Codex: Armageddon Part One The Space Marines Welcome to Codex Armageddon: Fifth Edition Redux Welcome avid Armageddon players! This is the beginnings of my latest project, the fully Open Book Armageddon campaign! Within this, I will lay out the first list available to players. I am of course talking about Space Marines – or everyone’s lovable scamps and punching bags. During the war for Armageddon, there were numerous chapters assigned to duty on the ash wastes. Alongside many unnamed chapters, the main presences were the Black Templars, Blood Angels, Space Wolves, and Crimson Fists. All fought frantically in the name of the Emperor to stem the tides of the Orks attacking the important hive world. The aim of this Codex is to allow players to reenact the vast battles involving the Space Marines. There are new units for each of the above chapters, as well as a full Fifth Edition Redux codex for the Black Templars. Want to fight with the true representative of the Salamanders in Chapter Master Tu’shan? This will let you do it. Want to have Logan Grimnir’s infamous Counter Attack on Angron, for example? Sure, go ahead. How about the final act of Captain Tycho? Hell, might as well. To use some of the content within this book, you may need the following Codexes: - Codex: Space Marines - Codex: Space Wolves - Codex: Blood Angels - Codex: Imperial Guard Enjoy!
Contents of Codex: Armageddon Part One Setting up your Marine Army
The Armageddon Force Organisation Chart The Allies System The Space Marine Coalition
Using the Salamanders on Armageddon
The Army List New HQ: Chapter Master Tu’Shan New HQ: Master of the Fleet, Lavias New Elite: Dragon Head Veteran Squads New Troops: Fire Warden Tactical Squad
Using the Space Wolves on Armageddon
Army Lists for: Standard Wolves, Egil Iron Wolf’s Company, The 13th Company New HQs: Wolf Lords Bran Redmaw and Egil Iron Wolf New Elite: Ragnar’s Warband New Fast Attack: Stern Hunter Squadrons Numerous units for your Thirteenth Company, including o New HQ: Howling Battle Squad o New Elite: Bane Priest Squad o New Elite: Sternhammer Wulfen Squad o New Troops: Karan the Tainted One o New Psychic Powers: The Gate and Divine Wrath
Using Blood Angels on Armageddon
Army Lists for: The Blood Angels, The Redemption of Gabriel Seth, and Captain Tycho’s Army of Death The Army of Death is an entirely new and updated codex to use
Using Black Templars on Armageddon
Army Lists for: The Second Crusade Fleet, and Grimaldus’ Vanguard The Black Templars are included as an entirely updated codex to use
The Armageddon Force Organisation Chart One key change within all of the Armageddon series of campaign books is that there is a totally different FOC. This is for three core reasons: - Allowing for more epic battles without resorting to Apocalypse - Making things even more awesome on the field of battle - To give access to Allies and the such. As well as the chart shown here, however, there is also a number of additional FOCs within the actual Mission Book which is packed into a separate document. These charts give even more variety to your games! The Common Armageddon FOC for Space Marines Space Marines use the following FOC, regardless of their chapter: 1-3 HQ Choices this does not include Retinues or specially indicated choices within each Space Marine section. 1-4 Elite Choices 2-8 Troop Choices 0-4 Fast Attack Choices 0-4 Heavy Support Choices 0-6 Allied Choices Larger Scale FOC for Space Marines As well as the normal FOC above, there may be certain games above 2500 points which require a new chart. Instead of using multiple Detachments, you may choose to agree with your opponent to use the following, larger, FOC: 2-4 HQ Choices 0-10 Troop Choices 2-6 Elite Choices 0-6 Fast Attack Choices 0-6 Heavy Support Choices 0-2 Warmachine Detachments 0-10 Allied Choices
The Allies System In addition to the standard chart, there is a certain allocation of Allied Choices. Allied Choices allow you to take units which you wouldn’t normally be allowed to field – such as the finest soldiers of the Witch Hunters, or the zealous Grey Knights. In addition, they may be used to link two chapters together – with 6 Allied Choices in a normal game, it is very easy for a player to make a nicely themed army for themselves. Within each specific section, there will be a list of the Allied Lists you may take in that army. Unless noted, you may not take allies which are not listed. Allied armies have one MAJOR restriction – you must have more of your own choices in the list than you have as Allied Choices. Note that this does NOT include HQ choices. So an army will usually have a minimum of three Allied Choices if they take the bare minimum of their chosen force’s chart. If a player wants to make a full army, they can simply choose a different force altogether. If you’re so bothered about Witch Hunters that you’d buy fifteen choices as your allies, then why don’t you just use your Space Marines as the allies? That way you get the full power of the Inquisition as well as the Emperor’s finest! The following forces may be used as allies (unless noted) in an Armageddon army: - Codex Witch Hunters - Codex Daemon Hunters - Codex Imperial Guard - Codex Space Marines - Codex Space Wolves - Codex Blood Angels - Codex Dark Angels
Special Rule: The Space Marine Coalition While at the start of the Battle for Armageddon the Marines were unblooded and generally aloof and alive, they soon found themselves embedded in the middle of the largest Waaaghs! The Imperium had ever seen. Desperate times call for desperate measures, and so the rapidly shrinking detachments were forced to merge like common Guard regiments, forming alliances and such to survive. This sort of army is represented very, very differently to the standard Armageddon FOC. Unlike normal armies, the Coalition is formed of far greater numbers of allies. In fact, there are so many that the list itself is forced to change to accommodate them. In a Coalition list, you may use units from any of the Space Marine Chapter Lists included in this campaign book. So if you want the untamed wrath of the Space Wolves to mix with the noble yet tainted assaults of the Blood Angels then go ahead! For each Space Marine army included in the Coalition, you must use the following chart: 1 HQ Choice 0-3 Elite Choices 1-3 Troop Choices 0-3 Fast Attack Choices 0-2 Heavy Support Choices In addition to this, you have the following Allied Choices: 0-2 Inquisition Allied Choices 0-2 Imperial Guard Allied Choices 0-4 ‘Floating Choices’ Floating Choices are special in that they are UNALLOCATED. Any army within the Coalition may choose to use these choices to bolster their own forces. If anything, this is the true strength of the Coalition army.
The Salamanders Bring me your men, your boys, your children and I will forge you anew. And then, together, we will take back this world. When the Third War of Armageddon arrived to the hive world, it was the Salamanders who were among the first Space Marine chapters to answer the call. From the planet of Nocturne, the entire chapter was summoned to strike the Orks from both on and off of the world. The chapter master of the Salamanders, Tu’shan, is one of the most noble Masters on the world – he bears the strength of Calgar but tempers it with the caring hand of one most concerned, at heart, with the common man. Under his guidance, the Salamanders would fight any odds to end the threat of the Orks – if not for the Imperium then for the men who die every day on the planet to attempt to allow its continued existence as an Imperial world. The key strengths of the Salamanders as a Chapter is mainly in their superior worksmanship and their companionship with the Mechanicus. The Salamanders maintain the largest number of tanks of all the Codex Chapters, and only the Dark Angels bear more Land Raiders than the sons of Vulkan. They are also the most stalwart defenders made available to the beleaguered people of Armageddon, as the Salamanders’ steady pace makes their actions slow but always with purpose.
Forces of the Salamanders on Armageddon
Tu’Shan and the 1st Company Half the Librarium, Detachments of Reclusiarch. Tu’Shan and the 1st Company Three Battle Companies (Fully Mechanised) Three Assault Companies (Two Mechanised, One Jump Pack based) Three Devastator Companies (One detached in Chapter Tanks) One Tactical Company (Currently un-mechanised due to battle damage) One Scout Company (Out of Action due to battle damage)
Forces of the Salamanders The Following may be used in a Salamanders force within Armageddon 1 Chapter Master Tu’Shan Forgefather Vulkan He’Stan Space Marine Captains (may use named Salamander Captains) Elites 0-3 Chapter Command as one choice from Chaplains or Librarians 0-3 Masters of the Forge (deployed separately) 0-1 Techmarine per Master of the Forge (do not count towards FOC) Terminator Assault Squad Terminator Squad Dragon’s Head Veteran Squad Venerable Dreadnought Troops Tactical Squad Scout Squad 0-1 Fire Wardens Tactical Squad Fast Attack Assault Squad Land Speeder Squadron Bike Squad Dreadnought (deploys as a Scout. +5pts) Heavy 0-3 Land Raider Redeemers (deployed separately but count as one Support choice) Land Raider Land Raider Prometheus Devastator Squad (Multi Meltas cost -5pts) Ironclad Dreadnought 0-3 of any single type of Rhino Variant (Vindicator etc) as vehicle squadrons Dedicated Land Raider Redeemer (any unit which may take a Rhino or Land Transports Raider transport) Land Speeder Storm (Scout Squads) Rhino Razorback Notes No limits to Terminator Squads which may use Land Raiders as transports The Mounted Assault rule does NOT apply with Salamanders HQ
Captain Lavias of the Salamanders (4th Company)
Chapter Master Tu’Shan of the Salamanders Pts WS BS S T W I A Tu’Shan 250 6 5 4 5 4 4 4 Unit Type: Infantry, Independent Character
Ld 10
Sv 2+
Special Rules: And They Shall Know No Fear, Stubborn, Combat Tactics, Furious Charge, Blessings of the Omnissiah Chapter Tactics: Any army which includes Tu’Shan may choose to replace the Combat Tactics rule with the following Chapter Tactics (and subsequent rules). The unit has the Slow and Purposeful special rule except from when charging, and always count as armed with Defensive Grenades. If Tu’Shan and Vulkan He’Stan are in the same force, you must use Tu’Shan’s tactic. The Chalice of Fire: Such was the seriousness of Armageddon’s plight that Tu’Shan was forced to make the decision to bring the ancient icon of the Salamanders, the Chalice of Fire, to bear. Each turn, Tu’Shan may make a single Orbital Bombardment. This Bombardment ignores cover saves. Double Cross: A single unit in Tu’Shans army may Outflank. Dragon’s Fire: Any Melta or Template based weapon in a squad led by Tu’Shan counts as Twin Linked. In addition, all Land Raider Redeemers in a force led by Tu’Shan may fire their Flamestorm Cannons as if they each had access to Power of the Machine Spirit (so all three guns may be fired in one turn) Wargear: Tu’Shan wears Artificer Armour, and bears a Master Crafted Infernus Pistol (see Codex: Blood Angels) as well as Frag and Krak Grenades and Melta Bombs. Tu’Shan has the following unique equipment: The Unbound Flame: If the foe uses any Flame based weaponry (including Plasma and Melta weaponry) Tu’Shan and any unit within 2” will not be affected. Pyre Maul: This is a Two Handed Weapon which gives Tu’Shan a strength bonus equal to his remaining wounds. In addition, it is Rending and will rend on a 5+.
Pts
WS
BS
S
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A
Ld
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Lavias 215 6 5(7) 4 4 3 5 3 Unit Type: Infantry, Independent Character
10
3+
Special Rules: And They Shall Know No Fear, Stubborn, Combat Tactics, Furious Charge Drop Co-Ordinator: Lavias’ speciality as Master of the Fleet is the co-ordination of all orbital facilities. As well giving Lavias the Orbital Bombardment special rule, an army which includes Lavias may choose to re-roll the scatter of any Deep Striking troops while he is still alive. Heroic Sacrifice: When he is close to death, Lavias will call one final bombardment upon the foe. This ability may be used at any part of the Assault Phase (friend or enemy) when Lavias is down to a single wound. Immediately place a single Orbital Bombardment directly onto his position, which is Ordnance 3 (Barrage) instead of the normal profile. The barrage does not scatter, but any damage caused counts towards Combat Resolution. Wargear: Lavias wears Power Armour, and bears a Master Crafted Boltgun (with Special Issue Ammunition) as well as Frag Grenades and Melta Bombs. Lavias has the following unique Wargear: The All Seeing Eye: This large scale set of Bionics allows Lavias to co-ordinate his force’s firepower. If a blast weapon is fired and it’s central hole is in Lavias’ line of sight, he may use his own Ballistic Skill to modify the scatter dice. For this purpose, use the BS in the brackets. Commander’s Blade: The Blade is passed down from Master to Master, and it would be a dishonour to let it fall to mangy Orks. As well as being a Power Weapon, this blade will make any squad which Lavias has joined Stubborn if they die within 12” of him when he uses Heroic Sacrifice.
Elites Choice – Dragon’s Head Veterans Pts
WS
BS
S
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I
A
Ld
Troops Choice – Fire Wardens Tactical Squad
Sv
Pts
WS
BS
S
T
W
I
A
Ld
Sv
300 -
4 4
5 4
4 4
4 4
2 1
4 4
3 2
10 10
2+ 3+
Drake Superior 150 4 5 4 4 2 4 3 10 2+ Dragon Head Veteran 4 4 4 4 1 4 2 10 3+ Unit Type: Infantry. 1 Drake Superior and 4 Dragon Head Veterans
Sergeant Tobias Fire Warden
Special Rules: And They Shall Know No Fear, Combat Tactics, Combat Squads, Blessings of the Omnissiah (Drake Superior only) Special Issue: Dragon’s Head Veterans are the equivalent of Sternguard Veterans in other chapters. As well as using the usual Special Issue Ammunition from the Space Marine Codex, these Veterans have access to Krakendoom Ammunition and Mobfeller Ammunition. Never Falter, Never Fall: If a unit of Dragon’s Head Veterans chooses to Fall Back, they immediately rapid fire at the nearest enemy unit. They may then regroup immediately after the Fall Back move.
Special Rules: Fearless, Combat Squads, Slow and Purposeful, Stealth, Scouts The Finest: The Fire Wardens are an example of Salamanders at their best. Any friendly unit which is within 6” of the Fire Wardens may re-roll failed Leadership based tests, including the Wardens themselves. In addition, the Fire Wardens will not suffer from No Retreat if defeated in close combat. Into the Breach: Tobias deploys his men where they will prove the most useful. Before the game begins, you may choose to redeploy the Fire Wardens and then make their Scout move.
Wargear: All Veterans are armed with Boltgun, Bolt Pistol, Chainsword, Frag Grenades, and Krak Grenades. The Drake Superior has a Power Weapon. Up to five Dragon Head Veterans may be added to the squad for +25pts per model. Any Dragon Head Veteran may replace their Boltgun with a Twin Linked Flamer for free, or purchase a Twin Linked Meltagun for +5pts. A single Veteran may replace their Bolt Pistol with a Twin Linked Multi Melta for +15pts, a Twin Linked Heavy Flamer for +10pts, or a Heavy Bolter for free. The Dragon’s Head Veterans may be deployed in a Rhino, Razorback, or Land Raider Redeemer.
Unit Type: Infantry, Unique. 1 Sergeant Tobias and 9 Fire Wardens.
Wargear: All the Fire Wardens bear a Boltgun, Bolt Pistol, Chainsword, Frag Grenades, and Melta Bombs. Tobias himself is armed with all of this and a Relic Blade. Tobias’ Boltgun also has Special Issue Ammunition. Up to two Fire Wardens may replace their Boltguns with a Twin Linked Flamer or a Twin Linked Meltagun for free. You may choose to instead have a Twin Linked Plasma Gun for +5pts each instead. A single Fire Warden may replace their Boltgun with a Twin Linked Multi Melta or Twin Linked Heavy Flamer for free. You may choose to instead have a Missile Launcher or Lascannon for free instead. The squad may be upgraded to set up Cluster Mines for +10pts. The Fire Wardens may be deployed in a Rhino, Razorback, or Land Raider Redeemer.
The Space Wolves No decent citizen of the Imperium could possibly stand by lax when such a war lies mere light years away! The Space Wolves home world of Fenris is among the nearest to Armageddon, and so it was unsurprising that their Chapter Master, Logan Grimnir, would react aggressively to the Orkish assault upon the world. So it was that eleven Great Companies descended upon the world a few months into the siege. So it was that the tide of the war shifted. Before the arrival of the Space Wolves, the Orks held the upper hand (or choppa) in the war. The unprepared Imperial Guard regiments and their few Space Marine allies were like lambs to the slaughter when it came to fighting off the bitter mobs of Orks running at their lines, and suffered dearly to any determined attack by the besieging Greenskins. However, the Space Wolves in comparison are a feral chapter which can easily hold its own against the brutality the Orks exude with every blow. Likewise, unlike the untamed ‘magic’ harnessed by Orkish Weirdboyz, the Rune Priests of the Wolves tap into pure forms of the warp allowing for far more refined techniques to be used. It was also a great help that the Space Wolves were easily the chapter which contributed the most to the war effort with the amount of troops they could bring to fight against the hordes. While the marines were outnumbered 100,000 to 1 on the field, they did have one advantage – the effect of force modifiers. While one marine would be equivalent to five orks on the field, two would become equivalent to thirteen. So the usage of over 1500 marines in one particular battle – which quickly descended into the biggest single infantry battle of the entire war – would show that this many marines could topple countless millions of Orks which attacked on particular hive. So it is that the Orks knew the wolf pelts to be the marking of their dooms…
Forces of the Space Wolves The Following may be used in a Salamanders force within Armageddon The Great Wolf, Logan Grimnir or Ragnar Blackmane Ulrik the Slayer Bjorn the Fell Handed 0-1 Wolf Lord (may be a named Wolf Lord) Elites 0-3 Chapter Command as one choice from Wolf or Rune Priests 0-3 Wolf Guard Battle Leaders (deployed separately) 0-6 Iron Priests (deployed separately) Wolf Guard Pack (selected as 5-20) Lone Wolf Brotherhood (1-3 Lone Wolves deployed separately) Ragnar’s Warband (in an army including Ragnar Blackmane) Venerable Dreadnought Troops Grey Hunter Pack Blood Claw Pack Wolf Scout Pack Fenrisian Wolf Pack Fast Attack Skyclaws Swiftclaws Stern Hunter Squadron Land Speeder Squadron Attack Bike Squadron Thunderwolf Cavalry Pack Heavy Land Raider Support Land Raider Redeemer Land Raider Crusader Vindicator Whirlwind Predator 0-3 Long Fang Squads (deployed separately) Dreadnought Dedicated Rhino Transports Razorback Land Raider (Wolf Guard only) HQ
HQ Choice – Bran Redmaw (Wolf Lord) Pts
WS
BS
S
T
W
I
A
Ld
Sv
Bran Redmaw 225 6 5 4(5) 5(6) 4 5 Unit Type: Cavalry, Unique, Independent Character
4
10
3+
Special Rules: And They Shall Know No Fear, Stubborn, Berserk Charge, Furious Charge, Rending (Close Combat only, apparently) The Bear Lunges: Bran Redmaw is well known for his synergy with the beast, breaking in his mounts in little time. Bran receives +2 Strength from Furious Charge, but LOSES -1 Initiative from the same rule. Such is his ferocity that any casualties which are caused on the charge will be doubled, or trebled if used against a unit with the ‘Mob Rule’ special rule. Many Sagas: Bran is one of the few Space Wolves to have multiple Sagas. Bran possesses a single special Saga which combines both of his main traits – the Saga of the Blooded. This is a Saga of the Bear which also allows Bran to roll a d6 for each casualty he causes in Close Combat. On a 6 he will regain a single wound lost earlier in battle. Wargear: Bran Redmaw rides the Thunderwolf Vulfak, whose bonuses are included in his profile. In addition, he wields a Power Weapon and Storm Shield as well as Frag Grenades and Krak Grenades. Bran must purchase 2 Fenrisian Wolves – included in his points. However, you may add up to 8 more wolves for +9pts per model. If Bran is included in the army, you must have at least one unit of Thunderwolf Cavalry. In addition, you may take up to half the choices of your army as Thunderwolf Cavalry – these choices all count as Troops.
HQ Choice – Egil Iron Wolf (Wolf Lord) Pts
WS
BS
S
T
W
I
A
Ld
Sv
Egil Iron Wolf 350 5 6 4 4 3 5 4 Unit Type: Infantry, Unique, Independent Character
10
3+
Special Rules: And They Shall Know No Fear, Counter Attack, Acute Senses, Fire Control Men of Iron, Bodies of Steel!: The use of Egil Iron Wolf in your army means that you may not use ANY other named characters except from Bjorn the Fell Handed. This is because of one major fact – the use of the Iron Wolf enables the use of a totally different Space Wolves list, described after this one. The use of this list is optional, but is made available for those who want to recreate the might of this Lord’s Great Company. The Jaws of Russ: Egil Iron Wolf begins the game not in his own personal Land Raider… but controlling it. The Jaws of Russ is a special Land Raider which Egil operates. As well as having all the standard Land Raider rules, it may use Egil’s Fire Control and Acute Senses special rules and also his BS of 6. In addition, it is equipped with a Frag Missile Launcher on the front which may be fired every turn in addition to other weapons. Bail Out!: If the Jaws of Russ is destroyed, Egil may immediately be deployed in base contact with its wreckage. He may not take command of another vehicle. Wargear: Egil Iron Wolf is equipped with a Bolt Pistol, Frost Blade, Frag Grenades, and Krak Grenades. The Jaws of Russ may be a Land Raider, Land Raider Redeemer, or Land Raider Crusader with three Hunter Killer Missiles and a Frag Missile Launcher added on top of its basic equipment.
Elites Choice – Ragnar’s Warband Grimm Hundsson Old Claw
Pts
WS
BS
S
T
W
I
A
Ld
Sv
430 -
5 5
5 4
5(7) 4
4 4
3 2
5 4
3 2
10 9
2+ 2+
Unit Type: Infantry, Unique. Grimm Hundsson and 9 Old Claws Special Rules: And They Shall Know No Fear, Headstrong, Stubborn, Berserk Charge, Furious Charge, Relentless, Fleet The Old Wolves: Only Ragnar may join this unit. Grimm Hundsson counts as a Wolf Guard Battle Leader but may not leave the unit. While Ragnar is in the unit, he gains the Fleet and Stubborn special rules. Fine to Stand Around: Ragnar’s Warband count as a Scoring Unit in all missions. Vengeance for the Fallen: Every single member of Ragnar’s Warband counts as a Lone Wolf, and has all of the Lone Wolf’s special rules. The only exception is that they form a squad and may have a character join the unit.. All Sagas Come To Ends: If Grimm is killed, Ragnar gains the Rage and Fleet special rules until the rest of the game and will charge as a beast. Wargear: All members of Ragnar’s Warband bear a Power Weapon, Master Crafted Bolt Pistol, Frag Grenades, and Krak Grenades (they also wear Runic Armour). Grimm Hundsson uses a pair of Frost Axes instead of the Bolt Pistol, giving him +2 Strength to his profile. Grimm also has a Saga of the Bear. A single member of the Old Claws may be given a Wolf Standard for +20pts. This counts as the single Standard allowed in the army. Up to three Old Claws may replace their Bolt Pistol with a Flamer or Meltagun for free. Alternatively they may replace it for a Plasma Gun for +5pts. Any member of the Old Claws may replace their Power Weapon, Bolt Pistol, or a Frost Blade for a Power Fist for +15pts or for a Storm Shield for +5pts The squad may be mounted in a Rhino or a Land Raider (any variant)
Fast Attack Choice – Stern Hunter Squadron Pts
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A
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Stern Hunter 33 4 4 4 4(5) 2 4 1 8 3+ Unit Type: Bikes. 3-10 Stern Hunters per squadron. Stern Hunters count as Grey Hunters for the purposes of Wolf Guard deployment. Special Rules: And They Shall Know No Fear, Counter Attack, Acute Senses Severe Measures: Normally a squad of Grey Hunters would not mount up onto Bikes, but Stern Hunters have been forced to. You may not have more units of Stern Hunters in your army than you have Swiftclaws and/or Skyclaws. Old Rumblers: Even if they don’t like bikes, Stern Hunters know how to ride them. Any Biker unit within 3” of a Stern Hunter Squadron has the Skilled Rider special rule. This includes the Stern Hunters themselves. Fine to Stand Around: Stern Hunters count as a Scoring Unit. Wargear: All Stern Hunters are armed with a Boltgun, Bolt Pistol, Chainsword, Frag Grenades, Krak Grenades, and a Space Marine Bike. The Bike has a Twin Linked Boltgun which may be fired in addition to the Hunter’s own Boltgun. For each 3 models in the unit, a single member may take a Flamer, Meltagun, or Plasma Gun for the usual Grey Hunter cost. A single member of the unit may be given a Wolf Standard for +25pts. Up to one Wolf Standard may be taken per army. A single member of the unit may be given a Power Weapon for +10pts, or a Power Fist for +20pts. Any Stern Hunter may be given Melta Bombs for +5pts. Any Stern Hunter may be given a Teleport Homer for +10pts.
Space Wolves - Army of Egil Iron Wolf
Space Wolves - The Thirteenth Company
This is Egil’s list, which may be taken as a Space Wolves Allied Force 1 Egil Iron Wolf, in the Jaws of Russ 0-1 Bjorn the Fell Handed 0-1 Venerable Dreadnought. This gains the Saga of Majesty for free Elites 1+ Wolf Guard Battle Tank. This is a normal Vindicator, Predator, or Whirlwind controlled by Wolf Guard. The tank costs +20pts, but fires one more weapon than usual each turn. Venerable Dreadnought. May be in Drop Pod Troops 1+ Dreadnought. May be in Drop Pod Ironclad Dreadnought. May be in Drop Pod Wolf Scout Pack Fast Attack Dreadnought. May be in Drop Pod. This is a special Dreadnought which counts as Fast and has the Scout special rule for +15pts. 1-5 Predators as a single squadron 1-3 Iron Priests (deployed separately, minimum 1) Heavy Long Fang Battle Tank. This is a normal Land Raider, Land Raider Support Redeemer, or Land Raider Crusader controlled by Wolf Guard. The (MIN ONE) tank costs +40pts, but gains the Fire Control special rule. 1-5 Whirlwinds as a single squadron 1-3 Vindicators as a single squadron 2-4 Long Fang Squads (deployed separately)
A Thirteenth Company list is one filled with combat monsters which walk like men. Every model must have a Mark of the Wulfen (unless noted), but this costs +4pts per model instead of the normal cost. HQ 1 Wolf Lord. This Lord gains a single Psychic Power from The Gate, Storm Caller, or Living Lightning for +20pts. 1 Howling Battle Squad 1+ (max 10) Wolf Priests, deployed separately, do not count towards FOC. May only be joined to Wulfen units. Elites Bane Priest Squad 1 Sternhammer Wulfen Guard Wolf Guard Pack (Scoring Unit, may not be split) Grey Slayer Squad (Grey Hunters, Scoring Unit) Troops Storm Claws (Grey Hunters with the Furious Charge and Berserk Charge special rule, no Boltguns, +3pts) Karan the Blighted One Wolf Scouts (gain Berserk Charge. +3pts) Fast Attack Skyhunters (Skyclaws which have the Grey Hunter statline. +3pts each) Stern Hunter Squadron (limit may be exceeded) Thunderwolf Cavalry Wulfen Pack (Blood Angels Death Company with Berserk Charge) Heavy 0-1 Long Fang squad 0-1 Dreadnought Support 0-3 Iron Priests (deployed separately) Spare Heavy Support or Fast Attack choices may be used as allied choices
HQ
Of all the Great Companies, it is Egil Iron Wolf’s that is known to use the most tanks and Rhino Variants, and it is said that it would take three other companies to even match the numbers that the old Wolf Lord uses. Therefore it is unsurprising that in any single battle involving the Iron Wolf there could be as many as two hundred armoured vehicles charging the enemy, all manned by enthusiastic Wolf Guard or Long Fangs
Though their presence was seldom seen in the Battles for Armageddon, there were always rumours around various fronts of strange marines who stalked the battlefield, destroying both the friends and enemies of the Imperium in a bitter rampage. It was never confirmed whether these were parts of the Thirteenth Company or just insane marines.
HQ Choice – Howling Battle Squad Pts
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Lord Priest 450 6 5 4 4 3 4 D6 10 Wolf Priest 5 5 4 4 2 4 D6 9 Unit Type: Infantry. 1 Lord Priest and Four Wolf Priests
3+ 3+
Special Rules: Fearless, Fleet, Acute Senses, Counter Attack, Berserk Charge, Furious Charge, Scouts, Stealth, the Mark of the Wulfen Masters of Battle: Each Priest takes a certain skill to their unit, allowing them to act together as a gestalt whole. The unit and any characters which join them gain the Preferred Enemy (All) special rule. Fury of Russ: The Howling Battle Squad form a single unit of Wolf Priests, bringing the redemption of death to their foes. On any turn that the squad charges, they may re-roll all failed rolls to hit and wound. Calm the Spirit: Without the Wolf Priests, the Wulfen would likely dissolve altogether and fight forever as individual monsters. If a unit with the Mark of the Wulfen is within 12” of any Wolf Priest or the Howling Battle Squad will ignore the Feral Fury special rule. Wargear: All of the Priests bear Wolf Tooth Necklaces, Wolf Pelt Talismans, Power Armour, and Frag Grenades. The Lord Priest bears a Frost Axe and may choose between a Twin Linked Bolt Pistol, Plasma Pistol, or Storm Shield. Each Wolf Priest has a Crozius Arcanum and a Bolt Pistol. The Wolf Priests have the options indicated in the Space Wolves codex.
Elite Choice – Bane Priest Squad The Priest Anointed Rune Priest
Pts
WS
BS
S
T
W
I
A
Ld
Sv
500 -
5 5
5 5
4 4
4 4
2 2
4 4
D6+3 D6
8 9
3+ 3+
Unit Type: Infantry, Unique. The Priest Anointed is joined by four Rune Priests. (note: all are armed as standard Rune Priests. No space to say that here) Special Rules: Fearless, Acute Senses, Counter Attack, Furious Charge, Scouts, Stealth, the Mark of the Wulfen. Each Priest is a Psyker Psychic Powers: Each Rune Priest may select 2 Psychic Powers from the selection available in the Space Wolves Codex and/or choose The Gate. The Priest Annointed may choose 4 Psychic Powers from between the Space Marines and Space Wolves Codexes and/or choose The Gate or Divine Wrath. I Go Forward To Death: When a Rune Priest is anointed, they know that their life will soon come to an end… and they will soon rejoin Russ, waiting for the Wolftime. While the Priest is alive, the unit gains the Rage and Fleet special rules. The Gate: This is a Psychic Power used at the start of the Movement Phase while Reserves are rolled for. The Psyker may choose a unit – friendly or enemy – within Line of Sight. The unit is immediately placed back into Reserve, and if it is a friendly unit they may be rolled for immediately. When the unit returns from Reserve, they are Deep Striked by the Thirteenth Company player. If an enemy unit was chosen to return to Reserves, they may choose to resist with an Initiative Test. If the majority of the unit fails, the unit is placed into reserve. In addition, any model which fails must take an Armour Save. Divine Wrath: This is a Psychic Power used at the start of the Shooting Phase. If the psyker successfully passes their psychic test, they and the unit they are with will gain the Fleet special rule for the rest of the game turn. In addition, the unit will charge as a beast. Finally, the psyker doubles their strength for that game turn.
Elite Choice – Sternhammer Wulfen Guard Sternhammer True Wulfen
Pts
WS
BS
S
T
W
I
A
Ld
Sv
400 -
5 5
5 4
4 4
4 4
3 1
6 5
4 D6+2
10 10
2+ 3+
Troop Choice – Karan the Blighted One Pts
WS
BS
S
Front
Side
Rear
A
Ld
The Blighted One 225 7 7 Vehicle Type: Walker, Fast, Unique
8
13
13
11
5(7)
10
Unit Type: Infantry, Unique. Sternhammer, joined by 9 of the True Wulfen. Special Rules: Fearless, Fleet, Acute Senses, Counter Attack, Berserk Charge, Furious Charge, Scouts, the Mark of the Wulfen (except Sternhammer) Saga of the Sternhammer: This is a unique Saga born by Sternhammer. The user must attempt to use this ability to save at least 10 models with the Mark of the Wulfen. Sternhammer has the ability to purge, or at least pacify, the Canis Helix within models in the Space Wolf army. To do this, he must be within 6” of a such a unit. On a successful leadership check, each model in that unit must make a successful Weapon Skill test. If passed, the model always counts as rolling a 4 for Wulfen attacks and is ‘saved’. If failed, the model always counts as rolling a 2 and must immediately take an Armour Save. The True Wulfkund: The Wulfen who join Sternhammer in battle are the most lost of all his subjects. They may not be saved by his Saga. In addition, they Rend with ALL Close Combat Attacks – even those with Power Weapons – and the entire unit rolls 2d6 for Fleet movement. The Internal Battle: While Sternhammer is not a fully realised member of the Wulfen yet, he does share one of their quirks. In each turn of combat, Sternhammer gains 4+d3 attacks. If a 1 (on the d3) is rolled, Sternhammer immediately falls prey to the full Mark of the Wulfen. Wargear: Sternhammer is equipped as a Lord Priest (see Howling Battle Squad). The Wulfen each bear a Bolt Pistol, Close Combat Weapon, and Frag Grenades. They also have the options of a Wolf Guard Pack – see Codex Space Wolves
Special Rules: Venerable, Saga of the Warrior Born, Saga of the Beastslayer, Psyker Curse of the Blighted One: Karan’s long life in the warp has not been one of peace – his well deserved rest was cut short by the Canis Helix. At the beginning of each game turn, roll a d6 On a 4+ Karan suffers nought. However, on a 1 Karan goes into a Fire Frenzy – for this turn he is controlled by the opponent and must fire all weaponry (opponent’s choice) at the nearest unit. On a 2 or 3 Karan desires nothing but raw bloody flesh, and gains the Rage special rule (this is in addition to charging as a Beast. Ruh-roh) Psychic Powers: Karan has The Gate and Jaws of the World Wolf as his Psychic Powers. He may use either on any turn, and counts as Leadership 7 for this purpose. On a Perils of the Warp roll, Karan takes a glancing hit. However, he will also make TWO Curse rolls (above) next turn as well. Gravitic Pulse Enhancers: Karan’s The Gate is maintained by a combination of tech and magick. The opponent must halve their Initiative for their tests for The Gate. Brothers! Gather! An army which includes Karan uses Venerable Dreadnoughts as Heavy Support and Dreadnoughts as Troops. Karan is deployed as a HQ Choice Wargear: Karan is equipped with Wolf Tail Talismans. In addition, he has a pair of Dreadnought Close Combat Weapons (the attacks in total are in Brackets) which each have a single Twin Linked Storm Bolter each.
The Blood Angels Do not expect us to simply wait for your orders like another chapter would, sir. Only a fool would expect one of my descents to heed such commands Of all the chapters deployed to Armageddon, it was the Blood Angels who were the most tactically sound. After a disastrous deployment to the Eastern Fringe to participate in what would become the Damocles Gulf Crusade, the warriors of the Blood Angels were sent to Armageddon as a mission of vital importance. This choice was not in vain, for the Blood Angels were the ones who led the charge during the Second War for Armageddon and proved just as, if not, more useful during the Third War as well. Second War for Armageddon 1st Company: 60 lost, 30 unconfirmed 2nd Company: Last seen at Tempestora Hive. Tycho Condition: Unknown 3rd Company: Undeployed 4th Company: No Survivors 5th Company: No Survivors 6th Company: Undeployed 7th/8th Companies: Unknown 9th Company: Undeployed 10th Company: 100 lost, 40 unconfirmed Imperial Casualties: 35% Enemy Casualties: Total
Third War for Armageddon - last recorded M41.998 1st Company: At the Ready 2nd Company: No Survivors 3rd Company: No Survivors 4th Company: Rebuilding 5th Company: Rebuilding 6th Company:10 Lost, 25 Unconfirm 7th Company: At the Ready 8th Company: At the Ready 9th Company: At the Ready 10th Company: At the Ready Imperial Casualties: 70% (so far) Enemy Casualties: 54% (rising)
The Relentless Blood Drive The Following may be used in a Blood Angels force within Armageddon HQ Elites
Troops
Fast Attack
Heavy Support
Dedicated Transports
Notes
As normal Codex: Blood Angels, except Chapter Master Gabriel Seth or Captain Tycho (in either form) 0-3 Chapter Command as one choice from Chaplains or Librarians Up to 1 Sanguinary Priest for each unit in the army. Not a FOC choice. Terminator Assault Squad Terminator Squad Sternguard Veteran Squad (Scoring Unit) Sanguinary Guard Venerable Dreadnought Death Company Squad 1+ Tactical Squad 1+ Assault Squad 2-4 Baal Predators as a Vehicle Squadron Vanguard Veteran Squad (Scoring Unit) Land Speeder Squadron Bike Squad Furioso Dreadnought Baalite Scouts 0-1 Land Raider per HQ Choice Dreadnought Devastator Squad (Weapons cost -5pts) 1-2 Vindicators as a Vehicle Squadron 1-4 Predators as a Vehicle Squadron 1-2 Whirlwinds as a Vehicle Squadron Land Raider Land Raider Crusader Land Speeder Storm (Baalite Scout Squads) Rhino Razorback Most of the force uses standard Blood Angels codex All models cost 1 less point – so Tactical Marines are 15 each etc
(All other Dreadnought choices are unchanged)
The Redemption of Gabriel Seth The Following may be used in a Flesh Tearers force within Armageddon HQ
Elites
Troops
Fast Attack
Heavy Support
Dedicated Transports
Notes
1 Chapter Master Gabriel Seth Astorath the Grim, Sanguinor (either form), Brother Corbulo may be used Unnamed Blood Angels HQ choices may be taken 0-3 Chapter Command as one choice from Chaplains or Librarians Up to 1 Chaplain for each unit in the army. Not a FOC choice. Terminator Tactical Squad (combine the options of both Terminator units. Any model may have a Power Sword) 0-2 Sternguard Veteran Squad (Scoring Unit) 0-2 Sanguinary Guard Squads (Scoring Unit) 0-1 Venerable Dreadnought 1+ Death Company Squad (no limit to number of squads, Scoring Unit) 1+ Assault Squad Tactical Squad 2-4 Baal Predators as a Vehicle Squadron 0-2 Vanguard Veteran Squad (Scoring Unit) Land Speeder Squadron Bike Squad Furioso Dreadnought Land Raider Dreadnought 1-2 Vindicators as a Vehicle Squadron 1-2 Predators as a Vehicle Squadron 1-2 Whirlwinds as a Vehicle Squadron Land Raider Land Raider Crusader Land Speeder Storm (Baalite Scout Squads) Rhino Razorback Most of the force uses standard Blood Angels codex All other Dreadnought choices are unchanged Death Company cost 17pts each in a Flesh Tearers list
Captain Tycho’s Army of Death The Following may be used in a Death Company force within Armageddon HQ
Elites
Troops
Fast Attack
Heavy Support
1 Death Company Tycho 1 Astorath the Grim 0-1 Reclusiam or Sanguinor (either form) Deathbringer Terminator Squad Skull Warden Veteran Squad 0-2 Sanguinary Guard Squads (maximum 10 man, 40pts each model) Venerable Deathnought 1+ Death Company Squad (do not count towards FOC) 1+ Assault Squad Death Company Dreadnought 1-4 Baal Predators as a Vehicle Squadron Blood Sanctuary Veteran Squad Death Company Biker Squad 1-5 Furioso Dreadnoughts as a Vehicle Squadron 1-2 Vindicators, Predators, or Whirlwinds as a Vehicle Squadron Land Speeder Squadron Deathnought Death Company Scout Squad
Dedicated Transports
Land Raider Land Raider Crusader Land Speeder Storm Rhino Razorback
Notes
The vast majority of this force is actually crazed, and is thus mostly contained within this book. The list is purely for FRIENDLY GAMES. It is not balanced for regular gameplay