counter-Attack Skills.

Furious Assault: The entire squad has the Furious Assault skill, the points cost

is already included in their profile.

Tactical Squad

Points Ws Bs S T W I A Ld Sve

Space Marine 105 4 4 4 4 1 4 1 8 3+

Veteran Sergeant - 4 4 4 4 1 4 2 9 3+

Number/Squad: 1 Veteran Sergeant + 4 Space Marines

Wargear: Power Armour, Bolt pistol, Bolter, Chain Sword or Combat Blade, Frag + Krak Grenades.

Options: The Squad may include five additional Marines for + 90 points. The Veteran Sergeant may replace his Chain Sword with a Power Weapon for + 15 points, or with a Power Fist for + 25 points. The Veteran Sergeant may take Meltabombs for + 5 points. One Space Marine may replace his Bolter with a Flamer for + 5

points, a Meltagun for + 10 points, or a Plasma Gun + 15 points.

If the squad numbers ten models, one Space Marine may replace his bolter with a Heavy Bolter or Missile Launcher for + 10 points, or a

Lascannon for + 20 points.

Transport: The Tactical Squad may select a Drop Pod or a Rhino as a

dedicated transport vehicle (see page 19 for points costs).

SPECIAL RULES Combat Squads

Trust In Your Battle Brothers: The entire squad have the True Grit &

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FAST ATTACK

Assault Squad

Points Ws Bs S T W I A Ld Sve

Space Marine 125 4 4 4 4 1 4 1 8 3+

Veteran Sergeant - 4 4 4 4 1 4 2 9 3+

Number/Squad: 1 Veteran Sergeant + 4 Space Marines

Weapons: Jump Packs, Power Armour, Close Combat Weapon and Bolt

Pistol, Frag and Krak Grenades.

Options: The squad may include five additional Space Marines for + 110 points.

The Veteran Sergeant may replace his Chain sword with a Power Weapon for + 15 points, or a Power Fist for + 25 points.

The Veteran Sergeant may take Meltabombs for + 5 points. The Veteran Sergeant may take a Combat Shield for + 10 points.

Transport: The squad may remove its Jump Packs to count as infantry, and

may then have a Drop Pod or a Rhino as a dedicated transport vehicle at no additional cost (see page 19 for the points cost of the Rhinos options).

SPECIAL RULES Combat Squads Deep Strike

0-1* Land Speeder Squad

Points Front Armour Side Armour Rear Armour BS

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Type: Fast, Skimmer Crew: Two Space Marines. Weapons: Heavy Bolter.

Options: May include up to four additional Land Speeders for + 65 points per

model.

One Land Speeder may add a Typhoon Missile Launcher for + 10 points. One Land Speeder not given a Typhoon Missile Launcher may add a Heavy Flamer for + 10 points, or a Twin Linked Autocannon for + 25 points.

One Land Speeder may Upgrade its Heavy Bolter with a Multi-Melta for + 5 points.

SPECIAL RULES

Restricted Troop Choice: See page 4 Traits & Disadvantages - Eye to Eye

0-1* Bike Attack Squad

Points Ws Bs S T W I A Ld Sve

Space Marine Biker 110 4 4 4 4(5) 1 4 1 8 3+

Marine Biker Sergeant - 4 4 4 4(5) 1 4 2 9 3+

Attack Bike 50 4 4 4 4(5) 2 4 2 8 3+

Number/Squad: 1 Biker Sergeant + 2 Space Marine Bikers

Wargear: Power Armour, Close Combat Weapon or Bolt Pistol, Frag and Krak

Grenades, Space Marine Bike with twin-linked Bolters and Teleport Homers.

Options: Include three additional Space Marine Bikers for + 90 points. The Sergeant may take Meltabombs for + 5 points.

Up to 2 Space Marine Bikers may take a Flamer for + 5 points, a Meltagun for + 10 points, or a Plasma gun for + 15 points. For every three Bikes the squadron may include One Attack Bike armed with Power Armour, Bolt Pistol, Frag Grenades, Teleport homer, twin-linked Bolters and a Heavy Bolter for + 50 points per model.

SPECIAL RULES

Scouts: See the Warhammer 40k Rulebook.

Restricted Troop Choice: See page 4 Traits & Disadvantages - Eye to Eye Combat Squads: May fight as a single unit of six bikes or two three-man

Combat Squads.

Much like Combat Squads the squadron’s Attack Bikes are purchased together with the squadron and then deployed at the same time as the squadron’s bikes, but form then on they always operate as completely independent scoring units of

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one model.

Consequently, victory points are awarded separately for each of the Bike Combat squads (each Combat squad is worth half the total cost of the six bikes), for the Attack Bikes (worth 50 points each).

HEAVY SUPPORT

Devastator Squad

Points Ws Bs S T W I A Ld Sve

Space Marine 105 4 4 4 4 1 4 1 8 3+

Veteran Sergeant - 4 4 4 4 1 4 2 9 3+

Number/Squad: 1 Veteran Sergeant + 4 Space Marines.

Wargear: Power Armour, Bolter, Bolt Pistol, Combat Blade, Frag + Krak

Grenades.

Options: The Squad may include Five additional Space Marines for + 90 points.

The Veteran Sergeant may replace his Combat Blade with a Power Weapon for + 15 points, or with a Power Fist for + 25 points. The Veteran Sergeant may take Meltabombs for + 5 points.

Up to Four Space Marines may replace their bolter with a weapon from the following list: Lascannon for+ 35 points, Mk 1 Plasma Cannon for + 25 points, Missile Launcher for + 20 points, or Heavy Bolter for + 15 pts.

Transport: Devastator Squads may select a Drop Pod or Rhino as a dedicated

transport vehicle (see page 19 for points costs).

SPECIAL RULES Combat Squads

Predator

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Predator 70 13 11 10 4

Type: Tank Crew: Space Marines

Weapons: The Predator is armed with one turret-mounted Autocannon. Options: Take a pintle mounted Combi-bolter for + 5 points.

Take a Hunter-Killer Missile for + 15 points. Take a Dozer Blade for + 5 points.

Take Extra Armour for + 15 points.

Take side sponsons, with Heavy Bolters for + 25 points; Or with Lascannons for + 60 points.

Land Raider

Points Front Armour Side Armour Rear Armour BS

Land Raider 250 14 14 14 4

Type: Tank Crew: 3 Space Marines

Weapons: The Land Raider is armed with two twin-linked Lascannons and a

twin-linked Heavy Bolter, Smoke Launchers, Searchlight.

Options: Take a pintle-mounted Combi-bolter for + 5 points. Take a Hunter-Killer Missile for + 15 points.

Take Extra Armour for + 15 points.

Transport: The Land Raider can carry up to ten space marines or five

Terminators.

SPECIAL RULES

Assault Vehicle: Models disembarking from any access point may launch an

assault on the turn they do so.

Power of the Machine Spirit: A machine spirit aids the control of the Land

Raider’s movement and weapon systems. If the Land Raider suffers a Crew

Stunned on the Vehicle damage tables, the Machine Spirit allows the tank to

move directly ahead up to its maximum speed. Also, the Machine Spirit can operate one weapon per turn as long as the vehicle has moved no more than 6” even if the tank suffers a Crew Shaken or Crew Stunned result. This in addition to any weaponry that can normally fire. The Machine Spirit has a BS of 2.

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DEDICATED TRANSPORT VEHICLES

Rhino

Points Front Armour Side Armour Rear Armour BS

Rhino 35 11 11 10 4

Type: Tank Crew: Space Marines Wargear: Combi-Bolter, Smoke Launchers, Searchlight.

Options: Take a pintle-mounted Combi-bolter for + 5 points. Take a Hunter-Killer Missile for + 15 points.

Take a Dozer Blade for + 5 points. Take Extra Armour for + 15 points.

Fire Points: Up to two models can fire from the Rhino’s top hatch.

Access Points: One access point on each side of the hull and one at the rear. Transport: Ten Space Marines. May not carry models in Terminator Armour. SPECIAL RULES

Repair: Rhinos are exceptionally resilient vehicles and can often be repaired by

their crew in the heat of battle. If a Rhino is Immobilised for any reason, then in subsequent turns the driver may attempt a temporary repair instead of the vehicle shooting. Roll a D6 in the Shooting phase, and on a 6 the vehicle is no longer Immobilised.

Drop Pod

Points Front Armour Side Armour Rear Armour BS

Drop Pod 50 12 12 12 2

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Transport: 10 Space Marines, 5 Terminators, or 1 Dreadnought. SPECIAL RULES

Immobile: A drop pod may not move once it has entered battle, and counts in all

respects as a vehicle that has suffered an Immobilised damage result (which can not be repaired).

Inertial Guidance System: Drop Pods enter play using the Deep Strike rules.

They may always enter play using Deep Strike. Drop Pods are fitted with inertial guidance systems designed to ensure that they land safely. Should a Drop Pod scatter on top of impassable terrain or another model (friend or foe), then reduce the scatter distance by the minimum required in order to avoid the obstacle.

SPECIAL CHARACTERS

Primarch Horus

Horus was created using the Chaos Lord and Chaos gifts system; however he was not restricted to the 150pts worth of Wargear limit. Therefore you need your opponent’s permission to use him in any games.

Points Ws Bs S T W I A Ld Sve

Primarch Horus 350 6 3 6 6 4 5 4 10 2+/4+

Wargear: The Golden Sword*, Master Crafted Combi-bolter, Artificer Armour,

Iron Halo, Adamantine Mantle, Frag & Krak Grenades

Skills: Furious Charge, True Grit, Counter-Attack, Night Vision. SPECIAL RULES

Independent Character Rights of Battle

And They Shall Know No Fear

Skill of a Primarch: Horus’ skill with weapons is beyond compare, therefore he

always gains + 1 attack for charging even when using his Combi-Bolter.

Honour of the Legion: Horus in the eyes of his men is the honour of the

Legion. He and any members of any Luna Wolves squad he has joined, leads or is attached to, are Fearless.

Wrath of a Primarch: On a player turn in which he charges, Horus, and all

members of any Luna Wolves squad he has joined, leads or is attached to may re-roll failed rolls to hit.

Aura of Horus: Horus is a sight to behold in combat, any combat that he’s

involved in, if the Luna Wolves win the combat their opponents must subtract -1 from their Ld for Morale Checks.

(21)

A Primarch’s Power: Such is Horus’ strength that he rolls 2D6 for Armour

penetration against vehicles.

*The Golden Sword: Is a Master-Crafted Power Weapon that adds +2 to Horus’

References

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