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Behold, for you are viewing the page for I, Unification. I am Captain of the Imperial Fist Legion and infinitesimal shard of the Hive Mind.

Contrary to popular belief I have not abandoned 40K completely for 30K and hope that Kevin Roundtree can Make Games Workshop Great Again.

If any page longer than one sentence was deleted on this wiki, there is a good chance I opposed it.

The picture at the top of an article goes under the quotes.

I am Keeper of the homebrew for /hhg/, hence why some of this isn't mine.


Tell me how wrong I am and how I have no idea how to balance things in the talk page.

The Emperor[edit]

Out of the night that covers me,

Black as the pit from pole to pole,

I thank whatever gods may be

For my unconquerable soul.

In the fell clutch of circumstance

I have not winced nor cried aloud.

Under the bludgeoning of chance

My head is bloody, but unbowed.

Beyond this place of wrath and tears

Looms but the Horror of the shade,

And yet the menace of the years

Finds, and shall find me, unafraid.

It matters not how strait the gate,

How charged with punishments the scroll,

I am the master of my fate:

I am the captain of my soul.

THE EMPEROR, The Master of Mankind, Sovereign of the Imperium, The Progenitor, The King of Terra

The Emperor is taken as a LoW in any Loyalist 30K army, if taken in an Apocalypse game, he counts as one of your Apocalypse Stratagems

Points WS BS S T W I A Ld Sv
1000 10 10 7 7 8 7 6 10 1+ 3++

Infantry (Character)

1 (Unique)


  • The Plate Invictus: This Armour provides The Emperor with a 1+ Armour Save (note that a rolled 1 is still a failure) and a 3+ invulnerable save, no attack can wound The Emperor on anything better than a 3+, including Destroyer attacks.
Range S AP Type Special Rules
The Sword that cast back the Night - +3 1 Melee Blind, Deathfire, Force, Master-crafted, Murderous Strike, Soulblaze
The Hand that brings the Dawn - User 2 Melee Master-crafted, Shred, Rending, Force

Special Rules

  • Aeons of Experience: The Emperor IS your warlord, no if or buts. He picks three Warlord traits
  • Perception of Perfection
    • The Anathema: All units with the Daemon special rule must take leadership check when within 18" of the Emperor at the start of every game turn and take a wound with no saves or FNP rolls of any kind allowed by every point failed.
    • The Saviour: All friendly models taken from the Solar Auxillia and Militia and Cults army lists within 24" of the Emperor have the fearless special rule.
    • The Warlord: All Models with Legiones Astartes special rule in an army containing the Emperor have the And They Shall Know No Fear special rule
  • Pantocrater: The Emperor has the Adamantium Will, Crusader, Eternal Warrior, Fear, Fearless, Feel No Pain, Fleet, Furious Charge, Independent Character, It Will Not Die, Precision Shot, Precision Strike and Weapon Mastery special rules. In addition each model in a unit He joins gains +1 attack.
  • Hatred: (Xenos, Traitor Faction)
  • Zenith of Psykers: The Emperor has the Psyker (Mastery level 6) special rule and always harnesses warp charges on a 2+. He does not roll for powers randomly, and instead knows all Biomancy, Divination, Santic Daemonology, Pyromancy, Telekinisis and Telepathy powers automatically, in addition, He only suffers perils of the warp on triple sixes, even when casting Santic powers.

[May only be taken in a Loyalist Army have Loyalist Armies added to Him]

Primarch Command Squad[edit]

  • Only useable in the Age of Darkness Battalion Force Organisation Array

3-5 Centurions can be chosen as a Command Squad for a Primarch, these do not take up and FOC slots but lose the Independent Character special rule, and no IC except the Primarch can join them.

  • They have all the wargear options normal centurions of that legion would except Jump Packs, Jetbikes and Bikes, if upgraded to Terminator Armour, then the whole squad must do so.
  • Only one of each of the following Consuls may be taken but as they are the personal retinue of a Primarch they get bonuses:
    • Legion Champion - (Champion) May purchase a Paragon Blade for 25 points, or 20 if wearing any kind of Terminator Armour
    • Herald Ancient - (Herald) The banners range is increased to 18"
    • High Chaplain - (Chaplain) Has Preferred Enemy (Everything)
    • Apothecarium Representative - (Primus Medicae) Carries a Narthecium Primus (4+ FNP)
  • Legions
    • The Emperor's Children can include as many Champions as wished.
    • The Iron Warriors can take a single Siege Breaker, and a single Forge Lord.
    • The Space Wolves can not take the Apothecarium Representative or the High Chaplain but may instead take a Slayer (Speaker of the Dead that gains Zealot) and a Runemaster {Caster of Runes that may buy up to Mastery Level 3).
    • The Imperial Fists can take a single Siege Breaker, a Master of Signal, and a Second Champion.
    • The Night Lords can take single Moritat and a single Vigilator. In addition, they have access to Jump Packs.
    • The Iron Hands can take as many Forge Lords as wished and a Single Preavian. In the case of the Preavian the legion inductees are added to the Command Squad.
    • The World Eaters can include as many Champions as wished.
    • The Ultramarines can include a single marine of any consul apart from Preavians and Moritats.
    • The Death Guard can take a single Siege Breaker and a single Forge Lord.
    • The Thousand Sons allow everyone to buy two mastery levels rather than one, you can also take as many Librarians as you like.
    • The Sons of Horus can replace any number of Centurions for Preators at +50 points each. These Praetors use the usual rules for Praetors, but have the consul special rule, and are subject to the restrictions and bonuses noted above.
    • The Word Bearers can take as many Chaplains and Diabolists as wished and a single Librarian.
    • The Salamanders grant access to the Mantle of the Eldar Drake even though only Praetors can take these normally.
    • The Raven Guard can take as many Vigilators and Moritats as wished. In addition, they have access to Jump Packs.
    • The Alpha Legion may only take 2-4 centurions and take as many Saboteurs as wished, and may add Omegon, Omegon uses Alpharius' profile, but loses the Independent Character and Insidious Mastermind special rules, in addition, the 'One of Many' special rule may only be used to be disguised as part of Alpharius' command squad. Omegon costs 350 points.

Lion el'Jonson[edit]

LION El'JONSON, The Primarch of the First, the Last Great Beast of Caliban, The Duelist, The Grand Master of the Order of Caliban, The Unrelenting one

Points WS BS S T W I A Ld Sv
400 9 5 6 6 6 8 5 10 2+ 4++

Infantry (Character) Unique


Range S AP Type Special Rules
The Lion Sword - User 2 Melee Fleshbane, Master-crafted

  • The Mantle of the Order: This armour provides Lion El'Jonson with a 2+ Armour and a 4+ Invulnerable save, in addition the Lion makes hammer of wrath attacks with the Lion Sword.
  • Master-Crafted Plasma Pistol

Special rules:

  • Hammer of Wrath
  • The Hexagrammaton Apparent: If a Dark Angel specific RoW is taken then the army may take Dark Angels as an allied detachment (even if the -wing prohibits allies) who must take a second DA RoW, and other than for the purposes of Rites of War both detachments count as being the same detachment.
  • Monster Hunter
  • Primarch
  • Relentless Duelist: When in close combat Lion El'Jonson always hits on a 3+, unless in a challenge where he instead hits on a 2+.
  • Sire of the Dark Angels: All models with the Legionnes Astartes (Dark angels) Special rule get +1 leadership and the Stubborn special rules unless they already had Fearless.
  • Tactical Mastery: When the Lion is the warlord he may choose a strategic warlord trait and in addition D3 units held in reserve may gain the outflank special rule.

Stormwing Protocol (WIP)[edit]


  • Breacher Siege Squads and Legion Tactical Support Squads must buy Jump Packs (thus turning them into Jump Infantry) at +5 points per model.
  • Any Jump Infantry that chooses to deepstrike may do so from turn one and when they deepstrike will only scatter 1d6"
  • A single Fire Raptor Gunship may be taken as a non-compulsory Troops choice


  • No Infantry (other than Jump Infantry) may be taken

Firewing Protocol (WIP)[edit]


  • Support Squads (that do not exchange there flamers) may be taken as compulsory troops choices


Dreadwing Protocol[edit]


  • Scour and Cleanse: A detachment using this Rite of War must take Legion Destroyer Squads as their compulsory Troops choices, and may take Legion Destroyer Squads as additional Troops choices.
  • Mechanised Assault: Any unit that can take a Rhino may take a Land Raider Proteus as a dedicated transport, any that exceeds the transport capacity to do so may take a Spartan Assault Tank.
  • We have come, we are Death: When two or more units from this detachment assault the same unit in the assault phase, they get +1 attack.
  • The Green Fire: Any character with the Legiones Astartes (Dark Angels) special rule can take a Phosphex Bomb for 10pts
  • In Their Element: Moritats lose the Lone Killer special rule


  • With the exception of the Moritat and Siege Breaker types, only a single Consul may be taken as an HQ
  • One Heavy Support slot is compulsory, and must be filled by a unit with the Tank type
  • Only one fast attack slot allowed
  • No unit in the Dreadwing is Scoring
  • No Allies or Fortifications

Deathwing Protocol (WIP)[edit]


  • Veterans and Legion Terminators become Troops Choices and are the only troops choices available.
  • Models in any kind of Terminator Armour get +1 to their Weapon Skill
  • All models in power armour may replace it with artificer armour for +5 points each.


  • The Warlord must be equipped with Terminator Armour

Jaghatai Khan[edit]

Even his brother Primarchs understand little of him. His prowess with the blade earns him their respect even as his waywardness causes them concern. Guilliman has never trusted him. Russ is exasperated by him. Lorgar despises him for an untutored savage. Only Horus sees him for what he truly is. They are kindred souls, those two: warrior archetypes, bound by shared codes of martial honour and impatient with the heavy fetters of empire.

JAGHATAI KHAN, The Khagan, The Great Khan, The Warhawk, Lord of the White Scars,

Points WS BS S T W I A Ld Sv
385 8 6 6 6 6 8 5 10 2+ 5++

Infantry (Character)

1 (Unique)


Range S AP Type Special Rules
Tairakh - User 2 Melee Master-Crafted, Rending, A Thousand Cuts

    • A Thousand Cuts: Jaghatai Khan may choose at the beginning of any combat phase to reduce his strength by two to increase his number of attacks by four.
  • The Warhawk's Mantle: This armour provide Jaghatai Khan with a 2+ Armour save and a 5+ Invulnerable save, in addition it gives Jaghatai Khan the Hammer of Wrath special rule, and rerolls wounds when doing so.
  • The Quings: Jaghatai carries three of these mighty spears
Range S AP Type Special Rules
Quing 12" 8 1 Assault One use only

Special rules:

  • Bulky
  • Hunter's prey: After the two sides have set up and any infiltrators have been placed, Jaghatai may specify a single enemy unit or independent character as being ‘Marked for Death’. Make a note of which unit this is. Jaghatai Khan re-rolls to hit and to wound against this chosen target.
  • Master of Mobility: When Jaghatai Khan is the Warlord the "Eye of the Storm" rule is in full effect. At any point during your movement phase, choose one infantry, bike or jetbike unit from the same detachment as Jaghatai Khan. That unit may run/turbo boost and subsequently charge if it passes an Initiative test. In addition to this, all models in a White Scar primary detachment with Jaghatai Khan as it's warlord gain +1 inch to movement.
  • Primarch
  • Sire of the White Scars: Jaghatai Khan and any unit he joins has the Hit and Run, Outflank and Furious Charge special rules. In addition all models with the Legionnes Asartes (White Scars) special rule gain the Outflank special rule, any that already had the Outflank special rule may choose to come in from reserves on the opponents deployment zone if they roll a 5 or 6 when outflanking.
  • Skilled Rider

Jaghatai may take Dawn's First Light for +70 points, this is a Jetbike with a twin-linked rending heavy bolter instead of a normal Heavy Bolter. It also grants Jaghatai D3 Hammer of Wrath rolls rather than the usual 1.

Targutai Yesugei[edit]

TARGUTAI YESUGEI, Chief Stormseer of the White Scars

Points WS BS S T W I A Ld Sv
215 5 5 4 4 3 5 3 10 2+ 4++

Infantry (Character)

1 (Unique)


  • Force Staff
  • Artificer Armour
  • Iron Halo
  • Archeotech Pistol

Special rules:

  • Adamantium Will
  • Independant Character
  • Legiones Astartes (White Scars)
  • Master of the Legion
  • Psyker (Mastery Level 3)
    • Yesugei draws powers from Biomancy and Divination
  • Stubborn


Three Legions of Marines stand to defend you, sire. All of us will unflinchingly place ourselves between you and the war’s desolation. We are the greatest humans ever born – we are the flame of Humanity where the rest of the galaxy is just the spark. In centuries of warfare, against the vileness of the alien, the lies of the heretic, the foulness of the mutant, I have never known fear – but your silence terrifies me.

SANGUINIUS, Master of the Blood Angels, The Angel, The Brightest One, The Lord of Baal,

Points WS BS S T W I A Ld Sv
500 9 6 7 6 6 8 6 10 2+ 3++

Jump Infantry (Character)

1 (Unique)

Wargear: Sanguinius may be equipped with either the Blade Encarmine or the Spear of Telesto.

Range S AP Type Special Rules
The Blade Encarmine - User 2 Melee Master-Crafted, Instant Death, Shred
Spear of Telesto - User/+1 2/1 Melee Master-Crafted, Armourbane, Blind
Spear of Telesto Template 5 3 Assault One Use Only

  • The Saviour's Plate: This armour provides Sanguinus with a 2+ Armour and a 3+ Invulnerable save, for one phase per game (announced at the start of the phase) Sanguinius may reroll all failed armour and invulnerable saving throws and characteristic tests.

Special Rules:

  • Angelic Assault: while Sanguinius is the Warlord you may, at the start of each assault phase choose D3 units, these units may either charge when they wouldn't normally be able to (such as if they had deep-struck or ran that turn) or re-roll their charge range.
  • Extremely Bulky
  • Primarch
  • Psyker (Mastery Level 1): Sanguinius generates powers from the divination table.
  • Repressed psyker
  • Sire of the Blood Angels: Sanguinius and any unit he joins have the Crusader, Furious Charge and Feel No Pain special rules. All models with the Legionnes Astartes (Blood angels) have Leadership 10 as long as Sanguinius is on the table.
  • The Gift of Baal: When not part of a unit Sanguinius may move in either Swooping or Gliding modes following the rules of a flying monstrous creature, with the exception that he may shift from swooping mode to gliding mode and assault in the same turn. He must first be in gliding mode to join a unit, and when he leaves that unit he is considered to be in gliding mode for that turn. While attached to a unit then Sanguinius must move like a normal jump infantry unit, with the exception that he and his unit may use their jump packs (if equipped) in both the movement and assault phase.


RALDORON, First Captain of the Blood Angels, Equerry of Sanguinius

Points WS BS S T W I A Ld Sv
235 7 5 4 4 4 6 4 10 2+ 4++

Jump Infantry (Character)

1 (Unique)


  • Artificer Armour
  • Master-Crafted Bolt Pistol
  • Iron Halo
Range S AP Type Special Rules
The Sword Perfectus - User 2 Melee Specialist Weapon, Murderous Strike, Deathfire

Special Rules:

  • Eternal Warrior
  • Furious Charge
  • Independant Character
  • Jealous Command
  • Legiones Astartes (Blood Angels)

Warlord Trait:

  • Descent of Angels: All Jump Infantry, Jetbikes and Skimmers in the detachment roll scatter 1d6 inches when deepstriking. In addition, when rolling reserves for Jump Infantry, Flyers, Jetbikes and Skimmer units may re-roll the reserve dice.

Nasser Amit (WIP)[edit]

Nasser Amit, The Flesh Tearer, Captain of the Blood Angels Fifth Company

Points WS BS S T W I A Ld Sv
- 6 5 4 4 3 5 5 10 2+ 4++

Infantry (Character)

1 (Unique)


  • Artificer Armour
Range S AP Type Special Rules
Flaying Knife - -1 3 Melee Rending, Specialist Weapon

  • Iron Halo
  • Paragon Blade

Special Rules:

  • Independant Character
  • Legiones Astartes (Blood Angels)
  • Master of the Legion
  • Rampage

Legiones Astartes Warlord Trait Tables[edit]

Note: Only the WS and IF tables are mine.

Dark Angels[edit]

  • Son of Caliban: The Warlord and 1 unit in his detachment have the Monster Hunter Special Rule
  • Intractable: The Warlord and any unit they join automatically pass morale tests fromt shooting attacks
  • Starfire Legate: Units in the Warlord's detachment reroll any failed To Hit rolls of 1 when using Plasma weapons
  • Brilliant Planning: As long as your Warlord is alive and on the battlefield you may add or subtract one from any of your reserve rolls
  • Arboreal Nemesis: The Warlord and any unit they join treat forests as open terrain and ignore any cover saves granted to enemy units by forests
  • Child of Terra

Emperor's Children[edit]

  • Peerless Champion: The warlord has the Preferred Enemy (Characters) special rule while in a challenge.
  • Lightning Strikes: The warlord and his unit add an extra D3 inches to their run moves and charge distances
  • Prideful Warriors: Units gain stubborn during assault phases
  • Degenerate Savages: All models armed with sonic shriekers gain feel no pain
  • Student of Bile: One Emperor's Children unit gains rage and furious charge
  • Flawless Precision Write down a number and keep it hidden. On the turn number written on that paper the entire army counts their ranged weapons as twin-linked

Iron Warriors[edit]

  • Lord the Breach: Your Warlord is Fearless and he and the squad he is attached to gains Counter attack and Rampage.
  • The Iron Within: Friendly units within 12" of the Warlord gain Stubborn
  • The Iron Without: As long as the Warlord is in the enemy's deployment zone, all friendly units with at least one model within 6" of him gain the Hatred special rule
  • Shatter Defenses: After deployment but before Scout moves and Infiltrators are placed, reduce the cover save of a piece of terrain by -1. Do this 1+D3 times. A particular piece of terrain may be "shattered" more than one time. Pieces of terrain purchased as part of the enemy's army require two "shatterings" in order to be affected once. If you are the Defender then the Warlord has the Prepared Ground trait instead.
  • Master Artillerist: At the start of each shooting phase select one unit. Each of their Heavy and Ordnance weapons gain the Twin Linked and Shell Shock special rules. If the weapon already had Shell Shock and/or Pinning, then it inflicts an additional -1Ld penalty on the enemy.
  • Prepared Ground: After deployment but before Scout moves and Infiltrators are placed, select up to 3 pieces of terrain. The first enemy infantry unit to occupy this terrain piece suffers 2D6 S4 AP5 hits with the Ignores Cover and Pinning special rules. If you are the Attacker then the Warlord has the Shatter defenses trait instead.

White Scars[edit]

  • Master of Hunting: The Warlord gains preferred enemy (one unit chosen during deployment) and a free cyber-eagle, even if they could not already take one.
  • Master of Poetry: The Warlord and anyone within 12" gets stubborn and +1 ld
  • Master of Calligraphy: D3 units held in reserve get outflank
  • Child of Chogoris: The Warlord gets either Hit and Run or Furious Charge
  • Child of the Khan: The Warlord (and only the Warlord) may charge after running, turbo boosting or outflanking.
  • Child of Terra

Space Wolves[edit]

Imperial Fists[edit]

  • Seneschal: If the Warlord or any Imperial Fist with 12" of the warlord is in his deployment zones, he may reroll a single failed save in CC per turn.
  • Castellan: All fortifications, and models taking cover behind fortifications get a 5+ invulnerable save.
  • Marshal: The first Infantry unit destroyed may instead return to ongoing reserves.
  • Void Commander: Opt to pass or fail morale checks and can deep strike one infantry unit.
  • Templar: You get fearless and a master-crafted weapon.
  • Siege Master: One unit of Artillery or Legion Artillery Tank Squadron gets shred, all buildings get 5++ saves.

Night Lords[edit]

Blood Angels[edit]

  • The Hell Rider: The Warlord and up to D3 units arriving from reserves by Deep Strike roll a single D6 for scatter. These units must be of either Jump Infantry, Jetbike, Skimmer or Flyer unit type. In addition, if any of these unit types, the Warlord and any unit he joins gain the Skilled Rider special rule.
  • Echo of Signus: The Warlord gains the Fear and Hatred (Daemons) special rules.
  • The Shadow of the Angel: For the duration of any challenge he is in, the Warlord gains the Feel No Pain(5+) and Eternal Warrior special rules.

Iron Hands[edit]

World Eaters[edit]

  • Champion of the Red Sands: In a challenge, the warlord gets +1 Initiative
  • Cleaver of Witches: Warlord and any unit he joins has Adamantium Will and Preferred Enemy: (Psykers/Brotherhood of Psykers/Psychic Pilot)
  • Bloody-Handed: The Warlord and any unit he joins cause Fear.
  • Child of the Red Angel: - The Warlord gains +1 Attack for every unit or independent character they slay in close combat, up to a maximum of 6 attacks (not including any bonuses from digital lasers or paired combat weapons)
  • Savage Fury: One turn per game, all World Eaters in the detachment this Warlord is part of gain Furious Charge
  • Thunderous Charge: - Elect 1 unit in your Warlord's detachment. That unit gains Hammer of Wrath.


  • Gladiarch: The Warlord gains an single increase of +1WS on an ongoing duel (after the first round), until the end of it. Glorious Interventions do not cancel the bonus if the Warlord is being swapped out, but swapping him in doesn't count as having already fought the first round.
  • Peerless Logistician: +1 to Seize the Initiative, while the Warlord lives you can add or substract 1 from a single Reserves roll each turn. For units with the Legiones Astartes (Ultramarines) rule, this is increased to +2/-2 if wished.
  • Courage and Honour: The Warlord has the Fearless special rule, with the caveat that his unit may choose to fail morale checks.
  • Dominio Lectora: The Warlord has the Crusader special rule.
  • Unbreakable Will: The Warlord rerolls Ld tests, Deny the Witch and is immune to the Concussion special rule.
  • Master of Command: At the end of the movement phase, the Warlord can designate a unit with the Legiones Astartes (Ultramarines) rule within 6" (including his own). That unit rerolls charge ranges and to-Hit rolls of one.

Death Guard[edit]

  • Unbroken Blade: The Warlord is Fearless and has the FnP(4+) special rule
  • Preternatural Resilience: The Warlord has the Eternal Warrior and It Will Not Die special rules.
  • Dusk Raider: If wished, from turn 2 onwards Night Fighting rules are automatically used. The Warlord's army (both Primary and Allied detachments) has the Night Vision special rule.
  • Manreaper: The Warlord causes Fear, is immune to it and enemies testing for Fear against him have a -1Ld modifier.
  • Witchspite: The Warlord has Adamantium Will and Hatred against units where a model has the Psyker special rule.
  • Echoes of Old Night: The Warlord gains a Phosphex bomb and a chosen Infantry unit gains Preferred Enemy (Infantry)

Thousand Sons[edit]

Sons of Horus[edit]

  • Speartip commander: Warlord and any infantry unit he joins that has the LA:SoH rule may elect to deep strike on turn 1, re-rollable scatter.
  • Kindred of wolves: Warlord gains +2 attacks when performing the Merciless fighter special rule.
  • Terminator Elite: Warlord and 1 unit of terminators gain HoW.
  • Herald of compliance: Warlord have prefered enemy (Xenos/Warp cult)
  • Warmasters chosen: Warlord and any unit he joins has hatred
  • Arch-traitors: Warlords detachment gains PE(Loyalists) in close combat.

Word Bearers[edit]


  • Drakeslayer: One of the Warlord's weapons gains +1Str. For Combi-weapons, both parts are affected.
  • Disciple of the Promethean Creed: The warlord gains IWND, in addition every unit within 6" (including the warlord's own) gains the Stubborn rule.
  • Unyielding Spirit: The warlord gains the Fearless special rule, in addition each unit within 6" of the warlord add +1 to their Ld.
  • Into the Fires of Battle: The Warlord has Furious Charge, his unit gains Hammer of Wrath. If they already had the rule, they inflict D3 HoW hits instead.
  • Unto the Anvil of War: The Warlord gains Stubborn, he and the unit he's attached to gains Counter Attack
  • Lord of Cinders: Designate D3 Infantry squads. Their Flamer-type weapons reroll To-Wound rolls of one.

Raven Guard[edit]

  • Shadow Master: Warlord has the Stealth and Shrouded special rules and enemies BS is reduced by one when firing at the HQ and his unit so long as they may claim a cover save.
  • Unmatched Fury: The warlord gains the Zealot and +1 to charge range.
  • Predatory Advantage: You may begin rolling for reserves on turn one, they enter play on a 4+. You're opponent must reroll any successful seize the initiative rolls.
  • In the Darkness all men are equal, save those who embrace it: At the beginning of any game turn you may have the Night Fighting Rules in effect until the end of that game turn. So long as the Night Fighting rules are in effect units with LA:RG and Dreadnoughts gain +1 to movement, initiative, and charge range.
  • The First Axiom of Victory: Units and dreadnoughts with LA:RG gain scout and move through cover.
  • Slayer of Tyrants: Warlord and his unit gain Preferred Enemy and Hatred against an enemy HQ of your choice and any unit they're attached to.

Alpha Legion[edit]

  • Disrupting broadcasts: Any unit making a shooting attack against the warlord or the unit containing the warlord must first make a leadership test (vehicles count as Ld. 9) If passed it may fire normally, if failed it must select a different target
  • Master of Confusion: After deployment, you may designate one enemy unit that has to make a Ld. test. If the test is failed, you may move that unit during its first movement phase.
  • I am Alpharius: Your warlord has the One Amongst Many special rule
  • Adaptive: This warlord may choose a second mutable tactic. He confers this to any squad he joins.
  • Hydra Dominatus: Your opponent may not gain any victory points for Slay the Warlord unless all HQ models in this detachment are slain.
  • Venomous Bite: This units ranged weapons gain the Fleshbane rule.

Malcador the Sigillite[edit]

You are Astartes indeed, and that will never alter. But you are a Death Guard no longer. You are a ghost, a figure that stands between light and dark, trapped amid the grey. And I have need of such a man.

MALCADOR THE SIGILLITE, Malcador the Hero, The Regent of Terra, Master of the Administratum, Grand Master of the Officio Assassinorum, The Grand Vizier of the Imperium, The Emperor's Friend

Malcador may be taken as a HQ choice for a Talons of the Emperor list.

Points WS BS S T W I A Ld Sv
300 3 8 3 3 3 3 2 10 6+ 3++

Infantry (Character)

1 (Unique)


  • Archeotech Pistol
Range S AP Type Special Rules
The Staff of the Sigillite - +2 4 Melee Concussive, Force, Master-Crafted, Soulblaze, Icon of Terra

    • Icon of Terra: All Loyalist forces with 24" of Malcador may reroll leadership and morale tests.
  • Digital Weapons
  • Plasma Grenades
  • Psychotroke Grenades

Special Rules:

  • Adamantium Will
  • Eternal Warrior
  • Fearless
  • Independent Character
  • Oath of Moment
  • Preferred Enemy (Everything)
  • Psyker (Mastery Level 5)

Malcador the Sigillite rolls powers from Biomancy, Divination, Sanctic Daemonology, Pyromancy, Telekinesis and Telepathy, in addition, he is considered to be a Grey Knight for the purposes of casting Sanctic Daemonology. Malcador harnesses warp charges on a 3+.

Rhino Advancer[edit]


Points BS Front AV Side AV Rear AV HP
50 4 11 11 10 4

Vehicle (Tank, Transport, Open-Topped)

1 Rhino Advancer


  • Searchlight
  • Smoke launcher
  • Two pintle mounted combi-bolters

Special Rules

  • Repair

Transport Capacity: 20 models (Rhino Advancers may not carry models with the Bulky, Very Bulky or Extremely Bulky special rules).

Access Points

  • The Rhino Advancer has two access points on each side of the hull and one at the rear, note that due to the open topped nature of the Rhino Advancer these do not have to be used but any model that does not use them incurs a penalty of -1 inch to their disembark range.


  • A Rhino Advancer may take any of the following:
    • Hunter-killer missile: 5 points
    • Dozer blade: 5 points
    • Auxiliary Drive: 10 points
    • Extra Armour: 5 points
  • A Rhino Advancer may replace one of their pintle-mounted weapons:
    • Combi-weapon: Free
    • Heavy bolter: 5 points
    • Heavy flamer: 5 points
    • Multi-melta: 10 points
    • Havoc launcher: 10 point

The Rhino Advancer may be taken as a dedicated transport by any Legion Tactical Squad, Legion Breacher Squad, or Reaver Attack Squad (that hasn't taken Jump Packs) that numbers 11 models or more.

Age of Darkness Battalion Force Organisation Array[edit]

Or "How do Rites of War work in Apocalypse games?"

Command (1)[edit]

  • Battalion Command:
    • 0-1 Lord of War
    • 0-1 HQ

Restrictions: In Legionnes Astartes armies the HQ must have the Master of the Legion special rule. The Lord of War must be a Character. The Warlord must be a part of this detachment. This Detachment may not take a Rite of War.

Benefits: A Primarch may take a Primarch Command Squad instead of a normal one. One or the other must be taken. The HQ must take a Command Squad. Command Squads are part of this detachment lose the Chosen Warriors special rule and become Characters. A single Space Marine Chosen gains the Consul special rule. The Consul must be from one of the following: Herald, Chaplain, Primus Medicae, Champion, Master of Signal or Siegebreaker.

In rules where this is relevant, assume Masters of the Legion in battalion command are the models unlocking Rites of War for the rest of the Battalion Force Array.

Core Companies (1+)[edit]

Each Core Company is a Battles in the Age of Darkness Organization Chart. In Legionnes Astartes armies, characters with the Master of the Legion may not be taken as HQs, one who does not have Support Officer may be chosen to be Captain who may take a Command Squad. All Core Companies must take the same Rite of War (out of a limited selection shown below) which they can take despite not having a Master of the Legion, or all must take no Rite of War. The Rite of War (if chosen) for your Core Companies gives it's restrictions to the entire Battalion other than restrictions relating to choices for compulsory slots (I.E. taking Armoured Breakthrough doesn't force all your auxiliary companies to have Predators for their compulsory choices, but it does force all infantry to buy a dedicated transport, if possible). No Lords of War.

  • Useable Rites of War in the Core Companies:
    • Angel's Wrath.
    • Armoured Spearhead.
    • Orbital Assault.
    • Sky Hunter Phalanx.
    • Drop Assault Vanguard.

Auxiliary Companies (0-1 fewer than the number of Core Companies in the Battalion)[edit]

Auxiliary companies allow you to take more unusual forces of marines and make use of the other FOCs with Rites of War. Any Rite of War may be taken for your auxiliary companies, other than those that come into direct conflict with your Core Rite of War (Drop Assault Vanguard and The Stone Gauntlet, for example). Only Centurions, Special Characters without the Master of the Legion special rule and Consuls (other than Delegati) may be taken as HQs, one who does not have Support Officer may be chosen to be Captain who may take a Command Squad.

  • Usable Force Org charts
    • Hunter Force Organization Chart
      • Compulsory: 1HQ, 1 Troops, 1 Fast Attack
      • Optional: +1HQ, +3 Troops, +4 Elites, +3 Fast Attack, +2 Heavy Support, +1 Lord of War
      • Can't take Fortifications
    • Onslaught Force Organization Chart
    • Castellan Force Organization Chart
      • Not useable if your Core Rite of War prohibits Fortifications, obviously.
  • Special Companies
    • Veteran Company
      • Pride of the Legion is taken for this company. One Master of the Legion can be taken as a HQ (I.E. a Veteran company could take a Praetor, Erebus, Kyr Vhalen etc).
    • Superheavy Company (0-1)
      • The Leviathan Force Organization Chart is taken for this company.

New Imperial Fist Rites of War (WIP)[edit]

Not mine... originally.

The Last Wall[edit]


  • Tactical and Breacher Squads may buy an Imperial Bastion or Bunker instead of a dedicated transport, other infantry units may buy aegis defence lines.
  • Legion Heavy Support Squad may be taken as troops choices, but may not be taken as compulsory ones.


  • Must have a Fortification
  • Must take a third Troops choice
  • Breachers and Tactical Squads are the only available compulsory troops choices

Imperial Fists Iron Cage Battalion[edit]

  • All units can buy Drop Pods
  • After an IF unit is destroyed place a marker in their place, all IF units within 3 of a marker gain 4+ cover and FNP
  • Righteous Vengeance: whenever an IF unit loses a member from shooting instead of rolling for morale roll a leadership check, if failed the unit is pinned, if passed the unit may choose to make a run move or make a shooting attack at the closest enemy.
  • Cannot score
  • Rogal Dorn must be the warlord.

Brothers of the Temple[edit]


  • Templar Brethren are compulsory troops and must be taken as such
  • Oath bound: Must choose one oath to complete at the end of the game, failure to do so will make you unable to win the game
    • 1) Conquer All: Choose an objective in your opponent's deployment zone, must be scoring that objective at the end of the game
    • 2) Glory to the VIIth: Must kill at least 3 enemy characters
    • 3) To the Last!: Choose an objective in your deployment zone, your enemy cannot score that objective at the end of the game
  • Blaze of Glory: Templar Brethren gain Fleet when charging an enemy that has been hit by with the ranged weapon of another unit.


  • Either Rogal Dorn or Sigismund must be the warlord and only Legion Champions may be taken as consuls.
  • No Allies or Fortifications

Iron Warriors Kill-Zone Formation[edit]

  • Cannot score
  • All area terrain not placed in the Iron Warrior's deployment zone is mined
  • Landmines: If a unit is occupying an area terrain then roll a dice at the beginning of the turn, on a 3+ the unit suffers D6 S6 AP4 wounds.
  • Concealed Artillery: Legion Artillery squadrons lose the 0-1 and 3 squadrons must be taken, all artillery gains +1 Cover save
  • Tactical squads must buy a Aegis Defence line or Imperial Bunker instead of a dedicated transport.

Fafnir Rann[edit]

FAFNIR RANN, Lord Seneschal of the Imperial Fists, The Executioner

Points WS BS S T W I A Ld Sv
195 6 5 4 4 4 5 4 10 2+ 4++

Infantry (Character)

1 (Unique)


  • Artificer Armour
  • Boarding Shield
  • Iron Halo
  • Two Power Axes

Special Rules:

  • Furious Charge
  • Independant Character
  • Legiones Astartes (Imperial Fists)
  • Master of the Legion
  • The Executioner
    • Fafnir Rann has Preferred Enemy (Warlord)

Warlord Trait

  • Brutal Tactician
    • Fafnir Rann grants Furious Charge to three units in his detachment.

Apophis-Class Stormbird[edit]

Points BS Front AV Side AV Rear AV HP
3,250 4 14 13 12 20

1 Apophis pattern Stormbird

Super-Heavy Flyer (Hover, Transport)


  • One twin-linked Thunderhawk Cannon
  • Twelve turret-mounted twin-linked lascannon
  • Two turret-mounted twin-linked missile launcher
  • Eight wing-mounted Dreadstrike Missiles
  • Two Macro-Bomb Clusters
  • Orbital strike beacon
  • Armoured Ceramite
  • Multi void shield generator

Special Rules

  • Assault Vehicle
  • Shield Projection
  • Reinforced Structure
  • Sun Killer

Transport Capacity

  • The Apophis Stormbird has two transport bays that are treated separately as to what they may carry into battle.
    • The troop deck may only transport models with the infantry special rule. It has a transport capacity of 120 models.
    • The tank bay has a transport capacity of 120 models, but may only be used for tanks and armoured vehicles. This includes Dreadnoughts, Castellax Battle-Automata (That each count as a Dreadnought for their troop capacity), Rhinos and rhino-hulled vehicles (which count as 12 models each), Predators and Sicarans (which take up 15 models in capacity each), Land Raiders (Which take up 20 models in capacity each) and super-heavy tanks of under 10 Hull Points (Which take up 40 models in capacity each). Any transport vehicles being transported may themselves carry units without those units taking up space in the Apophis.

Access points

  • Two access hatch on each side and one transport ramp each at the front and rear of the vehicle.

Multi Void Shield Generator

  • Whilst the model’s void shields are active, any hits scored by shooting attacks against it strike its void shields instead. The Apophis has four void shields, each with an Armour value of 12. A Glancing hit or Penetrating hit or any hit by a Destroyer weapon scored against a shield causes it to collapse. After this, further hits strike the original target instead. At the end of each of its controlling player’s turns, roll a D6 for each collapsed shield – a roll of 5+ instantly restores it.

Shield Projection

  • So long as the Apophis is in Hover mode and remains stationary this turn, its controlling player may declare that it is projecting its void shields at the start of their turn. This means that their area extends to cover all units within 12" of the Apophis’ main hull and wings in their protection.

Reinforced Structure

  • The Apophis has an invulnerable save of 5+ against any attacks that have breached its void shields.

Sun killer

  • The Apophis is the largest of all Stormbirds, a craft that rivals a void-bomber in size. This makes it an easier target to hit than any of its smaller counterparts. Due to its size, any enemy units that target the Apophis do not need to make snap-shots when it is zooming and to-hit rolls use their normal ballistic skill even if they do not have the skyfire special rule.

Transport Ramp

  • Up to four separate units may exit from the Apophis front and rear ramp each turn.

Angron, Daemon[edit]

ANGRON, Daemon King of Khorne

Points WS BS S T W I A Ld Sv
700 10 10 8 8 7 10 8 10 2+ 3++

Flying Monstrous Creature (Character)

1 (Unique)


Range S AP Type Special Rules
The Black Blade - User 1 Melee Armourbane, Daemon Weapon, Instant Death

Special Rules:

  • Daemon of Khorne
  • Deepstrike
  • Folly of the XIIth: All Models with the Legiones Asartes (World Eaters) gain the Fear and Stubborn special rules and must take the blood madness option, in addition all missed attacks made by models must be allocated to friendly units in that combat (attacks may never by assigned by the model to itself)
  • Hatred (Everything)
  • Primarch of Khorne: Angron has the Primarch, Feel No Pain (4+), Furious Charge, Rampage and Rage special rules

Also he can take an allied detachment of Khorne Daemons as Sworn Brothers.