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Infantry, Vehicles and Super-heavy Tanks in Adeptus Titanicus V1.0
General rules
Infantry, Vehicles and Super-heavy Tanks follow the rules for Knight Banners. There are some exceptions and additional rules which will be explained if applicable.
Detachments
Infantry Squads and Vehicles Squadrons are organized in Detachments. A Detachment can be called Company, Fellowship, Brotherhood, etc but they behave all the same.
All Squads and Squadrons in a Detachment are activated together in the same way as Titan Squadrons but they never can use the benefits of Coordinated Strikes.
There are three kinds of Detachments. You may field any amount and type of Detachment:
Primary Detachments which consist of a mixture of Infantry Squads and Vehicle Squadrons. Each Squad/Squadron has to be selected from a certain category. Some categories are mandatory and some are entirely optional. You can only include a choice from the Super-Heavy category if the Super-heavy Vehicle Company consists of only a single super-heavy vehicle (each super-heavy vehicle is its own squadron). Super-heavy Vehicle Companies which consists of more than one super-heavy vehicle automatically form their own Detachment.
A Primary Detachment consists of the following choices:
HQ: 1-3
ELITES: 0-4
TROOPS: 2-6
FAST ATTACK: 0-3
HEAVY SUPPORT: 0-3
SUPER-HEAVY: 0-1
Armour Detachments which consist of 3 Vehicle Squadrons selected from the Heavy Support category.
Super-Heavy Detachments which consist of a single Super-heavy Tank Company selected from the Super-Heavy category.
Composition of Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies
Infantry is organized in Squads, Vehicles in Squadrons and Super-heavy Tanks in Companies. The Command Terminals describe their exact composition. Of course, Infantry/Vehicles/Super-heavy Tanks don’t have any kind of shields nor a reactor.
Infantry aren’t individual infantrymen. Instead Infantry consists of a bases with 3 or 5 models mounted on it. A base should be 2” long and 1/2” wide.
Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies in the Strategy Phase
Squads/Squadrons/Companies can be issued orders in the same way as a Titan. They cannot be issued Damage Control or Shutdown orders. If a Squad/Squadron fails its Command Test it only prevents other Squads/Squadrons in the Detachment to be issued Orders. Other Detachments, Titans, Banners, Super-heavy Tank Companies, etc may be attempted to be issued Orders as normal.
Infantry Squads in the Movement Phase
Infantry can move in the Movement Phase in the same manner as Knight Banners. Infantry Squads can enter buildings but treat them as Difficult Terrain. All Infantry Bases of the Squad have to remain in base contact or have to be within the same building (or building section if the building is very large). If this isn’t possible the Squad becomes Shaken.
If an Infantry Squad is issued First Fire Orders and is the target of an Infantry Squad with a Charge order then it may attack the charging Squad with every weapon without the Melee characteristic but only with one dice. Doing so it needs a 6 for the Hit rolls. This doesn’t prevent the Infantry Squad to attack in its own activation.
Vehicle Squadrons in the Movement Phase
Same as Knight Banners. Vehicles in a Squadron have to be within 3” of another Vehicle of the Squadron.
Super-heavy Tank Companies in the Movement Phase
Same as Titans. Super-heavy Tanks in a Company have to be within 3” of another Super-heavy Tank of the Company.
Infantry Squads, Vehicle Squadrons and Super-heavy Tank Companies in the Damage Control Phase
Squads, Squadrons and Companies cannot be activated in this phase.
Infantry Squads in the Combat Phase
Follow the same procedure as for Knight Banners. As Infantry Squads are highly mobile and adaptable Line of Sight for the whole Squad can be determined from every model on any base of the Squad. That means if one model from one base can see the target then every other base in the Squad can shoot from this point too. Bases in the same Squad don’t block the view of others. All bases have to attack the same target unless the Squad has Split Fire orders in which case each base can attack another target. If a base has more than one weapon it has to attack the same target with all weapons.
Squads cannot make Smash Attacks.
If an Infantry Squad is attacked by another Infantry Squad within 2” it and any other Infantry Squad within 2” of the attacking Squad may also attack. All attacks are simultaneous. Calculate the losses of each side. All Squads of the side which suffered the most losses are the losers and have to move with maximum speed away from the winning Squad or Squads. The winning Squad or Squads may now perform half a move in any direction (which is called a Consolidation Move) and don’t become Shaken even if any Squad suffered losses.
Vehicle Squadrons and Super-heavy Tank Companies in the Combat Phase
Same as Knight Banners.
Attacking Infantry Squads
Same rules as for Knight Banners. The battlefield is rarely empty so there is plenty of cover for Infantry. If an Infantry Squad didn’t move all attacks suffer a (possibly additional) -1 modifier to all Hit rolls if the attack doesn’t has the Melee trait. Note that some Infantry Squads have a dedicated transport vehicle attached. If it can be seen then the -1 modifier for stationary Infantry isn’t applied.
Infantry in Buildings
Infantry Squads treats Buildings as Difficult Ground. If a Squad enters a building each base can move freely within the building (or building section if the building is very large) without the need of remaining base to base contact with other bases of its Squad. As Infantry Squads are highly mobile and adaptable Line of Sight for the whole Squad can be determined from every model on any base of the Squad. That means if one model from one base can see the target then every other base in the Squad can shoot from this point too. Bases in the same Squad don’t block the view of others. All bases have to attack the same target unless the Squad has Split Fire orders in which case each base can attack another target. If a base has more than one weapon it has to attack the same target with all weapons. The inside of buildings never blocks line of sight for Infantry.
Infantry inside a Building can only draw line of sight to targets outside of the building if a base is positioned at a wall. Line of sight can’t be drawn from and to a base which is completely inside of the Building. Only weapons with the Inferno or Flame trait can attack Infantry in a Building without the need of Line of Sight.
Infantry within a Building which is attacking Infantry also in the same building may add +1 to their weapons Strength representing blasts to be more efficient in such close confines. Weapons with the Flame trait cause 1 additional hit instead.
If a Building containing Infantry is destroyed then each Squad suffers a number of Strength 8 hits equal to the number of its bases.
Attacking Vehicle Squadrons and Super-heavy Tank Companies
Same as Knight Banners.
New and Altered Weapon Traits:
All weapons: Unless noted otherwise all weapons gain +1 Accuracy if attacking a target within half its range.
Barrage: Instead of +1 Accuracy this weapon suffers -1 Accuracy if attacking a target within half range.
Melee: Infantry and Vehicles can only attack a Titan’s legs with a weapon with the Melee trait
Draining: Infantry, Vehicles and Super-heavy Tanks don’t have a reactor. If they use a Draining weapon they are not allowed to move or turn during the current round. If they use a Draining Weapon with First Fire Orders then they can’t use it again in the Combat Phase.
Maximal Fire: Infantry, Vehicles and Super-heavy Vehicles don’t have a reactor. For every 1 rolled the attacking unit suffers a Direct Hit.
Flame: Hits automatically
Deflagrate: If at least one hit is scored then one additional hit is scored.
Range: 0”: The weapon has a range of 0” so in order to attack the unit has to touch the target unit.
Twin-linked: The weapon can re-roll failed Hit rolls.
Small Arms: This weapon can only damage Infantry
Heavy: -1 Hit modifier if the unit has moved
Lingering Death: Place a 1” template where this weapon has hit and leave it in place for the duration of the game. Any unit moving through this area suffer one hit by the weapon.
Damaging Infantry Squads
Hits affect Infantry differently than Knight Banners as follows:
Glancing Hit: Titan grade weapons are very powerful. Even a glancing hit may cause grievous wounds or even death. If the Strength of an attack is 6 or more an Armor roll of 1 still causes a Direct Hit.
Direct Hit: The Squad loses a base.
Devastating Hit: The Squad loses two bases.
Critical Hit: The Squad loses three bases.
The controlling player choses which base is lost.
Damaging Vehicle Squadrons
Hits affect Infantry differently than Knight Banners as follows:
Glancing Hit: Titan grade weapons are very powerful. Even a glancing hit may render a Vehicle inoperable or can outright destroy it. If the Strength of an attack is 8 or more an Armor roll of 1 still causes a Direct Hit.
Direct Hit: The Squadron loses a vehicle.
Devastating Hit: The Squadron loses two vehicles.
Critical Hit: The Squadron loses three vehicles.
The controlling player choses which vehicle is lost.
Damaging Super-heavy Tank Companies
Same as Knight Banners.
Transports
Some vehicles can transport Infantry or are even large enough to transport other Vehicles. To embark on Transport the Squad/Squadron just moves that at least one base or Vehicle is in contact to the Transport (it doesn’t matter which one you move). To disembark just place the disembarking Squad/Squadron with all its models in contact to the Transport. After disembarking the Squad/Squadron can move normally. A Squad/Squadron can only embark OR disembark once during one activation where it is allowed to move. It can’t embark, move the Transport and then disembark during the same activation.
It is possible to transport Squad/Squadrons from a different Detachment. Both Detachments have to activate at the same time as if they were a single Detachment.
Dedicated Transports
Some Infantry Squads may include a dedicated transport vehicle which is part of the Squad. It has to be within movement distance to the Infantry. For example, a Rhino has a Speed of 12” so it has to be within 12” of a base of its parent Infantry. A Dedicated Transport can only transport the Squad it was added to.
If a Squad with a Dedicated Transport is hit and armor rolls are made the owning player can decide if an Infantry base or a Dedicated Transport takes the damage if the Dedicated Transport is within 3” of its parent Infantry. Note that you can’t put a result which will cause damage on one type of unit to a type which can’t be damaged. For example, if a Terminator Squad with attached Land Raider as Dedicated Transport is hit and the armour roll results in a 9 it has to be placed on the Terminators because a 9 is not enough to damage the Land Raider.
Shaken Infantry Squads and Vehicle Squadrons
If an Infantry Squad loses a base (or Dedicated Transport), a Vehicle Squadron loses a Vehicle or a Super-heavy Tank Company loses a Super-heavy Tank it becomes Shaken. Mark it with the Shutdown symbol on the order dice. Its speed is halved and it will suffer a -1 modifier to all Hit rolls.
A successful Command roll in the Issue Orders step in the next turn will remove the dice. The Squad may be issued orders in the following turn.
Legiones Astartes in Adpetus Titanicus
Legion rules:
- A Glancing Hit on a Legion Infantry Squads only becomes a Direct Hit if the Strength of the attack is 7 or more (instead of 6 or more as with other Infantry).
- Legion Squads, Squadrons and Companies only get Shaken after losing half the starting strength of the Squad/Squadron/Company. Every loss of a base/vehicle/super-heavy tank after that will result in the Squad/Squadron becoming Shaken.
HQ
Legion Praetor 20pts
Character: A Praetor is an Upgrade to an existing Sergeant of a Squad.
Master of the Legion: You may only take one Legion Praetor in your army.
High Commander: Any Centurion in the army may get the same Order as the Praetor without the need of a Command test. If the Praetor fails his Command Test then no further unit (not only his Detachment) may be issued Orders as usual.
Rites of War: The Praetor may change the organization of any or all Primary Detachments. Select one:
- Orbital Assault: All Squads which can add a Rhinos Dedicated Transport may select Dreadclaw Droppod instead. Legion Dreadnoughts may take Legion Drop Pods as Transport and Contemptor Dreadnoughts may take Dreadclaw Drop Pods as Transport. Terminator Squads may Teleport. Legion Rapier Weapons Batteries may take a Legion Drop Pod. You may only include Squads/Squadrons in this Detachment who are able to do this.
- Armoured Spearhead: All Squads which can add a Rhinos as Dedicated Transport may select a Land Raider Phobos or Proteus instead if the whole Squad can be transported. All Squads HAVE to be transported.
- Angels of Wrath: All Squads which can add a Rhino as Dedicated Transport may select a Storm Eagle Gunship instead. You may only select Squads which are transported in vehicles with the Skimmer rule or have the Skimmer, Jumppack or Jetbike trait themselves. You can only select Heavy Support choices if they have the Skimmer trait.
- Pride of the Legion: Veteran and Terminator Squads are Troop choices. Command Squads and Command Terminator Squads may take a Land Raider Phobos and Proteus as Dedicated Transport.
Legion Centurion 15pts
Character: A Centurion is an Upgrade to an existing Sergeant of a Squad or Command Squad
Commander: Any Squad with a Sergeant and Squadron with a Command Tank in the Detachment may get the same Order as the Centurion without the need of a Command test. If the Centurion fails his Command Test then no further unit (not only his Detachment) may be issued Orders as usual.
The Centurion may be a Consul and exchange the Commander trait with one of the following:
- Chaplain: The Squad may re-roll all Weapon Skill hit rolls and doesn’t fall back after a lost combat against Infantry within 2”.
- Master of Signals (not for Terminators, Outriders or Sky Hunters): You can use the Bombardment Stratagem every turn.
- Legion Champion/Librarian: Add an additional Power Weapon
- Siege Breaker: All Legion Medusas Siege Tanks are armed with Phosphex Shells
Legion Command Squad 10pts
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
8-10: Direct Hit
11-13: Devastating Hit
14+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Bodyguard: This Squad has to be upgraded with a Praetor or Centurion. This Squad doesn’t use up a HQ slot.
The Squad consists of one Sergeant armed with Bolt Pistols&Chainswords and a Power Weapon.
The Squad may add a Rhino or Land Raider Proteus (+25pts) as Dedicated Transport
- Bolt Pistols&Chainswords, Small Arms
Range: 6”, Dice: 3, Strength: 2
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
Legion Terminator Command Squad 15pts
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
8-10: Direct Hit
11-13: Devastating Hit
14+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Cataphracti Armour: A Glancing Hit on this Squads only becomes a Direct Hit if the Strength of the attack is 9 or more.
Bulky: Bases of this Squad count as two bases for transportation purposes
Bodyguard: This Squad has to be upgraded with a Praetor or Centurion. This Squad doesn’t use up a HQ slot.
The Squad consists of one Terminator Sergeant armed with Combi Bolters and Power Weapons.
The Squad may add a Land Raider Proteus (+25pts) as Dedicated Transport
- Combi Bolters
Range 12”, Dice: 3, Strength: 2, Twin-linked, Small Arms
- Power Weapon
Range: 0”, Dice: 2, Strength: 5, Acc: +2, Melee
ELITES
Legion Veteran Tactical Squad
Legion Destroyer Squad
Legion Terminator Squad 15pts
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 3”, Command: 4+, Scale 0
8-10: Direct Hit
11-13: Devastating Hit
14+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Cataphracti Armour: A Glancing Hit on this Squads only becomes a Direct Hit if the Strength of the attack is 9 or more.
Bulky: Bases of this Squad count as two bases for transportation purposes
The Squad consists of one Terminator Sergeant armed with Combi Bolters and Power Weapons.
The Squad may add one additional Terminator Team (15pts)
Each base may add a Reaper Autocannon, Heavy Flamer or Plasma Blaster (+5pts)
The Squad may add a Land Raider Phobos (+20pts) as Dedicated Transport if it consists only of one base or a Spartan (+25pts).
- Combi Bolters
Range 12”, Dice: 3, Strength: 2, Twin-linked, Small Arms
- Reaper Autocannon
Range 18”, Dice: 1, Strength: 4, Twin-linked
- Heavy Flamer
Range 3”, Dice: 2, Strength: 3, Flame
- Plasma Blaster
Range 9”, Dice: 1, Strength: 4, Maximal Fire
- Power Weapons
Range: 0”, Dice: 2, Strength: 5, Acc: +2, Melee
Techmarine Covenant(?)
Apothecary Detachment (?)
Legion Dreadnought Talon
Contemptor Dreadnought Talon (15pts)
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 1
9-12: Direct Hit
13-14: Devastating Hit
15+: Critical Hit
Walker: Contemptor Dreadnoughts move like Infantry and can enter buildings.
Dreadnought Talon: After deployment the Squadron doesn’t have to maintain unit coherency and each Dreadnought acts as an individual Vehicle Squadron.
The Squadron consists of one Contemptor Dreadnought. The Squadron may add up to two additional Contemptor Dreadnoughts (15pts).
Each Contemptor Dreadnought may have two of the following: Dreadnought Close-Combat Weapon with TwinBolter, Twin Heavy Bolter, Multi-melta, Twin Autocannon, Plasma Cannon, Volkite Culverine, Keres Pattern Assault Cannon, Twin Lascannon and up to one Conversion Beamer.
The Squadron may add up to two additional Contemptor Dreadnoughts (15pts).
- Dreadnought Close-Combat Weapon
Range 0”, Dice: 1, Strength: 5, Acc: +2, Melee
- Twin Bolter
Range 12”, Dice: 1, Strength: 2, Small Arms
- Twin Heavy Bolters
Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
- Multi-melta
Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
- Twin Autocannon
Range 24”, Dice: 1, Strength: 4, Twin-linked
- Plasma Cannon
Range: 18”, Dice: 1, Strength: 4, Maximal Fire
- Volkite Culverine
Range 24”, Dice: 1, Strength: 3, Deflagrate, Small Arms
- Keres Pattern Assault Cannon
Range 12”, Dice: 1, Strength: 3, Rending
- Twin Lascannon
Range 24”, Dice: 1, Strength: 5, Twin-linked
- Conversion Beamer
Range 24”, Dice: 1, Strength: 6
Legion Rapier Weapons Battery
Legion Mortis Dreadnought
Contemptor-Mortis Dreadnought
Contemptor-Cortus Class Dreadnought Talon
Legion Quad Launcher Support Batters
TROOPS
Legion Tactical Squad (20pts)
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Fury of the Legion: If the Squad didn’t move it may double the number of dice if it attacks with Bolters or Bolt Pistols&Chainsword. This may not be used if the Squad becomes the target of a charge.
The Squad consists of one Tactical Sergeant and one Tactical Team. All are armed with Bolters.
The Squad may add up to two additional Tactical Teams (10pts each)
The Tactical Sergeant may have a Power Weapon (+5pts)
All bases may exchange their Bolters for Bolt Pistols&Chainswords. This will change the Weapon Skill to 2+.
The Squad may add a Rhino as Dedicated Transport if it consists of only two bases.
- Bolters
Range 12”, Dice: 3, Strength: 2, Small Arms
- Bolt Pistols&Chainswords, Small Arms
Range: 6”, Dice: 3, Strength: 2
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
Legion Assault Squad (20pts)
Ballistic Skill: 5+, Weapon Skill 2+, Speed: 8”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Jump Packs: The Squad may move over any Terrain (ignoring its effects) and unit but may not stop on units or Impassable terrain.
The Squad consists of one Assault Sergeant and one Assault Team. All are armed with Bolt Pistols&Chainswords.
The Squad may add up to two additional Assault Teams (10pts each)
The Assault Sergeant may have a Power Weapon (+5pts)
Each base may have Melta Bombs (10pts each)
- Bolt Pistols&Chainswords
Range 6”, Dice: 5, Strength: 3
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
- Melta Bombs
Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)
Legion Breacher Siege Squad
Legion Tactical Support Squad (30pts)
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Support Squad: May not fill compulsory Troop choices.
The Squad consist of one Tactical Support Sergeant and one Tactical Support Team. All are armed with Flamers.
The Squad may add up to two additional Tactical Support Teams (15pts each)
The Tactical Support Sergeant may have a Power Weapon (+5pts)
All bases may exchange their Flamers for Rotor Cannons, Volkite Calivers, Volkite Chargers, Plasma Guns or Meltaguns. All must have the same weapon.
The Squad may add a Rhino if it consists of only two bases.
- Flamers
Range: 3”, Dice: 5, Strength: 2, Flame, Small Arms
- Rotor Cannons
Range: 15”, Dice: 5, Strength: 2, Rapid, Small Arms
- Volkite Calivers
Range: 15”, Dice: 5, Strength: 3, Deflagrate, Small Arms, Heavy
- Volkite Chargers
Range: 8”, Dice: 5, Strength: 3, Deflagrate, Small Arms
- Plasma Guns
Range: 12”, Dice: 3, Strength: 4, Maximal Fire
- Meltaguns
Range 3”, Dice: 2, Strength: 8 OR Range 6”, Dice: 2, Strength: 4
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
Legion Reconnaissance Squad (15pts)
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 5”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Support Squad: May not fill compulsory Troop choices.
Scouts: The Squad has a unit coherency of 3”
The Squad consists of one Reconnaissance Sergeant.
The Squad may add one Reconnaissance Team (15pts)
All are armed with Bolters
The Reconnaissance Sergeant may have a Power Weapon
All bases may exchange their Bolters for Bolt Pistols&Chainswords. This will change the Weapon Skill to 2+.
Each base may exchange their Bolters for Sniper Rifles (+5pts each)
Each base may have Melta Bombs (+10pts each)
The Squad may add a Rhino or Storm Eagle Gunship as Dedicated Transport
- Bolters
Range 12”, Dice: 3, Strength: 2, Small Arms
- Bolt Pistols&Chainswords, Small Arms
Range: 6”, Dice: 3, Strength: 2
- Sniper Rifles
Range 16”, Dice: 1, Strength: 5, Small Arms, Heavy
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
- Melta Bombs
Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)
DEDICATED TRANSPORTS
Legion Rhino Armored Carrier (free)
Ballistic Skill: 5+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Dedicated Transport: The Rhino can transport two bases of Infantry of the Squad it was added to.
- TwinBolter
Range 12”, Dice: 1, Strength: 2, Small Arms
Legion Drop Pod
Legion Dreadnought Drop Pod
FAST ATTACK
Legion Seeker Squad
Legion Outrider Squad (15pts)
Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Bikes: The Squad moves like Vehicles. It can’t be transported unless specifically mentioned
Turboboost: On Full Stride Orders any attack against this Squad suffers -1 to hit.
The Squad consists of one Outrider Sergeant and may add up to two additional Outrider Teams. All are armed with 3 TwinBolters.
The Outrider Sergeant may have a Power Weapon (+5pts)
Each base may have Melta Bombs (+10pts each)
- TwinBolters
Range 12”, Dice: 1, Strength: 2, Twin-linked
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
- Melta Bombs
Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)
Legion Attack Bike Squadron
Legion Jetbike Sky Hunter Squadron (20pts)
Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
Jetbike: The Squadron may move over any Terrain and unit but may not stop on units and counts as Infantry for combat purposes.
Turboboost: On Full Stride Orders any attack against this Squadron suffers -1 to hit.
The Squadron consists of one Sky Hunter Sergeant and may add up to two additional Sky Hunter Teams. All are armed with 3 HeavyBolters.
The Sky Hunter Sergeant may have a Power Weapon (+5pts)
Each base may have Melta Bombs (+10pts each)
Each base may replace one Heavy Bolter for a Multi-melta, Volkite Culverin or Plasma Cannon
- HeavyBolters
Range 18”, Dice: 1, Strength: 3, Small Arms
- Multi-melta
Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
- Plasma Cannon
Range: 18”, Dice: 1, Strength: 4, Maximal Fire
- Volkite Culverine
Range 24”, Dice: 1, Strength: 3, Deflagrate, Small Arms
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
- Melta Bombs
Range: 0”, Dice: 5, Strength: 8, Melee, Acc: +2, Limited (1)
Primaris-Lightning Strike Fighter
Tarantula Sentry Gun Battery
Anvillus Pattern Dreadclaw Drop Pod
Legion Land Speeder Squadron
Legion Storm Eagle Assault Gunship
Legion Javelin Attack Speeder Squadron (15pts)
Ballistic Skill: 3+, Weapon Skill 4+, Speed: 16”, Command: 4+, Scale 1
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Skimmer: The Squadron may move over any Terrain (ignoring its effects) and unit but may not stop on units.
The Squadron consists of one Javelin Attack Speeder and may add up to two additional Javelin Attack Speeders (15pts each). All are armed with a HeavyBolters and Twin Cyclone Missile Launcher.
Each Javelin Attack Speeder may replace its Heavy Bolter for a Heavy Flamer or Multi-melta and the Twin Cyclone Missile Launcher with a Twin Lascannon.
- HeavyBolter
Range 18”, Dice: 1, Strength: 3, Small Arms
- Heavy Flamers
Range 3”, Dice: 2, Strength: 3, Flame
- Multi-melta
Range 6”, Dice: 1, Strength: 8 OR Range 12”, Dice: 1, Strength: 4
- Twin Cyclone Missile Launcher
Range 12”, Dice: 1, Strength: 4, Twin-linked OR Range 12”, Dice: 2, Strength: 3, Twin-linked, Small Arms
- Twin Lascannon
Range 24”, Dice: 1, Strength: 5, Twin-linked
Xiphon Pattern Interceptor
HEAVY SUPPORT
Deathstorm Drop Pod
Legion Heavy Support Squad (25pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 0
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Sergeant: While the Sergeant is part of the Squad, add 2 to the result of any Command checks for it.
The Squad consist of one Sergeant and may add one Heavy Support Team (+25pts). All are armed with Heavy Bolters.
Each base may replace the Heavy Bolters with one of the following: Heavy Flamers, Autocannons, Missile Launchers, Multi-meltas, Plasma Cannons, Volkite Culverins or Lascannons. All bases must have the same weapons.
The Sergeant may add a Power Weapon. (+5pts)
The Squad may add a Rhino
- Heavy Bolters
Range 18”, Dice: 7, Strength: 3, Heavy, Small Arms
- Heavy Flamers
Range 3”, Dice: 5, Strength: 3, Flame
- Autocannons
Range 24”, Dice: 5, Strength: 4, Heavy
- Missile Launchers
Range 12”, Dice: 5, Strength: 4, Heavy OR Range 12”, Dice: 10, Strength: 3, Heavy, Small Arms
- Mutli-meltas
Range 6”, Dice: 2, Strength: 8, Heavy OR Range 12”, Dice: 2, Strength: 4, Heavy
- Plasma Cannons
Range 16”, Dice: 10, Strength: 4, Heavy, Maximal Fire
- Volkite Culverines
Range 24”, Dice: 6, Strength: 3, Deflagrate, Small Arms, Heavy
- Lascannons
Range 24”, Dice: 5, Strength: 5, Heavy
- Power Weapon
Range: 0”, Dice: 1, Strength: 5, Acc: +2, Melee
Legion Predator Strike Armour Squadron (15pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
9-12: Direct Hit
13-14: Devastating Hit
15+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
The Squadron consists of one to three Predators (15pts each).
Each is armed with a Predator Cannon, Flamestorm Cannon, Executioner Plasma Destroyer, Heavy Conversion Beamer or Magna-melta Cannon.
Each may be armed with two HeavyBolters, two HeavyFlamers or two Lascannons (+5pts each)
If the Squadron consists of three vehicles then one may be a Command Tank.
- Predator Cannon
Range 24”, Dice: 2, Strength: 4
-Flamestorm Cannon
Range 3”, Dice: 3, Strength: 3, Flame
- Executioner Plasma Destroyer
Range 18”, Dice: 3, Strength: 4, Maximal Fire
- Heavy Conversion Beamer
Range 24”, Dice: 1, Strength: 7, Heavy
- Magna-melta Cannon
Range 6”, Dice: 2, Strength: 8, OR Range 9”, Dice: 2, Strength: 4
- Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms
- Heavy Flamer
Range 3”, Dice: 1, Strength: 3, Flame
- Lascannon
Range 24”, Dice: 1, Strength: 5
Legion Land Raider Battle Squadron (20pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 8”, Command: 4+, Scale 1
10-13: Direct Hit
14-16: Devastating Hit
17+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
Transport: The Land Raider Phobos and Proteus can transport two bases, the Land Raider Achilles can transport 1 base.
Assault Vehicle (Land Raider Phobos only): Squads may embark and disembark during the same move.
The Squadron consists of one to three two Land Raiders (20pts each).
All may be upgraded to Land Raider Phobos which gives them the Assault Vehicle Ability (+5pts each).
One may be a Land Raider Achilles.
If the Squadron consists of three vehicles then one may be a Command Tank.
Land Raiders are armed with two Twin Lascannons and a Twin Heavy Bolter. The Land Raider Achilles is armed with a Quad Mortar and two Twin Multi-meltas.
- Twin Lascannon
Range 24”, Dice: 1, Strength: 5, Twin-linked
Twin Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
- Quad Mortar
Range 18”, Dice: 2, Strength: 4, Barrage OR Range 30”, Dice: 4, Strength: 3, Barrage, Small Arms
- Twin Multi-melta
Range 6”, Dice: 1, Strength: 8, Twin-linked OR Range 9”, Dice: 2, Strength: 4, Twin-linked
Legion Fire Raptor Gunship
Achilles-Alpha Pattern Land Raider
Legion Artillery Tank Squadron (20pts)
Ballistic Skill: 3+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
7-9: Direct Hit
10-12: Devastating Hit
13+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
Artillery: A Primary Detachment may only choose one Artillery Squadron. In an Armour Detachment all or no Squadrons have to be Artillery Tank Squadrons.
The Squadron consists of one to three Whirlwinds, Basilisks or Medusas (20pts each). All have to be of the same type.
A Whirlwind is armed with a Whirlwind Launcher, a Basilisk with an Earthshaker Cannon and a Medusa with a Medusa Siege Gun
If the Squadron consists of three vehicles then one may be a Command Tank.
- Whirlwind Launcher
Range 24”, Dice: 1, Strength: 2, Small Arms, Barrage, Flame
- Earthshaker Cannon
Range 60”, Dice: 1, Strength: 5, Barrage, Ordnance
- Medusa Siege Gun
Range 18”, Dice: 1, Strength: 8, Barrage, Ordnance
- Medusa Siege Gun with Phosphex Shells
Range 18”, Dice: 1, Strength: 3, Barrage, Ordnance, Small Arms, Lingering Death
Legion Vindicator Siege Tank Squadron (15pts)
Ballistic Skill: 3+, Weapon Skill 6+, Speed: 12”, Command: 4+, Scale 1
9-12: Direct Hit
13-14: Devastating Hit
15+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
The Squadron consists of one to three Vindicators (15pts each). They are armed with a Demolisher Siege Cannon
If the Squadron consists of three vehicles then one may be a Command Tank.
- Demolisher Siege Cannon
Range 12”, Dice: 1, Strength: 8, Ordnance
Legion Spartan Assault Tank Squadron (25pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 8”, Command: 4+, Scale 1
10-13: Direct Hit
14-16: Devastating Hit
17+: Critical Hit
Transport: The Spartan can transport five bases.
Assault Vehicle: Squads may embark and disembark during the same move.
Rare: A Detachment may only include a single Spartan Assault Tank Squadron. In a Primary Detachment each Spartan uses up one Heavy Support slot.
The Squadron consists of one to three Spartans (25pts each).
As part of a Primary Detachment the Squadron consists of one Spartan Command Tank.
The Spartan is armed with two Quad Lascannons and a Twin Heavy Bolter.
- Quad Lascannon
Range 24”, Dice: 2, Strength: 5, Twin-linked
- Twin Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
Legion Caestus Assault Ram
Sicaran Venator Tank Destroyer
Legion Sicaran Battle Tank Squadron (20pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
9-13: Direct Hit
14-15: Devastating Hit
16+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
Rare: A Detachment may only include a single Sciaran Battle Tank Squadron. In a Primary Detachment each Sicaran uses up one Heavy Support slot.
The Squadron consists of one to three Sicarans (20pts each).
As part of a Primary Detachment the Squadron consists of one Sicaran Command Tank.
Each is armed with a Twin Accelerator Autocannon. Each may be armed with two HeavyBolters or two Lascannons
If the Squadron consists of three vehicles then one may be a Command Tank.
- Twin Accelerator Autocannon
Range 24”, Dice: 3, Strength: 4, Twin-linked, Rending
-Flamestorm Cannon
- Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms
- Lascannon
Range 24”, Dice: 1, Strength: 5
Legion Kharybdis Assault Claw
Legion Whirlwind Scorpius Squadron (15pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 12”, Command: 4+, Scale 1
9-12: Direct Hit
13-14: Devastating Hit
15+: Critical Hit
Command Tank: While the Command Tank is part of the Squad, add 2 to the result of any Command checks for it.
Rare: A Detachment may only include a single Whirlwind Scorpius Squadron. In a Primary Detachment each Whirwind Scorpius uses up one Heavy Support slot.
The Squadron consists of one to three Whirlwind Scorpius (15pts each).
As part of a Primary Detachment the Squadron consists of one Whirlwind Scorpius Command Tank.
Each is armed with a Scorpius Multi-Launcher
If the Squadron consists of three vehicles then one may be a Command Tank.
- Scorpius Multi-Launcher
Range 24”, Dice: 2, Strength: 4, Small Arms, Barrage, Heavy
Legion Deredeo PatternDreadnought
Leviathan Pattern Siege Dreadnought Talon
SUPER-HEAVY
Legion Stormblade Super-heavy Tank
Legion Cerberus Heavy Tank Destroyer
Legion Typhon Heavy Siege Tank
Legion Falchion Super-heavy Tank Destroyer Company (50pts)
Ballistic Skill: 3+, Weapon Skill 6+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
10-13: Direct Hit
14-15: Devastating Hit
16+: Critical Hit
Structure Points: 8
Command Tank: While the Command Falchon is part of the Squad, add 2 to the result of any Command checks for it.
The Company consists of one Command Falchion and up to two Falchions (50pts each).
Each Falchion is armed with a Twin Volcano Cannon and two Quad Lascannons.
- Twin Vulcano Cannon
Range 60”, Dice: 1, Strength: 10, Twin-linked, Draining, Arc: Front
- Quad Lascannon
Range 24”, Dice: 2, Strength: 5, Twin-linked
Legion Malcador Assault Tank
Legion Fellblade Super-heavy Tank Company (50pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
10-13: Direct Hit
14-15: Devastating Hit
16+: Critical Hit
Structure Points: 8
Command Tank: While the Command Fellblade is part of the Squad, add 2 to the result of any Command checks for it.
The Company consists of one Command Fellblade and up to two Fellblades (50pts each).
Each Fellblade is armed with a Twin Fellblade Accelerator Cannon, a Twin Heavy Bolter, a Demolisher Siege Cannon and two Quad Lascannons.
- Twin Fellblade Accelerator Cannon
Range 32”, Dice: 1, Strength: 8, Twin-linked, Ordnance
- Demolisher Siege Cannon
Range 12”, Dice: 1, Strength: 8, Ordnance, Arc: Front
- Quad Lascannon
Range 24”, Dice: 2, Strength: 5, Twin-linked
- Twin Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
Legion Glaive Super-heavy Special Weapons Tank Company (50pts)
Ballistic Skill: 3+, Weapon Skill 5+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
10-13: Direct Hit
14-15: Devastating Hit
16+: Critical Hit
Structure Points: 8
Command Tank: While the Command Glaive is part of the Squad, add 2 to the result of any Command checks for it.
Heavy Beam: Draw a line from the Glaive to its target. All units this line touches are hit automatically.
The Company consists of one Command Glaive and up to two Glaives (50pts each).
Each Fellblade is armed with a Volkite Carronade, a Twin Heavy Bolter and two Quad Lascannons.
- Volkite Carronade
Range 12”, Dice: 1, Strength: 7, Deflagrate, Heavy Beam
- Quad Lascannon
Range 24”, Dice: 2, Strength: 5, Twin-linked
- Twin Heavy Bolter
Range 18”, Dice: 1, Strength: 3, Small Arms, Twin-linked
Legion Thunderhawk Transporter
Legion Thunderhawk Gunship
Legion Mastodon Heavy Assault Transport (50pts)
Ballistic Skill: 3+, Weapon Skill 3+, Speed: 4”, Command: 4+, Scale 2, Manoeuvre: 2
10-13: Direct Hit
14-16: Devastating Hit
17+: Critical Hit
Structure Points: 6
Void Shields: 3+, 4+, 4+, X
Transport: The Mastodon can transport eight bases. It can transport up to two Dreadnoughts or Contemptor Dreadnoughts (counting as two bases each)
Assault Vehicle: Squads/Squadrons may embark and disembark during the same move.
Command Tank: While the Command Mastodon is part of the Squad, add 2 to the result of any Command checks for it.
The Company consists of one Command Mastodon and up to two Mastodons (50pts each).
Each Mastodon is armed with a Siege Melta Array, Two Heavy Flamers, Two Lascannons and a Skyreaper Battery
- Siege Melta Array
Range 3”, Dice: 2, Strength: 8, Arc: Front, OR Range 6”, Dice: 2, Strength: 4, Arc: Front
- Lascannon
Range 24”, Dice: 1, Strength: 5
- Heavy Flamers
Range 3”, Dice: 1, Strength: 3, Flame
Skyreaper Battery
Range 24”, Dice: 2, Strength: 4, Twin-linked