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The first in a series of campaign booklets for the Battle of Armageddon in Warhammer 40,000. This is unofficial and is not endorsed by Games Workshop in any way. It is also unfinished :)
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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 The Following may be used in a Salamanders force within Armageddon
HQ 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 Support
0-3 Land Raider Redeemers (deployed separately but count as one 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 Transports
Land Raider Redeemer (any unit which may take a Rhino or Land 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
Forces of the Salamanders on Armageddon
Tu’Shan and the 1st Company
Tu’Shan and the 1st Company
Half the Librarium, Detachments of Reclusiarch.
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)
Chapter Master Tu’Shan of the Salamanders Pts WS BS S T W I A Ld Sv
Tu’Shan 250 6 5 4 5 4 4 4 10 2+
Unit Type: Infantry, Independent Character
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+.
Captain Lavias of the Salamanders (4th Company) Pts WS BS S T W I A Ld Sv
Lavias 215 6 5(7) 4 4 3 5 3 10 3+
Unit Type: Infantry, Independent Character
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 T W I A Ld Sv
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
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.
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.
Troops Choice – Fire Wardens Tactical Squad Pts WS BS S T W I A Ld Sv
Sergeant Tobias 300 4 5 4 4 2 4 3 10 2+
Fire Warden - 4 4 4 4 1 4 2 10 3+
Unit Type: Infantry, Unique. 1 Sergeant Tobias and 9 Fire Wardens.
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 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
HQ 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 Support
Land Raider Land Raider Redeemer
Land Raider Crusader Vindicator Whirlwind Predator 0-3 Long Fang Squads (deployed separately) Dreadnought Dedicated Transports
Rhino Razorback
Land Raider (Wolf Guard only)
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 4 10 3+
Unit Type: Cavalry, Unique, Independent Character
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 10 3+
Unit Type: Infantry, Unique, Independent Character
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 Pts WS BS S T W I A Ld Sv
Grimm Hundsson 430 5 5 5(7) 4 3 5 3 10 2+
Old Claw - 5 4 4 4 2 4 2 9 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 WS BS S T W I A Ld Sv
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 This is Egil’s list, which may be taken as a Space Wolves Allied Force
HQ 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
Support
(MIN ONE)
Long Fang Battle Tank. This is a normal Land Raider, Land Raider
Redeemer, or Land Raider Crusader controlled by Wolf Guard. The
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)
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
Space Wolves - The Thirteenth Company 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
Support
0-1 Long Fang squad 0-1 Dreadnought 0-3 Iron Priests (deployed separately)
Spare Heavy Support or Fast Attack choices may be used as allied choices
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 WS BS S T W I A Ld Sv
Lord Priest 450 6 5 4 4 3 4 D6 10 3+
Wolf Priest - 5 5 4 4 2 4 D6 9 3+
Unit Type: Infantry. 1 Lord Priest and Four Wolf Priests
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 Pts WS BS S T W I A Ld Sv
The Priest Anointed 500 5 5 4 4 2 4 D6+3 8 3+
Rune Priest - 5 5 4 4 2 4 D6 9 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 Pts WS BS S T W I A Ld Sv
Sternhammer 400 5 5 4 4 3 6 4 10 2+
True Wulfen - 5 4 4 4 1 5 D6+2 10 3+
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
Troop Choice – Karan the Blighted One Pts WS BS S Front Side Rear A Ld
The Blighted One 225 7 7 8 13 13 11 5(7) 10
Vehicle Type: Walker, Fast, Unique
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 Third War for Armageddon - last recorded M41.998
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
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 As normal Codex: Blood Angels, except Chapter Master Gabriel Seth or
Captain Tycho (in either form)
Elites 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
Troops Death Company Squad
1+ Tactical Squad
1+ Assault Squad
Fast Attack 2-4 Baal Predators as a Vehicle Squadron
Vanguard Veteran Squad (Scoring Unit)
Land Speeder Squadron
Bike Squad
Furioso Dreadnought
Baalite Scouts
Heavy
Support
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
Dedicated
Transports
Land Raider
Land Raider Crusader
Land Speeder Storm (Baalite Scout Squads)
Rhino
Razorback
Notes 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 1 Chapter Master Gabriel Seth
Astorath the Grim, Sanguinor (either form), Brother Corbulo may be used
Unnamed Blood Angels HQ choices may be taken
Elites 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
Troops 1+ Death Company Squad (no limit to number of squads, Scoring Unit)
1+ Assault Squad
Tactical Squad
Fast Attack 2-4 Baal Predators as a Vehicle Squadron
0-2 Vanguard Veteran Squad (Scoring Unit)
Land Speeder Squadron
Bike Squad
Furioso Dreadnought
Heavy
Support
Land Raider Dreadnought
1-2 Vindicators as a Vehicle Squadron
1-2 Predators as a Vehicle Squadron
1-2 Whirlwinds as a Vehicle Squadron
Dedicated
Transports
Land Raider
Land Raider Crusader
Land Speeder Storm (Baalite Scout Squads)
Rhino
Razorback
Notes 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 1 Death Company Tycho
1 Astorath the Grim
0-1 Reclusiam or Sanguinor (either form)
Elites Deathbringer Terminator Squad
Skull Warden Veteran Squad
0-2 Sanguinary Guard Squads (maximum 10 man, 40pts each model)
Venerable Deathnought
Troops 1+ Death Company Squad (do not count towards FOC)
1+ Assault Squad
Death Company Dreadnought Fast Attack 1-4 Baal Predators as a Vehicle Squadron
Blood Sanctuary Veteran Squad
Death Company Biker Squad
1-5 Furioso Dreadnoughts as a Vehicle Squadron
Heavy Support 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