Codex - Emperor's Nightmare: Difference between revisions

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:1 - ''You take me for a fool!?'' - The foes see through the hallucinations. Your opponent may move the target 2D6" in any direction, and that unit may not be affected by Living Nightmares for the rest of the game
:1 - ''You take me for a fool!?'' - The foes see through the hallucinations. Your opponent may move the target 2D6" in any direction, and that unit may not be affected by Living Nightmares for the rest of the game
:2 - ''Irritation'' - The foes are distracted by the dancing images. The target is at -1I and will only move and assault 5" in the ensuing turn.
:2 - ''Irritation'' - The foes are distracted by the dancing images. The target is at -1I and will only move and assault 5" in the ensuing turn.
:3 - ''Confusion'' - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power or assault in the next turn.
:3 - ''Confusion'' - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power, or assault in the next turn.
:4 - ''Panicked response'' - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault.
:4 - ''Panicked response'' - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault.
:5 - ''Horror''- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn.
:5 - ''Horror''- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn.

Revision as of 19:03, 9 April 2011

On this page is stored the stats from the Emperor's Nightmare homebrew codex. This will be updated over time, so watch this space.

Unique Wargear and Psychic Powers

Wargear

Secundus Darkfire Rounds - Special Ammunition, any enemy hit by a weapon with Darkfire Rounds counts as visible for the purposes of Night Fight.

Darkfire Flare Rifle - 24" range, S4, AP-, Assault 1. Darkfire Rounds. If the target is hit by the Flare Rifle, the rest of the wielder's squad can reroll any misses when shooting at the same target in that phase.

Narthecium Glaive - Power Weapon. Can be wielded in 2 hands to give +1S. Alternatively, can be used to make 1 poisoned (2+) attack which does not ignore armour. If the enemy takes an unsaved wound from this special attack, they must pass a strength test or suffer Instant Death as the industrial-strength tranquilisers send them into a coma.

Signs of the Sleepless - +1A, +1I, -1Ld. The character with Signs of the Sleepless must take a Leadership test at the start of each of the controlling player's turns. If failed at any point the unit succumbs to psychosis for the rest of the game, and any to hit rolls of 1 for shooting or close combat will hit his own unit or the nearest friendly unit within range. If the bearer is in combat and there is no one in contact, the hits simply miss.

Prophetic Dreams - After both sides have set up roll a dice for each enemy non-vehicle unit on the table. On the roll of a 1, the character has been forewarned of the unit in his dreams and gains Preferred Enemy against it for the rest of the game.

Dreamcatcher - Once per game, the character with a Dreamcatcher may add or subtract 1 from his Leadership. This lasts until the end of the player turn.

Redundant Systems - Counts as Extra armour and Power of the Machine Spirit

Psychic Powers

Living Nightmares - The Librarian reaches into the minds of his foes, seeding horrid waking dreams into their consciousness which leave them disoriented at best. Pick an enemy unit within 18" and roll a D6 and consult the table below.

1 - You take me for a fool!? - The foes see through the hallucinations. Your opponent may move the target 2D6" in any direction, and that unit may not be affected by Living Nightmares for the rest of the game
2 - Irritation - The foes are distracted by the dancing images. The target is at -1I and will only move and assault 5" in the ensuing turn.
3 - Confusion - The victims are baffled and frightened by what he sees. He must pass a Ld test at -1 each time he wishes to move, shoot, use a psychic power, or assault in the next turn.
4 - Panicked response - The victims believe these wicked phantasms to be real, and fire wildly at them until their ammunition is spent. The enemy is now low on ammunition, and unless they spend a full turn reloading all their weapons (Not moving, shooting or assaulting) they fire one less shot than they should (To a minimum of zero) and they lose their +1A for having a pistol and close combat weapon in assault.
5 - Horror- The victims are badly shaken by their visions. They are at -1 to their WS, BS and Ld for the next turn.
6 - Despair - Their minds ravaged by the intensity of their horrific waking dreams, the enemies flee wildly, clawing at themselves and shrieking. The target must immediately fall back, and take 2D6 hits with a strength equal to the unit's majority strength.

The Blackest Night - The Librarian swathes the battlefield in inpenetrable gloom, enabling his fellows to advance unseen. This power grants 1 friendly unit within 24" a 5+ cover save. If they are already in cover, it simply adds +1 to the save given.

HQ

Isidore Demeter

Adjunant Primus, The Keeper of the Dawn

205pts

WS6 BS5 S4 T4 W4 I6 A4 Ld10 Sv2+
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
'Keeper of the Dawn': In an army that includes Isidore Demeter, Assault Squads are Troops choices.
Wargear: Artificer Armour, The Sabres of Reality, Jump Pack, Frag and Krak grenades, Iron Halo
The Sabres of Reality:This ornate pair of swords was the last work of Sleepless Master of the Forge Zefirino Timeus. The blade is etched with thousands and thousands of names, which are rumoured to be the names and ranks of every member of the Imperium Timeus ever fought alongside.

Master-crafted power weapons. Attacks made by the Sabres of Reality are made at S6.

Chapter Tactics:In you include Isidore Demeter then all units in your army exchange the Combat Tactics special rule for the Furious Charge universal special rule. If more than one than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.

Eloyes Galen

Adjunant Secundus, The Keeper of the Dusk

245pts

WS5 BS6 S4 T4 W4 I6 A4 Ld10 Sv2+
Unit Composition: 1 (Unique)
Unit Type: Infantry
Keeper of the Dusk: in an army that includes Eloyes Galen, Secundus Nightkin are Troops choices
Wargear: Artificer Armour, Twilight's Herald, Power Weapon, Hunter-killer Missile, Camo Cloak, Frag and Krak grenades, Iron Halo, 3 Servo Skulls.
Twilight's Herald: Eloyes' main weapon is a heavily customised Sniper Rifle which fires bolts filled with Darkfire solution. Such is his skill that he can fire the fine weapon with alarming speed.

36 range, SX, AP2, Poison (3+), Sniper, Heavy 3 or Rapid Fire

Special Rules: And They Shall Know No Fear, Infiltrate, Independent Character, Chapter Tactics
Chapter Tactics:In you include Eloyes Galen then all units in your army exchange the Combat Tactics special rule for the Scout universal special rule. If more than one than one character in your army has the Chapter Tactics special rule, you must choose which version will apply.

Thureos

The forty-sixth Terminator.

350pts

WS7, BS5, S5, T4, W4, I8, A4, Ld2, Sv2+
Unit Composition: 1 (Unique)
Unit Type:Infantry
Wargear: Terminator Armour, Chainfist.
Special Rules; Fearless, Fleet of Foot, Eternal Warrior, The Ancient Dreamless, Terrifying Presence, Loyal to No One
The Ancient Dreamless: Thureos has gone without sleep for so long, evaded capture for so long, that his thoughts and actions have truly become one. He suffers no penalties from wearing Terminator Armour, and he strikes in initiative order with his chainfist.
Terrifying Presence: Thureos is a uniquely terrifying figure, his hulking Terminator Armour seeming to barely weigh him down as he hacks his way through the battlefield. Any unit within 6" of Thureos is at -1Ld. This penalty is increased to -2 if he is in base contact.
Loyal to No One: Although Thureos has perfect recollection of his time in the Emperor's Nightmare, his lunacy has distorted his vision to the point where he sees them as enemies of the Emperor. If Thureos is fighting in the same combat as other Emperor's Nightmares, Thureos can choose to direct attacks upon them. For each wound caused he gains an extra 2 attacks he may use immediately. However, the Nightmares are well aware of the danger this madman causes, and any Emperor's Nightmare unit within 12" has to pass a Leadership Test at -1 or lose their nerve and open fire on him. Sleepless do not need to test, nor can Thureos attack Sleepless in this manner.

Captain Taheton Hector

Captain Primus, The Red Dawn

195pts

WS6 BS5 S4 T4 W3 W3 I5 A3 Ld10 Sv2+
Unit Composition: 1 (Unique)
Unit Type: Jump Infantry
Wargear: Hypnos and Thanatos, Artificer Armour, Bolt Pistol, Frag and Krak Grenades, Iron Halo, Jump Pack.
Special Rules: Strike Hard Strike Fast, And They Shall Know No Fear, Combat Tactics, Independant Character
Hypnos and Thanatos: These lovingly constructed lightning claws were part of a slew of gifts from the Adeptus Mechanicus as thanks for the Nightmare's handing over of the Icelus Pattern blueprints. On the back of each of the weapons is a symbol of the Mechanicus, each a compact teleport homer which relays details of the battle, as well as Hector's own vital signs, to his chapter.

Master-crafted Lightning claws. Hector counts as being equipped with a Teleport Homer, and if a unit deep strikes via drop pod and lands within 6" of him they may fire their weapons twice in the ensuing shooting phase. In addition, should Hector be removed as a casualty in combat, a retaliatory S10 AP1 Large Blast orbital bombardment will be centred on his last position. The blast scatters D6", if a hit is rolled the direction will be determined by the arrow on the hit sign.

Strike Hard Strike Fast: Hector specialises in launching a single overwhelmng killing strike to the enemy's vitals, and the forces under his command are well-briefed and in full knowledge of their exact role. Once per game, the controlling player may choose to reroll any reserve roll he makes for that turn.

Captain Leander Nyseos

Captain Secundus, Lord of the Dusk

165pts

WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Power Armour, Iron Halo, Power Weapon, Bolt Pistol, Astartes Sniper Rifle, Frag and Krak Grenades
Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character.
Lord of the Dusk: Nyseos, like all Captains of Battlegroup Secundus, is adept in crafting stunning works of Ambush in a surprisingly little time. If Captain Nyseos is in your army, all units exchange the Combat Tactics rule with the Infiltrate Universal Special Rule.
From the Shadows: Any squad joined by Captain Nyseus count their weapons as Pinning if they are more than 12" from the target.

No Place for Maniacs: Captain Nyseos would not have his plans ruined by the berserker Sleepless. Any army which includes Nyseos cannot also include Sleepless or Waking Dead Dreadnoughts.

Supreme Dreamwalker Theodore Dymas

Chief Librarian, The Fist of the Dreaming

240pts
WS5 BS5 S4 T4 W3 I4 A2 Ld10 Sv3+
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Power armour, Sword of Aurelia, Plasma pistol, Psychic Hood, Frag and krak grenades
Sword of Aurelia: According to the records this intricate force sword was a gift from the Blood Ravens chapter in an effort to ease tensions between the two chapters. The Blood Ravens have no record of this transaction. The complex circuitry on the hilt allows Dymas to control his power beyond his already-impressive limits.

Master-crafted Force Weapon. Theodore Dymas may cast 3 psychic powers per turn. Once per game he may give up one of these powers in order to make the save of himself and his unit Invulnerable until the Controlling player's next turn.

Special Rules: And They Shall Know No Fear, Combat Tactics, Independent Character, Master Psyker, Prophet of Slumber
Master Psyker: Theodore Dymas knows all the psychic powers available to Emperor's Nightmare Librarians
Prophet of Slumber: Almost every moment of rest for Dymas is a vivid vision, shattered and shifting as it may be. It does not allow him to properly see into the future, but he is able to "remember" the immediate future a second or so before it happens. Dymas has Preferred Enemy against all enemies, and confers this upon his squad.

Furthermore if he is removed as a casualty in close combat, he will have taken the liberty of priming a parting gift for what should best him: A pair of krak grenades, which confer 2D3 S6 AP2 hits upon the model who took his last wound.

Brother Tibalt

August Dreamwalker in Iron, The Everseer

240pts

WS6 BS4 S6 F13 S12 R10 I3 A4
Composition: 1 Dreadnought (Unique)
Unit Type: Vehicle (Walker)
Wargear: Dreadnaught close combat weapon, Force Weapon, Smoke Launchers, Extra Armour, Psychic Hood, Ironclad Assault Launchers
Options:
  • Replace Dreadnaught close combat weapon with:
-Assault Cannon - Free
-Plasma Cannon - 10pts
-Twin-linked Lascannon - +30pts
Psychic Powers: Brother Tibalt may select 2 of the Psychic Powers normally allowed to an August Dreamwalker in Iron.
Special Rules: Everseeing, Psychic Pilot, Fire of Ages, Ancient Authority, Venerable,
Everseeing - Tibalt does not see the world like his fellows, instead bathing his senses in the nebulous world of dreams, where he sees things not by their formidable appearance but by the strength of their souls. Tibalt never has to roll for sight for night fighting, and anything which would obscure his vision (Dark Eldar Night Shields, the Stealth USR) is ignored. In addition, he has Preferred Enemy when striking Independant Characters or Monstrous Creatures. However, because of the unreliability of this vision the controlling player must roll a D6 at the beginning of each of their turns. On the roll of a 1 he cannot move or shoot, does not attack and will be hit automatically in Close Combat.
Ancient Authority: Though he no longer commands troops in person, Tibalt has always had a knack for leadership and his very presence steels the hearts of his fellows. In the enemy opponent's phase, choose a friendly unit within 12". That unit has the Counter Attack special rule and count as being equipped with Defensive Grenades.

Chief Apothecary Eidelan

Shepherd of the Dreamless

120pts

WS5 BS4 S4 T4 W2 I4 A2 Ld9 Sv3+
Unit Composition: 1 (Unique)
Unit Type: Infantry
Wargear: Power Armour, Narthecium Glaive, Bolt Pistol, Narthecium, Frag & Krak Grenades
Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character.
Shephard of the Dreamless: Eidelan has spent more time tending to the Sleepless than perhaps he should, for he finds them a fascinating and terrifying picture of what they all might become. Thus he has worked out ways of curtailing their wrath. At the beginning of the Movement phase, if Eidelan is part of a Sleepless unit he may try to use a powerful mix of depressants in his Narthecium to reduce their psychosis by taking a leadership test. If failed, this is no effect. If passed the Sleepless lose their Rage for the rest of that turn, but must immediately take a Dangerous Terrain test to represent the mind-clogging effects of that powerful a concoction
Terror Tactics: Eidelan knows well how best to form the Sleepless under his command into a howling wall of terror which renders the enemy insensible with fear. When charging into combat with a unit of Sleepless, the charged unit suffers a -2Ld penalty, as though charged by a scout unit out of a Land Speeder Storm.

Emperor's Nightmare Captain

100 Points

WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+
Unit Composition: 1 Captain
Unit Type: Infantry
Wargear: Power armour, Chainsword, Bolt Pistol, Frag and krak grenades, Iron halo.
Options:
  • Replace bolt pistol and/or chainsword with:
-a boltgun - free
-a storm bolter - +3pts
-a sniper rifle - +5pts
-a combi-flamer, -melta or -plasma - +10pts
-a storm shield, power sword, lightning claw or plasma pistol - +15pts
-a power fist - +25pts
-a relic blade - +30pts
-a thunder hammer - +30pts
  • Replace power armour with artificer armour - +15pts
  • Take melta bombs - +5pts
  • Take digital weapons - +10pts
  • Take hellfire rounds - +10pts
  • Take Signs of the Sleepless - +15pts
  • Take Prophetic Dreams - +15pts
  • Take a Dreamcatcher - +5pts
  • Take auxiliary grenade launcher - +15pts
  • Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword - +40pts
  • Replace Terminator armour's storm bolter with:
-combi-flamer, -melta or -plasma - +5pts
-lightning claw - +10pts
-thunder hammer - +20pts
  • Replace Terminator armour's power sword with:
-Lightning claw - +10pts
-Power fist or storm shield - +10pts
-Thunder hammer or chainfist - +15pts
  • If Terminator armour is not chosen, may have one of the following:
-Secundus upgrade (Gains Stealth, Darkfire Rounds, Infiltrate, Sniper Rifle becomes Heavy 2 Ap3) - +25pts
-Jump pack - +25pts
-Space Marine bike - +35pts
Special Rules: And They Shall Know No Fear, Combat Tactics, Independant Character

Command Squad

You may take one Command Squad for every Space Marine Captain in your army (Including Captain Hector and Captain Nyseos). This unit does not count against your HQ allowance.

115pts

Company Champion: WS5 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Apothecary: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Veteran: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit Composition: 4 Veterans, 1 Apothecary
Unit Type: Infantry
Wargear: Power armour, Chainsword, Frag and krak grenades, Boltgun or bolt pistol, The Apothecary also has a narthecium.
Unit Options:
  • One Veteran may carry the Company Standard - +15pts
  • One Veteran may be upgraded to a Company Champion with a power weapon and combat shield - +15pts
  • The entire squad may ride Space Marine bikes - +90pts
  • If the accompanying Captain is Captain Nyseos or has the Secundus upgrade, the squad may come with Darkfire Rounds, Cluster Mines and 2 Demolition Charges - +20pts
  • Model Options:
  • Any Veteran may replace his chainsword and/or bolt pistol with:
-a storm bolter - +3pts
-a flamer or sniper rifle - +5pts
-a meltagun - +10pts
-a combi-flamer, -melta or -plasma - +15pts
-a plasma gun, power sword or lightning claw - +15pts
-a power fist - +25pts
-a thunder hammer - +30pts
  • Any Veteran may replace his bolt pistol with a plasma pistol - +15pts
  • Any Veteran may have the following:
-melta bombs - +5pts
-a storm shield - +15pts
Special Rules: And They Shall Know No Fear, Combat Tactics
Dedicated Transports: May select a Drop Pod, Rhino or a Razorback

Emperor's Nightmare Librarian

100pts

WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
Unit Composition: 1 Librarian
Unit Type: Infantry
Wargear: Power armour, Boltgun or bolt pistol, Frag and krak grenades, Force weapon, Psychic hood
Special Rules: And They Shall Know No Fear, Combat Tactics, Independent Character, Psyker
Psychic Powers: A Librarian has any of the two of the following powers:

Smite, Force Dome, Living Nightmares, Quickening, Null Zone, The Avenger, Might of the Ancients, The Gaze of Infinity, Vortex of Doom. If he has the Secundus Upgrade he must take The Blackest Night.

Options: Upgrade to a Dreamwalker (Epistolary) - +50pts
  • Replace boltgun with:
-a storm bolter - +3pts
-a combi-flamer, -melta or -plasma - +15pts
-a plasmapistol - +15pts
  • May have one of the following:
-Jump pack - +25pts
-Space Marine bike - +35pts
-Secundus Upgrade - +20pts (Gains Stealth, must take The Blackest Night psychic power)

August Dreamwalker in Iron

210pts

WS6 BS4 S6 F13 S12 R10 I4 A2(3)
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Dreadnought close combat weapon with built in storm bolter, Force Weapon, Psychic Hood, Smoke Launchers, Ironclad assault launchers
Options:
  • Replace Dreadnaught close combat weapon with:
-Assault Cannon - Free
-Plasma Cannon - 10pts
-Twin-linked Lascannon - +30pts
Dedicated Transport: Can select a Drop Pod
Psychic Powers: An August Dreamwalker in Iron has any 2 of the following psychic powers:

Smite, Living Nightmares, Quickening, Null Zone, The Avenger, the Gaze of Infinity, Vortex of Doom, The Blackest Night

Special Rules: Venerable, Psychic Pilot, Fire of Ages
Fire of Ages: The August Dreamwalkers in Iron are mighty psykers of immense age. They may cast 2 psychic powers per turn.

Emperor's Nightmare Chaplain

100pts

WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv3+
Unit Composition: 1 Chaplain
Unit Type: Infantry
Wargear: Power armour, Boltgun or bolt pistol, Frag and krak grenade, Rosarius, Crozius Arcanum
Options:
  • Replace boltgun with:
-a storm bolter - +3pts
-a combi-flamer, -melta or -plasma - +15pts
-a power fist - +15pts
-a plasma pistol - +15pts
  • Take melta bombs - +5pts
  • Take digital weapons - +10pts
  • Take Signs of the Sleepless - +15pts
  • Take Prophetic Dreams - +15pts

May have one of the following:

-Jump pack - +15pts
-Space Marine Bike - +35pts
Special Rules: Combat Tactics, Independent Character, Differing ideals, Liturgies of Battle, Honour of the Chapter
Differing ideals: A Chaplain can never join a unit with the Secundus Upgrade.

Master of the Forge

Lord of the Armoury: If you include a Master of the Forge in your army, Dreadnoughts, Venerable Dreadnoughts and Ironclad Dreadnoughts may be taken as Heavy Support choices as well as elites Choices, and 1 Icelus Pattern Dreadnought may be taken as a Troops choice.

120pts

WS4 BS5 S4 T4 W2 I4 A2 Ld10 Sv2+
Unit Composition: 1 Master of the Forge
Unit Type: Infantry
Wargear: Artificer armour, Servo-harness, Boltgun or bolt pistol, Frag and krak grenades
Options:
  • Replace servo-harness and boltgun with:
-Conversion beamer - +20pts
  • Replace Boltgun with:
-a storm bolter - +5pts
-a combi-flamer, -melta or -plasma - +10pts
-a plasma pistol - +15pts
  • Take Digital Weapons - +10pts
  • Take Melta Bombs - +5pts
  • Take Signs of the Sleepless - +15pts
  • Take Phophetic Blueprints - +20pts
  • Take either:
-a power sword - +15pts
-a thunder hammer - +30pts


Special Rules: And They Shall Know No Fear, Combat Tactics, Independent character, Blessing of the Omnissiah, Bolster Defences, Structural Knowledge
Prophetic Blueprints - Like a lot of the Chapter, a Master of the Forge may be visited by nebulous visions of the future. However, even in dreams these scions of the omnissiah are far more mechanically and practically minded than their fellows, and retain a lot of knowledge on the weaknesses of enemy armour. At the beginning of the game roll a D6 for each enemy vehicle in the game, just as you would for Prophetic Dreams. On the roll of a 1 the Master of the Forge and any unit he is with have Tank Hunter against this vehicle, and the Master of the Forge counts his weapons as Master Crafted against it.
Structural Knowledge: The Emperor's Nightmare Master of the Forge knows Dreadnoughts and their likenesses better than anybody outside the Adeptus Mechanicus. The Master of the Forge always hits walkers on a 4+ unless he would hit them on less. This includes planting grenades.

Elites

Terminator Squad

0-1
210pts
Terminator Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+
Terminator: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv2+
Unit Composition: 1 Terminator Sergeant, 4 Terminators
Unit Type: Infantry
Wargear: Terminator Armour, Storm Bolter, Power Sword (Terminator Sergeant), Power Fist (Terminators)
Options:
  • One Terminator may choose one of the following options:
-replace his storm bolter with a heavy flamer - +5pts
-replace his storm bolter with an assault cannon - +30pts
-take a cyclone missile launcher - +30pts
  • Any terminator may replace his power fist with a chainfist: +5/pts/model
  • Any terminator may replace their power fist and storm bolter with:
-A Pair of Lightning Claws - Free
-Thunder Hammer and Storm Shield - +10pts
Dedicated Transports: The Terminator squad may select a Land Raider of any type as a dedicated transport.
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics

Night Owl Bulwark team

125pts

Night Owl Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Night Owl: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit Composition: 1 Night Owl Sergeant, 4 Night Owls
Unit Type: Infantry
Wargear: Power armour, Boltgun, Bolt Pistol, Special Issue Ammunition, Frag and krak grenades
Options:
  • May include up to five additional Night Owls - +25pts/mdoel
  • The Night Owl Sergeant may replace his bolt pistol and/or his boltgun with:
-a chainsword - free
-a power weapon or lightning claw - +15pts
-a plasma pistol - +15pts
-a power fist - +25pts
  • Any model may replace his boltgun with a combi-flamer, -melta or -plasma - +5pts
  • The Night Owl Sergeant may take:
-melta bombs - +5pts
-dreamcatcher - +10pts
-Prophetic Dreams - +15pts
  • Two Night Owls may replace their boltguns with:
-a flamer, meltagun, darkfire flare rifle, heavy bolter, multi-melta or missile launcher - +5pts
-a plasma gun, plasma cannon or heavy flamer - +10pts
-a lascannon - +15pts
Dedicated Transport: May select a Drop Pod, Rhino or Razorback
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics

Dreadnought

105pts

WS4 BS4 S6 F12 S12 R10 I4 A2
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Wargear: Multi-melta, Dreadnought close combat weapon (with built in storm bolter), Smoke launchers, Searchlight
Options:
  • Replace storm bolter with heavy flamer - +10pts
  • Replace multi-melta with:
-twin-linked heavy flamer - free
-twin-linked heavy bolter - +5pts
-twin-linked autocannon - +10pts
-plasma cannon or assault cannon - +10pts
-twin-linked lascannon - +30pts
  • Replace Dreadnought close combat weapon with twin-linked autocannon or missile launcher - +10pts
  • Take extra armour - +15pts
  • Upgrade to Venerable - +60pts

Venerable Dreadnoughts gain +1WS and BS, the Venerable Special Rule, and may choose one of the Specialisations below:

Primus: Redundant Systems, Fleet
Secundus: Shoulder-mounted Darkfire Flare Rifle, +6" range to all weapons
Night Owl: Tank Hunter/1 weapon becomes twin-linked/1 weapon becomes master crafted, choose after deployment.
Apothecary: Mechadendrite-mounted Narthecium Glaive
Dedicated Transport: May select a Drop Pod

Ironclad Dreadnought

135pts

WS4 BS4 S6 F13 S13 R10 I4 A2
Unit Composition: 1 Ironclad Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Seismic Hammer (with built in meltagun), Dreadnought close combat weapon (with built in storm bolter), smoke launchers, Searchlight, Extra armour
Options: Replace storm bolter with heavy flamer - +15pts
  • Replace meltagun with heavy flamer - +5pts
  • Replace Dreadnought close combat weapon and storm bolter with a hurricane bolter - free
  • Replace seismic hammer with a chainfist - free
  • Take up to two hunter-killer missiles - +10pts each
  • Take Ironclad assault launchers - +15pts
Dedicated Transport: May select a Drop Pod
Special Rules: Move through cover

Waking Dead Dreadnought

135pts

WS5 BS4 S6 F13 S12 R10 I5 A3(4)
Unit Composition: 1 Dreadnought
Unit Type: Vehicle (Walker)
Wargear: Dreadnought Close Combat Weapon with built-in storm bolter, Dreadnought close combat weapon with built-in meltagun, Smoke launchers, Searchlight
Options:
  • Replace storm bolter with heavy flamer: +10pts
  • Replace either Dreadnought Close Combat Weapon with Lightning Claws - Free
Dedicated Transport: Can select a Drop Pod
Special Rules: Fleet, Furious Charge, None Can Stay My Wrath, Rage

Techmarine

50pts

WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv2+
Unit Composition: 1 Techmarine
Unit Type: Infantry
Wargear: Artificer armour, Servo-arm, Boltgun or bolt pistol, Frag and krak grenades
Options: Upgrade servo-arm to a servo-harness - +25pts
  • Replace boltgun with:
-a storm bolter - +3pts
-a combi-flamer, -melta or -plasma - +10pts
-a plasma pistol - +15pts
  • Take either:
-a power weapon - +15pts
-a thunder hammer - +30pts
  • May take:
-Prophetic Blueprints - +20pts
-Signs of the Sleepless - +15pts
-Dreamcatcher - +10pts
Special Rules: And They Shall Know No Fear, Combat Tactics, Independent Character, Blessing of the Omnissiah, Bolster Defences

Servitors

You may include one unit of Servitors for every Techmarine or Master of the Forge in your army.
10pts
WS3 BS3 S3 T3 W1 I3 A1 Ld8 Sv4+
Unit Composition: 1 Servitor
Unit Type: Infantry
Wargear: Servo-arm
Options:
  • May include up to four additional Servitors - +15pts/model
  • Up to two Servitors may replace their servo-arm with:
-a heavy bolter - +20pts
-multi-melta or plasma cannon
Special Rules: Mindlock

Secundus Nightkin

100pts

WS4 BS5 S4 T4 W1 I4 A1 Ld9 Sv3+
Unit Composition: 5 Nightkin
Unit Type: Infantry
Wargear: Power Armour, Sniper Rifle, Bolt Pistol, Darkfire Rounds, Camo Cloak, Frag and Krak grenades
Options:
  • May include up to 5 additional Nightkin - 20pts/model
  • 2 Nightkin may replace their Sniper Rifles with:
-Combat Knife - Free
-Darkfire Flare Rifle - +5pts
-Flamer - +5pts
-Missile Launcher - +10pts
-Meltagun - +10pts
-Plasma Gun - +10pts
-Power Sword - +15pts
  • 2 Nightkin may take:
-Melta Bombs - +5pts
-A Demolitions Charge - +15pts each
  • For every 5 Nightkin in the unit, one may replace their Bolt Pistol with a Plasma Pistol - +15pts
Special Rules: And They Shall Know No Fear, Stealth, Infiltrate, Combat Tactics, Combat Squads, Versatile
Versatile: The Nightkin are the cream of Battlegroup Secundus, and are trained to take on any circumstance. At the beginning of the turn, the controlling player may choose one of the following stances: The benefits of the stance last until the start of the controlling player's next turn.
  • May my aim be true: Slow and Purposeful
  • Bulwark of Righteousness: Defensive Grenades
  • Let nothing stand before us - Move Through Cover
  • A prime vantage point: Immediately go to ground, may still fire at BS4

Troops

Tactical Squad

90pts

Space Marine Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Space Marine: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
Unit Type: Infantry

Wargear: Power armour, Bolt pistol, Frag and krak grenades, Boltgun

Options:

  • May include up to five additional Space Marines - +16pts/model
  • If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following:
-a flamer: Free
-a meltagun: +5pts
-a plasma gun - +10pts
  • If the squad numbers ten models, one Space Marine may replace his boltgun with one of the following:
-a heavy bolter, multi-melta or a missile launcher: Free
-a plasma cannon: +5pts
-a lascannon: +10pts
  • The Space Marine Sergeant may replace his boltgun and/or bolt pistol with:
-a chainsword: Free
-a combi-melta, -flamer or -plasma: +10pts
-a storm bolter: +10pts
-a plasma pistol: +15pts
-a power weapon: +15pts
-a power fist: +25pts
  • The Space Marine Sergeant may take:
-melta bombss: +5pts
-teleport homer: +15pts
-dreamcatcher - +10pts
Dedicated Transport: May select a Rhino or a Razorback. If the squad numbers ten models, may take a Drop Pod.
Special Rules: And They Shall Know No Fear, combat Squads, Combat Tactics

Scout Squad

75pts

Scout Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv4+
Scout: WS3 BS3 S4 T4 W1 I4 A1 Ld8 Sv4+
Unit Composition: 4 Scouts, 1 Scout Sergeant
Unit Type: Infantry
Wargear: Scout armour, Bolt Pistol, Boltgun, Frag and krak grenades
Options:
  • May include up to five additional scouts - +13pts/model
  • Any model may replace his boltgun with a shotgun, combat blade or sniper rifle - Free
  • One Scout may replace his boltgun with a heavy bolter (with hellfire shells), a missile launcher or a Darkfire Flare Rifle (Only of Secundus Upgrade is taken) - +10pts
  • The Scout Sergeant may replace his boltgun and/or bolt pistol with:

-a chainsword - free -a combi-flamer, -melta or -plasma - +10pts -a storm bolter - +10pts -a plasma pistol - +15pts -a power weapon - +15pts -a power fist - +25pts

  • The Scout Sergeant may take:
-melta bombs - +5pts
-teleport homer - +15pts
-Dreamcatcher - +10pts
  • The squad may have camo cloaks - +3pts/model
  • The squad may be upgraded to Secundus Operatives - +4pts/model

(Secundus Operatives are WS4, BS4 and are equipped with Power Armour and Darkfire Rounds)

Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Infiltrate, Move Through Cover, Scouts

The Sleepless

0-1
60 Points
Sleepless: WS5 BS4 S4 T4 W1 I5 A2 Ld7 Sv3+
Unit Composition: 3 Sleepless
Unit Type: Infantry
Wargear: Power Armour, Bolt Pistol, Chainsword, Frag and Krak grenades
Options: Add up to seventeen Sleepless: +20 Points/model
  • Any Sleepless can replace their bolt pistol and/or chainsword for:
-A Power Weapon: 15 Points/model
-A Power Fist: 25 Points/model
-A Thunder Hammer: +30 Points/model
  • For every five models in the squad, one Sleepless can replace his bolt pistol with a Plasma Pistol for +15 Points/model
  • The entire squad can have Jump Packs: +15pts/model
Dedicated Transport: If the squad does not have Jump Packs, it can select any dedicated transport.
Special Rules: Rage, Fearless, Furious Charge
Faltering Reality: The Sleepless are so crazed that they can barely distinguish friend from foe. If there is no Independant Character within the unit it must take an Ld test each movement phase. If this is failed the squad must move as fast as they can towards the nearest unit (Friend or Foe), fire at it (Even if after the movement phase there is a closer unit) and, if possible, assault this unit. If the unit is friendly it attacks back as usual, but do not fight in the enemy's turn and if the Sleepless pass their test the next turn, combat immediately ceases. If a double 6 is ever rolled for this leadership test, the Sleepless go absolutely beserk. Every unit (Friend or Foe, excluding other Sleepless) within 2D6 takes 2D6 S5 hits. Vehicles are hit on their side armour. After this, remove the unit from play.

Phobetor Dreadnought

0-1

100pt
A Phobetor Dreadnought may only be fielded if there is also a unit of Sleepless in the force.

WS4 BS4 S6 F12 S12 R10 I4 A2

Unit Composition: 1 Dreadnought
Unit Type: Vehicle(Walker)


Wargear: 2 Dreadnought Close Combat Weapons with in-built Narthecium.
Dedicated Transport: The Phobetor Dreadnought may select a Drop Pod
Special Rules: Apothecary
Apothecary: Although the Phobetor Dreadnought cannot join units, one unit within 3", chosen at the start of the controlling player's turn, gains Feel No Pain until the start of their next turn.

Dedicated Transports

Rhino

35pts

BS4 F11 S11 R10
Unit Composition: 1 Rhino
Unit Type: Vehicle (Tank)
Wargear: Storm bolter, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter-killer missile - +10pts
-a dozer blade - +5pts
-extra armour - +15pts
-redundant systems - +30pts
Transport Capacity: Ten models
Special Rules: Repair

Razorback

40pts

Bs4 F11 S11 R10
Unit Composition: 1 Razorback
Unit Type: Vehicle (Tank)
Wargear: Twin-linked heavy bolter, Smoke launchers, Searchlight
Options:
  • Replace twin-linked heavy bolters with:
-twin-linked heavy flamer - +25pts
-twin-linked assault cannon - +35pts
-twin-linked lascannon - +35pts
-lascannon and twin-linked plasma gun - +35pts
  • May take any of the following:
-a storm bolter - +10pts
-a hunter-killer missile - +10pts
-a dozer blade - +5pts
-extra armour - +15pts
-redundant systems - +30pts

Transport Capacity: Six Models

Drop Pod

35pts

BS4 F12 S12 R12
Unit Composition: 1 Drop Pod
Unit Type: Vehicle (Open-topped)
Wargear: Storm bolter
Options:
  • Replace storm bolter with deathwind missile launcher - +20pts
  • take a locator beacon - +10pts
Transport Capacity: Twelve models, one Dreadnought or one Thunderfire Cannon
Special Rules: Inertial guidance System, Immobile, Drop Pod Assault

Fast Attack

Icelus Pattern Dreadnought

1-3 may be purchased as a single Fast Attack choice. They deploy as separate units.

85pts
WS5 BS5 S5 T 4(6) W4 I5 A4 Ld10 Sv3+
Unit Composition: 1 Icelus
Unit Type: Monstrous Creature
Wargear: Pair of Lightning Claws, Astartes Sniper Rifle, Frag Grenades
Options:
  • Can replace either Lightning Claw with:
-Combi Melta/Plasma/flamer - Free
-Storm Bolter - Free
-Power Fist - 10pts
-Chainfist - 15pts
-Thunder Hammer - 15pts
-Storm Shield (One) - 30pts
  • Can replace Astartes Sniper Rifle with:
-Astartes Shotgun - Free
-Flamer - 5pts
-Astartes Grenade Launcher - 5pts
-Meltagun - 10pts
-Plasma Gun - 15pts
-Heavy Bolter - 15pts
-Multi-Melta or Missile Launcher - 20pts
-Lascannon or Plasma Cannon - 35pts
-Assault Cannon - 40pts

(Note that if a Heavy Bolter, Missile Launcher, Plasma Cannon, Multi-Melta, Lascannon or Assault Cannon is selected the Icelus loses the Nimble special rules)

Special Rules: Acute Senses, Stealth, Move Through Cover, And They Shall Know No Fear, Combat Tactics, Quiet As The Grave, Nimble
Quiet as the Grave: All enemies suffer -1 Ld within 6" of the Icelus, or -2 if in base contact with the Icelus.
Nimble: Icelus pattern dreadnoughts are designed to have an almost freakish mobility. As such, they have the Furious Charge, Infiltrate, Hit And Run and Fleet of Foot Universal Special Rules and may roll two dice and pick the highest when running.

Assault Squad

100pts

Space Marine Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Space Marine: WS4 BS4 S4 T4 W1 I4 A1 Ld9 Sv3+
Unit Composition: 4 Space Marines, 1 Space Marine Sergeant
Unit Type: Jump Infanty
Wargear: Power armour, Chainsword, Bolt Pistol, Frag and krak grenades, Jump pack
Options:
  • May include up to five additional Space Marines - +18pts/model
  • For every five models in the squad one Space Marine may replace his bolt pistol with one of the following:
-a flamer - +10pts
-a plasma pistol - +15pts
  • The Space Marine Sergeant may replace his bolt pistol and/or chainsword with:
-a dreamcatcher - +10pts
-a storm shield - +15pts
-a plasma pistol - +15pts
-a power weapon or lightning claw - +15pts
-a power fist - +25pts
-a thunder hammer or pair of lightning claws - +30pts
Dedicated Transport: The squad may remove its jump packs to count as Infantry. It may then have a Drop Pod or Rhino for free. Note that upgrades must be bought as normal.
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics

Night Owl Storm Squad

135pts

Night Owl Sergeant: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Night Owl: WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv3+
Unit Composition: 1 Night Owl Sergeant, 4 Night Owls
Unit Type: Jump Infantry
Wargear: Power armour, bolt pistol, frag and krak grenades, jump packs chainsword (the Sergeant instead has a power sword).
Options:
  • May include up to five additional Night Owls: 22pts/model
  • The Sergeant may replace his power sword with:
-a lightning claw - free
-a power fist - +10pts
-a thunder hammer or relic blade - +15pts
  • Any model may replace his bolt pistol and/or chainsword with:
-a storm shield - +15pts
-a plasma pistol - +15pts
-a power weapon or lightning claw - +15pts
-a power fist - +25pts
-a thunder hammer - +30pts
  • Any model may take melta bombs - +5pts/model
  • The sergeant may take:
-Dreamcatcher - +10pts
-Prophetic Dreams - +15pts
Dedicated Transport: The squad may remove its jump packs to count as Infantry. It may then have a Drop Pod or Rhino for free. Note that upgrades must be bought as normal.
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics, Heroic Intervention

Land Speeder Squadron

50pts/model

BS4 F10 S10 R10
Unit composition: 1-3 Land Speeders
Unit Type: Vehicle (Fast, Skimmer)
Wargear: Heavy Bolter
Options:
  • Any Land Speeder may replace its heavy bolter with:
-heavy flamer - Free
-multi-melta - +10pts
  • Any Land Speeder may be upgraded with one of the following:
-a Typhoon missile launcher - +40pts
-a tornado pattern:
-heavy flamer - +10pts
-heavy bolter - +10pts
-multi-melta - +20pts
-assault cannon - +40pts
Special Rules: Deep Strike


Land Speeder Storm

50pts

BS3 F10 S10 R10
Unit Composition: 1 Land Speeder Storm
Unit Type: Vehicle (Fast, Skimmer, Open-topped
Wargear: Heavy Bolter, Jamming Beacon, Cerberus Launcher
Options:
  • Replace Heavy Bolter with:
-heavy flamer - +10pts
-multi-melta - +15pts
-assault cannon - +35pts
  • Upgrade the Land Speeder Storm to accomidate Secundus Operatives (+1BS, no longer counts as open-topped) - +20pts
Transport Capacity: Five Models (Scouts Only)
Special Rules: Deep Strike, Scouts

Space Marine Bike Squad

90pts

Biker Sergeant: WS4 BS4 S4 T4(5) W1 I4 A2 Ld9 Sv3+
Space Marine Biker: WS4 BS4 S4 T4(5) W1 I4 A1 Ld8 Sv3+
Attack bike: WS4 BS4 S4 T4(5) W1 I4 A1 Ld8 Sv3+
Unit Composition: 1 Biker Sergeant, 2 Space marine Bikers
Unit Type: Bike
Wargear: Power armour, Bolt pistol, frag and krak grenades, Space Marine Bike
Options:
  • May include up to five additional Space Marine Bikers - +25pts/model
  • The Biker Sergeant may replace his bolt pistol with:
-a plasma pistol - +15pts
-a combi-melta, -flamer or -plasma - +10pts
-a power weapon - +15pts
-a power fist - +25pts
  • The Biker Sergeant may take:
-melta bombs - +5pts
-Dreamcatcher - +10pts
  • Up to two bikers may replace their bolt pistols with:
-a flamer - +5pts
-a meltagun - +10pts
-a plasma gun - +15pts
  • Add one heavy bolter armed Attack Bike to the Squadron - +40pts
  • The Attack Bike may upgrade its heavy bolter to a multi-melta - +10pts
Special Rules: And They Shall Know No Fear, Combat Squads, Combat Tactics

Attack Bike Squad

40pts/model

WS4 BS4 S4 T4(5) W2 I4 A2 Ld8 Sv3+
Unit Composition: 1-3 Attack Bikes
Unit Type: Bikes
Wargear: Power armour, Bolt pistol, Frag and krak grenades, Space Marine Bike, Heavy Bolter
Options:
  • Any Attack Bike may upgrade its heavy bolter to a multi-melta - +10pts
Special Rules: And They Shall Know No Fear, Combat Tactics

Heavy Support

Land Raider

250pts

BS4 F14 S14 R14
UnitComposition: 1 Land Raider
Unit Type: Vehicle (Tank)
Wargear: Twin-linked heavy bolter, Two twin-linked lascannons, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter killer missile - +10pts
-a multi-melta - +10pts
-extra armour - +15pts
Transport Capacity: Twelve Models
Special Rules: Power of the Machine Spirit, Assault Vehicle


Land Raider Crusader

250pts

BS4 F14 S14 R14
Unit Composition: 1 Land Raider
Unit Type: Vehicle (Tank)
Wargear: Twin-linked assault cannon, Two hurricane bolters, Frag assault launcher, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter killer missile - +10pts
-a multi-melta - +10pts
-extra armour - +15pts
Transport Capacity: Sixteen Models
Special Rules: Power of the Machine Spirit, Assault Vehicle

Land Raider Redeemer

240pts

BS4 F14 S14 R14
Unit Composition: 1 Land Raider
Unit Type: Vehicle (Tank)
Wargear: Twin-linked assault cannon, Two flamestorm cannons, Frag assault launcher, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter killer missile - +10pts
-a multi-melta - +10pts
-extra armour - +15pts
Transport Capacity: Twelve Models
Special Rules: Power of the Machine Spirit, Assault Vehicle

Predator

60pts

BS4 F13 S11 R10
Unit Composition: 1 Predator
Unit Type: Vehicle (Tank)
Wargear: Autocannon, Smoke Launchers, Searchlight
Options:
  • Repace autocannon with a twin-linked lascannon: +45pts
  • May take side sponsons with heavy bolters for +25pts
-or with lascannons for +60pts
  • May take any of the following:
-a storm bolter - +10pts
-a hunter-killer missile - +10pts
-a dozer blade - +5pts
-extra armour - +15pts

-redundant systems - +30pts

Whirlwind

85pts

BS4 F11 S11 R10
Unit Composition: 1 Whirlwind
Unit Type: Vehicle (Tank)
Wargear: Whirlwind multiple missile launcher, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter-killer missile - +10pts
-a dozer blade - +5pts
-extra armour - +15pts
-redundant systems - +30pts

Vindicator

115pts

BS4 F13 S11 R10
Unit Composition: 1 Vindicator
Unit Type: Vehicle (Tank)
Wargear: Demolisher cannon, Storm bolter, Smoke launchers, Searchlight
Options:
  • May take any of the following:
-a storm bolter - +10pts
-a hunter-killer missile - +10pts
-a dozer blade - +5pts
-extra armour - +15pts
-redundant systems - +30pts

Hellfire Dreadnought Squadron

0-2
155pts each
WS3 BS5 S6 F13 S12 R10 I3 A2
Unit Composition: 1-2 Dreadnoughts
Unit Type: Vehicle (Walker)
Wargear: Multi-melta, Missile Launcher, Shoulder-mounted Storm Bolter, Smoke launchers, Searchlight, Redundant Systems

Options:

  • Replace Multi-melta with:
-Twin-linked heavy flamer - free
-twin-linked heavy bolter - +5pts
-twin-linked autocannon - +10pts
-plasma cannon or assault cannon - +10pts
-twin-linked lascannon - +25pts
  • Replace Storm Bolter with:
-Flamer - Free
-Astartes Grenade Launcher - +5pts
-Meltagun - +10pts
-Plasma Gun - +15pts
  • Replace Missile Launcher with twin-linked autocannon - free
  • Take up to two hunter-killer missiles - +5pts each
Dedicated Transport: May take a Drop Pod each. If a squad of two takes drop pods they always come down at the same time. Place one drop pod down and roll to scatter in the usual manner. The second Drop Pod then scatters D6" from the first pod.


Example Army Lists

  • The Dusk - Battlegroup Secundus AKA We need stealth, bring the Missiles

-HQ-

Emperor's Nightmare Captain w/ Sniper Rifle, Relic Blade, Artificer armour, Dreamcatcher, Secundus Upgrade + Melta Bombs - 190
Emperor's Nightmare Librarian w/ Secundus Upgrade, Plasma Pistol, The Blackest Night and Living Nightmares - 135
-Elites-
Night Owl Bulwark Squad, +1 Night Owl, 5 Combi-meltas, Darkfire Flare Rifle, Sergeant w/ melta bombs + Dreamcatcher, Razorback w/ TL Lascannon - 255

-Troops-

Secundus Operative Squad, +5 Operatives, 9 sniper rifles, Darkfire Flare Rifle, Camo Cloaks, Sergeant w/ Melta Bombs + Dreamcatcher - 200
Secundus Operative Squad, +5 Operatives, 9 sniper rifles, Missile Launcher, Camo Cloaks, Sergeant w/ Melta Bombs + Dreamcatcher - 200
Secundus Operative Squad, +5 Operatives, 9 sniper rifles, Missile Launcher, Camo Cloaks, Sergeant w/ Melta Bombs + Dreamcatcher - 200
Secundus Operative Squad, 4 shotguns, Darkfire Flare Rifle, Sergeant w/ Melta Bombs + Power Fist - 130

-Fast Attack-

3 Icelus Pattern Dreadnoughts - 225
Land Speeder Storm w/ Secundus Upgrade + Multi-melta - 85
-Heavy Support-
2 Hellfire Dreadnoughts w/ Twin-linked Lascannon, Meltagun, Missile Launcher, 2 Hunter-killer Missiles + Drop Pod - 380

Total - 2000

  • The Dawn - AKA ALL DEEP STRIKE, ALL THE TIME

-HQ-

Emperor's Nightmare Captain w/ Terminator armour, thunder hammer, Lightning claw, prophetic dreams, Dreamcatcher - 190
Emperor's Nightmare Chaplain w/ melta bombs, combi-flamer, jump pack, prophetic dreams -150

-Elites-

Terminator Squad w/ Thunder Hammer + Storm Shield - 260
Waking Dead Dreadnought w/ Drop Pod w/deathwind missile launcher - 180

-Troops-

The Sleepless w/ +7, jump packs - 343
Tactical Squad w/ +5, meltagun, missile launcher, Sergeant combi-flamer, sergeant power weapon, sergeant melta bombs, dreamcatcher, drop pod w/locator beacon - 260
Tactical Squad w/ +5, meltagun, missile launcher, Sergeant combi-flamer, sergeant power weapon, sergeant melta bombs, dreamcatcher, drop pod - 250

-Fast Attack-

Assault Squad w/ flamer, sergeant Lightning Claws - 140
Night Owl Storm Squad w/ sergeant Relic Blade, Dream Catcher, Prophetic Dreams, meltabombs - 225


Total - 1998

  • The Sleepless - AKA Cut the Chain and Run

-HQ-

Thureos, the Forty-Sixth Terminator - 350

-Troops-

The Sleepless w/ +27, Jump Packs, 30 Power Weapons, 2 Plasma Pistols - 1550
Phobetor Dreadnought - 100

Total - 2000