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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 wi ll 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 TuShan 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 Wolfs Company, The 13 th Company New HQs: Wolf Lords Bran Redmaw and Egil Iron Wolf New Elite: Ragnars 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 Tychos 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 GrimaldusVanguard The Black Templars are included as an entirely updated codex to use

The Battle for Armageddon: Forces of the Space Marines

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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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Page 1: The Battle for Armageddon: Forces of the Space Marines

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

Page 2: The Battle for Armageddon: Forces of the Space Marines

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

Page 3: The Battle for Armageddon: Forces of the Space Marines

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.

Page 4: The Battle for Armageddon: Forces of the Space Marines

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)

Page 5: The Battle for Armageddon: Forces of the Space Marines

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.

Page 6: The Battle for Armageddon: Forces of the Space Marines

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.

Page 7: The Battle for Armageddon: Forces of the Space Marines

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)

Page 8: The Battle for Armageddon: Forces of the Space Marines

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.

Page 9: The Battle for Armageddon: Forces of the Space Marines

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.

Page 10: The Battle for Armageddon: Forces of the Space Marines

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.

Page 11: The Battle for Armageddon: Forces of the Space 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.

Page 12: The Battle for Armageddon: Forces of the Space Marines

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.

Page 13: The Battle for Armageddon: Forces of the Space Marines

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)

Page 14: The Battle for Armageddon: Forces of the Space Marines

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